Subspace was another impressive one from around that era. 50-100 concurrent players on 28.8/56k.
They used a totally different technique(dead reckoning + game design that was about prediction) but it was pretty smooth given what average pings where back then.
The techniques used in the game ended up being replicated in many other games and apps. Its networking was also key to the low lag it is entirety based on a custom UDP network stack that can send both reliable and unreliable packets.
They used a totally different technique(dead reckoning + game design that was about prediction) but it was pretty smooth given what average pings where back then.