Difference between revisions of "Virtual Console"

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==Nintendo 3DS==
 
==Nintendo 3DS==
 
[[File:Virtual Console logo (3DS).png|thumb|250px|The Nintendo 3DS Virtual Console logo]]
 
[[File:Virtual Console logo (3DS).png|thumb|250px|The Nintendo 3DS Virtual Console logo]]
 
===Library history===
 
On June 6, 2011, Nintendo launched the Virtual Console service for the [[Nintendo 3DS]] on the [[Nintendo eShop]]. Games released for the service include titles for the [[Game Boy]], [[Game Boy Color]], [[Nintendo Entertainment System|NES]], [[Super Nintendo Entertainment System|Super NES]] ([[New Nintendo 3DS]] only), [[Game Gear]] and [[TurboGrafx-16]] games (available in Japan only). There are also special features available while playing Virtual Console games, such as viewing classic Game Boy titles with the traditional green screen or viewing them in an emulated border.
 
 
A separate but related set of games are [[3D Classics]], which are remakes of classic titles that make use of the Nintendo 3DS's stereoscopic 3D capabilities.
 
 
When asked if [[Virtual Boy]] games were going to be available for download on the Virtual Console for the [[Nintendo 3DS]], Nintendo of America President [[Reggie Fils-Aimé]] told Kotaku that he couldn't answer, as he was unfamiliar with the platform.
 
{{quote|"As a consumer, I have experience with every Nintendo platform and, I think every accessory, including the Superscope, with the exception of the Virtual Boy... so it's difficult for me to articulate a point of view back to our parent company [in Japan] why we absolutely have to have a Virtual Boy store"|[[Reggie Fils-Aimé]]}}
 
The author of the piece, [[Kotaku]]'s Stephen Totilo, called upon readers to "argue for a Virtual Boy store on the Nintendo 3DS, if you can."<ref>{{cite web|last=Totilo|first=Stephen|title=Argue For A Virtual Boy Store On the Nintendo 3DS, If You Can|url=http://kotaku.com/5690257/argue-for-a-virtual-boy-store-on-the-nintendo-3ds-if-you-can|publisher=Kotaku}}</ref>
 
 
In response to an August 2011 price drop on the Nintendo 3DS hardware, Nintendo announced plans to give [[Diffusion (business)|early adopters]] of the system a number of Virtual Console releases as appreciation of their support.<ref name="3DS_AP">{{cite web|url=https://www.nintendo.com/corp/nintendo3ds/news/|title=Great Price, Great Games: An exciting message for people who own a Nintendo 3DS and those who want to|work=Nintendo.com|accessdate=2011-07-28}}</ref> Owners of the system who logged into the Nintendo eShop by a specified time in their home markets became "Nintendo 3DS Ambassadors".<ref name="3DS_AP"/> In September 2011, ten NES titles were made available through Virtual Console to the Ambassadors at no cost before their general release; the games included marquee titles such as ''[[Super Mario Bros.]]'' and ''[[The Legend of Zelda (video game)|The Legend of Zelda]]''.<ref name="3DS_AP"/> They were released to the general public for purchase at a later date, with additional features such as simultaneous multiplayer across multiple systems; Ambassadors received the new features as free software updates.<ref>{{cite web|url=http://www.computerandvideogames.com/315216/3ds-free-ambassador-game-features-detailed/|archiveurl=https://web.archive.org/web/20141006175553/http://www.computerandvideogames.com/315216/3ds-free-ambassador-game-features-detailed/|archivedate=2014-10-06|title=3DS free Ambassador game features detailed|author=Tamoor Hussain|work=ComputerandVideoGames.com|date=2011-08-12|accessdate=2011-09-01}}</ref> On December 16, 2011, Ambassadors received access to ten [[Game Boy Advance]] titles, also at no charge, that are not scheduled to be released to those who are not Ambassadors.<ref name="3DS_AP"/>
 
Unlike other Virtual Console-branded releases, GBA games are not emulated, but rather they run directly on an ARM7TDMI processor core; the "AGB_FIRM" kernel running on the other CPUs is responsible for emulating the Game Pak, applying a video filter, and allowing the brightness to be adjusted or the game quit without manually rebooting the 3DS.
 
Many save types supported by AGB_FIRM (many of them having been discovered in September 2017, after injection became convenient and accessible to most users of custom firmware) were not employed in the ten official GBA releases, but can be used by games unofficially "injected" into a GBA VC title.<ref>{{cite web|title=3DS Virtual Console|url=https://www.3dbrew.org/wiki/3DS_Virtual_Console#GBA_VC|website=3DBrew|accessdate=1 October 2017|language=en}}</ref><ref>{{cite web|title=[Release] Ultimate GBA VC Injector for 3DS|url=https://gbatemp.net/threads/release-ultimate-gba-vc-injector-for-3ds.438057/page-49#post-7580131|website=GBAtemp|accessdate=1 October 2017|language=en|quote=Thanks to new AGBFirm discoveries, there's no need to patch any ROM for save compatibility, they can be injected completely unmodified. No error messages, no save corruption. It'll all "just work".}}</ref>
 
 
On February 1, 2012, ''[[Punch-Out!! (NES)|Punch-Out!!]]'' the first non-ambassador NES game was released on the Virtual Console service. Since then, other NES games that were not part of the ambassador program were released including third party games by Capcom, Konami, and Tecmo such as; [[Mega Man (video game)|Mega Man]], [[Castlevania (1986 video game)|Castlevania]], and [[Ninja Gaiden (Nintendo Entertainment System)|Ninja Gaiden]]. Furthermore, two NES import titles were added in North American and Europe; [[Recca|Summer Carnival '92 Recca]] and [[The Mysterious Murasame Castle]] in both 2013 and 2014, respectively. As of January 2017, Game Boy Advance games have not been released to non-Ambassadors on the Nintendo 3DS.<ref>{{cite news|last1=Oxford|first1=Nadia|title=Will the Nintendo 3DS's Virtual Console ever see the GBA library?|url=https://www.lifewire.com/game-boy-nintendo-3ds-1126293|accessdate=January 18, 2017|work=Lifewire|date=October 12, 2016}}</ref>
 
 
TurboGrafx-16/PC Engine games were added to the service in Japan starting with ''[[Gradius (video game)|Gradius]]'' and ''[[China Warrior]]'' on December 25, 2013 in Japan. ''[[R-Type]]'' and ''[[Alien Crush]]'' were later added a few months later in February, the following year. As of now, no new TG-16 games have been added to the Virtual Console service.
 
