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[[File:WFC Logo.svg|thumb|200px|The worldwide Nintendo Wi-Fi Connection logo]]
{{quote2|Nintendo Wi-Fi Connection is simple to use. Beginning with free access… we have removed one of the major barriers that have kept people from going online to play games.|[[Reggie Fils-Aime]]|</span>Oct. 18, 2005 Press Release<span>}}
'''{{wp|Nintendo Wi-Fi Connection}}''' (abbreviated as '''WFC''') was [[Nintendo]]'s free online matchmaking service that was used by the [[Nintendo DS]], [[Wii]], and [[Nintendo DSi]]. It began on November 14, 2005, on the same day of ''[[Mario Kart DS]]''{{'}}s release, making it the first Nintendo WFC-compatible game. The first ''Super Mario'' game for the [[Wii]] that had Nintendo Wi-Fi Connection compatibility was ''[[Mario Strikers Charged]]''.


The '''Nintendo Wi-Fi Connection''' (abbreviated WFC) is [[Nintendo|Nintendo’s]] online match making service available for use by a specifically designed game on a Nintendo system specifically designed to make use of the service.  While the system itself is very capable as far as actual matches are concerned, the manner in which it was designed severely limits the creation of an online community. Currently, both the [[Nintendo DS]] and [[Nintendo Wii]] make use of the system.  Twenty-nine North American games are compatible with the system.
Instead of using user accounts, Nintendo used Friend Codes for games such as ''Mario Kart DS''. Friend Codes were automatically assigned to a game when it connected to Nintendo WFC for the first time, and each Friend Code is unique, so two game units cannot have identical Friend Codes. While each game made different use of the system, there are typical options for Wi-Fi enabled games, such as being able to play against others worldwide or using the same regional version of the game.


==History and Operation==
As announced on February 26, 2014, the service was terminated on May 20, 2014 due to the shutdown of GameSpy servers.<ref>[https://www.nintendo.co.uk/News/2014/February/Termination-of-Nintendo-Wi-Fi-Connection-Service-for-Nintendo-DS-DSi-and-Wii-Software-859922.html Termination of Nintendo Wi-Fi Connection Service for Nintendo DS / DSi and Wii Software]. ''Nintendo UK''. Retrieved October 26, 2023.</ref> Prior to its shutdown, ''Mario Kart DS'' and ''[[Mario Kart Wii]]'' were the most popular games on their respective systems. Nintendo Wi-Fi Connection was succeeded by the [[Nintendo Network]], which was shut down on April 8, 2024, on members of the [[Nintendo 3DS]] family and [[Wii U]], and by [[Nintendo Switch Online]] for the [[Nintendo Switch]].
{{LLquote|Customers do not want online games.  At the moment, most customers do not wish to pay the extra money for connections to the Internet, and for some customers, connection procedures to the Internet are still not easy.|Satoru Iwata}}
Looking back, Nintendo’s online plans for the [[Nintendo Entertainment System]], [[Super Nintendo]], and [[Nintendo 64]] ultimately failed to create a reliable online system that would serve Nintendo for as long as it desired.  When the [[Nintendo GameCube]] was released, it technically had the ability to go online with the use of a special adapter, but Nintendo left it up to developers to create a reliable service.  When the GameCube’s rivals, the PlayStation 2 and Xbox, supported flourishing online services, many critics attacked Nintendo for having an archaic view of online games.


In May 2004, rumors began to circulate that Nintendo would be launching an online service. Finally, Satoru Iwata gave the big announcement on March 10, 2005 at the 2005 Game Developers Conference. He stated that the service would be free and connecting to the service would be easy. However, it was not until May of that year at the 2005 Electronic Entertainment Expo that the service was given an official name, the Nintendo Wi-Fi Connection.
==Usage==
===Logging in===
[[File:WFC NDSL.jpg|left|thumb|One of the [[nwiki:Nintendo DS Lite|Nintendo DS Lite]]'s main selling points was its ability to utilize the service.]]
[[File:Nintendo Wi-Fi USB Connector.jpg|left|thumb|The Nintendo Wi-Fi USB Connector was intended for players without routers.]]
Players needed to access a wireless access point or hotspot, typically a wireless router. The router's settings could potentially needed to be adjusted to accept the system as well. The first time a player connected, a connection file was saved on the system using a step-by-step process. After the router and the Nintendo system connected successfully, the player can log in at any time. Common problems faced by first-time users included firewalls and parental controls.


