Difference between revisions of "Virtual Console"

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{{About|the Virtual Console component of Nintendo's game download services|the computer user-interface concept|Virtual console}}
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{{Infobox information appliance
{{confusing|date=August 2015}}
 
{{Infobox VG Online Service
 
 
|title          = Virtual Console
 
|title          = Virtual Console
 
|logo          = Wii Virtual console Logo.png
 
|logo          = Wii Virtual console Logo.png
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{{Nihongo|'''Virtual Console'''|バーチャルコンソール|Bācharu Konsōru}}, 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.
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==Introduction==
  
The Virtual Console lineup consists of titles originally released on past home and handheld consoles. These titles are run in their original forms through [[Emulator|software emulation]] (excluding GBA titles on 3DS), and can be purchased from the [[Wii Shop Channel]] or [[Nintendo eShop]] for between 500 and 1200 [[Nintendo Points|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>{{cite news|url=http://www.joystiq.com/2006/09/14/nintendo-japan-conference-not-so-liveblogging/|title=Nintendo Japan Conference Not so Liveblogging|first=Kyle|last=Orland|publisher=Joystiq|date=2006-09-14}}</ref><ref name=Reggie-USLaunch>{{cite news|url=http://www.thewiire.com/news/473/1/FilsAime_Talks_American_Launch_and_More|archiveurl=https://web.archive.org/web/20061121000932/http://www.thewiire.com/news/473/1/FilsAime_Talks_American_Launch_and_More|archivedate=2006-11-21|title= Fils-Aime Talks American Launch and More |publisher=thewiire.com|date=2006-09-14}}</ref> Virtual Console's library of past games currently consists of titles originating from the [[Nintendo Entertainment System]], [[Super 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 [[Sega Genesis|Genesis/Mega Drive]], [[NEC]]'s [[TurboGrafx-16]], and [[SNK]]'s [[Neo Geo (system)|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">{{cite web|url= https://www.nintendo.co.jp/wii/features/virtual_console.html|title=Nintendo Japan Virtual Console overview|publisher=[[Nintendo]]| language=Japanese|accessdate=2007-02-25}}</ref> as well as Virtual Console Arcade, which allows players to download video [[arcade game]]s. Virtual Console titles have been downloaded over ten million times.<ref name=autogenerated1>{{cite web|url= http://www.gamespot.com/articles/qanda-nintendos-satoru-iwata/1100-6185358/|title=Q&A: Nintendo's Satoru Iwata|publisher=[[GameSpot]]}}</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>{{cite web|url=http://ap.nintendo.com/faq/ |title=Nintendo Anti-Piracy |publisher=Ap.nintendo.com |date= |accessdate=2014-03-05}}</ref>
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'''Virtual Console''', 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.
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The Virtual Console lineup consists of titles originally released on past home and handheld consoles. These titles are run in their original forms through [[Emulator|software emulation]] (excluding GBA titles on 3DS), and can be purchased from the [[Wii Shop Channel]] or [[Nintendo eShop]] for between 500 and 1200 [[Nintendo Points|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. Virtual Console's library of past games currently consists of titles originating from the [[Nintendo Entertainment System]], [[Super 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 [[Sega Genesis|Genesis/Mega Drive]], [[NEC]]'s [[TurboGrafx-16]], and [[SNK]]'s [[Neo Geo (system)|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), as well as Virtual Console Arcade, which allows players to download video [[arcade game]]s. Virtual Console titles have been downloaded over ten million times. The sale of past games through the Virtual Console is one of Nintendo's reasons for opposing software piracy of old console games.
  
 
==List of Virtual Console games==
 
==List of Virtual Console games==
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| [[Arcade game|Virtual Console Arcade]]
 
| [[Arcade game|Virtual Console Arcade]]
 
| {{yes}}
 
| {{yes}}
| {{partial|Available in ''Wii Mode'' only}}
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| Partial: Available in ''Wii Mode'' only
 
| {{no}}
 
| {{no}}
 
|-
 
|-
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| {{yes}}
 
| {{yes}}
 
| {{yes}}
 
| {{yes}}
| {{partial|Available on the [[New Nintendo 3DS]] and [[New Nintendo 2DS XL]] models only}}<ref>{{cite web|url=http://www.ign.com/articles/2016/03/03/zelda-metroid-earthbound-more-snes-games-headed-to-new-3ds-virtual-console|title=Zelda Metroid, Earthbound, More SNES Games Headed to New 3DS Virtual Console|first=Andrew|last=Goldfarb|website=IGN.com|publisher=Ziff Davis|date=March 3, 2016|accessdate=March 3, 2016}}</ref>
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| Partial: Available on the [[New Nintendo 3DS]] and [[New Nintendo 2DS XL]] models only
 
|-
 
|-
 
| [[Nintendo 64]]
 
| [[Nintendo 64]]
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| [[Master System]]
 
| [[Master System]]
 
| {{yes}}
 
| {{yes}}
| {{partial|Available in ''Wii Mode'' only}}
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| Partial: Available in ''Wii Mode'' only
 
| {{no}}
 
| {{no}}
 
|-
 
|-
 
| [[Mega Drive]] / [[Sega Genesis|Genesis]]
 
| [[Mega Drive]] / [[Sega Genesis|Genesis]]
 
| {{yes}}
 
| {{yes}}
| {{partial|Available in ''Wii Mode'' only}}
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| Partial: Available in ''Wii Mode'' only  
 
