Difference between revisions of "Early Online Services"

From Emulation General Wiki
Jump to navigation Jump to search
(GEnie)
(XLink Kai)
Line 215: Line 215:
 
===[[wikipedia:XLink Kai|XLink Kai]]===
 
===[[wikipedia:XLink Kai|XLink Kai]]===
 
----
 
----
Placeholder Text
+
;<small>[https://www.teamxlink.co.uk/ teamxlink.co.uk] Official site</small>
 +
'''Xlink Kai''' is a program that you install on your Windows, macOS or Linux machine. To play on older consoles<br>
 +
XLink Kai allows consoles to connect with LAN their ("Local Network Play") support. XLink Kai acts as [[wikipedia:Tunneling protocol|tunneling software]], installed to a compatible Windows, macOS, or Linux computer (including [[wikipedia:Raspberry Pi|Raspberry Pi]] and [[wikipedia:Network-attached storage|NAS devices]]) on the same network as the console.
 +
 
 +
When using a game's LAN feature the console's requests are routed to the computer, with XLink Kai listening for these requests, allows other consoles to be found over the internet during this search, making it appear to the player's console that these other consoles are simply connected to the local network.
 +
 
 +
For modified ("modded") Xbox consoles, much of the functionality can be provided in [[wikipedia:XBMC4Xbox|Xbox Media Center (XBMC for Xbox)]] GUI. The XLink Kai client is still required to be running on a computer on the user's network, but players can control connections directly through the Xbox.
  
 
=Services for Computers=
 
=Services for Computers=

Revision as of 08:28, 13 February 2024

This page lists and documents pre-2005 online services. It was Xbox LIVE (2002) that kick started the modern era of online services but it wasn't until a new generation of hardware that the video game industry felt the impact and influence of Xbox LIVE.

This page has heavy use of youtube videos to preserve content (in this case advertisements for Early Online Services). if the Youtube links no longer work please check ghostarchive.org to see if it was archived

Services for Consoles

GameLine (Atari 2600)


GameLine was created by Control Video Corporation (now AOL). Gameline allowed users to download games using dial up. Needing a modem and storage cartridge from Control Video Corporation. Launched in 1983 the the Gameline was soon discontinued in ????[N 1].
$15 for the membership fee, with 1 year subscription to the monthly magazine GameLiner, "command module" cartridge (roughly $39.95). The service allowed you to download 1 of the 30 monthly games for a rough 40-minute play session for $1[1]

PlayCable (Intellivision)


PlayCable was developed by Mattel and General Instrument, How you got games was an PlayCable adapter. You needed a cable company that supported PlayCable. Launched in 1980, Discontinued in 1984.[2]
A monthly subscription for PlayCable was $4.95 a month.[3]

Advertisements

#1, #2, #3, #4

CD-Online (Philips CD-i)


CD-Online. Using the internet on the CD-i was facilitated by the use of an modem and CD-Online disc (Web-i in the US) CD-Online had online shopping, email, and supported for online multiplayer (in select CD-i games).
CD-Online was initially released in Britain for roughly $150. CD-online was available in the UK in 1995, The Netherlands in 1996 (for ƒ399). Placeholder text for additional info

Famicom Modem \ Network System (NES)


The Family Computer Network System (a.k.a Famicom Modem) was a Japan-exclusive network peripheral that allowed users to connect to a Nintendo server that provided extra content such as jokes, news, game tips, weather forecasts, horse betting and downloadable content via dial-up modem. Launched 1988, Discontinued 1991.

Advertisement

#1

Satellaview (SNES)


The Satellaview was a subscription-based add-on released only in Japan that streamed content to the Super Famicom. BS-X or Satellaview software was broadcast to the console add-on and stored as temporary data to be deleted shortly afterward. As such, a wealth of games went undumped and lost forever.