Pairing with IGN Entertainment to utilize the already active GameSpy service, Nintendo was able to give the WFC the match-making ability without the use of servers.  The big issue behind most other online plans is the operation of servers.  However, Nintendo sidestepped this problem by giving the Nintendo DS the ability to connect with one another without the use of the service after match-making was complete. Yet, this created a new problem. If a company wishes to expand online features beyond match-making, they are forced to manage their own network.  This means that massively multiplayer online games are not compatible with Nintendo’s service as it stands.
In an attempt to widen the user base, Nintendo released the Nintendo Wi-Fi USB Connector. This device connected Nintendo hardware to the Internet, through the user's {{wp|Microsoft Windows}} computer and an available USB port.<ref>https://www.nintendo.com/consumer/wfc/en_na/customersupport/downloadUSB.jsp</ref> This was particularly useful for players without wireless routers or home routers using the {{wp|Wi-Fi Protected Access|WPA or WPA2}} wireless security standards, when the Nintendo DS and games are only compatible with {{wp|Wired Equivalent Privacy|WEP}}.<ref>[https://www.nintendo.com/consumer/wfc/en_na/ds-security.jsp Nintendo DS and wireless security compatibility (WEP & WPA)]. ''Nintendo.'' Retrieved January 1, 2018</ref> This excludes Nintendo DSi enhanced titles, such as ''[[Mario vs. Donkey Kong: Mini-Land Mayhem!]]'' if the player was playing on a Nintendo DSi or later.


On November 14, 2005, the system went public with American releases of ''[[Mario Kart DS]]'' from Nintendo and ''Tony Hawk’s American Sk8land'' from Activision.  The second Nintendo title, ''[[Game Sightings|Animal Crossing: Wild World]]'' followed shortly after.
The [[Nintendo DS]], [[Wii]], [[Nintendo DSi]], and [[Nintendo 3DS]] could connect with the Nintendo Wi-Fi USB Connector, but the [[Wii U]] could not.


Less than four months after its November 14, 2005 release, the service had seen more than one million specific users worldwide, with over twenty-seven million connections. On March 30, 2007, Nintendo announced that over 5 million unique users and over two hundred million sessions.
Also, a player could link a Nintendo DS to the Connection at Wi-Fi enabled McDonald's restaurants for free.<ref>(Oct 18, 2005) [https://web.archive.org/web/20051223210844/http://www.nintendo.com:80/newsarticle?articleid=ZRzLtQZgFZiOvHfsAvXKUDxYUloypXJv Nintendo and Wayport Join Forces to Bring Free U.S. Wi-Fi Access To Nintendo DS Users]. ''Nintendo.'' Archived December 23, 2005.</ref> When no other option is available, it is also possible for a computer connected to the Internet to create a hotspot.


While the Wii had utilized the connection since its release for software updates and [[Wii Connect24]], its first online game was released by [[Nintendo of Japan]] on December 14, 2006, ''Pokémon Battle Revolution''. Soon after, [[Nintendo of Europe]] released ''Mario Strikers Charged'' on May 25, 2007. [[Nintendo of America]] intends to bring the American Wii online on July 30, 2007 with the release of the same game.
[[File:Wii LAN Adapter.png|thumb|Wii LAN Adapter]]
The Wii could also be connected to the Internet with a wired LAN connection. For this, the Wii LAN Adapter had to be bought separately. It was plugged into one of the USB ports at the back of the Wii and offered a port for LAN cables. This could cause confusion with the {{wp|Wi-Fi|term of a similar name}} because the adapter bypassed the need to look for a hotspot. The name "Nintendo Wi-Fi Connection" was chosen when the Wii was still in development and the only device able to access the internet was the Nintendo DS, which no LAN support was possible.


