Viper1 said:
(1) So they've been working on this problem specifically since the console's inception? So I understand you completely, you are saying that the entirety of Nintendo console designers have worked on this problem since day 1, worked on it this entire time and still haven't figured out how to do it?
(2) They've done this many times before? They've rewritten 11 emullators to bypass a host OS sandbox to enable GamePad gameplay? If I recall correctly, no Wii VC games had access to any of the Wii's higher system functions. No IR or motion gestures, no nun-chuck, no balance board, no online, etc.... 3DS VC...no 3D, no second screen. So they don't have a history of doing what you suggest at all.
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"On February 4, 2011, Sega announced that a Virtual Console release of Puyo Puyo, released in Japan in Spring 2011, is the first Virtual Console to feature Wi-Fi support for online multiplayer."
http://en.wikipedia.org/wiki/Virtual_Console
"Details are slim at this point, but Capcom Unity announced yesterday that the Sega Genesis/Mega Drive version of Super Street Fighter II: The New Challengers will be coming to Nintendo's Virtual Console ecosystem sometime in the future. No word on pricing or availability, but we do know that the port will feature online play, which, believe it or not, actually existed in the original release in the form of XBAND compatibility."
http://www.joystiq.com/2011/11/12/super-street-fighter-ii-coming-to-virtual-console-with-online-mu/
"So far, so similar to the SNES release, but the real unique selling point here is the online play, a first for any Virtual Console game outside Japan (the arcade version of Puyo Puyo was the first online VC game, but was Japan-only.) Getting online is easy — a pop-up menu before the title screen gives you the option — and you can choose to battle a stranger or a friend, as long as you swap those Friend Codes of course.
It's all very basic, with no communication or names displayed; unless playing a friend you never know who you're playing against, and that takes some of the magic away from the experience. You can play the same opponent immediately after a fight, but there's no way to add them to a rivals list or even thank them for a good game. Connect, fight, disconnect; it's all rather soulless. Thankfully the online play is mostly smooth, though we did hit a few rough patches. Sadly as this is 50Hz that pretty much rules out cross-continent online play, so you won't be able to settle transatlantic grudges when the game hits North America."
http://www.nintendolife.com/reviews/vc/super_street_fighter_ii_megadrive