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Nintendo Network
Nintendo Network
from Wikipedia
Nintendo Network
DeveloperNintendo
TypeOnline service
Launch date3DS
  • WW: January 26, 2012; 13 years ago (2012-01-26)
Wii U
  • WW: November 18, 2012; 12 years ago (2012-11-18)
Web
  • WW: April 24, 2013; 12 years ago (2013-04-24)
DiscontinuedApril 8, 2024; 19 months ago (2024-04-08)
Platforms
StatusDiscontinued

The Nintendo Network[a] was an online service run by Nintendo that provided free online functionalities for the Nintendo 3DS and Wii U systems and their compatible games. Launched in 2012, it was Nintendo's second online service after Nintendo Wi-Fi Connection; the Nintendo Network was not a component of the Nintendo Switch, which uses the subscription based Nintendo Switch Online, although Nintendo Network IDs were able to be linked to the Switch via Nintendo Accounts.

The service was shut down by Nintendo on April 8, 2024, leading to functions such as online play, global leaderboards, SpotPass, and most other online features of both the Wii U and 3DS no longer being accessible; the only services which remain online are Pokémon Bank and Poké Transporter, system software and game updates,[1] the 3DS theme shop, and re-downloading previously purchased software from the Nintendo eShop for their respective systems.

History

[edit]

On January 20, 2012, an image of Theatrhythm Final Fantasy's box art was released showing a "Nintendo Network" icon in the corner of the box. It was speculated that "Nintendo Network" was a rebranding of the Nintendo Wi-Fi Connection.[2]

Nintendo officially announced Nintendo Network on January 26, 2012. Nintendo stated that Nintendo Network would be an entirely new unified network system as opposed to a rebranding of Nintendo Wi-Fi Connection. Nintendo stated that the Nintendo Network would provide the infrastructure for online multiplayer (through universal friend codes on the Nintendo 3DS and a user account system on the Wii U), SpotPass, and the Nintendo eShop.[3] During the Pre-E3 Nintendo Direct, Nintendo clarified that Nintendo Network would be the basis for Nintendo's new social network known as Miiverse.[4] Nintendo Network would provide the network infrastructure for the Nintendo 3DS, for the Wii U, and was initially planned for future Nintendo platforms.[5]

Former president of Nintendo Satoru Iwata said, "Unlike Nintendo Wi-Fi Connection, which has been focused upon specific functionalities and concepts, we are aiming to establish a platform where various services available through the network for our consumers shall be connected via Nintendo Network service so that the company can make comprehensive proposals to consumers."[6][7]

Discontinuation

[edit]

On October 4, 2023, Nintendo announced the discontinuation of the Nintendo Network service for the Wii U and Nintendo 3DS by April 2024, which would shutdown online play features and SpotPass. On January 23, 2024, Nintendo announced that the service would specifically shut down at 00:00 UTC on April 9, 2024.[8] The servers were shut down at 02:00 UTC on that day.[9] Some online services, such as Pokémon Bank and Poké Transporter and third-party games not using Nintendo Network continue to function, however they may also end in the future.[9]

Some features of the Nintendo Network had shut down earlier. Nintendo TVii in North America shut down on August 11, 2015.[10] Miiverse, Wii U Chat, and Nintendo TVii in Japan had shut down on November 7, 2017.[11] Most of the official streaming services are no longer accessible on the 3DS and Wii U, and the Nintendo eShop for these systems closed on March 27, 2023. Previously purchased content from the Nintendo eShop remains re-downloadable, and will remain so for the foreseeable future.[1] The ability to merge funds that were left on the Nintendo Network ID to a Nintendo Account ended on March 11, 2024.[12]

After the shutdown, users that were still connected to the service were able to continue playing post-closure if their consoles remained on,[13] with some continuing to play for over a month after the service's intended shutdown.[14][15] The final player stayed on for several months after the shutdown,[16] finally disconnecting on November 4, 2024.[17] Since the shutdown, there have been fan-made attempts to restore the functionality of the Nintendo Network, with the most popular one being Pretendo Network. It can be accessed with custom firmware on the Nintendo 3DS family, and either custom firmware or SSL bypassing on Wii U.[18][19][20]

Architecture

[edit]
Wii U Nintendo 3DS family Smartphones/PC/Tablets
User Information
  • Nintendo Network ID (single account)
  • Universal Friend Code System (Friend Card)
  • Personal Mii (one linked per account)
  • Friend List (up to 100 friends)
  • Nintendo Network ID
  • User Account Profile
  • Personal Mii (one linked per account)
  • Friend List (up to 100 friends)
Social Network Miiverse[a]
Games
Badge Arcade
(disabled as of April 8, 2024)
Communication
  • Friend List (up to 100 friends)
  • Block List
  • Player History (online players met)
  • SpotPass
  • Notifications
Miiverse
Cross-platform
Online Shop Nintendo eShop
Entertainment
  • Netflix (US only; ceased operations and delisted since 2021)
  • Hulu Plus (US only; ceased operations and delisted since 2019)
  • YouTube (Ceased operations and delisted since 2020)
  • Niconico (JP only; ceased operations 2019 on Wii U, 2023 on 3DS)
News Nintendo Direct
Nintendo eShop News
Internet Navigation Internet Browser (Wii U)
(HTML5 video and audio support)[25]
Internet Browser (Nintendo 3DS)
(3D/2D image upload support)

(Browser required to access services)
Integrated Google/Yahoo search engine
Loyalty Program Club Nintendo
Nintendo Network Premium My Nintendo
Other Utilities
  • Parental controls
  • eManuals[26]
  • Nintendo Customer Service (video game console warranty and help/repair support)
  • Nintendo Online Store (physical products only)
System Update Wii U System Update Nintendo 3DS System Update
Notes
  • NNID on 3DS – support for Nintendo eShop free downloads and Miiverse (sign-up/login only)
  • Swapnote/Nintendo Letter Box – currently used for local messaging only since SpotPass was disabled for the app globally as of October 31, 2013, due to inappropriate images being sent to minors. As of November 2016, the app was succeeded by Swapdoodle.

^[a] The Miiverse app was made available on the Nintendo 3DS on December 9, 2013.[27]

Discontinued services:

  • SpotPass TV – ceased operations on June 20, 2012.[28]
  • Eurosport – ceased operations on December 31, 2012.[citation needed]
  • Nintendo Show 3D – last episode aired on March 28, 2013.[citation needed]
  • Nintendo Video – the app ceased functions and was pulled from the eShop as of March 31, 2014, in Japan and the PAL region, and as of June 29, 2015, in North America. However, the name continues existing as a permanent Nintendo eShop category in North America, hosting many previous and future video content on demand.
  • BBC iPlayer – was de-listed from the Nintendo eShop on August 31, 2016, and the app ceased operating by January 16, 2017, for those who already downloaded it on the Wii U. The service was terminated due to the end in the licence agreement between BBC and Nintendo UK.[29]
  • Miiverse – ceased operations on November 8, 2017.
  • Wii U Chat – ceased operations on November 8, 2017.

Backward compatibility

[edit]

Nintendo Network previously provided legacy support for the Wii and Nintendo DS/DSi systems, as Nintendo Wi-Fi Connection had been absorbed into the service. This had ensured the uninterrupted online support and general backwards compatibility of the legacy Wii and DS families of game libraries when played on the current Wii U and the Nintendo 3DS. The free Nintendo Wi-Fi Connection service was globally discontinued on May 20, 2014, which ceased support for online multiplayer, matchmaking, and leaderboards for Wii and Nintendo DS games that supported those features, and this also applies to the legacy online support of these games when played on Wii U and Nintendo 3DS, including downloadable versions. The Wii Shop Channel was officially shut down on January 30, 2019, preventing any new games, channels, or WiiWare from being purchased. Previous downloads can still be redownloaded if data from the Wii was transferred to the Wii U system.

User information

[edit]

Nintendo Network ID

[edit]

Nintendo Network IDs (NNID) are user account systems for the Wii U and Nintendo 3DS, which allows players to access certain online features such as the Nintendo eShop and Miiverse. As of December 9, 2013, Nintendo Network IDs were implemented onto the Nintendo 3DS, becoming required for downloading free demos from the eShop, replacing the previous system in which eShop purchases were tied to a single system. Players who own both a Wii U and a Nintendo 3DS are able to link a single Nintendo Network ID to both systems, allowing funds added from credit cards or pre-paid cards to be shared across both systems' eShops. However, a Nintendo Network ID can only be used on one 3DS system at a time, requiring players to perform a system transfer to move account details from one 3DS system to another (IDs are currently tied to a single Wii U system, though a future update to resolve this has been promised, which is also essential for the company's long-term plans[30]). Players may also sign into Nintendo Network on other platforms, such as the web-based Miiverse portal for computers, with functionality for tablets and smartphones also planned.[31]

Nintendo originally planned for the Nintendo Network ID to become a prominent account system standard for all future Nintendo hardware releases, as well as any Nintendo-published apps released for non-Nintendo devices.[30] However, in March 2016, Nintendo introduced Nintendo Account for non-Nintendo devices, and for the Nintendo Switch when it launched a year later, although the new account service complemented Nintendo Network ID if users had one. For example, if users linked their Nintendo Network ID to their Nintendo Account, they could share eShop funds between their Nintendo Switch and their Wii U/Nintendo 3DS.

