Date: 20011115
Docket: 97-3264-IT-G
BETWEEN:
PETER M. BROWN,
Appellant,
and
HER MAJESTY THE QUEEN,
Respondent.
Reasons for Judgment
Rip, J.T.C.C.
INTRODUCTION
[1]
Mr. Peter Brown appeals income tax assessments for 1993, 1994,
1995 and 1996 in which the Minister of National Revenue
("Minister"), among other things, denied the deduction
in 1993 and 1994 of his share of purported business losses from a
partnership and interest expenses claimed in respect of acquiring
units in the partnership. For 1995, the respondent deleted income
reported by the appellant from the partnership and disallowed
interest expenses. The appeal for 1996 is with respect to a
consequential adjustment made to the appellant's minimum tax
carry-forward.
[2]
In December 1993, Peter Brown, the appellant, purported to
acquire 80 units in the CEG Partnership
("Partnership" or "CEG Partnership"), a
general partnership formed under the law of Ontario. The CEG
Partnership purported to acquire for the purchase price of
US$8,170,000 an undivided interest in 11 computer programs
("computer programs" or "computer games")
from American Softworks Corporation ("ASC"), a
corporation incorporated in the United States of America. The
Partnership and ASC purported to carry on the business of selling
computer games in a joint venture.
[3]
The Partnership added the aggregate costs of the computer
programs to the capital cost of its Class 12 assets, as defined
by section 1100 and Schedule II(o) to the
Regulations to the Income Tax Act
("Act") and, pursuant to paragraph
20(1)(a) of the Act, deducted capital cost
allowance in computing its income for 1993 and 1994. The
Partnership incurred a loss in 1993 and 1994 and, in computing
his income for those years, the appellant deducted his share of
the Partnership's loss, interest and expenses relating to
his interest in the Partnership. In 1995 the Partnership earned a
profit.
Issues
[4]
The issues in these appeals are:
a) Did the Partnership
acquire the 11 computer programs?
b) Did the Partnership
acquire the 11 computer programs for the purpose of producing
income from a business?
c) Did the Partnership
carry on business during the years in appeal with a reasonable
expectation of profit?
d) Did ASC and the
Partnership deal with each other at arm's length and if
not, then for the purposes of subsections 69(1) and (2) of the
Act, what was the fair market value of the computer
programs as at December 31, 1993? (The Minister
reassessed on the basis the fair market value of the computer
programs was no more than US$225,000).
e) Did the amount of a
note, referred to as the "Acquisition Note", from the
Partnership to ASC form part of the Partnership's capital
cost of the computer programs or is the amount of the Acquisition
Note a contingent liability?
f) If, as a result
of certain events taking place after December 31, 1993, was the
appellant deemed to be a limited partner (subsections 96(2.1) and
(2.2))[1] and was
his "at-risk amount" nil, (paragraph
96(2.4)(b))?[2]
g) Were the computer
programs "available for use", within the meaning of
subsections 13(26) and (27) of the Act,[3] at the end of 1993?
h) Were the capital cost
allowance claimed by the Partnership and the resulting business
losses claimed by the appellant in 1993 and 1994 reasonable in
the circumstances, within the meaning of section 67 of the
Act?
The Transaction
[5]
At commencement of trial the parties admitted, among other
things, the following facts:[4]
1. CEG Partnership (the
"Partnership") was, until October 1, 1993, a limited
partnership formed under and governed by the laws of Ontario. By
agreement dated October 1, 1993 (the "Partnership
Agreement") the Partnership was reconstituted by its members
as a general partnership.
2. On October 1, 1993, the partners of
the Partnership were CEG Corporation and Mr. Graham Turner.
3. On October 1, 1993 the sole
registered shareholder of CEG Corporation was Mr. Turner.
4. The Partnership's fiscal year
end was set at December 31 under Section 2.04 of the Partnership
Agreement.
5. The Partnership was registered as a
"tax shelter" under Section 237.1 of the Income
Tax Act under number TS028910.
6. By Management Agreement dated
October 1, 1993, CEG Corporation agreed to be the managing
partner of the Partnership for a fee of 2% of the distributable
cash of the Partnership up to a maximum of US$100,000 in any
fiscal period.
7. American Softworks Corporation
("ASC") is a corporation formed under the laws of the
State of Delaware, USA.
8. By agreement dated as of October 1,
1993, the Partnership entered into an agreement (the
"Software Agreement") with ASC, which provided,
inter alia;
(a) at
closing, the Partnership was to purchase a percentage interest in
the Computer Programs depending on the amount of funds raised,
subject to a minimum 27.27% interest in all 22 Computer Programs
or, alternatively, a 100% interest in six Computer Programs (Part
II - Section 3);
(b) the
Partnership was to pay the purchase price for the Computer
Programs as follows:
(i) by paying to ASC in cash an amount equal to
17.5% of the aggregate unit value less the costs of issue on
closing;
(ii) by assigning to ASC the Promissory
Notes received on closing by the Partnership from each partner,
representing a further 22.5% of the aggregate unit value; and
(iii) as to the remaining 60% of
the aggregate unit value, by the Partnership issuing an
Acquisition Note to ASC (Part II - Section 4);
(c) ASC
was appointed the Partnership's agent to maintain, develop,
enhance, distribute and market the Computer Programs and video
games worldwide, and to grant licenses or sub-licenses and make
sub-distribution arrangements and provide maintenance and
warranty services on the Computer Programs and video games on
behalf of the Partnership (Part III - Section 1);
(d)
profits were to be shared as follows:
(i) until the Acquisition Note was fully paid, the Partnership
would receive 82.5% of the Gross Profits (as defined in the
Offering Memorandum - Tab 19) and ASC would receive the
remaining 17.5%;
(ii) on the next
US$25,000,000 of Gross Profits after payment of the Acquisition
Note in full, the Partnership would receive 60% of Gross Profits
and ASC would receive 40%;
(iii) thereafter,
the Partnership would receive 50% of Gross Profits and ASC would
receive 50% (Part III - Section 6);
(e)
until the Acquisition Note was paid in full, the Partnership
agreed to apply all amounts received by it under the Software
Agreement firstly by paying ASC an amount equal to the accrued
interest on the Acquisition Note; secondly, by paying ASC 45% of
the balance on account of the principal owing on the Acquisition
Note; and thirdly, after the deduction of applicable U.S. taxes,
the Partnership was entitled to retain the remaining balance
(Part III - Section 7);
(f) ASC was required during 1994 and 1995 to
first market and distribute the Partnership's 16-bit Computer
Programs and video games before distributing any other 16-bit
video games (Part III - Section 10), except for certain
games that ASC was presently publishing listed in Schedule
"1".[5]
9. Pursuant to the Software Agreement,
ASC was solely responsible for the costs to be incurred in
developing and marketing the Computer Programs and video
games.
10. By Confidential
Offering Memorandum dated October 29, 1993 (the "Offering
Memorandum"), the Partnership offered for sale at minimum of
450 units and a maximum of 1,650 units at US$10,000 per unit.
11. By Amending Agreement
made December 8, 1993 and executed December 26, 1993, ASC and the
Partnership agreed to amend Part II - Section 3 of the
Software Agreement to clarify that ASC had the option of selling
an equal undivided percentage interest in each of the 22 Computer
Programs, or 100% of a lesser number of Computer Programs
depending on the number of Partnership units sold, subject to a
minimum of a 27.27% undivided interest in all 22 Computer
Programs or 100% of at least six Computer Programs.
12. ASC entered into the
following agreements (among others) with software developers to
acquire certain Computer Programs:
(a) an agreement dated as of October 1, 1993 signed
on December 30, 1993 with Imagitec Design Inc.
(b) an agreement dated as of October 1, 1993 signed
on December 30, 1993 with Radical Entertainment Ltd.;
(c) an agreement dated as of October 1, 1993 signed
on December 30, 1993 with Millenium Interactive Limited;
(d) an agreement made December 31, 1993 with Electro
Brain Corp.[6]
13. ASC signed a bill of
sale in respect of 11 Computer Programs sold to the Partnership
on December 31, 1993 for US$8,170,000.[7]
14. The Partnership agreed
to pay for the Computer Programs it acquired on closing by
delivering to ASC a promissory note due on December 31, 2003
bearing simple interest at 6% annually (the "Acquisition
Note") to satisfy US$4,950,000 of the purchase price, by
agreeing to assign promissory notes received from investors in
the Partnership to satisfy a further US$1,856,250 of the purchase
price, and by agreeing to pay cash to satisfy the remaining
US$1,443,750 of the purchase price.[8]
15. On December 31, 1993,
the Partnership accepted subscriptions from 28 investors for a
total of 825 units at US$10,000 each (total subscription price:
US$8,250,000).
16. The Appellant
subscribed for 80 units of the Partnership. MacLachlan
Investments Corporation, a corporation of which the Appellant is
the president and controlling shareholder, subscribed for 30
units of the Partnership.
17. Mr. Tryon Williams
subscribed for 15 units of the Partnership.
18. Mr. Noel Bambrough
subscribed for 235 units of the Partnership. A corporation
controlled by Mr. Noel Bambrough, 1015745 Ontario Inc.,
subscribed for 30 units of the Partnership.
19. Each subscriber for a
unit of the Partnership was to satisfy the US$10,000 payable to
the Partnership as follows - US$6,000 by assuming a
proportionate share of the Acquisition Note, US$2,250 by issuing
a promissory note, and US$1,750 in cash.[9]
20. Under an Assumption of
Acquisition Note agreement each general partner personally
assumed liability for a portion of the Acquisition Note, agreeing
to pay ASC the principal and interest under the Acquisition Note
on December 31, 2003.
21. Each general partner
irrevocably directed the Partnership to pay ASC out of each
partner's share of distributable cash an amount equal to 100%
of the amount owed by that partner for payment of interest under
the Assumption Note, with 45% of the balance to be applied to the
outstanding principal.
22. Pursuant to a Pledge
Agreement, the Appellant pledged his Partnership units and any
proceeds therefrom as security for payment of the Acquisition
Note.
23. The Partnership did
not release any video games incorporating the Computer Programs
until 1994.
24. The Partnership added
the full acquisition cost of the Computer Programs of
US$8,170,000 (CDN$10,798,290) to class 12 and claimed capital
cost allowance of CDN$5,399,145 in both 1993 and 1994. The
remaining capital contributed by the partners of US$80,000
(CDN$105,736) was used to pay costs incurred by the Partnership
in connection with the issue of 825 units.
25. The capital cost
allowance claim by the Partnership of CDN$5,399,145 in each of
1993 and 1994 was calculated as follows:
Purchase
price:
US$8,170,000 (CDN$10,798,290)
Issue
costs:
US$80,000 (CDN$105,736)
TOTAL: US$8,250,000
CCA (50% of purchase price):
CDN$10,798,290 x 50% = CDN$5,399,145 claimed in each
year.
26. The Software Agreement
was amended further by agreement made as of April 21, 1995 (the
"Sharing Ratio Amendment") which was to be effective
retroactively to January 1, 1994. By this agreement, a definition
of "Net Sales" was added and Part II -
Section 6 of the Software Agreement was amended to provide the
Partnership with 100% of the Gross Profits (as defined) and/or
Net Sales (as defined) up to the amount required to pay all
accrued and unpaid interest on the Acquisition Note; thereafter
the Partnership was entitled to receive the greater of 26.25% of
Net Sales and 50% of Gross Profits, less any amount paid to the
Partnership to enable the partners to pay interest on the
outstanding Acquisition Note, with the balance going to ASC.
27. The revised ratio
contained the Sharing Ratio Amendment was reflected in the
Partnership's 1994 financial statements dated March 15,
1994.
28. In 1994, ASC reported
total sales of Partnership games incorporating the Computer
Programs of US$3,141,566 (Tab 115). Under the sharing ratio
in the Sharing Ratio Amendment, the Partnership's share of
these sales worked out to US$578,919 or CDN$798,746.
29. In his 1993 and 1994
income tax returns, the Appellant claimed, in respect of his
Partnership units, business losses of CDN$533,790 and
CDN$448,404, respectively, and interest expenses of CDN$11,009
and CDN$45,727, respectively.
30. The Partnership's
share of the profits for the 1995 fiscal period were
CDN$411,780.
31. In his 1995 income tax
return, the Appellant, in respect of his Partnership units,
reported business income of CDN$38,606 and claimed interest
expenses of CDN$42,255.
32. The Partnership and
ASC signed a written agreement on December 22, 1995 (the
"Super Copa Agreement") dated as of May 1995 evidencing
the Partnership's agreement to license the Super Copa
Computer Program during 1994 and then acquiring the Super Copa
Computer Program on January 1, 1995.
33. As contemplated by the
Super Copa Agreement, the Partnership and ASC entered into an
agreement made as of August 1, 1995, signed in December 1995,
whereby ASC repurchased one of the original 11 Computer Programs.
The repurchased Computer Program was not identified in that
agreement.
34. By agreement dated
December 28, 1995, the Partnership and ASC agreed to further
amend the Software Agreement.
35. By agreement made as
of December 31, 1995 ("Amending Agreement No.3"), the
Partnership and ASC agreed to further amend the Software
Agreement with effect from December 31, 1995.
[6]
The Offering Memorandum defines the term "Computer
Programs" to mean
the computer software programs commercially developed and
formatted for play on Nintendo and Sega 16-Bit hardware platforms
and [being purchased] together with all enhancements and
improvements thereto, but excludes any intellectual property
rights in titles, trademarks, tradenames, characters and other
personal and proprietary interests of third parties which are not
being acquired. Also excluded are registered and unregistered
trademarks, logos, labels or any intellectual properties of
Nintendo of America, Sega Enterprises Ltd. or American Softworks
Corporation.
[7]
The Software Agreement states that in addition to the definition
in paragraph 6 above,
"Computer Programs mean that electronic software code
version or form of the software in which the program logic is
readable, including any subsequent correction, modification,
enhancements and updates for the software."
[8]
The term "Video Games" in the Offering Memorandum
means cartridges made to play on Super Nintendo and Sega 16-Bit
hardware platforms containing the "Computer
Programs". (I assume that a video game is the product
offered for sale to the public.) A video game, as defined, is not
a game that is played on a personal computer, the latter is a
computer game.
[9]
Among the representations and warranties given by ASC to the
Partnership was the following, set out in paragraph 6(e) of the
Software Agreement:
that ASC shall achieve sales of video games of not less than
an average of 135,000 game units per video game or a total of
2,970,000 total video game units based on 22 Computer Program
titles by December 31, 1998. ASC acknowledges that the
Partnership has been induced to enter into this agreement based
on this representation.[10]
I refer to this provision as the
"Representation".
[10]
Mr. Williams explained that in fact the 11 engines purchased
were for six games. Of the six, five game titles were for both
Sega and Nintendo platforms. These five games have the same
design document but they are ten engines because there is
different assembler language required for each platform. A sixth
engine was for only one platform.