| {{no}}
 
| {{no}}
 
|-
 
|-
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| {{yes}}
 
| {{yes}}
 
| {{Yes}}
 
| {{Yes}}
| {{Partial|Available on Japanese 3DS Systems only}}
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| Partial: Available on Japanese 3DS Systems only
 
|-
 
|-
 
| [[Neo Geo (system)|Neo Geo AES]]
 
| [[Neo Geo (system)|Neo Geo AES]]
 
| {{yes}}
 
| {{yes}}
| {{partial|Available in ''Wii Mode'' only}}
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| Partial: Available in ''Wii Mode'' only
 
| {{no}}<!--please provide a citation if you want to change this to upcoming-->
 
| {{no}}<!--please provide a citation if you want to change this to upcoming-->
 
|-
 
|-
 
| [[Commodore 64]]<br/><small>(North America and PAL regions only)</small>
 
| [[Commodore 64]]<br/><small>(North America and PAL regions only)</small>
| {{terminated|Removed from Wii Shop Channel in August 2013<ref>{{cite web|author1=RawmeatCowboy|title=Commodore 64 VC library removed from Wii in NA?|url=http://www.gonintendo.com/s/209645-commodore-64-vc-library-removed-from-wii-in-na|website=GoNintendo|accessdate=25 November 2014|date=August 12, 2013}}</ref><br/><small>(games already purchased can be redownloaded)</small>}}
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| Terminated: Removed from Wii Shop Channel in August 2013<br/><small>(games already purchased can be redownloaded)</small>
| {{terminated|Originally available in ''Wii Mode'' only<br/><small>(removed from Wii Shop Channel in August 2013,<br/>but games already purchased can be redownloaded)</small>}}
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| Terminated: Originally available in ''Wii Mode'' only<br/><small>(removed from Wii Shop Channel in August 2013,<br/>but games already purchased can be redownloaded)</small>
 
| {{no}}
 
| {{no}}
 
|-
 
|-
 
| [[MSX]]<br/><small>(Japan only)</small>
 
| [[MSX]]<br/><small>(Japan only)</small>
| {{terminated|Removed from Wii Shop Channel in February 2014<ref>{{cite web|author1=RawmeatCowboy|title=Commodore 64 VC library removed from Wii in NA?|url=http://www.gonintendo.com/s/209645-commodore-64-vc-library-removed-from-wii-in-na|website=GoNintendo|accessdate=25 November 2014|date=August 12, 2013}}</ref><br/><small>(games already purchased can be redownloaded)</small>}}
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| Terminated: Removed from Wii Shop Channel in February 2014<br/><small>(games already purchased can be redownloaded)</small>
| {{terminated|Originally available in ''Wii Mode'' only<br/><small>(removed from Wii Shop Channel in February 2014,<br/>but games already purchased can be redownloaded)</small>}}
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| Terminated: Originally available in ''Wii Mode'' only<br/><small>(removed from Wii Shop Channel in February 2014,<br/>but games already purchased can be redownloaded)</small>
 
| {{no}}
 
| {{no}}
 
|-
 
|-
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| {{no}}
 
| {{no}}
 
| {{yes}}
 
| {{yes}}
| {{partial|Available through the ''[[Nintendo 3DS#Launch|Nintendo 3DS Ambassador Program]]'' only}}<!--please provide a citation if you want to change this to upcoming for public release-->
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| Partial: Available through the ''[[Nintendo 3DS#Launch|Nintendo 3DS Ambassador Program]]'' only<!--please provide a citation if you want to change this to upcoming for public release-->
 
|-
 
|-
 
| [[Nintendo DS]]
 
| [[Nintendo DS]]
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===Control===
 
===Control===
  
Virtual Console games can be played using the different controllers. The [[Wii Remote]] itself (turned on its side) can be used for [[Nintendo Entertainment System|NES]], [[Master System]], [[TurboGrafx-16]], and some [[Sega Genesis|Mega Drive/Genesis]] and [[Neo Geo (system)|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 Wireless Controller|WaveBird]]) has seen increased popularity.<ref name="popularity">{{cite web|url= http://gamepeople.wordpress.com/2007/01/25/like-a-wavebird-from-the-ashes/|publisher=GamePeople|title=Like a WaveBird from the Ashes|accessdate=2007-01-28}}</ref>
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Virtual Console games can be played using the different controllers. The [[Wii Remote]] itself (turned on its side) can be used for [[Nintendo Entertainment System|NES]], [[Master System]], [[TurboGrafx-16]], and some [[Sega Genesis|Mega Drive/Genesis]] and [[Neo Geo (system)|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 Wireless Controller|WaveBird]]) has seen increased popularity.
  
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 [[Haptic technology|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.
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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). 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 [[Haptic technology|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.
 
