FINAL EDITION
copyright (c) 1999 Sam Pettus (aka "the
Scribe"), all rights reserved
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owner, and is reproduced here merely for the sake of reference.
Module Two: The
Software
Part 3 - Supporting the
Software Base
OverClocked #34, "Capital Offense" © 1999 David Lloyd
Today, almost every piece of hardware ... has been emulated, or is about to be; and an expansive scene for emulation has emerged on the [Inter]net.THE END OF AN ERAHoward Wen, "Why emulation makes video-game makers quake," Salon, 4 June 1998
One of the most
popular Internet sites on the emulation scene during 1997 and the early
days of 1998 was a place known simply as The Dump. The brainchild
of Harry Tuttle, it was at one time the premiere site for Sega Genesis/MegaDrive
(G/MD) emulation on the World Wide Web. It had almost everything
you would expect in a first class emulation site - a top-notch webmaster,
an excellent site layout, a comprehensive database of information and reviews
(for its day), and the largest collection of G/MD "ROMs" to be had above
the board. The only real gripe of its users was its host, ClassicGaming.com,
which was notoriously slow and erratic when it came to connections and
downloads, but most of its users were willing to forgive this issue for
the wealth of other treasures that The Dump offered. As the site
grew, it expanded into two sections, the first comprising the original
Genesis site and the second adding support for the Turbo Graf/X 16 - one
of Harry's all-time favorite videogame consoles. Still, it was that
part of the site now known as The Dump: Genesis that continued in its flagship
role as the G/MD emulation site on the Internet, a role that
Harry took quite seriously. It was a well-known fact on the emulation
scene that Harry had or was in the process of getting and posting every
single G/MD "ROM" known to be in existence, and there were many who supported
him in this endeavor. As a result, The Dump: Genesis soon became
the focal point of a concerted effort by the G/MD emulation community to
account for every G/MD title ever made. Indeed, it was this project
that soon made me a regular patron of The Dump in late 1997 and early 1998,
and it was as part of this endeavor that I began work on what would eventually
evolve into The Genesis Game Guide - the first, but not the last,
FAQ that I would write for the classic videogame scene.
It was inevitable
that the high profile of The Dump would cause it trouble with those who
felt that videogame emulation was not an innocent hobby. The day
of reckoning arrived on 20 March 1998, and it hit The Dump like a planeload
of cement blocks dropped en masse from the nether regions of the stratosphere.
On that day, webmaster Harry Tuttle found an official "cease and desist"
order in his e-mail box, delivered courtesy of his ISP and sent to him
by the IDSA. With his permission, I reproduce that infamous e-mail
below:
I am writing to you on behalf of the members of the Interactive Digital Software Association ("IDSA"), a trade association whose members include the leading publishers of interactive entertainment software. Our 45 members publish video and computer games for video game consoles, personal computers, and the Internet. A list of our member companies is attached as exhibit 1.
It has come to our attention that you are distributing unauthorized copies of our members' copyrighted entertainment software titles - which you characterize as "emulators" - without their permission. Your statements in the disclaimer posted in your Website, that owning a pirate "backup" to a legitimate copy is false. The fact that a person owns a legitimate copy does not authorize any party to copy and distribute it without permission. The owner of the trademark and copyright in that product has the exclusive right to authorize its reproduction and distribution. As such, your unauthorized reproduction and distribution of our members' entertainment software titles is a violation of their exclusive rights under the Copyright Act, [as well as] federal and state trademark law and the law prohibiting unfair competition. Your actions are illegal and can result in criminal prosecution and/or civil liability.
On behalf of your members, I demand that you immediately cease reproducing and distributing any entertainment software titles published by an IDSA member and that you delete any copies from your hard drive. We will be monitoring your Website for compliance with the demands contained in this letter and reserve all right to take any steps necessary to protect our member's rights, title, and interest in their property. In addition, in the event that you do not comply with these terms within fifteen days, we will pursue other avenues of relief.
Sincerely,
Gail Markels
cc: classicgaming.comAnd with that, The Dump: Genesis died.
THE IMPACT OF THE INTERNET
As it has with
every other aspect of the computer industry, the Internet has greatly expanded
both the possibilities and the reach of the emulation community.
It allows potential developers to trade ideas and test programs, as well
as provide a common media through which they can converse with their testers.