Many of these games had Soundlink features and would have assets like streamed music and voice acting, as well as some extra data, but these have been lost forever outside of video recordings and OST releases. These games will likely play without music on your emulator. The entirely fan-made MSU-1 feature on the higan emulator tries to replicate the BS-X Satellaview and unreleased SNES-CD concept for streamed music in SNES games far beyond the 12 MB cartridge capacity,, but it's not the same thing.

Some games like BS Treasure Conflix make use of the additional RAM provided by the BS-X add-on. While you can try playing them on regular SNES emulators, you may face issues for many of these games (no font appearing, hangs with a black screen, and so on). You'll need Satellaview emulation to properly emulate those games.

bsnes and snes9x are recommended. They use your PC clock with no option to modify it, though. SNESGT had the option to modify the clock, but it wasn't updated for a while and isn't really recommended for SNES emulation in general. No$SNS has good BS-X emulation (and the best debugger tools for ROM hackers and translators) but falls behind the others when it comes to general emulation.

You'll need the BS-X BIOS to properly emulate the Satellaview. It goes as "BS-X.bin" under the "BIOS" folder when using snes9x. There are many variants. You'll want the translated one (with English text) with removed DRM so that you can play a given broadcast without restrictions on how many times you can do so, like in the original hardware.

Whenever you open a BS-X compatible ROM (that wasn't modified to behave like a normal SNES game, like most BS Zelda translations were), you'll be greeted by the BIOS software. It will ask you to choose your name and avatar, which you can control in a city. Of course, the St-GIGA broadcast service went defunct in 2000, so the big radio tower will just give you a "Hello Satellaview" test broadcast. However, you may be interested in seeing how Nintendo used to do loading screens. To see them without them shutting down instantly, open BSX0001-47.bin (bsxdat folder) in a hex editor and change offset 0x06 from 0x30 to 0x00. Most houses will be closed, though.

You'll want to enter the little red house you start in front of and load the stored data. Sometimes, you might have to wait a while before actual gameplay starts or until a given time. On real hardware, people would wait for up to 6 minutes!

Advertisement

#1

Data Pack emulation

AKA DLC for the Super Famicom.

Data Packs are Satellaview 8M Memory Paks, which have data meant to be used as an expansion for a Data Pack-compatible game. Data Pack-compatible game cartridges look like the BS-X Cartridge. For most of these games, data was distributed via St.GIGA’s Satellaview streaming services. Same Game and SD Gundam G-Next had some Data Packs sold in physical form via retail stores. RPG Tsukuru 2, Sound Novel Tsukuru and Ongaku Tsukuru Kanaderu could save user-created data to 8M Memory Paks.

The following games were compatible with Data Packs:

  • Derby Stallion 96
  • Joushou Mahjong Tenpai
  • Ongaku Tsukuru Kanaderu
  • RPG Tsukuru 2
  • Same Game
  • SD Gundam G-NEXT
  • Shigesato Itoi no Bass Tsuri No. 1
  • Sound Novel Tsukuru

These Data Packs are available on ROM sites as regular SFC files, but their actual nature couldn't be more different. Unlike regular SNES games, they won't load in SNES emulators by themselves. These emulators support this feature:

