Sega Meganet

Last updated

Sega Meganet
Logo SegaNetWorkSystem.png
Logo for the Sega Net Work System
Developer Sega
TypeOnline service
Launch date
  • JP: November 3, 1990 [1]
Platform(s) Mega Drive
StatusDiscontinued

Sega Meganet, also known as the Net Work System, was an online service for the Mega Drive in Japan and later Brazil. Utilizing dial-up Internet access, Meganet was Sega's first online multiplayer gaming service, and functioned on a pay to play basis. The system functioned through the use of a peripheral called the Mega Modem and offered several unique titles that could be downloaded, and a few could be played competitively with friends. In addition, it shared technology and equipment with more serious services such as the Mega Anser, used for banking purposes. Though the system was announced for North America under the rebranded name "Tele-Genesis", it was never released for that region. Ultimately, the Meganet service would be short-lived, lasting approximately a year before it was discontinued, but would serve as a precursor to the Sega Channel and XBAND services, as well as a predecessor to online gaming services for video game consoles. Retrospective feedback praises the attempt by Sega to introduce online gaming, but criticizes the service for its logistical issues and lack of titles.

Contents

History

Sega Mega Modem peripheral, which allowed access to the Meganet service Sega megamodem.jpg
Sega Mega Modem peripheral, which allowed access to the Meganet service

Sega's 16-bit console, the Mega Drive was released in Japan on October 29, 1988, though the launch was overshadowed by Nintendo's release of Super Mario Bros. 3 a week earlier. Positive coverage from magazines Famitsu and Beep! helped to establish a following, but Sega only managed to ship 400,000 units in the first year. [3] In order to draw a larger audience, Sega began work on an Internet service, similar to what Nintendo had attempted with the Family Computer Network System for the Family Computer. [4]

Released in Japan on November 3, 1990, at a cost of JP¥12,800 (approximately US$100) for the equipment, [1] [5] as well as an additional ¥800 monthly, access began to the Meganet service by way of the Mega Modem, a peripheral which attaches to the rear EXT 9-pin port on the rear of the console. From the modem, a cable runs to a dual-port connector, which connects into a telephone line. The Mega Modem also came packaged with a cartridge which allowed for access to the Meganet game library, and approximately six titles were available at launch. [4] It was capable of connection speeds of up to 1200bit/s. [5] The service had also been announced in North America under the name "Tele-Genesis" at the Winter Consumer Electronics Show (Winter CES) in January 1990, [6] and advertised in publications such as Electronic Gaming Monthly , but it was never released for the region. [4]

As another way of attempting to expand the audience for the Mega Drive in Japan, Sega introduced the Mega Anser, a system designed for use with Nagoya Bank in Japan, in 1990. Packaged as an all-in-one system including a Mega Drive, Mega Modem, Mega Anser cartridge and keypad, the system allowed for transactions such as balance inquiries, transfers, and loan information. It initially retailed at a cost of JP¥34,000 including the home console, and a version with an additional printer retailed for ¥72,800. [3] [7]

Due to the system's low number of titles, prohibitively high price, and the Mega Drive's lack of success in Japan, the Meganet system proved to be a commercial failure. By 1992, the Mega Modem peripheral could be found in bargain bins at a reduced price, [4] and a remodeled version of the Mega Drive released in 1993 removed the EXT 9-pin port altogether, preventing the newer model from being connected to the Meganet service. [8]

In 1995, the Meganet internet service launched in Brazil. Its main focus in the region was e-mail, although by 1996 the service was capable of online multiplayer, along with chat features. Similar to the Mega Anser, a home banking product was also released for the region. Meganet hardware and services were provided through Sega's distributor in the region, Tectoy. [2]

Game library

A screenshot from Meganet title Fatal Labyrinth Fatal Labyrinth.png
A screenshot from Meganet title Fatal Labyrinth

The Meganet service utilized its own library of titles, independent of the Genesis library. Most of these games never received a cartridge release; however, Columns , Flicky , Fatal Labyrinth , and Teddy Boy Blues each later saw cartridge versions. Several Meganet games would also later appear in the Game no Kanzume series, released for the Mega-CD exclusively in Japan. Most games for the service were small, at around 128kB per game, due to the limits of Internet connection speeds at the time. [9] Downloads were estimated to take about five to eight minutes to complete. [4]

All of the Meganet games were available through the Sega Game Library, accessed through the Meganet modem. Due to issues with long-distance charges through the use of telephone lines, as well as seconds of lag time between commands, only two games featured competitive play: Tel-Tel Stadium and Tel-Tel Mahjong , with the remainder of the games available for single players via download. Due to Sega's reluctance to commit to releasing the service in North America, third-party developers in that region were unwilling to invest in developing games specifically for Meganet. This resulted in a low number of titles created for the service. [4]

