Difference between revisions of "XB∀ND"

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[[Image:Xband.jpg|frame|right|XB∀ND]]Going online in November of 1994, Catapult's '''XB∀ND''' was at first only available for the [[Sega Genesis]]. The system was very basic in concept and required nothing more than a Genesis and standard telephone line for play. The XB∀ND unit itself retailed for an amazingly low $19.95, which made it very attractive for gamers looking for new gadgets for their console. No game modification was needed, since the unit came equipped with a "smart chip" that essentially modified execution of the game's program to make it playable online. You simply placed the unit into your system with a game inserted (similar to [[Galoob]]'s [[Game Genie]]), plugged your phone line into the back of the XB∀ND unit, and powered up. Once connected, you arrived at the home page, which gave you several options. If you wanted to jump right into the action, you could use the "auto match" feature to find someone online instantly. This instructed Catapult's server to find an opponent of the same skill level as you anywhere in the U.S. who wanted to play the same game at the same time (Mortal Kombat and NBA Jam were quite popular). The server then directed one of the two modems to call the other. $4.95 got you fifty connections (the amount of times the network connected you to an opponent) a month, while $9.95 gave you unlimited local connections, with the first month of play free. For $3.95 an hour, you could play long distance anywhere in the continental United States. Perhaps this wasn't the most practical setup, as more than a couple of hours of play would have been too expensive. However, if you had a decent local scene, you could conceivably spend an endless amount of time playing head-to-head matches with more opponents than you'd ever need. There are rumours that some games were playable in 2-on-2 matches but this has not been confirmed.
+
{{AccessoryBob
 +
| accessoryimage=Xband.jpg
 +
| title=
 +
| maker=[[Catapult]]
 +
| distributor={{company|[[THQ]]|region=US}}
 +
| type=Network tool
 +
| madefor=[[Sega Mega Drive]]
 +
| releases={{releasesMD
 +
| md_date_us=1994-11-17{{intref|Press release: 1994-11-08: XBAND Video Game Network on-line Nov. 17 with multimillion-dollar marketing campaign; Nov. 25 coast-to-coast event with Electronic Arts/EA SPORTS}}{{magref|egm2|6|42}}
 +
| md_rrp_us=69.95{{intref|Press release: 1994-11-08: XBAND Video Game Network on-line Nov. 17 with multimillion-dollar marketing campaign; Nov. 25 coast-to-coast event with Electronic Arts/EA SPORTS}}
 +
| md_date_br=1996-10 (São Paulo){{ref|http://web.archive.org/web/19980625194847/http://www.tectoy.com.br/releases/index.htm}}
 +
| md_rrp_br=119.99{{ref|http://web.archive.org/web/19980625194847/http://www.tectoy.com.br/releases/index.htm}}
 +
}}
 +
}}
 +
'''XB∀ND''' is the name of a video game modem/online service offered by [[Catapult]] in the mid-1990s. It allowed video game consoles to connect to the internet, so players could compete online, as well as check emails (or "xmails" as they were called here) and read news about the service. It also allowed players to chat to each other over the phone line while playing the game.{{magref|cvg|148|7}} While the [[Mega Modem]] was able to connect Mega Drives consoles over phone lines back in 1990, XB∀ND was one of the first of its kind to be released outside of Japan.
  
An interesting footnote is that the service gave you an icon and game name to maintain privacy. This is basically the same as Xbox Live's "gamertag."
+
As a third party invention, XB∀ND modems were available for several consoles - the [[Sega Mega Drive]] (Genesis) in North America and Brazil, and the Super NES, also in North America. The XB∀ND name was not retained across regions of the world. In Brazil the Mega Drive service came in the form of the '''Mega Net 2''' (following the [[Mega Net]], a different service). In Japan, the technology would later be used to power the [[Sega Saturn Modem]] - for more information on that XB∀ND service see the aforementioned article.
  
The XB∀ND wasn't only for simple one-on-one matches though. There was actually something of a service to go along with the match connecting. The modem included a ROM-based operating system, which offered a simplified interface and even email (called "Xmail"). Moreover, every time you connected, two online newspapers (called "bandwidth") with the latest info were downloaded for you to read. The server also kept track of stats, ranked players, offered game tips and firmware upgrades, and informed users of competitions and updates on other players. After matches, you could "chat" with your opponent, using an interface similar to that used for the email. Amazingly enough, XB∀ND even had a call-waiting feature!
+
As with most old online systems, the XB∀ND servers no longer exist, meaning the modems are without purpose.
  
