Sega Meganet: Online Gaming In 1990

It’s easy to think of online console gaming as an invention of the 2000s. Microsoft made waves when Xbox Live dropped in 2002, with Nintendo and Sony scrambling to catch up with their own offerings that were neither as sleek or well-integrated.

However, if you were around a decade earlier, you might have experienced online console gaming much closer to the dawn of the Internet era. As far back as 1990, you could jump online with your Sega Mega Drive. But what did an online console feel like in the dial-up era?

Mega

The Sega Mega Drive was launched in Japan in October 1988. The company was in a tough battle with Nintendo for gaming dominance, and the new 16-bit console was intended to best its rival’s offerings across the board. With a forward-looking attitude, Sega quickly developed an online offering for the console, which went under a few different names. It was known as Mega Net, or alternatively, the Sega Net Work System.

The Mega Modem plugged into the back of the Model 1 Mega Drive. With data rates maxing out at 1,200 bps, it was somewhat limited in what it could offer. Credit: boffy_b, CC BY-SA 3.0

The system hit the market on November 3 1990, exclusively for the Japanese market, with Sega talking up a future launch in the US under the “Tele-Genesis” name. The initial Mega Net kit cost ¥12,800, which included the Mega Modem accessory—a simple 1,200 bps dial-up modem which plugged into the “EXT” DE-9 port on the back of the Model 1 Mega Drive. Access to Mega Net service came at a cost of ¥800 a month. Users got a copy of Nikkan Sports Pro Baseball VAN, which provided live updates and statistics on baseball matches when connected to the service.

The Mega Net pack also included the “Game Library” cartridge. This allowed users to dial up to Mega Net and play a variety of downloadable games. These titles had to be incredibly compact, usually under 128 KB. This was both because of the glacially slow 1,200 bps modem, and because the Mega Drive had no real storage capability to speak of. 42 games were released on the system, and titles would take about 5 to 8 minutes to download. The vast majority were single player experiences. However, two games – Tel-Tel Stadium and Tel-Tel Mahjong – featured online play via Mega Net. Perhaps unsurprisingly, both games were turn-based—a practical necessity given the limited speeds and latency achievable with the slow Mega Modem. A handful of games from Mega Net would later see cartridge releases of their own.

Users could also engage in multiplayer gaming with certain cartridge-based titles. However, this was not using a server-based online system. Instead, this merely consisted of point-to-point dial-up play between two consoles equipped with the Mega Modem.

The Mega Anser kit allowed you to manage your banking or life insurance from the comfort of your living room. The optional thermal printer could be used to print statements or receipts. Credit: Sega

Mega Net wasn’t just limited to gaming, however. Sega explored more utilitarian uses for the Mega Drive with the release of Mega Anser. This came as a package that included the Mega Modem, the Mega Anser software, and a numeric keypad controller called the Ten Key Pad. There was also an optional printer that plugged into one of the controller ports. The most notable use of the Mega Anser was for online banking. Depending on your bank, you could manage your funds with the Naisu-kun Mini, Osaka Ginkou no Home Banking Service My Line, or Sumisei Home Tanmatsu.

Unfortunately, the technology wasn’t quite there in 1990 to support a fully-vibrant online gaming service. By 1992, Sega realised there wasn’t a large market for Mega Net and Mega Anser services, and the hardware started turning up in bargain bins for drastically reduced prices. By 1993, Sega had released a remodelled Mega Drive which eliminated the EXT port required for the Mega Modem, making it clear that there was no interest in taking the service any further.

You could use the Mega Net system to access live baseball scores and statistics, though one wonders if it might not have been easier to just watch a televised match instead. Credit: Sega

The end of Mega Net in Japan was swift, but the name would live once more. That time came in 1995, when a similar service saw a last gasp release in Brazil, of all places. Supported by local distributor Tectoy, it ran using a unique modem accessory that plugged into the cartridge slot. The range of services on offer was quite different—users could access emails, fax messages, and read an electronic magazine called Revista Eletrônica. The system was designed to be used with the Sega Mouse for a more computer-like interface experience, and prices started at R$5 a month for access to the service. The service was, in many ways, completely unrelated to the original Sega effort, but was inspired by it and wore similar branding.

Brazil’s Mega Net was more modern and had additional ways for users to interact with each other.

Sega’s early experiment with online console gaming was not a grand success. It failed to attract a huge user base or offer any ground-breaking features. However, it did give the company a base to work from when it came to getting later consoles online, like the Saturn and Dreamcast that arrived years later. Ultimately, Sega would largely be out of the console market by the time online gaming really took off in that world, but you can’t fault the former Japanese titan for trying to get in early.

2 thoughts on “Sega Meganet: Online Gaming In 1990

  1. Brazil got their fancy Mega Net around the same time that North America got the Sega Channel, which was yet another of Sega’s technologically innovative but only modestly successful efforts.

    The Sega Channel used cable TV networks for data distribution and a custom cartridge that could connect and download a rotating collection of games. This was before the era of cable modems, so there was no bidirectional data transmission; the game and other data was just broadcast on a repeating loop for the system to retrieve if requested. Unlike the original MegaNet it had enough RAM to store a regular-sized Genesis game, and it was intended as a way for SEGA to compete with the video game rental market (as in, the “go to Blockbuster and rent a cartridge” market).
    I have no idea what bitrate the system achieved, but game downloads were reportedly pretty fast, taking just a few minutes.

  2. Hi, just in case someone’s wondering as to why 1200 Bit/s were used.
    It’s probably because of cost and simplicity and definitely not state of the art for 1990!
    Real, intelligent Hayes modems for PC did 4800 and 9600 Bit/s by that time (V.32 standard).

    However, for up to 2400 Bit/s (or Baud here) the simple (A)FSK modulation method can be used on a simple voice channel (requiring ca. 2-3 KHz bandwith).
    Using lower speed gives a better signal-to-noise ratio.
    That’s also why Packet Radio on FM CB radio topped out at 2400 Bit/s (1200 being standard without FSK port on a radio).

    Here, in FSK, symbol rate (Baud) and speed (Bit/s) are still same because of simple modulation method and no compression.
    If something like DPSK or 4-PSK was used, then an 1200 Baud modem would have been able to transfer 2400 Bit/s.

    https://en.wikipedia.org/wiki/Frequency-shift_keying#Audio_FSK

    Another reason is the serial interface itself.
    The EXT port is like another controller port and doesn’t do real RS-232 in hardware.
    It uses TTL signals and the serial port is being implemented in software.
    The C64 did something similar and was limited to 1200 and 2400 Bit/s.
    Other old computers such as IBM PC had a dedicated interface chip (UART FiFo) and could do 115 KBit/s since the 80s.

    Last but not least: line quality.
    In 1990, both US and Europe, the POTS was internally being in transition to a digital network/fibre, but the last mile(s) consisted of all sorts of phone wiring.
    Some better, some worse. That’s why line quality did vary a lot, depending where someone lived.
    Of course, a modem has its troubles keeping communication over a line that crackles or has other types of noise.
    In poorer places the wire used iron instead of copper, also, which in practice offered a smaller audio bandwith (East Germany comes to mind).
    Not all of the wires were twisted-pair, either. Which negatively affected noise canceling. Older installations maybe had simple audio wire, merely.
    There were multiple factors, in short.

    Interestingly, the Famicom modem did do 2400 Bit/s:
    https://www.sega-16.com/2006/11/disconnected-the-telegenesis-modem/

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