It allows fans to establish a support network, however haphazard that may
be, for whatever emulation products they prefer to pitch. It allows
vendors to monitor the progress of attempts to efforts to replicate the
functions and support of their original products, or perhaps another vendor's
product, and possibly consider the commercial implications of such.
Finally, lest we forget the common complain of the software industry, it
also provides a free and largely unchecked medium whereby both old and
new computer software and videogames can be rapidly distributed to and
from worldwide locales an in a manner the likes of which has never been
seen before.
Those of us who
were around back in the old days, when emulation was first legitimized,
did not have the luxury of the Internet at our disposal. We had to
do things the old fashioned ways: "sneakernet," word-of-mouth, friendly
visits to a friend, pinching pennies for neato yet expensive products,
and finally the good old-fashioned "copy party." All of that has
changed with the arrival of the Internet. While us old-timers like
to romanticize about those days and what they meant to us, I wouldn't want
them back. The Internet is where the action is at, and that is where
the bulk of system support now takes place.
As with anything
related to computers, though, the Internet is a double-edged sword.
What works for the honest vendor works equally well for the software pirate.
What provides convenience for software support also provides opportunity
for software bootlegging. The infamous copy parties of old are now
about as dated as a horse-drawn cart on a freeway, what with all of the
various "warez" sites out there one can visit.. The twin edges of
the Internet's blade continue to enter more and more homes around the globe
every year, and almost all home users gets a taste of both sides
sooner or later. Overt and covert ... aboveground and underground
... legal and illegal ... these are the twin sides of the computer support
coin, and they will be with us as long as computer systems remain a viable
commodity.
So how does the
Internet support the emulation community? How should the Internet
support it? How would some like to see it supported, and how is it
actually supported? These and other issues are what we shall now
discuss.
THE TYPICAL EMULATION SITE
If you bounce around the various Internet sites dedicated to the emulation community, you'll see that they aren't all that different from sites devoted to other subjects. They have their news, message boards, editorials, "rants," and so on. They can have simple text-oriented layouts, or they can be flashy Java-driven affairs. They may or may not have "banners" and "pop-ups" (read "Internet advertising," i.e. "commercials" - ugh!), and they may or may not use "frames" to better compartmentalize the layout of the site. Many put up graphics content related to their favorite software, along with screenshots, box art scans, graphics "grabbed" from their favorite programs, and so on. Many will post "links" which you can use to jump to other related sites. Also, like many computer-oriented sites, almost all will have a download section where you can get what emulation-related software that the site offers. Even with all these commonalities, though, there are several things that set an emulation site apart from its Internet brethren, and the chief places to look will be in the links and downloads sections. In most cases, your average emufan is looking for four things: emulators, "ROMs," patches, and links. I have taken it upon myself to nickname them "the four basic food groups of emulation."
All of this wealth of
material available for use by Internet emulation sites immediately begs
the questions: "Is this stuff legal for me to post?"
The question isn't as simple to answer as one might think. In some
cases, the answer is "Yes," but in some cases the answer is "No."
In addition, a lot of the perceived legality has to do with the objections
of the vendor. A surprisingly large number of them choose to remain
silent on the subject, which most emufans take to mean than their actions
are perfectly legal. This is a mistaken assumption, but a quite common
one that many make.
So why don't
most vendors object to the emulation scene? It is difficult to say,
since about the only ones who will even discuss the subject are the ones
who are loudly objecting to the use of any of their products that are in
some way affected by emulation. At the risk of speaking for the silent
majority, though, let me offer a common-sense theory - and mind you, this
is just a theory and nothing more.
The bulk of vendors do not object
to emulation because it is too small a matter for them to really care.
In the majority of cases, the vendor product affected is either off-the-market
or about to fall victim to that horrid economic calamity. There's
no money in it anymore. It no longer has a perceptible impact on
profit margins. That seems to be why they don't care. Now,
before you start celebrating and jumping for joy, fellow emufans, that
doesn't mean that they've totally lost interest in their product, nor does
it mean that they've given up their intellectual property rights. Anytime
they want to object, they can do so as long as their product's intellectual
property protection remains in place. So what if that game hasn't
been on the market for almost a quarter of a century? If they perceive
a new market for their product, in this case growing popularity among emufans,
then they may just decide to "reclaim" their product. They may be
planning to possibly remarket it at some future date, or they just don't
like the idea of not receiving any royalties from its widespread distribution
by the emulation community. Whatever the real reasons may be, and
they have no obligation whatsoever to reveal them to emufans, they have
the full legal right to do whatever they want with their products. If
they want to deny the use of their products to the emulation community
without proper compensation, then that is their legal right.