In April 2020, credential stuffing from other breaches outside Nintendo which included NNID user and password information led to approximately 160,000 Nintendo Accounts becoming a target for malicious users that would use the NNID login to purchase digital goods via the account. By April 24, 2020, Nintendo temporarily disabled the use of NNID as a login method for Nintendo Accounts, emailed affected users to require password changes, and recommended users enable two-factor authentication.[32] Nintendo stated in June 2020 that it found that an additional 140,000 accounts may have also been part of this same breach, bringing the total to 300,000, and had reset the passwords for all affected users and sent notifications to them.[33]

Universal Friend Code system

[edit]

Nintendo Network currently uses a universal Friend Code system as its account system for the Nintendo 3DS. While these Friend Codes can only be registered for one user per system, they are functional for all Nintendo 3DS software used on that system. These Friend Codes are still tied to a single system and initially had limited transference under a conditional online protocol. After the Nintendo Network ID (NNID) has been introduced for the Nintendo 3DS in December 2013, the limit on system transfers has been waived, but both NNID accounts and Friend Codes remain tied to a single system at a time.

Games

[edit]

In Japan, the first games to introduce Nintendo Network officially were Theatrhythm Final Fantasy and Tekken 3D: Prime Edition, which were both released on the same day in February 2012. The first game that officially introduced the Nintendo Network outside Japan was Kid Icarus: Uprising, released in March 2012. Most games that were released with Nintendo Wi-Fi Connection support prior to the launch of the Nintendo Network were later rebranded as Nintendo Network compatible games, including Nintendo 3DS launch titles such as Nintendogs + Cats.

Nintendo Network compatible games launched alongside the Wii U in 2012. Ubisoft has confirmed that Assassin's Creed III and Marvel Avengers: Battle for Earth would launch with Nintendo Network support.

Online multiplayer

[edit]

One key feature of Nintendo Network is that it allows users to play together through the Internet. Users on the Nintendo 3DS can currently play with one another by entering their friend's universal friend code into the Nintendo 3DS's friends roster. Alternatively, supported games can allow users to play on the Internet without having to enter any friend codes, this feature is called online communities, and it debuted in Mario Kart 7. The process of online multiplayer is further streamlined through the use of a unified user account system first available during the launch of the Wii U and later brought to the Nintendo 3DS. The user account system would eliminate the need to enter friend codes; instead, users can enter one another's user accounts. Nintendo Network also allows users to share rankings and to review the ranks of others.[34]

Software updates

[edit]

Software updates, more commonly known as patches, have been available on both Nintendo 3DS, since April 25, 2012,[35] and Wii U, since November 18, 2012,[36] via a system update. These system updates gave the ability to patch downloadable titles, as well as retail games, through both the Nintendo eShop and HOME Menu.

Nintendo eShop

[edit]

The Nintendo eShop[b] was an online marketplace powered by Nintendo Network. The eShop allowed users on the Nintendo 3DS and the Wii U to access and purchase exclusive digital games, Virtual Console games, and certain retail games. Moreover, users obtained patches and additional downloadable content for digital downloads; in-game purchases were also supported. Before purchasing a piece of software, the eShop allowed users to view ratings, screenshots, and videos pertaining to that piece of software. Developers could also release demos of both digital and physical games on the eShop.[37]

Purchases made through the Nintendo eShop on the Nintendo 3DS are tied to the system that they were purchased from, and they can only be transferred by contacting Nintendo's customer service. On the Wii U, the user's purchases are tied to their Nintendo Network account but they cannot be transferred to other systems by the user as the Nintendo Network account is tied to a specific console. This user account system was added to the Nintendo 3DS via a system update on December 9, 2013, coinciding with Miiverse being added to the system, allowing players to combine their funds with their Wii U account.[37][38]

On February 16, 2022, Nintendo announced the shut-down of the Nintendo eShop for 3DS and Wii U systems on March 27, 2023, at 8:00 pm EST. The ability to add funds was removed on August 29, 2022, at 12:30 am EST. This shutdown affected other games that used Nintendo eShop for Add-on content, such as StreetPass Mii Plaza, Nintendo Badge Arcade, Wii Sports Club, Mario Kart 8 and New Super Mario Bros. 2. Users are still able to redownload software they already purchased, download updates, and download a small number of free themes on the 3DS Theme Shop. Also on this shutdown, the Pokémon Bank application on 3DS became free-to-use, provided that it was downloaded prior to the shutdown. The ability to merge funds that were left on the Nintendo Network ID to a Nintendo Account ended on March 11, 2024, 10 pm PDT.[12]

Digital retail titles

[edit]

Most Wii U and Nintendo 3DS retail software titles were available to download via the Nintendo eShop. The first of these titles was New Super Mario Bros. 2 for the Nintendo 3DS, which launched on the Nintendo eShop alongside its retail release in August 2012.[39]

Add-on content

[edit]

Add-ons include downloadable content, addition of new features, and patches. Add-on software can be added to both digital and physical games.

Demos

[edit]

Game demos of retail and digital games have been available free to download on the Nintendo eShop since it was updated in December 2011.[40] Developers are required to limit the number of plays available to the user.[41] The first paid demo was released in Japan on August 4, 2011[42] and free demos were released in Japan on December 27, 2011[43] and in North America on January 19, 2012.

Virtual Console

[edit]

Virtual Console,[c] sometimes abbreviated as VC, was a specialized section of the Nintendo eShop online service that allowed players to purchase and download games from discontinued consoles and other software for Nintendo's Wii, Wii U, and Nintendo 3DS.

Wii U

[edit]

The Wii U used the Wii U Menu and Nintendo eShop to access and purchase Virtual Console titles, respectively. Virtual Console games on the Wii U can be suspended and users can also create save states anytime. All Virtual Console games bought on the Nintendo eShop can be played on the GamePad through Off-TV Play.

The entire Virtual Console library available on Wii is also available on Wii U, but only through the implementation of the console's "Wii Mode" and Wii Shop Channel, to access and purchase Virtual Console titles.

Nintendo 3DS

[edit]

The Nintendo 3DS uses the HOME Menu and Nintendo eShop to access and purchase Virtual Console titles, respectively. Virtual Console games on the Nintendo 3DS can be suspended and users can also create save states anytime.

Special features in this interpretation of the Virtual Console allow players to create Restore Points, temporarily saving the game state for use later, and the optional ability to view games in their original resolution accompanied with special borders.

Miiverse

[edit]

Miiverse was a social network for Wii U and Nintendo 3DS, created by Nintendo System Development and Hatena powered by the Nintendo Network. It was discontinued on November 8, 2017.[44] Integrated into every game, Miiverse allowed players to interact and share their experiences through their own Miis by way of drawings, text, screenshots, and sometimes game videos.[45]

Nintendo TVii

[edit]
Nintendo TVii
The Nintendo TVii icon and logo
The Nintendo TVii's home page
DeveloperNintendo
i.TV
TypeInternet television (IPTV)
Video on demand
Launch date
Discontinued
  • NA/EU: August 11, 2015
  • JP: November 8, 2017
Last updatedJune 18, 2014[48]
PlatformWii U
StatusDiscontinued (Japan, North America)[49]
Cancelled (Europe/Oceania)[50]
WebsiteOfficial US website
Official Japanese website

Nintendo TVii (pronounced as "TV") was a free television based service which allowed users on a unified system to watch films or programs from content providers, formerly such as Hulu Plus, Netflix, Amazon Video, and their cable network. Users were then able to select the source of the program they wish to watch and watch it on their television or on the Wii U GamePad. Users could also use the GamePad screen to get information on the show they are watching. Such information was received from Wikipedia, IMDb, Rotten Tomatoes, as well as individual source services. The information provided on the GamePad for each show included reviews, screenshots, realtime player positions in sports broadcasts, cast lists, trailers, and general information about the show.

Despite initially launching in late 2012 in select countries, development was plagued by various technical issues and delays, and the service to launch in Europe, subsequently canceling plans to launch it in Oceania, and was later discontinued in North America and Europe by August 2015. The Nintendo TVii icon and UI access had since been subsequently removed from the Wii U HOME Menu as of the 5.4.0E update on PAL consoles, and as of the 5.5.0U update on North American consoles. 8 November, 2017, Japanese TVii service was discontinued, but remains on the home screen of Japanese systems.