==Games Using WFC==
The Wii LAN Adapter was also supported by the Wii U, [[Nintendo Switch]], and even PC (with driver).<ref>[https://store.nintendo.com/ng3/browse/productDetailColorSizePicker.jsp?productId=prod10279 Nintendo Online Store]</ref>
A handful of games covered by the Super Mario Wiki utilize this feature.  The following list is in order of North American Release.
*''[[Mario Kart DS]]''
*''[[Diddy Kong Racing DS]]''
*''[[Mario Strikers Charged]]''
*''[[Super Smash Bros. Brawl]]'' (upcoming)


==Sources==
===Matchmaking===
*[http://biz.gamedaily.com/industry/feature/?id=16319 GameDailyBiz: Nintendo Wi-Fi Connection Passes 5 Million Users
Once logged into the service, the game system took players to the online lobby of the video game they were playing. Since there were no user accounts, Nintendo used Friend Codes and Wii System Codes. Friend Codes were automatically assigned to a game when it connected to Nintendo WFC for the first time. Each Friend Code was unique and it is impossible for two game units to have identical Friend Codes. In fact, each Friend Code is a 32 bit number and the games extend it with a 7 bit checksum to a total of 39 bits<ref>[http://wiki.tockdom.com/wiki/Friend_code Custom Mario Kart Wiiki: Friend Code]</ref>. The player could not alter the Friend Code in any way, and the only way to get a new one was to delete save data on the game unit and connect to Nintendo WFC again. The player could register codes and usernames of another player using Nintendo WFC. Wii System Codes work in a similar manner but are exclusive to the Wii console's messaging service.
*[http://ds.ign.com/objects/682/682877.html IGN DS: Mario Kart DS]
*[http://wii.ign.com/articles/771/771336p1.html IGN Wii: GDC 2007: Wii Online Date Set]
*[http://wii.ign.com/objects/846/846913.html IGN Wii: Mario Strikers Charged]
*[http://www.n-sider.com/articleview.php?articleid=258&page=1 N-Sider: NintendOnline]
*[http://www.nintendo.com/newsarticle?articleid=YxG76Ik8eMdnAy5t_senoal7cYj8j4sP&page Nintendo.com News: Nintendo's Wi-Fi Service Logs Its 1 Millionth Player]


[[Category: Terms]]
While each game made different use of the system, there were typical options for Wi-Fi enabled games. In Worldwide play, games were matched with a random player from anywhere around the globe. Regional play allowed players to battle other players with the same regional version of the game. Rivals mode paired players of similar skill levels. Friends mode allowed players to compete against other players with whom they have exchanged their Friend or Wii System Codes. This mode often includes more features, including voice chat.
 
==''Super Mario'' games that use Nintendo Wi-Fi Connection==
[[File:MKDS WFC Two Yoshis.jpg|thumb|200px|''Mario Kart DS'' used WFC for online multiplayer races.]]
A handful of games in the [[Super Mario (franchise)|Super Mario'' franchise]] utilized this feature either for online multiplayer or data sharing and distribution. They are listed below in order or release.
 
===Nintendo DS===
<gallery>
MKDS NA Box Art.png|''[[Mario Kart DS]]''
Tetris DS NA Box Art.jpg|''[[Tetris DS]]''
Wi-Fi Taiou Yakuman DS.jpg|''[[Yakuman DS|Wi-Fi Taiō Yakuman DS]]''
Mvsdk2motmcoverart.jpg|''[[Mario vs. Donkey Kong 2: March of the Minis]]''
DKRDS NA box art.jpg|''[[Diddy Kong Racing DS]]''
Orig ita01.jpg|''[[Itadaki Street DS]]''
MnSDS boxart.jpg|''[[Mario & Sonic at the Olympic Games (Nintendo DS)|Mario & Sonic at the Olympic Games]]''
USWarioDIY.png|''[[WarioWare: D.I.Y.]]''
MvsDK3 Logo.png|''[[Mario vs. Donkey Kong: Minis March Again!]]''
M&SATOWG DS North American box art.png|''[[Mario & Sonic at the Olympic Winter Games (Nintendo DS)|Mario & Sonic at the Olympic Winter Games]]''
MvsDKMLM.jpg|''[[Mario vs. Donkey Kong: Mini-Land Mayhem!]]''
</gallery>
 
