> [You could] chat on one of four available channels with nearby users over local wireless, by exchanging text and hand-drawn pictures.
> At about the peak of its popularity—right before smartphones became truly prevalent among kids my age—I was doing middle school science fairs. This involved lots of standing around waiting in front of your trifold posterboard while judges slowly worked their way along the rows and rows of other projects. We weren't supposed to leave our own stations in the meantime, and they were spaced out enough to make talking with your neighbors inconvenient. Instead, the whole room was on PictoChat, filling up all four channels with streams of chatter and doodles and mutual commiseration on our anxieties over presenting to the judges.
For a company known for perpetually trailing behind its competitors in online services, Nintendo was oddly ahead of its time here (and with the Download Play feature, too: peer-to-peer software distribution and wireless networking!).
And because Nintendo prides themselves on being a family company, in much the way that Disney does, they had less of a tolerance for looking the other way at just how bad other users can be. Microsoft would just throw out an "Online interactions not ESRB rated" warning and moderate the worst of it after the fact when building Xbox Live. I don't think Nintendo ever saw that as an acceptable option.
https://globalmeshlabs.org — goTenna’s open-source Lot49 protocol, to incentivize build-out of global ISP/carrier-free messaging network