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.
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! width=125 |
 
! width=125 |
 
! width=100 | [[Wii Remote]]
 
! width=100 | [[Wii Remote]]
! width=100 | [[Wii Classic Controller|Classic Controller]]{{Ref|a|[a]}}
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! width=100 | [[Wii Classic Controller|Classic Controller]]<small>a</small>
 
! width=100 | [[Nintendo GameCube controller|GameCube Controller]]
 
! width=100 | [[Nintendo GameCube controller|GameCube Controller]]
 
! width=100 | [[USB Keyboard]]
 
! width=100 | [[USB Keyboard]]
 
|-
 
|-
 
! [[Nintendo Entertainment System|NES/Famicom]]
 
! [[Nintendo Entertainment System|NES/Famicom]]
|{{y}}||{{y}}||{{y}}||{{n}}
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|{{yes}}||{{yes}}||{{yes}}||{{no}}
 
|-
 
|-
 
! [[Super Nintendo Entertainment System|Super NES/Super Famicom]]
 
! [[Super Nintendo Entertainment System|Super NES/Super Famicom]]
|{{n}}||{{y}}||{{y}}||{{n}}
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|{{no}}||{{yes}}||{{yes}}||{{no}}
 
|-
 
|-
 
! [[Nintendo 64]]
 
! [[Nintendo 64]]
|{{n}}||{{y}}||{{y}}||{{n}}
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|{{no}}||{{yes}}||{{yes}}||{{no}}
 
|-
 
|-
 
! [[TurboGrafx-16|TurboGrafx-16/PC Engine]]
 
! [[TurboGrafx-16|TurboGrafx-16/PC Engine]]
|{{y}}||{{y}}||{{y}}||{{n}}
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|{{yes}}||{{yes}}||{{yes}}||{{no}}
 
|-
 
|-
 
! [[Master System]]
 
! [[Master System]]
|{{y}}||{{y}}||{{y}}||{{n}}
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|{{yes}}||{{yes}}||{{yes}}||{{no}}
 
|-
 
|-
 
! [[Sega Genesis|Mega Drive/Genesis]]
 
! [[Sega Genesis|Mega Drive/Genesis]]
|{{y}}||{{y}}||{{y}}||{{n}}
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|{{yes}}||{{yes}}||{{yes}}||{{no}}
 
|-
 
|-
 
! [[Neo Geo (system)|Neo Geo AES]]
 
! [[Neo Geo (system)|Neo Geo AES]]
|{{y}}||{{y}}||{{y}}||{{n}}
+
|{{yes}}||{{yes}}||{{yes}}||{{no}}
 
|-
 
|-
 
! [[Commodore 64]]
 
! [[Commodore 64]]
|{{y}}||{{y}}||{{y}}||{{n}}
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|{{yes}}||{{yes}}||{{yes}}||{{no}}
 
|-
 
|-
 
! [[MSX]]
 
! [[MSX]]
|{{y}}||{{y}}||{{y}}||{{y}}
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|{{yes}}||{{yes}}||{{yes}}||{{yes}}
 
|-
 
|-
 
!Virtual Console [[Arcade game|Arcade]]
 
!Virtual Console [[Arcade game|Arcade]]
|{{y}}||{{y}}||{{y}}||{{n}}
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|{{yes}}||{{yes}}||{{yes}}||{{no}}
 
|}
 
|}
  
{{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.
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{{note|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>{{cite web|url= http://www.siliconera.com/2008/06/05/control-msx-virtual-console-games-with-a-usb-keyboard/|publisher=Siliconera|title=Control MSX Virtual Console games with a USB Keyboard|accessdate=2008-06-10}}</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>{{cite web|url= http://www.eurogamer.net/article.php?article_id=128834|publisher=Eurogamer|title= Virtual Console Roundup |accessdate=2008-06-10}}</ref>
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[[MSX]] games also support USB keyboards, as the original system featured their input. 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.
  
 
===Titles===
 
===Titles===
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[[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 [[Secure Digital|SD card]] and then back to the same console.
 
[[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 [[Secure Digital|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">{{cite web|url=http://wii.ign.com/articles/966/966290p1.html|title=The Wii Update You've Waited For|first=Lucas|last=Thomas|date=2009-03-25|accessdate=2010-03-06}}</ref>
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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.
  
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>{{cite web|url=http://www.nintendoworldreport.com/newsArt.cfm?artid=14962|archiveurl=https://web.archive.org/web/20071213233037/http://www.nintendoworldreport.com/newsArt.cfm?artid=14962|archivedate=2007-12-13|title=New VC Games and Gifting Feature|accessdate=2007-12-10|last=Metts|first=Jonathan|date=2007-12-10|publisher=[[Nintendo World Report]]}}</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>{{cite web|url=http://www.vc-forums.com/showthread.php?t=4064|archive-url=https://web.archive.org/web/20071218171759/http://www.vc-forums.com/showthread.php?t=4064|dead-url=yes|archive-date=2007-12-18|title=Inter Region Gift Purchase|accessdate=2007-12-11}}</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">{{cite news|archiveurl=https://web.archive.org/web/20131019182403/http://www.computerandvideogames.com/148658/interviews/virtual-console-secrets-exposed/|archivedate=2013-10-19|url=http://www.computerandvideogames.com/article.php?id=148658|title=Interview: Virtual Console: Secrets exposed|publisher=ComputerAndVideoGames.Com|date=2006-11-03}}</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.
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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. 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. 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). 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 saves and save data===
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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).
 
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 [[Controller Pak|N64 Controller Pak]].<ref>{{cite web|archiveurl=https://web.archive.org/web/20050206123152/http://elitendo.com/n64/usa_boot_save_list.html |url=http://elitendo.com/n64/usa_boot_save_list.html |title=Elitendo.com Boot/Save list |publisher=Wayback.archive.org |date=2005-02-06 |archivedate=2005-02-06}}</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.
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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 [[Controller Pak|N64 Controller Pak]]. 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.
 
