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Online console gaming involves connecting a console to a network over the Internet for services. Through this connection, it provides users the ability to play games with other users online, in addition to other online services.

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88-685: 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. 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. The Genesis version of

176-459: A The Legend of Zelda: A Link to the Past cartridge. Genesis SNES Saturn (Japan XBAND branded releases only) PC Online console gaming The three most common networks now are Microsoft 's Xbox network , Sony 's PlayStation Network , and Nintendo 's Nintendo Switch Online and Nintendo Network . These networks feature cross platform capabilities which allows users to use

264-452: A K-factor of 10, which means that the maximum ratings change from a single game is a little less than 10 points. The United States Chess Federation (USCF) uses its own classification of players: The K-factor , in the USCF rating system, can be estimated by dividing 800 by the effective number of games a player's rating is based on ( N e ) plus the number of games the player completed in

352-471: A fee for continued access. However, neither the GameLine or PlayCable attained mainstream popularity and both services were shut down during the 1983 video game crash . During the 1990s a number of online gaming networks were introduced for home consoles, but due to a multitude of problems they failed to make a significant impact on the console gaming industry. For a number of years such networks were limited to

440-411: A fee of $ 3.95/hour for connecting to opponents outside their local calling area; player-to-player connections inside their local calling area were free. 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;

528-608: A few software and video rental chains across the United States. Internationally, the XBAND had some limited growth in the Japanese market, and Catapult was working on PC and Sega Saturn support, though it merged with Mpath Interactive . 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. The concept of playing online

616-446: A floor of at most 150. There are two ways to achieve higher rating floors other than under the standard scheme presented above. If a player has achieved the rating of Original Life Master, their rating floor is set at 2200. The achievement of this title is unique in that no other recognized USCF title will result in a new floor. For players with ratings below 2000, winning a cash prize of $ 2,000 or more raises that player's rating floor to

704-568: A following overseas but Sega decided to halt the project and provide an online portal in their new console the Sega Saturn . AT&T unveiled the Edge-16, an online gaming peripheral which featured simultaneous voice and data transmission, at the 1993 Consumer Electronics Show . However, AT&T cancelled it in 1994, having decided that its $ 150 (USD) price tag and lack of a match-up service (meaning players would have to find someone to play with on

792-428: A monthly fee of $ 9.95 with unlimited connections. 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

880-476: A player who won fewer than expected would be adjusted downward. Moreover, that adjustment was to be in linear proportion to the number of wins by which the player had exceeded or fallen short of their expected number. From a modern perspective, Elo's simplifying assumptions are not necessary because computing power is inexpensive and widely available. Several people, most notably Mark Glickman , have proposed using more sophisticated statistical machinery to estimate

968-410: A rating of 1500 and Elo suggested scaling ratings so that a difference of 200 rating points in chess would mean that the stronger player has an expected score of approximately 0.75. A player's expected score is their probability of winning plus half their probability of drawing. Thus, an expected score of 0.75 could represent a 75% chance of winning, 25% chance of losing, and 0% chance of drawing. On

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1056-426: A significant profit". 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

1144-462: A simplifying assumption to the contrary. To simplify computation even further, Elo proposed a straightforward method of estimating the variables in his model (i.e., the true skill of each player). One could calculate relatively easily from tables how many games players would be expected to win based on comparisons of their ratings to those of their opponents. The ratings of a player who won more games than expected would be adjusted upward, while those of

1232-548: A single account. However, the services provided by both are still limited to the console connected (e.g. an Xbox One cannot download an Xbox 360 game, unless the game is part of the Xbox 360 to Xbox One backwards compatibility program). Additional services provided by these networks include the capability of buying additional games, online chatting, downloadable content , and game demos . The earliest experiments relating to online connectivity on game consoles were done as far back as

1320-458: A tournament ( m ). The USCF maintains an absolute rating floor of 100 for all ratings. Thus, no member can have a rating below 100, no matter their performance at USCF-sanctioned events. However, players can have higher individual absolute rating floors, calculated using the following formula: where N W {\displaystyle N_{W}} is the number of rated games won, N D {\displaystyle N_{D}}

1408-408: Is D / 282.84 . This will then divide the area under the curve into two parts, the larger giving P for the higher rated player and the smaller giving P for the lower rated player. For example, let D = 160 . Then z = 160 / 282.84 = .566 . The table gives .7143 and .2857 as the areas of the two portions under the curve. These probabilities are rounded to two figures in table 2.11. The table