Social network integration

[edit]

Since the service was connected to the Nintendo Network ID, each user had their own personal information stored on Nintendo TVii, such as their preferences, Mii and social network accounts. Users can then interact with the information as well as share and comment on the information on social networks such as Miiverse, Facebook, and Twitter in order to share reactions to live moments on TV through the GamePad while they watch their show on the TV screen. Users are also able to control their DVR through the Wii U and the GamePad.[51] Nintendo TVii was made by Nintendo in partnership with i.TV.[52]

Integrated services

[edit]

Nintendo TVii supported the following services:

  • Hulu Plus (United States only; Japanese variant Hulu wasn't available on TVii)
  • Amazon Video (United States only; European variant LoveFilm wasn't available on TVii)
  • Netflix (United States only; global variants of Netflix weren't available on TVii)

Future plans had included bringing other DVR, such as TiVo to Nintendo TVii. It was originally announced that the service would become available in Europe in 2013.[53] However, this did not happen, although Nintendo UK had since issued an apology in January 2014 for not launching the service when expected, and stated to expect further announcements in the "near future".[54] On February 14, 2015, Nintendo Europe announced it had cancelled plans for the service's release in European countries including the UK.[50]

The Wii U GamePad was also used as a universal television remote with a built in guide, even when the Wii U was powered off. Nintendo TVii itself was installed with every Wii U console, and did not require any additional fees to use.[55]

Discontinuation

[edit]

On July 24, 2015, Nintendo announced that the service would be discontinued in North America and Europe on August 11 of that year at 3:00 p.m. PT.[49] Shortly after its termination, when users started Nintendo TVii, it redirected them to a screen showing them that the service is no longer available. Finally, on August 17, a Wii U system update removed the Nintendo TVii icon from the Wii U Menu and its HOME Menu, thus making the service no longer accessible. On August 29, 2017, Nintendo announced the service would be discontinued in Japan on November 8 of that year at 3:00 p.m. JST.[56]

Video services

[edit]

Outside of Nintendo TVii, which was only available on Wii U, Nintendo Network offered a wide range of video services for the Wii U and Nintendo 3DS. The Wii U has a resolution of up to 1080p, while the Nintendo 3DS is limited to 240p. However, these streaming services are available independently from Nintendo Network services, and available resolutions varied per service.

These videos could've either been downloaded to the system's permanent storage through SpotPass or streamed over the user's Internet connection. On the Nintendo 3DS, many of these videos were offered in 3D; on the Wii U, only 2D videos are available. The exact content available varies by region.

All of these services have since been discontinued.

Video Content Available via Nintendo Network
Content Free or Subscription Wii U Nintendo 3DS family
Standalone video services (formerly with Nintendo TVii support)
Hulu Plus (United States only) Subscription Terminated
No longer downloadable, shut down completely on February 20, 2019
Amazon Video (United States only) Free
(Optional Amazon Prime subscription available)
Terminated
No longer downloadable, shut down completely on September 30, 2019
No
Netflix Subscription Terminated
No longer downloadable, shut down completely on June 30, 2021
TiVo Purchase Cancelled No
Standalone video services
LoveFilm (Europe only) Subscription Terminated No
BBC iPlayer (United Kingdom only) Free Terminated
No longer downloadable, shut down completely on January 16, 2017
No
YouTube Free Terminated
No longer downloadable, shut down completely on October 27, 2022
Terminated
No longer downloadable, shut down completely on September 3, 2019
Nintendo Video Free No Terminated
Discontinued on June 29, 2015
YNN![citation needed] Subscription Terminated
No longer downloadable, shut down completely on November 10, 2017
No
Nico Nico Douga (Japan only) Free Terminated
No longer downloadable, shut down completely on November 28, 2019
Terminated
No longer downloadable, shut down completely on March 31, 2023
Crunchyroll (NA/EU only) Free
(optional subscription available)
Terminated
No longer downloadable, shut down completely on August 29, 2022
No
Online Shows
Nintendo Show 3D (North America only) Free No Terminated
Nintendo Show 3D cancelled
Nintendo TV (Official Nintendo Magazine) (United Kingdom only) Free No Terminated
Discontinued by Nintendo eShop's closure
Nintendo eShop News Free Terminated
Discontinued by Nintendo eShop's closure
Nintendo Direct conference videos Free Terminated
Discontinued by Nintendo eShop's closure
Other video services
Short Films Free and Purchase No Discontinued
Previously purchased content still downloadable

Discontinued:

Nintendo Show 3D and Nintendo TV

[edit]

Nintendo TV was a video gaming online magazine published by Future Publishing for Nintendo Network. It was produced by the team behind the Official Nintendo Magazine and featured video reviews and previews and footage of upcoming and recently released Nintendo games. Episodes were released monthly on the Nintendo eShop, Nintendo Channel and YouTube where users could watch all the latest news, reviews and previews of Wii, Wii U, Nintendo DS, Nintendo 3DS and Virtual Console games.[71] The series was exclusive to PAL region consoles.

Nintendo Show 3D was a video gaming online show produced by Nintendo and hosted by Jessie Cantrell. It featured video previews and footage of upcoming and recently released Nintendo 3DS retail and digital game titles. Episodes were released every two weeks on the Nintendo eShop free of charge. This series was exclusive to North American Nintendo 3DS consoles.[72] Nintendo Show 3D released its last episode on March 28, 2013.[citation needed]

Short films

[edit]

The Nintendo eShop offered a wide range of downloadable video content for the Nintendo 3DS. These videos are mostly offered in 3D, and are downloaded right to the system's memory. In order to produce and distribute these short films Nintendo has partnered with companies such as BreakThru Films, Black Box Productions, Atlantic Productions, Ka-Ching Cartoons and DreamWorks Animation. Nintendo also planned to expand this video distribution service to even larger companies like DreamWorks, bringing exclusive content to Nintendo 3DS and Wii U owners.[73] Most films were made unavailable throughout the years and the service was completely discontinued on March 27, 2023, with the Nintendo eShop closure.[70]

Chat services

[edit]

Nintendo has stated that Nintendo Network provided the means for users to chat via text, voice, and video. All three means of chatting was available on the Wii U through its Wii U Chat and Miiverse services.[74] On the Nintendo 3DS, the Swapnote (Nintendo Letter Box) application allowed users to send handwritten notes, pictures, and sound to one another through the Nintendo Network, powered by the SpotPass delivery service.[75] Users were also able to globally communicate with one another through the Miiverse social network service.[74]

Swapnote/Nintendo Letter Box

[edit]

Swapnote[d] is a messaging application for the Nintendo 3DS. Swapnote was released on December 22, 2011, in Europe, Australia and North America via the Nintendo eShop, and can be downloaded at no additional cost, and is pre-installed on newer systems. This application allowed users to send hand-written/drawn messages to registered friends via SpotPass or other users via StreetPass.[76] The app also allows users to freely embed pictures and sounds into their messages, and it also lets users change the position and the orientation of the picture and sound icons. Features are unlocked as players continue to send letters, such as the ability to hand-write/draw 3D messages, with additional stationery and features unlocked by spending Play Coins. Messages sent and received can also be saved indefinitely, in spite of the 3000 message limit. Additional stationery can be obtained via certain Nintendo related events, such as using specific software, or by saving them from other people's messages.

On October 31, 2013, Nintendo abruptly suspended the Swapnote/Nintendo Letter Box SpotPass functionality after discovering minors were sharing Friend Codes with strangers who had exploited the messaging service to allegedly exchange pornographic imagery.[77][78] Additionally, the Special Notes service, which were also sent via SpotPass to promote Nintendo games, has also been suspended. Nintendo issued an apology to those who had been using the application in a responsible manner.[79][80]

Swapdoodle

[edit]

Without any prior notice, Nintendo released a messaging application for the Nintendo 3DS in November 2016 entitled Swapdoodle.[e] Regarded as a spiritual successor to Swapnote/Nintendo Letter Box, the app supports the exchange of 3D messages between users online using only SpotPass, albeit user content is limited to drawings, handwritten text, icons, and native in-game screenshots. Additionally, Swapdoodle has access to an in-app DLC store, allowing users to purchase bundle packs that include additional pens, ink units, stationery, message space, and drawing lessons.

Since the network's closure in April 2024, online services for this software are now discontinued. Yet the app remains accessible offline as users can only use it to themselves.[citation needed]

Wii U Chat

[edit]

Wii U Chat was Wii U's online chat solution, powered by Nintendo Network.[81] The service allowed users to use the Wii U GamePad's front-facing camera to video chat with registered friends. While video chatting, only the Wii U GamePad was needed, since on the TV, the same picture as in the GamePad's is shown. Users could have also drawn on the GamePad during a chat session.[82]

If there is a game or another application already running, the Wii U GamePad's HOME button ring would flash indicating that there is an incoming call. The idea of the feature was originally seen in the introduction trailer of the Wii U in E3 2011. However, users weren't also able to use the service as a multitasking application, therefore not having the ability to make video calls without interrupting game play. Nintendo had announced a desire to make video chat possible through multitasking,[83] but it was never implemented.