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.
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===Suspending play===
 
===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">{{cite web|last=Snow |first=Blake |url=http://www.joystiq.com/2006/12/05/virtual-console-game-suspension-wii-delight-004/ |title=Virtual Console Game Suspension Wii Delight |publisher=Joystiq.com |date=2006-12-05 |accessdate=2014-03-05}}</ref>  Two exceptions to this are the N64 and Neo Geo AES, titles which do not support this feature.<ref>{{cite web|url=http://wii.ign.com/articles/825/825629p1.html |title=IGN: Return of the Neo Geo |publisher=Wii.ign.com |date=2007-10-08 |accessdate=2014-03-05}}</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"/>
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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. Two exceptions to this are the N64 and Neo Geo AES, titles which do not support this feature. 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.
  
 
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.
 
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===
 
{{main article|List of Virtual Console games for Wii (South Korea)}}
 
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===
 
{{main article|List of Virtual Console games for Wii (Japan)}}
 
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==
 
==Nintendo 3DS==
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==Wii U==
 
==Wii U==
 
[[File:Virtual Console logo (Wii U).png|thumb|250px|The Wii U Virtual Console logo.]]
 
[[File:Virtual Console logo (Wii U).png|thumb|250px|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">{{cite web|title=TWO ZELDA GAMES, MARIO, MARIO KART AND OTHER FAN-FAVORITE FRANCHISES PLANNED FOR WII U|url=http://press.nintendo.com/articles.jsp?id=37262|website=Nintendo Pressroom|accessdate=13 December 2014|archiveurl=https://web.archive.org/web/20130126063335/http://press.nintendo.com/articles.jsp?id=37262|archivedate=January 26, 2013|location=REDMOND, Wash.|date=January 23, 2013}}</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>{{cite web|title=Game Boy Advance classics on Virtual Console|url=https://www.nintendo.com/whatsnew/detail/nYsZbKYHFhIgQQZVo1qjim_YP3PB233Z|website=Nintendo|publisher=Nintendo of America|accessdate=13 December 2014|date=March 26, 2014}}</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>{{cite web|title=Start/Select - GameCube on the Wii U, Download Update|url=http://www.gamespot.com/videos/start-select-gamecube-on-the-wii-u-download-update/2300-6324668/|website=GameSpot|accessdate=27 November 2014}}</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 [[Nintendo Network#Miiverse|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">{{cite news|last=Goldfarb|first=Andrew|date=2013-01-23|url=http://www.ign.com/articles/2013/01/23/wii-u-virtual-console-os-upgrades-announced|title=Wii U Virtual Console, OS Upgrades Announced|publisher=IGN|accessdate=2013-01-23}}</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>[http://www.gamesradar.com/virtual-console-launches-saturday/ 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>{{cite web|author=[%= data.comment.created_on %] |url=http://www.polygon.com/2014/1/29/5359746/nintendo-ds-games-coming-to-wii-u-virtual-console |title=Nintendo DS games coming to Wii U Virtual Console |publisher=Polygon |date=2014-01-29 |accessdate=2014-03-05}}</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>{{cite web|last1=Phillips|first1=Tom|title=Nintendo's first DS title for Wii U is Brain Training|url=http://www.eurogamer.net/articles/2014-06-04-nintendos-first-ds-title-for-wii-u-now-available-in-japan|website=Eurogamer|accessdate=27 November 2014}}</ref> In early April 2015, immediately after a [[List of Nintendo Direct presentations|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>{{cite web|last1=Otero|first1=Jose|title=NINTENDO 64 AND DS GAMES COMING TO WII U VIRTUAL CONSOLE|url=http://ign.com/articles/2015/04/01/nintendo-64-and-ds-games-coming-to-wii-u-virtual-console|website=IGN|accessdate=3 April 2015|date=1 April 2015}}</ref> On June 14, 2015, prior to Nintendo's E3 presentation; [[Mother (video game)|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===
 
===Control===
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! width=150 | [[Wii U Pro Controller]]
 
! width=150 | [[Wii U Pro Controller]]
 
! width=150 | [[Wii Remote]]
 
! width=150 | [[Wii Remote]]
! width=150 | [[Wii Classic Controller]]{{Ref|b|[b]}}
+
! width=150 | [[Wii Classic Controller]] '''<small>b</small>'''
 
! width=150 | [[USB Keyboard]]
 
! width=150 | [[USB Keyboard]]
  
 
|-
 
|-
 
! [[Nintendo Entertainment System|NES/Famicom]]
 
! [[Nintendo Entertainment System|NES/Famicom]]
|{{y}}||{{y}}||{{y}}||{{y}}||{{n}}
+
|{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{no}}
 
|-
 
|-
 
! [[Super Nintendo Entertainment System|Super NES/Super Famicom]]
 
! [[Super Nintendo Entertainment System|Super NES/Super Famicom]]
|{{y}}||{{y}}||{{n.b.}}{{Ref|a|[a]}}||{{y}}||{{n}}
+
|{{yes}}||{{yes}}||n.b. '''<small>a</small>'''||{{yes}}||{{no}}
 
|-
 
|-
 
! [[Nintendo 64]]
 
