Meganet Modem

  1. Meganet Modem Usb Driver
  2. Meganet Adsl Modem Firmware Update
  3. Meganet Modem Connection

When support is needed, MegaNet is there! Our knowledgeable and friendly Support Team will be sure to support your technical request/s as quickly as possible. Live Telephone Support is available during normal business hours (Eastern): Mon – Fri: 8:30 am – 6 pm. Or send an email to support@meganet.net. MegaNet Pte Ltd is an innovative Info-Communications Technology (ICT) solutions integrator. Set up by a team of partners who have extensive experience in systems, networking and communication systems, we envisage ICT solutions to be the primary fix to todays (and tomorrows) corporate requirements.

< Talk:Sega Meganet

GA Review[edit]

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Reviewer:Quadell (talk·contribs) 21:25, 12 December 2013 (UTC)
Nominator:Red Phoenix

Hello again, Red Phoenix. I look forward to working with you again. I will read over this article and begin the review shortly. – Quadell(talk) 21:25, 12 December 2013 (UTC)

It'd be a pleasure, Quadell. I look forward to your feedback; I worked this from a stub to a full-fledged article in a matter of a day or two, so I'm willing to bet it's quite raw and could use a quality set of second eyes such as yours. Red Phoenixbuild the future...remember the past... 01:28, 13 December 2013 (UTC)
  • Redirects: Since Mega Modem redirects here, the words should be bolded when first used in this article. It would also be better to use the term in the first paragraph. Also, I think Sega Mega Anser (and Mega Anser) should redirect here, not to the Genesis article, which would mean that the first use of that term should be bolded as well.
    • Corrected. Red Phoenixbuild the future...remember the past... 02:49, 14 December 2013 (UTC)
      Great, but Mega Anser should be bolded the first time it's mentioned, in the lead, not the second. Also, I still think the Mega Modem is important enough to the article that it should be mentioned (and bolded) in the lead. – Quadell(talk) 14:52, 14 December 2013 (UTC)
  • Lead: Speaking of which, the lead should really be expanded a little to adequately cover all sections. Perhaps a tad more on the game library and/or reception?
    • Did some slight expansion. Red Phoenixbuild the future...remember the past... 02:49, 14 December 2013 (UTC)
      Great, but see above. – Quadell(talk) 14:52, 14 December 2013 (UTC)
  • Question: Is it true that 'The system offered ... Mega Anser'? It sounded to me like the Mega Anser was separate. Though both used the same Mega Modem, wouldn't you have to buy that system separately? Perhaps it would be more accurate to say 'The system 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.'
    • Used your wording. Thanks. Red Phoenixbuild the future...remember the past... 02:49, 14 December 2013 (UTC)
  • Wording: 'would be short-lived and last approximately a year before being discontinued' sounds redundant. Perhaps 'would be short-lived, lasting approximately a year before it was discontinued'?
    • Again, used your wording. Thanks. Red Phoenixbuild the future...remember the past... 02:49, 14 December 2013 (UTC)
  • Question: This article says that around 1989 or so, 'Sega began work on an Internet service, similar to what Nintendo had attempted with the Nintendo Network for the NES.' But the Nintendo Network article says the service was launched in 2012, and has no information on any earlier incarnation. Was it called 'Nintendo Network' back then?
    • It was, according to reference #3, but it appears to be something that's been kicked around as a name for an unreleased NA version of the service. What's being referred to is in the article Famicom Modem. Perhaps the Japanese name referenced for that service, 'Famicom Tsushin', would be a better term, and can link to Famicom Modem. I'll make that happen. Red Phoenixbuild the future...remember the past... 02:49, 14 December 2013 (UTC)
      Nice one, thanks. – Quadell(talk) 14:52, 14 December 2013 (UTC)