 
On November 12, 2015, it was announced that during a Nintendo Direct that ''[[Pokémon Red]]'', ''[[Pokémon Blue]]'', and ''[[Pokémon Yellow]]'' would be released on the Virtual Console service on February 27, 2016 to celebrate the 20th anniversary of the series. The games will feature Local Play for trading Pokémon and battling, replacing the game link cable due to the Nintendo 3DS having wireless connections, but Game Boy Printer features in ''Pokémon Yellow'', like other titles on the Virtual Console, will still not be usable on the Nintendo 3DS.
 
 
On March 4, 2016, during a Nintendo Direct, Nintendo announced the addition of SNES games on Virtual Console for [[New Nintendo 3DS]]. Taking advantage of its upgraded hardware on the New 3DS, the games support "Perfect Pixel mode", which allows these games to be played at their original resolution and [[Aspect ratio (image)|aspect ratio]]. SNES games are not supported on the original Nintendo 3DS models or [[Nintendo 2DS]].<ref name="gs-snesvcnn3ds">{{cite web|title=SNES Classics Finally Coming to 3DS Virtual Console|url=http://www.gamespot.com/articles/snes-classics-finally-coming-to-3ds-virtual-consol/1100-6435334/|website=GameSpot|publisher=CBS Interactive|accessdate=28 April 2016}}</ref><ref name="polygon-n3dssnes">{{cite web|title=Nintendo bringing SNES games to Virtual Console on New Nintendo 3DS (update)|url=http://www.polygon.com/2016/3/3/11157442/snes-virtual-console-new-nintendo-3ds|website=Polygon|accessdate=28 April 2016}}</ref>
 
  
 
===Titles===
 
===Titles===

Revision as of 03:18, 9 January 2019

Template:About Template:Confusing Template:Infobox VG Online Service

Template:Nihongo, also abbreviated as VC, is a line of downloadable video games (mostly unaltered) for Nintendo's Wii and Wii U home gaming consoles and the Nintendo 3DS portable gaming console.

The Virtual Console lineup consists of titles originally released on past home and handheld consoles. These titles are run in their original forms through software emulation (excluding GBA titles on 3DS), and can be purchased from the Wii Shop Channel or Nintendo eShop for between 500 and 1200 Wii Points (Wii), US$2.99 and US$6.99 (3DS) and US$4.99 and US$9.99 (Wii U) depending on system, rarity, and/or demand.<ref name=not-so-lb>Orland, Kyle (2006-09-14). "Nintendo Japan Conference Not so Liveblogging". Joystiq.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref><ref name=Reggie-USLaunch>"Fils-Aime Talks American Launch and More". thewiire.com. 2006-09-14. Archived from the original on 2006-11-21.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> Virtual Console's library of past games currently consists of titles originating from the Nintendo Entertainment System, Super NES, Game Boy, Game Boy Color, Nintendo 64, Game Boy Advance, and Nintendo DS, as well as Sega's Master System and Genesis/Mega Drive, NEC's TurboGrafx-16, and SNK's Neo Geo AES. The service for the Wii also includes games for platforms that were known only in select regions, such as the Commodore 64 (Europe and North America) and MSX (Japan),<ref name="Nintendo Japan Virtual Console overview">"Nintendo Japan Virtual Console overview" (in Japanese). Nintendo. Retrieved 2007-02-25.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> as well as Virtual Console Arcade, which allows players to download video arcade games. Virtual Console titles have been downloaded over ten million times.<ref name=autogenerated1>"Q&A: Nintendo's Satoru Iwata". GameSpot.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> The sale of past games through the Virtual Console is one of Nintendo's reasons for opposing software piracy of old console games.<ref>"Nintendo Anti-Piracy". Ap.nintendo.com. Retrieved 2014-03-05.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>

List of Virtual Console games

Virtual Console
Platform Wii Shop Channel
(to be discontinued on January 30, 2019)
Nintendo eShop
Wii Wii U Nintendo 3DS family
Arcade
Virtual Console Arcade Yes Template:Partial No
Home systems
Nintendo Entertainment System (NES)/
Famicom (FC)
Yes Yes Yes
Super NES (SNES)/
Super Famicom (SFC)
Yes Yes Template:Partial<ref>Goldfarb, Andrew (March 3, 2016). "Zelda Metroid, Earthbound, More SNES Games Headed to New 3DS Virtual Console". IGN.com. Ziff Davis. Retrieved March 3, 2016.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>
Nintendo 64 Yes Yes No
Master System Yes Template:Partial No
Mega Drive / Genesis Yes Template:Partial No
PC Engine / TurboGrafx-16 Yes Yes Template:Partial
Neo Geo AES Yes Template:Partial No
Commodore 64
(North America and PAL regions only)
Template:Terminated Template:Terminated No
MSX
(Japan only)
Template:Terminated Template:Terminated No
Handheld systems
Game Boy No No Yes
Game Boy Color No No Yes
Game Boy Advance No Yes Template:Partial
Nintendo DS No Yes No
Game Gear No No Yes

Japan

Template:Main article

There were 38 titles of Famicom, Super Famicom, N64, Mega Drive, and PC Engine games available at launch on the Wii Virtual Console for the Japanese region. The Nintendo 3DS Virtual Console launched with 7 titles of Game Boy and Game Boy Color. New Virtual Console software is added on Tuesdays (Wii) and Wednesdays (Nintendo 3DS, Wii U) at 2:00PM JST and there are currently 659 titles for Wii, 244 (256 for Nintendo 3DS Ambassadors) titles for Nintendo 3DS and 466 titles for Wii U available.

North America

Template:Main article

There were 12 titles total of NES, SNES, N64, and Genesis games available at launch on the Wii Virtual Console for the North American region. Two TurboGrafx-16 titles were added two days later on November 21, 2006. The Nintendo 3DS Virtual Console launched with 4 titles of Game Boy and Game Boy Color. New releases are added to the Wii Shop Channel and/or Nintendo eShop for Nintendo 3DS at around 12:00 PM EST/9:00 AM PST currently on Thursdays.<ref>"Nintendo's Wii: A Gateway to New Experiences". Prnewswire.com. Retrieved 2014-03-05.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref><ref>"Wii Virtual Console Update For Monday". Kotaku. 2006-12-02. Archived from the original on 2006-12-29.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> North America saw its first release of Commodore 64 games on the service on February 23, 2009, and its first Virtual Console Arcade games on March 25, 2009. As of January 26, 2017, there are 398 titles for Wii, 172 (184 including those available for Nintendo 3DS Ambassadors and Donkey Kong: Original Edition) titles for Nintendo 3DS and 267 titles for Wii U available.