To control kids from spending half a day playing someone clear across the country and thereby leaving their parents in bankruptcy, Catapult implemented a parental control feature which automatically made the unit only able to call locally unless specified otherwise. Parents could also control just how long their kids would play on the network. These controls could be updated at any time.
+
==System details==
 +
All XB∀ND modems plug into the cartridge slot of the console, require their own external power supply and a telephone line to connect to. Similar to the [[Game Genie (Mega Drive)|Game Genie]] and other adaptors, a game cartridge is to be placed on top of the XB∀ND modem in order for the game to function.
 +
 
 +
The modem comes equipped with a "smart chip" capable of detecting supported games, so no special cartridges or modifications are required. Games which are not recognised will function as normal, meaning the XB∀ND modem can be permanently plugged in.
 +
 
 +
Once connected, users would arrive at a home page which contained a number of options.
 +
 
 +
An "auto match" feature would find an opponent to play against instantly - it would instruct Catapult's server to find an opponent of the same skill level as you anywhere in country who wanted to play the same game at the same time. The server then directed one of the two modems to call the other. There are rumours that some games were playable in 2-on-2 matches but this has not been confirmed. The service gave users an icon and game name to maintain privacy.
 +
 
 +
An email system (called "Xmail") was also available, and every time a user connected, two online newspapers (called "bandwidth") with the latest info were downloaded for you to read. The server also kept track of stats, ranked players, offered game tips and firmware upgrades, and informed users of competitions and updates on other players. After matches, you could "chat" with your opponent, using an interface similar to that used for the email. XB∀ND even had a call-waiting feature.
 +
 
 +
Catapult implemented a parental control feature which automatically made the unit only able to call locally unless specified otherwise. Parents could also control just how long their kids would play on the network. These controls could be updated at any time.
  
 
For such an early attempt at online gaming, the system was surprisingly stable. According to Catapult:
 
For such an early attempt at online gaming, the system was surprisingly stable. According to Catapult:
  
 
''XB∀ND communication latency is low enough (<50 milliseconds) that the response delay in even a coast-to-coast video game is barely perceptible by an expert human game player (New York to Los Angeles latency is about 35 milliseconds through copper or fiber optics). For comparison, Internet latency ranges from 200 milliseconds to more than one second, so Internet games such as NetTrek need to allow for arbitrary delays. Online services connect through x.25 packet-data networks that have latencies between 250 milli-seconds and 1.5 seconds.''
 
''XB∀ND communication latency is low enough (<50 milliseconds) that the response delay in even a coast-to-coast video game is barely perceptible by an expert human game player (New York to Los Angeles latency is about 35 milliseconds through copper or fiber optics). For comparison, Internet latency ranges from 200 milliseconds to more than one second, so Internet games such as NetTrek need to allow for arbitrary delays. Online services connect through x.25 packet-data networks that have latencies between 250 milli-seconds and 1.5 seconds.''
 
