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DreamConn V2.0 Video Review

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I was going to do a standard written review of Chis Daioglou's DreamConn V2.0 wireless controller, but I just thought it'd be a bit difficult to convey how awesome it is with words alone. There are only so many times you can copy and paste lists of features and post pictures, so I thought a proper video review was required. Below you will find the fruits of my - and Chris's - labours. Enjoy the video.


If you like what you've seen, you can purchase a DreamConn here.

Review: Ghost Blade - Standard Review

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Release date: September 27, 2015
Developer: Hucast
Genre: Shmup (Vertical scrolling)
Current retail:£30 (Play-Asia.com)


In the second installment of our special two-part Ghost Blade review, the Junkyard takes a look at the game from the perspective of a genre enthusiast. The Novice Review can be found here.


Ok, let’s get this out of the way up top. I am not a shmup wizard. I like the shmup genre and, since the early 1990s, I have played a lot of them. However, while I consider myself relatively in-scene, I am not TASBot and I cannot one-credit Radiant Silvergun or Ikaruga. I like shmups because they were a core genre of my childhood and today, despite the golden era of arcade shooters being over, I still get a small buzz every time I begin a run. I think, simply put, they help me feel young again.


Good, that now said, let’s move into the detail of the review.


Ghost Blade is an easy game. If you are a gamer with even modest shmup skills, then you will have little difficulty beating the game on standard. Within a couple of day's play, I had familiarised myself with the selection of bullet patterns on offer, run the three ships in the hanger and despite being frustrated at times - we will get to that later - reached the end boss almost anti-climatically. The thing is though - none of that bothers me in the slightest and, if I’m being honest, the never ending cycle of debate about whether a shmup is ‘hard enough’ or ‘bullet hell enough’ is just boring to me now.
The default ship, the Spectre-3, has a spread shot. It is arguably the easiest to progress with.
Why should a game be always, relentlessly, judged first and foremost by how hard it is? For me, difficulty is a factor sure, but it is way down the ladder in importance. Hardcore shmuppers may disagree, and that’s totally cool, I know that high level players are often only separated when that difficulty curve flies off into space, however for me - as a kind of semi-retired Guardianista shmupper - there are more important factors at stake now. I look for other things in the genre. For example, I’m far more interested in aspects like level pacing and flow, firing mechanics, player/enemy movement, ship design, level variety and aesthetics, quality or uniqueness of bullet patterns, musical soundtrack, game mode variety, depth of game options and, yes, even plot. And that is obviously saying nothing of straight graphical and audio fidelity and individuality.


On many of these factors, Ghost Blade scores well.


Mechanically for a shooter, Ghost Blade is incredibly sound and polished. Each ship, which are each specced differently in terms of bullet spread and movement speed, handle well with sharp, responsive controls granting you freedom of the screen. Firing a ship’s primary has no effect on its movement speed but, and this is a well worn shmup mechanic, when firing its secondary - the weapon that will harvest the valuable bomb-generating Tech Orbs - movement speed is reduced. Hucast have chosen well here as I always like that risk/reward relationship with the secondary as it puts you on edge when shifting weapons. The drop off in speed is, to my mind, perfectly weighted, restricting all movement enough to prevent continuous spamming.
Your secondary causes hit enemies to release Tech Orbs. Collect enough and earn a bomb. 

While we're on movement mechanics, let's talk about bullet patterns. They are not particularly varied, however they deliver some good old shmup staples, keeping things interesting enough throughout. Catherine wheel rotations, expanding rings, spirals, direct streams, single shots, multi shots, curtain patterns - they are all present and, having been previously featured in all your favourite shmups, create visual flashbacks that add class to Ghost Blade. The size of the bullets has a little variation too, ranging from standard rice-shaped spinners through fast moving V-rounds and onto medium sized, slow moving orbs. As you would want from any shooter, the collision detection is tight too, making navigating the patterns with your ship’s hitbox potentially very fluid.


Which, brings us nicely onto overall level flow and aesthetics. Hucast, in my mind, slotted the game’s best levels at the game’s heart. Stage three and stage four, the latter coming with an excellent shmup name (Thwarted Democracy), deliver the best of what Ghost Blade has to offer in terms of aesthetics and flow. Stage three is the closest that Ghost Blade gets to bullet hell, with a short aggressive level throwing a dumptruck load of enemies at you for just under three minutes and then capping it with a monster boss that runs through three distinct firing phases, the middle of which is a non-stop stream of densely-packed expanding rings. The pace is frenetic and, partnered with the techno kick-assery of Ghost Blade’s soundtrack, really brings the action alive. In contrast, Thwarted Democracy is more methodical, with peaks and troughs of action, its deep space backdrop and popcorn enemies presenting a facade of control that at moments - such as when large enemy ships eject a hail of fast moving orbs - is punctured dramatically.


Big hat tip to Hucast though for going for the ‘trippy’ final level thing, as Reality Break Down - while not the best level in terms of action - alters the look and sound of the game in a really cool way.
The three different ships you have to choose from. Speed, shot type and handling skill vary.

The ship designs are really good too, mixing together a weighty, militaristic core design with a pronounced manga flair. They bring to mind the ships of the Batsugun, DoDonPachi and Salamander series aesthetically, high-tech tools of death that you want to pilot and look good on screen. The same can’t be said for the pilot designs however, which for me at least, are not at the same level in terms of design and look overdone.


In terms of straight graphics, I was neither blown away or left wanting with Ghost Blade. It looks quite sharp on my modern television and, when the action really hots up, can look really quite impressive. The sound too is on par, with good firing, exploding and bullet effects adding weight to the visual action. Where Ghost Blade really shines though on the sound front is with its soundtrack, which manages to be both original and also familiar at the same time, a pumping mix of techno/electro/trance that helps really get the adrenaline coursing through the veins as you chase score.


It is, almost inevitably though, not all good news with Ghost Blade, with a few small issues detracting from its otherwise slick and professional package. Firstly, the game does suffer from slowdown. Outside of bomb drops - which have one of the ugliest screen wipe animations I’ve seen - it is minimal, but it is there every now and then. Secondly, while not the worse I’ve seen, some bullets do not stand out against the backdrop anywhere near as well as they should do. This, specifically fresh out of the box, led to a fair few completely unseen and, in my mind, unjust deaths. And thirdly, while the package Hucast deliver with Ghost Blade is incredibly slick, it is not the most varied. There is a training mode, which allows level and boss select, as well as a Novice mode for beginners, however outside of multiplayer action, that’s basically it. I have a feeling that any hardcore shmupper would burn out on Ghost Blade pretty quickly.
One of Ghost Blade's huge end of level bosses. In terms of size, none of them disappoint.

The thing is though, and I feel this a fitting way to end this review, I don’t think overall any of these issues condemn Ghost Blade or knock much of its polished sheen off. Yes, the game is not 90s shmup hard and yes, this is not at the same level of those classics from Treasure, Irem and Toaplan, but - and whisper this - no game going forward probably ever will be. The shmup business as it was, and it was big business, is no more and I see releases like Ghost Blade as part of the future, both for the Dreamcast and the shmup genre.


Verdict: A slick, professional and - crucially - fun shooter in the classic 90s style. For everyone but the hardcore shmupper, Ghost Blade is an accessible and tidy package.

Ghost Blade can be purchased now from Hucast's own website, as well as Play-Asia.com.