Above all
else, what you must understand is that legal restrictions on the use of
material covered by one or more forms of intellectual property protection
do not end once that material appears on the Internet. This concept
of the law stopping at "the water's edge," as it were, also known as the
"free flow of information" principle, was a common mistaken assumption
early on in the frontier days of the Internet and actually succeeded in
winning one solitary court battle in this regard (United States v. David
LaMacchia, 1994), but that misguided notion has long since been laid to
rest in subsequent legal action (RTC v. Netcom, 1995, is but one example
among many). The U.S. Supreme Court has ruled in the past that "certain
minimum contacts with [a forum]" are legally valid so long as they do not
"offend 'traditional notions of fair play and substantial justice'" (International
Shoe v. Washington, 1945). The immediate effect of their ruling was
the passage of the various "long-arm" statutes by both federal and state
governments that allow for the prosecution of criminal or civil offenders
across geographical or political boundaries. The Internet is considered
to be such a forum - it crosses all boundaries, such as local, state, provincial,
regional, federal, international, and so on - and as such is eligible to
be covered by any "long-arm" statute that may be brought to bear in an
intellectual property dispute.
So how do you
determine potential jurisdiction in an Internet-related dispute?
The U.S. Supreme Court has addressed this issue by developing a three-part
test to determine possible jurisdiction in such disputes (Asahi Metal Industry
v. Superior Court, 1987), and the third part lists five fundamental factors
to determine the fairness of such prosecution in a cross-border forum.
I shall hereafter refer to this as the Asahi test due to the case
that set the precedent.
EMULATOR DISTRIBUTION REVISITED
Remember our discussion
not that long ago about releasing an independently developed software-based
emulator? That's a bit of a mouthful, so let's start using a comparable
term - a freeware emulator. A freeware emulator is an emulator
that has been placed into the public domain by its authors without restrictions
of any kind. Almost all independently developed software-based
emulators are freely available in the public domain, with only a rare handful
offered as shareware. In addition, some vendors of commercial emulators
will offer test copies or crippleware versions of their products as freeware
emulators, with bleem! being the most recent and well-known example.
As you may also recall, there are only two major areas of concern with
regards to emulator release: who originally vended the system
being emulated and how old that technology might be. To put
it more formally, webmasters who would like to post a freeware emulator
have to worry about both the emulator's legal status and its economic
impact with regards to both the original system vendor and its licensees.
The legal
status of a freeware emulator comes into play whenever intellectual property
disputes arise. As you will recall, it is a common practice for
an original vendor who objects to an emulator that is not their property
- an "in-house emulator" as opposed to a freeware emulator - to claim patent,
copyright, or trademark infringement in one or more ways. To borrow
the example of a commercially vended emulator, Sony's claims against the
Virtual
Game Station videogame console emulator by Connectix were based upon
the copyrights of the PlayStation BIOS code (violation of the U.S. Copyright
Act) and the patents on the PlayStation hardware (violation of the U.S.
Patent Act). To cite another example, this time from the burgeoning
crop of freeware emulators, Nintendo took action against the developers
of several different GameBoy emulators due to their unauthorized display
of the Nintendo corporate logo upon startup, which was a clear-cut case
of trademark infringement (violation of the Landham Act). As a result,
posting a freeware emulator for a commercially vended system, especially
one that has not been emulated before, is always a risky venture.
Finally, never forget that posting an unauthorized BIOS dump is always
illegal.
The economic
impact of a freeware emulator is perhaps the most important concern to
an original system vendor. As we mentioned before, it is not
generally acceptable to emulate a system that is still economically viable.
Yes, it has been done and will continue to be done, but the legal risk
to the emulator development team decreases exponentially with the age of
the system in question. The newer the system, the greater the risk
to emulate. Systems which are still on the market pose the greater
risk, and the newest systems pose the greatest risk of all. Epsilon
and RealityMan's UltraHLE, a freeware N64 released to the public
when the actual videogame console itself had only been on the market for
just under three years, is perhaps the most oft-quoted example to date,
but it is not the only one. Christian Bauer's Shapeshifter, a
shareware Mac emulator for the Amiga first released in 1993, is an older
example of this principle in action - although Apple's experience with
A-Max
meant that Shapeshifter was left for the most part left alone.
