SNES and Sega Genesis - revolutionary xband online modem and software - A Legacy on Sega Saturn (Netlink)

 SNES and Sega Genesis - revolutionary xband online modem and software - A Legacy on Sega Saturn (Netlink)

The XBAND online service for the Super Nintendo and Sega Genesis was revolutionary for its time, providing online multiplayer, XMAIL, and user profiles, but it did not have a direct "legacy" on the Sega Saturn. The Sega Saturn had its own separate online Sega Saturn Modem, which offered similar online functionality but via its own distinct hardware and software, separate from the XBAND service.

All Compatible games for the Xband service  


Sega Genesis

Madden NFL '95
Madden NFL '96
Mortal Kombat
Mortal Kombat II
Mortal Kombat 3
NBA Jam
NBA Live 95
NBA Live 96
NHL '94
NHL '95
NHL '96
Primal Rage
Super Street Fighter II
Weaponlord

SNES 

Doom
Ken Griffey, Jr. Presents Major League Baseball
Killer Instinct
Kirby's Avalanche
Madden NFL '95
Madden NFL '96
Mortal Kombat II
Mortal Kombat 3
NBA Jam Tournament Edition
NHL '95
NHL '96
Othello World (Japan only)
Panel de Pon (Japan only)
Puyo Puyo 2 Remix (Japan only)
Super Famista 5 (Japan only)
Super Fire Pro Wrestling X Premium (Japan only)
Super Mario Kart
Super Street Fighter II
Weaponlord

Functionality:


The XBAND service, produced by Catapult Entertainment, was one of the first competitive online console gaming networks.

Features:


It allowed users to play games online, store friend lists, send messages (XMAIL), and keep track of rankings and scores.

Technology:


It was a hardware add-on for the consoles that connected to a phone line, and its client software modified game memory to enable online play.

Legacy:

XBAND is considered a precursor to modern online gaming networks like Xbox Live and PlayStation Network.

Sega Saturn's online capabilities

Hardware:
The Sega Saturn had its own online modem, which was a separate product from the XBAND hardware.


Software:
The Saturn's online service was integrated differently. For example, the Japanese version used a system that involved purchasing "SegaNet" media cards for funds to play some games.


Connection:
The Western version used the "NetLink" modem, which was similar in function but was a separate and distinct service.


No direct legacy:
The Saturn did not use the XBAND modem or software. Its online functionality was a separate, later development by Sega.

XBAND's marketing focused on its innovative features for SNES and Genesis consoles, using in-store displays at places like Blockbuster and a promotional video to attract attention. However, a lack of developer support and increasing competition from online PC gaming led to its downfall, despite early success with a small user base and features like skill-based matchmaking and messaging. Developer documentary notes reveal the technical challenges of making existing games multiplayer and the financial struggle of the service, which never turned a significant profit.

Marketing and service strategy

In-store promotions:
Catapult, the developer, partnered with Blockbuster, providing employees training and allotting four feet of display space per store. They also offered a free two-minute promotional video for customers to rent.

User-driven growth:
The company believed players were their best form of advertising and offered a "XBAND 6 pack" discount to encourage users to sign up friends.

Focus on popular games:
A key strategy was enabling online play for popular existing games like Mortal Kombat and NBA Jam by hacking them to support the service, rather than relying on new, network-specific titles.

Early success:
At its peak in mid-1995, the service had a small but dedicated user base, with players spending an average of 20 hours online per month.

Developer documentary notes and challenges

Technical hurdles:
Developers had to reverse-engineer many games to add networking capabilities, a monumental task since most publishers didn't support the service. The only games with built-in support were few.

Feature set:
XBAND offered many features that would become standard in online gaming, such as skill-based matchmaking, unique online names, player rankings, and in-game messaging.

Business viability:
XBAND was not profitable and suffered from a lack of developer support, which limited its growth. Some developers, like David Ashley, felt it was released too late as the 16-bit era was ending and PC gaming was rising.

User behavior:
"Cord-pulling," or intentionally disconnecting to avoid a loss, became a common complaint that service engineers tried to solve but were eventually unable to manage due to customer service costs.

