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XBAND
XBAND
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XBAND
The XBAND logo
DeveloperCatapult Entertainment
TypeOnline service
Launch dateNovember 17, 1994; 31 years ago (1994-11-17)
DiscontinuedApril 30, 1997; 28 years ago (1997-04-30)
Platforms
StatusDiscontinued
Members15,000
Websitehttp://www.xband.com

XBAND (stylized as XBⱯND) 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.[1][2] 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.[3]

History

[edit]

The Genesis version of the XBAND was released in November 1994,[4] with the Super NES version following in June 1995,[5] and the Super Famicom version in April 1996.[6][user-generated source] The Genesis version also works with the Genesis Nomad.[7] In Brazil the Mega Drive service was released as the Mega Net 2, named after the Sega Meganet.[8]

In 1995, Catapult Entertainment signed a deal with General Instrument, producers of the Sega Channel, which stipulated that the XBAND modem would henceforth be built into new Sega Channel adapters, and that the top 5 to 10 games offered by Sega Channel each month would be playable over XBAND.[9]

Initially, Catapult Entertainment had a limited staff and virtually no advertising.[citation needed] By January 1997, XBAND network playability had reached practically every metropolitan area and several rural areas in the U.S.[citation needed] The actual XBAND modems were carried by a few software and video rental chains across the United States.[citation needed] Internationally, the XBAND had some limited growth in the Japanese market,[1][10] and Catapult was working on PC[11] and Sega Saturn[12] support, though it merged with Mpath Interactive.[13] The focus shifted to the online PC gaming service Mplayer.com which was taken offline and integrated into GameSpy Arcade in 2001, after being acquired by GameSpy in December 2000.[14][15][16]

Service

[edit]
XBAND for the Sega Genesis and the Super NES

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

The XBAND modem was widely available at Blockbuster Video for US$19.99 (equivalent to $40 in 2024), with additional charges based on usage.[17] Two pricing plans were available. One had a monthly fee of $4.95 and allowed the user to connect to the service up to 50 times a month with each additional connection costing 15 cents. The other had a monthly fee of $9.95 with unlimited connections.[18] Activities that consumed a player's monthly allowance of connections included dialing into the XBAND service for matchmaking, downloading mail (called "XMAIL"), and downloading the daily edition of the two XBAND newsletters, one containing generic news and the other containing platform-specific information such as leaderboards and contest announcements. Players were assessed a fee of $3.95/hour for connecting to opponents outside their local calling area;[19] player-to-player connections inside their local calling area were free.[7]

The modem features built-in storage for up to four user codenames. It stores user friend lists, which can contain the codenames of up to ten of the user's friends; the users' XMAIL boxes, storing up to ten incoming and ten outgoing messages for each user; the users' rankings, win–loss records, and accumulated scores; a short profile section; and the user's avatar (chosen from 40 preset avatars). Text entry is done either through an on-screen keyboard or an optional XBAND keyboard add-on ($29.95 MSRP) released later in the network's lifespan.[18]

The client-side system worked by manipulating the game's memory in a way similar to Game Genie or third-party computer game modifications do.[20]

The XBand operating system was designed to ensure that connections are not lost due to phone activity; in the case of call waiting, the system would alert the user to the call and allow the game to be resumed.[21]

XBAND had an official website to check other players' statistics, along with other information and updates that were not viewable on consoles.

At its height, XBAND had 15,000 subscribers.[22]

Gaming

[edit]

A 1995 article in Next Generation stated that the XBAND modem's "ultra-low latency is the key to its successful handling of realtime videogaming".[17] The modem's data transfer rate is 2,400 bits per second, which, though low compared to PC modems of the time, was sufficient to handle the simple one-on-one games for XBAND.[18]

When connecting to play, unless specifying a particular user from the friend list, players were matched with a random player elsewhere in the country (or the player's local area code depending on preference) who was also connecting to play the same game. The server would attempt to match players of like skill levels, using the Elo rating system. When the network matched two players up, the newly-connected player's XBAND modem would disconnect from the server and dial the other player, whose own XBAND modem would answer.[7] At that point, the players saw the XBAND logo slide together, followed by the matchup screen, which displayed each player's codenames, avatars, locations, and a pre-typed "taunt".