Though the Virtual Console lineup initially only covered games that had been released in North America, first George Harrison indicated in an interview that there was a possibility that Nintendo or other Virtual Console providers would localize Japanese games that have never been released in English.<ref>Kohler, Chris (2007-02-16). "Japan-Only Games Possible for US Virtual Console". Wired News.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> This later came to reality, and former Japan-only games have appeared on the North American Virtual Console. The first game to be added with such localization was Sin and Punishment from the Nintendo 64. While other previous Japan-only titles had been released through Virtual Console prior to this, the first being Battle Lode Runner from the TurboGrafx-16, added on April 23, 2007, this and all others were originally written in English and required no localization. Despite the fact others fit the category, there are currently 25 titles listed under the "Import" genre with 1 removed: Sin and Punishment, Super Mario Bros.: The Lost Levels (previously available in North America as part of Super Mario All-Stars), Ninja JaJaMaru-kun, Alien Soldier (although the game was previously available in North America through the Sega Channel), DoReMi Fantasy: Milon's DokiDoki Adventure, Puyo Puyo 2, Bio Miracle Bokutte Upa, Dig Dug, Gley Lancer, Super Fantasy Zone, Break In, Star Parodier (Removed), Cho Aniki, Final Soldier, Digital Champ: Battle Boxing, Gradius II: Gofer no Yabou, Bomberman '94, Detana!! TwinBee, Wonder Boy III: Monster Lair, Pulseman, Secret Command, Street Fighter II': Champion Edition, Castlevania: Rondo of Blood, Ironclad, Ufouria: The Saga and Monster World IV. Furthermore, at least two import titles (DoReMi Fantasy<ref>DoReMi Fantasy: Milon's DokiDoki Adventure Review - IGN. Wii.ign.com. Retrieved on 2013-08-23.</ref> and Puyo Puyo 2<ref>Puyo Puyo 2: Tsuu Review - IGN. Wii.ign.com. Retrieved on 2013-08-23.</ref>) were released without any English translation, and thus only Japanese text is available in these games while Monster World IV was fully translated to English.

PAL region

Template:Main article

A total of 17 NES, SNES, N64, Mega Drive and TurboGrafx titles were available at launch on the Virtual Console in Europe and 11 titles for the Oceanic region (TurboGrafx games were first added there from July 6, 2007<ref>"Vc-Pce.com". Vc-Pce.com. Retrieved 2013-08-23.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref><ref>"TurboGrafx-16 TurboGrafx games come to Wii Virtual Console". Nintendo.com.au. Archived from the original on 2006-10-24. Retrieved 2014-03-05.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>). The store updates every Thursday at 12:00AM CET,<ref>"IGN: UK Virtual Console am GO!". Wii.IGN.com. 2006-12-11. Retrieved 2014-03-05.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> in Australia at 9:00AM and in New Zealand at 11:00AM AEST.<ref>"Virtual Console dates set for AU". GameSpot AU. 2006-12-17. Archived from the original on January 28, 2007.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> The number of games per update has varied, but is usually 1 or 2. As of December 8, 2016, there are 385 titles in Europe and 384 titles in Australia and New Zealand for the Wii, 168 (178 for Nintendo 3DS Ambassadors) titles for Nintendo 3DS and 258 titles for Wii U available.

Though the Virtual Console titles primarily cover only the games that have been released in Europe, Nintendo UK has commented that there is a possibility that in the future, Nintendo will localize Japanese and North American games that have never been released in Europe such as Super Mario RPG, which was released on the European Virtual Console on August 22, 2008 after being unreleased in that region for 12 years.<ref>Bramwell, Tom (2007-02-19). "PAL Virtual Console could see NTSC games - Nintendo". Eurogamer.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> In March 2007, Hudson released three TurboGrafx games which were not originally released in Europe: Double Dungeons, Dragon's Curse,<ref>Calvert, Darren (2007-03-30). "Europe VC Releases 30th March". The Virtual Console Archive. Archived from the original on 2007-10-11.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> and Battle Lode Runner. Five Hanabi Festivals have been held since, releasing former Japanese and/or North American exclusive titles. There are currently 43 titles listed under the "Import" genre, in which most of them were released during the campaigns.

Wii

Control

Virtual Console games can be played using the different controllers. The Wii Remote itself (turned on its side) can be used for NES, Master System, TurboGrafx-16, and some Mega Drive/Genesis and Neo Geo AES games. The original and the pro versions of Classic Controller (sold separately from the console) can be used for all Virtual Console games. The controllers from the GameCube can also be used for all games on the Virtual Console, except for some multiplayer TurboGrafx-16 games that use the GameCube controller for the fifth player. As a result of this, the wireless GameCube controller (the WaveBird) has seen increased popularity.<ref name="popularity">"Like a WaveBird from the Ashes". GamePeople. Retrieved 2007-01-28.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>

All Virtual Console games have their buttons mapped to the respective buttons on the controllers, however, in certain circumstances users can use X and Y instead of A and B, if the original controller does not have X and Y buttons (for example the NES).<ref name="othercontrollers"/> In certain titles, such as Nintendo 64 games, there may be specific controls tailored to the Classic Controller or GameCube Controller. Nintendo 64 titles that originally provided force feedback via the Nintendo 64 controller's Rumble Pak peripheral however, are not supported by the built-in "Rumble" feature of the GameCube controller.

The button mapping has become the cause of problem and concern, however. The button mapping is rigid and is not customizable. Because of this, many games are difficult to play. All Neo Geo AES fighting games have very awkward control schemes and glitches when changed to GameCube controllers. Nintendo has acknowledged this issue but has not put any efforts towards fixing it on the Wii. Currently, all Wii U Virtual Console games support customizable button mappings.

With the release of Bomberman '93, it was revealed that TurboGrafx-16 games can support full five player games. Since a single Wii can only have four Wii Remotes and four GameCube controllers connected at the same time, a combination of the two are needed for five player games. The same issue is found in 5-8 player Commodore 64 games as well. Because the Wii U doesn't have GameCube controller ports, only up to four player games can be played on the system.

Wii Remote Classic ControllerTemplate:Ref GameCube Controller USB Keyboard
NES/Famicom Template:Y Template:Y Template:Y Template:N
Super NES/Super Famicom Template:N Template:Y Template:Y Template:N
Nintendo 64 Template:N Template:Y Template:Y Template:N
TurboGrafx-16/PC Engine Template:Y Template:Y Template:Y Template:N
Master System Template:Y Template:Y Template:Y Template:N
Mega Drive/Genesis Template:Y Template:Y Template:Y Template:N
Neo Geo AES Template:Y Template:Y Template:Y Template:N
Commodore 64 Template:Y Template:Y Template:Y Template:N
MSX Template:Y Template:Y Template:Y Template:Y
Virtual Console Arcade Template:Y Template:Y Template:Y Template:N
Note Note: a

a The NES Classic Controller, the SNES Classic Edition Controller and Club Nintendo's SNES Classic Controller have at least partial functionality with all Wii Virtual Console releases, but may require button remapping to accommodate for the lack of buttons.