Wii U Chat was deployed on the Wii U's launch day firmware update. The feature was discontinued worldwide on December 27, 2017, at 3:00 pm JST.[56]

Internet navigation

[edit]

Web technology for the Nintendo 3DS family and the Wii U is powered by NetFront NX. Previously, Nintendo partnered with Opera Software to release the Internet Channel on the original Wii, and the Nintendo DS & DSi Browser.

Nintendo 3DS

[edit]
Nintendo 3DS internet browser logo

The Nintendo 3DS Internet Browser is an Internet browser designed for the Nintendo 3DS system. It was released via firmware update on June 6, 2011, in North America and June 7, 2011, in Europe and Japan.[84] The browser functions as a multitasking application. As such, it can be used while another application, such as a game, is suspended in the background. The browser is primarily controlled with the stylus but can be controlled with the Circle Pad or the D-pad to cycle through links on the page.

The browser itself supports HTML, CSS, JavaScript, and some HTML5 elements but does not support Flash, video, and music files.[85] It can also show 3D image files with the .MPO file extension on the upper screen and would allow the user to save the image to the console's SD card; this can also be done with 2D JPEG files. Additionally, the browser supports file uploads on forms, limiting them to JPEG and MPO images in the system's photo gallery.

An improved browser is featured on the New Nintendo 3DS consoles, notably having a different interface and the ability to play HTML5-based videos.

Wii U

[edit]
Wii U Internet Browser logo

The Wii U Internet Browser is an Internet browser designed for the Wii U system. It was released on launch day alongside Wii U via a firmware update on November 18, 2012, in North America and November 30, 2012, in Europe.[86] The browser functions as a multitasking application and, as such, can be used while another application, such as a game, is suspended in the background. The browser is primarily controlled with the Wii U GamePad's touchscreen but can be controlled with the Analog sticks for scrolling and zoom, or the D-pad to cycle through links on the page.

The browser itself supports HTML, CSS, JavaScript, and HTML5 elements but does not support Flash, video, and music files. However, it can play HTML5 video and audio in websites such as YouTube.[25] The browser has the ability to hide the TV screen through a "virtual curtain" (which shows the screens of the paused game), therefore allowing the user to browse the Internet with much more privacy through the GamePad. The browser can upload a screenshot of the suspended software, either from the TV or GamePad.

Exploit

[edit]

The Wii U could run software, including homebrew, through the SD card with an exploit via the internet browser with a malformed form for newer updates, and a malformed video on lower versions.[citation needed]

Loyalty programs

[edit]

Nintendo Network Premium

[edit]

Nintendo Network Premium (known as Deluxe Digital Promotion in North America) was a loyalty program similar to PlayStation Plus offered on PlayStation Network. It was announced by Satoru Iwata on September 13, 2012, during a Japanese Nintendo Direct presentation.

Consumers who purchased the Wii U Deluxe Set in North America, a Premium Pack in Europe and Australia, or a Premium Set in Japan, received a free two-year subscription to this service which let Wii U owners receive points for each digital purchase. Members who bought games and apps through the Wii U Nintendo eShop received ten percent of the price back in the form of Nintendo Points, which could subsequently be put towards future online purchases on both the Wii U and Nintendo 3DS eShop. 500 points equaled to $5.00 which consumers could use toward a purchase on the Nintendo eShop.

Members received points from their purchases until December 31, 2014, and could redeem these points for Nintendo eShop cards until March 31, 2015. All codes from these cards were valid until June 30, 2015.[citation needed]

Club Nintendo

[edit]

Club Nintendo was a loyalty program available in Nintendo's key regions in which users register purchased Nintendo products in order to exchange them for a variety of unique rewards. The loyalty program was free to join and was committed to providing rewards in exchange for consumer feedback, and for the original purchase of official Nintendo products. Once linked to Club Nintendo, every product downloaded through the eShop was automatically registered in the Club Nintendo account. The user could also then take a survey for each product registered to earn additional coins/stars, which then prizes could be redeemed. It was discontinued in North America on June 30, 2015,[87] and by September 30, 2015, in all other regions, and replaced with another loyalty program called My Nintendo.

Rewards

[edit]

Members of Club Nintendo could earn credits (referred to as "Coins" or "Stars" depending on region) which could be traded in for special edition items which were available only at Club Nintendo. Earning these credits was done primarily by submitting codes found on Nintendo products and systems, and for completing related surveys provided by the Club Nintendo websites. The Club Nintendo reward items included playing cards, tote bags, downloadable and physical games, various merchandise based on Nintendo's intellectual properties, special gaming accessories, limited promotions, and warranty extensions on select Nintendo products.

Fan revival

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A third-party fan revival of the Nintendo Network, called Pretendo Network, is a free-and-open source replacement for Nintendo Network services. As of July 2025, Pretendo Network is still in development, with services currently available for free, and in development games and services available through donations.[18][19][20]

See also

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Notes

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References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
The Nintendo Network was Nintendo's online service that enabled internet-based features for the Wii U console and Nintendo 3DS family of handheld systems, including global multiplayer gaming, digital content downloads, and social interactions. Launched in 2012, it represented Nintendo's unified approach to online connectivity across its platforms, rebranding and expanding the existing 3DS online infrastructure to include the newly released Wii U. Unlike subscription-based services from competitors like Xbox Live or PlayStation Network, the Nintendo Network offered free access to its core functionalities, though optional paid content such as downloadable expansions was available through integrated stores. Access to the service required a Nintendo Network ID (NNID), a unique alphanumeric identifier of 6 to 16 characters that users created to link their accounts across devices, facilitating features like friend lists, message exchanges, and shared content. Key components included the Nintendo eShop, a digital storefront for purchasing games, demos, and virtual goods. Online multiplayer supported peer-to-peer connections in titles such as Super Smash Bros. for Wii U and Mario Kart 7 for 3DS, allowing up to 8 players in some modes. The service debuted with the Wii U's launch on November 18, 2012, following its official announcement on January 26, 2012, as part of Nintendo's strategy to enhance cross-platform experiences without mandatory fees. Over its lifespan, it supported numerous compatible titles, fostering community engagement through events, leaderboards, and cross-system friend interactions—such as linking a single NNID to one Wii U and one 3DS for seamless play. However, the Nintendo Network faced criticism for its peer-to-peer multiplayer limitations, which sometimes led to inconsistent performance compared to dedicated servers used by rivals. By the mid-2010s, as Nintendo shifted focus to the Nintendo Switch, the company began transitioning users from NNIDs to the broader Nintendo Account system, which integrated with newer services like Nintendo Switch Online—a paid subscription model introduced in 2018 for enhanced features including cloud saves and retro game libraries. The original Nintendo Network's eShop closed on March 27, 2023, halting new digital purchases, while full online services, including multiplayer and communication features, were discontinued on April 8, 2024, marking the end of support for Wii U and 3DS online capabilities. Despite its eventual sunset, the Nintendo Network played a pivotal role in modernizing Nintendo's digital ecosystem and influencing the design of subsequent online offerings.

History

Launch and development

Nintendo officially announced the Nintendo Network on January 26, 2012, during an investor briefing, presenting it as the successor to the Nintendo Wi-Fi Connection service that had previously supported online play for earlier consoles like the Wii and Nintendo DS. This rebranding and expansion aimed to create a more robust online ecosystem, moving beyond the limitations of the free but basic Wi-Fi Connection, which lacked persistent user accounts and advanced digital features. The primary motivation for developing the Nintendo Network was to establish a centralized infrastructure that unified online services across Nintendo's platforms, specifically integrating the Nintendo 3DS handheld and the forthcoming Wii U home console. Prior to this, Nintendo's online offerings were fragmented and console-specific, often relying on temporary connections without seamless cross-device functionality; the new network sought to address this by enabling persistent user identification and expanded digital distribution capabilities, allowing Nintendo to compete more effectively with rivals like Sony's PlayStation Network and Microsoft's Xbox Live. This shift emphasized scalability and user-centric features, such as the introduction of Nintendo Network IDs for personalized accounts. The initial rollout of the Nintendo Network coincided with the Wii U's launch on November 18, 2012, in North America, where it was integrated as the console's core online platform from day one, supporting multiplayer gaming and digital downloads. For the Nintendo 3DS, the service began with basic enhancements in early 2012 but saw significant expansions in 2013, including a major system update in December that introduced full Nintendo Network ID support and cross-platform linking with the Wii U.