In December 1995, XBAND launched its first national tournament. This was the first modem to modem tournament ever to be held over a console. The grand prize winner received a special Genghis Khan icon for their XBAND profile and a $200 cash prize from Catapult. Peter Kappes aka "SphiNX" of Orlando, Florida became the first person in history to win a modem to modem national tournament over a console.

Icon hacking

[edit]

During the last few months of service, several users discovered a way to use a Game Genie to hack the icons of XBAND players. This enabled players to use icons that were otherwise restricted, such as unreleased icons or icons reserved for matches between XBAND team members. Icon hacking resulted in complaints from other users. Rumors about XBAND icon hackers often claimed they were part of elite hacking organizations or members of Catapult Entertainment. Eventually, the method used by the hackers was leaked and inevitably spread throughout the community.[citation needed]

Demise

[edit]

By March 16, 1997, people could only play within their local area code.[citation needed] On April 30, 1997, the entire network was discontinued, with Mpath citing a lack of new games for the Genesis and Super NES.[23]

XBAND had announced in its previous monthly newsletter that it was shutting down.[citation needed] According to Next Generation, XBAND "never turned a significant profit".[13] During XBAND's existence, only a handful of advertisements were ever made, and only one game, Weaponlord, has the XBAND logo on its box. XBAND stated in its newsletter that players were their best form of advertising, and offered the "XBAND 6 pack", where members could order six modems at a discounted rate and receive a month of free gaming in exchange for signing up a certain number of people to the service.

Heavy contributors to XBAND's demise were the lack of support from game developers and limited internal resources. With the exception of Weaponlord and Doom, 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 low-latency (fast response time), 2,400-bit/s modem connection.[20]

Catapult's second generation attempts were blocked by Conexant due to the increasing use of the Internet, an effect from the shift to the Information Age. The XBAND was launched in Japan on April 1, 1996 for the Sega Saturn.[24] Unlike the SNES/Super Famicom and Genesis versions of XBAND, it did not require an XBAND-specific modem, instead utilizing Sega's own Sega NetLink device (which included a 14,400 bit/s modem in Japan and a 28,800 bit/s modem in North America).[25] Neither the Saturn XBAND nor an expansion into the PC market succeeded, because developers frequently opted to include their own network linking rather than deal with Catapult's subscription-based service.

Service issues

[edit]

A major issue for the XBAND service was free long-distance phone calls. It was discovered that a user could record the tones sent from an XBAND modem and then receive the long-distance service number, the authentication code, and phone number of the player you were connecting to. This information allowed anyone to access long-distance phone calls that were charged to Catapult.

Paging company SkyTel faced similar problems from both XBAND users and their own customers. XBAND users performed brute-force attacks against SkyTel's mobile paging system in order to discover voicemail boxes using the same number as the login and password, using these to extend their communication with each other. Most messages consisted simply of shout-outs with music playing in the background.

A common complaint was that if a player was losing a match, they could simply pull their phone cord out or reset their system. This tactic, known as "cord-pulling" among XBAND users, prevented the XBAND service from crediting either player with the win or loss. In response to complaints, the company developed a program which would detect such forced disconnections and assign a loss to the perpetrator and a win to the victim.[7] However, this led to a flood of calls from users claiming that their reset button had been pushed by accident and demanding that the loss be erased from their record; facing unsustainable customer service costs, Catapult changed the program so that while victims of cord-pulling were awarded a win, perpetrators were no longer penalized in any way.[22]

Publishing statistics

[edit]

Though lacking market success, the XBAND team did manage some publicity gains when they joined forces with a number of gaming magazines, starting on the web with Game Zero magazine and later in Tips & 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 forefront of online gaming. The top-ranked gamers of the previous month were published starting in January 1996 in Game Zero and, starting in early 1996, in Tips & Tricks magazine.

