, after threatening
Sega with a lawsuit. After the dispute was resolved in favor of Codemasters, it cleared the way for third party accessories that enabled cheating and modification, including a Game Genie model for the Nintendo
Game Boy. Codemasters became confident of the legality of the Game Genie, as well as its commercial potential. In the
Handbook of Intellectual Property Claims and Remedies, the author Patrick J. Flinn argued that Nintendo failed to take into account a fair use analysis, and that there was no real evidence that the Game Genie hurt their business.
Galoob v Nintendo signaled a change in the legality of third party game products of all kinds. In the same year, the case was cited in
Sega v. Accolade (1992), which held that there was no copyright infringement when
Accolade reverse engineered the
Sega Genesis to publish third party games without
Sega's authorization.
The Hastings Communication and Entertainment Law Journal reacted to both cases, comparing the court's interpretations of both derivative works and fair use, and concluded that courts were shifting to allow more interoperability between technologies.
The Journal of Intellectual Property Law compared both the
Sega and
Galoob cases to the earlier fair use case in
Sony Corp. of America v. Universal City Studios (1984), concluding that a new technology shouldn't trigger copyright liability as long as it doesn't undermine a copyright owner's ability to earn a fair return for their works.
The Golden Gate University Law Review praised the
Galoob court for following fair use doctrine and refining the definition of a derivative work, allowing new innovations without jeopardizing the incentive to innovate. The
Galoob decision continues to influence legal discussions of fair use of copyrighted video game content, such as how to apply the principle of permanency to a
live stream or
Let's Play. By deterring companies from being overly litigious, the case was essential to the future of
video game modding in the United States and globally. As third parties began to sell compilations of user-created levels, Micro Star created
Nuke-It, a compilation of 300 custom made levels for
Duke Nukem 3D, provoking a copyright dispute with the game's developers. because the
Nuke-It compilation was a permanent derivative work, and it was misappropriating profits from a potential
Duke Nukem sequel.
The Santa Clara High Technology Law Journal compared the
Micro Star and
Galoob cases, arguing that it is not inherently copyright infringement to modify a game, unless that modification is saved as a copy and distributed to the public. However, SONICblue filed for bankruptcy, and its new ownership agreed to remove the commercial-skipping feature before courts could decide how
Galoob applied. The copyright cases of
Midway,
Galoob, and
Micro Star continue to guide the law around game modifications, that a permanent modification is likely copyright infringement, where an impermanent modification is not. The
Galoob precedent has led courts to permit the use of third-party software to manipulate and cheat at other games. This was later addressed in the
Digital Millennium Copyright Act (1998), which limited people from creating technology that is "primarily designed or produced for the purpose of circumventing a technological measure that effectively controls access" to a protected work. == References ==