Guest Article: The Gods Of Olympus

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If you glance up to the menu bar beneath the Junkyard's main title image, you'll spot a thing called 'DC Collector's Guide.' Give that a click and you'll find download links for what we like to think is the definitive guide to every single Dreamcast game ever released, in every region. As explained here, it is the result of several years' worth of hard graft by a gentleman called Mike Phelan and we are currently exploring the possibility of releasing a full-blown physical Dreamcast guidebook based on that document. That's a work in progress for now, but Mike has decided to turn his hand to feature writing too and we're pleased to present his first guest article here at the 'Yard. Mike, over to you...
The Olympics. Whether you revel in the excitement of the world’s greatest athletes coming together every four years for a festival of sport; or are already planning a way to escape the non-stop coverage of an overly corporate 2 weeks of men and women hitting balls with sticks or running around in circles, there's no denying that it and gaming have strong ties. Whilst the games have never set the world alight, many a bedroom has been host to a bout of wrist-aching joystick waggling as school friends attempt to show that they are indeed faster over the digital 100m. From Daley Thompson sponsored joystick breakers on the 8-bits, through pad breaking exploits on the Mega Drive and SNES, right through to 90's gaming icons battling it out in strangely mismatched sporting events on the latest Nintendo consoles, the Olympics and Gaming have been bedfellows for some time.
They all bought PS2s at launch. The lamenting went on for years...
The DC didn't escape its own little role in Olympic video gaming, and with Rio 2016 fast approaching, it's time to look back at the trio of Olympics themed games that hit Sega's little box of dreams, and perhaps take time to look at just what the console could deliver when it came to re-creating the Olympic spectacle. 


The Games
For a console with such a limited life span as a mainstream console, the DC had more than it's fair share of Olympic-style button bash-a-thons. Eidos (Capcom in Japan), through developer Attention to Detail, delivered the licensed Sydney 2000; Konami gave us ESPN International Track and Field (licensed by the Japanese Olympic association as 'Ganbare Nippon! Olympics 2000' in Japan) and Sega itself followed up hit Saturn title Athlete Kings with Virtua Athlete 2K. Let's have a look at the 3 Medal prospects.


Sydney 2000
As a big fan of the Olympics and this much maligned sub-genre of 'multi sports', I do like myself some Sydney 2000 action. I originally came to this on the PC, and the DC version certainly isn't technically as good. The athletes are well animated, but there's a fair amount of slowdown, the background graphics leave a lot to be desired and the look of the game, with bold, bright graphics sometimes jars with quite bland scenery. The commentary is good, although the general level of audio quality is quite low, with poor music (which frequently bugs out in the skeet shooting event) especially grating on the ears. The real draw here though is the rather unique way ATD approached this official Olympic license. Although there's the usual arcade and training modes, the Olympics themselves take the form of a group of athletes from your chosen nation who you must get through several stages of qualification, by training them up through training mini games and then competing to qualify. It's certainly a bit more involved than a straight ahead Olympics game, but it's not without its faults.
The mini games are fun at first, but many of them are just watered down versions of the typical button masher, with Tron-like graphics. Some are decent and as you progress become incredibly tough, but others simply grate and you'll want to skip them rather than go through the tedium. If you do, of course, then your athlete will not be able to attain the highest marks for certain attributes. In essence, ATD have put the boredom and tedium, but with reward, of training into video game form. This wasn't the smartest move. Where Virtua Tennis crazied up their training modes, Sydney doesn't and it feels like a chore. Still, if you're patient and can stick with it, it is a novel and quite cool way of approaching this type of game, and you certainly feel some accomplishment when you do take an athlete to the gold medal. Also, I like the way the athletes will look beefier the more training you've done – a nice little touch. The events themselves are a decent selection of 12 varied events. There's the button mashers, and the usual 'hit 45 degrees' jumping and throwing events, but there's also Skeet Shooting, Diving and Kayaking, which offer a welcome respite, and aren't too bad at all – although all are rather simple.

The Skeet Shooting in particular is a tough one until you've levelled your athlete up somewhat. Control throughout the game is decent and responsive, but then that's a given for this type of game. I like Sydney 2000, but I know many; most even; won't. It does little more than add an unwelcome and rather tiresome training regime on top of the Track and Field template, adding repetition to a genre already suffering from it. Look over those issues however, and you get a decent varied Olympic tie-in that won't set your world alight, but is decent enjoyable fodder with some friends.


Virtua Athlete 2K
Athlete Kings on the Saturn was a great game. Perhaps the pinnacle of the button basher, Sega's Athletics title was great fun, and so I was hyped by the DC sequel. Sadly, I very quickly realised Virtua Athlete 2K wasn't a worthy successor. There's only 7 events on offer, and there's been little evolution of the controls over any other 'Joystick Waggler'. There's an addition of a stamina bar in the 100m and Hurdles, but other than that, it plays very much like Decathlete did. Indeed, this Stamina bar seems nonsensical, adding a complexity that doesn't actually add anything to the gameplay. The events that are here are all standard fare, which means you've played them before. There's nothing technically wrong with them, but if you're not a fan of the genre, this won't convert you, and long term fans will probably want more.
The game does at least look decent, with a good looking stadium and plenty of camera angles to give a realistic impression and plenty of crowd noise setting a good atmosphere. The Athletes are a little blocky, but they don't look too bad. The record keeping is also in depth and you can load other VMU data, and in addition to this, the athlete creation mode replaces the cartoony athletes from the Saturn – although I'm not sure if that is ultimately a good thing. When creating your athlete, you can give him (and it is only him, no females in this game) several 'interests', whether that be athletic events, team sports, winter sports or even the type of music he likes. These interests will then give your created star different hidden stats – so for instance a character who lists an interest of 'Sprinting' would be a dead cert for the 100m. It's a cool concept, but is wasted. There's no indication what your athletes stats are, no RPG style system of improving them, and perhaps worst, to unlock more you need to compete several times in the exhibition mode of the game. This is ultimately the game's biggest weakness. Coupled with the serious lack of events, there's only an arcade mode and a barely customisable 'exhibition' mode to play through.

If there was more to the game, some sense of progression other than beating your own PB's and world records, then perhaps the simplicity of the events could be overlooked, but sadly there's not. You can play with 3 friends in all modes, but this is pretty standard for the genre. Virtua Athlete 2K is a disappointment. Not as strong as it's predecessor, even in multiplayer, it's far too shallow and the few signs of genre-changing ambitions are sadly underused.


ESPN International Track and Field
ESPN International Track and Field starts with an intro movie that had me looking forward to some good looking graphics that would make the most of the DC's power. Imagine my disappointment when entering my first event and seeing poorly textured, angular PS1 graphics. Konami were never the best at making the most of the DC, and this update to the traditional track and Field formula does feel very much like a last gen title.
There are 8 events to start with, with a further 4 unlockable. To unlock these you have to get specific medals in all events in the games trial mode. It's not too difficult, as there are a good half dozen events where I beat the world record on attempt number 1, but the difficulty is completely unbalanced and frustration sets in far too quickly. It's a lazy programming fault that these games suffer from far too much, but which neither Sydney 2000 or Virtua Athlete 2K struggled with. The events on offer are quite diverse, with Gymnastics and shooting events thrown in to break up the Athletics, and the control is decent enough too, with some neat touches. I especially like the Gymnastics events for mashing up the control a little. Sadly, those poor graphics show the age of the game at the core here, and there's little in the way of long term appeal. The championship mode is alright, but it's the multiplayer which is best, and it is undeniably good fun. ESPN, like the two other Olympic style games, isn't an awful game, channelling some old school multi-sport action onto the DC, but it lacks any real sense of innovation and it's unbalanced difficulty sees it trailing behind the pack.