==Droppers==
 
  
 +
==History==
 +
===United States===
 +
Similar to the [[Sega Channel]], the XB∀ND service saw the bulk of its success in the United States. It was launched on November 17, 1994{{magref|egm2|6|42}}{{intref|Press release: 1994-11-08: XBAND Video Game Network on-line Nov. 17 with multimillion-dollar marketing campaign; Nov. 25 coast-to-coast event with Electronic Arts/EA SPORTS}}.
 +
 +
$4.95 got you fifty connections (the amount of times the network connected you to an opponent) a month, while $9.95 gave you unlimited local connections, with the first month of play free. For $3.95 an hour, you could play long distance anywhere in the continental United States.
 +
 +
The service was initially a smash success in its five-city test run (San Francisco, Dallas, Atlanta, New York, and Los Angeles){{intref|Press release: 1994-11-08: XBAND Video Game Network on-line Nov. 17 with multimillion-dollar marketing campaign; Nov. 25 coast-to-coast event with Electronic Arts/EA SPORTS}}. Catapult intended to capitalize on this momentum and announced on August 10, 1995, that it was teaming up with [[Blockbuster Video]] to expand their XB∀ND sell-through program. It was one of the most successful national rollouts in Blockbuster history, increasing the number of retailers selling XB∀NDs to 4500. Blockbuster employees were trained in the use of the service and its features, while four feet of display space with headers and four shelves of space were allotted for the product - not too shabby for a concept most people considered to be unfeasible on consoles. Additionally, Catapult created a two-minute video about the service that could be rented from Blockbuster for free.
 +
 +
At its height, the US service boasted that gamers spent 20 hours a month online, playing about a million games and sending or receiving around 80 messages.
 +
 +
Reaching its peak in mid-1995, the service saw its user base begin to taper off by the middle of the next year. Catapult eventually discontinued the XB∀ND and the servers were shut down on April 30, 1997. A lack of new interest in the service, as well as the demise of 16-bit systems were cited as the reasons behind the XB∀ND's failure. It is most likely though, that what ended its run is ironically the very thing it tried to bring to gamers in the first place: the internet. Online PC gaming exploded in the late '90s, offering gamers many more options of play and a multitude of titles not even remotely possible on the XB∀ND. Even with the power offered by the next generation of consoles, it was simply not enough.
 +
 +
====List of compatible games====
 +
{{multicol|
 +
*''[[Madden NFL 95]]''
 +
*''[[Madden NFL 96]]''
 +
*''[[Mortal Kombat]]''
 +
*''[[Mortal Kombat II]]''
 +
*''[[Mortal Kombat 3]]''
 +
*''[[NBA Jam]]''
 +
*''[[NBA Live 95]]''
 +
*''[[NBA Live 96]]''
 +
*''[[NHL 95]]''
 +
*''[[NHL 96]]''
 +
*''[[Primal Rage]]''
 +
*''[[Super Street Fighter II]]''
 +
*''[[Weaponlord]]''
 +
}}
 +
In addition, [[Sega]]'s ''[[NFL 95]]'' was at one point set to be given XB∀ND support{{intref|Press release: 1994-11-08: XBAND Video Game Network on-line Nov. 17 with multimillion-dollar marketing campaign; Nov. 25 coast-to-coast event with Electronic Arts/EA SPORTS}} but the feature never materialised.
 +
 +
===Brazil===
 +
In Brazil, the XB∀ND modem was released for the Mega Drive as the "Mega Net 2", though was identical to the US offering, bar menu translations into Portuguese. The service was free of cost for the first month; later the users could choose between paying R$6.99 for 30 connections per month or R$9.99 for unlimited use.
 +
 +
It was initially released only in the region of São Paulo capital city in October 1996, while Rio de Janeiro, Belo Horizonte, Porto Alegre, Fortaleza and Brasília would start to see it from November on. It is currently unknown if the service was made available countrywide. The service remained available until mid-1998.{{ref|http://web.archive.org/web/20110510010939/http://comunidademegadrive.wordpress.com/2011/04/30/o-mega-drive-tambem-se-conecta-com-a-internet/}}
 +
 +
The "Mega Net 2" is a significantly rarer peripheral for the console and thus has not been documented fully.
 +
 +
====List of compatible games====
 +
* ''[[FIFA Soccer '95]]''
 +
* ''[[Mortal Kombat II]]''
 +
* ''[[Mortal Kombat 3]]''
 +
* ''[[NBA Jam]]''
 +
* ''[[Super Street Fighter II: The New Challengers]]''
 +
 +
==Issues==
 +
===Droppers*===
 
In beta testing, the bottom-feeding scum known as "droppers" reared their ugly heads. At first, sore losers would simply hit the reset button on their consoles to save themselves from gaining a loss to their stats. This would make the game freeze, causing the system to realize the connection had been lost and then restart. When the dropper and his opponent reconnected, the service would offer its best guess as to what went wrong.
 
In beta testing, the bottom-feeding scum known as "droppers" reared their ugly heads. At first, sore losers would simply hit the reset button on their consoles to save themselves from gaining a loss to their stats. This would make the game freeze, causing the system to realize the connection had been lost and then restart. When the dropper and his opponent reconnected, the service would offer its best guess as to what went wrong.
  