  • Clarity: Did JP¥12,800 include the cost of the Mega Modem? Or did the consumer have to buy the modem, then pay JP¥12,800 as a start-up fee, then pay 800/month?
    • Changed to 'for the modem'. Red Phoenixbuild the future...remember the past... 02:49, 14 December 2013 (UTC)
      Okay. I changed to 'for the equipment', since it came with a cartridge. Hope that's fine. – Quadell(talk) 14:52, 14 December 2013 (UTC)
  • Question: Just for my curiosity, do you know about what 12,800 yen in 1990 would equate to in current dollars (or 2000 dollars)?
    • I do, thanks to reference #3 estimating it at around US$100. I've added this to the article; was a little skeptical about doing this, though. There was a big stink in the review for Sega CD a while back about not having a price in British pounds, and all the WP:WORLDVIEW dealings I've had to try and balance everything out. Red Phoenixbuild the future...remember the past... 02:49, 14 December 2013 (UTC)
      I don't know if it belongs in the article or not either. But thanks for clearing that up for me. – Quadell(talk) 14:52, 14 December 2013 (UTC)
  • Clarity: When you say 'it was eventually cancelled for the region', do you mean it was never actually released in North America? (It sounds like you could mean that it was available for a time, but was later cancelled.)
    • That is what's meant. Commonly in the video game industry, 'cancelled' is the term for an item that has been announced but not officially released, and 'discontinued' is the term for something that was available for a time and no longer in service. However, I'll go ahead and clarify this, as it's not really a whole lot of difference. Red Phoenixbuild the future...remember the past... 02:49, 14 December 2013 (UTC)
  • Clarity: It's easy for a newbie to confuse the Mega Drive, Mega Modem, and Meganet. The last paragraph of 'History' twice refers to 'the system'. Since the previous paragraph wasn't about the Meganet proper, it would be best to replace the second mention with 'the Meganet system'. Similarly, the next sentence would do better to say 'a remodeled version of the Mega Drive console'.
    • Done. Red Phoenixbuild the future...remember the past... 02:49, 14 December 2013 (UTC)
  • Wording: In my opinion, the sentence beginning 'Third-party developers were unwilling...' is a tad awkward and should be reworded.
    • Reworded. Red Phoenixbuild the future...remember the past... 02:49, 14 December 2013 (UTC)
      Ah, that's good. I reworded a little more. – Quadell(talk) 14:52, 14 December 2013 (UTC)
  • Clarity: 'praising the concepts and the ideas to bring online gaming to video game consoles'. That's really one idea, not 'concepts and ideas', which is redundant anyway. Also, didn't Nintendo already do this? If so, it wasn't really Sega's 'idea'. Perhaps it should be something like 'praising the early initiative to develop online gaming for video consoles' or something.
    • Used your wording, but from the Sega-16 article it seems like Nintendo's and Sega's services were targeted differently. However, no worries. Red Phoenixbuild the future...remember the past... 02:49, 14 December 2013 (UTC)
  • Wording: 'Adam Redsell of IGN noted the basic features of the service, and despite noting...' Redsell commented on the basic features?
    • Reworded. Red Phoenixbuild the future...remember the past... 02:49, 14 December 2013 (UTC)
  • Quotes: The last paragraph of 'Reception and legacy' is almost entirely a single, long quote. Consider quoting only a portion of that, and rewriting the rest as a summary of the author's assessment in your own words.
    • Busted this up a little bit. Red Phoenixbuild the future...remember the past... 02:49, 14 December 2013 (UTC)
      That's perfect. – Quadell(talk) 14:52, 14 December 2013 (UTC)
Modem
GA review (see here for what the criteria are, and here for what they are not)

This article, while short, is quite strong and is reasonably complete. It is well-organized and well-sourced. All images are used appropriately, and there are no bias problems. A few problems and opportunities for improvements are listed above.