Expansion and key milestones

Following the initial launch of the Nintendo Network alongside the Wii U console in late 2012, the service underwent significant expansion through the integration of key social and digital distribution features. Miiverse, Nintendo's proprietary social networking platform, debuted with the Wii U on November 18, 2012, in North America and November 30, 2012, in Europe, enabling users to share gameplay experiences, screenshots, and drawings across a global community. This feature quickly became a cornerstone of the network, fostering user engagement by allowing seamless in-game access without interrupting play. By December 9, 2013, Miiverse extended to the Nintendo 3DS family via system software update version 7.0.0-13, broadening the platform's reach to handheld users and marking a pivotal step in unifying Nintendo's ecosystem. The Nintendo eShop also saw major enhancements in 2013, culminating in a unified account system that linked 3DS and Wii U platforms under a single Nintendo Network ID. Announced during a Nintendo Direct presentation on November 13, 2013, this update allowed users to share eShop funds and purchase history across devices, streamlining digital content access and encouraging cross-platform adoption. The feature rolled out with the December 2013 system update, coinciding with Miiverse's 3DS debut and boosting overall network activity during a period of peak growth from 2013 to 2015. User adoption surged during this era, driven by high-profile integrations such as online multiplayer in Super Smash Bros. for Wii U, released on November 21, 2014, which supported up to 12 players in global tournaments and contributed to sustained daily engagement on the network. By the service's later years, Miiverse alone amassed over 133 million posts, reflecting the network's vibrant community at its height. Regional rollout varied, with Japan often receiving full feature implementations ahead of other markets due to Nintendo's home market priority. For instance, the Nintendo 3DS system update enabling Nintendo Network ID and Miiverse arrived first in Japan on December 9, 2013, before expanding to North America shortly thereafter, which facilitated earlier access to unified eShop services in the region. This staggered approach aligned with hardware launches, such as the Wii U's debut in North America and Europe preceding Japan's by about three weeks in November-December 2012. Hardware expansions further propelled adoption; the New Nintendo 3DS, introduced on October 11, 2014, in Japan, featured upgraded processing for faster network downloads and enhanced compatibility with online features, effectively extending the network's lifecycle and user base into 2015. These milestones underscored the network's evolution from a console-specific service to a cross-device infrastructure supporting millions of interactions worldwide.

Official discontinuation

On October 4, 2023, Nintendo announced the discontinuation of online services for the Wii U and Nintendo 3DS through its official support channels, stating it would occur in early 2024. The specific shutdown date of April 8, 2024, at 5:00 PM PDT was announced on January 23, 2024. This decision affected all server-dependent features, including online multiplayer, cooperative play, internet rankings, data distribution via SpotPass, and other online communication functionalities across Nintendo-published software for both platforms. Third-party titles relying on Nintendo Network infrastructure were also impacted, though publishers were advised to contact Nintendo for specific details on their services. Certain exceptions were maintained post-shutdown to preserve access for users. Offline features, such as local StreetPass communication and single-player modes, continued to function without interruption. Notably, Pokémon Bank and Poké Transporter retained their online transfer capabilities, with no planned end date as of 2026, allowing users to move Pokémon between compatible games and to Pokémon HOME (though HOME transfers require a paid subscription). Additionally, redownloads of previously purchased software and update data from the Nintendo eShop remain available with no planned end date as of 2026. The shutdown marked the effective end of official online activity, though isolated instances persisted afterward. For example, the last reported official online session in Mario Kart 7 for Nintendo 3DS occurred on November 4, 2024, when the final lingering player was disconnected from Nintendo's servers.

Architecture and Compatibility

Core technical architecture

The Nintendo Network employed a centralized server architecture, where Nintendo maintained dedicated authentication and game servers to facilitate online interactions for the Wii U and Nintendo 3DS systems. This model relied on the NEX (Nintendo EXtended) networking library, derived from the Quazal Rendez-Vous framework, to manage remote method calls (RMC) between clients and servers for services like matchmaking and data exchange. Servers were regionally distributed, with discovery handled via protocols such as NASC for 3DS and account-based token requests for Wii U, ensuring low-latency connections optimized for gaming. At its core, the architecture utilized custom protocol adaptations over TCP/IP, primarily PRUDP (Packet Reliable UDP), a reliability layer built atop UDP to enable secure, ordered packet delivery with acknowledgments and retransmissions for real-time multiplayer scenarios. PRUDP variants included V0 and V1 for 3DS and Wii U, supporting hybrid online-offline features like SpotPass and StreetPass; SpotPass leveraged internet connectivity to push content from Nintendo servers to consoles near Wi-Fi access points, while StreetPass enabled local peer-to-peer data exchanges via ad-hoc Wi-Fi, with relay points using server infrastructure to simulate remote encounters over the network. This design prioritized low-latency gaming by minimizing overhead in peer discovery and synchronization, contrasting with pure peer-to-peer models. Security was integrated through a two-tier server system featuring Kerberos-style authentication, where consoles obtained time-limited tickets from an authentication server before accessing secure game servers, using shared certificates and NNID credentials to prevent unauthorized access. PRUDP incorporated encryption and integrity checks for packet transmission, though the overall framework lacked advanced piracy detection or per-device unique keys seen in later systems. Parental controls were embedded via NNID management, allowing restrictions on online features at the account level without compromising core protocol security. The infrastructure was scaled to support millions of users across its lifespan, with fewer than 50 dedicated servers for Wii U operations but sufficient capacity to handle peak loads from the 3DS's global install base exceeding 75 million units, focusing on moderated, family-oriented environments through centralized content filtering and rate limiting. This optimization emphasized reliability for casual multiplayer over massive concurrent sessions, aligning with Nintendo's emphasis on accessible online play.

Backward compatibility and integration

The Nintendo Network, launched alongside the Wii U in 2012 and extended to the Nintendo 3DS family in 2013, succeeded prior online services like the Nintendo Wi-Fi Connection, which had supported the Wii, Nintendo DS, and Nintendo DSi since 2006. However, there were no direct migration paths for users of the older hardware to transition their online accounts or features to the Nintendo Network; instead, the Wi-Fi Connection service was fully discontinued on May 20, 2014, permanently ending online play, matchmaking, leaderboards, and other network-dependent functionalities for affected legacy titles without any bridging to the new infrastructure. This discontinuation impacted approximately 100 Wii titles and over 250 DS/DSi titles that relied on the service, leaving offline play intact but severing all remote connectivity for pre-2012 consoles. Cross-platform support under the Nintendo Network was confined to the 3DS and Wii U ecosystems, emphasizing shared social and account features rather than full multiplayer interoperability. A single Nintendo Network ID (NNID) could be linked to one Wii U console and one 3DS family system simultaneously, enabling unified friend lists that combined contacts across both platforms and replaced the older friend code system for interactions like Miiverse posts and invitations. This linkage also synchronized eShop funds, allowing a shared balance for digital purchases on either device, and extended access to Miiverse—a social networking service—for cross-posting and viewing content between the handhelds and home console. Actual cross-platform gameplay remained rare due to hardware differences, with select titles like Monster Hunter 3 Ultimate offering only save data transfer between versions rather than joint online sessions; local wireless connections were possible in games such as Super Smash Bros. for Nintendo 3DS / Wii U for up to four players, but online modes operated separately on each platform. Firmware updates for the Wii U and 3DS played a key role in enhancing compatibility for post-launch titles with Nintendo Network features, ensuring that eligible games could receive patches for online multiplayer, content downloads, and system integrations after initial release. For instance, Wii U system updates introduced SpotPass functionality to automatically deliver recommended software and demos via the network, while 3DS updates in late 2013 activated NNID support to align with Wii U capabilities. These updates focused on native hardware from 2012 onward, allowing older games within those libraries—such as certain Virtual Console releases—to access limited network services if developers provided patches, though comprehensive retrofitting was not pursued. Despite these efforts, the Nintendo Network imposed strict limitations on backward compatibility, offering no retroactive online support for pre-2012 consoles like the Wii or original DS models, as the service was architected exclusively for the Wii U and 3DS hardware generations. Wii U's built-in Wii Mode preserved offline playback of Wii discs but routed any legacy online attempts through the defunct Wi-Fi Connection, resulting in error codes and no access to Nintendo Network equivalents. Similarly, while the 3DS could run DS games via backward compatibility, their online components remained unsupported post-2014, prioritizing new ecosystem growth over comprehensive legacy preservation. This approach underscored Nintendo's focus on forward-looking integration for its contemporary platforms, with approximately 89.5 million combined 3DS and Wii U units eventually supported by the service before its full phase-out in 2024.