! [[Nintendo 64]]
|{{y}}||{{y}}||{{n}}||{{y}}||{{n}}
+
|{{yes}}||{{yes}}||{{no}}||{{yes}}||{{no}}
 
|-
 
|-
 
! [[TurboGrafx-16|TurboGrafx-16/PC Engine]]
 
! [[TurboGrafx-16|TurboGrafx-16/PC Engine]]
|{{y}}||{{y}}||{{y}}||{{y}}||{{n}}
+
|{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{no}}
 
|-
 
|-
 
! [[MSX]]
 
! [[MSX]]
|{{y}}||{{y}}||{{y}}||{{y}}||{{y}}
+
|{{yes}}||{{yes}}||{{yes}}||{{yes}}||{{yes}}
 
|-
 
|-
 
! [[Game Boy Advance]]
 
! [[Game Boy Advance]]
|{{y}}||{{y}}||{{n.b.}}{{Ref|a|[a]}}||{{y}}||{{n}}
+
|{{yes}}||{{yes}}||n.b. '''<small>a</small>'''||{{yes}}||{{no}}
 
|-
 
|-
 
! [[Nintendo DS]]
 
! [[Nintendo DS]]
|{{y}}||{{n}}||{{n}}||{{n}}||{{n}}
+
|{{yes}}||{{no}}||{{no}}||{{no}}||{{no}}
 
|}
 
|}
  
{{note|a}}'''a''' Wii Remote is compatible with SNES and GBA releases, but may require button remapping to accommodate for the lack of buttons.<br>
+
{{note|a}} Wii Remote is compatible with SNES and GBA releases, but may require button remapping to accommodate for the lack of buttons.<br>
{{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.
+
{{note|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===
 
===Titles===
{{main article|List of Virtual Console games for Wii U (Japan)|List of Virtual Console games for Wii U (North America)|List of Virtual Console games for Wii U (PAL region)}}
 
 
{| class="wikitable"
 
{| class="wikitable"
 
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==Nintendo Switch==
 
==Nintendo Switch==
 
{{main|Nintendo Entertainment System (Switch)}}
 
{{main|Nintendo Entertainment System (Switch)}}
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>{{cite web | url = https://kotaku.com/virtual-console-is-not-coming-to-switch-nintendo-says-1825848253 | title = Virtual Console Is Not Coming To Switch, Nintendo Says | first = Jason | last = Schreier | date = May 8, 2018 | accessdate = May 8, 2018 | work = [[Kotaku]] }}</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.
+
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. 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">{{cite news|last=Cardinal|first=Chris|date=2006-05-11|url= http://www.playfeed.com/index.php/playfeed/article/live-from-e3-fun-wii-facts-confirmed-0511060329/|title=Live From E3: Fun Wii Facts Confirmed|publisher=playfeed.com|accessdate=2006-11-15}}</ref> giving the examples of ''[[GoldenEye 007 (1997 video game)|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 (Nintendo Entertainment System)|Ninja Gaiden]]'', ''[[Rygar]]'', and ''[[Tecmo Bowl]]''.<ref name=TecmoSupport>{{cite web|url= http://www.thewiire.com/news/436/1/Tecmo_to_Aggresively_Support_ViruConsole|archiveurl= https://web.archive.org/web/20071214153511/http://www.thewiire.com/news/436/1/Tecmo_to_Aggresively_Support_ViruConsole|archivedate= 2007-12-14|title=Tecmo to Aggressively Support Virtual Console| first=Shawn|last=White|publisher= thewiire.com|date=2006-08-29}}</ref> Tecmo was the first [[Video game developer|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 (company)|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>{{cite news|url=http://www.n-sider.com/newsview.php?type=story&storyid=1886|title=Rare games for Nintendo Virtual Console?|author= Glen Bayer|publisher=N-Sider.com|date=2006-03-27}}</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)|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>{{cite web|url=http://www.gamesarefun.com/news.php?newsid=6456|archiveurl=https://web.archive.org/web/20070311133756/http://www.gamesarefun.com/news.php?newsid=6456 |archivedate=March 11, 2007 | title=Various new SNK tidbits - Virtual Console support + more|author=Ron Kimberly|publisher=gamesarefun.com|date=2006-05-15}}</ref> [[Midway Games|Midway]] had also planned to bring the classic ''[[Mortal Kombat]]'' games to the Virtual Console,<ref name=MKcreator>{{cite web|url=http://www.aussie-nintendo.com/index.php?v=news&p=4841|title=Mortal Kombat creator discusses Wii development|author=Captain|publisher=aussie-nintendo.com|date=2006-09-09|deadurl=yes|archiveurl=https://web.archive.org/web/20070927182440/http://www.aussie-nintendo.com/index.php?v=news&p=4841|archivedate=2007-09-27|df=}}</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.{{citation needed|date=November 2014}}
 
  
 
==Differences from original games==
 
==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>{{cite web|url=http://computerandvideogames.com/article.php?id=149023 |archiveurl=https://web.archive.org/web/20080819213701/http://www.computerandvideogames.com/article.php?id=149023|archivedate=2008-08-19|title=Wii Interview: Nintendo answers your VC questions |publisher=ComputerAndVideoGames.com |date=2006-11-12 |accessdate=2014-03-05}}</ref> However, for various reasons, the gameplay experience is not always identical to the original.
+
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. However, for various reasons, the gameplay experience is not always identical to the original.
  