1496-435: Is Nintendo 's second online service after Nintendo Wi-Fi Connection to provide online play for Nintendo 3DS and Wii U compatible games. It was announced on January 26, 2012, at an investor's conference. Nintendo 's president Satoru Iwata said, "Unlike Nintendo Wi-Fi Connection, which has been focused upon specific functionalities and concepts, we are aiming to establish a platform where various services available through

1584-587: Is - very few people have actually had the experience. It's like asking someone if they would like a Ferrari . They say yes but then discover it costs a lot to run, it's going to be in the shop all the time, and it's going to guzzle gas. And currently this is the experience most consumers get when they play online. The first home console with built-in internet connection, the Apple Pippin , was launched in 1996. However, its $ 599 price tag kept it from effectively competing with other internet gaming options (by comparison,

1672-400: Is 100 points greater than their opponent's is expected to score 64%; if the difference is 200 points, then the expected score for the stronger player is 76%. A player's Elo rating is a number that may change depending on the outcome of rated games played. After every game, the winning player takes points from the losing one. The difference between the ratings of the winner and loser determines

1760-414: Is a normally distributed random variable . Although a player might perform significantly better or worse from one game to the next, Elo assumed that the mean value of the performances of any given player changes only slowly over time. Elo thought of a player's true skill as the mean of that player's performance random variable. A further assumption is necessary because chess performance in the above sense

1848-454: Is a simplification, but it offers an easy way to get an estimate of PR (performance rating). FIDE , however, calculates performance rating by means of the formula performance rating = average of opponents' ratings + d p , {\displaystyle {\text{performance rating}}={\text{average of opponents' ratings}}+d_{p},} where "rating difference" d p {\displaystyle d_{p}}

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1936-528: Is actually built with standard deviation 200(10/7) as an approximation for 200√2 . The normal and logistic distributions are, in a way, arbitrary points in a spectrum of distributions which would work well. In practice, both of these distributions work very well for a number of different games. The phrase "Elo rating" is often used to mean a player's chess rating as calculated by FIDE. However, this usage may be confusing or misleading because Elo's general ideas have been adopted by many organizations, including

2024-459: Is an online multiplayer gaming and digital media delivery service provided/run by Sony Computer Entertainment for use with the PlayStation 3 , PlayStation 4 , PlayStation 5 , PlayStation Portable and PlayStation Vita video game consoles . The PlayStation Network is free to use, giving the user an identity for their online presence and to earn trophies in games. A paid subscription atop

2112-426: Is based on a player's tournament percentage score p {\displaystyle p} , which is then used as the key in a lookup table where p {\displaystyle p} is simply the number of points scored divided by the number of games played. Note that, in case of a perfect or no score d p {\displaystyle d_{p}} is 800. FIDE updates its ratings list at

2200-442: Is calculated by taking the player's peak established rating, subtracting 200 points, and then rounding down to the nearest rating floor. For example, a player who has reached a peak rating of 1464 would have a rating floor of 1464 − 200 = 1264 , which would be rounded down to 1200. Under this scheme, only Class C players and above are capable of having a higher rating floor than their absolute player rating. All other players would have

2288-415: Is described in more detail by Elo as follows: The normal probabilities may be taken directly from the standard tables of the areas under the normal curve when the difference in rating is expressed as a z score. Since the standard deviation σ of individual performances is defined as 200 points, the standard deviation σ' of the differences in performances becomes σ√2 or 282.84. The z value of a difference then

2376-424: Is not measured absolutely; it is inferred from wins, losses, and draws against other players. Players' ratings depend on the ratings of their opponents and the results scored against them. The difference in rating between two players determines an estimate for the expected score between them. Both the average and the spread of ratings can be arbitrarily chosen. The USCF initially aimed for an average club player to have

2464-471: Is often very little practical difference in whether it is assumed that the differences in players' strengths are normally or logistically distributed. Mathematically, however, the logistic function is more convenient to work with than the normal distribution. FIDE continues to use the rating difference table as proposed by Elo. The development of the Percentage Expectancy Table (table 2.11)

