Nintendo Wi-Fi Connection: Difference between revisions

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[[File:WFC Logo.svg|thumb|200px|The worldwide Nintendo Wi-Fi Connection logo]]
[[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]]|Oct. 18, 2005 Press Release}}
{{quote|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-Aimé|source=Oct. 18, 2005 Press Release}}


The '''Nintendo Wi-Fi Connection''' (abbreviated '''WFC''') was [[Nintendo]]'s online match making service used by specific 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 members of the [[Nintendo 3DS]] family and [[Wii U]]; and Nintendo Switch Online for [[Nintendo Switch]].
'''{{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 game of the [[Super Mario (franchise)|''Super Mario'' franchise]] for the Wii that had Nintendo Wi-Fi Connection compatibility was ''[[Mario Strikers Charged]]''.


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


As announced on February 26, 2014, the service was terminated on May 20, 2014 due to the shutdown of GameSpy servers.<ref>{{cite|date=February 27, 2024|url=www.nintendo.com/en-gb/News/2014/February/Termination-of-Nintendo-Wi-Fi-Connection-Service-for-Nintendo-DS-DSi-and-Wii-Software-859922.html|title=Termination of Nintendo Wi-Fi Connection Service for Nintendo DS / DSi and Wii Software|publisher=Nintendo of UK|language=en-gb|accessdate=May 29, 2024}}</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]].
==Usage==
===Logging in===
===Logging in===
{{rewrite|section=yes}}
[[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 is for players without routers]]
[[File:Nintendo Wi-Fi USB Connector.jpg|left|thumb|The Nintendo Wi-Fi USB Connector was intended for players without routers.]]
Players must have a wireless access point or hotspot, typically a wireless router. The router’s settings may need to be adjusted to accept the system as well. The first time a player connects, a connection file is saved on the system using a step-by-step process. After the router and the Nintendo system connect successfully, the player can log in at any time. Common problems faced by first-time users include firewalls and parental controls.
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 connects 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 is 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!]]'', but requires the player to be playing on a Nintendo DSi. The [[Nintendo DS]], [[Wii]], [[Nintendo DSi]], and [[Nintendo 3DS]] can connect with the Nintendo Wi-Fi USB Connector, but the [[Wii U]] cannot.
 
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.
 
[[File:Wii LAN Adapter.png|thumb|right|Wii LAN Adapter]]
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. This can cause confusion with {{wp|Wi-Fi|the term of a similar name}} because the adapter bypasses the need to look for a hotspot. The name ''{{FULLPAGENAME}}'' 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 is 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>
 
===Match-making===
Once logged into the service, the game system took players to the online lobby of the video game they were playing. Since there are 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 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 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 are 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.


==''Mario'' games that used WFC==
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>{{cite|archive=web.archive.org/web/20070701075235/http://www.nintendo.com/consumer/wfc/en_na/customersupport/downloadUSB.jsp|deadlink=y|title=Nintendo - Customer Service {{!}} Nintendo Wi-Fi Connection - Download the Latest Software for the Nintendo Wi-Fi USB Connector|publisher=Nintendo of America|language=en-us|accessdate=May 29, 2024}}</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 compatible only with {{wp|Wired Equivalent Privacy|WEP}}.<ref>{{cite|deadlink=y|archive=web.archive.org/web/20101017102515/http://www.nintendo.com/consumer/wfc/en_na/ds-security.jsp|title=Nintendo DS and wireless security compatibility (WEP & WPA)|publisher=Nintendo of America|language=en-us|accessdate=May 29, 2024}}</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.
[[File:MKDS WFC Two Yoshis.jpg|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, until 2013)
*''[[Yakuman DS]]'' (Japan only, until 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==
The Nintendo DS, Wii, Nintendo DSi, and Nintendo 3DS could connect with the Nintendo Wi-Fi USB Connector, but the Wii U could not.
{{quote2|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:WFC NDSL.jpg|left|thumb|200px|One of the [[Nintendo DS Lite]]'s main selling points was its ability to utilize the service]]
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 in 2002, 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.
Also, a player could link a Nintendo DS to the Connection at Wi-Fi-enabled McDonald's restaurants for free.<ref>{{cite|date=October 18, 2005|deadlink=y|archive=web.archive.org/web/20051223210844/http://www.nintendo.com:80/newsarticle?articleid=ZRzLtQZgFZiOvHfsAvXKUDxYUloypXJv|title=Nintendo and Wayport Join Forces to Bring Free U.S. Wi-Fi Access To Nintendo DS Users|publisher=Nintendo of America|language=en-us|accessdate=May 29, 2024}}</ref> When no other option is available, it is also possible for a computer connected to the Internet to create a hotspot.


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.
[[File:Wii LAN Adapter.png|thumb|Wii LAN Adapter]]
The Wii and Wii U could also be connected to the Internet with a wired LAN connection. For this, the Wii LAN Adapter had to be bought separately; third-party adapters that used the AX88772 chipset could also be used instead. 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.