===Wii===
<gallery>
USCover MSCF.jpg|''[[Mario Strikers Charged]]''
Mario & Sonic at the Olypmic Games Wii box.png|''[[Mario & Sonic at the Olympic Games (Wii)|Mario & Sonic at the Olympic Games]]''
SSBB Cover.jpeg|''[[Super Smash Bros. Brawl]]''
Dr. mario online rx.jpg|''[[Dr. Mario Online Rx]]''
Mkwii.jpg|''[[Mario Kart Wii]]''
MSWG UScover.jpg|''[[Mario & Sonic at the Olympic Winter Games (Wii)|Mario & Sonic at the Olympic Winter Games]]''
MSM-NAboxart.png|''[[Mario Sports Mix]]''
MASATLOG Cover.png|''[[Mario & Sonic at the London 2012 Olympic Games (Wii)|Mario & Sonic at the London 2012 Olympic Games]]''
FS boxcover.png|''[[Fortune Street]]''
</gallery>
 
==Names in other languages==
{{foreign names
|Jap=ニンテンドーWi-Fiコネクション
|JapR=Nintendō Wai-Fai Konekushon
|JapM=In Japanese, "Wi-Fi" is written as: ワイファイ
|Spa=Conexión Wi-Fi de Nintendo
|SpaM=
|Fre=Connexion Wi-Fi Nintendo
|FreM=
|Dut=
|DutM=
|Ger=
|GerM=
|Ita=
|ItaM=
|Por=
|PorM=
|Rus=
|RusR=
|RusM=
|Kor=닌텐도 Wi-Fi 커넥션
|KorR=Nintendo Wai-Pai Keonegsyeon
|KorM=In Korean, "Wi-Fi" is written as: 와이파이.
|Chi=任天堂Wi-Fi連接 (Traditional)<br>任天堂Wi-Fi连接 (Simplified)
|ChiR=Rèntiāntáng Wúxiàn Wǎngluò Liánjiē
|ChiM=In Chinese, "Wi-Fi" is written as: 無線網絡 (Traditional) / 无线网络 (Simplified).
|Rom=
|RomM=
}}
 
==Trivia==
[[File:YIDSBeta.jpg|thumb|200px|The Nintendo Wi-Fi Connection logo on ''Yoshi's Island DS'''s pre-release box art]]
*''[[Yoshi's Island DS]]'' originally [[List of Yoshi's Island DS pre-release and unused content|was going to have]] Wi-Fi capabilities, but the feature was scrapped for unknown reasons.
 
==References==
{{NIWA|ZeldaWiki=1|HardDrop=1|Bulbapedia=1|SmashWiki=Wi-Fi Connection|Nookipedia=1|NWiki=1}}
<references/>
 
==External links==
*[https://web.archive.org/web/20140404151330/https://www.nintendo.com/games/wifi North American website] <small>(Internet Archive: Wayback Machine)</small>
 
[[Category:Accessories]]
[[Category:Games with Nintendo Wi-Fi Connection|*]]
[[Category:Nintendo]]
[[de:Nintendo Wi-Fi Connection]]
[[it:Nintendo Wi-Fi Connection]]

Revision as of 09:02, April 17, 2024

Logo of Nintendo Wi-Fi Connection
The worldwide Nintendo Wi-Fi Connection logo

Template:Quote2 Nintendo Wi-Fi Connection (abbreviated as WFC) was Nintendo's free online matchmaking service that was used by the Nintendo DS, Wii, and Nintendo DSi. It began on November 14, 2005, on the same day of Mario Kart DS's release, making it the first Nintendo WFC-compatible game. The first Super Mario game for the Wii that had Nintendo Wi-Fi Connection compatibility was Mario Strikers Charged.

Instead of using user accounts, Nintendo used Friend Codes for games such as Mario Kart DS. Friend Codes were automatically assigned to a game when it connected to Nintendo WFC for the first time, and each Friend Code is unique, so two game units cannot have identical Friend Codes. While each game made different use of the system, there are typical options for Wi-Fi enabled games, such as being able to play against others worldwide or using the same regional version of the game.

As announced on February 26, 2014, the service was terminated on May 20, 2014 due to the shutdown of GameSpy servers.[1] Prior to its shutdown, Mario Kart DS and Mario Kart Wii were the most popular games on their respective systems. Nintendo Wi-Fi Connection was succeeded by the Nintendo Network, which was shut down on April 8, 2024, on members of the Nintendo 3DS family and Wii U, and by Nintendo Switch Online for the Nintendo Switch.

Usage

Logging in

Nintendo DS Lite displaying the Nintendo Wi-Fi Connection logo
One of the Nintendo DS Lite's main selling points was its ability to utilize the service.
Nintendo Wi-Fi USB Connector
The Nintendo Wi-Fi USB Connector was intended for players without routers.

