Anema86 said:
Hobbyists programmed N64, SNES, NES, and even PSX emulators that ran on the Wii, so I'm not sure I can accept this explanation. A single guy coded a Spectrum emulator into Goldeneye, and the older sprite-based games had a lot of standards (mappers and the like) that are bound to make this easier than Nintendo is implying. I'd be really curious to know why hobbyist programmers can accomplish this, but for Nintendo it's a sizable investment.Not that I condone (or condemn) emulation, but they do exist.
I'd like to say yes and no to this. For earlier games, yes, it's pretty simple, up to SNES level, though even today there are SNES games which are still not accurately emulated, as in emulated with far too many approximations, especially in the sound department, it's still not perfect yet, at least when you've played the original games, you can tell the difference. NES games are emulated with inaccuracies in the sound department too.
For N64 and PSX, N64 in particular, there is absolutely NO emulator out there capable of emulating even remotely fine all the games that exists for the system. There's always some kind of drawbacks on each emulator. I can tell you about it, I spent much of last month setting up the Hyperspin frontend on a PC inside a custom homemade arcade cabinet to run N64 games and had to use no less than 50+ different combinations of emulators and video/sound plugins to run about 100 N64 games close to perfectly without ever having to mess with the settings again. And even then, there are still games which simply can't be emulated without sound stuttering, some hiccups here and there or some special graphic effects simply missing or not emulated altogether, when the games don't simply crash the emulator a few minutes in, or some games that no emulators can even boot, like Rogue Squadron, Battle for Naboo or Indiana Jones (pretty much all of Factor 5 games for the N64)
I think that, given the fact that their official emulation has been, for the most part, extremely accurate (I could still cite Wii VC examples that were not perfect, like Super Mario RPG which has lots of sound effects completely wrong, though still better than what you'd get using non-official emulation), there is some truth behind what Iwata is saying, though in my opinion, with their acquired knowledge of the original hardwares being emulated and their money and resource power, they definitely could speed up the process. It's normal for it to be complicated for hobbyists, but not for fully employed people who do that for a living and who are professionals with access to technical knowledge that hobbyists don't have access to. But the bottom line is, accurately emulating some of these older systems still hasn't been exactly fully realised, contrary to what you may think. It's mostly done for systems up to the SNES, but not so much for later systems, at least if you want quality emulation, which I believe is what everyone wants when they pay for it. And given how DK64 on the Wii U VC still has its issues, I understand that N64 games are still slow to come out. I haven't noticed any problems in Paper Mario 64 though, that one is, as far as I can tell, pretty flawless, and emulated BETTER on the Wii U than with ANY non-official emulators out there, you've got to give them credit for that.