Supported games

[edit]

The following games have been analyzed, and online compatibility provided, by XBAND.[1][7][26] A hidden maze game can be unlocked in the SNES version by inserting a The Legend of Zelda: A Link to the Past cartridge.

See also

[edit]

References

[edit]
[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
XBAND (stylized as XBⱯND) was an early multiplayer network and for consoles, developed by Catapult Entertainment. Launched in November 1994 for the in , it enabled players to connect via dial-up telephone lines for competitive play in select titles, including and . The service expanded to the (SNES) in 1995 and briefly to the and PCs, offering features like automated , player statistics, in-game chat via icons, and (Xmail). Despite its innovations, XBAND faced challenges from limited game support and high costs, leading to the shutdown of its servers on April 30, 1997.

History

Development

Catapult Entertainment was founded in 1994 by Steve Perlman and Steve Roskowski in , with the primary goal of developing online multiplayer functionality for 16-bit home consoles like the and . The company emerged from the founders' spare-time explorations into networking video games over telephone lines, aiming to enable real-time competitive play that surpassed the limitations of single-player . The project drew inspiration from prior unsuccessful efforts to connect consoles online, such as the 1983 service for the , which provided dial-up game downloads and rudimentary multiplayer but collapsed due to high per-use fees and technical unreliability. Similarly, the 1992 Teleplay Modem by Baton Entertainment attempted broadband-like connectivity for the Genesis and SNES but failed commercially, prompting to pursue a more affordable, phone-line-based dial-up solution focused on head-to-head gaming rather than downloads. Development of the XBAND modem accelerated in early 1994, when Konstantin Othmer joined as vice president of on April 1, marking the shift to full-time work; hardware prototyping involved designing a low-cost ASIC-based , while software efforts centered on real-time synchronization protocols. Negotiations with and began concurrently, securing official licenses for compatibility—Sega provided investment and enthusiastic support, while collaborated on technical integration, such as for titles like —with both companies impressed by demonstrations of lag-free play using off-the-shelf hardware costing around $24 in components. A public demo was ready by September 1994, aligning with the holiday launch target. Initial funding came from oil magnate , who expressed strong interest in the venture, supplemented later by Sega's investment; the team comprised around a dozen engineers, including former Apple and staff like Othmer, David Jevans, and Chris Yerga, emphasizing expertise in embedded systems and networking. A core objective was implementing through win-loss ratings and opponent-strength algorithms, prioritizing fair matches against similarly skilled players over random pairings to foster competitive growth and user retention.

Launch

XBAND launched on November 17, 1994, initially supporting the console in select U.S. markets such as , , , New York, and . The Super NES version followed in early 1995, expanding the service's availability. This rollout marked one of the earliest attempts at online console gaming, connecting players via dial-up s for head-to-head multiplayer matches. The retailed for $69.95, paired with a base monthly subscription of $4.95 for limited access or $9.95 for unlimited access; introductory free trial periods, including initial connection credits, were provided to encourage sign-ups. Marketing efforts featured a multimillion-dollar campaign, including of television advertisements on networks like , , and —targeting shows such as NFL Football and —along with radio spots in launch cities and print promotions in gaming magazines like . A coast-to-coast launch event on November 25, 1994, partnered with to showcase titles, boosting visibility. Early adoption grew steadily, with the subscriber base peaking at over 15,000. Initial media coverage highlighted XBAND as a groundbreaking service, praising its potential to transform console gaming despite technical limitations like slow dial-up speeds.

Hardware

Design and Specifications

The XBAND utilized a 2400 dial-up connection via an RJ-11 phone jack, enabling connectivity to the service's network through standard telephone lines. This low-speed , based on the Rockwell RC2324DP , was optimized for transmitting controller inputs and game state in real-time multiplayer sessions, achieving response times as low as 2/60th of a second through efficient data compression and protocol handling. The device employed a cartridge-based interface that plugged directly into the console's cartridge slot, housing internal ROM for the XBAND operating software and non-volatile memory to store user data such as codenames (up to four), friend lists (up to ten contacts), and game statistics or icons. This integrated design allowed seamless access to the network without requiring additional peripherals beyond the phone line and power source. Power was supplied via an external , rather than drawing directly from the console, ensuring stable operation during extended sessions. The unit measured approximately 5.6 x 4.9 x 1.1 inches and weighed about 7.2 ounces, featuring a compact, durable plastic construction suitable for home use alongside 16-bit consoles. For security, the XBAND incorporated password protection using 1-8 button combinations for user accounts, alongside transmission protocols such as the Apple Data Streaming Protocol (ADSP) with cyclic redundancy checks (CRC) to verify integrity and mitigate basic tampering or errors during modem transfers. These measures provided rudimentary safeguards for account access and gameplay without advanced cryptographic features.