User Accounts and Identification

Nintendo Network ID

The Nintendo Network ID (NNID) served as the central account system for accessing online services on the Wii U and Nintendo 3DS family of consoles, introduced in late 2012 for Wii U and December 2013 for 3DS via a system update. Creation required users to register with an email address, select a unique username of 6 to 16 characters, and provide details such as birth date, country, and gender, with the account tied to a specific console during setup. From 2013 onward, an NNID became mandatory for most online features, including multiplayer gameplay, software downloads, and community interactions, replacing the need for per-game or per-console logins. Key features of the NNID included single sign-on functionality, enabling seamless access to services such as the Nintendo eShop for digital purchases, Miiverse for social sharing, and online multiplayer modes across compatible titles. Age gating was enforced, with users under 13 unable to create an NNID independently; parents or guardians had to contact Nintendo support to set up supervised accounts, ensuring compliance with child privacy regulations. The system also supported linking to 3DS friend codes for adding contacts, providing a bridge between legacy and unified online identification. The NNID represented a migration from the earlier 3DS friend code system, which generated automatic 12-digit codes per console for friend additions, to a unified account that could be linked across one Wii U and one 3DS device, streamlining cross-platform access to Nintendo Network services. Following the official discontinuation of online services for Wii U and 3DS on April 8, 2024, NNIDs persisted for local use, allowing users to sign in offline, access downloaded content, and maintain personal profiles on the consoles without online connectivity. Privacy aspects of the NNID were governed by the Nintendo Network Agreement and Privacy Policy, which outlined the collection of personal data such as email addresses, IP addresses, transaction history, and device information to provide and improve services. Data was shared within the Nintendo corporate group and with authorities if required by law, in compliance with applicable regional privacy regulations. Users could opt out of personalized advertising and certain marketing communications through console settings or by contacting their local Nintendo support, with options to disable background data transmission for enhanced privacy control.

Friend code systems

The Universal Friend Code system within Nintendo Network employed 12-digit codes to enable users to add friends across compatible platforms, primarily the Nintendo 3DS, with integration to the Wii U via linked accounts. Introduced alongside the Nintendo 3DS launch in 2011, the system replaced earlier per-game and region-specific codes from previous Nintendo consoles, allowing a single universal code per console for all supported titles. This unified approach streamlined social connections, permitting players to exchange codes manually or through local proximity detection to build friend lists limited to 100 entries. In 2013, the system evolved further with the introduction of Nintendo Network ID (NNID) support for the 3DS via a system update in December, enabling seamless linking of Friend Codes to NNID accounts shared with the Wii U. This integration facilitated cross-platform friending, where users could invite friends for multiplayer sessions in supported games like Mario Kart 7 or Super Smash Bros. for Nintendo 3DS, without needing separate codes for each device. Functionality extended to sending game invites directly through the friend list and viewing friends' online status or activity in compatible software. Privacy features were integral to the system, allowing users to approve or reject friend requests, block unwanted contacts to prevent further interactions, and report abusive behavior through the friend list interface. These controls ensured safe social engagement, with blocked users unable to view profiles or send invites. The NNID linkage required prior account setup but enhanced security by tying codes to verified identities. Following the discontinuation of Nintendo Network online services on April 8, 2024, local friend lists on the Nintendo 3DS remain fully accessible offline, preserving added contacts, profiles, and historical data without server dependency. Users can still view and manage their rosters locally, though online features like real-time invites or status updates are no longer available as of 2025.

Gaming and Multiplayer Features

Online multiplayer functionality

The Nintendo Network facilitated online multiplayer experiences across various titles for the Wii U and Nintendo 3DS systems, enabling both real-time competitive play and asynchronous interactions. Real-time multiplayer supported large-scale matches, such as in Mario Kart 8 for Wii U, which allowed up to 12 players to race simultaneously in online lobbies. Asynchronous play was prominent on the Nintendo 3DS through features like StreetPass, which permitted data exchange between nearby consoles without requiring simultaneous online connectivity, fostering turn-based or delayed interactions in games like Animal Crossing: New Leaf. Matchmaking on the Nintendo Network relied on server-based systems to connect players into lobbies, often facilitated by friend codes for direct invites to private sessions. While some titles implemented basic skill-based pairing to balance matches, the overall system emphasized quick access to public or community rooms rather than advanced algorithmic matching. Voice chat was limited primarily to select Wii U titles, requiring third-party headsets plugged into the GamePad or Pro Controller, with the 3DS relying almost exclusively on text-based communication due to hardware constraints; in-game voice support was not universally available and was absent in most 3DS multiplayer modes. Notable examples of online multiplayer included tournament modes in Super Smash Bros. for Nintendo 3DS and Wii U, which supported global bracket competitions for up to 32 players per event, integrated with Nintendo's official championship series starting in 2014. The service also hosted early testing for innovative multiplayer, such as the E3 2014 demo of Splatoon on Wii U, featuring 4v4 team-based online shooter matches to preview its ink-battling mechanics. These features highlighted the network's role in delivering competitive and social gaming, though reliant on central servers for connectivity. All server-dependent online multiplayer functionality for Nintendo 3DS and Wii U ended on April 8, 2024, at 5:00 PM PDT, discontinuing real-time play, co-op modes, and related services across all affected software with no official revivals announced as of 2025. Local and asynchronous features like StreetPass continued to function post-shutdown, preserving some non-server-based interactions.

Software updates and patches

Software updates and patches for the Nintendo Network were delivered over wireless internet connections to both Wii U and Nintendo 3DS systems, enabling enhancements to system software and individual games. These updates were accessible through the Nintendo eShop or system settings menus, where users could manually initiate downloads or allow automatic checks when connected to the network. Security patches were particularly emphasized, as they addressed vulnerabilities that could compromise online functionality and user safety. Updates occurred regularly for major titles and system firmware, typically addressing bug fixes, performance improvements, and balance adjustments in multiplayer games to ensure fair play. For instance, game-specific patches prepared systems for new content integrations while maintaining compatibility with online features. Such updates were often required to access online multiplayer modes, as outdated software could prevent connections or expose systems to exploits. Notable examples include the Wii U system's final update to version 5.5.6 U on August 29, 2022, which provided further improvements to overall stability and usability. Similarly, the Nintendo 3DS reached firmware version 11.17.0-50 U on May 22, 2023, incorporating enhancements to system stability, security, and minor adjustments. Following the discontinuation of online services on April 8, 2024, no new updates have been released for either platform. Existing updates remain downloadable and installable via local connections if previously acquired, though access depends on the ongoing availability of Nintendo's distribution servers.

Digital Distribution and Content

Nintendo eShop overview

The Nintendo eShop served as Nintendo's primary digital distribution platform for the Wii U console and Nintendo 3DS family of systems, enabling users to purchase and download a variety of software and media content directly to their devices. It launched on the Nintendo 3DS on June 6, 2011, in North America, with subsequent rollouts in other regions shortly thereafter, coinciding with early system updates that laid the groundwork for expanded online capabilities. For the Wii U, the eShop debuted alongside the console's launch on November 18, 2012, in North America, integrating more seamlessly with the Nintendo Network infrastructure that was fully introduced in 2013 to enhance connectivity and user experience across Nintendo platforms. This service marked Nintendo's shift toward a unified digital storefront, allowing access to region-specific content while supporting backward compatibility with select legacy titles through features like Virtual Console. Key features of the eShop included intuitive browsing options organized by categories such as genre, platform, and publisher, enabling users to explore downloadable content efficiently. Users could create wish lists to track desired items, add funds via a dedicated wallet system using credit cards or prepaid eShop cards, and benefit from regional pricing adjustments that varied by locale to account for local currencies and market conditions. The wallet system facilitated secure transactions, with funds remaining tied to the user's Nintendo Network ID for use across compatible devices until service restrictions were imposed in later years. The eShop offered diverse content types, including full retail games, downloadable content (DLC) expansions for existing titles, and customizable themes for the Nintendo 3DS home menu. It also hosted periodic sales events, such as the annual Nintendo eShop Holiday Sale, which provided discounts on select digital titles during the end-of-year season to encourage purchases. These promotions often featured up to 75% off on games and add-ons, highlighting seasonal themes and bundling opportunities. Purchases and new downloads from the eShop for both Wii U and Nintendo 3DS ceased on March 27, 2023, at 5:00 PM Pacific Time, following Nintendo's announcement of the service's discontinuation to streamline resources toward newer platforms. Download code redemptions ended shortly after on April 3, 2023, though users could continue re-downloading previously purchased games, DLC, and updates. By March 11, 2024, remaining eShop balances became unusable without prior transfer to a Nintendo Account, and the full shutdown of related servers on April 8, 2024, discontinued online play and communication features, but re-downloads of purchased content and software updates remain available for the foreseeable future.