 
===Peripherals===
 
===Peripherals===
Some Nintendo 64 games offered optional features that required peripheral hardware, such as the [[Rumble Pak]] for force feedback and the [[Nintendo 64 accessories|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>[http://www.pro-g.co.uk/news/31-01-2007-4649.html No fix coming for Mario Kart on Wii Virtual Console - VideoGamer.com<!-- Bot generated title -->] {{webarchive |url=https://web.archive.org/web/20070403020854/http://www.pro-g.co.uk/news/31-01-2007-4649.html |date=April 3, 2007 }}</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 (video game)|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.
+
Some Nintendo 64 games offered optional features that required peripheral hardware, such as the [[Rumble Pak]] for force feedback and the [[Nintendo 64 accessories|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. In particular, ''[[Mario Kart 64]]'' cannot save "Ghost Data" since no Controller Pak is available, ''[[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 (video game)|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 (video game)|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>{{cite web|last=Provo |first=Frank |archiveurl=https://web.archive.org/web/20081201193827/http://www.gamespot.com/wii/driving/excitebikenes/review.html?om_act=convert&om_clk=gssummary&tag=summary;review |url=http://www.gamespot.com/wii/driving/excitebikenes/review.html?om_act=convert&om_clk=gssummary&tag=summary;review |title=GameSpot review: Excitebike (Virtual Console) |publisher=Wayback.archive.org |date=2008-12-01 |archivedate=2008-12-01}}</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.
+
Three Famicom games—''[[Excitebike]]'', ''[[Mach Rider]]'' and ''[[Wrecking Crew (video game)|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; 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 Pak]]s 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|The Legend of Zelda: Link's Awakening DX]]'' (Game Boy Color) and ''[[Super Mario Bros.|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.
 
The N64 game ''[[Pokémon Snap]]'' allowed players to take their [[Game Pak]]s 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|The Legend of Zelda: Link's Awakening DX]]'' (Game Boy Color) and ''[[Super Mario Bros.|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===
 
===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 [[Super Famicom Classic Controller|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>{{cite web|url=http://www.nintendoworldreport.com/vcArt.cfm?artid=12981|archiveurl=https://web.archive.org/web/20070519212726/http://www.nintendoworldreport.com/vcArt.cfm?artid=12981|archivedate=2007-05-19 |title=Nintendo World Report - Virtual Console Mondays |publisher= |date=February 5, 2007 |accessdate=}}</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>{{cite web|url=http://www.nintendoworldreport.com/vcArt.cfm?artid=12996|archiveurl=https://web.archive.org/web/20070310033624/http://www.nintendoworldreport.com/vcArt.cfm?artid=12996|archivedate=2007-03-10 |title=Nintendo World Report - Virtual Console Mondays |publisher= |date=February 26, 2007 |accessdate=}}</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.
+
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 [[Super Famicom Classic Controller|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. 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. 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.
 
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===
 
===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 [[National Football League Players Association|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>{{cite web|last1=Thomas|first1=Lucas M.|title=Tecmo Bowl VC Review|url=http://ign.com/articles/2007/03/13/tecmo-bowl-vc-review|website=IGN|publisher=IGN Entertainment Inc.|accessdate=7 November 2014|date=March 13, 2007}}</ref> Likewise, ''[[Wave Race 64]]''—which featured [[Kawasaki Heavy Industries|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>{{cite web|last1=Siegel|first1=Scott Jon|title=Wii, DS ads appear in VC version of Wave Race 64|url=http://www.joystiq.com/2007/08/06/wii-ds-ads-appear-in-vc-version-of-wave-race-64/|website=Joystiq|publisher=AOL Inc.|accessdate=7 November 2014|date=August 6, 2007}}</ref> The [[Sega Genesis|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 Comics|Marvel]] copyright notice and changes the character to pink, but retains all of Spider-Man's behaviors and patterns.<ref>[http://vc.nintendolife.com/news/2009/08/revenge_of_shinobi_spidey_goes_pink 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|Yo-Yo]]" to "Island Star", since Yo-Yo is a trademarked term in Canada.{{Citation needed|date=November 2014}}
+
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 [[National Football League Players Association|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. Likewise, ''[[Wave Race 64]]''—which featured [[Kawasaki Heavy Industries|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. The [[Sega Genesis|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 Comics|Marvel]] copyright notice and changes the character to pink, but retains all of Spider-Man's behaviors and patterns. The Virtual Console release of ''[[StarTropics]]'' (NES) changes the name of one weapon from "Island [[Yo-yo|Yo-Yo]]" to "Island Star", since Yo-Yo is a trademarked term in Canada.
  
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 (video game)|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).{{Citation needed|date=September 2008}} 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).{{Citation needed|date=November 2014}}
+
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 (video game)|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). 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).
  
 
The [[Wii]] and [[Wii U]] Virtual Console release of ''[[The Legend of Zelda (video game)|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]] and [[Wii U]] Virtual Console release of ''[[The Legend of Zelda (video game)|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.
Line 519: Line 497:
 
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.
 
