For years, Nintendo’s Virtual Console was a beloved feature, allowing players to revisit classic games from older consoles. starting with the Wii, fans could purchase and download iconic titles from Nintendo’s rich history. However, with the launch of the Nintendo Switch and the introduction of Nintendo Switch Online, the landscape shifted dramatically. Instead of buying individual games, players now access a library of retro titles thru a subscription-based service.
Behind the scenes, Nintendo had aspiring plans for the Switch’s Virtual console. Internal emails reveal that the project, codenamed “Clipper,” began growth in 2015. The renowned developer M2 was reportedly involved, bringing their expertise in emulation to the table. One standout feature was the CRT mode, which aimed to recreate the nostalgic experience of playing on an old-school television. When starting a game, players would see an animation of a CRT TV powering on, complete with authentic sounds like the hum of the screen and the click of the power button. Separate effects were even designed for the Famicom and NES, adding a layer of detail that would have delighted retro enthusiasts.
Extensive testing was conducted with a wide range of games, including first-party Nintendo titles and third-party classics like Final Fantasy 1 and 3, Mega Man 2 to 6, and ganbare Goemon Karakuri Dochu.Developers also experimented with adjustable game speeds, offering players the option to play at Slow, Normal, or Fast settings. This level of customization hinted at a feature-rich experience that could have set the Switch’s Virtual Console apart.
Another intriguing aspect was the work on Netplay. A unique multiplayer mode was in development,where controllers would automatically rotate among up to four players every 30 seconds. This innovative idea was complemented by a system of emojis and pre-written messages, such as “thx,” “sry,” “plz,” and “cya,” designed to enhance communication during gameplay.
So, what happened to Clipper? By May 2017, references to the project in internal communications dwindled. It was eventually shelved in favor of a new initiative codenamed “L-Classics,” which laid the groundwork for the nintendo Switch Online service we certainly know today. According to leaked emails, the decision to pivot was driven by discussions between iQue and NERD, with the latter providing insights into why Clipper was abandoned.
Also, as one other nugget, LuigiBlood also uncovered evidence that iQue was working on a Wii U gamecube emulator in 2013. Ultimately this was not used.
for those eager to dive deeper into the details, LuigiBlood’s thorough post on the subject offers a treasure trove of information. You can explore the full story here.
While the Virtual Console as we once knew it may be a thing of the past, its legacy lives on through Nintendo Switch Online. The service continues to evolve, offering players new ways to experience the classics while paving the way for future innovations.
What were some of the key factors that contributed to the success of the Virtual console on the Wii?
Interview with Hiroshi Tanaka, Retro Gaming Consultant and Former Nintendo Developer
Archyde News: Thank you for joining us today, Mr. Tanaka.As a former Nintendo developer and a consultant specializing in retro gaming, you’ve witnessed firsthand the evolution of how players access classic games. Let’s start with the Virtual Console. It was a groundbreaking feature when it launched on the Wii. What made it so special?
Hiroshi Tanaka: Thank you for having me. The Virtual Console was revolutionary because it allowed players to relive the magic of Nintendo’s history in a way that felt personal and accessible. For the first time, fans could legally purchase and download iconic titles from systems like the NES, SNES, and even Sega Genesis. It wasn’t just about convenience; it was about preserving gaming history and making it available to new generations. The Virtual Console was a bridge between the past and the present.
Archyde News: many fans were disappointed when the Virtual Console didn’t carry over to the Nintendo Switch. instead, Nintendo introduced the Nintendo Switch Online service, which offers a library of retro games as part of a subscription. what’s your take on this shift?
Hiroshi Tanaka: It’s a critically important change, and I understand why some fans feel nostalgic for the Virtual Console model. The ability to own a game outright, to have it in your library forever, was a big part of its appeal. However, the subscription model reflects the broader trend in the industry—streaming services, cloud gaming, and all-you-can-play libraries. Nintendo Switch Online offers a curated selection of retro games, and while it’s not perfect, it does provide a more affordable way for players to access a wide range of titles. The challenge is ensuring that the library grows and that the quality of emulation remains high.
archyde News: Do you think the subscription model is better for preserving gaming history, or does it risk making these classic games feel more disposable?
Hiroshi Tanaka: That’s a great question. On one hand, the subscription model makes these games more accessible to a larger audience, which is crucial for preservation. If people can’t easily play these titles, they risk being forgotten. On the other hand, there’s a valid concern about disposability. When games are part of a rotating library, they might not feel as cherished as they did when you owned them outright. I think the key is balance. Nintendo should continue to expand the library and consider offering options for players who want to purchase games permanently,perhaps as an add-on to the subscription.
Archyde News: Speaking of the library,some fans have criticized the pace at which new retro games are added to Nintendo Switch online. Do you think Nintendo is doing enough to keep the service fresh?
hiroshi Tanaka: It’s a common critique, and I think it’s fair. While the initial offerings were strong, the pace of additions has been slower than many fans hoped. Part of the challenge is licensing—some games require negotiations with third-party publishers, which can take time. But Nintendo has a vast library of first-party titles that could be added more frequently. I’d love to see a more consistent rollout, perhaps with themed updates—like a “Summer of SNES” or a “Holiday NES Collection.” That would keep the service exciting and give players something to look forward to.
Archyde News: Looking to the future, where do you see retro gaming heading? Will we see more innovations in how classic games are presented and played?
Hiroshi Tanaka: Absolutely. Retro gaming is more popular than ever,and technology is opening up new possibilities. We’re already seeing things like HD remasters, reimagined versions of classic games, and even AI-enhanced graphics that breathe new life into old titles. I think the next frontier is virtual reality. Imagine stepping into a fully realized 3D version of an 8-bit world—it’s not far off. At the same time,it’s important to preserve the original experience for purists. The key is offering options so that everyone can enjoy these games in the way that suits them best.
archyde News: if you could bring one classic Nintendo game to the modern era with no limitations, which would it be and why?
Hiroshi Tanaka: that’s a tough one, but I’d have to say EarthBound. It’s a game that’s deeply beloved by its fans but never got the mainstream recognition it deserved. A modern remake with updated graphics, voice acting, and perhaps even expanded content could introduce it to a whole new audience. It’s a quirky, heartfelt game that deserves to be celebrated.
Archyde news: Thank you, Mr. Tanaka, for sharing your insights. It’s been a pleasure speaking with you.
Hiroshi Tanaka: Thank you. It’s always a joy to talk about the games that have shaped our industry and our lives.