The Podium


Gold Medal: Sydney 2000  
Suffering from it's fair share of faults, Sydney 2000 nevertheless tries to do something a little different and adds some much needed single player progression to the genre.


Silver Medal: Virtua Athlete 2K       
Hamstrung by less than favourable comparisons to it's predecessor, it's poor selection of events outweigh some neat ideas.


Bronze Medal: ESPN International Track and Field   
Poor graphics and uneven difficulty, alongside an archaic structure, relegates ESPN to the back of the pack.



Other Sports
If you want to re-create the Olympic hype come Rio, you don't have to limit yourself to the trio of traditional multi-sport games. In time-honoured tradition, here's a look at the other action:

Basketball
Basketball is always a good watch every 4 years, mostly to see just how much better the US team are, and on the Dreamcast, there's a plethora of games you can recreate the action with. Midway's 3 on 3 take on the legendary NBA Jam, NBA Hoopz, doesn't quite have the authenticity of Olympic Basketball, but plays a decent game of Basketball, whilst NBA Showtime sticks to Jam's 2 on 2 action and just about pips it's Midway sibling to the Silver medal. Sega's 2K series however assumes the role of Team USA, and with particular ease sweeps it's opponents away. NBA 2K2 is a high point of Dreamcast Sporting video games, playing a good game even now, and winning the Gold with particular ease here. A word for Konami's poor little ESPN NBA 2 Night. The broken, buggy mess of a game turned up for the Basketball competition, forgot it was actually a basketball game at all and fell down whilst attempting to find the court. Probably really jerkily, if the animation of this gaming turd is anything to go by.

Boxing
Boxing at the Olympics has delivered some Sporting icons in it's time, and I think we'd all be watching if Afro Thunder from Ready 2 Rumble Boxing took to the Olympic stage. As it is, he and the rest of the cast of Midway's arcade boxing hit win the Gold pretty much unopposed. UFC tried competing, but got banned when they kicked their opponent in the head. Probably after about 3 seconds (It's not just me right?). And as I’m legally obliged to say under Dreamcast Fan Charter Article 2, Section 5– Ryo would probably win the boxing medal on his own. Yep.


Football/Soccer
Soccer may not be the centrepiece of the Olympics, it's under-23 player competition being an awkward compromise between the IOC and FIFA so as not to devalue the World Cup (you know, like awarding the hosting of the event in a slightly dodgy way to a tiny country where money has not played a part, no sir); and fittingly the Dreamcast never really got the football game it deserved.

With the lack of perennial super-villains EA and their license-heavy FIFA series on our beloved console, and with Konami deciding not to give us a taste of their own Football franchise (although they did give us ESPN NBA 2 Night, so...er...yeah, thanks Konami), it's a contest between some also-rans. There's a couple of no hopers (J-League Spectacle Soccer, more commonly hated as 90 Minutes in the West is an abomination, whilst early Rage title UEFA Striker (Striker Pro 2000 in the States) was hopelessly out of date and archaic even at the time), but Sega themselves are the real medal contenders.

Virtua Striker 2 is arcade heavy and slightly unwieldy but grows on you and looks great, whilst Sega Worldwide Soccer 2000 is too slow and has dodgy AI. It's sequel, Sega Worldwide Soccer 2000 Euro Edition, fixes many of the problems but still lacks finesse, even though it does deliver a relatively exciting game of footy. Virgin's European Super League has strong licenses, but plays poorly, with games more a lottery of luck than anything. It's the UEFA licensed UEFA Dream Soccer (developed by the same chaps as the SWWS series, and not previous UEFA Striker developers Rage) that ultimately wins over the sub-par field. Despite some AI problems, it plays a better game than its opponents. It's also notable for including women’s football teams, a sadly overlooked part of football games to this day so wins by default.

Golf
Yes, Golf. Look, it's in the Olympics now okay? No, I’m not entirely sure how good it's going to be, but I'm not deciding the sports here. The Dreamcast had a couple of golfing games, but nothing to set the world alight. Golf Shiyouyo (Tee Off in the West) had a couple of data discs and a sequel released, and was popular in Japan, but it's cartoon feel and repetitive nature doesn't do it for me. The sequel is better than the original though.  Nettou de Golfis a similar Japanese only release, but ends up just about losing out to Golf Shiyouyo 2. Sports Jam gets another special mention here, for its golf mini-games could very well have been the basis of a superb golf game...


Tennis
Tennis suffers a little like football, in that the Olympics are not the high-point of the Sport. The DC however is home to Virtua Tennis. Do I need to say any more? (Boku no Tennis Jinsei is a cartoon style Japanese only tennis title that can't hope to compare to the majesty that is Virtua Tennis 2)


Judo and Taekwondo
On the DC? Surely not? Well actually, no. They're not. But this is my article, and I'm going to stretch the definition here somewhat. The DC is known for its strong fighter line up, and as digital recreations of the two martial arts turned into Olympic sports, there's a veritable smorgasbord of choices. From Virtua Fighter 3tb's considered tactical approach, to Dead or Alive 2's counter-heavy graphical delights, there's plenty of sort-of-close recreations of the two sports. I'm a particular fan of SNK's The King of Fighters series, which often feel like tactical sporting contests compared to the more flashy effects of the Street Fighter games. Soul Calibur, wonderful as it is, would face an Olympic ban for bringing massive weapons to the fight. And, of course, Ryo would win both of these by default. Because he's Ryo.


BMX Cycling
Stretching the definition a bit more, the DC's pair of BMX titles could re-create the close racing action of Olympic BMX, although the Tony Hawk inspired gameplay is far more stunt-based than racing-based. Matt Hoffman just about grabs the Gold, Dave Mirrasuffering from some slightly dodgy frame rate issues.


Triathlon
I remember playing GTA 5 and finding Triathlon events around the map and thinking 'Wow! That's cool!’ I didn't have quite the same feeling when I pushed my controller to the point of it nearly picking itself up and telling me to go screw myself for bashing it for half an hour. But on the DC? Mike, I hear you say, there's no Triathlon on the DC you silly man! Really? Friends, I give you Pen Pen Tricelon! Perhaps not quite a traditional representation of the sport, it offers a multi-disciplined approach with swimming, sliding and running that truly recreates the trials and dangers that real athletes must face. With alien penguins and hippos. Brilliant!


Wrestling
Man on man action. Gladiators of the small circle. Strength against strength. Olympic wrestling may have no representation on the DC, but with several interpretations of professional wrestling at home on the console, another stretch of the definition of this article sees the Japanese-only wrestling titles, more particularly the technical Giant Gram 2000 and 2D powerhouse Fire Pro-Wrestling D, steal the golds from the PS1-converted Acclaim licensed WWF and ECW titles.
Definitely Lisa Simpson doing something wrong...
Without doubt the Dreamcast has some spectacular sports games buried within its library. It's not all arcade conversions and 2D shmups y'know! So what do you think? Has Mike missed anything? Let us know in the comments.

