Apollo Emulators

Apollo Classic Multiplayer

Play one NES game together as controllers 1 and 2, nearby, in an online room, or by invite link.

Help pages

Classic multiplayer connects two devices to one shared console, not a link cable between separate games. The host plays controller 1; the friend plays controller 2 in the host’s game. Choose the game’s own two-player mode if needed. Connecting does not add multiplayer to a single-player game.

Both players need the same game file, including the same version or revision, and compatible Apollo Classic builds. Use the same current app version on both. Different games cannot play together, even if another Apollo guide describes linking related games. No game file is sent to your friend.

Nearby: same Wi-Fi, free

  1. Open the same game on both devices and connect to the same Wi-Fi.
  2. In the host’s game menu, choose Multiplayer… > Host as controller 1.
  3. On the other device, open Multiplayer… and choose Join {name} under NEARBY. The row identifies the joining role as Controller 2.

If the host does not appear, check that both devices are on the same local network and that the Wi-Fi does not isolate devices from each other.

Online rooms

Hosting comes with purchased Pro; joining is free. The free Pro trial does not include online hosting. Room hosting requires the Google Play app and its purchase verification. Online rooms check for the latest version from Google Play.

  1. Open the game and choose Multiplayer… > Host a room… on the host.
  2. Choose Share code and link… or Copy code and send it to your friend.
  3. Your friend opens the same game, chooses Multiplayer… > Join with a code…, enters the Code, and taps Join. On the room details page, tap Join to ask to enter.
  4. The host returns to Online room and chooses Allow for the friend. Decline refuses that request.

A room has space for one friend. Connections are direct when possible, with relay service when available. Some networks cannot connect, and a busy relay may mean waiting or trying later. A room-sharing link is different from the two-way invite-link exchange below.

Hosting an invite also requires purchased Pro; opening a friend’s invite is free. Invites connect directly without Apollo’s room service or relay. Some networks cannot make a direct connection.

  1. With the same game open, the host chooses Multiplayer… > Play by invite link…, then Share link or Copy link.
  2. The friend opens that link in Classic, or chooses Multiplayer… > Open an invite link…, pastes it into Link and taps Open.
  3. The friend’s app makes Your reply link. Send that link back to the host.
  4. The host opens the reply, or uses Open their link… to paste it. The game connects when the reply is received.

Invite links expire; use the newest link if the app asks for another exchange. For general connection help, see Apollo multiplayer.

During play and after disconnecting

Both devices run the shared game at 1× with its normal game audio. Separate music speed and volume tricks are suspended. Cheats, rewind, pause, reset, save-state loading and saving, and save imports are unavailable during the session. Opening menus does not pause the other player’s game.

Choose Multiplayer… > Disconnect to finish. The host keeps the shared game’s progress. The friend returns to their solo state from before joining; the host’s progress does not overwrite the friend’s battery save. If restoration fails, reopen the solo game before joining again; save writes stay blocked for protection.

A dropped connection pauses the shared game while Classic tries to reconnect. Nearby sessions allow up to two minutes; online rooms normally allow 30 seconds, or up to 60 seconds when the other app has left and its connection is gone. After closing and reopening the app, a Rejoin {name}’s game? prompt can appear while the other player is still waiting. Come back promptly: rooms have a shorter return window than nearby play. Declining, disconnecting or running out of time ends the session.

For a dropped direct invite connection, exchange the host’s new link and the friend’s new reply as prompted, within the three-minute reconnect window. Do not expect the online-room rejoin flow for an invite session. Once a session has ended, start a new host/join exchange to play together again.