Emulation or Piracy for Profit? Nintendo Says No.

By: Kevin Vu

Nintendo, the developer of various beloved video games and consoles, was recently in the news for its lawsuit against, and subsequent settlement with, Tropic Haze, the developers of the Nintendo Switch emulator “Yuzu.” In the initial complaint, Nintendo alleged that “[w]ith Yuzu in hand, nothing stops a user from obtaining and playing unlawful copies of virtually any game made for the Nintendo Switch, all without paying a dime to Nintendo or any of the hundreds of other game developers and publishers making and selling games for the Nintendo Switch. In effect, Yuzu turns general computing devices into tools for massive intellectual property infringement of Nintendo and others’ copyrighted works.” In essence, Nintendo alleged that Tropic Haze “facilitate[d] piracy at a colossal scale.

Nintendo’s battles against piracy are nothing new. The company has a storied history of filing lawsuits against various forms of piracy – including individuals who sold Nintendo Switch-hacking devices and international cases against Nintendo game copy-holding websites. But some commentators argue that emulation is not piracy – which might explain why Nintendo has yet not filed similar lawsuits against other emulators like “Dolphin” (which emulates the Nintendo Wii). 

Emulation or Piracy?

Emulation, as commonly referred to in this context, means a computer program that “imitates a video game console.” At first blush, it is easy to see why such programs would be an issue for first-party developers like Nintendo. Emulation programs might disincentivize consumers from buying the latest video game console to play their video games for example.  The historic answer to criticisms like that is that emulation falls under fair use

For example, in Sony Computer Entertainment v. Connectix Corp., 203 F.3d 596, 609 (9th Cir. 2000), the Ninth Circuit determined that an emulator for Sony’s PlayStation did not infringe on Sony’s copyright because that emulator fell under fair use. Courts typically consider four factors for determining whether fair use applies: (1) the purpose and character of the use, (2) the nature of the copyrighted work, (3) the amount and substantiality of the portion used in relation to the copyrighted work as a whole, and (4) the effect of the use upon the potential market value of the copyrighted work. 17 U.S.C. § 107. Under the Ninth Circuit’s precedence at the time, fair use preserved the public’s access to elements in copyrighted computer codes. Sony Comput. Ent., 203 F.3d at 603. The court determined that the second factor weighed in favor of fair use because Sony’s program was not publicly available such that the defendant’s process of reverse engineering Sony’s program was necessary to replicate the program. Id. at 603-04. As to the first and fourth factors, the court concluded that the defendant’s emulation program was transformative because it “afford[ed] opportunities for game play in new environments” such that “the [emulator was] a legitimate competitor in the market for platforms on which Sony and Sony-licensed games [could] be played.” Id. at 606-07. Accordingly, the court concluded that the emulation of Sony’s PlayStation was protected under fair use. Id. at 609.

That reverse engineering approach was codified by the Digital Millennium Copyright Act (DMCA) as 17 U.S.C. § 1201(f), which generally allows for reverse engineering of a computer program “for the sole purpose of . . . achiev[ing] interoperability of an independently created program[.]” 

In contrast, piracy is understood as “[t]he illegal reproduction and distribution of copyrighted material on the Web.” That definition is distinguishable from the situation in the Sony Computer Entertainment case because there, the emulator was essentially a reverse engineered PlayStation that did not wholly copy Sony’s program. But, as some proponents have argued, emulation naturally leads to piracy because emulators do not have anti-piracy safeguards. The idea behind this is that a video game console, like the Nintendo Switch, will have safeguards that disallow someone from using a pirated copy of a game, but emulators do not have that same protection. Because emulators can run on pirated games, the argument is that emulators support piracy by doing so, resulting in lost profits for the developers of both games and consoles. In contrast, however, some argue that emulation is necessary to preserve the history of video games, along with letting people enjoy games or video game systems that are no longer produced or supported.

Why Yuzu was Targeted.

