Nintendo Wi-Fi Connection: Difference between revisions

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[[File:WFC Logo.png|thumb|200px|The worldwide '''Nintendo Wi-Fi Connection''' logo.]]
[[File:WFC Logo.svg|thumb|200px|The worldwide Nintendo Wi-Fi Connection logo]]
{{LLQuote|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]]|Oct. 18, 2005 Press Release}}
{{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) was [[Nintendo|Nintendo's]] online match making service available for use by specifically designed games 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. Both the [[Nintendo DS]] and [[Wii]], as well as the [[Nintendo DSi]], made use of the system. The system was terminated on May 20th, 2014<ref>[http://www.nintendo.com.au/termination-of-nintendo-wi-fi-connection Termination of Nintendo Wi-Fi Connection, Nintendo]</ref> and was succeeded by [[Nintendo Network]] which is still active today on the [[Nintendo 3DS]] and [[Wii U]].
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.


==Utilizing the service==
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]].
When creating the Nintendo Wi-Fi Connection, Nintendo aimed to remove the barriers faced by users when attempting to play games online. The system is currently free, and Nintendo has made no indication that they will charge in the future. Secondly, the system has been designed to be easy to use.


==Usage==
===Logging in===
===Logging in===
[[File:Nintendo_Wi-Fi_USB_Connector.jpg|left|thumb|200px|The Nintendo Wi-Fi USB Connector is for players without routers.]]
[[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.]]
First, players must find a wireless access point or hotspot. The most common access points are those in people's homes in the form of wireless routers. Often used to connect computers, printers, and other electronic devices, the router’s settings can be adjusted to accept the system as well. The first time a player attempts this, he or she must modify and save a connection file on their system using a step-by-step process. After the router and the Nintendo system find each other and the router gives access, the player can log in at any time. Common problems faced by first-time users include firewalls and parental controls.
[[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.


In an attempt to enlarge the user base, Nintendo released the Nintendo Wi-Fi USB Connector. This device connects Nintendo hardware to the Internet, and is particularly useful for players without normal routers. The Nintendo Wi-Fi USB Connector is compatible with the [[Nintendo DS]], [[Wii]], [[Nintendo DSi]], or [[Nintendo 3DS]], but it can't be used with the [[Wii U]].
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.


Also, a player can link his or her Nintendo DS to the Connection at Wi-Fi enabled McDonald’s restaurants for free.  When no other option is available, it is also possible for a computer connected to the Internet to create a hotspot.
The [[Nintendo DS]], [[Wii]], [[Nintendo DSi]], and [[Nintendo 3DS]] could connect with the Nintendo Wi-Fi USB Connector, but the [[Wii U]] could not.


The Wii can also be connected to the Internet with a wired LAN connection. For this, the Wii LAN Adapter has to be bought separately. It is plugged into one of the USB ports at the back of the Wii and offers a port for LAN cables. The Wii LAN Adapter is also compatible with the Wii U.
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.


===Match-making===
[[File:Wii LAN Adapter.png|thumb|Wii LAN Adapter]]
Once logged into the service, the game system takes players to the online lobby of the video game they are playing. Since there are no user accounts, Nintendo has created Friend Codes and Wii System Codes. Friend Codes are automatically assigned to a game when it has connected to Nintendo WFC for the first time. Each Friend Code is 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 cannot alter the Friend Code in any way, and the only way to get a new one is to delete saved data on the game unit and connect to Nintendo WFC again.  The player can register codes and user names of another player using Nintendo WFC. Wii System Codes work in a similar manner but are exclusive to the Wii console's messaging service.
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.


While each game makes different use of the system, there are typical options for Wi-Fi enabled games. In Worldwide play, games are matched with a random player from anywhere around the globe. Regional play allows players to battle other players who have the same regional version of the game. For example, a player with the European version would battle another player with the same version. Next, Rivals mode pairs players of similar skill levels. Friends mode allows 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.
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>


==Functionality==
===Matchmaking===
There is usually no lag in the system, because the connection has fewer users than computer online games. Nintendo has no games that connect to IRC.
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.


