Original sentence: 1: Most xband games were very quick thanks in large part DUE TO the use of dialup over traditional tcp/ip networking, which at the time was very slow due to dialup modems being the predominant online connection method.2: Player matchup's were not done at pure random.Clearly the complexity of the game had little to do with lag as there were equally if not more complex games for the xband modem which suffered no lag at all, such as Doom for the snes, and Killer Instinct.Each game had a custom patch file written for it which was downloaded the first time you connected to the xband network with that game.In the event that an equally skilled player was available, the network would then decide to have the next person join whoever was waiting.Obviously MK3 on both the snes and genesis share mostly equal properties.The patch files read relatively little state data between the clients and relying more on synchronization of gamepad's to assume what the current state of the game was.The problems with lag lay in the fact that xband developers had difficulty properly interpreting the game interrupts on the snes due to how MK3 was developed for that system.The system was designed to match people up of similar skill levels.The xband game modems functionality was to synchronize controller inputs between the two games and isolate certain functions to prevent exploitation, such as someone launching a single player campaign.This file contained the instructions for the modem on how to script certain button presses to make sure both players automatically entered 2-player mode and so on.[EDIT: Most of the information contained above is incorrect