Platform Variants

The XBAND modem was released in dedicated versions for the (SNES) and the , both functioning as pass-through cartridges that occupy the console's cartridge slot with the game cartridge stacked on top. The SNES variant connects directly to the slot and requires an external to operate, enabling network-based multiplayer for up to four players in supported titles through dial-up connections. The version employs a similar cartridge slot installation but includes design adaptations to align with the console's form factor and controller ports, while also relying on an external for functionality. Both variants share core hardware foundations, such as the integrated and processing chip, but the Genesis model supported a distinct set of compatible games tailored to its library. A standout feature of the XBAND service was its cross-platform compatibility, which allowed SNES and Genesis users to engage in multiplayer matches and exchange messages across the two systems in titles that supported the network protocol. This unified backend facilitated seamless interactions regardless of console, provided both players subscribed to the service. The XBAND saw primary releases in , including via shared distribution networks with localized phone line access for dial-up connectivity, alongside a Genesis-specific variant in rebranded as Mega Net 2. International expansion remained limited, with no widespread adoption in due to regional service constraints.

Service

Subscription Model

The XBAND service required users to purchase the modem hardware upfront, typically priced at $19.95 to $29.99 as of depending on the platform variant and optional accessories, before accessing the subscription-based network for online multiplayer gaming. Once equipped, subscribers could choose between two primary plans: a basic tier at $4.95 per month granting 50 connection credits (with additional credits available at $0.15 each) or an unlimited access plan for $9.95 per month, which allowed unrestricted connections for local gameplay. Long-distance connections incurred separate fees of approximately $3.95 per hour, billed directly by Catapult Entertainment rather than through telephone carriers. Account creation began with users calling a toll-free registration number (1-800-X4-XBAND) by to sign up. During setup, each was assigned a , enabling email functionality, while users could create multiple personas per device, each with a customizable nickname (such as "Thumbs" or "Green Friday") and an icon selected from predefined options with adjustable color hues. Billing for subscriptions was handled via or telephone billing through Catapult Entertainment, with charges applied monthly based on the selected plan and usage. Later service updates introduced premium options, such as the unlimited plan's enhanced access to features like extended win-loss statistics storage and opponent matching, building on the core subscription framework to encourage ongoing engagement.

Core Features

The XBAND network relied on a dial-up connection process facilitated by its built-in , which operated at . Upon initial setup, the device automatically dialed a toll-free 1-800 number to identify the user's geographic location and assign a local access point-of-presence (POP), storing this information for future use. Subsequent connections involved the modem dialing into regional servers to register the user and initiate , after which the server would contact a potential opponent if available; once accepted, the server bridged the call and disconnected, enabling a direct link between the two modems for . This setup minimized long-distance charges by through local hubs and ensured reliable connectivity despite the era's infrastructure limitations. Central to the was an interactive accessible via the modem's interface, which displayed personal statistics such as win/loss records and overall rankings. Users could manage buddy lists containing up to ten friends' codenames for quick challenges, send and receive X-Mail messages using an on-screen keyboard—functioning as an early form of in-game —and browse digital newspapers like "BANDWIDTH," which delivered updates on gaming , tips, tournaments, and service announcements. These features provided a centralized hub for social and informational interactions beyond mere gameplay. Matchmaking emphasized skill-based pairing, drawing from server-tracked player rankings to connect users of comparable ability, promoting balanced and engaging sessions. The system supported requests for matches either randomly or from the buddy list, with the server handling the coordination to reduce user effort. Data persistence was maintained through server-stored profiles, allowing users to retain custom nicknames, accumulated win/loss records for ranking purposes, and selected avatars from a predefined set of options representing their online persona. This ensured continuity across multiple sessions, even if the device was powered off or switched between consoles.