List of Meganet games
Title [10] [11] Genre [10] [11]
16t Action
Aworg: Hero In The Sky Action
Columns Puzzle
Fatal Labyrinth RPG
Flicky Action
Forbidden City Puzzle
Hyper Marbles Action
Ikazuse! Koi no Doki Doki Penguin Land MD Puzzle
Kiss Shot Table
Medal City Table
Mega Mind Puzzle
Paddle Fighter Sports
Phantasy Star II Text Adventures Text adventure
Putter Golf Sports
Pyramid Magic Puzzle
Pyramid Magic II Puzzle
Pyramid Magic III Puzzle
Pyramid Magic Special Puzzle
Riddle Wired Table
Robot Battler Action
Sonic Eraser Puzzle
Teddy Boy Blues Action
Tel-Tel Mahjong Table
Tel-Tel Stadium Sports

Reception and legacy

Retrospective feedback on the Sega Meganet service is mixed, praising the early initiative to develop online gaming for video consoles, but criticizing its implementation via use of telephone lines and issues with Sega's lack of developers for the service. Adam Redsell of IGN commented on the basic features of the service, and despite noting that Meganet received only a few games, stated "[T]hat's pretty damn impressive for 1990". He also notes the influence of Sega in the development of online gaming, with the Meganet service as their first attempt, and credits the Meganet's successor, Sega Channel, with helping to spread broadband Internet. [1]

The telephone line network which the Meganet ran on has been criticized for its logistical issues in online gaming. According to Electronic Gaming Monthly, "Even though the TeleGenesis modem has been announced, it has yet to appear and the real usefulness of a device that is used only to play games with friends over the phone lines remains questionable (both have to have the modem, the phone lines must be clear, the phone bills will be a problem if it’s a long-distance call, etc.)" [12] The same issues that plagued the Meganet over the use of phone lines for Internet connectivity would later resurface when Catapult Entertainment launched the XBAND service in 1994. [4]

Ken Horowitz of Sega-16 took note of Sega's reluctance to commit to releasing the service in North America as part of the reason for its lack of titles, noting, "Companies were most likely waiting for confirmation of the modem’s release before they began to commit themselves, and as time has attested, few were waiting to go ahead with development in light of Sega's 'wait and see' attitude." Horowitz went on to criticize this issue as a problem Sega would have again with the 32X in 1994, stating, "History would repeat itself in the harshest of manners only five years later. Sega's expectations of third party support for something it showed little enthusiasm for were entirely unrealistic and ultimately meant that no games would be in the pipeline." [4] Former Sega console hardware research and development head Hideki Sato stated that Sega made very little money on sales of the Mega Modem, but that Sega learned from the experience to develop future network opportunities for the Sega Saturn. [13]

See also

Related Research Articles

<span class="mw-page-title-main">32X</span> Video game console add-on

The 32X is an add-on for the Sega Genesis video game console. Codenamed "Project Mars", it was designed to expand the power of the Genesis and serve as a transitional console into the 32-bit era until the release of the Sega Saturn. The 32X uses its own ROM cartridges and has its own library of games. It was distributed under the name Super 32X in Japan and South Korea, Genesis 32X in North America, Mega 32X in Brazil, and Mega Drive 32X in all other regions.

<span class="mw-page-title-main">Sega CD</span> Video game console add-on

The Sega CD, known as Mega-CD in most regions outside North America and Brazil, is a CD-ROM accessory and format for the Sega Genesis produced by Sega as part of the fourth generation of video game consoles. Originally released in November 1991, it came to North America in late 1992, and the rest of the world in 1993. The Sega CD plays CD-based games and adds hardware functionality such as a faster CPU and a custom graphics chip for enhanced sprite scaling and rotation. It can also play audio CDs and CD+G discs.

<span class="mw-page-title-main">Master System</span> Home video game console

The Master System is an 8-bit third-generation home video game console manufactured and developed by Sega. It was originally a remodeled export version of the Sega Mark III, the third iteration of the SG-1000 series of consoles, which was released in Japan in 1985 with improved graphical capabilities compared to its predecessors. The Master System launched in North America in 1986, followed by Europe in 1987, and then in Brazil and Korea in 1989. A Japanese version of the Master System was also launched in 1987, which features a few enhancements over the export models : a built-in FM audio chip, a rapid-fire switch, and a dedicated port for the 3D glasses. The Master System II, a cheaper model, was released in 1990 in North America, Australasia and Europe.