Previous Guest Article
Why I Hate The Dreamcast by Martin Hinson

New Dreamcast Puzzler Fruit'Y Available Now

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It seems like every week we're getting new Dreamcast games these days. We've only just gotten over the sudden arrival of Volgarr The Viking and here we are with yet another new title to get stuck in to. Fruit'Y comes from Retroguru, an indie developer with another Dreamcast puzzler already in their catalogue - Xump. Fruit'Y is a fairly simple-looking game in which you must match the pattern of fruits arranged on a board, and from the release trailer (below) and website looks to be a fairly interesting little game with over 100 levels of increasingly difficult challenges.
The best bit about this new release is that it only costs €2.99/£2.21/$3.36 (plus shipping) and comes on a printed disc in a DVD style case. I've already placed my order so will be giving my thoughts on it when it arrives, but in the meantime here's the release trailer:


It's a really good time to be a Dreamcast owner right now, and it only seems to be getting better. You can grab Fruit'Y here and read more about it at the official Retroguru website.

Source: Dreamcast Today

DreamPod - Episode 16

Get Back Online With DreamPi

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Online functionality was one of the the main selling points of the Dreamcast, but in the here and now, playing online-enabled games with Sega's final system is something that is out of reach for many a gamer. There are lots of Dreamcast games that are still playable via the internet and new dedicated servers are popping up all the time, but unless you have a broadband adopter or some other more convoluted means to get your console connected to the internet, offline gaming is your lot.
It seems that a clever guy called Luke Benstead has other ideas though, and has created a rather impressive little Raspberry Pi-based device called DreamPi. What does this creation do? Well, it allows the Dreamcast to connect to the internet using the dial-up modem so you can play games online again. Without a dial-up ISP or a Dreamcast broadband adaptor.

DreamPi is a piece of software I've written combined with a standard set of hardware which allows the SEGA Dreamcast to connect to the internet without a dial-up ISP
- Luke Benstead

You'll still need a modicum of technical know-how to get the DreamPi working as intended, and Luke has also written a piece of bespoke software that you'll need to download and dump on an SD card, but if you're looking for a relatively cheap way to get your Dreamcast back online you could do much worse than investigate this project.

As stated over at Luke's blog Kazade's Internet Address, you may also need to create a Line Voltage Inducer in order to get the modem to recognise the telephone line (or something), but if you're the type of person who already owns a Raspberry Pi you'll probably find creating one of these a breeze too and helpfully, the instructions for creating the inducer are also provided. Here's the science bit:

When you switch on the Raspberry Pi, the DreamPi software starts automatically. It goes into 'listening' mode. When in this mode, the software listens for the DTMF dial tones from the Dreamcast modem. When it stops receiving these tones it assumes that the Dreamcast has finished dialling and is now waiting for the other end to answer. Because we're not going through the telephone network, there is no ringing tone which is why the software waits for the dial tones to stop.

Once DreamPi stops receiving dial tones, it attempts to answer the call. This can take 10-20 seconds. It then hands over the connection to the PPP process running on the Raspberry Pi. DreamPi then enters a connected state and waits for the connection to finish, at which point it re-enters listening state.

The DreamPi software is currently in Alpha release and Luke is looking for Dreamcast owners with a bit of technical nous to help test the unit. If you feel you're up to the challenge and want to play Phantasy Star Online...erm...online, then head over to the blog. For those who don't know one end of a resistor from the other (like me), here's a lovely video demonstrating the DreamPi.


If this looks like something you'd like to be involved with, be sure to head over to Luke's blog here.

Midsummer: Duranik's New Dreamcast Game?

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I feel like a bit of a click-baiter writing this because it's not really a story. It's the kind of non-news that tabloids wheel out on a particularly slow day, where the only thing they have to report is a missing cat in a sleepy village somewhere. Or when supermarkets start charging 5p for a carrier bag.
As reported over at Dreamcast News, the next Deamcast game from Sturmwind developer Duranik could well have had its name - or at least a codename - leaked/teased: Midsummer. It's a curious moniker, and doesn't really hint at what type of game it may turn out to be (although that said Sturmwind doesn't make much sense taken on its own, either), indeed the story of how it was discovered is actually more intriguing.

Duranik are also well known for supporting the Atari Lynx (and Sturmwind started life on the Jaguar CD, fact fans) and it transpires that their recent release Alpine Games featured a QR code on the back of the box. Scanning this QR code takes inquisitive users to a website where a bizarre Aztec-style mask smiles menacingly out, while a line of text reads 'follow the line.' The url gives it away though, as you'll see if you follow this link.
And that's it. There really is no more to this story. And that's why I feel like a click-baiter. Coming up next: This Local Woman Makes £450 A Day - Click Here To Find Out How!

Thanks to Pcwzrd13 for the heads up on this.

Play Expo Manchester 2015 Recap

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So Play Expo Manchester came and went in something of a blur. It was fantastic to finally attend an event and bring the Dreamcast to the masses of gaming fans who maybe never owned one or are too young to even remember it. Not only that, it was brilliant to be able to speak to people who listen to the DreamPod and who are active members of the many Dreamcast forums, communities and Facebook groups (including our own!) around the web.
The DCJY Team - Tom, Gaz, Rob and Martin
We didn't have a massive presence at Play Expo - as a relatively small concern we were allotted two tables on the periphery of the Re:Play retro gaming section, but we still managed to attract a lot of traffic. We had two CRT TVs, a giant VGA-enabled LCD and a proper VGA monitor. Hooked up to the LCD we had a powerful sound system that really enhanced the experience for those people who got to try out Rez.


The larger of the two traditional TVs was exclusively used for The House of the Dead 2 (with two guns, naturally), while the VGA monitor and smaller TV were used for shmups such as Ghost Blade, Dux 1.5 and Fast Striker (thanks Aaron); and fighters like Capcom Vs SNK and King of Fighters '99. We really wanted to show the diversity of the Dreamcast's library so the main screen was also used to play host to four-way Virtua Tennis battles (which were a real crowd pleaser) and also that old fail safe Ready 2 Rumble Boxing.

The Twin Stick, steering wheel and arcade sticks went down a storm, as did the opened-up Dreamcast that we used to show people what the inside of the system looks like (don't worry - it was a broken one!). The wireless DreamConn controller was also very well received by those who used it, and and karaoke unit confused and intrigued a lot of people too!
Away from the Junkyard's showing, the expo boasted hundreds of arcade cabinets and pinball machines, consoles from every generation, cosplay competitions, a whole load of indie devs showcasing their latest games and of course traders selling games for every system you could want. Personally, I picked up a RetroN 5 and a Neo Geo CD for very reasonable prices.
The two-day event really was an outstanding success for the 'Yard and it was amazing to meet so many people who are readers of the site, listeners of the podcast and fans of the Facebook page. David Webster attended and demoed his ambitious work-in-progress shooter engine at the stand, and thanks must go to Sore Thumb games for lending us a couple of Dreamcast titles that we forgot to bring! Perhaps the best moment for me though, was when a young lad of around 9 years old came up and told me that his favourite console is the Dreamcast and his favourite game is Chu Chu Rocket. It's great to know that the next generation of gamers still have a place for the Dreamcast next to their PS4s, Wii Us and Xbox Ones. Below are a few more pictures from the event, and hopefully this will be the first of many more.


The Games That Never Were: Episode 5

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We've featured every episode of Pcwzrd13's The Games That Never Were here at the Junkyard, and this weekend saw the release of the long-awaited fifth instalment. The series (as you'd expect from the name) takes a look at Dreamcast games that were teased but never found their way onto the system with a full release.

Episode 5 continues the trend, and investigates some pretty intriguing cancelled games. This time the series casts an eye over such gems as Promethian Designs' Picassio, PC favourite Outcast, Quark from Quantic Dreams, Dee Dee Planet from Dori Dock and Spiral Nightmare from Sega.