Supported Games

SNES Titles

The XBAND modem initially supported nine games on the (SNES), with additional titles added later, enabling online multiplayer functionality through software patches that intercepted and modified game code to transmit controller inputs over dial-up connections. These patches were distributed via XBAND's service, allowing users to access online modes in otherwise single-player or local multiplayer titles, typically supporting 2 to 4 players depending on the game's design. The initial supported titles included Doom, Presents , , , , , , , and NHL '95. Later additions included , , Tournament Edition, , , and Weaponlord. Among the core titles, adapted its local racing mechanics for online matches, where players competed in real-time Grand Prix-style races or individual tracks against remote opponents, emphasizing speed and item-based strategy over long distances. focused on versus battles, transforming its arcade-style fighting into extended online sessions with best-of-five match formats to mitigate connection latency. enabled full basketball games online, supporting 2-on-2 contests with ranked ladders that tracked player performance and awarded points for wins, fostering competitive seasons. Other titles integrated similarly, with sports games like and NHL '95 allowing head-to-head simulations of full matches or periods, while puzzle and action games such as and Doom provided turn-based or action-oriented multiplayer, often limited to 2 players due to bandwidth constraints. Fighting games, including and , incorporated tournament brackets for structured online competitions, where winners advanced based on accumulated victories during service-hosted events. Presents rounded out the lineup with online baseball simulations, supporting inning-based play for up to 2 players.

Sega Genesis Titles

The Sega Genesis version of XBAND supported around nine official games over its run, with more added later, enabling online multiplayer through reverse-engineered patches that integrated with the modem's smart chip for seamless detection and connection. These titles primarily focused on competitive genres like fighting and , leveraging the Genesis's 16-bit architecture to facilitate real-time head-to-head matches over dial-up lines. The service emphasized versus play, with features such as auto-matching opponents nationwide and text-based chat. Key supported titles included the series, where players could engage in enhanced versus modes against remote opponents, building on the franchise's one-on-one combat system. , in particular, allowed for intense online battles with its expanded roster and combos, taking advantage of the Genesis's faster processor to minimize perceptible lag during fast-paced fights. Sports simulations like enabled organized leagues, where users formed teams and competed in season-long tournaments, simulating NFL play with real-time strategy elements adapted for network play. Other notable games encompassed for arcade-style basketball dunk contests, (via its : The New Challengers port) for global fighting duels, and additional EA titles such as NBA Live 95, , , and NHL 95, which offered similar league and matchup functionalities. Additional titles included , , and Weaponlord. Platform-specific enhancements on the Genesis included optimized data transmission protocols that reduced input delay in action-oriented games, thanks to the console's CPU running at 7.6 MHz, which handled synchronization more efficiently than some contemporaries. For instance, in shooters and sports titles, this contributed to smoother co-op missions and versus sessions. Cross-play was limited to messaging features like X-Mail between Genesis and SNES users, but game sessions remained platform-specific to ensure compatibility.