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>{{cite news | url=http://blog.wired.com/games/2007/02/virtual_consola_2.html | work=Wired | first=Chris | last=Kohler | title=Virtual Consolation Prize: These Broken Wings | date=2007-02-12 | deadurl=yes | archiveurl=https://web.archive.org/web/20070403021312/http://blog.wired.com/games/2007/02/virtual_consola_2.html | archivedate=2007-04-03 | df= }}</ref> Many players did not like this change, and the later release of ''[[Metroid (video game)|Metroid]]'', which used a similar password system, retained its original behavior.{{Citation needed|date=July 2011}} Similarly, ''[[List of Mario sports games|Mario Golf]]'' originally had a code to enable password input for special tournaments, but had this feature removed for Virtual Console.<ref>[https://www.nintendo.co.jp/wii/vc/vc_mg64/vc_mg64_02.html VC マリオゴルフ64]. Nintendo.co.jp. Retrieved on 2013-08-23.</ref>
+
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. Many players did not like this change, and the later release of ''[[Metroid (video game)|Metroid]]'', which used a similar password system, retained its original behavior. Similarly, ''[[List of Mario sports games|Mario Golf]]'' originally had a code to enable password input for special tournaments, but had this feature removed for Virtual Console.
  
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 (game)|Donkey Kong]]'' to more closely resemble the arcade version, and was originally featured as a mini-game in ''[[Donkey Kong 64]]''.<ref>{{cite web|last1=Kemps|first1=Heidi|title=Europe gets exclusive 'perfect version' of NES Donkey Kong in its Mario 25th Anniversary Wiis|url=http://www.gamesradar.com/europe-gets-exclusive-perfect-version-of-nes-donkey-kong-in-its-mario-25th-anniversary-wiis/|website=gamesradar|accessdate=7 November 2014|date=November 16, 2010}}</ref> Both the NES version and ''Original Edition'' are available on the PAL Nintendo 3DS eShop.<ref>{{cite web|title=Donkey Kong Original Edition|url=https://www.nintendo.co.uk/Games/Arcade/Donkey-Kong-Original-Edition-918598.html|website=Nintendo UK|publisher=Nintendo|accessdate=7 November 2014}}</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.
+
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 (game)|Donkey Kong]]'' to more closely resemble the arcade version, and was originally featured as a mini-game in ''[[Donkey Kong 64]]''. Both the NES version and ''Original Edition'' are available on the PAL Nintendo 3DS eShop. 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.
 
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.
Line 532: Line 510:
  
 
==Languages==
 
==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>{{cite web|last1=Taylor|first1=Jack|title=European download update revealed for May 29, 2014|url=http://www.thenintendochannel.com/news.php?n=855|website=The Nintendo Channel|accessdate=7 November 2014|date=May 26, 2014}}</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.
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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. 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 (magazine)|Wired]]'''s Chris Kohler protested the disparity between the American and Japanese libraries, both in quantity and quality.<ref>{{cite news| url=http://blog.wired.com/games/2006/10/japan_gets_way_.html | work=Wired | first=Chris | last=Kohler | title=Japan Gets Way Better Virtual Console Lineup | date=2006-10-31}}</ref> The difference between the two libraries became minimal at one point, leading him to change his stance,<ref>{{cite news | url=http://blog.wired.com/games/2007/03/retronauts_bonu.html | work=Wired | first=Chris | last=Kohler | title=Retronauts Bonus Stage 6: Japan VC Sucks | date=2007-03-06 | deadurl=yes | archiveurl=https://web.archive.org/web/20070610173729/http://blog.wired.com/games/2007/03/retronauts_bonu.html | archivedate=2007-06-10 | df= }}</ref> only to change it back once more as North American releases began to slow.<ref>[http://www.neogaf.com/forum/showpost.php?p=12271739&postcount=23871 View Single Post - Official bitching about Hudson abandoning VC support. [VC/WiiWare = lost cause&#93;]. 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>{{cite web|url=http://www.ign.com/articles/2006/12/13/virtual-console-up-close|title=Virtual Console Up Close|author=Patrick Kolan|work=ign.com|publisher=IGN Entertainment, Inc.|date=December 12, 2006|accessdate=September 27, 2013}}</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&nbsp;Hz mode and in their original unoptimized state. Unoptimized PAL games run roughly 17% slower than their original speed in 60&nbsp;Hz and have borders covering the top and the bottom of the screen. Setting the Wii console to 60&nbsp;Hz mode does not force the 50&nbsp;Hz game into 60&nbsp;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&nbsp;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]]'', ''[[Contra III: The Alien Wars|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&nbsp;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&nbsp;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&nbsp;Hz signal.
 
 
 
One example of a poor PAL conversion is seen in the Virtual Console release of ''[[Sonic the Hedgehog (1991 video game)|Sonic the Hedgehog]]'', which retains the slower framerate, music and borders of the [[Sonic the Hedgehog (1991 video game)|original PAL Mega Drive version]],<ref name="PAL Issues">{{cite news|url=http://www.videogamesblogger.com/2006/12/06/some-european-and-australian-wii-virtual-console-games-run-in-50hz-with-borders.htm|title=PAL Issues with the Virtual Console|publisher=videogamesblogger.com|date=2006-12-06}}</ref> despite the fact that the [[Nintendo GameCube|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&nbsp;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&nbsp;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!! (NES)|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>{{cite web |url=http://www.vc-forums.com/showthread.php?t=2102 |title=List of VC titles supporting Wii Component Cable Interlace Mode - The Virtual Console Forums |publisher=Vc-forums.com |date= |accessdate=2014-03-05 |deadurl=yes |archiveurl=https://web.archive.org/web/20071123003126/http://www.vc-forums.com/showthread.php?t=2102 |archivedate=2007-11-23 |df= }}</ref>
 