On November 14, 2005, the system went public with American releases of ''[[Mario Kart DS]]'' from Nintendo and ''[[wikipedia:Tony Hawk’s American Sk8land|Tony Hawk’s American Sk8land]]'' from Activision, both for the Nintendo DS. The second Nintendo title, ''[[wikipedia:Animal Crossing: Wild World|Animal Crossing: Wild World]]'', followed shortly after. The first ''Mario''-related Nintendo Wi-Fi Connection-compatible Wii game was ''[[Mario Strikers Charged]]''.
The Wii LAN Adapter is also supported by the Nintendo Switch, Wii U, and even PC (with driver).<ref>{{cite|deadlink=y|archive=web.archive.org/web/20150904112801/https://store.nintendo.com/ng3/browse/productDetailColorSizePicker.jsp?productId=prod10279|title=Shop Nintendo|publisher=Nintendo Online Store|language=en-us|accessdate=May 29, 2024}}</ref>


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.
===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. 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.


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 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.


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 South Korea, the first game using Wi-Fi Connection was ''Rayman Raving Rabbids 2''.
==''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.


Originally, Nintendo did not have any plans to cease the Nintendo Wi-Fi Connection for either the Wii or the DS, though is connected to [[wikipedia:Glu Mobile|Glu Mobile]] buying out IGN's [[wikipedia:GameSpy|GameSpy]] in August 2012, along with GameSpy shutting down its service platform on May 31, 2014. 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 DS]]'' and ''[[Mario Kart Wii]]'' 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.
===Nintendo DS===
 
In 2014, the Nintendo Wi-Fi Connection service was discontinued for the 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.
 
==Game gallery==
<gallery>
<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]]''
DKRDS NA box art.jpg|''[[Diddy Kong Racing DS]]''
FS boxcover.png|''[[Fortune Street]]''
Orig ita01.jpg|''[[Itadaki Street DS]]''
Orig ita01.jpg|''[[Itadaki Street DS]]''
MKDS NA Box Art.png|''[[Mario Kart DS]]''
MnSDS boxart.jpg|''[[Mario & Sonic at the Olympic Games (Nintendo DS)|Mario & Sonic at the Olympic Games]]'' (online leaderboards only)
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]]'' (online leaderboards only)
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]]'' (online leaderboards only)
SSBB Cover.jpeg|''[[Super Smash Bros. Brawl]]''
Dr. mario online rx.jpg|''[[Dr. Mario Online Rx]]''
Mkwii.jpg|''[[Mario Kart Wii]]''
Mkwii.jpg|''[[Mario Kart Wii]]''
MSWG UScover.jpg|''[[Mario & Sonic at the Olympic Winter Games (Wii)|Mario & Sonic at the Olympic Winter Games]]'' (online leaderboards only)
MSM-NAboxart.png|''[[Mario Sports Mix]]''
MSM-NAboxart.png|''[[Mario Sports Mix]]''
USCover MSCF.jpg|''[[Mario Strikers Charged]]''
MASATLOG Cover.png|''[[Mario & Sonic at the London 2012 Olympic Games (Wii)|Mario & Sonic at the London 2012 Olympic Games]]'' (online leaderboards only)
Mvsdk2motmcoverart.jpg|''[[Mario vs. Donkey Kong 2: March of the Minis]]''
FS boxcover.png|''[[Fortune Street]]''
MvsDKMLM.jpg|''[[Mario vs. Donkey Kong: Mini-Land Mayhem!]]''
MASATLOG Cover.png|''[[Mario & Sonic at the London 2012 Olympic Games (Wii)|Mario & Sonic at the London 2012 Olympic Games]]''
Mario & Sonic at the Olypmic Games Wii box.png|''[[Mario & Sonic at the Olympic Games (Wii)|Mario & Sonic at the Olympic Games]]''
MnSDS boxart.jpg|''[[Mario & Sonic at the Olympic Games (Nintendo DS)|Mario & Sonic at the Olympic Games]]''
MSWG UScover.jpg|''[[Mario & Sonic at the Olympic Winter Games (Wii)|Mario & Sonic at the Olympic Winter Games]]''
M&SATOWG DS North American box art.png|''[[Mario & Sonic at the Olympic Winter Games (Nintendo DS)|Mario & Sonic at the Olympic Winter Games]]''
SSBB Cover.jpeg|''[[Super Smash Bros. Brawl]]''
Tetris DS NA Box Art.jpg|''[[Tetris DS]]''
USWarioDIY.png|''[[WarioWare: D.I.Y.]]''
Wi-Fi Taiou Yakuman DS.jpg|''[[Yakuman DS]]''
</gallery>
</gallery>