  • Snes9x: To play SFC games with Memory Pack support (also works with BS-X): Use File -> Load MultiCart... and put the main game in Slot A and the Memory Pack dump in Slot B. Memory Pack changes are not saved automatically, you need to use Save Other -> Save Memory Pack. (Optional) You can put Satellaview Broadcast Files in a folder named SatData (can be changed in the settings). Satellaview Time & Date are based on current time.
  • bsnes-plus: To play SFC games with Memory Pack support: Under "File/Load Slotted BS-X Cartridge". Memory Pack changes are not saved automatically, you need to use File -> Save Memory Pack... bsxdat folder contains Satellaview Broadcast Files. Satellaview expansion needs to be enabled to work. You can change the Satellaview Time & Date in the settings to either use the current time or start with a specific time setup (recommended).
  • higan: Importing a memory pak is like importing a regular game, but the name of the memory pak file must end in .bs (if it’s in a .zip file, that’s OK, but the name inside the .zip file must end in .bs) in order for it to be successfully imported. Sometimes memory pak filenames end in .sfc, which will make higan try to import them as regular Super Famicom games and fail. Rename the file and it should work beautifully. Playing a game that has a slot for a memory pak is just like playing a regular game, but after you have selected which game you want to play higan will open another filesystem browser to let you pick which previously-imported memory pak you want to insert into the game. If you press “Cancel” at this point, the game will load without any cartridge in its memory pak slot. If you load the control cartridge into higan, make sure the emulated Satellaview is connected to the emulated Super Famicom’s expansion port by opening the “Super Famicom” menu, selecting the “Expansion Port” sub-menu, and choosing “Satellaview”. If the expansion port was previously configured with a different option, power-cycle the Super Famicom (also in the “Super Famicom” menu) to make sure the control cartridge will find the Satellaview when it starts up. Note that higan’s Satellaview emulation is not very accurate, so the control cartridge may not work as it should. Playing a memory pak on its own doesn’t make much sense, it’s not a standalone cartridge. Play a game with a memory pak slot, and choose which memory pak you want when higan asks for it.

Sega Meganet (Genesis)


The Sega Meganet was a commercial failure in Japan, When released in Brazil the focus was on the Meganet's main focus was email, the service was capable of online multiplayer and chat. Launch 1990 Japan, 1995 Brazil,

Advertisements

#1, #2

Mega Modem

The Mega Modem is a modem for the Sega Mega Drive released in 1990 exclusively in Japan. It allowed Mega Drive owners to connect their consoles to various online services provided by Sega and third parties.

List of compatible games with Mega Modem

Sega Channel (Genesis)


The Sega Channel was an online service through cable television services. Launched 1994 in the USA, 1995 in Canada, discontinued 1998.
Fees varied by location. Released in the United States of America and Canada. Fees Varied by location,[N 2] Sega Channel had a $25 activation fee (includes necessary hardware), and approximately $15 for a monthly fee.[4]

Advertisements

#1 (compilation)

Randnet (N64)


Randnet was a Japan-exclusive service for the 64DD that allowed users to play multiplayer games and use a web-browser. The only way to use Randnet was to purchase the The Randnet starter kit, which included: Nintendo 64 Modem, Expansion Pak, 64DD, Randnet Browser Disk.[5] Launched late 1999, Discontinued 2001[6]

Price

The initial pricing was a monthly fee of ¥2,500 or ¥3,300. The revised pricing is a annual fee of ¥30,000 (For people who already own the N64) and ¥39,600 (Which came with a black translucent N64).[5]

Advertisements

#1, #2

Modem cartridge

The Modem cartridge (NUS-029) connects at up to 28.8 kbit/s, for the defunct Randnet service, and compatible 64DD games and web browser.

SharkWire Online (N64)


SharkWire Online was a GameShark device with a serial port and modem added, developed by Interact and Spyglass inc. Interact partnered with Spyglass for the Mosaic web browser and D3 Networks for the development and operation of the SharkWire Online service. SharkWire online is unlicensed hardware, and the United States' equivalent of Randnet. Launched 2000, discontinued 2003.
The hardware MSRP was $79.99, with a monthly subscription fee of $9.95[7]

Advertisement

#1

NetLink (Sega Saturn)


The NetLink is a dial-up modem at 28.8kbps. The NetLink connects to the internet through dial-up, and is connected to the Saturn through the cartridge slot. Unlike other Devices it doesn't connect to any service, the Netlink connects by direct dialing other NetLink devices. The NetLink had a official version of the "Planetweb" web browser.[8] Released 1996.
The unit cost ¥15,000 in Japan $199[9] in the USA. The NetLink bundle was released 1997 and cost $99 (includes Sega Rally, Virtual On and the NetLink cartridge).[10]

Five games were released that supported the NetLink. All five were released in late 1997, nearly a year after the NetLink itself. Players could search for other players either on the Internet or using the XBAND matchmaking system, then connect peer-to-peer via modem, or alternatively, use two NetLinks to connect two Saturns and two televisions set up in the same room (thus eliminating the need for a phone line and essentially using the NetLink to emulate the Saturn Link Cable).