==''Mario'' games that used WFC==
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.
[[File:MKDS WFC Yoshi.gif|thumb|200px|''Mario Kart DS'' used WFC for online multiplayer races.]]
A handful of ''Mario'' games utilized this feature. The following list is in order of releases.
*''[[Mario Kart DS]]
*''[[Mario vs. Donkey Kong 2: March of the Minis]]''
*''[[Diddy Kong Racing DS]]
*''[[Mario Strikers Charged]]
*''[[Itadaki Street DS]]'' (Japan only, Untill 2013)
*''[[Yakuman DS]]'' (Japan only, Untill 2013)
*''[[Mario & Sonic at the Olympic Games]]
*''[[Super Smash Bros. Brawl]]
*''[[Mario Kart Wii]]
*''[[Dr. Mario Online Rx]]''
*''[[Mario vs. Donkey Kong: Minis March Again!]]''
*''[[Mario & Sonic at the Olympic Winter Games]]''
*''[[WarioWare: D.I.Y.]]''
*''[[Mario vs. Donkey Kong: Mini-Land Mayhem!]]''
*''[[Mario Sports Mix]]''
*''[[Fortune Street]]''
*[[Mario & Sonic at the London 2012 Olympic Games (Wii)|''Mario & Sonic at the London 2012 Olympic Games''‎]] (Wii)


==History==
==''Super Mario'' games that use Nintendo Wi-Fi Connection==
{{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}}
[[File:MKDS WFC Two Yoshis.jpg|thumb|200px|''Mario Kart DS'' used WFC for online multiplayer races.]]
[[File:WFC NDSL.jpg|left|thumb|200px|One of the [[Nintendo DS Lite]]'s main selling points is its ability to utilize the service.]]
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’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 [[Nintendo GameCube Broadband Adapter|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.
===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>


Pairing with IGN Entertainment to utilize the already active GameSpy match-making 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.
===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>


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, ''[[wikipedia:Animal Crossing: Wild World|Animal Crossing: Wild World]]'' followed shortly after.
==Names in other languages==
 
{{foreign names
Nintendo of America paired with Wayport in an effort to increase the user base of the connection. Through their partnership, Nintendo was able to utilize the Internet hotspots at all compatible McDonald’s restaurants throughout the United States. Players could then log onto WFC for free by simply playing at one of the restaurants in the same way they could play in their homes. In other public areas that offered Wi-Fi services, however, the Nintendo DS required a personal computer or laptop to create a hotspot for it.
 
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.
 
While the Wii had utilized the connection since its release for software updates and [[Wii|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 brought the American Wii online on June 25, 2007 with the release of the localized ''Pokémon Battle Revolution''. In Korea, the first game using Wi-Fi Connection was ''Rayman Raving Rabbids 2''.
 
Originally, Nintendo did not have any plans to cease the Nintendo Wi-Fi Connection for either the Wii or the DS. This may have been because of the overwhelming popularity of both consoles and that neither received an update feature to their systems via the same service to make use of the [[Nintendo Network]] instead. It is worth noting that both ''[[Mario Kart Wii]]'' and ''[[Mario Kart DS]]'' were the most popular games played online on their respected systems, which is probably another reason why the Nintendo Wi-Fi Connection didn't receive a discontinuation date yet.
 
In 2014, the Nintendo Wi-Fi Connection service was discontinued for Nintendo Wii, Nintendo DS, and Nintendo DSi. The date is different in different countries; for example it was discontinued in West Europe on June 8, 2014<ref>http://www.nintendo.com/whatsnew/detail/vyWpoM6CBIe6FjW8NIY7bvzOrgBURhzw</ref> This includes online play, matchmaking, and leaderboards. Other Online services, such as access to the Wii Shop Channel, the Nintendo DSi Shop, and video-on-demand services, have not been affected. However, some third party users have created a server, which allowed playing several games after the discontinuation.<ref>[http://wiimmfi.de/ Wiimmfi main page]</ref>
 