2552-400: Is still not measurable. One cannot look at a sequence of moves and derive a number to represent that player's skill. Performance can only be inferred from wins, draws, and losses. Therefore, a player who wins a game is assumed to have performed at a higher level than the opponent for that game. Conversely, a losing player is assumed to have performed at a lower level. If the game ends in a draw,

2640-417: Is the number of rated games drawn, and N R {\displaystyle N_{R}} is the number of events in which the player completed three or more rated games. Higher rating floors exist for experienced players who have achieved significant ratings. Such higher rating floors exist, starting at ratings of 1200 in 100-point increments up to 2100 (1200, 1300, 1400, ..., 2100). A rating floor

2728-671: The Famicom , only released for Japan in 1988. This device allowed users to access things such as game cheats , stock trades, weather reports, and some downloadable content for their games. It failed to catch on. The Sega Net Work System (Sega Meganet) was a network service in Japan for people using the Sega Mega Drive . Debuting in 1990, this service worked with the Game Toshokan (literally meaning "Game Library") cartridge to download games on

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2816-621: The Harkness rating system . Elo's system was adopted by the World Chess Federation (FIDE) in 1970. Elo described his work in detail in The Rating of Chessplayers, Past and Present , first published in 1978. Subsequent statistical tests have suggested that chess performance is almost certainly not distributed as a normal distribution , as weaker players have greater winning chances than Elo's model predicts. In paired comparison data, there

2904-512: The Live Anywhere initiative. With Microsoft's Windows Phone 7 , full Xbox Live functionality was integrated into new Windows Phones that launched in late 2010. The Xbox Live service is available as both a free and subscription-based service, known as Xbox Live Free and Xbox Live Gold respectively, with several features such as online gaming restricted to the Gold service. Prior to October 2010,

2992-563: The Super NES and Sega Genesis consoles and received a mushrooming installed base (the number of users quadrupled over the second half of 1995), but once the Super NES and Sega Genesis's popularity faded the peripheral was discontinued. The Satellaview was launched in mid-1995 for the Super Famicom in Japan. The access provided downloadable versions of hit games free to the user but required

3080-635: The Xbox Game Pass Ultimate service, providing both the Xbox Live services and the library of games offered from Xbox Game Pass. Microsoft rebranded the service as simply Xbox network in March 2021. By January 2021, Microsoft reported that there were more than 100 million Xbox network subscribers (including those through the Xbox Game Pass subscription). PlayStation Network , often abbreviated as PSN ,

3168-549: The "Live" No. 1 ranking. The unofficial live ratings of players over 2700 were published and maintained by Hans Arild Runde at the Live Rating website until August 2011. Another website, 2700chess.com , has been maintained since May 2011 by Artiom Tsepotan , which covers the top 100 players as well as the top 50 female players. Rating changes can be calculated manually by using the FIDE ratings change calculator. All top players have

3256-420: The 'greatness' of certain achievements. For example, winning an important golf tournament might be worth an arbitrarily chosen five times as many points as winning a lesser tournament. A statistical endeavor, by contrast, uses a model that relates the game results to underlying variables representing the ability of each player. Elo's central assumption was that the chess performance of each player in each game

3344-493: The Japanese market. In a November 1996 interview, Shigeru Miyamoto remarked that online multiplayer gaming had not achieved mainstream success, and would not for a long while yet, because the technology of the time could not provide the quick-and-easy startup that general consumers would want from a " plug and play " console. The first online initiative by Nintendo was the Family Computer Network System for

3432-499: The NetLink in 1996, an outcome cited as evidence that the idea of online console gaming had not yet achieved widespread interest. Phil Harrison of Sony Computer Entertainment commented on the issue of online console gaming during a 1997 round table discussion : I think online gaming is a little bit of a myth. A lot of consumers, when asked if they would like online gaming, automatically say yes because they don't actually know what it

3520-553: The PlayStation Network, PlayStation Plus, provides additional features such as the ability to play online games (otherwise not offered as free-to-play) and cloud saving for supported games. In additional, Plus subscribers gain access to free games and special deals on the PlayStation Store on a monthly basis. By October 2021, Sony reported that there were over 47.2 million PlayStation Plus subscribers. The Nintendo Network

3608-500: 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. 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,