Thanks again to Pcwzrd13 for putting this awesome series together and offering us yet another glimpse of some titles that could have made the Dreamcast's library even more impressive than it already is. You can read more about the series (and watch the other episodes) here and here
Be sure to subscribe to Pcwzrd13's YouTube channel if you haven't already!

Review: Fruit'Y

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We recently reported that a new puzzler, Fruit'Y had been released for the Dreamcast and that it was available as a fully boxed game with a nice printed disc. The fact that it retails at €2.99 meant that it was an instant purchase for me, and it only took a couple of days to arrive in a nice padded envelope all the way from mainland Europe. After GhostBlade and Volgarr the Viking, this is the third newly-released game I've had the pleasure of popping into one of my Dreamcasts this year, so let's take a closer look at what the fuss is all about.
Fruit'Y is actually a freeware game that is available to download from the Retroguru website, but I decided to visit the Dragon Box shop and buy a physical copy because (as mentioned) it's a new game for less than the price of a Pot Noodle multi-pack. And I'm pretty sure that playing Fruit'Y won't give me extreme constipation followed by a bout of violent, explosive diarrhoea...although this is yet to be confirmed.

Fruit'Y, much like a modern PS4 or Xbox One release that costs £50 or £60 of your monthly wage, doesn't come with an instruction manual. Due to this, the gameplay mechanics are explained on the back of the box and also during the intro when you power the game up. Basically, this little shit of a tiger cub likes to play with his food but his mum gets a bit annoyed with him when he does. Rather than give him a good old smack with a belt buckle (that's what I got when I misbehaved, and look at the fine figure I cut today!), Sheran the cub dashes off into the jungle to play with fruit to his heart's content. That's where you come in. Assuming the role of an omnipresent and vengeful god (think Kratos from God of War, but with better hair), it is up to you to move a little curser around on the 'board' and manipulate said fleshy fruits' very molecular make-up. If this all sounds like the rambling of a very drunk, very tired madman...then you'd be perfectly correct.
On the right side of the screen you will see an arrangement of fruits. On the left you will see an another, slightly different arrangement. In the column separating the two halves of the play area you'll see a sequence of fruits (and Sheran jumping around on a little pedestal like the self-important brat he is). The point of this central column of fruits is that it represents the sequence of transformation that the fruits on the board will 'travel' in once you select them. The one you select changes into the one two fruits down, the ones on the right, left, above and below change once. All you have to do is match the pattern on the right hand screen and then you move onto the next stage. Sound ridiculously complicated, but it really isn't (I've even made a little tutorial video for you at the bottom of this guff to explain it a bit better than my stoopid wurds eva cud).
Throw in a time limit and a finite number of moves and you've got a real brain teaser on your hands in Fruit'Y. It kind of reminds me of that Lights Out game you used to play with once on Christmas morning and then throw down the back of your bed when your mum wasn't looking. Or maybe that was just me. The difference here is that Fruit'Y is a charming little game and has some really catchy music, nice pixel art visuals and 200 stages of fruit-transforming frustration fun. It also has full VMU support for saving of high scores, and a continue option so you can always start your game from the last level you completed.
Shopping list...check.
For €2.99 (that's about 9p in real money), you really can't complain and those folks at Retroguru have been supporting the Dreamcast (and other defunct systems) for ages now. You could go and download the free version but I would wholeheartedly recommend you put your hand in your pocket and support this little developer. Fruit'Y is a great game and a nice, relaxing diversion from the space shooters and gore-filled platformers that have also appeared this year.


Now, as a self-styled deity I'm off to shoot thunderbolts at the dog barking in next door's back garden. Either that or make it rearrange fruit on the lawn. Now that would mess with the neighbours' heads...

Further Information
Retroguru
Dragon Box Shop

Will a Dreamcast Lightgun Work on a Sega Game Gear Screen?

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It was a very important question.  So I put it to the test.

Dreamcast Partners Club Welcome Pack

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The Dreamcast Partners Club was a Japan-only membership club that Sega offered to subscribers, and gave Dreamcast owners access to exclusive content. This content was mainly delivered in the form of the Dreamcast Express demo discs, but also allowed members to collect Dream Point Bank credits that could be exchanged for swirl-branded trinkets, peripherals and the teeth of long-dead warrior kings. Here in Europe, we never got the option to join the Partners Club (and neither did US gamers), so it remains something of an unknown chapter in Dreamcast folklore to many.
This bank is more trustworthy than most.

Thanks to a reader called James though, we can now show you what you would have received in the post as a welcome to the Dreamcast Partners Club had you taken the plunge and signed up. It's mainly the usual stuff you'd expect - membership cards and welcome letters and the like, but there's also a copy of that bizarre Yukawa puzzle game and an intriguing VHS tape. James has promised to get the tape digitised and uploaded to YouTube asap so that we can share it here, but in the meantime cast your peepers over the rest of this intriguing letterbox spam Dreamcast paraphernalia...


If you can read foreign and are able to translate any of the letters above into the Queen's own English, please let us know in the comments.

Developer Interview: Alice Dreams Tournament

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Alice Dreams Tournament hit its Kickstarter goal in little more than a day, and it isn't really a surprise. This homage to local multi-player games of yesteryear has outstanding 2D visuals, a multitude of inventive game modes and a brand new use for the humble VMU. The Dreamcast Junkyard backed the project almost immediately and we look forward to being able to play (and review) Alice Dreams Tournament when it launches. In the meantime however, we caught up with lead programmer Julien Desquenne to ask a few questions about the history of the game, the Bomberman series and (naturally) if he knows the identity of the legendary Dreamcast barber...
The likeness is uncanny!
DCJY: Could you tell us a little bit about who makes up the Alice Dreams Tournament team and how you got together? 

Julien Desquenne: Our team consists of Nicolas Pochet the graphic designer and me, Julien Desquenne the programmer.  We met in 2003. In fact, I began to program a platform game and I was looking for a graphic designer to help me on the graphic parts. I really wanted to realize this game on Dreamcast. So I posted my research of a graphist on a Dreamcast French forum (dcreload.fr) and Nicolas replied very quickly and introduced me to his drawings. I was very impressed by his artistic talent and we decided to work on a common project.

That's pretty cool, meeting on a forum and now working together. Could you tell us more about how Alice Dreams Tournament came to be? 

It's a long story! We first worked on the project of a platform game. In 2003, Nicolas read the novel by Lewis Carroll, Alice in Wonderland, and proposed to me the idea of a modern Alice in a different vision. We worked on this game until 2006. At the end of each stage, we wanted to unlock a mini game. So we worked on a clone of Bomberman, playable by 4 players simultaneously. And then, we read about a contest (Dream On Contest 3) and we wanted to present this mini-game with 3 additional game modes. The contest was canceled but we presented the game to some players in a retro-gaming event  and they encouraged us to continue to develop the game. 
Wow, so Alice Dreams Tournament started as a mini-game in a larger adventure. as you say, there's clearly an air of Bomberman here – are you fans of that game and what is your history with Hudson’s series? 

Nicolas enjoyed a lot Dyna Blaster on PC, and then Bomberman series on Super Nintendo with his friends. For me, it was also on Super Nintendo at a friend's home! When we thought about making a multi-player game, we both thought about the concept of Bomberman. Yes, we're fans of this game! 

The aesthetic style is very unique – was this cartoony visual style an important aspect of the design process? 

Yes, because the sprites are small (32*64 pixels), so it would be hard to make the characters realistic.  
The use of the VMU screen in Alice Dreams Tournament is very inventive – how did you come up with this ingenious use for it? 