In general, the greater the potential economic impact of a freeware emulator,
the more likely the original system vendor is to object.
It is at this
time that we should also discuss in brief a related topic that has reared
its ugly head in recent months - the pirating of a commercial emulator.
Yes, not even emulators are immune from the activities of the software
pirates. It is now an open secret that a bootleg version of the commercial
PSX emulator bleem! has been available on the "warez sitez" ever
since its commercial debut. I could name names and give appropriate
URLs, but I won't. This is not the first time that this has happened
- remember the A-Max bootleg? - but bootlegging a commercially vended
emulator is just as illegal now as it was then. It is illegal
to distribute a commercially vended emulator without the authorization
of the vendor. If you do, then you are just as liable for charges
of software piracy as if you were posting any other kind of bootleg software.
What does this
mean for webmasters of emulation sites? It means that you had better
be reasonably certain that the emulator(s) you are making available for
download are valid public domain products. If there is the least
bit of doubt with regards to a given emulator, then don't post it.
Is it really worth being the first with a new emulator if it means getting
your site shut down? Let someone else take the legal hit, and that
way you don't have to worry about any flak from the vendors and their allies.
THE LEGALITY OF "ROM" POSTING
There is only
one court case that I will mention concerning the posting of "ROMs," but
it is key to anyone who is planning on establishing an emulation site with
"ROMs" being an integral part of their download section. Although
it dealt with an old-fashioned electronic BBS, its impact on the
Internet is obvious. That case is Sega v. MAPHIA, 1994.
Chad Scherman,
aka "Brujjo Digital" (among other aliases) was a computer hacker living
in San Francisco, California who was both operating and networking with
a series of computerized bulletin board systems (BBS) in and around the
city. These fell under the moniker of pirate BBS due to a
number of illegal activities that were both promoted and conducted on these
boards - the chief of which were Psychosis and MAPHIA, all of which were
linked together under a loose alliance named PARSEC. Among the many
activities that Scherman conducted on MAPHIA was the posting of unauthorized
copies of Sega Genesis videogames in cart dump format. These were
uploaded by PARSEC members or Scherman himself and collected primarily
on the MAPHIA BBS, where they were made freely available to anybody who
wanted them. This was done by and with the full cooperation of Scherman
and his buddies, with numerous message posts and documentation files available
on the MAPHIA BBS describing how to dump the originals via a cart dumper
and how to patch or fix the resultant dumps in order to make them work
properly. Most importantly, Scherman charged fees for his copies
and his services, as well as for the information available on and material
sold through PARSEC and its allies.
On 17 December
1993, Sega filed for court action under federal and state law against Scherman's
activities, resulting in the complete shutdown of the PARSEC network and
confiscation of all of its properties. Sega filed the following charges
against Scherman's activities under the then-current forms of U.S. intellectual
property law:
So if it posting emulators is for the most part okay, and if is okay to provide public domain "ROMs" for them, then what about other kinds of emulation-related materials? Well, it depends on the material in question, and I shall deal with it in three broad categories - patches, documentation, and utilities.
Perhaps the most
misunderstood form of intellectual property abuse on the Internet is the
hyperlink, or "link" for short. This innocent-sounding item is actually
a HTML tag that permits a user to immediately access data on another site
from the site they are on. It can be a direct link, in which the
user is immediately transported to the other site; or it can be an indirect
link, in which the item is merely made available for immediate reference
or download by the user. The practice of linking has been around
almost as long as the Internet itself; however, its legality is frequently
misconstrued.
Is it legal
to provide links on your site? Not always. Okay then, is it
legal to provide links to other sites? Same answer - not always.
"Huh?" you might
ask.
Your right to
put anything you want on your Internet site ends as soon as intellectual
property protection enters the picture. It is now a common practice
to make both copyrighted and trademarked material available on the Internet.
Patented software's impact is minuscule in comparison, but its day is coming,
too. Remember, the owner of a piece of intellectual property has
the exclusive rights of distribution and usage of that work, which they
can grant on as wide or narrow a basis to whomever they want on pretty
much whatever terms they want. In addition, there is a growing body
of case law that deals specifically with Internet linking and what you
can and cannot do or use with regards to copyright material. While
a full discussion of these cases is beyond the scope of this document,
I do want to take a moment to deal with the one that appears to have started
it all.
