If you do the math, you'll see that the genuine key code is bound for failure. Every game that gets released often runs on a 20k print. That means 20k keys to be made and programmed on a first run. Now take the number of games released in a month (about two or three). That totals out to 40 to 60 thousand individual keys. Coding wise, that's already a good sum, but if this continues out throughout a year at three games a month, that's 720,000 individual keys and the console must compare them to a list of valid keys.
Now, take the current memory space on the DSi. I'm not sure how big it is but storing 720k keys after a year would take up quite a bit of space. If Nintendo tries to force a "Internet Connection Required" gig on all games with this code, how would the sales of their games go with people who lack a wifi connection? Would a person without Wifi be able to play that brand new game that they just bought?
Note: The numbers I'm using for the games per month/year is hypothetical, but the first run release numbers are always around 20k.
Now, take the current memory space on the DSi. I'm not sure how big it is but storing 720k keys after a year would take up quite a bit of space. If Nintendo tries to force a "Internet Connection Required" gig on all games with this code, how would the sales of their games go with people who lack a wifi connection? Would a person without Wifi be able to play that brand new game that they just bought?
Note: The numbers I'm using for the games per month/year is hypothetical, but the first run release numbers are always around 20k.