Possibly can be emulated by YabaSanshiro.
Advertisements

#1, [hhttps://www.youtube.com/watch?v=h1gBjvSpqlQ #2]

SegaNet (Dreamcast)


SegaNet was United States exclusive service created by Sega in collaboration with GTE Internetworking[11], Sega also partnered with AT&T as the service's preferred ISP.[12]
Launched 7 September 2000, discontinued 20 July 2001 (online service) 30 September 2003 (online game servers). The initial monthly subscription fee was $21.95, The subscription fee was removed for a short period then reinstated with a lower price of $9.95 1 November 2001, The monthly fee was permanently eliminated August 2002.[13]


Dricas was a Japan exclusive service. Placeholder text.


Comma was a Australia exclusive service. Placeholder text.


Dreamarena was a Europe exlusive service. Placeholder text.

Advertisements

#1(SegaNet) , #2 (SegaNet), #3 (Dreamarena), #4 (Dreamarena),

Broadband Adapter

The Dreamcast came out of the box equipped with a 56k dial-up modem that was supported by every DC game with online functionality. However, some of those games had additional support for the Broadband Adapter (BBA) accessory, which replaced the 56k modem and used Ethernet networking to deliver much higher internet speeds.[14] Many games have been brought back due to private servers run and operated by fans such as:

For more information about other revive projects see Preservation projects page.

Nintendo Power (SNES \ Game Boy)


Nintendo Power (ニンテンドウパワー) was a Online video game distribution service for the Super Famicom and Gameboy. Launched 1996, Discontinued 2007. Japanese Exclusive service.

i-mode (PS1)


The i-mode adaptor cable (SCPH-10180) is a japan-exlusive device[15] developed by Sony and NTT DoCoMo. The i-mode adaptor allows users to connect an compatible mobile phone[16] to the PlayStation's controller port; granting a mobile internet connection to Japanese games, web browsing and email on the PlayStation.[17] Released in 2001.
If you have an i-mode donating it no$psx may help it to be emulated. More info on the i-mode: [1], [2], Official Manual. See list of games compatible with the i-mode adaptor.

Advertisements
#1, #2

Lightspan Online Connection CD (PS1)


The Lightspan Online Connection CD is a unreleased PlanetWeb-based web browser/email client developed by Lightspan, planned to have been targeted towards schools as an education tool.[18]
CD rip and FAQ by Jason "Dangerboy" Dvorak

Arena (N-Gage)


N-Gage Area supported online play with some games, N-Gage arena allowed players to play against other people wherever they were, even with no wi-fi connectivity at all. However N-Gage Arena had problems, such as having to register with your network provider, which was a problem as some networks did not allow N gage Arena despite working on the N-Gage console. Arena also suffered from lag problems and slow down and was sadly never used by many players, meaning that the people who did play on N-Gage Arena could rarely find another player to play with, however Nokia still even today supports N-Gage Arena in some countries (such as UK) and still works just as well as it originally did.

N-Gage Arena is an end-to-end solution for online multiplayer and community services for N-Gage games running on a range of S60 smart-phones. Chapter 8 discusses the N-Gage platform in more detail, but N-Gage Arena is described here because it forms a natural part of the multiplayer gameplay chapter.

N-Gage Arena was originally part of Sega.com's SEGA Network Application Package for mobile multiplayer gaming. Nokia acquired Sega.com Inc. (a subsidiary of SEGA) in early 2003 to enable them to offer networked multi-play and a virtual community to N-Gage gamers.