In Shetland Times
v. Dr. Jonathan Wills and Zetnews Ltd, 1996, the principle was established
that the practice of linking can be governed under intellectual property
law with regards to perceived infringement or violation. The actual
case itself involved trademark infringement within the United Kingdom and
was judged by Lord Hamilton at the Court of Session, Edinburgh, Scotland,
but has served as the yardstick by which Internet intellectual property
disputes around the world are judged (for an example within the U.S. based
on the Shetland case, see Futuredontics v. Applied Anagramics, 1998).
Also, in Intermatic v. Toeppen, 1996, it was established that infringement
can occur regardless of the place of residence of the offender. To
wit, any kind of link that involves the unauthorized use of commercial
materials or directs a users to or from a commercial site in an unauthorized
manner is illegal under copyright law. The Futuredontics
case extended this to include "framed" material as well.
If you plan
on operating an emulation-themed site on the Internet, then you need to
be careful not to include any kind of infringing links on that site.
Below is a list of the most common pitfalls to avoid in this regard.
Providing a link to infringing material which can be accessed on your site or an entirely different site.
It doesn't matter whether or not the infringing matter is on your site or somebody else's, nor does it matter if either of the sites in question are in entirely different physical locales. "Long-arm" statutes allow for the enforcement of of intellectual property laws with regards to violation in a valid forum such as the Internet regardless of where, when, and how the infringement takes place (CompuServe v. Patterson, 1996). As far as the law is concerned, the only issue at stake is who gets jurisdiction - hence the Asahi test.
Constructing a link so that the actual link itself contains infringing material.
Use of a registered trademark (a name, phrase, or graphic) as a link is illegal outside of three specific exceptions. The first is in making a link that takes you directly to the home page of the trademark owner's Internet site (Playboy v. Universal Tel-a-Talk, 1998). The second is in making a link that is obviously critical of the trademark owner and does not come from internal or former (read disgruntled) sources, as open criticism is protected under the First Amendment right of free speech (Bally v. Faber, 1998). The third, and perhaps the one most important to a site dedicated to emulation, is the use of a trademark when such is absolute necessary to describe the subject matter at hand (Playboy v. Welles, 1998).
Utilizing infringing material to support a link or linking system.
While I am not yet aware that this has actually happened, it is worth noting due to the rise of software patents. If a link uses patented code or a patented process without the authorization of the patent holder, then such use would be illegal. This does not apply to search engines, as the search engine is a generic concept (In re Compton, 1994). It is still theoretically possible, however, to construct a link that might illegally employ a program that contains unauthorized patented code, and there are similar examples to be found in the regular computer software industry (Stac v. Microsoft, 1994).
Bypassing the intended operation of another site in an unauthorized manner by means of a link.
The case that set the precedent for intellectual property infringement on the Internet (Shetland v. Wills and Zetnews, 1996) established this principle from the beginning. The Shetland Times had established a set procedure on its copyrighted Internet site whereby users could access news stories. Zetnews bypassed that procedure, and the Edinburgh Court of Sessions found their actions to be illegal with regards to Scottish copyright law. The United States and other Berne, WCT, and WPPT signatory countries all acknowledge the Shetland precedent. In other words, if you want to provide a direct link to something on somebody else's site, then you need to get their permission first. If you don't, then you could be found guilty copyright violation under the Shetland precedent.FAIR USE AND THE INTERNET
So, if intellectual
property protections also extend to material transmitted via the Internet,
then the principle of fair use should also extend, right? Yes, it
does, along with its inherent limitations. They are the same ones
that we talked about earlier when discussing the unlawful duplication of
computer software. It is because of the free-wheeling nature of the
Internet that "fair use" issues tend to get a little murky, and this principle
is seemingly used at will by both webmasters and users to justify almost
any practice under the sun. While a complete discussion of fair use
as it exists on the Internet is beyond the scope of this document, I would
like to take a moment to see how it applies to the emulation community.
Legal precedents exist that an emulation site must follow with regards
to perceived intellectual property infringement on the Internet.
Remember our
discussion of "fair use" and copyrights? This begs the question:
"Is
it legal for me to use copyrighted material on my Internet site?"