 
Those who hit reset were very comfy at the beginning of the service. The network essentially downloaded a patch to the unit to make each game playable online and early ones were sometimes unstable. This caused games to occasionally lock up, making it necessary to reset the system. Though later patches were more stable and attempts were made to identify abuse, it was impossible to catch every dropper. Most games, however, were successful in avoiding this abuse by automatically penalizing the dropper with a loss and giving a win to their opponent. This depended on the last scores sent to the server by the unit before the connection was cut.
 
Those who hit reset were very comfy at the beginning of the service. The network essentially downloaded a patch to the unit to make each game playable online and early ones were sometimes unstable. This caused games to occasionally lock up, making it necessary to reset the system. Though later patches were more stable and attempts were made to identify abuse, it was impossible to catch every dropper. Most games, however, were successful in avoiding this abuse by automatically penalizing the dropper with a loss and giving a win to their opponent. This depended on the last scores sent to the server by the unit before the connection was cut.
  
Droppers were quite sneaky, using one of three despicable methods to save their precious stats. They could simply call themselves (if you had call waiting), hit reset, or simply disconnect the phone cord from the unit itself. Unfortunately for those with call waiting, the service detected this and either restarted the game completely over or from the beginning of the last period played (e.g. the end of the previous quarter in ''Madden'' or ''NBA JAM''). Some droppers called themselves over and over, causing their opponent to either be outscored or to just quit in frustration. If they were behind when they quit, they would get the loss and would receive nothing if they were winning.
+
Droppers were quite sneaky, using one of three despicable methods to save their precious stats. They could simply call themselves (if you had call waiting), hit reset, or simply disconnect the phone cord from the unit itself. Unfortunately for those with call waiting, the service detected this and either restarted the game completely over or from the beginning of the last period played (e.g. the end of the previous quarter in ''Madden'' or ''NBA Jam''). Some droppers called themselves over and over, causing their opponent to either be outscored or to just quit in frustration. If they were behind when they quit, they would get the loss and would receive nothing if they were winning.
 +
 
 +
Once the option to reset the console was no longer available, droppers tried their last option: disconnecting the phone cord. Once they reconnected, the reset detector sent them an email detailing what happened and how it affected their stats. This lead to a deluge of customer service calls offering all kinds of excuses as to why the cord had been disconnected. Not even attempts to monitor power levels on the telephone line were effective in combating this, however, so opponents were awarded wins to keep them happy while droppers were not penalized in order to keep them from complaining. This hurt the service in the long run by scaring off potentially honest gamers, much the same way current droppers have scared off many players from games like ''Capcom vs. SNK 2'' on Xbox Live.
 +
 
 +
==Artwork==
 +
<gallery>
 +
XBAND logo.png
 +
</gallery>
  
Once the option to reset the console was no longer available, droppers tried their last option: disconnecting the phone cord. Once they reconnected, the reset detector sent them an email detailing what happened and how it affected their stats. This lead to a deluge of customer service calls offering all kinds of excuses as to why the cord had been disconnected. "My little brother tripped on the line" and "the lights went out" were common pleas. Not even attempts to monitor power levels on the telephone line were effective in combating this, however, so opponents were awarded wins to keep them happy while droppers were not penalized in order to keep them from complaining. This hurt the service in the long run by scaring off potentially honest gamers, much the same way current droppers have scared off many players from games like ''Capcom vs. SNK 2'' on Xbox Live.
+
==Magazine articles==
+
{{mainArticle|{{PAGENAME}}/Magazine articles}}
==Catapult Slings the XB∀ND to Retailers==
 
  
Even with the problem of droppers, the service was initially a smash success in its five-city test run (San Francisco, Dallas, Atlanta, New York, and Los Angeles). Catapult intended to capitalize on this momentum and announced on August 10, 1995, that it was teaming up with Blockbuster Video to expand their XB∀ND sell-through program. It was one of the most successful national rollouts in Blockbuster history, increasing the number of retailers selling XB∀NDs to 4500. Blockbuster employees were trained in the use of the service and its features, while four feet of display space with headers and four shelves of space were allotted for the product - not too shabby for a concept most people considered to be unfeasible on consoles. Additionally, Catapult created a two-minute video about the service that could be rented from Blockbuster for free. By 1995, XB∀ND also supported the SNES, offering gamers on both consoles such hits as ''Killer Instinct'', ''Madden '95'', ''Weapon Lord'', ''NBA Jam'', ''Super Mario Kart'', and ''Super Street Fighter II''. At its height, the service boasted that gamers spent 20 hours a month online, playing about a million games and sending or receiving around 80 messages.
+
==Promotional material==
 +
{{gitem|XB∀ND US Promotional Video.mp4|US Promotional Video}}
 +
{{gallery
 +
|{{galleryPrintAd
 +
|sv|21|75
 +
|gamepro|64|217
 +
}}
 +
|{{galleryPrintAd
 +
|egm|65|245
 +
}}
 +
|{{galleryPrintAd
 +
|sv|22|79
 +
}}
 +
|{{GalleryPrintAd
 +
|nextgeneration|2|14-15
 +
|sv|23|42
 +
}}
 +
|{{GalleryPrintAd
 +
|gamepro|68|126-127
 +
|nextgeneration|4|6-7
 +
|gamepro|69|128
 +
|nextgeneration|5|22
 +
|egm|70|40
 +
}}
 +
}}
  