 
 
The PAL versions of all [[3D Classics]] games on the Nintendo 3DS except ''[[Xevious]]'' and ''[[TwinBee]]'' run much smoother at 60&nbsp;Hz unlike the Wii's Virtual Console versions which only run at 50&nbsp;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&nbsp;Hz, but NES games on the Wii U eShop are again running the PAL 50&nbsp;Hz version.<ref>Phillips, Tom. (2013-01-25) [http://www.eurogamer.net/articles/2013-01-25-nintendo-using-inferior-50hz-mode-for-european-wii-u-virtual-console 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&nbsp;Hz again. ''[[Super Mario 64]]'' runs at 60&nbsp;Hz, however ''[[Donkey Kong 64]]'' only runs at 50&nbsp;Hz.
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[[Category:Emulators]]

Latest revision as of 20:30, 5 February 2019

Virtual Console
Wii Virtual console Logo.png
Developer Nintendo
Type Classic video game re-release distribution
Platform Wii
Nintendo 3DS
Wii U
Website Wii
Official US website
Official UK website
Official Japanese website
Nintendo 3DS
Official US website
Official UK website
Official Japanese website
Wii U
Official US website
Official UK website
Official Japanese website

Introduction[edit]

Virtual Console, 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. 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), as well as Virtual Console Arcade, which allows players to download video arcade games. Virtual Console titles have been downloaded over ten million times. The sale of past games through the Virtual Console is one of Nintendo's reasons for opposing software piracy of old console games.

List of Virtual Console games[edit]

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 Partial: Available in Wii Mode only No
Home systems
Nintendo Entertainment System (NES)/
Famicom (FC)
Yes Yes Yes
Super NES (SNES)/
Super Famicom (SFC)
Yes Yes Partial: Available on the New Nintendo 3DS and New Nintendo 2DS XL models only
Nintendo 64 Yes Yes No
Master System Yes Partial: Available in Wii Mode only No
Mega Drive / Genesis Yes Partial: Available in Wii Mode only No
PC Engine / TurboGrafx-16 Yes Yes Partial: Available on Japanese 3DS Systems only
Neo Geo AES Yes Partial: Available in Wii Mode only No
Commodore 64
(North America and PAL regions only)
Terminated: Removed from Wii Shop Channel in August 2013
(games already purchased can be redownloaded)
Terminated: Originally available in Wii Mode only
(removed from Wii Shop Channel in August 2013,
but games already purchased can be redownloaded)
No
MSX
(Japan only)
Terminated: Removed from Wii Shop Channel in February 2014
(games already purchased can be redownloaded)
Terminated: Originally available in Wii Mode only
(removed from Wii Shop Channel in February 2014,
but games already purchased can be redownloaded)
No
Handheld systems
Game Boy No No Yes
Game Boy Color No No Yes
Game Boy Advance No Yes Partial: Available through the Nintendo 3DS Ambassador Program only
Nintendo DS No Yes No
Game Gear No No Yes

Wii[edit]

Control[edit]

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.

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). 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 Controllera GameCube Controller USB Keyboard
NES/Famicom Yes Yes Yes No
Super NES/Super Famicom No Yes Yes No
Nintendo 64 No Yes Yes No
TurboGrafx-16/PC Engine Yes Yes Yes No
Master System Yes Yes Yes No
Mega Drive/Genesis Yes Yes Yes No
Neo Geo AES Yes Yes Yes No
Commodore 64 Yes Yes Yes No
MSX Yes Yes Yes Yes
Virtual Console Arcade Yes Yes Yes No
Note Note: 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. 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.

Titles[edit]

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[edit]

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.

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. 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. 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). 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[edit]

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. 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[edit]

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. Two exceptions to this are the N64 and Neo Geo AES, titles which do not support this feature. 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.

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.

Nintendo 3DS[edit]

The Nintendo 3DS Virtual Console logo

Titles[edit]

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[edit]

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

Game saves and save data[edit]

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.

Wii U[edit]

The Wii U Virtual Console logo.

Control[edit]

Wii U GamePad
(Off-TV Play)
Wii U Pro Controller Wii Remote Wii Classic Controller b USB Keyboard
NES/Famicom Yes Yes Yes Yes No
Super NES/Super Famicom Yes Yes n.b. a Yes No
Nintendo 64 Yes Yes No Yes No
TurboGrafx-16/PC Engine Yes Yes Yes Yes No
MSX Yes Yes Yes Yes Yes
Game Boy Advance Yes Yes n.b. a Yes No
Nintendo DS Yes No No No No
Note Note: a

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

Note Note: 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[edit]

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[edit]

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[edit]

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[edit]

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. 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.

Differences from original games[edit]

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. However, for various reasons, the gameplay experience is not always identical to the original.

Peripherals[edit]

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. In particular, Mario Kart 64 cannot save "Ghost Data" since no Controller Pak is available, 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; 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[edit]

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. 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. 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[edit]

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. 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. 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. 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.

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). 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).

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. Many players did not like this change, and the later release of Metroid, which used a similar password system, retained its original behavior. Similarly, Mario Golf originally had a code to enable password input for special tournaments, but had this feature removed for Virtual Console.

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. Both the NES version and Original Edition are available on the PAL Nintendo 3DS eShop. 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[edit]

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. 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.