We were inspired by Pac-Man Versus on Gamecube, which uses the GBA in a unique fashion. One player controls Pac-Man with the GBA, which displays the entire maze, while the other players control each of the ghosts with the Gamecube controllers. Each time the Pac-Man is killed, the killer ghost takes its place and the two players exchange the GBA and the controller, pausing the game.  
At the time I was looking at all the possibilities offered by KOS (free Dreamcast development system) and a function allows to display an image on all connected VMUs. So, I re-wrote this function to be able to display a different picture on each player's VMU. Then we were able to propose asynchronous gameplay without the necessity of pausing the game! 

That's really impressive work. On the subject of the VMU, we’ve seen the cool prototype light unit. Do you think the VMU was under-utilised by mainstream developers during the Dreamcast’s life? 

Yes, there could have been a lot of gameplay opportunities and very little have been developed. That said, it is very surprising to see that even Nintendo has difficulties trying to exploit the asynchronous concept for Wii U! 
Multi-player seems to be the main focus of your game - will Alice Dreams Tournament have a single player campaign or is it strictly about recreating the local multi-player fun of yesteryear?

No, Alice Dreams doesn't have a single-player campaign. This takes a lot of time to develop. I don't know if many people have finished the single player campaign of Bomberman, so with this in mind we thought it was better to take more time to improve the multiplayer game modes. 

That's a fair point regarding the Bomberman single-player mode. Moving on, Alice Dreams Tournament has had a lot of support and met its Kickstarter goal very quickly. Did this surprise you? 

It's really amazing, again we'd like to say a big thank you to everyone who contributed to this success. We thought that we would have to get stressed a whole month to perhaps reach the goal and finally we did not have to stress too long: just 28 hours! Players who have followed us for a long time were the first to contribute and they said to us that they had no doubt about success. For years, we presented the game at many events and it's crazy to say that the game had been already played by about 1500 players before the start of the Kickstarter campaign! We are very fortunate to have met so many good people who continue to support us.
That's great - the Dreamcast community is really supportive of new software and hardware. On this subject, there are a lot of exciting indie releases coming for the Dreamcast. Why do you think the system is enjoying this renaissance lately? 

The Dreamcast is still very attractive. This is the last SEGA console, and it holds a very important place in the hearts of retro gamers. There is a great enthusiasm for retro gaming and Dreamcast happily remains at an affordable price. To develop on this console is also accessible thanks to the exceptional work of people who made KOS. 

Which other indie games (if any) are you looking forward to yourselves? 

I'm curious about each of the new indie Dreamcast games, especially Elysian Shadows! 
Yes, Elysian Shadows is an exciting prospect - Falco Girgis occupied this very spot a few months ago! Here's an interesting question - would the Dreamcast have had a longer lifespan if Sega had embraced indie development from the start with Dreamcast? Similar to the way current gen systems do?

During its commercial period, small independent games were not very popular. It was the battle for the most impressive graphics. On the current generation, 2D games have become popular again. 

Were you fans of the Dreamcast back when it was a contemporary system? 

We both got Dreamcasts after its commercial life. Nicolas was attracted by emulators, and on my side, I bought one to program for it!

What are your favourite games for the Dreamcast? 

Nicolas : Le mans 24 hours, Jet Set Radio, Samba de Amigo 
Julien : Virtua Tennis 2, Space Channel 5, Wind & Water 
Lastly, the eternal search goes on. We have to ask: do you know who the barber from the Dreamcast advert is?! 

Haha! This advert is very strange! Another thing Dreamcast was in advance: it had an advert which created a buzz! Such a nice buzz that you still think about it today! Dreamcast was made to be played everywhere and in every time, even in 2015!


We'd like to give massive thanks to Julien for taking the time to answer our questions. At the time of writing, the Alice Dreams Tournament Kickstarter is still open and you can still pledge - we very much hope you will as some of the stretch goals are pretty cool. The magic of local multi-player gaming has been lost somewhat in this age of internet gaming, but hopefully Alice Dreams Tournament will go some way to restoring it on Dreamcast.

Further Information
Alice Dreams Tournament Website
Alice Dreams Tournament Kickstarter

Colin McRae Rally 2.0 Revealed

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Colin McRae Rally 2.0 for Dreamcast is a game that vanished from release schedules faster than Lord Lucan disappeared after his children's nanny was bludgeoned to death. As a massive fan of driving games, and rally games in particular, when it was canned I really did feel dejected. The PlayStation Colin McRae games are still some of my favourites in the genre (we don't talk about DiRT: Showdown) and the thought of being able to enjoy a graphically superior port with added gameplay modes excited me no end.
Alas, Codemasters decided that work on the game would be cancelled and with that the dream of a proper rally simulation on the Dreamcast died. Widely thought to be a 'lost' Dreamcast game, Colin McRae Rally 2.0 for Dreamcast has been the stuff of forum rumours ever since, but I am thrilled to announce I have had the pleasure of sampling the game...and I took footage to prove it. It's in no way complete (around 30%) and there's not a lot to it - just one track and some options (plus it requires a specific VMU to run) - but it is playable and apart from some slowdown is every bit as good as you would expect.

Before people start bitching at me to release it - I don't own the GD-Rom, and I have no way of releasing it. I also endured a 5 hour round-trip through horrendous traffic to get this footage, so know that I suffered to get this for you! Anyway, here's the video - enjoy a glimpse of what could have been.


Let it be known that the anonymous benefactor who allowed me to sample this game also had a lot more stuff to show me. And I was allowed to take footage. Think you've seen everything the Dreamcast has to offer? Think again! Over the next couple of weeks The Dreamcast Junkyard will be bringing you video of unreleased Dreamcast games you've never even heard of. Watch this space...

Update: A couple of people have asked, so here are some images of the GD-Rom and the VMU. The game runs using a system disc and wont run without this and the VMU file. For those who are unfamiliar, a system disk is a sort of 'boot disc' for pre-production GD-Roms and it loads to a very basic menu, quite similar to something you would see if you use an import enabler, and then you replace it with the game you want to run. Feel free to share these images but please give credit if you do, and leave the water mark in - don't go cropping you scoundrels!
Lastly - one final note. The guy who has these games isn't keeping them from the community out of spite or selfishness. He merely has them in his collection as he (in his own words) 'rescued them out of a skip' in the final days of the Dreamcast.  Let's just be thankful that he did or they could have been lost forever. There are no plans to release them any time soon, but if this changes in the future, you'll find out here first.

DreamPod - Episode 17


The Games of Star Wars

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Man, I love Star Wars. It's so quotable. Who can forget the immortal line from Sergeant Apone when the space marines emerge from suspended animation aboard the USS Sulaco? It's simply awesome:

"Alright sweethearts, what are you waiting for? Breakfast in bed? Another glorious day in the Corps! A day in the Marine Corps is like a day on the farm! Every meal's a banquet; every paycheck a fortune; every formation a parade...I love the Corps!"

It just encapsulates everything great about George Lucas's epic space drama. I wasn't that keen when they detached the Enterprises's saucer section from the star drive - those effects were a bit ropey - but when it turns out that the Event Horizon actually went to Hell itself...well, I was simply blown away. Vaporised, even. But then I found the microfilm so it all turned out well in the end.
Sgt. Apone started as a lowly Storm Trooper, too.
If you're still still reading, well done. If you're already looking for the comments section, then you've already lost, my friend. Joking aside, the entire world (well, those sectors with internet access) seems to be gripped with Star Wars fever at the moment, and who can blame them/us/me? The trailer for the next instalment of the Star Wars saga looks positively stunning, and I for one cannot wait to see what Mr Abrams does with the series George Lucas managed to drag backwards through a hedge over the course of two and half terrible prequels.