Launched 2003, Discontinued ????

Network Adaptor (PS2)


Revived private servers for PS2 online play
List of games that supported the online functionality of the PlayStation 2 and revived private servers

The Network Adapter is a peripheral that is used to play PS2 games online (Network Play) via Ethernet, broadband, or analog modem. PlayStation 2 slim models Ethernet functionality of the Network Adaptor has been integrated onto the motherboard, slim models don't have an external interface to connect a Network Adapter. Many games have been brought back due to servers run and operated by fans such as PS2Online and the SOCOM Community server;

MAWK3: Most Active PlayStation 2 Online Games in 2023, How to Connect and Play Online on PlayStation 2 in 2023
For more information about other revive projects see Preservation projects page.
Advertisement

#1

Central Station (PS2)


Placeholder Text

Broadband Adapter (Gamecube)


This shouldn't be confused with netplay, which synchronizes emulation over an internet connection.

This add-on allowed the console to use LAN technology over ethernet. Mario Kart: Double Dash!! used it to play on a local network with up to eight other GameCubes, while Phantasy Star Online took it a step further to allow an internet connection for Sega's now-offline official game servers[19]. Kirby Air Ride and 1080° Avalanche also support this adapter. This feature was unavailable on the Wii despite having 802.11 b/g connectivity built-in and an official USB LAN adapter.

It's possible to hook up zero or more of each of these configurations on one networked game:

XBAND Modem


The XBAND was the very first console modem to allow online multiplayer using a dial-up connection. It was released on the SNES for a range of games in the mid-nineties - as well as the Genesis and Saturn.[20] Launched in late 1994, 1995 nationwide (USA) for the Genesis/Mega Drive, 1995 for the Super Nintendo and 1996 for the Super Famicom.

Advertisements

#1, #2, #3

Game.com Online


Internet Cartridge with Modem

Placeholder Text

Web Link cartridge

Placeholder Text

XLink Kai


teamxlink.co.uk Official site

Xlink Kai is a program that you install on your Windows, macOS or Linux machine. To play on older consoles
XLink Kai allows consoles to connect with LAN their ("Local Network Play") support. XLink Kai acts as tunneling software, installed to a compatible Windows, macOS, or Linux computer (including Raspberry Pi and NAS devices) on the same network as the console.

When using a game's LAN feature the console's requests are routed to the computer, with XLink Kai listening for these requests, allows other consoles to be found over the internet during this search, making it appear to the player's console that these other consoles are simply connected to the local network.

For modified ("modded") Xbox consoles, much of the functionality can be provided in Xbox Media Center (XBMC for Xbox) GUI. The XLink Kai client is still required to be running on a computer on the user's network, but players can control connections directly through the Xbox.

Services for Computers

PlayNET (Commodore 64)


The PlayNET service featured Email, online chat, bulletin boards. Launched 1984, discontinued 1988.[21]
The service had two membership tiers: $8 a month service charge + $2.75 an hour charge for connection. or no service charge and $3.75 an hour connection charge. File Downloads were $0.50 each.[22]

Quantum Link (Commodore 64 & 128)


The Quantum Link (Q-Link) Q-link featured Email, Online chat (People Connection department), online news, instant messaging, multiplayer games. In late 1986 Q-link added casino games. Q-link was a modified version of PlayNET.[23] Launched in late 1985, Discontinued ????.
Q-Link had a monthly fee of $9.95 (including "basic services" and a free hour of "plus services") and additional fees of ¢6 per minute for "plus services".[24]

Advertisement

#1

Games Computers Play (Atari 8-bit & ST)


The Games Computers Play (GCP) service was developed by Gardner Pomper and Greg Hogg. Launched 1985, Discontinued ????
The Signup fee was $30 which included 5 hours for free. $6 an hour between 6 PM and 7 AM Weekdays and $6 an hour throughout the weekend, $15 an hour Weekdays during "prime time" (between 7 AM and 6 PM ).[25]

Prodigy


Prodigy. Placeholder Text

GEnie


GEnie (General Electric network information exchange) was created by General Electric Information Services (GEIS, now GXS Inc.). Placeholder Text

Compunet


The Compunet (a.k.a CNet) was a service originally for the Commodore 64, later the Amiga and Atari ST, with an unreleased PC version. Launched 1984, discontinued 1993.