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3696-666: The Sega Saturn and its separately sold Netlink device combined cost less than $ 400). The Philips CD-i and its CD-Online service (released in 1996) also rang up at less than the Pippin, but suffered from mediocre functionality. In 1999 Nintendo decided to take another shot at online gaming with the Nintendo 64DD . The new peripheral was delayed often and only released in Japan, it provided users to connect with each other and share in-game art and designs and even play games online, after purchasing

3784-465: The USCF (before FIDE), many other national chess federations, the short-lived Professional Chess Association (PCA), and online chess servers including the Internet Chess Club (ICC), Free Internet Chess Server (FICS), Lichess , Chess.com , and Yahoo! Games. Each organization has a unique implementation, and none of them follows Elo's original suggestions precisely. Instead one may refer to

3872-509: The USCF, Elo devised a new system with a more sound statistical basis. At about the same time, György Karoly and Roger Cook independently developed a system based on the same principles for the New South Wales Chess Association. Elo's system replaced earlier systems of competitive rewards with a system based on statistical estimation. Rating systems for many sports award points in accordance with subjective evaluations of

3960-990: The Wii Message Board. One can also connect to the internet with third-party devices. Like the Wii online service, the Nintendo Switch Online service allows users of the Nintendo Switch to play various multiplayer games online (outside of those offered as free-to-play titles). The service also offers access to a selection of emulated Nintendo Entertainment System and Super Nintendo Entertainment System games for free, as well as other free games such as Tetris 99 . An Expansion Pass, added in October 2021, expanded this emulation service to include select Nintendo 64 and Sega Genesis games. Subscribers also had access to unique offers for certain products, such as special Joy-Con controllers for

4048-422: 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. Initially, Catapult Entertainment had a limited staff and virtually no advertising. By January 1997, XBAND network playability had reached practically every metropolitan area and several rural areas in the U.S. The actual XBAND modems were carried by

4136-416: The XBAND modem's "ultra-low latency is the key to its successful handling of realtime videogaming". 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. When connecting to play, unless specifying a particular user from the friend list, players were matched with a random player elsewhere in

4224-887: The XBAND was released in November 1994, with the Super NES version following in June 1995, and the Super Famicom version in April 1996. The Genesis version also works with the Genesis Nomad . In Brazil the Mega Drive service was released as the Mega Net 2, named after the Sega Meganet . In 1995, Catapult Entertainment signed a deal with General Instrument, producers of the Sega Channel , which stipulated that

4312-399: 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

4400-564: The beginning of each month. In contrast, the unofficial "Live ratings" calculate the change in players' ratings after every game. These Live ratings are based on the previously published FIDE ratings, so a player's Live rating is intended to correspond to what the FIDE rating would be if FIDE were to issue a new list that day. Although Live ratings are unofficial, interest arose in Live ratings in August/September 2008 when five different players took

4488-446: The closest 100-point level that would have disqualified the player for participation in the tournament. For example, if a player won $ 4,000 in a 1750-and-under tournament, they would now have a rating floor of 1800. Pairwise comparisons form the basis of the Elo rating methodology. Elo made references to the papers of Good, David, Trawinski and David, and Buhlman and Huber. Performance

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4576-516: The connection of an Ethernet cable or in some markets a phone-line port for dial-up connection. The highly acclaimed Tony Hawk's Pro Skater 3 was the first online title, and joint release in the NA and EU markets with SOCOM U.S. Navy SEALs , which had online voice chat, helped drive success. Xbox network, originally branded as Xbox Live, is an online multiplayer gaming and digital media delivery service created and operated by Microsoft Corporation . It

4664-629: The console (meaning that the game would have to be re-downloaded each time). Players attached a Mega Modem ( modem , with a speed of 1,600 to 2,400 bit/s) to the "EXT" DE-9 port on the back of the Mega Drive, and used it to dial up other players to play games. There was a monthly fee of ¥800. The service was also in North America under the name "Tele-Genesis" at the Winter Consumer Electronics Show (Winter CES) in January 1990, but it

4752-449: 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. At that point,

4840-583: The early 1980s. For some consoles, Dial-Up internet connectivity was made available through the use of special cartridges , along with an adapter. The GameLine for the Atari 2600 and the PlayCable for the Intellivision are two notable examples of this. Services like these did not have multiplayer online gaming capability, but did allow users to download games from a central server and play them, usually requiring