The service was subsequently expanded to PCs, using the RAPID (Reduced-latency And Predictable Internet Delivery) system, which combined both a proprietary IP service and an ATM backbone to route gamers. On July 16th 1996, Catapult announced a partnership with game publisher Accolade to bring ''Star Control 3'' online through the XB∀ND system. The game CD included software to connect to the network and allowed gamers to play against each other in Hyper Melee, a space combat feature. This was part of Accolade's attempt to include online play with its games on the PC.
+
==Gallery==
 +
<gallery>
 +
Mega Net 2 BR.jpg|Tectoy Mega Net 2 cartridge
 +
Mega-Net-2-Tec-Toy-Mega-Net2.jpg|Tectoy Mega Net 2 cartridge
 +
Mega_Drive_2017_Mega_Net_2_Quintal.png|Mega Net 2 in Mega Drive 2017
 +
Mega_Drive_3_Mega_Net_2_Quintal_Photoshop.png|Mega Net 2 in Mega Drive 3
 +
</gallery>
  
1996 also saw the XB∀ND support the [[Sega Saturn]]. It used a 14400 bps modem and allowed for several titles, such as ''[[Virtua Fighter]]'', ''Sega Rally'', ''Daytona USA'', and ''World Series Baseball'' to be played in one-on-one matches using a media card that was inserted into the modem. An optional keyboard was also made available. The system was released in Japan as well as America but floundered.
+
==Physical scans==
 +
{{Scanbox
 +
| console=Mega Drive
 +
| region=US
 +
| front=XBAND MD US Box Front.jpg
 +
| back=XBAND MD US Box Back.jpg
 +
| spinemissing=yes
 +
| cart=Xband.jpg
 +
}}{{Scanbox
 +
| console=Mega Drive
 +
| region=BR
 +
| front=MegaNet2 BR Box Front.jpg
 +
| square=yes
 +
| cart=Mega Net 2.JPG
 +
| item1=Mega Net 2 Chip.JPG
 +
| item1name=PCB
 +
}}
  
==From Xciting to Xtinct==
+
==External links==
 +
* [http://web.archive.org/web/20001008214125/http://www.tectoy.com.br/meganet/mn2frames.htm Mega Net 2 official website (Portuguese)] (archive)
  
Reaching its peak in mid-1995, the service saw its user base begin to taper off by the middle of the next year. Catapult eventually discontinued the XB∀ND and the servers were shut down on April 30th, 1997. A lack of new interest in the service, as well as the demise of 16-bit systems were cited as the reasons behind the XB∀ND's failure. It is most likely though, that what ended its run is ironically the very thing it tried to bring to gamers in the first place: the internet. Online PC gaming exploded in the late '90s, offering gamers many more options of play and a multitude of titles not even remotely possible on the XB∀ND. Even with the power offered by the next generation of consoles, it was simply not enough. [[Sega]] would learn this very lesson when its [[Sega NetLink|NetLink]] service crashed and burned in 1998. Catapult eventually merged with MPath and quietly disappeared from the gaming scene, thus ending the first great chapter in console online gaming.
+
==References==
 +
<references/>
  
 
{{MegaDrive}}
 
{{MegaDrive}}
[[Category:Mega Drive Accessories]]
+
 
[[Category:Saturn Accessories]]
+
[[Category:Online services]]
[[Category:Sega Online Services]]
 

