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      <h5><b><font face="Arial, Helvetica, sans-serif">//<a href="../../../index.html"><font color="#7C420E">loonygames</font></a>://<a href="../index.html"><font color="#7C420E">issue 
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                      <p><b><font face="Arial, Helvetica, sans-serif" color="#0000FF"><i><font color="#904C10" size="3">PC 
                        Fight Club</font></i></font></b><br>
                      
                      <div align="right"> <font face="Arial, Helvetica, sans-serif" size="-1">By 
                        <a href="mailto:jsimpson@ravensoft.com">Jake Simpson</a></font></div>
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                  <td width="45%" align="right" valign="top"> 
                    <h5 align="right"><b><font face="Arial, Helvetica, sans-serif" color="#00025E">Vol. 
                      2, Issue 6 <br>
                      December 13, 1999&nbsp; </font></b></h5>
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              <loonystart> 
              
            <h5 align="right">&nbsp;</h5>
              
            <p align="left"><font face="Arial, Helvetica, sans-serif">I remember 
              when Sculptured Software (now Kodiak Software) was doing the PC 
              version of<b> Mortal Kombat 3</b>. They created a version of <b>Mortal 
              Kombat 3</b> that worked over a local LAN, which means you could 
              play it over a corporate (or home) network, but not over the Internet. 
              They inform me that they never attempted an Internet version due 
              to it not being considered a necessity at the time, but they also 
              tell me that it was a good thing too, since they are not sure it 
              could have been done. Latency over a LAN is one thing, over the 


              net is quite another. And that&#146;s no reflection on them, they 
              did a great job in the conversion, they would have just run into 
              the same brick wall that awaits anyone else trying this over the 
              net.</font></p>
            <p align="left"><font face="Arial, Helvetica, sans-serif"> That&#146;s 
              not to say that network play is a no-no though. </font></p>
            <p align="left"><font face="Arial, Helvetica, sans-serif">A few years 
              back, Midway did a conversion of <b>Mortal Kombat 3</b> for the 
              arcade to run on their proprietary ethernet network WaveNet. And 
              a fine job they did too. However, even on a dedicated network, the 
              game was still laggy. I remember having a conversation with Ed Boon 
              (one of the two creators of <b>Mortal Kombat</b>) at the time. This 
              was just after <b>Mortal Kombat 3 Ultimate</b> had been released 
              in the arcades. He stated: &#147;I didn&#146;t think anything would 
              make me go back to playing standard <b>Mortal Kombat 3</b> after 
              <b>Ultimate</b> was released, but this network version has.&#148; 
              High praise indeed for a networked version of a fighter. However, 
              the game was still laggy, and without instant network response times, 
              it&#146;s hard to see how this can ever be so. I don&#146;t see 
              many people installing fiber optic cables between their houses just 
              so they can play a good game of Vicious Heart Rendering Killers 
              every night....</font></p>
            <p><font face="Arial, Helvetica, sans-serif"> Something that may be 
              worth mentioning here is the old X-Band hardware device. For those 
              that don&#146;t remember it, the X-Band was developed by a bunch 
              of Ex-Nasa guys (so I recall, I could be wrong about this), and 
              it was basically a modem that sat between a cartridge and a SNES 
              or Genesis. The idea being you put in some select games, (like<b> 
              Mortal Kombat </b>for instance), the modem would detect this, and 
              then allow you to play the game head to head against another player 
              over the phone line. It would dial up its main core system, wherever 
              that was, and find someone else who was also waiting to play the 
              game, supply his or her telephone number to you and then break the 
              connection. Then it would dial the other player, and start the game. 
              At the end of the game, there was even a chance to chat with your 
              opponent before playing again, or finding a new opponent.</font></p>
            <p><font face="Arial, Helvetica, sans-serif"> Each time you played, 
              it would alternate between you doing the dialing, or the other player 
              doing it, which means half as many phone calls, and also a direct 
              connection between you and the other player, thus alleviating the 
              nightmare of the Internet. A neat idea. How it hacked the software 
              for the game itself, to allow a second party to play I have no idea. 
              I would imagine there must have been some reverse engineering going 
              on there, or maybe just a second joystick simulation. Whatever. 
              When the system was being tested, X-Band the company shipped out 
              a ton of these to testers everywhere, and promised to pay the phone 
              bills for the first month. However, it ended up dying a death when 
              out in the real world, which was a shame, since it did actually 
              work, and worked well, surprisingly enough. This approach is possibly 
              the only way a fighter is really going to work when playing remotely.</font></p>
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<p><i><font face="Arial, Helvetica, sans-serif" size="-2">Credits: Illustration 
  &copy; 1999 Kevin 'Rorshach' Johnstone. This article is &copy; 1999 Jake Simpson. 
  All other content is &copy; 1999 loonyboi productions. Unauthorized reproduction 
  is prohibited. So don't do it, or we'll beat you to a bloody pulp.</font></i></p>
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