4928-450: The emulated games. Nintendo reported by September 2021 that the Nintendo Switch Online had reached 32 million subscribers. Elo rating system The Elo rating system is a method for calculating the relative skill levels of players in zero-sum games such as chess or esports . It is named after its creator Arpad Elo , a Hungarian-American physics professor. The Elo system was invented as an improved chess-rating system over

5016-635: The established Nintendo Wi-Fi Connection service. Wireless encryption by WEP , WPA (TKIP/RC4) and WPA2 (CCMP/AES) are supported. AOSS support was discreetly added in System Menu version 3.0. Just as for the Nintendo DS, Nintendo does not charge fees for playing via the service and the 12 digit Friend Code system controls how players connect to one another. Each Wii also has its own unique 16 digit Wii Code for use with Wii's non-game features. This system also implements console-based software including

5104-562: The first person in history to win a modem to modem national tournament over a console. 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,

5192-536: The following lists: The following analysis of the July 2015 FIDE rating list gives a rough impression of what a given FIDE rating means in terms of world ranking: The highest ever FIDE rating was 2882, which Magnus Carlsen had on the May 2014 list. A list of the highest-rated players ever is at Comparison of top chess players throughout history . Performance rating or special rating is a hypothetical rating that would result from

5280-514: The free service was known as Xbox Live Silver . It was announced on June 10, 2011 that the service would be fully integrated into Microsoft's Windows 8 . Xbox Live continued to be offered as part of Microsoft's future consoles, the Xbox One and the Xbox Series X and Series S , as well as with integration with Windows 10 and Windows 11 . The Xbox Live Gold subscription was also bundled as part of

5368-484: The games of a single event only. Some chess organizations use the "algorithm of 400" to calculate performance rating. According to this algorithm, performance rating for an event is calculated in the following way: Example: 2 wins (opponents w & x ), 2 losses (opponents y & z ) This can be expressed by the following formula: Example: If you beat a player with an Elo rating of 1000, If you beat two players with Elo ratings of 1000, If you draw, This

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5456-573: 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. The following games have been analyzed, and online compatibility provided, by XBAND. A hidden maze game can be unlocked in the SNES version by inserting

5544-635: 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. 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). Neither

5632-484: The long run, do better or worse correspondingly than the rating system predicts and thus gain or lose rating points until the ratings reflect their true playing strength. Elo ratings are comparative only, and are valid only within the rating pool in which they were calculated, rather than being an absolute measure of a player's strength. While Elo-like systems are widely used in two-player settings, variations have also been applied to multiplayer competitions. Arpad Elo

5720-476: The method used by the hackers was leaked and inevitably spread throughout the community. By March 16, 1997, people could only play within their local area code. On April 30, 1997, the entire network was discontinued, with Mpath citing a lack of new games for the Genesis and Super NES. XBAND had announced in its previous monthly newsletter that it was shutting down. According to Next Generation , XBAND "never turned

5808-449: The network for our consumers shall be connected via Nintendo Network service so that the company can make comprehensive proposals to consumers." Nintendo's plans include personal accounts for Wii U, digitally distributed packaged software, and paid downloadable content. The Wii console is able to connect to the Internet through its built-in 802.11b / g Wi-Fi or through a USB-to-Ethernet adapter, with both methods allowing players to access

5896-482: The network themselves) would prevent it from achieving any popularity. In 1994 an American company, Catapult Entertainment, developed the XBAND , a 3rd party peripheral which provided customers the ability to connect with other users and play games through network connections. The peripheral cost $ 19.99 (USD) and required a monthly fee of $ 4.95 (USD) for 50 sessions/month or $ 9.95 (USD) for unlimited use. The XBAND supported

5984-408: The organization granting the rating. For example: "As of April 2018, Tatev Abrahamyan had a FIDE rating of 2366 and a USCF rating of 2473." The Elo ratings of these various organizations are not always directly comparable, since Elo ratings measure the results within a closed pool of players rather than absolute skill. For top players, the most important rating is their FIDE rating. FIDE has issued

6072-442: The other extreme it could represent a 50% chance of winning, 0% chance of losing, and 50% chance of drawing. The probability of drawing, as opposed to having a decisive result, is not specified in the Elo system. Instead, a draw is considered half a win and half a loss. In practice, since the true strength of each player is unknown, the expected scores are calculated using the player's current ratings as follows. If player  A has

