Apollo Emulators

Multiplayer in Apollo Super

Two players, one SNES game: nearby play, online rooms, invite links and saved progress.

Help pages

Two devices act as two controllers for one shared SNES game. The host is player 1 and the friend is player 2. Both need Apollo Super at the same app version and the same game revision, including the same patches. Different games cannot be paired. No game ROM is transferred.

This uses the game’s own two-player mode. It does not connect two independent games by a handheld link cable. Pick the two-player option inside the game once connected. Two players are supported; cartridge clocks and external MSU-1 media are not supported in multiplayer.

Nearby: same Wi-Fi, free

  1. Open the same game on both devices, then open Multiplayer… in the game menu.
  2. Under NEARBY, the host chooses Host as player 1.
  3. The friend chooses Join {name} for that host. The row identifies Player 2.
  4. Return to the game and choose its two-player mode.

Both devices must be reachable on the same local network. Guest Wi-Fi or router settings that isolate devices or block discovery can prevent the host appearing. Nearby hosting and joining are free.

Online room

Online hosting comes with a purchased Pro for Apollo Super; the free trial does not include hosting. Joining is free. Hosting a room currently requires the app from Google Play. Online play availability and features may vary by country. Connections are made directly when possible; on some networks online play may be unavailable at times. See online availability.

  1. The host opens the game and Multiplayer…, then chooses Host a room….
  2. Use Share code and link… or Copy code to send the invitation privately.
  3. The friend opens the room link, or chooses Join with a code…, enters the Code and chooses Join. If a room confirmation appears, choose Join there too.
  4. The host chooses Allow when the friend’s request appears. Decline refuses that request. If notifications are off, return to the room screen to allow them.

The host can keep playing while waiting. A room link takes the friend through the room service and the host’s approval. It differs from the direct invite exchange described next. If a relay connection is busy and there is no direct path, the app may wait for a free connection; use Cancel to leave that wait.

Play by invite link… is available alongside rooms. It also requires purchased Pro to host; opening a friend’s invitation is free. These links connect the devices directly, without Apollo’s room or relay service. Some networks cannot make this connection.

  1. With the same game open on both devices, the host chooses Multiplayer… → Play by invite link….
  2. Choose Share link or Copy link and send the link to the friend.
  3. The friend opens it in Super. Alternatively, use Open an invite link…, Paste, then Open. Their app produces Your reply link.
  4. The friend sends that reply with Share link or Copy link.
  5. The host opens the reply, or uses Open their link… to paste and open it.

Keep the full link private and intact. The initial exchange can wait up to ten minutes. A reply belongs to the invitation that created it; an old reply cannot complete a new invitation. A link from another Apollo app or app version is refused.

During a session

Both devices run the host’s current game state at 1×, with ordinary game audio. Solo speed and separate music/effect preferences return after disconnecting. Cheats, rewind, reset, save-state loading and saving, and save importing are unavailable while linked. Opening a menu or leaving the app makes the other player wait; return promptly so play can continue.

Disconnecting and coming back

Use Multiplayer… → Disconnect to end the session. The host keeps the shared progress. The friend’s original solo state and battery save are restored; they do not keep a separate copy of the shared session’s progress. Export important solo saves before playing if you want an extra backup.

  • Nearby: the waiting game allows up to two minutes for the other device to return. After reopening the app within that window, accept Rejoin {name}’s game?. The device that stayed open keeps the session available. Returning resumes from the host’s state.
  • Rooms: a dropped connection normally has a 30-second reconnect window. When the other player has left the app and the connection closes, their place can be held for up to 60 seconds; reopening offers rejoin for up to 55 seconds. Follow the countdown shown in the app. Once the room is lost, Host again or Join again starts another attempt rather than guaranteeing recovery of the old session.
  • Direct invites: after a connection drops, the host makes a new link for the held session. Send that newest link, have the friend open it and return the new reply, then open the reply. The game waits up to three minutes for this exchange. Earlier links are refused. This is a live-session reconnect; after closing the app, start a fresh invitation instead of relying on room rejoin.

Choosing Disconnect, declining rejoin or allowing the window to expire ends the session. For common connection checks, see the shared multiplayer guide.