[11] ASC is a
publisher of video games. It acquired the basics of a game from
the games' developers. ASC then sold an undivided interest in
the engines to the Partnership. Mr. Peter Main, Executive
Vice-President of Nintendo, a leading developer and
publisher of games and manufacturer of machines (or platforms) on
which games are played, described the function of the developers
and publishers. Using real estate analogy, Mr. Main referred
to the developers as the land assemblers and contractors who
"lay down the code" to create the basic engine that
runs the game. The publishers are the interior decorators and
real estate agents who package and sell the product. Sometimes
publishers are integrated with the developer, that is, they are
under the same ownership. An example is Electronic Arts
Corporation ("EA"), the leading, if not dominant
creator-developer, publisher and seller of video games. In many
cases, however, the publishers seek out the developers who have
created game engines.
[12] During
trial the terms "games" and "game engine"
were used, often indiscriminately. This led to some confusion at
trial as to whether the Partnership acquired games or engines
from ASC. The appellant claims the Partnership purchased engines.
The respondent says the Partnership acquired games only.
Class 12 Property includes computer software other than
systems software. Computer software for purposes of Class 12
includes application software, that is, programs that do work the
users of the software are directly interested in.[11]
[13] According
to Mr. Williams there are two parts to a computer chip that is a
computer program: the engine and the shell. The game's
computer chip is referred to as a eprom.[12] A game engine is "the core of
a computer game that is the base of the program". The
engine has a graphic element around it which is called the shell;
the shell can easily be modified. An engine can be used to
produce more than one game, for example, the graphics or shell of
a car racing game can be changed into a horse racing game; the
racing part of the game is the engine. The engine, as Mr. Main
stated, contains the source code, the program that produces the
game. Mr. Wilkinson, President of Radical Entertainment,
added that the engine is the programming or coding of the game,
the source code, with art and audio track attached, as I
understand it, to create the game.
[14] Mr.
Williams explained how Nintento and Sega 16-bit video games were
developed in 1993. The programmer would write a program in
assembler language on a personal computer. The program contains
the source code. When the program was completed, the program
would be read into another program, a proprietary development
system owned by Nintendo or Sega, called an assembler. Each
licensed developer of Nintendo and Sega would have the
appropriate development system. The program would go through a
translation program to produce what is called object code, the
code that the Nintendo or Sega machine would read. The program
enters the particular machine by means of a cartridge; the
cartridge contains a "tiny black chip", the eprom.[13]
[15] When the
eprom is completed, it is sent to the manufacturer (e.g. Nintendo
or Sega) for approval. Once approved, the publisher submits the
eprom and the art work masters for packaging and manuals, among
other things, to the manufacturer for final approval. The
publisher then orders from the manufacturer the desired number of
games and upon receipt, sells the games to distributors and major
retailers for sale to the public.
[16] The
appellant says the Partnership acquired ownership of game
engines, not the right to the games alone. Mr. Williams
testified that the Partnership acquired game engines that would
enable "the partnership to produce as many games as we
wished over time from that engine". However, Mr. Graham
Turner, Canadian counsel for CEG Corporation, the
Partnership's managing partner, as well as for ASC, wrote to
Revenue Canada on August 30, 1995. Mr. Turner compared the
CEG Partnership to another partnership promoted by
Mr. Williams, the "PEG Partnership", and advised
"that CEG is basically 'games software' whereas PEG
is 'games engines'". He apparently enclosed an
extract from the PEG Offering Memorandum that described the
difference but that enclosure was not included with the letter.[14]
[17] Mr.
Williams disagreed with Mr. Turner's description. In his view
the Offering Memorandum referred to an engine. Mr. Kosovitch also
understood that ASC acquired engines from developers and sold the
engines to the Partnership. Mr. Wilkinson testified that
when Radical sold a computer program to ASC, Radical was
"effectively selling them [ASC] the underlying engine for a
hockey game . . .".
[18] The
definition of "computer software programs" and
"computer programs" in the Offering Memorandum and the
Software Agreement contemplates engines. Although the game engine
forms a significant part of a game, once the game is complete,
the game user is generally ignorant of the engine and does not
discern which functions of the game are attributable to the
engine and which are due to the shell. It would appear that the
confusion between games and engines was probably due to the
difficulty of discussing or referring to specific engines without
conceptually viewing the engines as games that had some pieces
missing rather than engines that, with additional work, would
eventually become a game. The agreements between ASC and the
developers indicate that the subject of the transactions are
engines. There was no doubt in Mr. Wilkinson's mind, for
example, that Radical was selling an engine. There is also no
doubt that as far as ASC and the Partnership are concerned, they
believe that the Partnership acquired engines.
[19] I do not
agree with the respondent counsel's submission that "it
would not have made sense for CEG to acquire 11 separate engines
to produce 11 video games". Although each game engine can
produce many games, the engines are limited in the scope of games
they can produce. If the Partnership had acquired fewer engines,
the end games could realistically have been very similar and
would possibly have been competing against one another. This
would have increased the risk substantially to the Partnership.
Further, if counsel is correct, then it would have made the most
sense for ASC to purchase only three or four engines and then
sell the Partnership 11 games produced from those engines (as in
this scenario the Partnership would not have been aware that more
than one game was produced from the same engine). If ASC were
purportedly to sell games and not engines this scenario may make
the most commercial sense. The fact that they did not follow this
course of action suggests that game engines formed the object of
the transaction between ASC and the Partnership. Notwithstanding
that words such as "games" and "programs"
were used by witnesses, these words refer to what was purportedly
purchased by the Partnership, that is, game engines.
TESTIMONY
Peter Brown
[20] The
appellant Peter Brown is Chairman and Chief Executive Officer of
Canaccord Capital Corporation ("Canaccord"), a stock
brokerage. Because of his position, Mr. Brown stated, many
investment opportunities are presented to him, of which the CEG
Partnership was one.
[21] Sometime
before October 1993, Mr. Williams approached either
Mr. Brown or Mr. Robert McNair, a Vice-President
of Canaccord at the time, with the opportunity to invest in the
CEG Partnership. Mr. Williams was a client of Mr. McNair. With
the encouragement of ASC's officers Mr. Williams organized
the Partnership, eventually negotiated the acquisition of the
games and through a corporation, managed the Partnership.
Previously he had created and marketed at least one other
partnership investment. After 1993, he continued to organize
other computer program partnerships with ASC and sell units to
investors.
[22]
Mr. Brown had known Mr. Williams since the
1960's. Mr. Williams was "involved" in
technology and had a substantial interest in a video game company
which was sold to EA. Mr. Williams subsequently became
President of EA Canada and a Vice-President and member of
the Executive Committee of EA. He retired from EA in
June 1993. Mr. Brown had utilized the services of
Mr. Williams as a technology resource as part of "due
diligence" in a previous technology investment. He had
utmost confidence in Mr. Williams.
[23] Mr. Brown
denied he purchased units in the Partnership for a tax loss; he
declared that in 1993 investments in video games were very
promising and he expected to make money.
Tryon Williams and Steven Grossman
[24] It was
while working at EA that Mr. Williams first met
Mr. Steven Grossman, a principal of ASC. An affiliated
company of ASC, Entertainment Marketing & Communications
International, Ltd. ("EMCI"), had been retained by EA
to assist in marketing product. Mr. Williams
"probably" informed Mr. Grossman of his
impending departure from EA and Mr. Grossman expressed his
hope Mr. Williams could help ASC in the future.
[25] On May
26, 1993 Mr. Grossman sent a memorandum to Mr. Williams
outlining a proposed software joint venture for Canadian
taxpayers. Mr. Grossman and his associate,
Mr. William Kosovitch, were Canadians residing in the
United States. Mr. Kosovitch is a chartered accountant and
had worked as tax manager for a national auditing firm in Canada.
In the memorandum Mr. Grossman referred to Mr. Williams
as the "godfather" of software joint ventures. He
referred to ASC as "our little company" that
"had been coasting along for 18 months funded by $1.5
million of our own capital". With Mr. Williams'
help ASC could become a "serious" player.
Mr. Grossman informed Mr. Williams that ASC was licensed by
Nintendo in North America and Europe to publish four games
and expected to obtain a Sega license "in the coming
weeks". EMCI's "marketing sizzle" would
also be attractive to investors. EMCI carried on the business of
marketing and had contacts with movie studios and major consumer
product corporations. It also had relationships with licensors of
media properties and entertainment figures. ASC expected that
EMCI's contacts would significantly benefit it in marketing
its video games by using the latter's marketing and cross
promotion expertise.
[26] According
to Mr. Grossman, ASC had originally sought to obtain financing by
means of an initial public offering of its shares but since the
corporation was new the valuation to be accorded to ASC was
"very low" and investors wanted "an inordinate
amount of stock for $7 - $10 million of initial
funding". Thus, Mr. Grossman again got in touch with
Mr. Williams in August 1993 and by memorandum dated August
26, asked him to assist ASC with a "Class 12
offering" for a series of 16-bit games for play on
machines (or platforms) manufactured by Nintendo and Sega.
[27] By
September 15, 1993 Mr. Williams had agreed to "consider
participating in ASC's Class 12 efforts as General
Partner". In a memorandum of that date, Mr. Grossman
informed Mr. Williams that ASC had identified a number of
"state-of-the-art game engines" to
be used to develop for fishing, boxing, dirt bike, roller hockey
and educational games, and that each "engine
. . . could justify a valuation of $1.2 - 1.5
million US . . .".
[28] In Mr.
Williams' view this was too high a price and he told
Mr. Grossman "it would be difficult to sell a
partnership [with] those numbers . . ." Mr. Williams
did assert that the "going rate" for a game engine from
a developer with a good track record was not more than
US$1,000,000. Lesser foreign developers would sell game engines
for US$15,000. The usual cost varied between US$210,000 and
US$768,000. He testified that he and Mr. Grossman went back and
forth many times on the price; he considered that the price not
be more than US$750,000 per game. However, even in
mid-September ASC contemplated selling 22 games for
US$16,800,000, (or US$763,636 per game).
[29] On
September 27, 1993 Mr. Grossman wrote to Mr. Williams that he
"understands" the latter's concern with an
aggressive valuation and that he was prepared to adjust the
valuation to US$750,000 per game engine, based on a previous sale
that he referred to as a known industry benchmark. By letter
dated October 1, 1993, Mr. Williams informed Mr. Grossman
that he was prepared to present the Partnership to a
"select group of investors" based on the adjusted
valuation on condition that he would be managing partner of the
Partnership, among other things.
[30] In
September, Mr. Kosovitch had requested
Mr. Michael Ozerkevich, the principal of emc
partners,[15] to
prepare a valuation in support of the offering of the computer
programs to investors.
[31] In the
meantime Mr. Brown was performing due diligence by contacting
people he knew in the gaming industry. Mr. McNair did a great
part of the due diligence for Mr. Brown, the former testified.
Mr. Brown got in touch with Mr. Peter Main of Nintendo.
Mr. Main confirmed that the asking price by ASC of
US$750,000 per game was reasonable. He also advised that the
principals of ASC had a good reputation in the electronic game
business.
[32] At the
same time Mr. Williams was reviewing games at the location
of the developers. Both he and employees of the developer would
play the game, he said, but he could not remember what games he
looked at or their titles.
State of 16-bit Software
[33] There was
a major difference of opinion between the parties concerning the
demand for 16-bit software at the end of 1993. The respondent
assumed that the demand for 16-bit software had declined by
1993. Sega and Nintendo were scheduled to introduce 32-bit
hardware in 1994; Nintendo announced it would start selling
64-bit hardware in 1995. These machines were more powerful
than 16-bit machines and, according to the respondent, were
not much more expensive than the 16-bit platforms.
Mr. Peter Main
[34] Mr. Main
testified that at the end of 1993 Nintendo was actively pursuing
sales of video games on their 16-bit platform and it was possible
that the games that ASC was developing as a licensee of Nintendo
would make it to the retail market, even though the games were at
different stages of development. Mr. Main believed in 1993
that the 16-bit technology was in year two of what was thought to
be a five-year cycle, based on the history of the previous
generation of 8-bit machines and the time it takes to move
software from one generation to another on the same platform. (A
generation is the stage a developer improves the platform and the
software used with the platform). He did acknowledge that before
the end of 1993 there were market forces suggesting the demise of
16-bit technology. In late 1993 and early 1994, 32-bit technology
was being introduced but Nintendo believed in late 1993 that the
16-bit market had a bright future. Mr. Main stated, that even at
time of trial, the 16-bit market was still active, although
in cross-examination he acknowledged that the demise of 16-bit
technology occurred before 1994.
[35] Mr.
Main's evidence was very helpful in assisting me to
understand the video game industry as it related to the appeals
at bar and the thinking of the industry in late 1993. He
explained that the video game industry consists of three parts:
(1) sales of hardware, the machines (or platforms) manufactured
by Nintendo and Sega; (2) software (or game) sales; and (3)
accessory sales. The hardware is sold at low margins to create a
base that the games (the software) would be played on. The
software is sold at higher margins. Companies like EA create
games and companies like Nintendo license the use of their
hardware to companies like EA. However, Nintendo and Sega also
create their own games as well so that both the hardware and the
games may be put on the market at the same time.
[36] About 75
titles for 16-bit platforms were being sold in North America in
November 1993. Mr. Main categorized games into three categories
based on sales: Triple "A", (over one million unit
sales); Double "A" (about 750,000 units); Single
"C" (about 250,000 units). A game selling 150,000 to
200,000 units, for example, is a "poor game".
Mr. R.E. McNair
[37]
Mr. McNair was not overly concerned with the possible entry
into the market of 32-bit technology. After all, at the end
of 1993, between 45,000,000 to 50,000,000 units of 16-bit
platforms had been sold. He was convinced that the 16-bit
technology was popular and had a strong base. The market for
16-bit technology collapsed in 1994, after a downturn in
1993.
[38] Mr.
Salyer, an officer of EA, had informed Mr. Coleman, another
principal of ASC, that sales of the average 16-bit product
(Nintendo or Sega) exceed 150,000 units and/or $1,500,000 gross
profit to the publisher on a worldwide basis.
[39] I accept
Mr. McNair's evidence that at the end of 1993, a reasonable
person would have expected the 16-bit games to continue in
popularity after 1993. But I would have been concerned how long
the popularity would last. To suggest, as the Crown does, that at
the end of 1993, 32-bit technology would make 16-bit machines
obsolete within a year or two is hindsight, notwithstanding
articles in popular magazines.