Server and service shutdown:
The service was ultimately discontinued as the 16-bit consoles were phased out, and online PC gaming grew into a much larger and more capable market. The XBAND servers were shut down on April 30, 1997.

Catapult Entertainment created the XBAND service, a pioneering online gaming network for consoles, initially launching in 1994 for the Sega Genesis and 1995 for the Super NES. The company aimed to provide real-time, interactive entertainment for console players, and its success led to a later acquisition by Mpath Interactive in 1996, as the focus shifted to the PC gaming market.

About the company and its service
Company:
Catapult Entertainment was founded to develop products for networked, real-time interactive entertainment. Equity partners included Viacom Corp. and Blockbuster Entertainment Corp..

XBAND for consoles:
The service used a special modem to connect Sega Genesis and Super Nintendo consoles to a network for online multiplayer gaming, a first for these platforms.

XBAND for PC:
Catapult also developed an internet-based XBAND service for PCs, in collaboration with Intel Corporation.

Features:
XBAND offered features like player matchmaking, chat, and the ability for gamers to form "clubs" to compete together.

Integration:
The company also had partnerships to integrate the XBAND modem into other products, such as the Sega Channel adapter.

The end of Catapult and XBAND
Catapult eventually merged with Mpath Interactive in 1996, a company that was also focused on online gaming.

The focus then shifted to Mpath's PC-based online gaming service, Mplayer.com, and XBAND for consoles was eventually phased out.





A great Documentary on this subject.


Tony Halme (aka Ludvig Borga) Funny commercial!!



The Sega Saturn's Netlink was an online service. A "dial-up VOIP emulator" would be a specialized tool to simulate old dial-up internet for modern use.

Sega Saturn Netlink
The Sega Netlink was an online service for the Saturn, with the goal of using the console for both gaming and multimedia applications.

Dial-up VOIP emulator
This is a specific, modern tool that emulates the functions of a dial-up modem and can be used to connect to modern networks through voice over IP (VOIP).
It is not directly related to the Sega Saturn Netlink but is a relevant concept for modern retro-internet enthusiasts. (More on this subject at an end of this article)
The "NetLink Edition" Sega Saturn games were specific versions of popular titles that added support for the Sega NetLink Internet Modem. Notable games include Cyber Troopers Virtual-On, Daytona USA: C.C.E. NetLink Edition, Duke Nukem 3D, Saturn Bomberman, and Sega Rally Championship Plus NetLink Edition. The "NetLink" versions provided online multiplayer functionality for these games.

List of NetLink Edition games
Cyber Troopers Virtual-On, Daytona USA: C.C.E. NetLink Edition, Duke Nukem 3D, Saturn Bomberman, and Sega Rally Championship Plus NetLink Edition.

Key features
Online functionality:
These games were updated to allow players to connect and play with each other over the internet using the NetLink modem.

NetLink Game Pack:
Some of these games were included in the NetLink Game Pack, which was bundled with the modem or the NetLink bundle.

Regional exclusivity:
Some NetLink versions were exclusive to certain regions, such as the North American-only Sega Rally Championship Plus NetLink Edition.

Netlink also launched Planetweb browser to provide internet access and email to users. Released in 1996, it was one of the earliest examples of a game console with internet connectivity, though the Planetweb browser is no longer compatible with most modern websites due to outdated technology like SSL.

Sega Net Link and Planetweb
Purpose:
The Net Link was an add-on for the Sega Saturn that allowed it to connect to the internet via a 28.8 kbit/s modem.

Software:
The software was developed by Planetweb, Inc., who also created the web browser for the Sega Dreamcast. The browser was included with the Net Link hardware.

Functionality:
Users could use the Net Link to browse the web and check email, with some games also offering online multiplayer support.

Compatibility issues:
The Planetweb browser is no longer compatible with the vast majority of modern websites because it does not support SSL (HTTPS) encryption. It can only access a very limited number of older, non-secure sites.

Status:
The service was eventually discontinued, and Planetweb was acquired by another company, discontinuing support for the Saturn products.