<span class="mw-page-title-main">Genesis Nomad</span> Handheld game console by Sega

The Genesis Nomad, also known as Sega Nomad, is a handheld game console manufactured by Sega and released in North America in October 1995. The Nomad is a portable variation of the Sega Genesis home video game console. It could also be used with a television set via a video port. It was based on the Mega Jet, a portable version of the home console designed for use on airline flights in Japan.

<i>Columns</i> (video game) 1989 video game

Columns is a match-three puzzle video game released by Jay Geertsen in 1989. Designed for the Motorola 68000-based HP 9000 running HP-UX, it was ported to Mac and MS-DOS before being released commercially by Sega who ported it to arcades and then to several Sega consoles. The game was subsequently ported to other home computers, including the Atari ST.

GameLine was a dialup game distribution service for the Atari 2600, developed and operated by Control Video Corporation. Subscribers could install the proprietary modem and storage cartridge in their home game console, accessing the GameLine service to download games over a telephone line. GameLine had an exclusive selection of games, and its pioneering business model eventually gave rise to America Online. Despite being ahead of its time, it wasn't very popular, possibly due to its price of $60 for the hardware, $15 for the membership fee, and $1 per game, which you could only keep for a week.

<span class="mw-page-title-main">Sega Net Link</span>

Sega Net Link is an attachment for the Sega Saturn game console to provide Saturn users with internet access and access to email through their console. The unit was released in October 1996. The Sega Net Link fit into the Sega Saturn cartridge port and consisted of a 28.8 kbit/s modem, a custom chip to allow it to interface with the Saturn, and a browser developed by Planetweb, Inc. The unit sold for US$199, or US$400 bundled with a Sega Saturn. In 1997 Sega began selling the NetLink Bundle, which included the standard NetLink plus the compatible games Sega Rally Championship and Virtual On: Cyber Troopers NetLink Edition, for $99.

<i>Flicky</i> 1984 video game

Flicky is a platform game developed by Sega and released as an arcade video game in May 1984. It was licensed to Bally Midway for distribution in the United States. In Flicky, the player controls the eponymous blue bird and must gather all the small birds called Chirps in each round and bring them safely to the exit. There are cat and lizard enemies which can disperse the Chirps and kill the player, but Flicky can use items on the playing field to protect herself and the Chirps from danger.

<i>Shinobi III: Return of the Ninja Master</i> 1993 video game

Shinobi III: Return of the Ninja Master, released in Japan as The Super Shinobi II, is a 1993 hack-and-slash platform game developed and published by Sega for the Mega Drive/Genesis. It is the direct sequel to the previous The Revenge of Shinobi. The game was intended to be released in 1992 and to be very different from the final version of the game in terms of levels and storyline. Shinobi III received critical acclaim. It's been ranked among the greatest Mega Drive/Genesis games.

<span class="mw-page-title-main">Sega Channel</span> Online game service for the Sega Genesis

The Sega Channel was an online game service developed by Sega for the Sega Genesis video game console, serving as a content delivery system. Launched on December 14, 1994, the Sega Channel was provided to the public by TCI and Time Warner Cable through cable television services by way of coaxial cable. It was a pay to play service, through which customers could access Genesis games online, play game demos, and get cheat codes. Lasting until July 31, 1998, the Sega Channel operated three years after the release of Sega's next generation console, the Sega Saturn. Though criticized for its poorly timed launch and costly subscription fee, the Sega Channel has been praised for its innovations in downloadable content and impact on online game services.

<span class="mw-page-title-main">Dreamcast online functionality</span>

The Dreamcast is a home video game console by Sega, the first one introduced in the sixth generation of video game consoles. With the release of the Dreamcast in 1998 amid the dot-com bubble and mounting losses from the development and introduction of its new home console, Sega made a major gamble in attempting to take advantage of the growing public interest in the Internet by including online capabilities in the console as a selling point. As such, the Dreamcast was the first console to include a built-in modem for Internet support and online play. Sega would end up leaning heavily into the online capabilities to sell the Dreamcast as hype grew for Sony's then-upcoming competitor, the PlayStation 2, which also promised online gaming in addition to its DVD capabilities.

XBAND was one of the first competitive online console gaming networks and was available for the Genesis and Super NES. It was produced by Catapult Entertainment in Cupertino, California. It is the only modem released in America to have been officially licensed by Nintendo. It debuted in various areas of the United States between November 1994 and June 1995 and was later released nationwide between October 2 and 8, 1995.