[40] In his
discussions with Mr. McNair, Mr. Main discussed the
costs generally associated with the development of a software
title by a licensee for Nintendo's Super Nintendo
Entertainment System ("SNES"). He explained in a
letter of November 19, 1993 that the "up-front
development costs of a specific title will be dependent upon a
variety of factors including memory size of the game and whether
or not the game is based on an original work or a license
obtained for an existing work (i.e. in movie, sports team,
etc.)". The "ball park" costs for total
development of a game could vary from US$210,000 to US$768,000;
this includes game design and programming (from $200,000 to
$750,000) and packaging design and development (from $10,000 to
$18,000). The addition of a licensing fee (i.e. third party
copyright) could, in Mr. Main's estimate, add up to
US$1,000,000 to these costs. Subsequent costs to development
would include manufacturing cost (such as Nintendo royalty plus
complete software, manuals and packaging F.O.B. Kyoto) which
could range from US$16.80 to US$28.00 per game depending on
memory size and costs of transportation, distribution, marketing,
among other costs. The Offering Memorandum states that
development and licensing costs to a publisher for a typical game
ranges from US$200,000 to US$400,000.
[41]
Mr. Main told Mr. McNair that a good video game is one
that "is fun, exciting and challenging". He explained
that the bulk of a game's sales takes place within the
first 90 days of its release but continues for a 12-month period,
depending on the date of the game's release. Christmas
sales represent from 40 per cent to 50 per cent of all
games' sales.
[42] In
performing due diligence for Mr. Brown, Mr. McNair did not
recall "specifically" reviewing the joint
venture's projected financial statements for 1994, 1995 and
1996 sent to him by ASC. The income statement projected sales of
300,000 game units in 1994, 2,260,000 games in 1995 and 1,640,000
games in 1996. Total game units sold during the three years would
aggregate 4.2 million units or 190,000 units per game.
Earlier Mr. McNair testified that a game selling 200,000
units is a "good" game. (I note Mr. Main's
differed as to numbers constituting a good game.) However, if one
purchases a group of games, "all you need is one home run
of one million games" to have success. To Mr. McNair,
the projection of 190,000 average sales per unit was reasonable
"even if there is no analysis of the games".
[43] The
Offering Memorandum refers to an "independent valuation
report" of the games prepared by "emc partners"
valuing a 100 per cent interest in the 22 games to
be not less than US$16,500,000. This is Mr. Ozerkevich's
report. Mr. McNair could not recall looking at this
valuation report in the course of performing due diligence for
Mr. Brown. But, he said, he did discuss the report and the
qualifications of the people who prepared the report with Mr.
Williams. With this verbal information, he felt he had no need to
review the emc valuation as part of his due diligence. Based on
conversations with Mr. Main, Mr. McNair saw no need to review any
licensing agreements between ASC and Nintendo. He saw no
impediments in the exploitation of the games since ASC was a
licensee.
[44] Mr.
McNair was not disturbed at the fact that the license agreement
with Nintendo limited ASC to not more than six licensed products
in any 12-month period. In October 1993 ASC distributed a
document entitled Nintendo/Sega Investment Opportunity Overview.
ASC reported that its games had been "published
profitably" for both Nintendo's 8-bit and 16-bit
platforms. The games to be published by ASC for Nintendo were
listed, and three of the games were to be distributed in the
latter part of 1993 or early 1994. Thus, as respondent's
counsel suggested, if three games were already slotted for
Nintendo, there would only be room for three more games for the
Partnership in the twelve-month period.
Larry Van Hatten
[45] The audit
firm of Ellis Foster acts on behalf of the appellant and most of
Canaccord's executives, according to Larry Van Hatten,
partner in charge of Mr. Brown's account. Mr. Brown
relied "quite heavily" on Ellis Foster "to do
due diligence on deals" and requested Mr. Van Hatten
to look at the CEG Partnership proposal "from a tax
perspective and also due diligence".
[46] Mr.
Van Hatten described himself as a quarterback at his firm
and asked an associate, Jeff Mann, a "details
person", to review the material, get in touch with counsel,
check the financial statements and the valuation as well as look
at the promoters. He would talk to the people in the industry.
The Toronto affiliate of the accounting firm would do some due
diligence on the valuation since the valuators, emc, were from
Toronto.
[47]
Mr. Van Hatten reviewed the Offering Memorandum and
prepared notes of various items of concern, such as the joint and
several liability of the partners, fees to Mr. Williams,
valuation of the games, cash components of the purchase price
versus the promissory notes, capital cost allowance and
ASC's warranty (the Representation) of sales per game.
Mr. Van Hatten projected what the average per unit
value would be for Mr. Brown to break even on the
investment. He also prepared a list of items concerning Mr.
Brown's risks in the investment.
[48] After
receiving Mr. Mann's report, Mr. Van Hatten advised the
appellant that there would be a business carried on by the
Partnership, "there was some potential upside, but there was
also some risk involved in getting involved in this
deal."
[49] The
solicitor for Canaccord and the appellant, Mr. R. Stewart,
confirmed to Mr. Mann that the representation on sales by ASC
"will not relieve the investors from payment of the notes
in the event the sale volumes are not reached." All the
warranty does, wrote Mr. Stewart, is provide a cause of
action for damages for its breach. Mr. Van Hatten was
comforted by this opinion.
[50] Mr.
Van Hatten was reluctant to answer questions put to him by
respondent's counsel. He could not recall seeing or
reviewing the Software Agreement or the emc valuation report. He
could not recall reviewing the Projected Financial Statements of
the Partnership. He was "sure" that Mr. Mann
reviewed the Partnership's projected cash flow documents as
well as the other documents. He appeared not to be overly
concerned by the failure of his firm's Toronto affiliate to
find out anything about emc. Apparently emc's office was
located in a home in the Borough of East York, as it then
was, and that emc's principal, Michael Ozerkevich, was
not a member of any recognized appraisal institute such as the
Canadian Institute of Chartered Business Valuators or the
Appraisal Institute of Canada. The Toronto affiliate was unable
to find anyone familiar with the name, Michael Ozerkevich.
[51] In reply
to respondent's counsel, Mr. Van Hatten agreed that, based
on the material in the Offering Memorandum, the Partnership was
structured so that an investor's cash outlay was less than
his or her total income tax savings. In fact, there would be a
cash surplus of US$1,366 per unit. [The projected financial
statements of the joint venture of ASC and the Partnership for
1994, 1995 and 1996 sent by Mr. Kosovitch on
November 10, 1993 to Mr. Williams were prepared on the
basis of the Partnership acquiring 22 games.]
Noel Raymond Bambrough
[52] Noel
Bambrough is also an investor in the CEG Partnership. I found his
evidence forthright and credible. Mr. Bambrough was a shareholder
in a cable television company, which was sold to Shaw
Communications Inc. ("Shaw"). In 1993 Mr. Bambrough was
Executive Vice-President of Shaw and was also looking to invest
the money he received on the sale of his shares. He preferred an
investment where he had some knowledge, he said.
[53] The CEG
Partnership was brought to his attention by his lawyers. He
understood video games and their potential relationship to cable
television. He "figured that if the games [were] not big
winners, [they] could be released to cable t.v. channels".
There were predictions at the time that interactive channels
would soon be available on cable.
[54] Mr.
Bambrough exchanged information with Mr. Brown and discussed the
investment with Mr. Main. His lawyers reviewed the Software
Agreement with ASC and advised him on income tax matters relating
to the investment. Mr. Bambrough was cautioned of his
personal risk under the Promissory Note.
[55] According
to Mr. Bambrough's accountants who reviewed the emc
report, he said, the values in the report were at the low range;
the witness said he got comfort from this. He was also comforted
by the discounted cash flow valuation because the cable
television industry also used this approach in valuing
assets.
[56] Mr.
Bambrough and his advisors also met Messrs. Grossman and
Kosovitch of ASC to query them, "evaluate their knowledge
and judge them as individuals". In satisfaction of a
condition of his investment in CEG Partnership - he was the
largest single investor in the Partnership - he was made a
director of ASC in 1994. Mr. Williams also was elected to
ASC's board of directors.
[57] When he
was negotiating to acquire his interest in CEG Partnership,
Mr. Bambrough was aware of the impending market for 32-bit
games but his "information was that there were 13 million
platforms of 16-bit and would grow to 50-60 millions in one and a
half to two years", peaking at 60 million units when
32-bit platforms would replace the 16-bit machines.
"There was lots of time to make money on the
16-bit". If 135,000 units per game were sold, the
value of the notes would be covered.
[58] Mr.
Bambrough understood that the games to be purchased were
"ready to go", except for some graphics that required
completion; there were no impediments preventing their issue.
However, not all the games were marketed, which he found out
"probably" in late 1995. At a meeting of the ASC
board of directors on May 4, 1995 he learned "not for
the first time" of the state of 16-bit platforms and
"was concerned". Mr. Bambrough had been in
"regular contact" with Messrs. Grossman and
Williams and in 1994 he was satisfied everything was being done
and things were moving along as originally anticipated. In late
1994, new manufacturers were moving into the market and he began
to get worried.
Amendments to Software Agreement
Number 1
[59] In 1994
and 1995 Mr. Williams sold units in computer program partnerships
for ASC, called the AVC Limited Partnership ("AVC
Partnership") and the PEG Limited Partnership ("PEG
Partnership"), respectively. The AVC and PEG Partnerships
had a more advantageous profit sharing arrangement for their
partners than did the CEG Partnership. According to Mr. Brown,
Mr. Williams went "to bat for us" to obtain the
benefits of the AVC Partnership. This lead to the first amendment
to the Software Agreement. On April 21, 1995, the profit sharing
arrangement between ASC and the Partnership was amended,
effective as of January 1, 1994, so that the profit sharing
formula for all partnerships would be equal. (This is the
"Sharing Ratio Amendment" in the agreed statement of
facts in paragraph 5, which I refer to as "Amendment
No. 1").
[60]
Mr. Turner, ASC's solicitor, had informed the CEG
Partners that under this amendment, the CEG Partnership would
receive 100 per cent of Net Sales up to the amount required to
pay interest on the Acquisition Note and, therefore, the greater
of 26.25 per cent of Net Sales and 50 per cent of Gross Profits,
less any amount paid to the Partnership to pay interest on the
Acquisition Note. As a result of the amendment, the
Partnership's share of profits increased by approximately
US$300,000 for 1994 and the "pay down of the Acquisition
Note", according to Mr. Turner, was increased by about
US$120,000.
Number 2
[61] ASC and
the Partnership then amended "as of December 31,
1995",[16]
the Software Agreement entered into and amended "as of April
25, (sic) 1995" so that, among other things, for
fiscal periods after 1994 the Partnership would be entitled to
100 per cent of Gross Profits and/or Net Sales up to a maximum of
$300,000 and thereafter, ASC would receive the excess. (I refer
to this Agreement as "Amendment No. 2".) Also, on
December 31, 2003, a subsidiary of ASC, Hypersoft Games
Ltd., would acquire up to 825 units in the CEG Partnership for
the consideration of US$8,000 per unit plus an amount equal to a
percentage of the value of the publicly traded capital stock of
ASC on December 31, 2003. The purchase price was to be
satisfied by Hypersoft offsetting the remaining balance on the
Acquisition Notes at the time (US$4,870,097) and held by ASC,
with the balance payable in cash or publicly traded ASC shares,
at Hypersoft's option. However, if the net sales of the video
games did not exceed US$8,000,000 by the end of 1995, the
Partnership had the option, exercisable between January 1, 1996
and March 15, 1996 to "reamend the Software Agreement"
to replace the provision in Amendment No. 2 with the provisions
as they read on April 25, (sic) 1995.
[62] According
to Mr. Kosovitch, Amendment No. 2 would allow the Partnership to
share profits up to an amount of interest on the Acquisition
Note, US$292,242. In his view, this would give the appearance on
ASC's financial statements that the corporation was
profitable and help it to become a public corporation.
Number 3
[63] Finally,
another amendment to the Software Agreement
("Amendment No. 3") was "made as of this
31st day of December, 1995", between ASC and the
Partnership. Mr. Williams testified that this amendment was
the result of the fall of the 16-bit market in 1995 and the
obvious errors in the projected sales of games prepared in 1993.
In fact, the joint venture's sales of games were extremely
disappointing and neither a SNES or Sega Genesis version of Fun
Islands/Trolls game was marketed. The Canondale Cup/TransFighters
game sold less than 10,000 units. The SNES version of the hockey
game was never marketed and the Sega Genesis version was
abandoned. The Pico products were not marketed. The Sega Copa
game sold about 24,000 units. The only remotely successful game
was TNN Fishing which sold approximately 150,000 units for both
platforms. The value of the Partnership units had obviously
declined significantly.
[64] This
amendment provided that for 1995 and 1996 fiscal periods the
Partnership would receive 100 per cent of the Gross Profits
and/or Net Sales up to US$300,000 and for ASC to obtain any
excess. For fiscal periods after 1996, the Partnership would
receive 100 per cent of Gross Profits and/or Net Sales "up
to the amount required to pay all accrued and unpaid interest on
the Acquisition Notes". In 1997 and subsequent years the
Partnership would also be entitled to receive the greater of 26.5
per cent of Net Sales and 50 per cent of Gross Profits less any
amount paid to the Partnership to pay interest on the Acquisition
Notes in the year and ASC would receive the balance of Gross
Profits and/or Net Sales.
[65] Amendment
No. 3 also provided for ASC to pay the Partnership US$300,000 per
annum for the years 1995 through 2003 inclusive for the design
concepts of the video game "TNN Bass Tournament of
Champions". The amount of US$300,000 was to be included in
calculating Gross Profits and Net Sales. In fact, the Partnership
was now being guaranteed a minimum of US$300,000 in annual
revenue by ASC. The Representation clause was deleted from the
Software Agreement.
[66] Also, the
Partnership Agreement was amended to permit partners on December
31, 2003 to retract partnership units for US$8,000 per unit plus
capital stock in ASC, if publicly traded. ("Redemption
Option") ASC agreed to provide financial assistance to the
Partnership to permit the Partners to retract their Partnership
units, and, as security for its obligation, ASC pledged the
Acquisition Notes of the Partners that were currently pledged to
ASC. ASC also agreed to issue to the Partnership, for a nominal
cash amount, common stock of ASC representing the balance of the
retraction price up to 1/4 of 1 per cent of the closing reported
publicly traded common stock value of ASC on December 31, 2003;
the common stock would be used as part of the proceeds payable to
the Partners on retracting their Partnership units, if ASC were
to be listed for public trading on any stock exchange.
[67] Mr.
Kosovitch said Amendment No. 3 was also beneficial to ASC because
for an aggregate cost of approximately US$1,700,000 in 2003
(excluding the offset of the Acquisition Note), ASC would include
US$500,000 on its Statement of Income for 1995. Mr. Grossman
confirmed that ASC was prepared to surrender the Acquisition Note
of US$5,900 per unit (i.e. US$4,867,500 or 825 units x
5,900) for the US$500,000. Surely the principals of ASC were
aware that its chance of collecting on the note was slim, unless
sales picked up tremendously.