CompuServe


Placeholder Text

BarrysWorld


Placeholder Text

DWANGO


Placeholder Text

Kali


Placeholder Text

MPlayer


Placeholder Text

GameRanger


Server-matching / IRC application (similar to Xfire)
It's possible to use supported games with this application for multiplayer.

GameSpy


Revived thanks to OpenSpy project.

GameStorm


Placeholder Text

RealArcade


Placeholder Text

Safe-Site.net


Safe-Site was a subscription service provide by Oregon Scientific that launched in 1999 (Circa) The service was promoted as a safe introduction to the internet, providing e-mail, a newsgroup, greeting card trading, and a way for kids to post game scores on a leaderboard. the service would also send subscribers educational facts and trivia. Safe-Site was exclusively for those who bought their educational computers, to the point that everything anyone knows about it comes from press releases and some promotional text in store catalogues. The service costed $15 a month and required the "Safe-Site" modem ($50) [26]

Total Entertainment Network


Placeholder Text

Wireplay


The service endured for a time but was finally shut down in 2014.

World Opponent Network


Placeholder Text

Xfire


Placeholder Text

Services for Arcades

ALL.Net


Placeholder Text

AW-Net


Placeholder Text

e-Amusement


Placeholder Text

References

  1. Page 10 March 1983 issue (issue 13) of Electronic Games (1983 prices)
  2. Page 16 "Communication News", "PlayCable strikes out" section March 1984 issue of C-ED
  3. Look ma, no cartridge! by Stewart Schley (cedmagazine.com article)
  4. The SEGA Channel by By Levi Buchanan (1994 prices for the USA)
  5. 5.0 5.1 IGN64's Ultimate 64DD FAQ
  6. 64DD: Broken Promises
  7. Press release from InterAct Accessories, Inc.
  8. Electronic Gaming Monthly Issue 84
  9. NEXT Generation issue 20 (1996 price)
  10. Electronic Gaming Monthly Issue 98 (1997 price)
  11. Sega.com Press release
  12. Sega, AT&T Unveil Dreamcast Pact (Associated Press article)
  13. Sega to Charge for SegaNet Access By Alex Pham (Los Angeles Times article) (Prices)
  14. ConsoleMods: Broadband (BBA) Mode for Dreamcast
  15. PlayStation i-mode Connection in May (IGN article)
  16. Why did the Japanese connect a cell phone to the first PlayStation and what did it allow them to do? (archyde.com article)
  17. Sony outlines its 2001 business plans (GameSpot article)
  18. Lightspan Online Connection CD | Game-Rave TV Ep. 100
  19. Spawn Wave's Playing The Nintendo GameCube Online In 2022 video about this
  20. XBAND: Wonders of the Retro Gaming World
  21. "Halt and Catch Fire" section A 1980s Quantum Link to a modern-day Mutiny (Paleotronic Magazine article)
  22. Info Magazine Issue 09 Page 35 (1985 prices)
  23. A 1980s Quantum Link to a modern-day Mutiny (Paleotronic Magazine article)
  24. Commodore Microcomputers issue 38 (1985 prices)
  25. Antic Magazine Volume 4 Number 06 (Mind Tools) (1985 prices)
  26. Safer Web Playgrounds Are Aimed at Kids and Paying Parents
    (Prices are at the end of the page)

Notes

  1. Discontinued in 1983 or 1984, due to the Video Game crash of 1983. Unable to find reliable answer
  2. Fees Varied by location. The Sega Channel section uses IGN's approximations

See also