Community and Gaming

Multiplayer Mechanics

XBAND's multiplayer mechanics revolved around a centralized server system for matchmaking combined with direct peer-to-peer connections for gameplay, enabling online competition on 16-bit consoles via dial-up modems. To initiate a session, users inserted the XBAND modem cartridge into their Super Nintendo Entertainment System (SNES) or Sega Genesis console, selected a supported game from the XBAND menu, and chose a multiplayer mode such as versus play. The modem then automatically dialed a toll-free 1-800 number to connect to the nearest regional XBAND server, where the player was registered based on their unique ID and current availability. The server handled session management by scanning for compatible opponents, often instructing one modem to directly dial the other's phone line to establish the connection, while the other waited for the incoming call; this process typically took a few minutes depending on line availability and location. Matchmaking operated on a skill-based that paired players using their win-loss records and accumulated XBAND Points, which were calculated relative to the opponent's skill level to promote balanced games and discourage mismatches. High-performing players could join exclusive "clubs" featuring elite ranks, such as "golden dragons," awarded to those with significant win totals, creating informal tiers that motivated progression from novice to champion-level competition. Once connected, in-game connectivity relied on real-time synchronization over the direct phone line, where inputs and game states were echoed between consoles to maintain synchronized action; the used Catapult's proprietary data transfer protocol to achieve low latency, with response times around 2/60th of a second, helping mitigate delays inherent to 1990s dial-up technology. Supported game types emphasized competitive formats, including head-to-head 1v1 battles as the core mode, alongside limited team-based options like 2v2 in select titles, and periodic server-hosted tournaments for broader events. Matches were designed for quick sessions, generally lasting 5-20 minutes to accommodate the era's connection limits and player engagement. Post-match processing occurred automatically upon disconnection, with results transmitted back to the XBAND server for stat updates, including win/loss recordings and adjustments to XBAND Points based on the final state, such as scores or remaining time if the connection dropped mid-. Players could then opt to issue X-Mail challenges to their opponent for future rematches, integrating social elements into the competitive flow. For example, in , this enabled intense head-to-head basketball duels with real-time syncing of dunks and power-ups.

Icon System and Hacking

The XBAND service featured a personalization system where users selected avatars from a library of 50 pre-set icons during account registration to represent their profiles. These icons appeared in online lobbies to identify players and were displayed alongside match invitations, enhancing the social aspect of multiplayer sessions. Users exploited vulnerabilities in the system's memory handling—similar to cheat device mechanics—by applying specific codes or using memory editors to alter icons on the fly. This allowed unauthorized swaps, including access to restricted icons reserved for XBAND staff or unreleased designs, compromising profile integrity. Such exploits sparked user complaints about theft beginning in 1995, eroding trust in the as players reported stolen or manipulated avatars disrupting fair play and . Rumors of widespread abuse circulated, amplifying concerns over account security in the nascent online gaming environment.

Challenges and Demise

Service Issues

The XBAND service encountered significant connectivity challenges stemming from its reliance on 2400 bps dial-up modems, which operated at speeds slower than many contemporary alternatives and frequently resulted in lag during multiplayer sessions. These slow connections were exacerbated by regional variations in phone line quality, leading to inconsistent performance across different areas of the . Peak-hour usage often caused dial-up failures, including busy signals and prolonged wait times for , as the service's limited struggled to handle demand from its peak of over 15,000 subscribers. Billing issues arose from unexpected long-distance fees—charged at $3.95 per hour when connecting outside local areas. Game-specific bugs further compounded service reliability, particularly in fast-paced fighters like , where latency affected gameplay. In other titles like Doom, developers removed sound effects during deathmatch sessions to mitigate slowdowns, highlighting broader synchronization challenges across supported games.

Shutdown and Aftermath

By the mid-1990s, XBAND faced significant decline due to low subscriber retention, peaking at approximately 15,000 users but dropping amid persistent service issues and limited game support. The rise of 32-bit consoles like the PlayStation and shifted gamer interest toward new hardware with built-in enhancements, reducing demand for 16-bit online play. Additionally, the growing popularity of PC online gaming offered broader titles and communities, drawing users away from console-based services. Catapult Entertainment filed for Chapter 11 bankruptcy in October 1996 amid financial difficulties. This was followed by its acquisition by Mpath Interactive in July 1996, with terms not publicly disclosed, a move described as a talent acquisition. Catapult announced the discontinuation of XBAND in early 1997, with servers shutting down on April 30, 1997, after roughly 29 months of operation since its Genesis launch in November 1994. This merger highlighted the unsustainable economics of maintaining a niche service in a rapidly evolving market. In the aftermath, Catapult's assets and technology were absorbed into Mpath, which pivoted toward PC and web-based gaming platforms, eventually contributing to services like . While the core team shifted to broader digital entertainment projects, XBAND modems lingered as collectibles, with some later repurposed by enthusiasts for private networks using emulated servers.
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