Other Matters
"Super Copa"
[68] In 1995
ASC sold a computer game, "Super Copa" to the CEG
Partnership for US$750,000. This game was virtually identical to
another soccer game called "Tony Meolo's Sidekicks
Soccer" that had been marketed in the United States and
"World Soccer" in Europe and another name in Japan. The
"Super Copa" game could not be marketed in the United
States and was aimed at the Latin American market. The
consideration was a promissory note ("new note") by the
Partnership to ASC in the amount of US$750,000, with interest at
6 per cent, and due and payable on July 31, 1995. Profit
allocation was identical to that in the Software Agreement. If
the new note was not paid off by July 31, 1995, the
Partnership would have the option to cause ASC to purchase other
games for US$750,000. One of the games acquired in 1993 and could
not be identified was returned to ASC. Mr. Grossman testified
that according to the Software Agreement, ASC was prevented from
distributing its own 16-bit games before it distributed the
Partnership's games. The transfer of "Super Copa"
to the Partnership was "a good faith" effort by ASC to
try to increase sales of the Partnership's games since 16-bit
games were not attaining projected sales, according to the
appellant's witnesses.
"Pico"
[69] In a
memorandum dated June 29, 1994 from Mr. Kosovitch to the
director of ASC, including Messrs. Williams and Bambrough, the
game Pink Panther-Pico is referred as a CEG product. In a
memorandum of July 21, 1994, on ASC letterhead,
Messrs. Williams and Grossman advise the CEG Partners that
"Pink Panther I and II (Pico)" or ("Magic Islands
and Shapes and Colors") will be released in October 1994 and
February 1995. The Pink Panther games were to be played on
"Sega's new Pico educational system". These games
were not marketed.
[70] Mr.
Williams recalled that the Pico platform was based on a computer
chip introduced in 1994 and was aimed at the educational
marketplace with a younger demographic. The source code for the
Pico computer chip was the same as for Sega. A larger change to
the shell was required for Pico. The Pico games, he stated, were
like the original Sega puzzle games but built on a different
platform. Mr. Williams believed the Trolls Racing and
Diggers games were adopted to the Pico platform.
[71] The Pico
system did not exist at the end of 1993. An investor in the
Partnership in December 1993 would be aware only of games for the
Sega Genesis and Super Nintendo Systems. Mr. Williams
testified that the investors "would have to know and believe
and have faith in the people that they're dealing with what
they are buying 11 computer programs that will produce a
business". As far as Mr. Williams is concerned the investors
are "buying a library of programs that would produce
hopefully a whole raft of successful video games".
ANALYSIS
Arm's Length
[72] In the
Minister's view, ASC and the CEG Partnership were not dealing
at arm's length when the Partnership acquired the computer
programs from ASC and the Partnership did not acquire computer
programs at fair market value.
[73] I agree
with the Crown that ASC, Mr. Williams, CEG Management, the
Partnership and, therefore, the Partners did not deal at
arm's length.
[74] CEG
Corporation, the managing partner of the Partnership, was
essentially controlled by ASC prior to December 31, 1993 and
after 1993. Mr. Garth Turner, the solicitor for ASC,
prepared documents relating to the purchase and sale of the
computer programs, as well as ancillary documents for the
Partnership itself. He was also the sole registered shareholder
of CEG Management as at the date the agreements were made, as of
October 1, 1993, until December 21, 1993 and continued as
director of CEG Corporation until February 7, 1994 when
Mr. Williams became the sole director. Mr. Turner was again
elected director of CEG Corporation in May 1995 when the number
of directors was increased to two.
[75] Mr.
Williams did negotiate the purchase price for the computer
programs. He says he got the price down from the original
suggested asking price of between US$1,200,000 and US$1,500,000
to US$750,000. Mr. Kosovitch stated there were also
discussions as to the division of earnings between ASC and the
Partnership. According to Messrs. Williams and Grossman, there
was hard bargaining between the two of them over a five to six
week period in about September 1993. By October 1, 1993,
Mr. Williams had agreed to the purchase price of US$750,000
for each computer game although it appears the actual engines had
not yet been identified or examined by him.
[76] I was not
impressed by the testimony of Messrs. Williams, Grossman and
Kosovitch relating to the negotiations of the purchase price. A
person of Mr. Williams' experience and knowledge in the
video game industry put too much faith in Mr. Ozerkevich's
valuation and ASC's ability to sell the projected number of
game units, in particular since ASC previously had sold perhaps
75,000 units of one game ("Skuljogger") but none of its
six other games sold more than 50,000 units, some much less.
Also, there is no evidence that any of the developers who sold
engines to ASC had developed games selling over, say, 100,000
units, except for Radical which had one "big hit",
selling 600,000 units of a "Bevis and Butthead" game
after 1993. But the success of Bevis and Butthead,
Mr. Wilkinson admitted, was largely due to its licensed
characters. As at December 30, 1993, Radical had not sold more
than 50,000 units of any other game, however. I also question the
faith Mr. Brown and his advisor put in Mr. Ozerkevich,
in particular after Mr. Van Hatten failed to obtain
information about Mr. Ozerkevich's bona fides.
Indeed, Mr. Ozerkevich simply confirmed a price that ASC had
already determined, according to Mr. Kosovitch.
[77] Mr.
Williams was not only the managing partner of the Partnership,
through CEG Corporation, once he became shareholder and director,
but he was also the sales agent of units in the Partnership. A
corporation he controlled, Tarpen Research Corporation
("Tarpen"), received approximately US$160,000 in
commissions.
[78] In 1994
Mr. Williams became a director of ASC. During the years 1993 to
1997 Mr. Williams sold or promoted the sale of units in several
tax shelter investments with ASC, including the CEG Partnership
and, through corporations, was managing partner of the tax
shelters. He was not dealing at arm's length with ASC; he
acted in concert with ASC and had the same interest as ASC, to
direct or dictate the conduct of others. Memoranda on ASC
letterheads from Mr. Williams himself and with
Mr. Grossman were sent to Partners in 1994. It was
Mr. Grossman who, on March 7, 1994, welcomed the Partners to
the Partnership. In the opinion of Thurlow J., as he then
was,
. . . the "mind" that directs may be that of the
combination as a whole acting in concert or that of any one of
them in carrying out particular parts or functions of what the
common object involves. Moreover as I see it no distinction is to
be made for this purpose between persons who act for themselves
in exercising control over another and those who, however
numerous, act through a representative . . .[17]
[79] The
Acquisition Note was not a debt instrument that would have been
transacted by parties at arm's length. The Acquisition Note
was to mature on December 31, 2003, ten years after the
transaction and beyond the time when it was reasonable to assume
that the computer games would generate income. Mr. Main
expected the market for the 16-bit machines to last five years;
Mr. Grossman expected the 16-bit market to continue until
1996. The note was not assignable and the security for the note
was units of the Partnership. There was no evidence that was
reasonable to conclude that an arm's length vendor would
agree to defer the balance of the purchase price for the computer
programs, approximately US$5,000,000, on the strength of such a
note.
[80] There
were also transactions after 1993, which suggest that ASC and
Mr. Williams and the partners of the Partnership were not
dealing at arm's length. This includes the exchange of an
unknown and presumably unsuccessful computer program by the
Partnership for the Super Copa game, a game that had already been
marketed under other names and the apparent arbitrary inclusion
of games to be played on the Pico platform without approval by,
or prior notice to, the Partners. Games and their titles were
also not determined until after 1993. Mr. Williams'
attitude was that the Partners invested in a library of programs
and depended on his goodwill (and that of the principals of ASC)
to make sure their investment was a success. If games had to be
traded off to improve performance of the investment, so be
it.
[81] The
agreement requiring ASC to purchase another Partnership game if
the Super Copa Acquisition Note was not paid in full from the
Partnership's profits by the note's maturity date, July
31, 1995 was signed on December 22, 1995 when the parties were
aware the note would not be paid off. Mr. Grossman testified that
the Partnership was offered this proposal because some of the
Partnership's properties were not going to be released.
[82] Amending
Agreements Number 1, 2 and 3 provided for the Partnership's
revenue for 1994 to increase by approximately US$300,000, for a
change in the allocation of profits in favour of the Partnership,
for the sale of the Partnership units and lastly a guarantee of
income to the Partnership sufficient to pay interest on the
Acquisition Note and the partners of the Partnership being
liberated from their obligations on the Acquisition Note in 2003.
I do not accept Mr. Kosovitch's explanation that the
amendments were to benefit ASC in its pursuit of becoming a
publicly traded corporation. It appears to me that these changes
were motivated by the joint venture's poor sales and the
disappointing income from the Partnership's investment in the
computer programs. The amendments were dictated by the
relationship of the parties. Amendments were made to the Software
Agreement because of the non-arm's length relationship
between ASC, Mr. Williams and the Partnership.
Valuations
[83] Since I
have found that the ASC, Mr. Williams and the members of the
Partnership were not dealing at arm's length, I shall
determine if the Partnership paid ASC the fair-market value of
the computer programs for purposes of section 69 of the
Act, notwithstanding my conclusion that the Partnership is
a limited partnership and the appellant's at-risk amount,
within the meaning of subsection 96(2.1), (2.2) and paragraph
96(2.4)(b),[18] was nil.
[84] Five
witnesses testified as to the value of the computer programs
purchased by the CEG Partnership.
By A.R. Jones (Respondent)
[85] In the
view of Mr. Allen Raymond Jones, a Chartered Business
Valuator with the Canadian Customs and Revenue Agency
("CCRA"), all 11 games were worth $275,000. This value
was used to assess.
[86] Mr. Jones
had valued software previously but not computer or video games.
He completed his valuation on April 23, 1997. The CCRA hired a
Mr. Gordos as an expert in software to assist
Mr. Jones. I do not give much weight to Mr. Jones'
valuation since, among other things, he assumed that in November
1993 "a bigger, faster system [i.e. 32-bit
technology] would cause investor angst in investing in an earlier
system." He stated that 32-bit games were on the
market in October 1993 and he was wrong.
[87] Mr. Jones
was also informed by Mr. Gordos that, based on only one eprom,
all the games were of a poor quality and he therefore discounted
their value.
[88] Mr. Jones
did not retain any notes of conversations or meetings he had
during the course of preparing his report. In reviewing various
articles, game technology journals and magazines, Mr. Jones did
not examine the qualifications of the authors. He also ignored
any possible sequels of a game which, according to Mr. Wilkinson
of Radical, is coveted by developers because of their lower cost
and risk.
By M.J. Ozerkevich (Appellant)
[89] I also do
not give much weight to the valuation produced by
Mr. Ozerkevich for ASC. He valued 22 games at US$16,500,000.
Counsel for the respondent did not dispute
Mr. Ozerkevich's right to give expert evidence
notwithstanding his lack of qualifications. I do not minimize Mr.
Ozerkevich's evidence simply because of his lack of formal
qualifications. Rather, I do so because his evidence lacked any
concrete basis on which I could find comfort. For example, he
based part of his valuation on his understanding that one game,
initially entitled Mountain Bike Rally, was to be a violent
action warrior game but it actually became a mountain bike racing
game. A game described as a puzzle game in his report became a
fishing game.
[90] Mr.
Ozerkevich's valuation (sometimes referred to as the
"emc report") was based on game engines and some
artwork that were to become games. According to the emc report
Mr. Ozerkevich performed a technical review of the games to
verify the existence of the software and supporting documentation
and verify the "functionality" of the games described
in the Offering Memorandum. Mr. Ozerkevich travelled to
ASC's head office in Connecticut to perform various tests on
Sega and Nintendo development machines. Mr. Ozerkevich
confirmed that actual games existed, a code existed and the
language was assembler. Working game prototypes were in various
stages of development. However, eventually ASC and the
Partnership elected not to proceed with many of the games he
viewed. His valuation does not reflect, therefore, the value of
properties that were purportedly acquired by the Partnership.
[91] I also am
concerned that although no game previously marketed by ASC sold
more than 50,000 units Mr. Ozerkevich assumed that each of
the games sold to the Partnership would average sales of 191,000
units. He also accepted as fact that ASC had a Sega license,
something it did not have at the time of his report.
[92] However,
Mr. Ozerkevich's report was used as a reference by the two
valuators engaged by the litigants. There is information in his
report that is relevant, but not necessarily significant.
Valuations for Trial
[93] Messrs.
Richard Wise and Andrew Richard Michelin, partners in the
business valuation firm of Wise, Blackman gave expert evidence
for the appellant as to the value of the computer programs sold
to the CEG Partnership as at December 31, 1993. They valued the
computer programs at between US$9,250,000 to US$10,200,000.
[94]
Mr. Howard Rosen of Low, Rosen, Taylor and Sariano testified
for the respondent. His value of the computer games is
US$1,255,000 to US$2,135,000 if ten engines are being valued, and
US$60,300 to US$127,400 if only the Chavez 2 games for
Nintendo and Sega are being valued. In preparing his report, Mr.
Rosen retained the services of Mr. Vincent Lam, a
professional engineer and technical consultant, to determine the
status of the games on December 31, 1993, and Mr. G. Gabelhouse,
Chairman and Chief Executive Officer of Fairfield Research Inc.
("Fairfield") of Lincoln, Nebraska, a researcher and
provider of information of video games. Both Messrs. Wise
and Michelin and Mr. Rosen valued the games by applying the
discounted cash flow method of valuation mainly because there was
no history regarding what potential profit the games may yield.
The discounted case flow method determines the present day value
of the revenue and cash flow that an asset will generate if
commercially exploited.
Wise Blackman Report (Appellant)
[95] Mr.
Michelin was primarily responsible for preparing the Wise
Blackman report. Mr. Wise also testified. Mr. Michelin
reviewed the emc report, Mr. Jones' report and other
documents, including game descriptions and financial statements
of ASC and the ASC/CEG Partnership joint venture for various
periods, licensing agreements, agreements between ASC and
developers for the purchase of the games, industry and economic
sources and interviewed Messrs. Kosovitch and Williams.
Neither Mr. Wise nor Mr. Michelin examined, or caused to be
examined on their behalf, the computer games in issue, preferring
to rely on documents and on interviews with Messrs. Kosovitch and
Williams for the state of the games.
[96] In
preparing the valuations, Messrs. Wise and Michelin applied a
discount rate in the range of 29 per cent to 33 per cent to each
year's adjusted discretionary cash flow throughout the three
year projection period (to December 31, 1996) and an
extended projection period ending on December 31, 1998. The
choice of a discount rate is subjective, Mr. Michelin
acknowledged, and depends on the weight given to the various
factors. These included industry factors, such as predicted
growth of video games. Mr. Michelin also believed, based on his
research, that it was reasonable for ASC to sell 160,000 units
per game in North America. Another factor was that ASC specified
in its marketing strategy the agreements with developers, the
experience of ASC management as marketers who previously brought
games to market and the presence of Mr. Williams as manager
of the Partnership. Another positive factor was that the
"tax shield" reduced the risk and accelerated
depreciation encouraged investment. Negative factors included
dependency on Nintendo and Sega and that the games and engines
were new.