The answer is, "NO - not without the consent of the copyright
holder." If you will recall, copyrights can be used to protect
any form of expression. In the digital age, this includes any and
all types of computer code and digital audiovisual works: programs,
programming languages, program source code, specialized databases, expert
systems, unique sound and/or graphic creations, specialized computer software
(such as but not limited to games, applications, and operating systems),
and any digital reproduction of the old-style media. You may also
recall that only non-commercial ventures qualify for the safe harbor provision
of fair use under copyright law; in other words, you have to be a bonafide
educational institution or non-profit archival service in order to be exempt
from prosecution for duplication of copyrighted material. The average
website does not qualify for the safe harbor exception unless it is owned
and operated by one of the aforementioned organizations. You can't
even use original, noninfringing material you find on other web pages without
the express permission of that site's operators, since your use of their
original material constitutes copyright infringement on your part.
Therefore, it is illegal for you to use any form of copyrighted material
in the design and layout of your site without the copyright holder's permission
(RTC v. Netcom, 1995). As a caveat, I remind readers that it is the
responsibility of the vendor to make the charge once they learn of such
an act; otherwise, they lose their right to do so after a set period of
time.
One of the most
annoying assaults by a vendor upon a Internet site made by the fans of
one or more of its products is to claim trademark infringement.
In almost every case, the vendor will claim that the site in question is
making improper use of one or more of its trademarks, and that such usage
has not been authorized by the vendor in any way (Maritz v. Cybergold,
1996). It may interest you to know that emulation sites are not the
only ones who suffer from this practice. The computer industry as
a whole is affected by charges and counter-charges of trademark infringement,
with Nintendo being one notable example in the videogame industry.
In fact, there are many fan-based Internet sites for popular products,
not all of which deal with computer software, who have been taken to task
by the corporate big boys for perceived trademark infringement. Do
the names Paramount, LucasFilm, and Disney ring a bell? All of these
corporations have at one time or another gone after Internet sites for
their unlicensed use of their registered trademarks. If you are the
webmaster of an Internet site, then you by now probably asking yourself
this question: "Is it legal for me to use a trademark on my site
without authorization from its owner?" The answer is "Yes,
but only under certain conditions." What are they? They
are the same as the three exceptions for linking - a direct reference or
credit to the trademark owner, obvious criticism by a non-employee or recent
former employee of the trademark owner, and absolute essential use with
regards to site content. These exceptions are interpreted rather
strictly by the courts, so you need to keep that in mind before you start
using trademarks on your site.
THE DMCA AND THE INTERNET
The passage of
the Digital Millenium Copyright Act in late 1998 codified many of the legal
issues that had been raised in recent years with regards to intellectual
property protection in the computer age. While it was not the law
that both the Clinton administration and the vendors originally wanted
(that was the National Information Infrastructure Copyright Protection
Act of 1996, which failed to clear Congress), nevertheless it gave vendors
a new set of cudgels with which to beat unsuspecting infringers.
We have already seen how it has had a major (and in certain cases detrimental)
effect on programmers, developers, and users of computer software.
We shall now see where it has its greatest effect, and that is the Internet.
Think about the
term ISP for a moment. It is an acronym for Internet service provider,
and in its simplest sense means one who provides access to the Internet.
The DMCA definition is somewhat more elaborate, in which an online service
provider, or OSP, embodies the dual concepts of communications (connection,
transmission, routing, etc.) and online services (information, storage,
caching, directories, linking, et. al.). Such a broad definition
covers every conceivable activity that can take place on the Internet,
which means than anybody who qualifies as an OSP under federal law is also
legally liable for ensuring the sanctity of intellectual property protection.
Since this discussion is limited to just Internet-related issues, I will
to stick to using the more familiar term of ISP; however, keep in mind
that ISPs are covered under the DMCA's broad definition of an OSP.
The DMCA recognizes
four major areas in which an ISP could be held liable for intellectual
property infringement. These are as follows:
Storage and linking
A MATTER OF PERCEPTION
Does this mean
that your ISP is now required to have the "software police" monitor any
and all activities in order to ferret out any perceived offenders?
Of course not. Remember, an ISP is by its nature a passive business.