<span class="mw-page-title-main">Sega Genesis</span> Home video game console

The Sega Genesis, known as the Mega Drive outside North America, is a 16-bit fourth generation home video game console developed and sold by Sega. It was Sega's third console and the successor to the Master System. Sega released it in 1988 in Japan as the Mega Drive, and in 1989 in North America as the Genesis. In 1990, it was distributed as the Mega Drive by Virgin Mastertronic in Europe, Ozisoft in Australasia, and Tectoy in Brazil. In South Korea, it was distributed by Samsung Electronics as the Super Gam*Boy and later the Super Aladdin Boy.

Tec Toy S.A., trading as Tectoy since 1997, is a Brazilian toy and electronics company headquartered in São Paulo. It is best known for producing, publishing, and distributing Sega consoles and video games in Brazil. The company was founded by Daniel Dazcal, Leo Kryss, and Abe Kryss in 1987 because Dazcal saw an opportunity to develop a market for electronic toys and video games, product categories that competitors did not sell in Brazil at the time. The company stock is traded on the Bovespa.

Online games are video games played over a computer network. The evolution of these games parallels the evolution of computers and computer networking, with new technologies improving the essential functionality needed for playing video games on a remote server. Many video games have an online component, allowing players to play against or cooperatively with players across a network around the world.

<span class="mw-page-title-main">Family Computer Network System</span> Peripheral for the Family Computer

The Family Computer Network System, also known as the Famicom Net System and Famicom Modem, is a peripheral for Nintendo's Family Computer video game console, and was released in September 1988 only in Japan. Predating the modern Internet, its proprietary dial-up information service accessed live stock trades, video game cheats, jokes, weather forecasts, betting on horse racing, and a small amount of downloadable content. The device uses a ROM card storage format, reminiscent to the HuCard for the TurboGrafx-16 and the Sega Card for the Master System.

Online console gaming involves connecting a console to a network over the Internet for services. Through this connection, it provides users the ability to play games with other users online, in addition to other online services.

<span class="mw-page-title-main">Sega Genesis Mini</span> Home video game console

The Sega Genesis Mini, known as the Mega Drive Mini in regions outside of North America, is a dedicated console modeled on the Sega Genesis. The Mini emulates the original console's 16-bit hardware, and includes 42 games made available through emulation software by M2. It was released in North America and Japan in September 2019 and in Europe and the Middle East in October 2019. A follow-up, Sega Genesis Mini 2, was released in October 2022 and includes 60 games from the Genesis and Sega CD.

References

  1. 1 2 3 Redsell, Adam (2012-05-20). "Sega: A Soothsayer of the Games Industry". IGN . Archived from the original on 2013-10-12. Retrieved 2013-11-05.
  2. 1 2 Sczepaniak, John (2006). "Company Profile: Tec Toy". Retro Gamer (30). Imagine Publishing: 50–53.
  3. 1 2 Sczepaniak, John (2006). "Retroinspection: Mega Drive". Retro Gamer (27). Imagine Publishing: 42–47.
  4. 1 2 3 4 5 6 7 8 Horowitz, Ken (2006-11-10). "Disconnected: The TeleGenesis Modem". Sega-16. Archived from the original on 2015-09-03. Retrieved 2013-12-04.
  5. 1 2 "[Segahado Encyclopedia] Megamodemu" (in Japanese). Sega. Archived from the original on 2014-08-03. Retrieved 2013-12-04.
  6. "Home Games Look Robust at Winter CES Show; "Coin-Op Must Get On Track Fast," Observers Say". RePlay. Vol. 15, no. 5. February 1990. pp. 38–44.
  7. "[Segahado Encyclopedia] Mega answer" (in Japanese). Sega. Archived from the original on 2013-12-14. Retrieved 2013-12-04.
  8. Sega Service Manual: Genesis II/Mega Drive II. Sega Enterprises, Ltd. 1993.
  9. Horowitz, Ken (2013-04-12). "Teddy Boy Blues". Sega-16. Archived from the original on 2016-02-15. Retrieved 2013-12-04.
  10. 1 2 "Mega Drive Master List (Sega)" (in Japanese). Sega. Archived from the original on 2012-11-24. Retrieved 2013-11-27.
  11. 1 2 "Mega Drive Master List (Sega licensees)" (in Japanese). Sega. Archived from the original on 2013-01-10. Retrieved 2013-11-27.
  12. "TurboGrafx-16 vs. Genesis". Electronic Gaming Monthly . No. 8. Sendai Publishing. March 1990.
  13. Sato, Hideki (November 1998). "The History of Sega Console Hardware". Famitsu (in Japanese). ASCII Corporation . Retrieved March 5, 2019 via Shmuplations.