Editing Online play
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==In ''[[Super Smash Bros. Melee]]''== | ==In ''[[Super Smash Bros. Melee]]''== | ||
:''See also: [[ | :''See also: [[Slippi]]'' | ||
While the [[Nintendo GameCube]] does have limited support for internet connectivity with [[wikipedia:Nintendo GameCube Broadband Adapter and Modem Adapter|appropriate adapters]], ''Melee'' was released prior to the official release of these adapters, and as such, it does not natively support online play. Like ''Smash 64'', online play for ''Melee'' is generally accomplished through emulators, particularly [[ | While the [[Nintendo GameCube]] does have limited support for internet connectivity with [[wikipedia:Nintendo GameCube Broadband Adapter and Modem Adapter|appropriate adapters]], ''Melee'' was released prior to the official release of these adapters, and as such, it does not natively support online play. Like ''Smash 64'', online play for ''Melee'' is generally accomplished through emulators, particularly [[Slippi]]. | ||
Prior to Slippi and [[Dolphin]] featuring netplay functionality, experimental online play was previously performed by a variety of [[wikipedia:Tunneling_protocol|tunneling softwares]] that could directly connect GameCube consoles to one another, such as via {{s|wikipedia|XLink Kai}} or exploits in ''{{s|wikipedia|Phantasy Star Online}}'' for the GameCube. [https://web.archive.org/web/20070217120842/http://www.geocities.com/the_psychotic_worm/ssbmonlinetutorial.htm These methods], however, were difficult to set up, required extensive knowledge of the software on hand and networking protocols, and required both players to be using the same [[List of regional version differences (SSBM)|version of ''Melee'']]. Matches themselves often had [[Online desynchronization|desyncs]], with [[item]]s notably being implicated. | Prior to Slippi and [[Dolphin]] featuring netplay functionality, experimental online play was previously performed by a variety of [[wikipedia:Tunneling_protocol|tunneling softwares]] that could directly connect GameCube consoles to one another, such as via {{s|wikipedia|XLink Kai}} or exploits in ''{{s|wikipedia|Phantasy Star Online}}'' for the GameCube. [https://web.archive.org/web/20070217120842/http://www.geocities.com/the_psychotic_worm/ssbmonlinetutorial.htm These methods], however, were difficult to set up, required extensive knowledge of the software on hand and networking protocols, and required both players to be using the same [[List of regional version differences (SSBM)|version of ''Melee'']]. Matches themselves often had [[Online desynchronization|desyncs]], with [[item]]s notably being implicated. |