NetLink Games

These are the US NetLink compatible games 
Daytona USA CCE NetLink Edition – No NetLink logo
Duke Nukem 3D  – All versions
Saturn Bomberman – All versions
Sega Rally – Only with NetLink logo
Virtual On – Only with NetLink logo 



Saturn (Japan XBAND branded releases only)

Daytona USA Championship Circuit Edition
Decathlete
Puyo Puyo Sun
Puzzle Bobble 3
Saturn Bomberman
Sega Rally Championship Plus
Sega Worldwide Soccer '98
Shadows of the Tusk
Virtua Fighter Remix
Virtual On
World Series Baseball

In 1997, competitions for the Sega NetLink on the Sega Saturn primarily involved online multiplayer for specific games like Cyber Troopers Virtual-On NetLink Edition, Duke Nukem 3D, and Sega Rally Championship Plus NetLink Edition. Some racing games, such as Sega Touring Car Championship, also featured "Global Net Events" which used online leaderboards and special timed competitions, as described by Sega Retro.

Online multiplayer competitions
Cyber Troopers Virtual-On NetLink Edition: Competitions were fought online using the modem-based NetLink service.

Duke Nukem 3D: This title allowed for online deathmatch and co-op play through its campaign.

Sega Rally Championship Plus NetLink Edition: Players competed against each other online in this racing game.

"Global Net Events" competitions
Sega Touring Car Championship: Sega organized special "Global Net Events" for Saturn owners to submit their best times online and compete with others.
These events were separate from regular gameplay and featured different rules, with results being tracked and displayed on online leaderboards.

SUOMEKSI!!!

Kyllä, NetLink-modeemi oli saatavilla Saturnille Suomessa, ja se julkaistiin sekä englanninkielisenä että suomenkielisenä versiona heinä-elokuussa 1997. Se oli saatavilla erillisenä modeemina tai Saturn-paketin mukana, ja sen hinta oli aluksi

2995 mk (Markkaa). Internet-yhteyden kuukausimaksu oli noin
90 mk.

Julkaisu: Heinä-elokuussa 1997.
Saatavuus: Verkkomodeemi oli saatavilla Suomessa, mutta laajempaa Euroopan julkaisua ei koskaan tapahtunut.
Hinta: Alkuperäinen hinta oli
2995 mk, myöhemmin se laski
1569 mk:iin huhtikuussa 1998.
Lisämaksut: Kuukausittainen internet-maksu oli noin
90 mk.
 
















A VoIP (Voice over Internet Protocol) phone line simulator is a device that mimics a traditional phone line over an internet connection. It works by converting analog voice signals into digital data packets that travel over a broadband internet connection, rather than traditional copper wires. These devices can allow traditional telecom equipment, like modems or standard phones, to function on a digital network or be used for testing purposes.

How it works
Voice conversion:
When you speak into a connected phone or device, your voice is converted from an analog signal into a compressed digital signal.

Packet creation:
The digital signal is then broken down into small data packets.

Internet transmission:
These packets are sent over the internet via a router, which finds the most efficient path to the destination.

Reassembly and playback:
At the receiving end, the packets are reassembled in the correct order and converted back into an audible sound for the recipient.

Simulating a line:
A simulator specifically replicates the electrical signals and dial tone of a traditional phone line, allowing it to interface with standard telecom equipment like modems, fax machines, or PBX systems over the internet. This can be used for testing or to integrate older equipment into a modern network.

Internet-based calls:
VoIP uses a broadband internet connection to make and receive calls, eliminating the need for traditional phone lines.

Flexibility:
VoIP systems can use dedicated VoIP phones, traditional phones with an adapter, or softphones (software applications) on a computer or mobile device.

Cost savings:
VoIP can offer lower costs for long-distance and international calls.

Advanced features:
VoIP services often include features not available on landlines, such as advanced call routing, virtual numbers with different area codes, and integration with other business software.
 

Differences from traditional phone lines

Traditional lines:
Use analog signals transmitted over a physical copper wire to connect to a telephone exchange.

VoIP:
Converts the analog voice into digital data packets, which are transmitted over the internet.



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