Virtual Console and legacy titles

The Virtual Console service on the Nintendo Network provided emulation of classic games through the Nintendo eShop, allowing users to purchase and download titles from previous Nintendo platforms for play on the Wii U and Nintendo 3DS systems. On the Nintendo 3DS, the service initially supported emulated games from the NES, Game Boy, and Game Boy Color libraries, with later expansions to include Game Boy Advance titles. Select titles, particularly the 3D Classics series, featured stereoscopic 3D enhancements adjustable via the console's 3D depth slider for compatible models like the Nintendo 3DS and Nintendo 3DS XL. The Nintendo 3DS Ambassador Program rewarded early adopters who purchased the system before the August 2011 price reduction with free access to ten exclusive NES Virtual Console titles, such as Super Mario Bros., followed by ten Game Boy Advance games like The Legend of Zelda: The Minish Cap starting in December 2011. These games were downloadable via the eShop and tied to the user's Nintendo Network ID, ensuring permanent access for participants. For the Wii U, the Virtual Console expanded the library to include emulated titles from the NES, SNES, Nintendo 64, Game Boy Advance, and Nintendo DS, alongside select third-party systems like TurboGrafx-16, offering over 100 titles at its peak. A key feature was Off-TV Play, enabling users to experience these games exclusively on the Wii U GamePad's screen without requiring a television connection. Users could also create restore points to save progress and resume sessions later, enhancing portability and convenience. Following the Nintendo eShop discontinuation on March 27, 2023, new Virtual Console purchases and code redemptions ceased, with no further titles added to the service. However, previously acquired games remain downloadable and playable offline on both the Wii U and Nintendo 3DS, as they are linked to the user's Nintendo Account and console. Online functionalities, such as any limited multiplayer in select titles, ended on April 8, 2024.

Social and Communication Services

Miiverse platform

Miiverse was Nintendo's social networking service designed for sharing user-generated content within gaming communities on the Wii U and Nintendo 3DS platforms. It required users to log in with a Nintendo Network ID to access and participate. Launched alongside the Wii U console on November 18, 2012, in North America, Miiverse provided a centralized hub for players to post text messages, drawings, screenshots, and polls related to specific games, fostering interaction in dedicated communities for titles like Super Mario series or The Legend of Zelda. The service expanded to the Nintendo 3DS family on December 9, 2013, broadening its reach to portable gaming experiences. Key features emphasized creative and moderated expression to maintain a family-friendly environment. Users could create hand-drawn illustrations or type short messages, often accompanied by in-game screenshots, and participate in community polls to gauge opinions on gameplay elements or favorites, such as character preferences in Animal Crossing: New Leaf. Game-specific communities allowed focused discussions, where posts from integrated titles like Animal Crossing appeared directly, enabling seamless sharing of achievements or tips without leaving the game. Nintendo implemented rigorous moderation, including automated filters and manual reviews, to block inappropriate content like profanity or spoilers, ensuring safety for younger users. This triple-layer approach—pre-posting filters, user reports, and staff oversight—aimed to create a positive space, though it sometimes led to overzealous bans. Miiverse saw significant engagement, particularly through integrations with popular titles that drove community activity. For instance, Animal Crossing games utilized the platform for sharing island designs and villager interactions, contributing to its peak usage. By the time of its closure, the service had amassed approximately 133 million posts, 217 million replies, 76 million screenshots, and 72 million drawings, highlighting its scale as a vibrant ecosystem for Nintendo fans. The platform was discontinued on November 7, 2017, at 10:00 PM Pacific Time, with Nintendo citing a shift in user preferences toward broader social networking services as a primary reason. Reports indicated ongoing challenges with content moderation due to increasing abuse, including inappropriate drawings and spam, which escalated operational costs. Following the shutdown, official access to posts ended immediately, and while users could download personal archives until December 31, 2017, major public archives like Archiverse were temporarily unavailable after March 2024 but have since been made accessible again through the Pretendo Network.

Chat and messaging tools

The Nintendo Network provided several private communication tools for users on the Nintendo 3DS and Wii U, emphasizing handwritten and visual exchanges among friends to foster safe, personal interactions. One of the earliest such features was Swapnote, known as Nintendo Letter Box in Europe and Australia, a free application released on December 22, 2011, via the Nintendo eShop. This tool allowed users to create and exchange handwritten letters, drawings, and photographs using the 3DS's stylus and camera, with messages delivered automatically to friends via the SpotPass connectivity feature when both devices were in sleep mode and connected to the internet. Exchanges were strictly limited to registered friends, requiring friend codes for initial connections, to maintain privacy and prevent unsolicited contact. In response to concerns over misuse, including the sharing of inappropriate images among minors, Nintendo discontinued Swapnote's SpotPass functionality on October 31, 2013, while retaining local creation and StreetPass options for in-person exchanges. This effectively curtailed its online messaging capabilities years before the broader network shutdown. To revive the concept with enhanced safeguards, Nintendo introduced Swapdoodle in November 2016 as a free-to-start successor application for the 3DS family of systems. Swapdoodle enabled users to send colorful doodles, 3D sketches, and short notes exclusively to friends via SpotPass, incorporating additional features like tracing templates and photo integration, all while enforcing friend-list restrictions to ensure communications remained private. On the Wii U, the Chat feature, launched alongside the console in late 2012, offered video and voice messaging capabilities integrated with the system's Miiverse social layer. Accessible only to friends registered through Nintendo Network IDs, Wii U Chat utilized the Wii U GamePad's built-in camera and microphone for real-time video calls and voice chats, allowing 2 participants (one-on-one) in a session, though it supported the optional IR sensor headset for improved audio quality. This tool was designed for casual, off-TV conversations among trusted contacts, with sessions initiated directly from the friends list, but it required the GamePad peripheral for full functionality. All Nintendo Network chat and messaging tools, including SpotPass-dependent features in Swapnote and Swapdoodle as well as Wii U Chat, ceased operation on April 8, 2024, at 5:00 PM PDT, following Nintendo's announcement of the end of online services for 3DS and Wii U software. Offline elements, such as locally saved notes and drawings, remain accessible on devices, but no new exchanges or connections are possible post-shutdown.

Media and Entertainment Services

Nintendo TVii integration

Nintendo TVii was a free multimedia service integrated into the Nintendo Network for the Wii U console, functioning as an interactive TV guide and second-screen experience that utilized the Wii U GamePad as a remote control. Launched in Japan on December 8, 2012, it became available in North America on December 20, 2012, but was never released in Europe after repeated delays, ultimately being canceled in February 2015 due to challenges in localizing content and partnerships. The service aimed to unify live television, cable or satellite programming, and on-demand streaming into a single interface, allowing users to browse, search, and control their viewing habits seamlessly. Key features included a personalized program guide that aggregated content from multiple sources, enabling users to scan for shows, movies, or sports events and switch between live TV channels or streaming options with the GamePad's touchscreen. Users could set favorites for quick access, receive recommendations based on viewing history, and use the remote functionality to adjust TV volume, change channels, or power on/off compatible devices via infrared signals. Additionally, TVii supported social sharing, where users could post comments or reactions about what they were watching directly to Miiverse, Nintendo's social platform, fostering community discussions around television content. At launch, TVii integrated with Hulu Plus and Amazon Instant Video for on-demand recommendations and playback initiation, while Netflix and TiVo support were added in early 2013 to expand streaming and DVR capabilities. It also connected to major cable and satellite providers like Comcast, DirecTV, and Dish Network in supported regions, pulling in real-time listings and allowing direct navigation to content. These integrations positioned TVii as a unified hub, though its scope was limited to participating services and required separate subscriptions for streaming apps. The service was discontinued in North America on August 11, 2015, and in Japan on November 8, 2017, primarily due to low user adoption and the evolving landscape of streaming media. A subsequent Wii U system update removed the TVii app and related GamePad functions, though users could still access individual streaming services separately.

Video and streaming content

Nintendo Network provided access to original video content through dedicated applications and services on the Wii U and Nintendo 3DS, including weekly video podcasts designed to highlight upcoming games and company news. Nintendo Show 3D, launched in 2011 for the Nintendo 3DS, was a weekly program hosted by Jessie Cantrell that featured previews of new titles, developer interviews, and Nintendo updates, delivered exclusively via the Nintendo eShop. It ended on March 28, 2013. Similarly, Nintendo TV, available on both the 3DS and Wii U starting in late 2011, offered monthly episodes in 3D format through the eShop, covering game announcements, reviews, and behind-the-scenes content produced in partnership with Official Nintendo Magazine. These episodes ceased with the magazine's discontinuation in October 2014. These programs served as a key way for users to engage with Nintendo's media ecosystem without external subscriptions. Beyond podcasts, Nintendo Network hosted exclusive short-form animations and films to promote franchises, often tied to major releases. A prominent example is the 2013 series The Legend of Zelda: The Misadventures of Link, a collection of 12 comedic animated shorts styled after The Legend of Zelda: The Wind Waker HD, released via the Nintendo Video service on the 3DS to build hype for the Wii U title. These pieces emphasized Nintendo's commitment to original, console-optimized media that complemented gameplay experiences. Content delivery on Nintendo Network emphasized accessibility, with videos primarily streamed directly through the eShop or the built-in web browser on Wii U and 3DS systems. The Nintendo Video app on 3DS allowed users to download select episodes for offline viewing, enabling portability without constant internet reliance, while Wii U users could access similar content via eShop downloads or browser-based playback. The Nintendo Video service was discontinued in Japan, Europe, and Australasia on March 31, 2014, and in North America on June 29, 2015, ending new content and streaming, though downloaded videos remained accessible offline until the full cessation of online services on April 8, 2024. While Nintendo has not preserved the content officially, unofficial fan archives, including YouTube uploads of episodes and shorts, have emerged to maintain availability, though these lack endorsement and may vary in quality.