==Name in other languages==
==Names in other languages==
{{foreign names
{{foreign names
|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
Line 96: Line 68:
|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
|Spa=Conexión Wi-Fi de Nintendo
|Spa=Conexión Wi-Fi de Nintendo
|SpaM=
|Fre=Connexion Wi-Fi Nintendo
|Fra=Connexion Wi-Fi Nintendo
|FraM=
|Dut=
|DutM=
|Ger=
|GerM=
|Ita=
|ItaM=
|Por=
|PorM=
|Rus=
|RusR=
|RusM=
|Kor=닌텐도 Wi-Fi 커넥션
|Kor=닌텐도 Wi-Fi 커넥션
|KorR=Nintendo Wai-Pai Keonegsyeon
|KorR=Nintendo Wai-Pai Keonegsyeon
|KorM=In Korean, "Wi-Fi" is written as: 와이파이.
|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)
|ChiS=任天堂Wi-Fi连接
|ChiR=Rèntiāntáng Wúxiàn Wǎngluò Liánjiē
|ChiSR=Rèntiāntáng Wúxiàn Wǎngluò Liánjiē
|ChiM=In Chinese, "Wi-Fi" is written as: 無線網絡 (Traditional) / 无线网络 (Simplified).
|ChiSM=In Chinese, "Wi-Fi" is written as: 无线网络
|Rom=
|ChiT=任天堂Wi-Fi連接
|RomM=
|ChiTR=Rèntiāntáng Wúxiàn Wǎngluò Liánjiē
|ChiTM=In Chinese, "Wi-Fi" is written as: 無線網絡
}}
}}


==Trivia==
==Trivia==
[[File:YIDSBeta.jpg|thumb|200px|Note the Wi-Fi logo on the beta box art]]
[[File:YIDSBeta.jpg|thumb|200px|The Nintendo Wi-Fi Connection logo on a pre-release cover for ''Yoshi's Island DS'']]
*''[[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.
*''[[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}}
{{NIWA|ZeldaWiki=1|HardDrop=1|Bulbapedia=1|SmashWiki=Wi-Fi Connection|Nookipedia=1|NWiki=1}}
{{Wikipedia}}
<references/>
<references/>
*[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]
*[http://wii.ign.com/articles/771/771336p1.html IGN: GDC 2007: Wii Online Date Set]
*[http://ds.ign.com/objects/682/682877.html IGN: Mario Kart DS]
*[http://wii.ign.com/objects/846/846913.html IGN: 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]


==External links==
==External links==
*[https://web.archive.org/web/20140404151330/https://www.nintendo.com/games/wifi North American website] <small>(Internet Archive: Wayback Machine)</small>
*[https://web.archive.org/web/20140404151330/https://www.nintendo.com/games/wifi North American website] <small>(Internet Archive: Wayback Machine)</small>


[[it:Nintendo Wi-Fi Connection]]
[[Category:Accessories]]
[[Category:Accessories]]
[[Category:Games with Nintendo Wi-Fi Connection|*]]
[[Category:Games with Nintendo Wi-Fi Connection|*]]
[[Category:Nintendo]]
[[Category:Nintendo]]
[[de:Nintendo Wi-Fi Connection]]
[[it:Nintendo Wi-Fi Connection]]

Latest revision as of 11:31, September 2, 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-Aimé, 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 game of the Super Mario franchise 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 compatible only 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 and Wii U could also be connected to the Internet with a wired LAN connection. For this, the Wii LAN Adapter had to be bought separately; third-party adapters that used the AX88772 chipset could also be used instead. 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 is also supported by the Nintendo Switch, Wii U, 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. 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 Notes
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 (simplified) 任天堂Wi-Fi连接[?]
Rèntiāntáng Wúxiàn Wǎngluò Liánjiē
In Chinese, "Wi-Fi" is written as: 无线网络
Chinese (traditional) 任天堂Wi-Fi連接[?]
Rèntiāntáng Wúxiàn Wǎngluò Liánjiē
In Chinese, "Wi-Fi" is written as: 無線網絡
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 a pre-release cover for Yoshi's Island DS

References

  1. ^ February 27, 2024. Termination of Nintendo Wi-Fi Connection Service for Nintendo DS / DSi and Wii Software. Nintendo of UK (British English). Retrieved May 29, 2024.
  2. ^ Nintendo - Customer Service | Nintendo Wi-Fi Connection - Download the Latest Software for the Nintendo Wi-Fi USB Connector. Nintendo of America (American English). Archived July 1, 2007, 07:52:35 UTC from the original via Wayback Machine. Retrieved May 29, 2024.
  3. ^ Nintendo DS and wireless security compatibility (WEP & WPA). Nintendo of America (American English). Archived October 17, 2010, 10:25:15 UTC from the original via Wayback Machine. Retrieved May 29, 2024.
  4. ^ October 18, 2005. Nintendo and Wayport Join Forces to Bring Free U.S. Wi-Fi Access To Nintendo DS Users. Nintendo of America (American English). Archived December 23, 2005, 21:08:44 UTC from the original via Wayback Machine. Retrieved May 29, 2024.
  5. ^ Shop Nintendo. Nintendo Online Store (American English). Archived September 4, 2015, 11:28:01 UTC from the original via Wayback Machine. Retrieved May 29, 2024.

External links