Let it be known at this point that I'm not a hardcore Star Wars fan. Yes, I've seen all the films and I've been stood less than a foot from David Prowse at least twice in the last month...but I'm probably what you'd call a casual fan. I know who Dr Evazan is, but my knowledge of the inner workings of an Imperial Star Destroyer is lacking.

With this in mind, my interactions with the myriad licensed video games is more favourable. I endured Shadows of the Empire and loved Rogue Squadron on the N64. I trudged through Jedi Knight and Dark Forces; I winced through Rebel Assault's grain-o-vision on the Mega CD and attempted to play Knights of the Old Republic on the Xbox. Later, I marvelled at Jedi Star Fighter and the Rogue Squadron games on the Gamecube and so I believe it's fair to say I have a good level of knowledge when it comes to the various games surrounding the franchise. What you may not know (but probably do) though, is that the Dreamcast played host to three different games based on the Star Wars universe, and even though we've briefly touched on each of them before here at the 'Yard, it seemed rude not to ride the gravy train get in on the action at this juncture.

Star Wars Demolition
In Star Wars Demolition the story is that Pod Racing has been outlawed, and in it's place that obese gangster Jabba the Hutt has devised a new way of bringing gambling to his cronies - Demolition. Using various freelancers and mercenaries, he puts on a death match of sorts so that people can bet on the outcome. Quite how he arranges to host a duel on the surface of the Death Star is never explained, but that's the least of this car crash's worries. Pun intended, by the way.
For me, the biggest talking point surrounding this particular game is just how much of a missed opportunity for awesomeness it represents. Developed by Luxoflux, the team behind the Vigilante 8 games, it's quite apparent from the off that it's a basic whoring of the same engine only with slightly tidied up vehicle models and some Hoth thrown in for good measure. Basically, you choose to play as one of several slightly obscure (apart from Boba Fett) characters, jump into one of the piss-poor vehicles and then careen uncontrollably around various Star Wars themed enclosed arenas, trying to shoot other characters who are whizzing about in equally Star Wars-y rides.
Like I said, it's basically Vigilante 8 with Star Wars tacked on, and the graphics are really quite nice...but it plays like a drowned mongrel. The vehicles float about with no real aim and the weapons on offer are totally uninspired - as are the majority of the levels. The aforementioned Hoth arena is quite cool, with AT-ATs plodding about and stuff, but it begs the question - why didn't they just make a proper shoot 'em up in the same vein as Shadows of the Empire or Rogue Squadron? Ultimately, this is pretty bad. Worth picking up if you're a completest, but you'll play it once and then wish it had taken the place of Alderaan in the first Death Star's targeting reticule.

Star Wars Episode 1: Jedi Power Battles
Ah, Jedi Power Battles. The (sort of) game of the movie that everyone loves to hate. I remember playing this back in the early days of the Junkyard and up until now I always thought it was utter tripe to be totally honest. In my memory, it played like a side-scrolling beat 'em up but with none of the finesse of Streets of Rage et al. But in the process of writing this article I have fired it up again with a more learned head on my shoulders...and I actually kind of like it.
The authenticity of the musical score, the menus and the general 'feel' of the game's aesthetics is spot on, and even though it is based on the weakest movie in the whole series, Jedi Power Battles just has something. You start the game by choosing to play as Obi Wan, Qui Gon, Samuel L Jackson or some woman with dreadlocks and then you follow the plot of Episode 1 (of a fashion) by marauding through levels from a side-on perspective, destroying droids and the like with your lightsabre. It has all the usual hallmarks of a game of this type - double jumping, power ups, and various special 'force' abilities, but the best bit is the way you can hold in the left trigger to repel incoming laser fire - right back at the source. This is so insignificant in the grand scheme of the game's design, but yet it looks so damn cool. Yes, I'm shallow.
Power Battles was pretty much destroyed by the gaming press when it launched because it is, in all truth, a fairly formulaic movie tie-in but playing it today, it seems like a fairly interesting little beat/laser 'em up. The license clearly adds something as locations from the movie are all present and correct, as are actor likenesses and the musical score. It's does have some graphical issues (it's a PS1 port, after all), but on the whole Power Battles in an entertaining romp through the plot of the first movie. Recommended if you can find it cheap.

Star Wars Episode 1: Racer
This is the best Star Wars game on the Dreamcast. It's that simple. It's also one of the best racers the system has to offer. Sure, it's a port of a game that was already available on the N64 (also a great game, by the way) but the Dreamcast version of Racer is superior in many ways. Initially, I was disappointed upon first learning about the port - I was expecting a home version of the arcade game from Sega - but once I'd gotten over the fact that it is just a higher resolution version of a game I had already loved and lost on the Nintendo format, my affection for it was reignited.
The sheer number of racetracks is amazing, as are the myriad locations in which they are set. This variety in the circuits' locales is probably the main selling point of this game as a lot of the major destinations from the movies are represented. It goes further than that though, as even (to me anyway) without the Star Wars license this would have stood on it's own two feet. You have multiple lengthy championship modes, a whole cast of characters with upgradable vehicles. and a brilliant 'junkyard' replete with (Jewish stereotype) owner who will reluctantly sell you shoddy upgrades and new parts alike at premium prices whilst muttering sarcastically under his breath.
Racer also plays fantastically well. The Dreamcast never got a port of WipEout (although it was apparently in the early stages of development before being cancelled, according to sources) but Racer is a decent stand in, in every way as the anti-gravity craft all handle very well and the 'turbo boost' function of the vehicles is less about whether you happen to drift over a boost pad and more about whether you have the dexterity to pull if off. Some of the tracks in this game are truly jaw-dropping in scope, and throw all types of obstacles at you. Zero gravity sections, asteroids, pits of lava and rotating doorways will all try to hinder your chances of becoming the Galactic Podrace Champion.  The presentation is also right on point - from the Mos Eisley cantina hub, to the sound samples and cut scenes.
Frankly, this game has it all - stirring soundtrack, great visuals, all the characters from the movie and bags upon bags of challenge. Other than Goldeneye on the N64, there really isn't another movie tie-in from the same era that comes close to Episode 1: Racer; and while the section of the movie it is based on barely lasts 10 minutes, this will last you years if you decide it's for you.
Maybe in a galaxy far, far away and at some time in the distant future an alien will stumble upon this transmission of ones and zeros and decode into something decipherable. And if they do, they'll know that Episode 1: Racer is the best Star Wars game on the Dreamcast. It doesn't feature any lasers, X-Wings or Jedi (unless you count young Anakin), but what it does feature is everything a great video game should.

Verdict
Probably buy them all if you don't own them (they're cheap enough), but if you had to choose one to use as a Storm Trooper shield it would undoubtedly be Demolition. Likewise, if one had to take the place of Han Solo's medal at the end of Return of the Jedi, then it has to be Racer. And while we're using these comparisons, Power Battles would be some half-digested matter falling onto Luke's face as he tries to keep warm inside the cadaver of a Tauntaun.
Live long, and prosper.