Many individuals have theorized that Yuzu was targeted because the program emulated a current-generation console in the Nintendo Switch, as opposed to other emulators which are focused on older consoles that are no longer supported. Others have pointed out that Nintendo’s original complaint did not explicitly argue that the Yuzu emulator was illegal, but rather because Yuzu’s developers showed how to break into Nintendo’s game files or even a Nintendo Switch. Additionally, the complaint also noted that Yuzu had a Patreon page (a website that allows people to support creators by donating on a monthly subscription basis) that provided subscribers with early access and unreleased features to the public – in short, that Tropic Haze was profiting from Yuzu. 

Whatever the reason, Nintendo’s actions have already had wide effects on other emulators. For example, Tropic Haze was also developing “Citra,” a 3DS emulator, but under their settlement agreement with Nintendo, Citra has also been discontinued. Another Nintendo console emulator, “DraStic” (for the Nintendo DS), used to be a paid app on Google Play but has since been free to download

All of this is a signal that Nintendo, and perhaps other companies, may seek to be more litigious with emulators. Although the DMCA and case law may allow certain forms of emulation, clearly Nintendo is looking at other strategies to fight emulators. For example, when the Dolphin emulator was seeking to be added to the Steam storefront, Nintendo told Steam that Dolphin did not comply with the DMCA because Dolphin used Nintendo’s encryption keys. Dolphin disputed that determination, but Steam refused to allow Dolphin on its storefront until Dolphin and Nintendo could reach an agreement. Currently, Dolphin is still available on the Internet for download and use. Whatever the case, individuals and emulators should be wary about Nintendo’s – and other video game company’s – recent efforts in combating emulation and privacy.

Pirates v. Trolls: Justices Trying to Play a Balancing Act on the Standard for Patent Law Treble Damages

troll-pirateBy Don Wang

As my buddy Vijay reported last November, the Supreme Court granted certiorari for Halo Elecs, Inc. v. Pulse Elects., Inc.., which was consolidated with Stryker Corp. v. Zimmer, Inc., to address whether it should change the current standard for awarding treble damages in patent suits. On February 23, 2016, the high court conducted the oral argument, and the transcript is available here. Continue reading

Video Killed the Radio Star… And the Internet Killed Cable

Untitled1By Tyler Quillin

This article began with an interest in the disparity between last year’s SEC Network and Pac12 Network revenue yields. However, research led to an even more disruptive evolution in cable television delivery – the end of cable bundling. As the internet continues to reshape the way we consume content, cable-bundling continues to decline.

Most of us still access cable television via the traditional bundling model, which functions through consumer subscriptions for desired channel lineups. Each of the channels provided by the service provider costs a fee to provide. These are called affiliate fees, which are licensing fees agreed upon between each service provider and the respective network. These affiliate fees are a growing influence on the pricing of service provider lineups in an evolving market where the internet provides the direct access to clients these networks never had before. Before the internet, networks needed cable servicer providers to disseminate their products to consumers, but now consumers can go straight to the source for targeted consumption of their desired programming via streaming subscription models. For example, remember the big splashes Hulu and Netflix made in the mid-2000s by providing streamed content? The Networks began offering content for free via Hulu while cable service providers were paying hefty affiliate fees. The cable service providers were unhappy, and Hulu became a subscription-based service. This marked the beginning of the end. Continue reading

Internet Pirates Need Not Fear the ITC—For Now

Untitled1By Mackenzie Olson

Imagine that you are the CEO of an entertainment company such as TimeWarner or Disney, and illegal downloading costs your company millions in lost revenue each year. How do you solve this problem? Do you change your business model? HBO is the creator of Game of Thrones, the most pirated TV show in the world. Some viewers who download the show illegally have explained that they pirate the program because they do not want to pay for a full cable subscription to watch one show. This year, HBO debuted a stand-alone streaming service that does not require a cable subscription. Currently, this may be HBO’s best option for reducing the rate of piracy of its programs in the United States; the US Court of Appeals for the Second Circuit recently ruled that the United States International Trade Commission (ITC) does not have the authority to prosecute foreign websites that contain pirated content in ClearCorrect Operating, LLC v. ITC. Continue reading