[97] Messrs.
Wise and Michelin valued the games as a pool of 11 games and not
individually. In Mr. Wise's view some of the games would do
better, and some worse than others. A hypothetical purchaser, Mr.
Wise stated, would look to the projected cash flow from the pool
in setting a price to pay for the games as a group and not
individually.
[98] Mr.
Michelin did not examine the games themselves nor did he engage
anyone to determine their state on December 31, 1993. He assumed
the games existed. In cross-examination he stated that on
reviewing the Bill of Sale, he had difficulty determining which
engine was used for which game.
[99] Messrs.
Wise and Michelin also gave weight to the anticipated cross
promotion and marketing efforts by EMCI on behalf of the
Partnership. The cross promotion and marketing were part of a
business plan to ensure the games would be commercially
exploited. The authors were also satisfied that ASC previously
had "successfully published" games in the past but did
not delve into ASC's game publishing history. One of the
games, Super James Pond, was stated to have sold over one million
units in Europe. However, Mr. Rosen was advised this game was
co-published with EA. Mr. Michell Hayward of Milennium, a game
developer who sold four games to ASC, informed Mr. Rosen that
Super James Pond for the Sega Genesis sold approximately 270,000
units in Europe and was published by EA in 1992. ASC purchased
the publishing rights to the SNES version of the Super James Pond
from Milennium and ASC released the game in 1993; it did not sell
well relative to the Sega Genesis version. Total sales revenue by
ASC from game sales in 1993 approximated US$1.7 million, or
45,000 units, assuming a sale price of US$38 per unit. Mr.
Michelin stated in his report that Mr. Williams informed them
"that it was rare for a title to have less than 50,000 units
sold" and sales of "hit" titles would exceed
500,000 units. I agree with Mr. Rosen that this does not
indicate ASC "successfully published" video games in
the past.
[100] Also considered by
Messrs. Wise and Michelin was the residual value of the games. At
the end of a projection period the purchaser of the games still
owns the games and the games have a value. Messrs. Wise and
Michelin attributed a value to the games beyond the projection
period which they estimated as 10 per cent to 15 per cent of the
present value of the discretionary cash flow; they calculated the
discretionary cash flow to be between $841,000 to $1,331,000,
based upon what they believe a willing buyer and willing seller
would negotiate with respect to residual value. It is the
aggregate of the discretionary cash flow during the projection
period, $8,407,000 to $8,873,000, and the residual value of the
games that makes up the range of fair-market value of the games
determined by Messrs. Wise and Michelin.
Mr. H. Rosen (Respondent)
[101] In his report Mr.
Rosen wrote that he was provided with only two prototype versions
of games as they existed in December 1993. He had no objective
evidence that the remaining nine games existed at the end of
December 1993. The appellant's representative did provide him
with eight prototypes of the 11 games acquired at December 31,
1993 but he was unable to reconcile seven of these games to the
emc report and the Software Agreement.
[102] Mr. Rosen also noted
he was not provided with copies of various agreements, the emc
report, executed licensing agreements and correspondence between
ASC, CEG, Nintendo and Sega for the SNES and Sega Genesis
systems, respectively, in respect of the computer programs. He
retained Mr. Gabelhouse to provide him with a listing of
game publishers for SNES and Sega Genesis as at the end of 1993.
Mr. Gabelhouse determined that ASC does not appear on the
industry lists which include publishers of video games with up to
1/10th of one per cent of market share of games sold under the
16-bit platforms.
[103] Accordingly, in
making his valuation, Mr. Rosen ignored nine of the missing games
and accorded a fair market value as at December 1993 to only two
games, Chavez II Boxing (for both SNES and Sega Genesis) at
$60,300 to $127,400.
[104] Mr. Rosen's
valuation was influenced by Mr. Lam's technical report.
Mr. Lam reviewed the state of the game cartridges provided
to Mr. Rosen and based on their complexity, attempted to
estimate the development effort required to complete the games.
Mr. Lam has a background in software development, quality
assurance and telecommunications. He works for ROQUI Management
Services Ltd., a corporation that oversees software product
development for a various range of applications, performs
end-to-end software quality assurance function and technical due
diligence as well as assessing product and test monitoring
software.
[105] Mr. Lam defended his
report at trial, describing what the eproms contained, the
developmental stage of the software based on the specifications
of what the software was intended to do and the developmental
effort or cost, based on industry standards, that went into
bringing the software to the state it was when he reviewed it.
Mr. Lam stated he compared the eproms to video games available on
the market in 1993 in terms of playability and availability for
use. Mr. Lam reviewed eight different game cartridges: Super
Troll Island (SNES), TNN Bass Tournament of Champions (SNES),
Chavez II Boxing (SNES), Mountain Bike Rally (SNES), RHI Roller
Hockey 95 (SNES), Super Copa (SNES), Magic Islands (Sega Pico)
and Shapes and Colors (Sega Pico). He also used prototype
cartridges and production (or market available) cartridges in his
tests. Mr. Lam estimated the degree to which the games were
completed. He also discovered the names of persons credited as
owner of a game. His results are:
Game
|
Estimated
Per Cent Completion
|
Owner or Publisher
and Year Published
|
Super Troll Island (SNES)
|
100
|
Publisher ASC, 1993
|
TNN Bass Tournament of Champions (SNES)
|
85
|
(C) 1993 CEG Partnership
|
Chavez II (SNES)
|
96
|
(C) 1993 CEG Partnership
|
Chavez II (Sega Series)
|
100
|
?
|
Mountain Bike Rally (SNES)
|
91
|
?
|
RHI Roller Hockey (SNES)
|
97
|
(C) 1995 CEG Partnership
|
Magic Islands (Sega Pico)
|
60
|
CEG/ASC
|
Shapes & Colors (Sega Pico)
|
63
|
CEG/ASC
|
Super Copa (SNES)
|
94
|
?
|
Brett Hull Hockey (Sega Genesis)
|
100
|
?
|
TNN Outdoor Bass 96 (Sega Genesis)
|
100
|
?
|
The three Sega Genesis games were reviewed by Mr. Lam after he
received the other eight games and were operational when he
reviewed them. The Super Copa game was acquired after 1994 and is
not included among games (or computer programs) owned by the CEG
Partnership in 1993 and 1994.
[106] Mr. Lam estimated
the cost of developing the games at between US$1,600,000 and
US$3,300,000. [19]
[107] Mr. Lam assumed that
the software for the games was written in C language rather
than assembler. Evidence by the appellant was that the games were
written in assembler. If he had made his calculations on the
basis of assembler language, he acknowledged his estimates of
total development costs could be higher by a factor of 2.5, or as
high as $5,500,000 without considering a profit factor or that
the engines may be used again. This severely affected the import
of Mr. Lam's evidence.
Valuation Analysis
[108] I do not question
the cash flow method of valuation used by both
Messrs. Michelin and Rosen. What the Partnership acquired
from ASC were 11 engines and ASC's obligation to
complete the shells and create games.
[109] The discounted cash
flow method of valuation requires the valuator to anticipate cash
flow from the valued asset. An engine in and by itself cannot
create income or cash flow since an engine alone is of no value
in the marketplace, except to a developer or publisher. An engine
cannot be valued in a vacuum when applying a discounted cash
flow; notional games must be projected by the valuator. To value
future income stream one must assume that game shells will be
placed on the engines and the completed games will be sold
commercially. Thus, what is to be valued is a completed game
produced from an engine plus any value from the continued use of
the engine beyond the first group of games. In other words, a
valuator must assume the engines will eventually have shells over
laid and the finished games will be sold. (Mr. Rosen
intimated this in commenting on the emc report.) In the appeals
at bar, on December 31, 1993 the Partnership acquired 11
engines and complete and incomplete shells, or 11 computer
programs in various states of completion.
[110] The appellant's
position is that any valuation of the engines should also take
into account their value after the first game from each engine is
produced. The cost of creating future games from the engines
would be a fraction of the cost of developing new games. In the
case at bar seven of the 11 engines had produced games prior to
their sale to the Partnership. On the whole, these games were not
successful[20]
and did not merit a sequel. This was known, or ought to have been
known, by the principals of ASC and Mr. Williams and they ought
to have questioned, at least, the quality of the engines they
were acquiring. This would be particularly true if any one of the
first 11 games became popular and the owner of the particular
engine were able to produce a sequel. One problem I have with
this submission is that seven of the 11 engines had been used to
produce games before ASC purchased them from their developers.
There is evidence that perhaps only one of the games, Chavez
Boxing, was popular and merited a sequel.[21] So, at valuation date, the
valuators knew, or ought to have known, what quality of engine
they were to value. They knew, or ought to have known, the track
record of the developers and the publishers, two important
factors, witnesses testified, in valuing games.
[111] At the end of 1993
there was, at best, a window of about three years to produce
16-bit games. The time required to determine if the joint
venture's games were successful and then decide to develop,
and actually develop, sequels, and market the sequels would bring
the joint venture awfully close to the window being shut.
[112] The evidence
suggests that in 1993 a prospective purchaser would know the
32-bit platform was on the horizon and the 16-bit platform
would eventually decline. In 1993, however, it appears it was
reasonable to believe that the video market for the 16-bit
platform may continue into 1997, but that after 1995 sales would
be slowly declining.
[113] If one considers the
time, effort and cost of development, licensing and putting the
product on market, it is reasonable for a valuator to assume that
the purchased engines would reasonably produce the first 11 games
and perhaps two or three more, at the very most.
[114] Based on the history
of the 8-bit platform, Mr. Main referred to the
five-year life cycle of platforms and predicted that the
16-bit platform would see its life cycle extend out through 1996.
In 1993, it was also logical to assume there would be a software
cycle lag behind the platform that would occur with the
16-bit platform as it did with the 8-bit. Consumers,
especially consumers who had already moved from an 8-bit
platform to a 16-bit platform, would most likely continue
to use the platform they already owned for a while after the new
platform was introduced. Further, Mr. Gabelhouse had predicted in
1993 that there would be a 9% increase of sales of 16-bit
games for 1994 over 1993, indicating that in 1993, sales of
16-bit games were still believed to be on the upswing and would
not begin to decline for a couple of years. It was predicted by
the Software Industry Factbook ("Factbook") that
platform sales would begin to decrease in 1993; however, even if
fewer people were buying platforms, the amount of consumers who
owned 16-bit platforms would still be increasing, but at a
slower rate. In my view, after 1993 there was still a market for
16-bit games, however, the predicted eventual and slow decline of
the popularity of 16-bit games must be taken into account in
projecting the number of units to be sold after 1993.
[115] The appellant's
witnesses also suggested that a further value that the engines
may have beyond the initial 11 games would be for use in a
"code library" to utilize the reusable source code (as
was discussed by Mr. Lam). A "code library" of source
code and algorithms would decrease the development time of new
games and engines even if the new games were not made directly
from the original engine. There is no evidence, however, that the
engines would be useful for this purpose due to the emergence of
the 32-bit platform. The newer technology was on compact disks
and not cartridges. It is very likely the code would not transfer
well to the 32-bit platform. Although this would depend on how
much Nintendo and Sega accounted for backward compatibility in
their new platform, usually, these types of games use a lot of
platform specific code. In 1993 there was no backward
compatibility on platforms as there is on today's games.
Therefore, any "code library" would likely only be
useful during the lifespan of the 16-bit platform. A prospective
purchaser would probably not have the available time to make use
of this aspect of the engine and would not assign it any
value.
[116] The respondent
claimed that since ASC granted to the developers of the engines
the right to use elements of the source code of the engines on a
royalty free basis, the value of the engines was reduced. Mr.
Michelin conceded this may be so. The agreements provide that the
developers may only use those aspects of the programming code
that relate to general concepts of play and not to any
identifiable portions of the overall engine.
[117] These agreements do
not appear to detract from the value of the engines to a
prospective purchaser. I accept the appellant's submissions
that the purpose of these agreements was to protect the developer
from possible copyright infringement if they were to use a
portion of the code used in the engine. Mr. Lam testified
that a particular engine may have hundreds or thousands of
subroutines. It appears that if developers, by selling the
engine, were restricted by copyright from using any portion of
the source code in the original engine, they would put them in a
difficult position of having to reinvent the wheel. Copyright
would restrict the developer from using the code from the engine
for any small movement or element and would put programmers in
the uncomfortable position of ensuring that they do not use any
algorithms used in the sold engine.
[118] Further, the license
back agreements would only operate to lower the valuation
findings if the license back agreements would cause the assets to
produce lower revenues. If the developer is precluded from
utilizing the source code in a way that would complete against
the games marketed by the purchaser, then these agreements would
not prejudice the future value of income produced by the engines
and, therefore, would not affect the fair market value of the
engines.
[119] The respondent
argued that to assess the commercial viability of the computer
programs the games cannot be viewed as a pool; it is important to
assess the individual attributes of each specific game. This is
linked to the respondent's assertion that the CEG Partnership
purchased games and not engines.
[120] I have concluded
that CEG Partnership purchased engines, not games. I have stated
that the engines cannot be valued in a vacuum, notional or
possible games must be projected by valuators. It is not the
games, however, that are the subject of the valuation. Although
the quality of a particular engine may be examined, even a high
quality engine may produce unprofitable games. A single engine
may produce both a "hit" and a game that does not sell
well at all. In valuing engines, therefore, it is improper to
place too much emphasis on the quality of the possible or
notional games that may be overlaid to produce the future
income.
[121] If I am wrong and
the Partnership purchased games and not engines, there is no
reliable evidence before me as to the quality of the specific
games alleged to have been purchased. For the purposes of
valuation, quality does not refer simply to technical quality but
to the commercial viability of the game. In asking whether each
specific game is a quality or good game, a prospective purchaser
is interested in this information for the purposes of discerning
whether the specific game will sell, not whether the game will be
critically acclaimed. In analysing the games, an opinion,
therefore, would have to be reliable not simply as to whether the
program code was complex and well programmed, but whether this
particular game could be projected to interest the video game
public with information available in 1993 and compared to other
product available in 1993.
[122] Mr. Ozerkevich
provided an analysis as to the quality of the games. As I
previously stated, I am not at all confident that he analysed the
engines that were purchased; the games and prospective games that
overlaid the engines at the time of his analysis were vastly
different than the shell of the games later on. Similarly, I am
not confident that the games Mr. Williams saw at the
developer's facilities in early autumn 1993 were the actual
games sold to ASC. Mr. Lam also analysed versions of the
games, but at a later stage. Mr. Lam, however, did not have
any special expertise in the area of determining the commercial
quality of a game as of 1993. Although Mr. Lam has considerable
knowledge of computer software in general, it is doubtful he
would be able to discern the commercial viability of the games he
analysed in comparison to what was selling in 1993, what other
popular games at the time were like and what would appeal to
"gamers" in this time period. On the other hand, Mr.
