Nintendo Bans Switch 2 Owner for Playing Used Switch 1 Game
A user’s Nintendo Switch 2 console was banned after they purchased and played used Switch 1 games they bought online. The incident highlights Nintendo’s strict anti-piracy measures, which now apply to the Switch 2 due to its backward compatibility with original Switch titles. The user was able to resolve the issue by providing proof of their purchase, though others warn this may not always work.
Nintendo is known for being protective of its intellectual property and delivers harsh penalties to anyone caught violating it. We’ve already had several reports of users getting banned for using Mig Flash, even on their own ROMs. And while it’s not true that getting banned turns your Switch 2 into a brick, it will still prevent you from accessing the company’s online services, which severely restricts its features and usability.
“Nintendo attaches unique codes to its Switch game cartridges to prevent piracy,” notes Engadget. “However, bad actors can copy games onto a third-party device, like the MIG Flash, and then resell the physical game card. Once Nintendo detects two instances of its unique code being online at the same time, it will ban any accounts using it…”
This anti-piracy policy isn’t new — Nintendo has long had a reputation for fiercely combating any type of piracy — but it has become relevant again thanks to the recently released Switch 2, which offers backwards compatibility with original Switch titles. The company even recently amended its user agreement to allow itself the power to brick a Nintendo Switch that’s caught running pirated games or mods.
The incident raises questions about the balance between protecting intellectual property and the rights of consumers. While Nintendo’s policies are designed to prevent piracy, they also have the potential to unfairly penalize legitimate users who may not have intended to violate the terms of service. The case of the banned Switch 2 owner serves as a reminder of the complexities involved in digital rights management and the challenges faced by companies like Nintendo in enforcing their anti-piracy measures in an increasingly connected world.