Meganet Modem

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< Talk:Sega Meganet
  1. Meganet Modem Driver
  2. Meganet Modem Usb Driver

GA Review[edit]

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  • Meganet was a romanian ISP that developed an entertainment oriented web site and to offer internet related services: internet access, web hosting, web page design, html, dhtml, cgi, java programming.
  • 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.

زیر مربوط به مودم MegaNet است. در مودم های مختلف جستجو کنید (گزینه ها در مودم ها متفاوت است) بخش WLAN گزینه Security و یا بالعکس موارد مختلفی مثل WEP,WPAو,WPA۲ وجود. Utilizing dial-up Internet access, Meganet was Sega 's first online multiplayer 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. Meganet, also known as the Net Work System, was an online service for the Mega Drive in Japan. Utilizing dial-up Internet access, Meganet was Sega's first online multiplayer 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.

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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)
Configuration
  • 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)
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'

Genre: Maze Developer: Sega of Japan Publisher: Sega of Japan Players: 1 Released: 1991

At the dawn of the 16-bit era, Genesis fans eagerly awaited the American release of the Japanese MegaNet modem. Rechristened the TeleGenesis Modem and snugly attached to the rear of the Genesis console, it promised the ability to download games and play with friends all across the country. Sega promised a roll out in late 1990, and gamers were eager to see how it would be to play their Genesis games with friends across town or even the country. Sadly though, the advertising came and went, and there was no modem to be found. Sega of America quietly axed its plans to bring the device stateside before the year was out, leaving us with only the spotty details of the earlier Japan release. Several titles debuted with the modem, and while many were forgettable, there were a couple that were playable enough to get stand-alone releases, such as Cyberball and Flicky.

Among those left behind was a game that could have probably done well as a cartridge game: Aworg: Hero in the Sky. Essentially just a maze game, Aworg has players control a little robot man who is able to fly around by waving two fans. By pressing the B button and moving the D-pad, our hero can be moved in any direction, and players have to fight inertia and gravity to keep him from smashing into spikes and enemies. Anyone who has played classics like Gravitar or even the Genesis game Sub-Terrania will know what the control is like.

The object of the game is to collect three glowing power cells to open the gate to the next level. They’re sadistically scattered around each stage, and Aworg must maneuver around to collect them. He can only take a few hits before dying, but luckily, he’s not defenseless. The A button makes him fire off sparkle energy in all directions, and pressing C lets him dart quickly in a single direction. Enemies behind Aworg will also be deterred by the sparkle energy he leaves in his wake, and this is quite handy for stopping obstacles that are between him and the power cells. It’s fun to push them into walls of spikes! Certain enemies, like the movable fan, can not only hurt Aworg through contact but also push him away from entrances. Using the sparkle energy takes away from Aworg’s life bar, so it can’t be used indiscriminately. Thus, it takes strategic use of the sparkle power to move enemies out of the way and into the spikes. One can’t simply go wild with the multi-directional attack, since Aworg’s energy needs to be conserved for taking hits. There’s no time limit, but the longer one takes to open the gate, the lower the bonus score given at the end of the round. The amount of life energy remaining also factors into this bonus score. Only three lives are given, but thankfully the orbs Aworg has collected stay in his inventory after he dies.

Aworg’s presentation is not bad for a MegaNet game. There are nice clouds moving around, some of which do a decent job of simulating transparencies, and Aworg and his foes are clean and detailed. The backgrounds never change, aside from the color, and things are pretty sparse-looking otherwise, but what’s there gets the job done. The audio, on the other hand, is mind-numbing, and the few sound effects are drowned out by the same tune played over and over. I can understand the lack of a full soundtrack, but there’s a limit to one man’s tolerance.

Aworg’s biggest asset is its level design. The stages are very cleverly done, and they offer a great deal of challenge. None of them are made to be cheap or extremely difficult, and deducing the right tactic can often make a seemingly impossible section become very easy. The whole game is a great throwback to those old arcade puzzlers, like Solomon’s Key, in that player actually have to stop and think about how best to proceed. Thankfully,there’s no way to permanently cut off access to the exit or or lose a power cell, so none of the obscenity-inducing (and game-ending) level blocks of Tecmo’s classic are present.

Meganet Modem Driver

Those who want to try Aworg out on actual hardware are going to have some trouble, as it’s only available on the Sega Games Can Vol. 2 compilation for the Japanese Mega CD. Additionally, the Genesis version can be obtained online and will work on a flash cart or Everdrive. This is perhaps the closet way there is to play it as intended, given that there was no cartridge release and the CD collection came later on.

In the big scheme of things, Aworg doesn’t set the world on fire. Hell, it barely makes a spark. Taken for what it is and considering the circumstances of its conception, the game is actually pretty bold. This would be little more than a dull flash game today, but in 1991, it would keep more than a few gamers glued to their consoles for hours. It’s too bad that their phone bills would have made the thing so expensive to play!

SCORE: 5 out of 10

Meganet Modem Usb Driver

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