Dreamcast Express Extra

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A few months ago I managed to acquire an almost complete set of Dreamcast Express demo discs. You can read all about those here, but if you can't be bothered to click that link and you're wondering what the hell Dreamcast Express is, let me explain. Dreamcast Express was the name given to an exclusive set of demo and preview discs sent by mail to subscribers of Sega's Dreamcast Partners initiative. Subscribers were privy to content in the form of playable demos, videos and VMU saves that were stored on the discs and in some cases these playable demos differed drastically to the final product. The most glaring example of this is the Buggy Heat demo featured on Dreamcast Express volume one, in which the controls are completely different and you have the ability to 'free look' like you do in most modern racers. If you lived in Japan at the time of the Dreamcast and had the foresight to subscribe to the Partners service, you would also be treated to a rather brilliant welcome pack, and that can be viewed here, complete with English translation.
Now, at the start of this diatribe, I mentioned that I had an almost complete set of Dreamcast Express. That's because apart from the regular volumes (numbered 1 to 7), Sega issued another volume simply titled 'Extra.' I came to own this addition to the Dreamcast Express series through the kindness of reader and contributor James - the very same gentleman who recently submitted the Partners welcome pack images. James also sent me (for the price of postage alone) several volumes of the Japanese Dreamcast Magazine's cover disc series and I will be casting my gaze over those in a future post. For now though, let's delve into Dreamcast Express Extra and see what's hiding on the GD and in the booklet...

Unlike the other volumes, Dreamcast Express Extra comes in a standard jewel case with a proper booklet that also doubles as a cover like a standard NTSC-J (or NTSC-U) game. As you'd expect, the booklet details the contents of disc via a series of cool illustrations. Here are some low quality photos of the inner pages:
I was going to scan the booklet, but since I updated my MacBook Pro to El Capitan it has become unusable. So now I'm using a borrowed PC laptop...and my scanner won't work with it for some reason. But back to Dreamcast Express. The interface used on the disc is quite similar to the one used in the other volumes, but there is no mention whasoever of Candy and Dandy (the two mascots featured in the earlier volumes). The contents of the disc are quite varied and come in the form of either playable game demos or movies, and here they are:

Cool Boarders Burrrn
This gives you one character and two play modes. Weirdly, rather than have the characters you can't use just greyed out, they appear on the select screen but with their backs to the camera. The race mode course course is the first one - Mountain Review - and it plays just the same as the standard game, while the other play mode lets you try your hand at the trick mode where you barrel down a half pipe trying to do tricks. The trick mode is pretty much as broken as it is in the final game.

Sonic Adventure
This demo comprises of the first action stage from Sonic Adventure and allows you to whizz around as the titular anthropomorphic garden dweller. The odd thing about this demo though, is that the title screen is corrupted (it usually comes up as a selection of oddly-colourerd tiles or just a mish-mash of elements that you'd expect, such as the rippling water effect found in the final game), as is all the text. The time and score in the top left isn't shown and the pause menu just appears as a green square. It's all a bit weird and I'm not sure if this corruption is unique to this particular disc or it's an issue with them all. Still, it's interesting to find such a random selection of glitches.

Soul Calibur
This gives you the choice to play a cut down (three fight) version of the arcade mode, and allows you to play as either Kilick, Cervantes or Xianghua. There are some differences from the final game, but mainly these are down to it being a demo - for instance there's no intro and the title screens giving information about the game's release and features spin into view like a newspaper does in movies.

Shutokou Battle
This demo gives you the chance to drive one of five sports cars around Tokyo's perpetual night-time highway, doing battle with other drivers as you weave through the traffic. The only option here is the 'quick race' and you are presented with a series of battles. I'm not actually sure how many battles you get to play though (I'd hazard a guess at five) as I kept being beaten by racer number three!

Chu Chu Rocket
Pretty much identical to the final game, but you can only play the normal battle mode (1-4 players) and tinker with the board creator. There's a menu that details what the final release will feature, but nothing really of any note. It's cool that you can play a proper multi-player match should you find yourself with three friends and a copy of Dreamcast Express Extra but there's nothing too exciting here.

Movies
Dreamcast Express Extra contains four movies - Shenmue, Space Channel 5, Dream Flyer and Virtua Striker 2. There's nothing overly remarkable about any of them and they mostly consist of gameplay and cut scenes from the final releases. For me, the most intriguing is the preview of Dream Flyer which is a package that allowed users to create greetings e-cards and them email them to friends (or enemies) using the Dreamcast's online abilities. Anyway, rather than write a load of guff about them I thought I'd do the right thing and create a supercut and post it to YouTube. You will notice little Seaman skits between each movie and these play after every demo, regardless of whether it's a playable trial or a movie. I can't understand what he's saying as it's in Japanese (natch), but it's quite amusing and I wondered what was going on the first time I quit a demo and saw old fish face himself swimming up to the camera talking to no-one in particular. Enjoy:


I hope this little look at Dreamcast Express Extra has been informative and once again thanks to James for sending the disc to me. Don't forget you can read about the other volumes in the Dreamcast Express series here.

Renegade Racers Revealed

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Developed by Promethean Designs (of Picassio fame), Renegade Racers looked set for a February 2000 release at the hand of almost-defunct outfit Interplay. A kart racer in the same vein as Crash Team Racing or Speed Freaks, but with overtones of Diddy Kong Racing (hovercraft are heavily featured), Renegade Racers was quietly pulled from Dreamcast release lists and the low review scores of the PlayStation game quite possibly had a hand in that. There is precious little information available online regarding the long lost Dreamcast port of this fairly generic racer, but The Dreamcast Junkyard is on hand to fill in the gaps with the following video. Enjoy...

The Ultimate Collectors Guide Book

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You asked for it, so here it is. The Dreamcast Junkyard Ultimate Collectors Guide is now available in an updated, physical form. Written by Mike Phelan and with a foreword conjured from my own pen (well, keyboard), this guide is packed to the gills with information on pretty much every single game ever released for our favourite system. You don't need to take my word for it though - check out the video preview below:


In case you wanted even more reasons to buy one of these awesome guidebooks though, check out the features below:
  • Full PAL, NTSC-U and NTSC-J release lists
  • Rarity guide
  • Full list of available indie titles
  • Full list of upcoming indie titles
  • PAL white label guide
  • Japanese accessibility guide
  • Details of differences between versions of the same game
This guide really is like nothing else currently out there for the Dreamcast and we think it's an indispensable companion for anyone wishing to get full and complete collections of the library; but also for those with a passing interest in the full range of titles available for Sega's final console.

We have set up a dedicated store here at the 'Yard and you'll be able to buy directly from this site rather going to an eBay auction. Click here to place on order, but please be aware that at this point we are awaiting a second batch of the books to be delivered and so they won't be despatched until around 7th November 2015. Think of it as an investment for the (near) future. It costs £10 with free postage in the UK, £4.50 postage to Europe and £5.00 to the rest of the world (we've had to put the postage cost up slightly from the original £4.00 worldwide as it costs up to £8 to send to some places!).

Order the Ultimate Collectors Guide here

Good Dreamcastic Morning Episode 2

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YouTuber and Dreamcast fan Pcwzrd13 has released the second episode of Good Dreamcastic Morning, the world's only Dreamcast-centric morning show! This new episode has plenty of content and is a good deal longer than the pilot, and segments include a guest spot from Adam Koralik, a look at the Dreamcast unveiling in the August 1998 issue of GamePro, and a brief glance at the unreleased game reveals from this very blog. Also, if you're interested in reading more about the mentioned Jet Grind Radio/Milwaukee incident, be sure to check this article out. As always, please feel free to visit and subscribe to Dreamcastic Channel for regular updates and gaming content.


On the subject of the unreleased games mentioned in the episode, Take The Bullet will be coming very soon. Intrigued? You should be...
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