They are not under any obligation to monitor everything you do with their
service, nor would it be cost-effective to do so. Most assume good
faith practices on the part of their users, and such is quite common across
the Internet. In other words, they won't mess with you unless you
do something that they don't like. Their passiveness ends if and
when they determine that you are doing something not in accordance with
their policies. Any form of perceived intellectual property infringement
is almost always a violation of those policies (or should be - *wink*).
Once
they know that you might be breaking the law, then your ISP is
required by law to do something about it then and there, else they
will become legally liable for your actions. It is often
impossible for an offended party to track down the source of the offense
if it was performed on the Internet; however, the ISP is almost always
known and therefore a legitimate legal target. If they can't prosecute
the offender, then they can and will prosecute the ISP, unless the ISP
can show that they have taken action against the offense in accordance
with federal law. This is called
vicarious infringement in
legal circles, or more commonly
contributory infringement.
In plain language, it means that they can hold the ISP as an accomplice
to the offense. The last thing that an ISP wants is one or more intellectual
property violation charges laid at its doorstep, so you can bet that they
will act as soon as they hear about any such acts on their service.
That's why you might log on one day to find that your favorite emulation
site has suddenly gone down without warning. The ISP took them down
in response to an official complaint about something that was on the site.
It doesn't matter what it was, or whether or not the complaint was based
in fact. If an ISP perceives that one of their hosted sites might
be violating official policy, regardless of whether or not that perception
is based in fact, then they have every legal right to shut the site down.
So how do you,
the emusite webmaster, find out that you have offended your ISP?
How do you then deal with it? The following procedure will sound
familiar to anybody whose ISP has shut down their emulation-related site
since the passage of the DMCA, and is in fact the procedure that has been
established by that law:
INTROSPECTION
Needless to say, the operation of an Internet site devoted to emulation is a bit tricky due to the various legal complications involved. I know that people are going to do it anyway, and most vendors won't object so long as you keep your nose clean. So what have we learned in our look at emulation and the Internet?
It is within the rights of the owner of any patented, copyrighted, or trademarked material to object to its use on an emulation site without prior approval.
This can take many forms, but almost all of these fall within the "four basic food groups" of Internet emulation - emulators, "ROMs," patches, links - or one of the "side dishes," such as documentation and utilities. Case law and subsequent legislation have decreed that the Internet is a legally governable forum, and perceived intellectual property violation can be taken against any Internet-based infringement.
It is not illegal to distribute a freeware emulator that is legal in nature.
The two things that determine the right of free distribution are the legal status and the economic impact of the emulator in question. Once those two issues are resolved to the satisfaction of all parties involved, then the emulator may be freely distributed without fear of prosecution. It is illegal to distribute a current or former commercial emulator without authorization, however, as the distribution of commercial products regardless of age is protected by copyright law.
"ROMz sitez" and any other kind of site making copyrighted "ROMs" available without authorization are clearly illegal.
Case law (Sega v. Maphia, 1994) has clearly determined the factors by which such sites are legally culpable for intellectual property infringement. Such sites are prosecutable under appropriate federal, state, and local statutes, as well as any "long-arm" statutes that may come into play, for actions that are clear and deliberate violations of various intellectual property laws. The only kinds of "ROMs" that are safe to post are those of either public domain or inactive commercial in nature.
Freeware support for emulation is governed by the same intellectual property laws that govern the emulator and its software base.
The principle of emulation is no excuse for voiding the intellectual property rights of a program author or vendor by producing an infringing patch, infringing copies of documentation, or by coding an infringing utility. Vendors have as much right to object to these forms of emulation support as they do to emulators and "ROMs."
The practice of using links that involve the improper use of or connection to unauthorized material, regardless of the site or origin or usage, can be considered a form of intellectual property infringement.
A link serves as the gateway to further broaden one's base of knowledge. Because of its nature, it is subject to the same restrictions as any other format that interacts with various forms of intellectual property. There are four ways to create an infringing link: accessing unauthorized material on any site (the traditional definition), including infringing material within the link itself (such as a trademark), using an unauthorized process to enable the link (such as patented computer code), and using the link to enable unauthorized access to portions of a copyrighted site regardless of the legitimacy of the link's actual destination.
The same restrictions that govern claims of "fair use" in the physical world also apply to the Internet.