Latest revision as of 13:34, 26 October 2024

Xband.jpg
XB∀ND
Made for: Sega Mega Drive
Manufacturer: Catapult
Distributor: THQ (US)
Type: Network tool
Release Date RRP Code
Sega Mega Drive
US
$69.9569.95[1]
Sega Mega Drive
BR
R$119.99119.99[3]

XB∀ND is the name of a video game modem/online service offered by Catapult in the mid-1990s. It allowed video game consoles to connect to the internet, so players could compete online, as well as check emails (or "xmails" as they were called here) and read news about the service. It also allowed players to chat to each other over the phone line while playing the game.[4] While the Mega Modem was able to connect Mega Drives consoles over phone lines back in 1990, XB∀ND was one of the first of its kind to be released outside of Japan.

As a third party invention, XB∀ND modems were available for several consoles - the Sega Mega Drive (Genesis) in North America and Brazil, and the Super NES, also in North America. The XB∀ND name was not retained across regions of the world. In Brazil the Mega Drive service came in the form of the Mega Net 2 (following the Mega Net, a different service). In Japan, the technology would later be used to power the Sega Saturn Modem - for more information on that XB∀ND service see the aforementioned article.

As with most old online systems, the XB∀ND servers no longer exist, meaning the modems are without purpose.

System details

All XB∀ND modems plug into the cartridge slot of the console, require their own external power supply and a telephone line to connect to. Similar to the Game Genie and other adaptors, a game cartridge is to be placed on top of the XB∀ND modem in order for the game to function.

The modem comes equipped with a "smart chip" capable of detecting supported games, so no special cartridges or modifications are required. Games which are not recognised will function as normal, meaning the XB∀ND modem can be permanently plugged in.

Once connected, users would arrive at a home page which contained a number of options.

An "auto match" feature would find an opponent to play against instantly - it would instruct Catapult's server to find an opponent of the same skill level as you anywhere in country who wanted to play the same game at the same time. The server then directed one of the two modems to call the other. There are rumours that some games were playable in 2-on-2 matches but this has not been confirmed. The service gave users an icon and game name to maintain privacy.

An email system (called "Xmail") was also available, and every time a user connected, two online newspapers (called "bandwidth") with the latest info were downloaded for you to read. The server also kept track of stats, ranked players, offered game tips and firmware upgrades, and informed users of competitions and updates on other players. After matches, you could "chat" with your opponent, using an interface similar to that used for the email. XB∀ND even had a call-waiting feature.

Catapult implemented a parental control feature which automatically made the unit only able to call locally unless specified otherwise. Parents could also control just how long their kids would play on the network. These controls could be updated at any time.

For such an early attempt at online gaming, the system was surprisingly stable. According to Catapult:

XB∀ND communication latency is low enough (<50 milliseconds) that the response delay in even a coast-to-coast video game is barely perceptible by an expert human game player (New York to Los Angeles latency is about 35 milliseconds through copper or fiber optics). For comparison, Internet latency ranges from 200 milliseconds to more than one second, so Internet games such as NetTrek need to allow for arbitrary delays. Online services connect through x.25 packet-data networks that have latencies between 250 milli-seconds and 1.5 seconds.

History

United States

Similar to the Sega Channel, the XB∀ND service saw the bulk of its success in the United States. It was launched on November 17, 1994[2][1].

$4.95 got you fifty connections (the amount of times the network connected you to an opponent) a month, while $9.95 gave you unlimited local connections, with the first month of play free. For $3.95 an hour, you could play long distance anywhere in the continental United States.

The service was initially a smash success in its five-city test run (San Francisco, Dallas, Atlanta, New York, and Los Angeles)[1]. Catapult intended to capitalize on this momentum and announced on August 10, 1995, that it was teaming up with Blockbuster Video to expand their XB∀ND sell-through program. It was one of the most successful national rollouts in Blockbuster history, increasing the number of retailers selling XB∀NDs to 4500. Blockbuster employees were trained in the use of the service and its features, while four feet of display space with headers and four shelves of space were allotted for the product - not too shabby for a concept most people considered to be unfeasible on consoles. Additionally, Catapult created a two-minute video about the service that could be rented from Blockbuster for free.

At its height, the US service boasted that gamers spent 20 hours a month online, playing about a million games and sending or receiving around 80 messages.