Gabelhouse provided the most reliable information by looking at
the specific genre of the games compared to what types of games
were selling at the valuation date. However, in my opinion,
Mr. Gabelhouse did not opine as to the quality of the
specific games. He was analysing statistical data only. He did
not actually view the games himself but relied on Mr. Lam's
findings as to quality. In looking at the genres of the games,
Mr. Gabelhouse was providing more of a refined average (the
average within the specific genre) rather than an opinion of the
quality of the games. His opinion, therefore is more useful in
modifying the projections of the pooling approach than commenting
on the commercial viability of the computer programs based on the
individual attributes of the games.
[123] Even if there were
reliable evidence presented as to the quality of the games at the
time of valuation, it would probably still be difficult, if not
impossible, to predict which games would be a commercial
"hit". Like movies, all of the elements of a
"hit" may be there but it may still flop. Mr. Wilkinson
testified that even if you have a high quality game that is
critically acclaimed it still may not sell well. Although he
stated that a low quality game would not sell, there was other
evidence that a low quality, even a low cost, simplistic game,
may sell well simply because of the brand name, such as Disney,
attached. Mr. Main stated that a good game was something
"viseral" and that it was "very, very
difficult" to define. If there was reliable data as to the
quality of the games this would be a factor in the valuation. Due
to the fact that it is game engines being valued and to the
difficulty in predicting a commercially viable game, however,
this factor would operate to modify the pooling approach and not
form the sole basis of the valuation.
[124] Much of the
testimony of the valuators dealt with what would be a reasonable
projection of units sold as of the valuation date. This issue
forms the crux of what a purchaser would have expected to pay for
the engines, and therefore what a fair market value for the
engines was.[22]
[125] As I have discussed
above, due to the lack of evidence I do not believe that games,
that is the engine and shell, should be valued individually on
their particular merits and chances of becoming a commercial
success. Alternatively, however, I do not think that the games
can be valued strictly by assuming that the games produced from
the engines would be representative of the market and emulate the
average game for the market. The question that ought to be asked
is what are the average game sales that ASC could expect to
produce from each engine, having regard to market conditions.
While this question still relies on the averaging principles of
the pooling approach, it takes into account conditions that are
relevant to the specific situation so the averaging results are
not skewed unrealistically.
[126] There is a
conceptual problem with valuing the assets as a pool. To qualify
as a depreciable asset under class 12, each "computer
software" asset must be added separately to the class. The
pooling approach attempts to find what a prospective purchaser
would pay for all 11 engines as a pool. This should not be a
barrier to claiming capital cost allowance on the assets. The
method of valuation is simply a commercial reality of determining
how much a purchaser would pay for a group of assets. Once the
value of the group of assets is found, and assuming all assets
are being considered equal, the actual price paid would then be
divided by the number of assets to find the amount the purchaser
would be willing to pay for each asset. Although the price of
each engine is dependent on the fact that the purchaser is
purchasing all 11, a price is still being paid for each specific
engine and may be added to the class as such. If one asset has a
greater value, an adjustment could be made to the allocation of
the purchase price of the properties acquired.
[127] I refer to Mr.
Gabelhouse's evidence. He testified that in determining what
a game could be projected to sell he would look at a number of
factors, but predominantly "the history of title success,
because that's all you really have to go on, other than the
nature of the games themselves". The history and position of
ASC and even the developers are very important factors.[23]
[128] Evidence shows that
of the eight games that ASC previously published, all sold less
than 50,000 units. Although it is not unreasonable to project
that ASC may have learned from their previous experience and
would therefore do better with their next group of sales, the
increase would have to be projected as incremental and not
dramatic unless there are specific reliable indicators to the
contrary.
[129] Mr. Gabelhouse
testified that in 1993, the top 50 publishers accounted for 96.4%
of the 16-bit sales. ASC was not among the top 50 publishers and
only had 2/10ths of 1% of the market share for SNES and Sega
Genesis. Mr. Gabelhouse opined that if the Partnership
titles had sold the number of game units that ASC projected in
the joint venture's pro forma Income Statements for 1994,
1995 and 1996 (based on 22 games) that is, 190,900 units sales
per title (or 4,200,000 units) that amount would have catapulted
ASC to the seventh largest publisher with a 2.8 per cent share of
the market and a 5,600 per cent increase in market share. I
accept the respondent's submissions that it would be
unrealistic for a prospective purchaser to expect that ASC would
have been capable of increasing their market share to this
extent.
[130] In analysing
ASC's past performance of title success, it is apparent that
in projecting a value for the pool of games a prospective
purchaser could not expect that one of the game titles would sell
extraordinarily well. The appellant noted the game of Tetris in
an attempt to demonstrate that a company does not need to be a
dominant company to produce a "hit".[24] There is no evidence before me
that the infrequency of a non-dominant company producing a
"hit" is not unlike winning a lottery. I do not believe
that in the pooling approach the appellant should take into
account the possibility of one of the 11 games being a
"hit". Valuations should be performed on a conservative
basis. ASC did not have the experience or expertise of EA, for
example, and EA's experience and success cannot be a guide to
ASC's future income stream.
[131] Mr. Michelin
accepted the appellant's position that ASC could add value to
the computer programs through its ability to cross promote and
market, and the fact that it, or rather EMCI had distribution
licenses from Sega and Nintendo and license agreements with major
brand names. I do not agree that a prospective purchaser at
valuation date would pay more for the video game engines based on
these factors.
[132] The ability of ASC
to cross promote and market the video games would add little to
no value at valuation date as these attributes were not proven,
nor tangible and were not reflected in ASC's past history of
title sales. There is no evidence that cross-promotion is a
factor in valuing computer games.
[133] The only license
agreement provided at trial was the Trolls game license from Russ
Berrie Company. It was demonstrated at trial that by the
valuation date this license would be known to have little to no
value. In considering the price of computer programs, prospective
purchasers would not give significant weight to ASC's
representations that it could acquire valuable license
agreements. At most, the ability by ASC to obtain such licenses
would only be a "sweetener" to a prospective
purchaser.
[134] Although the
acquisition by ASC of licenses from Sega and Nintendo to
distribute the games would induce a purchaser to pay more for the
engines, ASC did not have a Sega license at valuation date.
Further, the licenses were not for worldwide distribution. For
example, Japan was an exempt market. The appellant's
valuations rely on the representation that ASC would be able to
sell games into territories for which they had no license. The
Sega and Nintendo licensing agreements in evidence specifically
preclude a licensee from sublicensing or transferring the license
and rights without prior written consent of the licensor and no
distribution agreements were produced for verification. Whatever
value the distribution licenses may have added to the purchase
price of the engines is mitigated by the uncertainty of the Sega
license and the limited nature of both Nintendo and Sega
licenses, once received.
[135] ASC projected that
it would sell an average of 191,000 units per game. This
projection was largely based on Table 5-17: Units Sold Per
Cartridge Title of the Factbook. The Factbook projected that for
1992, 184,000 and 44,285 units per game would be sold for Super
NES and Genesis, respectively. Mr. Michelin assumed that
this number was for North American sales only and doubled the
total to 456,570. He thus concluded an average of 228,285 units
per title per platform would be sold.
[136] Mr. Michelin erred
in assuming that the table demonstrated only North American
sales. The introduction to Chapter 5 of the Factbook states that
"Entertainment software sales represent worldwide wholesale
entertainment software dollar sales of U.S.-based
publishers". Further, Mr. Michelin stated that if the tables
in chapter 5 of the Factbook were prepared in a consistent way,
Table 5-17 was representative of worldwide sales. If the
table is based on worldwide sales, then the average unit per
title projected to be sold is 114,143. I am also influenced by
the fact that the 1992 numbers provided by the Factbook are
projections and not actual sales. As of December 31, 1993 a
prospective purchaser would be expected to have more current
information.
[137] I accept the
testimony of Mr. Gabelhouse with regard to the use of the median
value as opposed to the average. As I have stated, the pooling
approach must be adjusted to account for the fact that ASC is not
a well established publisher with a successful history of game
releases. It is therefore more appropriate to exclude
"outlyers"[25] in the calculation of unit sales that could be
projected in 1993. ASC could not expect to produce a
"hit", and it is "hits" that skews the
average upwards. The report submitted by Mr. Gabelhouse shows
that the median number of units sold per game is approximately
50,000.
[138] Mr. Gabelhouse
also performed an analysis by genre of the games proposed to be
released by ASC. He found that the total library of titles, in
1993, could be projected to sell between 203,000 and 300,000
units.[26]
Pursuant to this analysis, Mr. Gabelhouse believed that based on
attributes of the games, ASC would have unit sales per title
below the median of the market.
[139] Lastly, I also
accept Mr. Gabelhouse's testimony that although there was an
expected increase in the market of 16-bit game sales for
1994, there was an expected decline in sales per game title due
to an increase in the number of titles released and higher
competition for shelf space. This factor, combined with the
expected slow decline of the 16-bit market beyond 1994,
would illustrate that the market mean of sales per title, as of
1993, would be projected to decrease.
[140] A prospective
purchaser for this pool of programs would most likely not base
its projections of sales purely on the aggregate behaviour of the
average game on the market. The pooled average for the engines
would be adjusted downwards compared to the industry average
based on the title success history of ASC, attributes of the
games expected to be released, the expected depression of the
market due to over saturation in 1994 and a slow decline in the
16-bit market for the following years. The projections
would most likely not be adjusted upwards on the basis of any
value that ASC may add to the games.
[141] In my view, a
reasonable projection of units sold, based on the modified
pooling approach would be 50,000 units per game. However, at the
end of the day I would also adjust downwards the number of mean
units sold to account for the projected oversaturation of titles
in the market and to slow decline in 16-bit sales. This
projection is based on the mean units sold in 1993. This basis is
justified by ASC's past history of title results and added
efforts in the future. I would adjust the sales upwards to 55,000
to account for the fact that an investor may consider that ASC
may significantly improve its performance due to past experience
and to account for the factor that one title, while not being a
"hit", may sell more than 50,000 units but, at the same
time, some games may be failures. Because of the time factor
previously mentioned, perhaps another three 16-bit games,
at most, could be developed from among the acquired engines. The
total units sold would approach 770,000. This is an optimistic
scenario but, I think, should be the basis of the valuation in
the making of new assessments.
[142] The discount rate
was set at 29 per cent to 33 per cent by Mr. Michelin and 35 per
cent to 40 per cent by Mr. Rosen. I believe the largest risk to a
prospective purchaser is that ASC may not be able to obtain
consent from Nintendo or Sega to market a game outside of North
and South America. Other risks would include the possibility that
the games would not be released in a timely manner, or not
released at all, and that the games may not achieve the projected
sales.
[143] Mr. Michelin's
discount rate is not unreasonable, although his projections were
overly optimistic and have no substantial foundation. If the
projections are adjusted upwards, the discount factor would rise
accordingly as the risk of obtaining the projected sales would be
greater. Further, as stated by Mr. Rosen, the calculations should
find after tax values. The engines should not be assigned any
residual value.
Acquired to Produce Income
[144] I find that the
Partnership acquired the computer programs for the purpose of
producing income from the business of selling computer games to
the public, even though the price paid for the computer programs
was too high. Indeed, the Partnership did sell computer games to
the public. In Ludco Enterprises Ltd. v. Canada,[27] the Supreme Court
held that for purposes of subparagraph 20(1)(c)(i),
"income" refers to income generally that is an amount
that would be subject to tax, not net income. I do not see the
reason for "income" to mean anything else in section
1102(1)(c) of the Regulations to the Act.
Subparagraph 20(1)(c)(i) refers to money borrowed
"for the purpose of earning income" and section
1102(1)(c) of the Regulations refers to property
acquired "for the purpose of gaining or producing
income". In both provisions the character of the income is
the same. The object of both provisions is to create an incentive
to accommodate or acquire capital with the potential to produce
income.
[145] I do not pretend
that the appellant acquired units in the Partnership solely to
earn income and that he was not concerned with the potential tax
benefits a tax shelter can bring. I think I am safe in inferring
that the tax aspects of the transaction were a significant factor
in the appellant's decision. However, there is uncontradicted
evidence by the appellant and Mr. Bambrough, for example, that
these unit owners of the Partnership anticipated earning income
from the computer programs. In 1993, Mr. Gabelhouse would
have predicted a 9 per cent increase in 16-bit games from
1993 to 1994. There was a reasonable potential for income to the
Partnership. That the partners of the Partnership may have
invested to save tax does not necessarily mean the Partnership
did not acquire computer programs for the purpose of gaining or
producing income from a business within the meaning of section
1102(1)(c) of the Regulations.
[146] In Ludco, the
Supreme Court held that the sufficiency of income earned by an
investor who borrowed money to invest is not a compelling factor.
And the Supreme Court also held that the purpose of the borrowing
in paragraph 20(1)(c)(i), that is, to earn income, need
not be the exclusive, primary or dominant purpose, or that
multiple purposes are to be somehow ranked in importance. Absent
a sham, window dressing or other vitiating circumstances, a
taxpayer's ancillary purpose may nonetheless be a bona
fide objective of his or her investment, equally capable of
providing the requisite purpose for income deductibility. Even if
the saving of tax was a principal motive of Mr. Brown, this
would not nullify the intent of the Partnership to acquire the
computer programs for the purpose of earning income.
Reasonable Expectation of Profit
[147] The reasonable
expectation of profit (hereinafter "REOP") test is
found in the Supreme Court of Canada judgment of Moldowan v.
The Queen,[28] where Dickson, J. stated:
Although originally disputed, it is now accepted that in order
to have a "source of income" the taxpayer must have a
profit or a reasonable expectation of profit. Source of income,
thus, is an equivalent term to business: Dorfman v. M.N.R.
[72 DTC 6131], [1972] C.T.C. 151.[29]
[148] In defining the
phrase "a reasonable expectation of profit", Dickson,
J. stated:
...whether a taxpayer has a reasonable expectation of profit
is an objective determination to be made from all of the facts.