In general, any activity that would not past the "fair use" test with regards to possible infringement would also be considered an infringement on the Internet. The "water's edge" theory about unhindered distribution of material on the Internet was never valid in the strictest legal sense and has long since been laid to rest. Claims of activity in the public good must also be balanced against the other three parts of the "fair use" test before one can even consider qualification for the "safe harbor" provision of copyright law. The principle of "fair use" of copyrighted or trademarked material on the Internet is recognized, but this does not extend to wanton unauthorized use.
Internet service providers (ISPs) have the legal right to block access to parts of or to shut down entirely any site once they are informed that it might contain some form of possible intellectual property infringement.
The ISP is required by law to act once they are aware of such a claim, otherwise they also become legally liable for any and all infringement taking place on the offending site that they are hosting. There is a set procedure under law whereby an infringed party must first notify the ISP of possible infringement before the ISP can take action. Any party operating a site whose access is blocked either in part or in full by the ISP for possible intellectual property infringement has the right under law and under penalty of perjury to counter the infringed party's claim. Should the counter-claim prove valid and the infringed party elects not to pursue the issue in court, then the ISP is required by law to restore full access to any blocked material.This ends our formal discussion legality of the issues of emulation. With this, we also end our overview of the current state of emulation, as it has developed from its beginnings and gradually moved to the point where it sits today. You now know that emulation is legal, provided that the appropriate intellectual property and economic impact issues are properly addressed. You now know that obtaining, using, and providing software for an emulator is also legal, provided this is done under strict guidelines - more restrictive in certain cases, such as console and arcade videogames, than for regular computer software. Now that we know exactly where the law and the courts stand in this regard, where do we go from here? Where does emulation stand with respect to the rest of the personal computer industry? Given our past experiences with personal computer emulation and current technological trends, how should dedicated system vendors, such as those for console and arcade videogames, respond to emulation within their venues? These topics and more are what we shall address in our next series of discussions. The so-called "great emulation debate" will kick off with the emufans getting their say first, followed next by the vendors, and then I will close with a final editorial relating my insights into the present and future of "this strange realm" known as emulation.
REVIEW QUESTIONS
1. How has the Internet made an impact on the emulation community? In what ways is this impact good or bad?
2. What are the "four basic food groups" of emulation? What are the additional "side dishes" that may be offered?
3. Why do many vendors seemingly choose not to object to the effect on their products by the emulation scene? Does their reaction void their intellectual property rights? Why or why not?
4. How does the law deal with possible intellectual property infringement on the Internet? Can you name and describe the legal test used to determine proper jurisdiction for prosecution of such cases?
5. How can the legal status of a freeware emulator come into question? Which of these factors is the most important insofar as the original system vendor is concerned? Why?
6. Is it possible to pirate an emulator? Why or why not?
7. Which court case serves as the basis for the legal contention that "ROMz sitez" are illegal? Can you describe some of the five areas in which it has a direct impact on emulation-related activities within the Internet?
8. As far as the Internet emulation community is concerned, what are the three different kinds of "ROM" and what is the legal status of each?
9. What are the legal concerns with regards to the availability of emulation-related material other than emulators and "ROMs" on the Internet?
10. Is it legal to provide links on an Internet emulation site? What are the four ways in which such a link might turn out to be an infringing link?
11. How does one deal with "fair use" of copyrighted material on the Internet?
12. Can you describe the three specific exceptions for the "fair use" of trademarks on the Internet?
13. Under the terms of the DMCA, what are the four areas in which an ISP can be held legally liable for intellectual property infringement? Can you describe how an ISP can avoid such a charge with regards to at least one of these areas?
14. What is the proper procedure for an ISP to follow in dealing with a possibly infringing Internet site that it hosts?
THOUGHTS TO PONDER
1. Why was The Dump: Genesis shut down? How can this example be applied to other kinds of emulation-themed Internet sites?
2. Assuming that the author's theory about vendor indifference to emulation is incorrect, what are some other reasons certain vendors might not object to the emulation scene?
3. How might an original vendor use the example of Sega v. MAPHIA, or other examples of law and case precedent, to build a reasonable claim of intellectual property infringement against different kinds of emulation-themed sites?
4. With regards to the fair use Internet exceptions for trademarks, how could these exceptions be properly applied to an emulation site?
5. Will software patent protection ever become a valid issue with regards to the Internet? Why or why not?
6. Is there such a thing as "fair use" of materials or processes protected by patent law? Why or why not?