MSX games also support USB keyboards, as the original system featured their input.<ref>"Control MSX Virtual Console games with a USB Keyboard". Siliconera. Retrieved 2008-06-10.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> However, Commodore 64 titles use a pop-up "virtual" keyboard, which can be toggled on and off by pressing the "1" button on the Wii Remote, and are only used to set up the game and are not for input during gameplay.<ref>"Virtual Console Roundup". Eurogamer. Retrieved 2008-06-10.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>

Titles

Template:Main article

System Japan, Taiwan, and Hong Kong North
America
PAL region South
Korea
Europe Australia
Commodore 64 (NA & PAL Regions only)
-
-
-
-
-
MSX (Japan only)
-
-
-
-
-
NES/Famicom
147
94
79
77
23
Master System
14
15
15
15
-
TurboGrafx-16/PC Engine
119
59
58
58
-
Mega Drive/Genesis
91
73
74
74
-
Super NES/Super Famicom
102
63
64
65
13
Neo Geo AES
75
54
54
54
-
Nintendo 64
20
21
21
21
4
Virtual Console Arcade
78
21
20
20
-
Total 659 398 385 384 40

Storage

Games downloaded from the Virtual Console library can be stored in the Wii's built-in 512 MB flash memory.

Wii system software versions 2.0 and later allow Virtual Console and WiiWare games to be moved from the console's internal memory to a removable SD card and then back to the same console. Wii Menu 4.0 added a new menu to run channels from an SD card provided there is enough free space to hold a copy of the channel in internal memory. If the console runs out of memory, the SD menu will offer to move other channels to the SD card.<ref name="ignwii4">Thomas, Lucas (2009-03-25). "The Wii Update You've Waited For". Retrieved 2010-03-06.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>

Virtual Console games are locked to the Wii on which they were purchased—they cannot be transferred to another Wii via an SD card, although it is possible to purchase games in the Wii Shop Channel and send them as gifts to people on their Wii Friends list.<ref name=gifting>Metts, Jonathan (2007-12-10). "New VC Games and Gifting Feature". Nintendo World Report. Archived from the original on 2007-12-13. Retrieved 2007-12-10.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> This procedure does not work across regions and it has been reported that bought titles cannot be sent to users from other countries either, even if they are on the same region.<ref name=giftlock>"Inter Region Gift Purchase". Archived from the original on 2007-12-18. Retrieved 2007-12-11.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> In the event that a Wii is damaged and the Virtual Console games can no longer be played, Nintendo will provide support (if the serial number or console email name can be provided).<ref name="othercontrollers">"Interview: Virtual Console: Secrets exposed". ComputerAndVideoGames.Com. 2006-11-03. Archived from the original on 2013-10-19.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> Also, if a Wii owner transfers all data on their console to a Wii U, the ability to download those titles from the Wii Shop Channel, along with all save data currently on the Wii, is transferred.

Game saves and save data

Game saving is functional and intact on the Virtual Console for all games which originally had a save feature on their cartridge. Saved games are saved to the Wii Internal Memory and function exactly as the original cartridge did. A game which in its original cartridge form did not have any form of save feature will not have any save game feature on the Virtual Console (though depending on its original system it may have the suspend feature as described below).

Most first-party N64 games used internal cartridge memory for game save data and thus will save properly on the Virtual Console. A select few first-party and nearly all other N64 game cartridges utilized the extra memory capability of the N64 Controller Pak.<ref>"Elitendo.com Boot/Save list". Wayback.archive.org. 2005-02-06. Archived from the original on 2005-02-06.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> Saving of data to the Controller Pak is not supported by the Virtual Console, so for those games which used this feature, the save feature will not work properly in the Virtual Console.

An extreme example is that of Mario Kart 64 which uses internal cartridge memory for progress and save game data. Consequently, all progress is saved properly (since it was saved to the cartridge itself) but one of the features in Mario Kart 64 (saving ghosts for racing at a later date) will not work since that particular feature utilized the Controller Pak, and the option to copy data to the Controller Pak won't function in those games.

Suspending play

Like other emulation software, the Wii Virtual Console enables the user to suspend play of a game at any time. To do this, users simply return to the Wii main menu from the game.<ref name="joystiq">Snow, Blake (2006-12-05). "Virtual Console Game Suspension Wii Delight". Joystiq.com. Retrieved 2014-03-05.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> Two exceptions to this are the N64 and Neo Geo AES, titles which do not support this feature.<ref>"IGN: Return of the Neo Geo". Wii.ign.com. 2007-10-08. Retrieved 2014-03-05.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> The N64 will allow play to be halted by returning to the Wii Menu but will require the person to start from the title screen to continue playing. Note that suspending play enables the player to pause the game indefinitely but does not function as a "save state" in that, once the game is resumed, the user will be able to pause play again (overwriting the suspend point) but will not be able to return to the previously suspended state.<ref name="joystiq"/>

The suspend feature will not be available if the user resets the Wii with the reset button on the front of the console during gameplay. Further, if the Wii loses power during gameplay, there will be no further suspend state, nor will there be a way to restart from the previous suspend state. There are some exceptions, however. Arcade games released by Bandai Namco feature an updated menu and when reset during gameplay the save state will be saved before the console is reset.

South Korea releases

Template:Main article There were 10 titles total of NES, Super NES and Nintendo 64 games available at launch on the Virtual Console for South Korea. The store updates irregularly on Tuesdays. There are 40 titles available. Depending on the game, they are playable in either Japanese or English. Super Mario World is the only game that can be bought in either languages. Companies currently supporting by publishing games are Bandai Namco Entertainment, Hudson Soft, Irem, Konami, Nintendo, Taito and Windysoft.

Taiwan and Hong Kong releases

Template:Main article Since Nintendo of Taiwan and Nintendo of Hong Kong never offered a Chinese version of the Wii console in Hong Kong or Taiwan, they have released Japanese Wii's in that region and by hardware extensions, the Japanese Virtual Console is also available for customers in Taiwan and Hong Kong and like other regions are able to buy Japanese Nintendo Points cards at certain retailers.