The following criteria should be considered: the profit and loss
experience in past years, the taxpayer's training, the
taxpayer's intended course of action, the capability of the
venture as capitalized to show a profit after charging capital
cost allowance. The list is not intended to be exhaustive. The
factors will differ with the nature and extent of the
undertaking: The Queen v. Matthews [74 DTC 6193]. One
would not expect a farmer who purchased a productive going
operation to suffer the same start-up losses as the man who
begins a tree farm on raw land.[30]
[149] In Tonn et al.,
v. The Queen,[31] Linden, J.A. interpreted the REOP test as
follows:
The primary use of Moldowan as an objective test, therefore,
is the prevention of inappropriate reductions in tax; it is not
intended as a vehicle for the wholesale judicial second-guessing
of business judgments. A note of caution must be sounded for
instances where the test is applied commercial operations. Errors
in business judgment, unless the Act stipulates otherwise, do not
prohibit one from claiming deductions for losses arising from
those errors.[32] [Emphasis added]
[150] The Crown says that
the Partnership did not carry on business with a reasonable
expectation of profit. The purpose of a partnership is for the
partners to carry on a business with a view to profit.[33] The joint venture of
the Partnership and ASC did bring completed games to the
marketplace: TNN Bass Tournament (Nintendo and Sega), Chavez II
(Nintendo and Sega), Cannondale Cup (Nintendo) and Super Copa
(Nintendo). A bona fide business within the definition of
that word in section 248(1) was being carried on during the
years in appeal. The Partnership had a source of income.
[151] Subsection 9(1) of
the Act provides that a taxpayer's income for a
taxation year from a business is the taxpayer's profit for
the year. The Act neither identifies nor describes the
legal characteristics of "income". For the purposes of
paragraph 20(1)(c), at least, income does not mean
profit.[34] In
the appeal at bar, Mr. Brown and Mr. Bambrough were two
experienced, successful businessmen who, notwithstanding that the
Partnership did not deal at arm's length with
Mr. Williams and ASC and apparently paid more than the
market value for the computer programs, nevertheless made a
business decision to enter into the transaction not only to save
tax but also because they reasonably expected to make a profit
from the computer programs. They knew what they were doing. They,
or persons on their behalf, spoke to people like Mr. Main who
were knowledgeable in the business. In 1993, Mr. Brown
stated, he considered shares of computer game companies such as
EA as growth stocks and thought this investment would be
successful. Mr. Bambrough saw other opportunities to exploit
the investment if game sales were disappointing. There was, in
the view of these taxpayers, a reasonable expectation of profit
from selling computer games. I am reluctant to substitute my
decision for theirs.
[152] In deciding this
question I have given some weight to the fact that ASC and the
Partnership did not deal with each other at arm's length and
that the transaction was a tax shelter. It is abundantly clear
that ASC wanted to have happy investors. ASC agreed on at least
three occasions to change the allocation of income from the 11
computer programs. ASC even swapped a game with the Partnership
in 1995 when it realized their projected income from the computer
games was off base. The relationship between ASC and Mr. Williams
ensured, at the very least, that the appellant and the other
partners of the Partnership would not be out of pocket and they
could reasonably expect to make a profit from their investment at
the same time as saving tax in 1993 and 1994. Indeed, because of
its planned or ongoing joint ventures with other partnerships,
ASC had an interest in ensuring the Partnership earn a profit
from the investment.
Contingent Liability/At-Risk Amount
[153] If the purchase
price, or any part thereof, for the computer programs, was a
contingent liability, that amount, or portion thereof, would not
form part of the capital cost of the asset to the Partnership
unless and until the contingency would arise, if ever. Since a
contingency is an event which may or may not occur, a contingent
liability depends on its existence as a true liability upon an
event which may or may not happen. Only when the event happens
does the liability exist. [35]
[154] The appellant argues
that there is nothing on the face of the Acquisition Note
suggesting any contingency. However, the Note is subject to the
terms of the Software Agreement, in particular, the
Representation clause. Counsel argued even if the Representation
clause was actionable by the Partnership, the right of action did
not nullify the debt represented by the Acquisition Note. Any
damages for breach of warranty would be taxable in its own right
to the Partnership either on income or capital account.
[155] The respondent is of
the view that the appellant's liability on the Acquisition
Note was a contingent liability. The respondent submits that in
determining whether the liability is a contingent liability one
must consider all of the agreements entered into by the
individual partners, the CEG Partnership and ASC and the
surrounding circumstances, including events leading up to, and
subsequent to, the making of the agreements.[36] In the respondent's view
such a consideration will lead to the conclusion that the
repayment of the Acquisition Note was conditional upon a minimum
level of sales being achieved, as described in the
Representation. Thus, the liability set out in the Acquisition
Note was a contingent liability that is not part of the capital
cost of the games.
[156] The Minister says
the note was contingent because interest and principal on the
Acquisition Note were payable only out of profits allocated to
the Partnership during the period ending
December 31, 2003, when the interest and principal on
the Note were payable. Also, the Acquisition Note was secured by
the Partnership units which, the Minister believes, had little or
no value in 1993 and would be worthless ten years later since the
market for 16-bit games would be over. On the other hand, the
appellant believed, based on legal advice, that he was personally
liable on the Acquisition Note if earnings were insufficient.
Mr. Bambrough also held this belief.
[157] The Minister noted
that the audited consolidated balance sheets of ASC as of
December 31, 1993 and 1994 does not include the Acquisition
Note as a receivable. A note to the financial statements of ASC
states that ASC made representations that the joint venture
"would achieve a minimum number of unit sales by December
31, 1998." The note adds that the Partnership's
contribution to the joint venture was $2,897,789. There is no
reference at all to the amount of the Acquisition Note.
[158] The Representation
clause, according to the Minister, was not a "best
efforts" provision without value as several witnesses,
including the appellant, claimed. The language of the Software
Agreement and surrounding circumstances belie that claim, in
particular since in paragraph 6(e) of the Software Agreement ASC
recognizes that the clause "induced" the Partnership to
enter the agreement.
[159] In their letter to
counsel, the appellant's accountants, Ellis Foster, indicate
that the Representation sets the minimum level of game sales that
approximates the break-even point where after-tax sales
revenues will provide the partners with enough cash to repay the
Acquisition Note plus interest; if minimum sales were not
achieved, ASC would not demand payment of the Acquisition Note.
Mr. Stewart, appellant's solicitor, advised that in the
event the represented sales volumes are not achieved the partners
would have a cause of action for damages for a breach of warranty
which may not amount to an equivalent amount on the balance due
on the Acquisition Note and may not provide an absolute set
off.
[160] Furthermore,
respondent states, Amendment No.3 relieved the Partners of any
liability on the Acquisition Note once it became apparent that
sales of the 16-bit games would not reach the
break-even point. Mr. Brown acknowledged that when it
was obvious that sales of 16-bit games would not reach "the
targets (an average of 135,000 units per game) to earn out the
notes", the "best exit strategy" was to agree to
redeem the Partnership units. Mr. Kosovitch stated that this
Amendment was to benefit ASC and improve its Income Statement. I
agree with the respondent's counsel that the only reason for
Amendment No.3 was that ASC knew that it would never collect on
the Acquisition Note unless sufficient games were sold.
[161] Appellant's
counsel argued that his client is not deemed to be a limited
partner by virtue of subsection 96(2.4) and the calculation of a
at-risk amount is unnecessary. A taxpayer's at-risk amount,
in respect of a partnership of which the taxpayer is a limited
partner, at a given time, is set out in subsection 96(2.2).
Alternatively, counsel for the appellant declared that even if
the appellant is deemed to be a limited partner, subsections
96(2.1) and (2.2) do not reduce his at-risk amount in 1993 or
1994. Counsel explained - and I agree - that the
at-risk issue is a two-step analysis. First one considers
subsection 96(2.4), which can deem partners of what is otherwise
a general partnership to be limited partners in certain
enumerated circumstances. Then, if subsection 96(2.4) applies,
the second step is to determine the effect, if any, of the
at-risk rules set out in subsections 96(2.1) and (2.2).
[162] The relevant
portions of subsections 96(2.1) and (2.2) read as follows for
1993: [37]
(2.1) Notwithstanding subsection (1), where a taxpayer is, at
any time in a taxation year, a limited partner of a partnership,
the amount, if any, by which
(a) the total of all amounts each of which is the
taxpayer's share of the amount of any loss of the
partnership, determined in accordance with subsection (1), for a
fiscal period of the partnership ending in the taxation year from
a business. . .
exceeds
(b) the
amount, if any, by which
(i) the taxpayer's at-risk amount in respect of the
partnership at the end of the fiscal period
exceeds the total of
(ii) the amount required by subsection 127(8) in respect of
the partnership to be added in computing the investment tax
credit of the taxpayer for the taxation year.
(iii) the taxpayer's share of any losses of the
partnership for the fiscal period from a farming business,
and
. . . .
shall
(c) not be deducted in computing his income for the
year,
(d) not be included in computing his non-capital loss
for the year, and
(e) be deemed to be his limited partnership loss in
respect of the partnership for the year.
(2.2) For the purposes of this section and sections 111 and
127, the at-risk amount of a taxpayer, in respect of a
partnership of which the taxpayer is a limited partner, at any
particular time is the amount, if any, by which the total of . .
. .
(a) the adjusted cost base to the taxpayer of the
taxpayer's partnership interest at that time, computed in
accordance with subsection (2.3) where applicable,
(b) where the particular time is the end of the fiscal
period of the partnership, the taxpayer's share of the income
of the partnership from a source for that fiscal period computed
under the method described in subparagraph 53(1)(e)(i),
and
(b.1) where the particular time is the end of the
fiscal period of the partnership, the amount referred to in
subparagraph 53(1)(e)(viii) in respect of the taxpayer for
that fiscal period
exceeds the total of
(c) all amounts each of which is an amount owing at
that time to the partnership, or to a person or partnership not
dealing at arm's length with the partnership, by the taxpayer
or by a person or partnership not dealing at arm's length
with the taxpayer, other than any amount deducted under
subparagraph 53(2)(c)(i.3) in computing the adjusted cost
base, or under section 143.2 in computing the cost, to the
taxpayer of the taxpayer's partnership interest at that time;
and
(d) any amount or benefit that the taxpayer or a person
not dealing at arm's length with the taxpayer is entitled,
either immediately or in the future and either absolutely or
contingently, to receive or to obtain, whether by way of
reimbursement, compensation, revenue guarantee, proceeds of
disposition, loan or any other form of indebtedness or in any
other form or manner whatever, granted or to be granted for the
purpose of reducing the impact, in whole or in part, of any loss
that the taxpayer may sustain because the taxpayer is a member of
the partnership or holds or disposes of an interest in the
partnership . . . .
[163] The respondent
asserts that the appellant is subject to the at-risk rules for at
least two possible reasons: the Representation in the Software
Agreement guarantees a level of proceeds to the appellant and the
amendments, in particular Amendment No. 3, permit the Partner to
redeem each partnership unit for US$8,000 and provide for ASC to
pay US$300,000 annually to the Partnership for certain rights.
These are also among the reasons the liability on the Acquisition
Note was contingent.
[164] The provisions of
the Acquisition Note were ". . . subject to the terms"
of the Software Agreement and paragraph 6(e) of that agreement
contained the Representation clause which, the partners
acknowledge, "induced" the Partnership enter into the
Software Agreement.
[165] The appellant says
that the Representation was merely a representation and was
included for the sole purpose of "moral suasion". No
legal effect was intended since there is no reference to any
sales price. Prices for games could be the original retail price
or, if a game did not sell well, a much reduced price. Thus, in
the appellant's view, the Representation is not a guarantee
of minimum revenue to the level of a break-even point, as
suggested by the Crown, and does not trigger the at-risk rules,
as suggested by the Crown. The Representation refers to minimum
units only.
[166] According to the
Minister, the Representation clause is a term of the Software
Agreement (and Acquisition Note) and not a mere representation in
the terms of the law of contract or tort. The parties intended to
act on this clause. The Representation clause is a warranty made
by ASC to the Partnership.
[167] The Representation
clause may be either a term of the contract or a mere
representation. A term of a contract is a provision of the
contract, which states or makes explicit an obligation or set of
obligations imposed on one or more parties to the contract.
Failure to fulfill terms of a contract gives rise to an action
for breach of contract.[38]
[168] A representation,
however, is a statement or assertion made by one party to the
other before or at the time of the contract of some matter or
circumstance relating to it. Representations are non-contractual.
If they are not true, the appropriate remedy is not an action for
breach of contract, but the avoidance or recision of a contract
entered into in consequence of the representation and, possibly,
a tort for damages. An untrue representation, a
misrepresentation, may entitle the person to who the
representation was made to avoid the contract, if the contract
was fraudulently made, or entitle the person to rescind the
contract, if the representation was innocent, or possibly,
entitle the person to sue in tort for damages if the
representation was negligently made.[39]
[169] As the
appellant's counsel asserted in the case at bar, one must
look at the intent of the parties to determine whether the
Representation was a mere representation or a warranty as to
performance by ASC. Intention is a question of fact.[40]
[170] The Representation
clause is not a condition of the Software Agreement since its
non-performance would not go to the "whole root and
consideration" of the contract and the aggrieved party may
sue for rescission of the contract as well as damages.[41] A warranty refers to
a term in a contract, which does not go to the root of the
agreement between the parties.[42] A warranty expresses some lesser obligation;
the failure to perform can give rise to an action for damages but
not for the right to repudiate the contract.
[171] That the
Representation clause states the Partnership was
"induced" to enter the Software Agreement in my view
precludes the appellant or ASC to argue that the Representation
did not form an inducement and was not a term of the agreement.
If the Partnership had brought action against ASC, it is unlikely
ASC would be permitted to argue, that despite the wording of
paragraph 6(e), the Representation was not intended to be acted
upon and did not in fact form an inducement. The warranty was in
contractual form.[43]
[172] The Representation
clause expressly warrants that the games would have "an
average of 135,000 game units per video . . .". ASC
warranted that the games would have a certain level of sales.
Mr. Brown noted the "targets" to "earn out
the notes" would not be reached and that was a reason to
amend the Software Agreement. While the prices of the games may
vary at various times for various reasons and therefore no actual
dollar amount of sales may be apparent, the games were being sold
and revenue was being produced as a result of the sales.
[173] Certain revenue is
being warranted. I do not agree with the argument of
appellant's counsel that the Representation clause, if a term
of the agreement, is only actionable as a claim for damages and
therefore cannot form the requisite "benefit" under
subsections 96(2.2) and (2.4). The issue is whether the appellant
was entitled to a benefit, not what his action may have been if
the Representation was breached. The vast majority of the
benefits enumerated under 96(2.2) would result in a claim for
damages if the contracting party breached the term of the
agreement promising the benefit.
[174] By the conduct and
words of the parties, it is clear that they intended for
Representation clause to constitute a warranty and the clause did
constitute a warranty that was a term of the Software Agreement.
The Representation was a benefit pursuant to paragraph
96(2.2)(d) of the Act, both in 1993 and 1994. As
the appellant is entitled to a benefit under
subsection 96(2.2), he is deemed to be a limited partner
pursuant to subsection 96(2.4) of the Act and is
therefore subject to the at-risk provisions of the
Act.
[175] Amending Agreement
No. 3 granted the appellant the right to cause the Partnership to
redeem each unit for US$8,000 plus stock in ASC. The Partners
would also be liberated from any purported liability under the
Acquisition Note. Financial assistance would be provided by ASC
to facilitate the redemption of the units.