6160-517: The peripheral for 30,000 yen. The 64DD failed to impact gamers as it was released shortly before Nintendo announced the release of its new console, the GameCube , and only nine games would be released supporting the new peripheral. SegaNet became a short-lived internet service operated by Sega , geared for dial-up based online gaming on their Dreamcast game console . A replacement for Sega's original, PC-only online gaming service, Heat.net , it

6248-485: 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

6336-477: The previously used Harkness system , but is also used as a rating system in association football (soccer) , American football , baseball , basketball , pool , various board games and esports , and, more recently, large language models . The difference in the ratings between two players serves as a predictor of the outcome of a match. Two players with equal ratings who play against each other are expected to score an equal number of wins. A player whose rating

6424-436: The program so that while victims of cord-pulling were awarded a win, perpetrators were no longer penalized in any way. 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

6512-433: 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

6600-480: The same variables. On the other hand, the computational simplicity of the Elo system has proven to be one of its greatest assets. With the aid of a pocket calculator, an informed chess competitor can calculate to within one point what their next officially published rating will be, which helps promote a perception that the ratings are fair. The USCF implemented Elo's suggestions in 1960, and the system quickly gained recognition as being both fairer and more accurate than

6688-468: 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. Catapult's second generation attempts were blocked by Conexant due to

6776-475: The total number of points gained or lost after a game. If the higher-rated player wins, then only a few rating points will be taken from the lower-rated player. However, if the lower-rated player scores an upset win , many rating points will be transferred. The lower-rated player will also gain a few points from the higher rated player in the event of a draw. This means that this rating system is self-correcting. Players whose ratings are too low or too high should, in

6864-486: The two players are assumed to have performed at nearly the same level. Elo did not specify exactly how close two performances ought to be to result in a draw as opposed to a win or loss. Actually, there is a probability of a draw that is dependent on the performance differential, so this latter is more of a confidence interval than any deterministic frontier. And while he thought it was likely that players might have different standard deviations to their performances, he made

6952-486: The user to download the games only at certain times through a TV antenna, in a fashion similar to recording a TV show. NET Link for the Sega Saturn provided users the ability to surf the web, check email, and play multiplayer games online. Released in 1996, the modem peripheral cost $ 199 (USD) and came with a web browser program and a free month of access. Despite the device's low price, strong functionality, and prominent marketing, less than 1% of Saturn owners purchased

7040-468: 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. 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. The XBand operating system

7128-412: 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. 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

7216-507: Was a chess master and an active participant in the United States Chess Federation (USCF) from its founding in 1939. The USCF used a numerical ratings system devised by Kenneth Harkness to enable members to track their individual progress in terms other than tournament wins and losses. The Harkness system was reasonably fair, but in some circumstances gave rise to ratings many observers considered inaccurate. On behalf of

7304-484: 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. 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. A 1995 article in Next Generation stated that

7392-458: 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 2023), with additional charges based on usage. 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

7480-541: Was first made available to the Xbox system in 2002. An updated version of the service became available for the Xbox 360 console at that system's launch in 2005. The service was extended in 2007 on the Windows platform, named Games for Windows – Live , which makes most aspects of the system available on Windows computers. Microsoft has announced plans to extend Live to other platforms such as handhelds and mobile phones as part of

7568-513: Was initially quite popular when launched on September 10, 2000. Unlike a standard ISP , game servers would be connected directly into SegaNet's internal network, providing very low connection latency between the consoles and servers along with standard Internet access. ChuChu Rocket! was the first online multiplayer game for the Dreamcast. The Playstation 2 gained online functionality between July 2001 and June 2003 depending on region. There

7656-424: Was never released for the region. Sega then brought a similar online service to North America, the Sega Channel , debuted in December 1994. Sega Channel provided users the opportunity to download new games straight to their consoles with the purchase of a cartridge similar sold through General Instruments. The service cost $ 15 (USD) per month and at one point had over 250,000 American subscribers while also building

7744-480: Was no unified service and thus no official name so it was often referred to as PS2 Network Play, PS2 Network Gaming, PS2 Online, or Net Play in the PAL region. Because of this any online functionality was the responsibility of the game publisher and was run on third-party servers. Online play was originally achieved through the use of an accessory Network Adapter but was a built in feature of the later slim consoles and allowed

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