Nintendo 3DS

The Nintendo 3DS Virtual Console logo

Titles

Template:Main article

System Japan North
America
PAL region South
Korea
Taiwan and Hong Kong
Europe Australia
Game Boy
70
50
49
49
13
4
Game Boy Color
20
31
29
29
7
3
Game Boy Advance (Nintendo 3DS Ambassadors only)
10
10
10
10
-
-
Game Gear
22
16
16
16
-
-
NES/Famicom
111
64
63
62
15
-
Super NES/Super Famicom (New Nintendo 3DS only)
49
30
31
31
-
-
TurboGrafx-16/PC Engine (Japan only)
4
-
-
-
-
-
3D Classics
24
22
22
22
-
-
Total 310 223 220 219 35 7

Storage

Virtual Console games are saved on an SD card and are accessible through the Nintendo 3DS home menu.

Game saves and save data

The save feature for the Nintendo 3DS Virtual console service is similar to the Wii's. However, unlike the Wii's, the games can save a single "restore point" that can be used as much as the player wants to but is replaced and overwritten if the player makes another one.

South Korea releases

Template:Main article Before the Nintendo 3DS Virtual Console officially fully launched in South Korea, the New Nintendo 3DS Super Mario Bros. 30th Anniversary bundle came with the Virtual Console version of Super Mario Bros. pre-installed. The full launch includes six games with three being for the NES and three of them being for Game Boy.

Taiwan and Hong Kong releases

Template:Main article Nintendo of Hong Kong launched the Virtual Console in Taiwan and Hong Kong for the first time in Nintendo 3DS/Nintendo 3DS XL systems in Chinese, their first releases are the Japanese versions of Pokémon Red, Pokémon Blue, Pokémon Green and Pokémon Yellow for Game Boy on the same day of the Japanese release on February 27, 2016. The Pure White Nintendo 3DS released in Taiwan & Hong Kong uses the Japanese region firmware but all online features are blocked so the Japanese Nintendo eShop can't be used and likewise the Japanese Virtual Console can't be used either.

Wii U

The Wii U Virtual Console logo.

Library history

In January 2013, Nintendo announced a native version of Virtual Console, which would be launched for Wii U on April 26, 2013 in North America and April 27, 2013 in the United Kingdom.<ref name="NinPress">"TWO ZELDA GAMES, MARIO, MARIO KART AND OTHER FAN-FAVORITE FRANCHISES PLANNED FOR WII U". Nintendo Pressroom. REDMOND, Wash. January 23, 2013. Archived from the original on January 26, 2013. Retrieved 13 December 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> Initial releases came from the NES and Super NES libraries, with Game Boy Advance titles being made available starting April 3, 2014,<ref name="NinPress"/><ref>"Game Boy Advance classics on Virtual Console". Nintendo. Nintendo of America. March 26, 2014. Retrieved 13 December 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> with Nintendo 64 and Nintendo DS being added starting April 1, 2015.

In a July 2011 interview, Nintendo's Amber McCollum stated that select GameCube titles would be made available for download on the Wii U console via the Wii U's own Nintendo eShop.<ref>"Start/Select - GameCube on the Wii U, Download Update". GameSpot. Retrieved 27 November 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> However, as of January 2017, no titles have been made available, and Nintendo has not announced any further plans to add GameCube games to the service.

Wii U Virtual Console titles include the option to use Off-TV Play on the Wii U GamePad and Miiverse integration. Users who own the Wii Virtual Console version of a game will be able to get the Wii U Virtual Console version of that game for a discounted price.<ref name="Wii-U-VC">Goldfarb, Andrew (2013-01-23). "Wii U Virtual Console, OS Upgrades Announced". IGN. Retrieved 2013-01-23.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> Nintendo also announced some individual games would be released prior to the full Virtual Console launch as part of a special promotion celebrating the 30th anniversary of the release of the Famicom.<ref name="Wii-U-VC"/> Existing Wii Virtual Console games can be accessed via the Wii Mode. The UK Virtual Console service offers versions of games from both North America and Japan, in lieu of slower PAL versions.<ref>Wii U Virtual Console live in US, launches in UK this Saturday. GamesRadar (2013-04-26). Retrieved on 2013-08-23.</ref> On December 25, 2013, TurboGrafx-16/PC Engine and MSX titles were added to the service in Japan. In January 2014, Nintendo announced Nintendo DS games for the Wii U Virtual Console.<ref>[%= data.comment.created_on %] (2014-01-29). "Nintendo DS games coming to Wii U Virtual Console". Polygon. Retrieved 2014-03-05.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> In June 2014, the Nintendo DS game Dr. Kawashima's Brain Training: How Old Is Your Brain? was released on the Wii U Virtual Console in Japan and PAL regions.<ref name=bt-eurogamer>Phillips, Tom. "Nintendo's first DS title for Wii U is Brain Training". Eurogamer. Retrieved 27 November 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> In early April 2015, immediately after a Nintendo Direct announcing them, Nintendo DS and Nintendo 64 games were added to the Wii U Virtual Console on April 1, 2015 following a Nintendo Direct.<ref>Otero, Jose (1 April 2015). "NINTENDO 64 AND DS GAMES COMING TO WII U VIRTUAL CONSOLE". IGN. Retrieved 3 April 2015.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> On June 14, 2015, prior to Nintendo's E3 presentation; Mother was released worldwide and for the first time in North America and Europe on the Virtual Console service, under the title "EarthBound Beginnings". It was previously going to be released in North America back in 1990, but was cancelled due to the Super NES already on its way, causing Nintendo to move on. The game had been fully translated in English. On July 14, 2016, TurboGrafx-16 support was finally added to the North American Virtual Console, launching with three games; Bonk's Adventure, New Adventure Island, and R-Type. Anyone who had downloaded them via the Wii Shop Channel on the Wii or Wii Mode, would get those titles discounted, between $2.99-3.99. TurboGrafx-16 support was added to the European Virtual Console, just two weeks later on June 28, 2016.

Control

Wii U GamePad
(Off-TV Play)
Wii U Pro Controller Wii Remote Wii Classic ControllerTemplate:Ref USB Keyboard
NES/Famicom Template:Y Template:Y Template:Y Template:Y Template:N
Super NES/Super Famicom Template:Y Template:Y Template:N.b.Template:Ref Template:Y Template:N
Nintendo 64 Template:Y Template:Y Template:N Template:Y Template:N
TurboGrafx-16/PC Engine Template:Y Template:Y Template:Y Template:Y Template:N
MSX Template:Y Template:Y Template:Y Template:Y Template:Y
Game Boy Advance Template:Y Template:Y Template:N.b.Template:Ref Template:Y Template:N
Nintendo DS Template:Y Template:N Template:N Template:N Template:N
Note Note: a

a Wii Remote is compatible with SNES and GBA releases, but may require button remapping to accommodate for the lack of buttons.