[176] Subsection 96(2.4)
states that a partner is a limited partner of a partnership at a
particular time if, at that time or within three years of the
particular time, any of the conditions in paragraphs
96(2.4)(a), (b), (c) or (d) is
met.
[177] Appellant's
counsel argued that the provisions of subsection 96(2.4) do not
operate retroactively. And, in any event, even if the appellant
is deemed to be a limited partner, then subsections 96(2.1) and
(2.2) do not reduce his at-risk amount in 1993 or 1994 because
the appellant was not entitled to any amount described in
paragraph 96(2.2)(d) at the time the at-risk calculations
are relevant, i.e. December 31 of 1993 and 1994, and, thus, no
adjustment occurs.
[178] In the
appellant's view "the most appropriate interpretation of
subsection 96(2.4) is that the entitlement to receive an
amount or benefit described in subsection 96(2.2) must exist at
the time in question for subsection 96(2.4) to operate".
Entitlements arising subsequently should not operate to
retroactively deem a partner to be a limited partner in previous
taxation years.
[179] The issue,
therefore, is whether the wording of subsection 96(2.4) operates
such that the Amending Agreement No. 3 would cause the appellant
to be a limited partner in 1993 and 1994 when the losses were
claimed.
[180] The appellant relied
on the case Laplante v. The Queen,[44] for his assertion that the
Act would only deem him to be a limited partner for the
year 1995 and three years after. In Laplante, the taxpayer
sustained losses as a general partner in 1988 and 1989. Although
the taxpayer had entered into a limited partnership agreement in
1987, the agreement was not registered until 1990. The issue
before Brulé T.C.J., was whether the unregistered
partnership agreement of 1988 and 1989 would deem the taxpayer to
be a limited partner pursuant to paragraph 96(2.4)(a).
Judge Brulé found that the section did not apply since the
partnership was unregistered and therefore the taxpayer was not a
deemed limited partner.
[181] It is true that if
subsection 96(2.4) operates retroactively for three years, the
eventual registration of the partnership in 1990 would cause the
taxpayer to become a limited partner in 1988 and 1989. Judge
Brulé, however, apparently was not concerned with timing
in his analysis and it does not appear that he considered this
application of subsection 96(2.4).
[182] In McKeown v. The
Queen,[45]
Garon C.J., considered whether transfer agreements entered into
in 1993 and 1994, providing for the redemption of the
taxpayer's shares would deem the taxpayer to be a limited
partner pursuant to paragraph 96(2.4)(b) in the years in
which the losses were claimed, 1991 and 1992. Chief Judge Garon
stated:[46]
It follows from paragraphs 96(2.4)(b) and
96(2.2)(d) . . . that a member is a limited partner where,
at the time in question or within three years after that
time, the member is entitled to receive or obtain, in any
form or manner whatever, any amount or benefit referred to in
paragraph 96(2.2)(d) if that amount or benefit is granted
or to be granted "for the purpose of reducing the impact, in
whole or in part, of any loss that the taxpayer may sustain by
reason of being a member of the partnership or by reason of
holding or disposing of an interest in the partnership".
. . . .
Given the facts of this case, I must determine whether, in the
case of the redemption of the appellant's shares in Commu-Sys
Enr. and Cablotel Enr. by Loron Inc. and Noreco Inc., the
consideration for the share transfer - which consideration
consisted in the cancellation of the appellant's debts
resulting from the loans made to him by those two finance
companies - could have been an amount or benefit for him
under paragraphs 96(2.4)(b) and 96(2.2)(d) of the
Act.
[183] Chief Judge Garon
found that the transfer agreements in 1993 and 1994 did form a
benefit for the purposes of the at-risk rules. The taxpayer was,
therefore, deemed to be a limited partner by paragraph
96(2.2)(d) in the years of 1991 and 1992 and was not
entitled to the deduction of his losses. Also relevant is that
Chief Judge Garon made this finding despite the assertion of the
taxpayer that "no representation was made to him -
either before or at the time he purchased his shares in Commu-Sys
Enr. and Cablotel Enr. - that his shares would be
redeemed".
[184] The decision in
McKeown follows the general opinion of commentators.[47] The Redemption
Option is a benefit contemplated by paragraph 96(2.2)(d).
It is clear from a plain reading of paragraph 96(2.2)(d)
that it operates retroactively such that the benefit gained in
1995 would deem the appellant to be a limited partner in the
years of 1993 and 1994. I do not accept the argument of the
appellant that since he was not entitled to any amount described
in paragraph 96(2.2)(d) in 1993 and 1994, there would
be no adjustment pursuant to at-risk calculations.
[185] The phrase "at
that time" in paragraph 96(2.4)(b) refers to the time
in question in appeal (when the losses were claimed) and
therefore the wording of "or within three years after that
time" operates retroactively. The Redemption Option deems
the appellant to be a limited partner in 1993 and 1994.
[186] The 1993 and 1994
at-risk calculations would be affected since pursuant to the
Redemption Option the appellant did not have any money at risk.
It would be illogical for me to find that the appellant was a
deemed limited partner in 1993 and 1994 because a benefit was
found under paragraph 96(2.2)(d), and then subsequently
find that there was no benefit pursuant to this section for the
purposes of the at-risk calculation in 1993 and 1994.
[187] The Redemption
Option forms a benefit pursuant to paragraph 96(2.2)(d)
and the appellant is deemed to be a limited partner in 1993 and
1994 and subject to the at-risk calculations in these years.
[188] As I have held, the
Representation clause that induced the appellant to enter into
the agreement and form a term of the agreement is also a benefit
under the broad wording of paragraph 96(2.2)(d). The
appellant is therefore deemed a limited partner pursuant to
paragraph 96(2.4)(b) and subject to the at-risk
provisions. His "at-risk" amount is zero.
[189] I agree with the
respondent that all the evidence shows that the liability
represented by Acquisition Note was subject to the Representation
clause, among other provisions of the Software Agreement and
Amendments No. 1, 2 and 3. The liability on the Acquisition Note
was a contingent liability. The amount of the purchase price for
the computer programs cannot therefore form part of the capital
cost of the computer programs as at December 31, 1993 and 1994. I
cannot see how the capital cost of the computer programs can be
unaffected in 1993 when one considers the relationship between
the vendor and purchaser of the property and that in all
probability subsequent events were driven by this
relationship.
"Available for Use"
[190] Subsection 13(26) of
the Act states that in computing a taxpayer's income
for a taxation year from a business or property, no amount shall
be included in calculating the undepreciated capital cost to the
taxpayer before the time at which the property is considered to
have become "available for use" by the taxpayer.
Subsections 13(27) to 13(32) set out the rules to interpret the
words "available for use". The applicable provision of
the Act interpreting the words "available for
use" on the facts at bar is in paragraph 13(27)(d).[48]
[191] The respondent's
primary argument is based on the assumption that the Partnership
was contracting to acquire completed games rather than engines.
Counsel argues that since the games were not completed by
December 31, 1993, the properties were not commercially
saleable and therefore not available for use. I have held that
what the Partnership acquired were engines plus the services of
ASC to complete the shells. The fact that shells were not
completed as of December 31, 1993 does not immediately preclude
the appellant from deducting capital cost allowance pursuant to
the "available for use" conditions.
[192] Respondent's
counsel also stated that "even if the Court finds that
computer programs purchased by CEG were 'game engines' as
opposed to 'games', the 'game engines' were not
without further programming, capable of producing a commercially
saleable product and were, thus, not available for use". In
respondent's view the engines, absent a shell, would not form
a "game master", that is, a means to mass produce the
games, and could not, by themselves, be capable of mass producing
commercially saleable game cartridges. The respondent also claims
that as of December 31, 1993, the game engines were not delivered
to the Partnership or ASC.
[193] Finally,
respondent's counsel submitted that as of December 31, 1993
neither the Partnership nor ASC had in its possession property
that would be capable of producing from the engine a video game
cartridge that could be sold commercially.
[194] The appellant states
that the developers constitute the "other person"
referred to in subparagraph 13(27)(d)(ii) who would use
the property for the benefit of the taxpayer. Pursuant to this
interpretation, therefore, it is not relevant that the engines
were not delivered to ASC or the Partnership at the end of 1993.
Also, the appellant's counsel argued that the engines were
properties that were subject to the available for use rules, and
that as of December 31, 1993, the engines were in a finished
state. Each developer, the "other person", was in turn
using the completed engines to create shells.[49] They would process the source
code of the engines through a development machine to produce
machine code, merge the shells (which would be manipulated by the
machine code) and create the intermediate product.[50] The appellant states
that this intermediate product would be the "game
master" which is capable of mass producing cartridges to be
sold commercially. He concludes, therefore, that the engines were
capable of producing intermediate products that would be used by
the taxpayer to produce a commercially saleable product.
[195] In the appeals at
bar seven of the 11 engines had been used to produce other video
games. At least seven engines were complete and only required new
shells. Aside from Mr. Lam's analysis of game
completeness, there is no evidence on the state of the other four
engines. Mr. Williams, did testify that all the engines were
completed engines at the end of 1993. However, two of the four
engines produced the more successful game, TNN Bass Fishing, but
no games were released from the other two engines.
[196] On the balance of
probability I conclude that all 11 game engines were complete.
The fact that all did not produce games is a determination made
after 1993. At time of acquisition, however, it was probable that
the engines were complete and available for use, although the
shells were yet to be developed.
[197] Counsel have not
referred me to, nor have I found, any case law regarding the
interpretation of "commercially saleable", nor the
application of subparagraph 13(27)(d)(ii).[51] It appears from
reading this provision that the draftsman may have contemplated
only corporeal property but not property such as shells, engines
of intellectual property. This may be the cause of difficulty in
analyzing this provision. In the view of Revenue Canada, at the
time, property which is capable of producing a commercially
saleable product must have "the capability of performing its
task at such a rate and of such quality, that a profit could
reasonably be expected to ensue". The Department adds that
"this would equally be true where the piece of equipment
possesses [this capability] but at that particular point in time
cannot perform the function for which it is intended".[52]
[198] I do not believe
that it is necessary, nor desirable, to import a reasonable
expectation of profit test into the available for use rules. The
words "commercially saleable" should be given their
ordinary meaning of being capable of being sold commercially.
[199] The wording of
subparagraph 13(27)(d)(ii) supports the appellant's
interpretation. The creation of the machine code as an
intermediate product satisfies the requirements of subsection
13(26) and paragraph 13(27)(d).[53]
Conclusion
My answer to the questions before me are:
a)
The Partnership acquired 11 computer software programs.
b)
The Partnership acquired the 11 programs for the purpose of
producing income from a business.
c)
The Partnership carried on a business with a reasonable
expectation of profit.
d)
The Partnership and ASC did not deal at arm's length. The
price the Partnership purported to pay for the computer programs
was greater than the fair market value of the computer programs.
I am not fixing a value. Having regard to my other findings, in
particular, that the appellant's at-risk amount is nil,
it may not be necessary to determine the fair market value of the
engines as of December 31, 1993. In any event, if a valuation is
necessary to determine fair market value of the engines as of
December 31, 1993 for the purposes of making reassessments,
these reasons are to serve as the basis of such valuation.
e)
The Acquisition Note was a contingent liability.
f)
The Partnership is deemed to be a limited partnership and the
appellant's at-risk amount is nil: subsections 96(2.1), (2.2)
and paragraph 96(2.4)(b).
g)
The computer programs were "available for use" on
December 31, 1993 in accordance with subsections 13(26) and (27)
of the Act.
[200] Since I have
determined that there were errors in the parties'
determinations of fair market value of the 11 computer programs
and that the purported price of US$8,250,000 for the computer
programs was in excess of their aggregate fair market value, I
need not - as counsel for the appellant suggested -
consider whether the price of US$8,250,000 was reasonable in the
circumstances for purposes of section 67 of the Act.
[201] The appeals will be
allowed and the assessments will be referred back to the
Minister, if necessary, for reconsideration and reassessment in
accordance with these reasons. Pursuant to subsection 169(1) of
the Tax Court of Canada Rules (General Procedure), counsel
for the respondent will prepare a draft judgment to implement my
decision which shall be approved as to form by counsel for the
appellant. A conference call will be arranged if counsel require
directions to settle the terms of the judgment. Counsel shall
also make submissions with respect to costs, once judgment has
been approved.
Signed at Ottawa, Canada this 15th day of November 2001.
"Gerald J. Rip"
J.T.C.C.
COURT FILE
NO.:
97-3264(IT)G
STYLE OF
CAUSE:
Peter M. Brown and
Her Majesty the Queen
PLACE OF
HEARING:
Toronto, Ontario
DATE OF
HEARING:
May 8, 2000
REASONS FOR JUDGMENT
BY:
The Hon. Judge Gerald J. Rip
DATE OF
JUDGMENT:
November 15, 2001.
APPEARANCES:
Counsel for the
appellant:
Craig C. Sturrock
David R. Davies
Counsel for the
respondent:
D. Graham Reynolds
Lise Macdonnell
COUNSEL OF RECORD:
For the appellant:
Name:
Craig C. Sturrock and
David R. Davies
Barristers & Solicitors
Firm:
Thorsteinssons
2703 - 595 Burrard Street
Vancouver, B.C. V7X 1J2
For the
respondent:
Morris Rosenberg
Deputy Attorney General of Canada
Ottawa, Canada
97-3264(IT)G
BETWEEN:
PETER M. BROWN,
Appellant,
and
HER MAJESTY THE QUEEN,
Respondent.
ADDENDUM TO REASONS FOR
JUDGMENT
In my Reasons for Judgment in Peter M. Brown and
Her Majesty the Queen, dated November 15, 2001, I concluded
that the appellant's at-risk amount, for the purpose of
subsection 96(2.1) and pursuant to subsection 96(2.2)
of the Income Tax Act, was nil.
It is the at-risk amount only of the Promissory Note component
of the total purchase price that is nil. I did not intend that
the at-risk amount of the cash component of the purchase price to
be nil.
I wish to thank counsel for bringing this to my attention
during a telephone conference call of today.
Signed at Ottawa, Canada, this 6th day of December 2001
J.T.C.C.
97-3264(IT)G
BETWEEN:
PETER M. BROWN,
Appellant,
and
HER MAJESTY THE QUEEN,
Respondent.
Appeals heard on May 8, 2000 at Toronto,
Ontario, by
the Honourable Judge Gerald J. Rip
Appearances
Counsel for the
appellant:
Craig C. Sturrock
David R. Davies
Counsel for the
respondent:
D. Graham Reynolds
Lisa Macdonell
JUDGMENT
The
appeals from the assessments made under the Income Tax Act
for the 1993, 1994, 1995 and 1996 taxation years are
Signed at Ottawa, Canada,
this day
of
2001