  1. It is reasonably well written.
    a (prose, no copyvios, spelling and grammar): b (MoS for lead, layout, word choice, fiction, and lists):
    All issues have been resolved.
  2. It is factually accurate and verifiable.
    a (reference section): b (citations to reliable sources): c (OR):
  3. It is broad in its coverage.
    a (major aspects): b (focused):
  4. It follows the neutral point of view policy.
    Fair representation without bias:
  5. It is stable.
    No edit wars, etc.:
    (thankfully)
  6. It is illustrated by images and other media, where possible and appropriate.
    a (images are tagged and non-free content have fair use rationales): b (appropriate use with suitable captions):
  7. Overall:
    Pass/Fail:
    I'm happy to promote this Good Article. – Quadell(talk) 21:08, 14 December 2013 (UTC)
Thanks for the review. I believe I've addressed about everything. Red Phoenixbuild the future...remember the past... 02:49, 14 December 2013 (UTC)
Great work, Red Phoenix. Just a little more left to do. – Quadell(talk) 14:52, 14 December 2013 (UTC)
All set. What a good day it's been; Sega Genesis passes FAC today and now this for GAN too. Good day to be a Wikipedian. Red Phoenixbuild the future...remember the past... 20:54, 14 December 2013 (UTC)
Indeed. Congrats! – Quadell(talk) 21:08, 14 December 2013 (UTC)
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Talk:Sega_Meganet/GA1&oldid=586095522'
Sega Meganet
DeveloperSega
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 onlinemultiplayer 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.

History[edit]

Meganet Modem Usb Driver

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

Meganet Adsl Modem Firmware Update

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 Famicom Modem for the NES.[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] Though the service had also been advertised in North America under the name 'Tele-Genesis' in publications such as Electronic Gaming Monthly, 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][6]

Meganet Modem Connection

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.[7]

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[edit]

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.[8] 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[9][10]Genre[9][10]
16tAction
Aworg: Hero In The SkyAction
ColumnsPuzzle
Fatal LabyrinthRPG
FlickyAction
Forbidden CityPuzzle
Hyper MarblesAction
Ikazuse! Koi no Doki Doki Penguin Land MDPuzzle
Kiss ShotTable
Medal CityTable
Mega MindPuzzle
Paddle FighterSports
Phantasy Star II Text AdventuresText adventure
Putter GolfSports
Pyramid MagicPuzzle
Pyramid Magic IIPuzzle
Pyramid Magic IIIPuzzle
Pyramid Magic SpecialPuzzle
Riddle WiredTable
Robot BattlerAction
Sonic EraserPuzzle
Teddy Boy BluesAction
Tel-Tel MahjongTable
Tel-Tel StadiumSports

Reception and legacy[edit]

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.)'[11] 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]

Meganet Modem

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.[12]

See also[edit]

References[edit]

  1. ^ abcRedsell, 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. ^ abSczepaniak, John (2006). 'Company Profile: Tec Toy'. Retro Gamer. Imagine Publishing (30): 50–53.
  3. ^ abSczepaniak, John (2006). 'Retroinspection: Mega Drive'. Retro Gamer. Imagine Publishing (27): 42–47.
  4. ^ abcdefghHorowitz, Ken (2006-11-10). 'Disconnected: The TeleGenesis Modem'. Sega-16. Archived from the original on 2015-09-03. Retrieved 2013-12-04.
  5. ^ ab'[Segahado Encyclopedia] Megamodemu' (in Japanese). Sega of Japan. Archived from the original on 2014-08-03. Retrieved 2013-12-04.
  6. ^'[Segahado Encyclopedia] Mega answer' (in Japanese). Sega of Japan. Archived from the original on 2013-12-14. Retrieved 2013-12-04.
  7. ^Sega Service Manual: Genesis II/Mega Drive II. Sega Enterprises, Ltd. 1993.
  8. ^Horowitz, Ken (2013-04-12). 'Teddy Boy Blues'. Sega-16. Archived from the original on 2016-02-15. Retrieved 2013-12-04.
  9. ^ ab'Mega Drive Master List (Sega)' (in Japanese). Sega. Archived from the original on 2012-11-24. Retrieved 2013-11-27.
  10. ^ ab'Mega Drive Master List (Sega licensees)' (in Japanese). Sega. Archived from the original on 2013-01-10. Retrieved 2013-11-27.
  11. ^'TurboGrafx-16 vs. Genesis'. Electronic Gaming Monthly. No. 8. Sendai Publishing. March 1990.
  12. ^Sato, Hideki (November 1998). 'The History of Sega Console Hardware'. Famitsu (in Japanese). ASCII Corporation. Retrieved March 5, 2019 – via Shmuplations.
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