Note Note: a

b NES Classic Controller, the SNES Classic Edition Controller and Club Nintendo's SNES Classic Controller have at least partial functionality with all Wii U Virtual Console releases except DS games, but may require button remapping to accommodate for the lack of buttons.

Titles

Template:Main article

System Japan North
America
PAL region
Europe Australia
NES/Famicom
148
94
89
89
Super NES/Super Famicom
101
51
49
49
Nintendo 64
22
21
21
21
TurboGrafx-16/PC Engine
52
40
40
40
MSX (Japan only)
23
-
-
-
Game Boy Advance
102
74
70
70
Nintendo DS
31
31
31
31
Total 479 311 300 300

Storage

Virtual Console games are saved either on the Wii U's flash storage (8GB or 32GB) or can be saved on a USB flash drive or external hard drive.

Game saves and save data

The save feature for the Wii U Virtual console service is similar to the Wii's however unlike the Wii's, the games can save a single "restore point" that can be used as much as the player wants to but is replaced and overwritten if the player makes another one. Game saves from Wii Virtual Console games cannot be transferred to the Wii U versions since they are based on different builds.

Nintendo Switch

Template:Main The Nintendo Switch does not use the "Virtual Console" label for the digital distribution of its older games from past platforms. However, they are instead released to subscribers to the Switch's Online service, while others are made available through the Switch's eShop.<ref>Schreier, Jason (May 8, 2018). "Virtual Console Is Not Coming To Switch, Nintendo Says". Kotaku. Retrieved May 8, 2018.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> Classic titles originally released on non-Nintendo hardware, such as the Neo Geo and Sega platforms, are releasing via the Switch's eShop under the Arcade Archives and Sega Ages banners, respectively.

Third-party support

Unnamed Nintendo employees have reportedly speculated that licensing issues will be a predominant factor in determining whether a game is available for Virtual Console,<ref name="playfeed-e3facts">Cardinal, Chris (2006-05-11). "Live From E3: Fun Wii Facts Confirmed". playfeed.com. Retrieved 2006-11-15.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> giving the examples of GoldenEye 007 and Tetris as games that might be too expensive to license for the Virtual Console. Tecmo has announced its plans to "aggressively" support Virtual Console by re-releasing classic games. Though Tecmo did not specify which titles it intended to release, the company is responsible for many retro classics, such as Ninja Gaiden, Rygar, and Tecmo Bowl.<ref name=TecmoSupport>White, Shawn (2006-08-29). "Tecmo to Aggressively Support Virtual Console". thewiire.com. Archived from the original on 2007-12-14.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> Tecmo was the first third-party game developer to release a game on the Virtual Console (Solomon's Key for the NES). Since then, Capcom and Konami, among others, have also released titles. In 2015, Sega released Sonic Advance, the first Sonic title for the Wii U Virtual Console, but so far, only in Japan. It is unknown if the game will be released in North America and Europe.

Matt Casamassina of IGN reported that Rare titles absent of Nintendo-owned characters, such as Banjo-Kazooie and Perfect Dark, would be unavailable for purchase due to Microsoft's acquisition of Rare;<ref name=NoRare>Glen Bayer (2006-03-27). "Rare games for Nintendo Virtual Console?". N-Sider.com.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> some of these titles have since been released for Xbox Live Arcade, as well as on the Xbox One through the Rare Replay compilation. SNK has announced intentions to release the Samurai Shodown series and a few other games to the Virtual Console which has brought the Neo Geo AES to the list of consoles available.<ref name=SNKsupport>Ron Kimberly (2006-05-15). "Various new SNK tidbits - Virtual Console support + more". gamesarefun.com. Archived from the original on March 11, 2007.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> Midway had also planned to bring the classic Mortal Kombat games to the Virtual Console,<ref name=MKcreator>Captain (2006-09-09). "Mortal Kombat creator discusses Wii development". aussie-nintendo.com. Archived from the original on 2007-09-27.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> but later sold the franchise to Warner Bros. Interactive Entertainment when it filed for bankruptcy in 2009. Warner Bros. has not stated whether it will release the Mortal Kombat games to the Virtual Console. However, it was stated by Ed Boon (co-creator of Mortal Kombat) on his Twitter account that the SNES Mortal Kombat games have "0.0" chance of happening.Template:Citation needed

Differences from original games

Nintendo has stated that the Virtual Console releases will be faithful to the original games, eliminating the possibility of graphical enhancements, customizable controls, or added online multiplayer features.<ref name=autogenerated2>"Wii Interview: Nintendo answers your VC questions". ComputerAndVideoGames.com. 2006-11-12. Archived from the original on 2008-08-19. Retrieved 2014-03-05.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> However, for various reasons, the gameplay experience is not always identical to the original.

Peripherals

Some Nintendo 64 games offered optional features that required peripheral hardware, such as the Rumble Pak for force feedback and the Controller Pak for additional data storage. Because these peripherals are not emulated or simulated in the Wii Virtual Console, the games played on the Virtual Console as they would on the Nintendo 64 without the peripherals attached.<ref name=autogenerated2 /> In particular, Mario Kart 64 cannot save "Ghost Data" since no Controller Pak is available,<ref>No fix coming for Mario Kart on Wii Virtual Console - VideoGamer.com Template:Webarchive</ref> Cruis'n USA still allows saving game data but data cannot be copied to a Controller Pak. Wave Race 64 still has the ability to save progress but like Cruis'n USA the copy ability that allowed data to be copied to the Controller Pak cannot be used. Similarly, both games Mario Golf and Mario Tennis cannot use a Transfer Pak to copy data to or from a real Game Boy Color or the 3DS Virtual Console running the respective companion game.

Three Famicom games—Excitebike, Mach Rider and Wrecking Crew—included the ability to save player-designed levels via the Famicom Data Recorder. Since this peripheral was never released outside Japan, the NES versions of these games did not support this save feature. Despite this, all three games have had the feature implemented in their Virtual Console releases for Wii and Wii U, allowing players to save course data to the system's memory or an SD card;<ref>Provo, Frank (2008-12-01). "GameSpot review: Excitebike (Virtual Console)". Wayback.archive.org. Archived from the original on 2008-12-01.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> however, these features are not present in the Virtual Console releases of Mach Rider and Wrecking Crew for Nintendo 3DS, although the 3D Classics release 3D Excitebike does retain this feature as it is not a Virtual Console release.

The N64 game Pokémon Snap allowed players to take their Game Paks to special in-store kiosks to print stickers of their in-game photos; the Virtual Console version emulates this by letting players send a photo to the Wii Message Board once per day but this was removed from the Wii U version. Also, the Virtual Console versions of The Legend of Zelda: Link's Awakening DX (Game Boy Color) and Super Mario Bros. Deluxe (Game Boy Color) on the Nintendo 3DS cannot print photos from either game, since this required the Game Boy Printer peripheral to be attached throughout both games and any features that required use of the Game Boy Color Infared port can't be used since the 3DS uses different infared technology from the Game Boy Color.