Browsing and Additional Features

Internet browser capabilities

The Nintendo 3DS Internet Browser, released as a free system update on June 6, 2011, in North America and June 7, 2011, in Europe, utilizes the NetFront Browser NX engine based on WebKit, with version 1.0 for original models and version 3.0 for New Nintendo 3DS systems. It does not support Adobe Flash or other plug-ins, a limitation present from launch due to hardware constraints and security considerations. HTML5 support is partial on original models, covering basic elements like HTML 4.01, XHTML 1.1, and limited CSS and Canvas, while New 3DS models offer fuller compatibility including video playback (MP4 and M3U8+TS formats up to 854x480 resolution) and APIs such as Fullscreen and Gamepad. Key features include bookmarking, limited to 64 favorites for quick access to sites like Nintendo news pages or eShop previews, and image saving to the microSD card. Users can customize settings such as search engines (e.g., Google or Yahoo) and manage cookies, with parental controls enabling safe search filters to block inappropriate content, particularly in Japanese models which include explicit site blocking. The browser supports standard protocols like HTTP 1.0/1.1 and TLS 1.0-1.2, allowing access to Nintendo Network-integrated sites for personalized content via NNID login, though resolution defaults to 980 pixels and can be adjusted to 320 pixels for better fit on the 3DS screen. The Wii U Internet Browser, preloaded on the console at its November 18, 2012, launch, employs NetFront Browser NX version 2.1 (upgraded to 3.0 in later system software) on the WebKit engine, enabling dual-screen functionality where the browser displays on the GamePad's touchscreen while the TV shows the same content or continues other media uninterrupted. This split-screen mode leverages the GamePad's 854x480 resolution for touch-based navigation, including scrolling, zooming via double-tap, and motion controls, while supporting HTML5 elements like Canvas, Web Storage, and H.264 video playback. Like the 3DS browser, it lacks Flash support but includes bookmarking for sites such as eShop previews and Nintendo news, with safe search options configurable through parental controls. Security vulnerabilities in the Wii U browser enabled exploits for homebrew software installation, notably a 2018 method leveraging browser flaws to load unsigned code without prior modifications. Following the April 8, 2024, discontinuation of Nintendo Network online services for 3DS and Wii U, both browsers remain functional for general internet access and local content, as they operate independently of Nintendo's game servers. As of 2025, users can still browse non-Nintendo sites, view bookmarked pages, and access cached or local resources, though server-dependent features like dynamic Nintendo content are unavailable.

Loyalty and premium programs

The Nintendo Network incorporated loyalty initiatives to reward users for engaging with its services, particularly through eShop purchases and gameplay on the Wii U and Nintendo 3DS. The primary program was Club Nintendo, which operated from 2012 to 2015 and enabled participants to accumulate Stars (later rebranded as Coins) by registering digital products bought via the Nintendo eShop and completing surveys tied to playtime on compatible systems. These activities required linking a Nintendo Network ID (NNID) to track purchases and progress seamlessly across the network. Participants redeemed accumulated points for a variety of incentives, including digital downloads of classic titles and downloadable content (DLC) like Mewtwo for Pokémon X and Y, as well as physical items such as soundtrack CDs for Super Smash Bros. for Wii U and branded apparel. The program also featured elite status tiers—Gold and Platinum—awarded based on annual coin totals (300 for Gold, 600 for Platinum by March 31, 2015), which unlocked exclusive gifts to further incentivize ongoing network usage. Complementing Club Nintendo was Nintendo Network Premium, a limited promotional reward system exclusive to buyers of the Wii U Deluxe bundle, which provided 10% back in eShop credit on all digital purchases for up to 24 months after console launch. Accessible only to users with a registered NNID, this free initiative highlighted Nintendo's emphasis on an ad-free, no-subscription online ecosystem while offering direct value on eShop transactions without requiring additional payments. Club Nintendo concluded in 2015, with the final opportunity to earn coins on March 31, last redemptions on June 30, and eShop code usage extended to July 31; it was succeeded by My Nintendo, which decoupled from the Nintendo Network infrastructure. Nintendo Network Premium similarly lapsed after its promotional period, leaving no ongoing loyalty ties to the service following the eShop shutdown in 2023 and online services discontinuation in 2024.

Legacy and Fan Efforts

Post-discontinuation access

Following the discontinuation of Nintendo Network's online services on April 8, 2024, several persistent features remain accessible for Wii U and Nintendo 3DS users. Local multiplayer modes, which rely on direct console-to-console connections without internet, continue to function fully across compatible games. Downloaded content, including previously purchased software and updates, can still be played offline. Additionally, specific services like Pokémon Bank and Poké Transporter maintain active servers, allowing users to transfer Pokémon between compatible titles and to Pokémon Home, provided the applications were downloaded prior to the eShop closure. StreetPass functionality, which uses local wireless communication for features like Mii Plaza interactions, also operates normally in proximity to other consoles. Key limitations persist due to the shutdown of broader online infrastructure. New purchases from the Nintendo eShop are no longer possible, as the storefront entered read-only mode in March 2023. Online synchronization features, such as leaderboards, SpotPass content distribution, and cooperative play requiring internet, have been permanently disabled. However, Nintendo Network ID (NNID) creation remains feasible directly on Wii U and 3DS hardware through the system's settings menu, enabling local account management without online verification. Users have faced notable impacts from the loss of cloud-based save data, which was tied to the online services and became inaccessible after the shutdown, potentially resulting in permanent loss of unsynced progress for affected games. As a workaround, players can rely on manual backups to SD cards for local save files, preserving data through hardware transfers or storage. No official tools exist for recovering discontinued cloud saves. As of November 2025, re-downloads of previously purchased eShop content remain functional for the foreseeable future, supporting continued access to digital libraries on both platforms. Pokémon Bank servers continue to operate without announced end dates, facilitating ongoing transfers. Nintendo provides no official support or updates for these legacy features, emphasizing offline and local usability over any online revival.

Community revival projects

Following the discontinuation of official Nintendo Network services, community-driven initiatives have emerged to revive aspects of the online infrastructure for legacy consoles like the Wii U and Nintendo 3DS. One prominent project is the Pretendo Network, an open-source effort initiated in 2017 by developer Jon Barrow to recreate Nintendo Network functionalities, including multiplayer servers. As of 2025, Pretendo remains active, supporting online play on modded consoles through custom servers that emulate the original architecture without requiring official Nintendo endorsement. Other fan projects focus on specific services, such as homebrew alternatives to the eShop for the 3DS. Ghost eShop, a community-developed application, provides a frontend for downloading and managing titles on custom firmware-enabled devices, effectively restoring access to digital content post-shutdown. Additionally, Miiverse archives like Archiverse preserve approximately 133 million posts, 217 million replies, 76 million screenshots, and 72 million drawings from the Miiverse platform, enabling searchable access to historical content via a web-based interface. Another initiative, Rverse, is an open-source Miiverse clone framework for the Nintendo 3DS and Wii U, designed to restore social features such as posting, following, and notifications on modded consoles. These revival efforts face significant challenges, including legal risks stemming from Nintendo's rigorous enforcement of intellectual property rights, which prohibits unauthorized use of its trademarks and server protocols. Projects like Pretendo explicitly discourage piracy by requiring users to own legitimate game copies and implementing bans for violations, though concerns persist in homebrew communities about potential facilitation of illegal downloads. Nintendo has acknowledged awareness of such initiatives but has not pursued direct legal action against Pretendo as of November 2025, focusing instead on broader anti-piracy measures. Adoption of these projects typically requires installing custom firmware on consoles, such as Luma3DS for the 3DS or Haxchi for the Wii U, to bypass official restrictions and connect to alternative servers. Pretendo, for instance, supports online multiplayer in titles like Mario Kart 8, allowing races and community rooms on modded hardware as recently as November 2025. Despite these capabilities, user bases remain niche, limited by the technical barriers and ongoing legal uncertainties.

References

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