==Game gallery==
''<center><gallery>
File:Cover_DKRDS.png|<center>[[Diddy Kong Racing DS]]
File:FS boxcover.png|<center>[[Fortune Street]]
File:Orig_ita01.jpg|<center>[[Itadaki Street DS]]
File:Mario Kart DS Box (North America).png|<center>[[Mario Kart DS]]
File:MarioKartWiiEuDVDcover.jpg|<center>[[Mario Kart Wii]]
File:MSMixAU.png|<center>[[Mario Sports Mix]]
File:USCover MSCF.jpg|<center>[[Mario Strikers Charged]]
File:Mvsdk2motmcoverart.jpg|<center>[[Mario vs. Donkey Kong 2: March of the Minis]]
File:MvsDKMLM.jpg|<center>[[Mario vs. Donkey Kong: Mini-Land Mayhem!]]
File:MASATLOG Cover.png|<center>[[Mario & Sonic at the London 2012 Olympic Games (Wii)|Mario & Sonic at the London 2012 Olympic Games]]
File:MSOG.PNG|<center>[[Mario & Sonic at the Olympic Games (Wii)|Mario & Sonic at the Olympic Games]]
File:MnSDS_boxart.jpg|<center>[[Mario & Sonic at the Olympic Games (Nintendo DS)|Mario & Sonic at the Olympic Games]]
File:MSWG UScover.jpg|<center>[[Mario & Sonic at the Olympic Winter Games (Wii)|Mario & Sonic at the Olympic Winter Games]]
File:MSOWGDScover.PNG|<center>[[Mario & Sonic at the Olympic Winter Games (Nintendo DS)|Mario & Sonic at the Olympic Winter Games]]
File:SSBB_Cover.jpeg|<center>[[Super Smash Bros. Brawl]]
File:Tetris DS NA Box_Art.jpg|<center>[[Tetris DS]]
File:USWarioDIY.png|<center>[[WarioWare: D.I.Y.]]
File:Wi-Fi Taiou Yakuman DS.jpg|<center>[[Yakuman DS]]
</gallery></center>
 
==Trivia==
[[File:YIDSBeta.jpg|thumb|100px|Note the Wi-Fi logo on the beta box art.]]
*''[[Yoshi's Island DS]]'' was going to have Wi-Fi capabilities, but the feature was scrapped for unknown reasons.
{{br|right}}
 
==Name in other languages==
{{Foreignname
|Jap=ニンテンドーWi-Fiコネクション
|Jap=ニンテンドーWi-Fiコネクション
|JapR=Nintendō Wai-Fai Konekushon
|JapR=Nintendō Wai-Fai Konekushon
|JapM=In Japanese, "Wi-Fi" is written as: ワイファイ
|JapM=In Japanese, "Wi-Fi" is written as: ワイファイ
|Japanise (2013) Totalo
|Spa=Conexión Wi-Fi de Nintendo
|Spa=Conexión Wi-Fi de Nintendo
|SpaM=
|SpaM=
|Fra=Connexion Wi-Fi Nintendo
|Fre=Connexion Wi-Fi Nintendo
|FraM=
|FreM=
|Dut=
|Dut=
|DutM=
|DutM=
Line 124: Line 90:
|RomM=
|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==
==References==
{{NIWA|ZeldaWiki=1|HardDrop=1|Bulbapedia=1|SmashWiki=Wi-Fi Connection|Nookipedia=1|NWiki=1}}
<references/>
<references/>


==Sources==
==External links==
{{NIWA|ZeldaWiki=1|HardDrop=1|Bulbapedia=1|SmashWiki-p=Wi-Fi Connection|Nookipedia=1|NWiki=1}}
*[https://web.archive.org/web/20140404151330/https://www.nintendo.com/games/wifi North American website] <small>(Internet Archive: Wayback Machine)</small>
*[http://biz.gamedaily.com/industry/feature/?id=16319 GameDailyBiz: Nintendo Wi-Fi Connection Passes 5 Million Users]
 
*[http://ds.ign.com/articles/659/659005p1.html IGN: DS Goes Wayport]
[[Category:Accessories]]
*[http://wii.ign.com/articles/771/771336p1.html IGN: GDC 2007: Wii Online Date Set]
[[Category:Games with Nintendo Wi-Fi Connection|*]]
*[http://ds.ign.com/objects/682/682877.html IGN: Mario Kart DS]
[[Category:Nintendo]]
*[http://wii.ign.com/objects/846/846913.html IGN: Mario Strikers Charged]
[[de:Nintendo Wi-Fi Connection]]
*[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]
{{BoxTop}}
{{WiFi}}
[[it:Nintendo Wi-Fi Connection]]
[[it:Nintendo Wi-Fi Connection]]
[[Category:Accessories]]
[[Category:Games with Wi-Fi Connection|*]]

Latest revision as of 09:02, April 17, 2024

Logo of Nintendo Wi-Fi Connection
The worldwide Nintendo Wi-Fi Connection logo
“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, Oct. 18, 2005 Press Release

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

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