Controllers

Some reviewers have reported that games play differently due to the different controllers. For example, Super Mario World is often cited as being more difficult to play due to the GameCube controller's button mapping. The Classic Controller has a button layout more like that of the Super NES controller, and an adapter has been released that enables a player to plug an actual Super NES controller into one of the Wii's GameCube controller ports.<ref>"Nintendo World Report - Virtual Console Mondays". February 5, 2007. Archived from the original on 2007-05-19.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> Similarly, most N64 Virtual Console games have mapped the Z button to the L, ZL and ZR buttons and the C-buttons to the right analog stick on the Classic Controller, which some reviewers have described as awkward.<ref>"Nintendo World Report - Virtual Console Mondays". February 26, 2007. Archived from the original on 2007-03-10.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> Furthermore, the mapping of the left analog stick for N64 Virtual Console games does not use the full range of the stick, and instead uses a range of approximately 67%, likely due to the differences in design of the N64 controller's control stick and the GameCube style analog stick. This has been noted to provide a significantly different sensitivity when compared to the original N64 mapping.

Virtual Console releases of Game Boy and Game Boy Color games on the Nintendo 3DS give the player the option to play the games as they appeared on their original hardware. By holding a button combination while launching the game, the 3DS presents the game in its original resolution rather than upscaling it to fit the height of the screen, making it appear smaller but more crisp. Game Gear games can also be played in the original resolution by changing the screen settings on the touch screen menu. Monochrome Game Boy games can be displayed in both "black and white" and "black and dark green" color palettes, switchable during gameplay.

Content

While virtually all Virtual Console games play identically to their original versions, some games have been altered cosmetically to address licensing and copyright issues. Tecmo Bowl (NES) originally included the names of real football players licensed from the NFL Players Association, but since the game's release, Electronic Arts obtained exclusive rights to the license; consequently, the names were removed from the Virtual Console version, with only the players' numbers being shown.<ref>Thomas, Lucas M. (March 13, 2007). "Tecmo Bowl VC Review". IGN. IGN Entertainment Inc. Retrieved 7 November 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> Likewise, Wave Race 64—which featured Kawasaki logos on the title screen, jetskis and ad banners—had the logos removed from the title screen and jetskis, and the banners replaced with Wii and Nintendo DS banners due to licensing issues with Kawasaki.<ref>Siegel, Scott Jon (August 6, 2007). "Wii, DS ads appear in VC version of Wave Race 64". Joystiq. AOL Inc. Retrieved 7 November 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> The Mega Drive/Genesis game The Revenge of Shinobi originally featured Spider-Man as a boss character, but because the license to that character had expired, the 2009 release for Virtual Console removes the Marvel copyright notice and changes the character to pink, but retains all of Spider-Man's behaviors and patterns.<ref>Spidey goes pink in The Revenge of Shinobi - Virtual Console News @ Nintendo Life. Vc.nintendolife.com. Retrieved on 2013-08-23.</ref> The Virtual Console release of StarTropics (NES) changes the name of one weapon from "Island Yo-Yo" to "Island Star", since Yo-Yo is a trademarked term in Canada.Template:Citation needed

Other games have experienced minor graphical differences from their original versions as well; most of these changes (as well as several others) were done due to Nintendo being more cautious about epilepsy, since many of the games during that time employed high flickering of color patterns that engulfed the screen. F-Zero (SNES) eliminates the track dimming when the player runs over the edges of the track, and Nintendo 64 games render polygons at a higher resolution than in their original hardware (though sprites and text appear blocky and pixelated by comparison).Template:Citation needed In Zelda II: The Adventure of Link, the screen turns red upon the player losing a life, whereas the original employed a rapid screen flash (Nintendo has yet to use such an effect since the Dennō Senshi Porygon incident in 1997).Template:Citation needed

The Wii and Wii U Virtual Console release of The Legend of Zelda (NES) uses the updated version featured in 2003's The Legend of Zelda: Collector's Edition compilation for the GameCube. While the gameplay is identical to the 1986 original, this release includes the save screen from the Famicom Disk System version, as well as an updated translation of the introduction screen.

The Wii U Virtual Console releases of the NES games appear to have been anti-aliased, resulting in some characters appearing more rounded or blurred compared to their original, Wii, and 3DS Virtual Console releases. The Wii U Game Boy Advance games have the graphics similarly smoothed, but give the player the option to toggle this effect on or off.

One significant difference in gameplay occurred in Kid Icarus (NES), which had its password system altered to disable certain special passwords that gave the main character special powers or large amounts of money, while also enabling new passwords to be found.<ref>Kohler, Chris (2007-02-12). "Virtual Consolation Prize: These Broken Wings". Wired. Archived from the original on 2007-04-03.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> Many players did not like this change, and the later release of Metroid, which used a similar password system, retained its original behavior.Template:Citation needed Similarly, Mario Golf originally had a code to enable password input for special tournaments, but had this feature removed for Virtual Console.<ref>VC マリオゴルフ64. Nintendo.co.jp. Retrieved on 2013-08-23.</ref>

The title Donkey Kong: Original Edition was available via promotion on the Wii and 3DS Virtual Consoles, then later was made purchasable on the PAL Nintendo 3DS eShop. This game is a modified version of the NES release of Donkey Kong to more closely resemble the arcade version, and was originally featured as a mini-game in Donkey Kong 64.<ref>Kemps, Heidi (November 16, 2010). "Europe gets exclusive 'perfect version' of NES Donkey Kong in its Mario 25th Anniversary Wiis". gamesradar. Retrieved 7 November 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> Both the NES version and Original Edition are available on the PAL Nintendo 3DS eShop.<ref>"Donkey Kong Original Edition". Nintendo UK. Nintendo. Retrieved 7 November 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> Despite never actually being released on the NES, the game is treated as an NES title but simply lists "Never Released" in place of the original release year.

Wii U Game Boy Advance games do not support multiplayer modes, Game Boy Player rumble features, sleep mode, or GameCube-connectivity. Similarly, Nintendo DS games made available on Virtual Console are identical to their original release, complete with Nintendo Wi-Fi Connection set-up screens; however, as the wireless features are not emulated, attempting to use online play or local wireless multiplayer features (such as in Mario Kart DS) will not function, especially as the original service had been terminated about eleven months prior to the Virtual Console debut.