Players needed to access a wireless access point or hotspot, typically a wireless router. The router's settings could potentially needed to be adjusted to accept the system as well. The first time a player connected, a connection file was saved on the system using a step-by-step process. After the router and the Nintendo system connected successfully, the player can log in at any time. Common problems faced by first-time users included firewalls and parental controls.

In an attempt to widen the user base, Nintendo released the Nintendo Wi-Fi USB Connector. This device connected Nintendo hardware to the Internet, through the user's Microsoft Windows computer and an available USB port.[2] This was particularly useful for players without wireless routers or home routers using the WPA or WPA2 wireless security standards, when the Nintendo DS and games are only compatible with WEP.[3] This excludes Nintendo DSi enhanced titles, such as Mario vs. Donkey Kong: Mini-Land Mayhem! if the player was playing on a Nintendo DSi or later.

The Nintendo DS, Wii, Nintendo DSi, and Nintendo 3DS could connect with the Nintendo Wi-Fi USB Connector, but the Wii U could not.

Also, a player could link a Nintendo DS to the Connection at Wi-Fi enabled McDonald's restaurants for free.[4] When no other option is available, it is also possible for a computer connected to the Internet to create a hotspot.

Wii LAN Adapter

The Wii could also be connected to the Internet with a wired LAN connection. For this, the Wii LAN Adapter had to be bought separately. It was plugged into one of the USB ports at the back of the Wii and offered a port for LAN cables. This could cause confusion with the term of a similar name because the adapter bypassed the need to look for a hotspot. The name "Nintendo Wi-Fi Connection" was chosen when the Wii was still in development and the only device able to access the internet was the Nintendo DS, which no LAN support was possible.

The Wii LAN Adapter was also supported by the Wii U, Nintendo Switch, and even PC (with driver).[5]

Matchmaking

Once logged into the service, the game system took players to the online lobby of the video game they were playing. Since there were no user accounts, Nintendo used Friend Codes and Wii System Codes. Friend Codes were automatically assigned to a game when it connected to Nintendo WFC for the first time. Each Friend Code was unique and it is impossible for two game units to have identical Friend Codes. In fact, each Friend Code is a 32 bit number and the games extend it with a 7 bit checksum to a total of 39 bits[6]. The player could not alter the Friend Code in any way, and the only way to get a new one was to delete save data on the game unit and connect to Nintendo WFC again. The player could register codes and usernames of another player using Nintendo WFC. Wii System Codes work in a similar manner but are exclusive to the Wii console's messaging service.

While each game made different use of the system, there were typical options for Wi-Fi enabled games. In Worldwide play, games were matched with a random player from anywhere around the globe. Regional play allowed players to battle other players with the same regional version of the game. Rivals mode paired players of similar skill levels. Friends mode allowed players to compete against other players with whom they have exchanged their Friend or Wii System Codes. This mode often includes more features, including voice chat.

Super Mario games that use Nintendo Wi-Fi Connection

Yoshi racing against another Yoshi on Mario Circuit in Mario Kart DS
Mario Kart DS used WFC for online multiplayer races.

A handful of games in the Super Mario franchise utilized this feature either for online multiplayer or data sharing and distribution. They are listed below in order or release.

Nintendo DS

Wii

Names in other languages

Language Name Meaning
Japanese ニンテンドーWi-Fiコネクション
Nintendō Wai-Fai Konekushon
In Japanese, "Wi-Fi" is written as: ワイファイ

Chinese 任天堂Wi-Fi連接 (Traditional)
任天堂Wi-Fi连接 (Simplified)
Rèntiāntáng Wúxiàn Wǎngluò Liánjiē
In Chinese, "Wi-Fi" is written as: 無線網絡 (Traditional) / 无线网络 (Simplified).

French Connexion Wi-Fi Nintendo
 
Korean 닌텐도 Wi-Fi 커넥션
Nintendo Wai-Pai Keonegsyeon
In Korean, "Wi-Fi" is written as: 와이파이.

Spanish Conexión Wi-Fi de Nintendo
 

Trivia

The Nintendo Wi-Fi Connection logo on Yoshi's Island DS's pre-release box art

References

External links