XBAND

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XBAND was an early online console gaming network for SNES and Sega Genesis systems. It was produced by the Cupertino, California software company Catapult Entertainment, and made its debut in late 1994 and 1995 in various areas of the United States. It is the precursor to modern online gaming social networks seen in the sixth and later generations of video games, such as the PlayStation Network and Xbox Live services.

Contents

[edit] History

Initially, Catapult Entertainment had a very limited staff and virtually no advertising. Many avid gamers first learned of it via small news articles that were published in the popular console gaming magazines and strategy guides of the day. By January 1996, XBAND network playability had reached practically every metropolitan area in the country, and several rural areas, but there had only been a handful of advertisements published: the most well known of these such advertisements had appeared in gaming magazines, and were directed towards people wanting to be able to play their favorite videogames against anyone, anywhere, at anytime. The actual XBAND modems were carried by a handful of software and video rental chains across the United States. Internationally, the XBAND saw some limited expansion in the Japanese market, and Catapult was working on PC and Saturn based versions of the platform, when they were acquired by Mpath Interactive, and the focus shifted to the online PC Gaming service, Mplayer.com.

[edit] Service

XBAND for the Sega Genesis and the Super Nintendo Entertainment System

The concept of playing online was, at the time, fairly new. Arcades were still quite popular, and the concept of online gaming was not yet a household term.

XBAND was widely available at most local Blockbuster Video branches during its time. The modem itself was useless until an account was purchased and set up, which required a monthly fee of $4.95 that was based on an amount of 50 "connects" a player was allowed to make without an additional fee of .15 per connect. Another option allowed players an unlimited number of "connects" for $9.95 per month. A "connect" was made whenever you dialed into the XBAND server to play, or to download mail (called "XMAIL"), or to get the daily edition of the two XBAND newsletters, one which had generic news, and the other was network specific, such as: weekly rankings, tournaments, and contests. Nationwide play was available for $3.95 per hour for the duration of the long distance call, whereas playing against somebody in your local calling area was free.

Up to 4 different codenames could be saved on one modem, and on each of the codenames there could be up to 10 people saved on a friends list for those who wanted to keep track of other players, and the Xmailbox was also limited to 10 incoming and 10 sent messages per each of 4 possible codenames created. There was also an on-screen keyboard that required using your controller to type letters, or an XBAND keyboard could be purchased from the company. Statistics were also kept on each player's rank and how many matches they had won or lost, and how many points they had accumulated in these games. Players could also add information about themselves in their personal info section, along with choosing 1 of 40 pre-set avatars.

XBAND also had an official website where a member could check the statistics of anyone, along with other information and updates that were not available to view on your console.

[edit] Gaming

Due to the limits of dial-up, many of the games were high in latency, and the company only improved this based on the demand of the games. For example, in January 1996, Mortal Kombat 3 for the SNES version was nearly unplayable, due to the complexity and speed of the game. Although the game's playability improved over time, it still retained a large number of exploitable glitches. To this day, many XBANDers remember the SNES MK3 as being cumbersome due to lag, whereas simpler games such as Super Mario Kart, or NBA Jam, rarely experienced such trouble. The Sega Genesis counterpart, being much simpler, had nowhere near the same synchronization problems with its games.[citation needed]

When one connected to play, unless you specified someone in particular from your player list, you would be paired up with a random person somewhere in the country (or your local area code depending on your preference settings), who was also connecting to play in the same game. When the network matched two people up, their telephone would ring once, and the big XBAND "X" would slide together on your screen. Moments later they would see the matchup screen, which would display their codenames, city and state, a "taunt" that one could have typed and ready, along with one's avatar.

[edit] Demise

By March 16, 1997, people could only play within their local area code. On April 30, 1997, the entire network was removed.

XBAND published in their newsletter a month prior that they were shutting down, with the newsletter writers citing the service's lack of popularity. During XBAND's existence, only a handful of advertisements were ever made, and only one game, Weaponlord, had the XBAND logo on its box. XBAND stated in their newsletter that players were their best form of advertising, and offered the "XBAND 6 pack", where members could discount order six modems in exchange for a month of free gaming if they signed up a certain number of people to the service.

Heavy contributors to XBAND's demise was lack of support from game developers and limited internal resources. With the exception of Weaponlord, Catapult had to individually reverse engineer each game's code, then develop a hack to intercept two-player activity so the game could be shared over a hi-latency (slow-response time) 2400 baud modem connection.

Catapult's next-gen attempts were blocked by the hardware manufacturers. The XBAND was tested in Japan (14,400 baud modem) for a short time for the Sega Saturn, but met competition from Sega's own Sega NetLink service, which used XBAND technology. An expansion into the PC market also didn't pan out as developers frequently opted to include their own TCP/IP network linking rather than deal with Catapult's subscription based service.

Within the last few months of service several users found out how to use a game genie to hack the xband player icons during matchup. This enabled players to use the coveted "?" icon, and even other icons yet to be seen, such as the xband logo itself, the very rare Wildcard icon used for xband team member matches, and even the "@" icon which was typically reserved for emails. The icons were processed through the same RGB renderer allowing a user to even modify its color. Usage of the icons resulted in a rash of complaints from other users not in the know, who either phoned in xband support, spammed the player in question with relentless emails asking to divulge the secret, and even sometimes threats of physical violence or death. Fictitious stories about icon hackers were made up claiming they belonged from everything to elite hacker groups, homosexual organizations, or xband themselves. Ultimately the simple genie code to unlock these icons was leaked and spread like wildfire in no time. The thrill had worn off and shortly after the system was coming to its ultimate demise anyhow.

[edit] Service issues

The most costly problem of the XBAND service was the free long distance hack. It wasn't actually hacking into anything but through an understanding of telecommunications, it was discovered that with the sounds and tones the modem used to connect, one could utilize it, (if applied correctly) and force XBAND to get charged for your long distance bill, this information spread like wildfire. There was another company at the time, called SkyTel, that was having similar problems with XBANDers and their own customers. XBANDers, with the aid of the XBAND modems, hacked into SkyTel's mobile paging system by entering random voice mail boxes using the same number as the login and password. XBANDers used SkyTel's voice mail system to create an extension to XBANDers communication with others on XBAND. Most were simply Shout-out with music blaring in the background.

Another one of the serious problems, was "pulling" as it was termed, where if someone was losing a match, they could simply pull their phonecord out (or turn off their system) so they wouldn't take the loss, and the other player wouldn't get the win. In spite of complaints, the company could never find a way to discern who disconnected. Catapult was also unable to prevent harassment; there were no filters or privacy controls to prevent vulgar language and obscene mail. Details of this can be found here.

[edit] Publishing statistics

Tips & Tricks Magazine April 1996

Despite poor marketing the XBAND team took another attempt to attract the mainstream of gamers who were left in the dark about the modem by joining forces with a number of gaming magazines, starting on the web with Game Zero magazine and then later in the print magazine Tips and Tricks Magazine. Daily stats were accessible via 'XBAND News' on the modem although they were not visible to the general public. Publishing stats added a 'cool' factor to brag about in the early forefronts of online gaming. The top ranked gamers of the previous months were published first in January 1996 in Game Zero (see external link below) and then later on in Tips & Tricks starting in early 1996.

[edit] Supported XBAND games

Genesis:

SNES:

Saturn (Japan XBAND branded releases only)

[edit] See also

[edit] External links

Languages