The Wii U Virtual Console re-release of Super Mario Advance 4: Super Mario Bros. 3 features all of the levels from the World-e section of the game unlocked automatically, including levels only released in Japan. This is done by a modified version of the game, where the levels are contained in the game's data and unlocked automatically. In the original game, the levels were unlocked using cards purchasable at various stores, which had dot codes on them containing the level data, and when scanned by the Nintendo e-Reader peripheral, saved the level to the game's save data for later usage without the card. While the original game could only fit 32 levels at any given time, the Virtual Console version has 38 levels in total, which includes every e-Reader card level ever released.

The Wii U Virtual Console re-release of Animal Crossing: Wild World removes the requirement to have someone visit your town and buy an item from Tom Nook's shop in order to upgrade to Nookingtons.

Game Boy games & Game Boy Color games on the 3DS Virtual Console don't support multiplayer modes or the Game Boy Color Infrared link feature (except for Pokémon Red, Blue, Yellow, Gold, Silver, and Crystal). Game Boy Color games also don't support Game Boy Printer features, and N64 Connectivity. NES Games also don't support Famicom data recorder features in games such as Mach Rider and Wrecking Crew.

Languages

Certain games that were originally released only in Japan have been translated and released in other regions on Virtual Console. Sin and Punishment (N64), which had never been released in English but featured English voice acting, was released on the Virtual Console in North American and PAL regions; all menu commands and certain in-game text (all originally written in Japanese) were translated into English, but the game retains its Japanese title screen and dialogue subtitles. The Mysterious Murasame Castle (NES), and Summer Carnival '92: Recca (NES), which had never been released in English, were released in English on the Nintendo 3DS Virtual Console in 2014.<ref>Taylor, Jack (May 26, 2014). "European download update revealed for May 29, 2014". The Nintendo Channel. Retrieved 7 November 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> At least one game was fully translated, Monster World IV for the Mega Drive/Genesis was fully translated to English for both North American and European PAL regions.

Criticism

Wired's Chris Kohler protested the disparity between the American and Japanese libraries, both in quantity and quality.<ref>Kohler, Chris (2006-10-31). "Japan Gets Way Better Virtual Console Lineup". Wired.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> The difference between the two libraries became minimal at one point, leading him to change his stance,<ref>Kohler, Chris (2007-03-06). "Retronauts Bonus Stage 6: Japan VC Sucks". Wired. Archived from the original on 2007-06-10.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> only to change it back once more as North American releases began to slow.<ref>View Single Post - Official bitching about Hudson abandoning VC support. [VC/WiiWare = lost cause]. NeoGAF. Retrieved on 2013-08-23.</ref> In addition, Kohler has also criticized the overall release strategy, with a handful of games at the beginning and two or three every week. The pricing has also been criticized as too high, especially for the NES games,<ref>Patrick Kolan (December 12, 2006). "Virtual Console Up Close". ign.com. IGN Entertainment, Inc. Retrieved September 27, 2013.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> given the prices of many of the games available as used and the near-zero costs of manufacture and distribution.

PAL issues

With the launch of the Wii in territories using the PAL television system, it has become apparent that in most cases the games supplied for the Virtual Console run in 50 Hz mode and in their original unoptimized state. Unoptimized PAL games run roughly 17% slower than their original speed in 60 Hz and have borders covering the top and the bottom of the screen. Setting the Wii console to 60 Hz mode does not force the 50 Hz game into 60 Hz mode (as is possible on emulators and modified PAL consoles).

All currently released Nintendo 64 games are partially PAL optimized, resulting in full screen games (although still running in 50 Hz and locked to the original slower gameplay speed). This optimization was not the case for the original cartridge versions of Super Mario 64, Wave Race 64 or Mario Kart 64, making the Virtual Console versions superior in that regard.

Additionally, some Super NES games are also partially PAL optimized with reduced borders but still retaining the slower run speed of the original PAL release (Super Mario World, Super Probotector and Street Fighter II).

A select few games were already optimized in the original release to begin with, and are thus just as fast as their 60 Hz counterparts this time around (the most obvious examples being Donkey Kong Country and Donkey Kong Country 2: Diddy's Kong Quest).

TurboGrafx-16 games are the only Virtual Console games to actually run in 60 Hz on PAL Wii systems; this is because the game data was never changed for release in PAL territories, the original hardware itself performed the conversion to a 50 Hz signal.

One example of a poor PAL conversion is seen in the Virtual Console release of Sonic the Hedgehog, which retains the slower framerate, music and borders of the original PAL Mega Drive version,<ref name="PAL Issues">"PAL Issues with the Virtual Console". videogamesblogger.com. 2006-12-06.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> despite the fact that the GameCube release Sonic Mega Collection allows PAL users to choose which version of the game they want to play.

During Nintendo's "Hanabi Festival" campaign, certain titles that were never released in Europe were being added to the Wii Virtual Console. Some of these games, namely Japan-only titles such as Super Mario Bros.: The Lost Levels, are run in 60 Hz only, thus keeping the original speed and gameplay. A small reminder is shown when previewing the game's channel.

The Hanabi games can be played in both PAL60 (480i) and 480p modes. This makes these releases look significantly better on progressive displays such as LCD TVs. The fast moving sprites in NES and SNES games generally create a significant amount of interlace artifacts on such displays that the 480p option resolves. However Hanabi Mega Drive titles still run in 50 Hz with the usual PAL conversion problems, despite not been released in PAL.

Initially, some PAL Virtual Console games would not display correctly on high-definition televisions when connected via the component lead. However, starting with an update on April 13, 2007, certain newly added games, such as Punch-Out!!, support the "Wii Component Cable Interlace Mode". This is a temporary fix to problems with various Virtual Console games being played over component cable on HDTVs.<ref>"List of VC titles supporting Wii Component Cable Interlace Mode - The Virtual Console Forums". Vc-forums.com. Archived from the original on 2007-11-23. Retrieved 2014-03-05.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>

The PAL versions of all 3D Classics games on the Nintendo 3DS except Xevious and TwinBee run much smoother at 60 Hz unlike the Wii's Virtual Console versions which only run at 50 Hz, mainly due to the fact the 3DS versions are semi-modified ports of their original NES and arcade versions. The Ambassador and full release versions of the NES games on the 3DS also run at 60 Hz, but NES games on the Wii U eShop are again running the PAL 50 Hz version.<ref>Phillips, Tom. (2013-01-25) Nintendo using inferior 50Hz mode for European Wii U Virtual Console • News • Wii U •. Eurogamer.net. Retrieved on 2013-08-23.</ref>

When Nintendo 64 games were released on the Wii U Virtual Console, they were running at 50 Hz again. Super Mario 64 runs at 60 Hz, however Donkey Kong 64 only runs at 50 Hz.