Reaching its peak in mid-1995, the service saw its user base begin to taper off by the middle of the next year. Catapult eventually discontinued the XB∀ND and the servers were shut down on April 30, 1997. A lack of new interest in the service, as well as the demise of 16-bit systems were cited as the reasons behind the XB∀ND's failure. It is most likely though, that what ended its run is ironically the very thing it tried to bring to gamers in the first place: the internet. Online PC gaming exploded in the late '90s, offering gamers many more options of play and a multitude of titles not even remotely possible on the XB∀ND. Even with the power offered by the next generation of consoles, it was simply not enough.

List of compatible games

In addition, Sega's NFL 95 was at one point set to be given XB∀ND support[1] but the feature never materialised.

Brazil

In Brazil, the XB∀ND modem was released for the Mega Drive as the "Mega Net 2", though was identical to the US offering, bar menu translations into Portuguese. The service was free of cost for the first month; later the users could choose between paying R$6.99 for 30 connections per month or R$9.99 for unlimited use.

It was initially released only in the region of São Paulo capital city in October 1996, while Rio de Janeiro, Belo Horizonte, Porto Alegre, Fortaleza and Brasília would start to see it from November on. It is currently unknown if the service was made available countrywide. The service remained available until mid-1998.[5]

The "Mega Net 2" is a significantly rarer peripheral for the console and thus has not been documented fully.

List of compatible games

Issues

Droppers*

In beta testing, the bottom-feeding scum known as "droppers" reared their ugly heads. At first, sore losers would simply hit the reset button on their consoles to save themselves from gaining a loss to their stats. This would make the game freeze, causing the system to realize the connection had been lost and then restart. When the dropper and his opponent reconnected, the service would offer its best guess as to what went wrong.

Those who hit reset were very comfy at the beginning of the service. The network essentially downloaded a patch to the unit to make each game playable online and early ones were sometimes unstable. This caused games to occasionally lock up, making it necessary to reset the system. Though later patches were more stable and attempts were made to identify abuse, it was impossible to catch every dropper. Most games, however, were successful in avoiding this abuse by automatically penalizing the dropper with a loss and giving a win to their opponent. This depended on the last scores sent to the server by the unit before the connection was cut.

Droppers were quite sneaky, using one of three despicable methods to save their precious stats. They could simply call themselves (if you had call waiting), hit reset, or simply disconnect the phone cord from the unit itself. Unfortunately for those with call waiting, the service detected this and either restarted the game completely over or from the beginning of the last period played (e.g. the end of the previous quarter in Madden or NBA Jam). Some droppers called themselves over and over, causing their opponent to either be outscored or to just quit in frustration. If they were behind when they quit, they would get the loss and would receive nothing if they were winning.

Once the option to reset the console was no longer available, droppers tried their last option: disconnecting the phone cord. Once they reconnected, the reset detector sent them an email detailing what happened and how it affected their stats. This lead to a deluge of customer service calls offering all kinds of excuses as to why the cord had been disconnected. Not even attempts to monitor power levels on the telephone line were effective in combating this, however, so opponents were awarded wins to keep them happy while droppers were not penalized in order to keep them from complaining. This hurt the service in the long run by scaring off potentially honest gamers, much the same way current droppers have scared off many players from games like Capcom vs. SNK 2 on Xbox Live.

Artwork

Magazine articles

Main article: XB∀ND/Magazine articles.

Promotional material

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Print advert in Sega Visions (US) #21: "October/November 1994" (1994-xx-xx)
also published in:
  • GamePro (US) #64: "November 1994" (1994-xx-xx)[6]
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Print advert in Electronic Gaming Monthly (US) #65: "December 1994" (1994-xx-xx)
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Print advert in Sega Visions (US) #22: "December/January 1994/1995" (1994-xx-xx)
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Print advert in Next Generation (US) #2: "February 1995" (1995-01-24)
also published in:
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Print advert in GamePro (US) #68: "March 1995" (1995-xx-xx)
also published in:
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Gallery

Physical scans

Mega Drive, US
XBAND MD US Box Back.jpgNospine.pngXBAND MD US Box Front.jpg
Cover
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Cart
Mega Drive, BR
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Cover
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Cart
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PCB

External links

References


Sega Mega Drive
Topics Technical specifications (Hardware comparison) | History | List of games | Magazine articles | Promotional material | Merchandise | Cartridges | TradeMark Security System
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