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Stone Age Gamer Drops USB-GDROM Controller

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Online retailer Stone Age Gamer has announced that it will no longer be distributing the USB-GDROM Controller made by hardware modder MNEMO. The custom made device hit the headlines a few years ago as a viable alternative to the GDEMU because it allows you to run Dreamcast games from a USB stick and completely do away with the GD-Rom drive.

Personally, I've never actually used the device as contrary to popular belief, writing this guff isn't my full-time job (it's just a hobby) and I can't afford to blow hundreds of pounds on a PCB. Paying the rent, running a shitty diesel car and buying the odd pair of jeans are far higher on my agenda than emulating a GD-Rom drive. That said, from what I can gather it is a cool device and the reliance on USB sticks rather than SD cards makes it the superior option if you're looking to negate the need to own physical disc versions of games.

Until recently the only place you could buy a USB-GDROM Controller was Stone Age Gamer, but it appears they've had enough of the unpredictable behaviour of the device's creator MNEMO and released the following statement (be warned - it's quite lengthy):

"Dear Stone Age Gamer Customers,

Unfortunately, we must announce that we will no longer be carrying any product created by the developer known as Mnemo.

After over a year of dealing with Mnemo we have found him to be impossible to do business with. We normally would not attempt to cause any drama, but in this case we feel without explaining our reasons because it may be hard for our customers to understand why we would stop selling a product that seemed to be in such high demand.

We originally reached out to Mnemo to sell his 3DO USB-CDROM Adapter mods. Although we did sell some units, his production was completely erratic so for a while we stopped selling the 3DO adapter.

Eventually we found out Mnemo had finished development on a similar modification for the Dreamcast. We were very excited at this prospect because the Dreamcast is a vastly more popular system. So, we reached out to Mnemo again in late 2014 and made a much harder push for this product.

We were shocked by his wholesale price; it was basically what we thought the MSRP price should be. We suggested that by lowering the price it would allow both of us to sell way more units. He refused. Although we did not agree with his decision, we weren’t going to beat him up on the price.
Using our normal retail mark-up, we began selling the Dreamcast adapter at $219.99. However, it quickly became apparent that his issues with 3DO adapter production carried over to the Dreamcast adapter as well. Production was sporadic and unpredictable.

Over the year of 2015 it was hard for us to get any sustained production from Mnemo. Late Summer 2015 he alerted me that he would be significantly raising the price of each unit by almost $50/ea. because he only had a few hundred Molex connectors left and he could not find any more so this will probably be the last few hundred he sells.

I told him to hold off on the price increase and I would see if I could find some of the connectors. After much searching, I found most places would only sell me them in batches of 17K at about $4/ea. So basically $68K, which was out of the question. Eventually I found a company that brokered an agreement between another company and I. This company had tens of thousands of these connectors for their own production. That company agreed to sell me 1,008 connectors for $4.57 ea. I asked Mnemo if he was still committed and if I should purchase these connectors. He told me to purchase them. So with shipping I paid about $4,700 out of my pocket for the connectors.

After receiving the connectors, he asked me to ship him about 300. So I shipped him 324 (they came in tubes of 18 units/ea.). He said he would just credit me more for them once he received.
With our new found connectors and an agreement to increase production I told him we were going to start taking back orders on the Dreamcast adapter. Eventually we got to 50 back orders and yet units we still very slow to ship. So we halted all back orders to not further dig anymore of a hole.

After his initial shipment of 20 units for the back orders he tells us from this point on he will now be increasing the wholesale price of each unit by $30/ea. Even though he knew we still had another 30 back orders to fill, back orders that were already paid for. There is no way we are going to go back to customers and ask for more money, but this price raise essentially destroyed our profit margin. So, we begged him to at least fill the remaining 30 orders under his original price and we would talk about new price after the rest of the back orders had shipped. He did eventually agree.

We received another 15 units at the original price. However, before sending the last 15 units he e-mailed us saying that he has the 15 units ready. However, he is raising the price, even though he agreed not to until all 50 had shipped. He said if we want them he will give us our credit for the 324 connectors and we would just pay the difference. Yes, you heard me right, he told us he would credit us for the connectors, but then raised the price by $30 per unit and here’s the kicker: he said if we would not buy at that price he would just sell them himself or to someone else. So he essentially exploited our position and forced us to pay more per unit and effectively making our credit for the connectors worthless, not to mention destroying our profit on the 15 reminaing units we already took money for.

Really, hindsight being 20-20 we should have cut off all business relations with him at this point. He obviously had no respect for us or his customers. After the dust settled I said if the new price means we will get much more consistent production then, we would accept it. So we had to raise retail price significantly.

Finally! We started to receive somewhat consistent shipments. From December 2015 to mid-March 2016. We were receiving about 34 units a month.

On March 25th he then dropped another bomb. The next two batches he was going to charge us $12 more per unit and also I would need to pay for his PayPal withdrawal fees. Now I send money to him as a Friend/Family so I pay his PayPal fees. So I am not sure why he is also getting charged to withdraw money, but as far as I am concerned that was not my problem. So no warning, nothing, just raises the price for no apparent reason.

So now I am very unhappy. I explain all the stuff I have done to help him, much of which I never even mention in this letter so far, and I tell him I want a good explanation for why he is charging me more for the next two batches. He replies back ending each one of his responses with “LOL.” So he is essentially laughing in my face and basically down-playing anything I did for him. He explains that a full explanation would take too long, but he basically said he was not going to produce any more units until June 2016, so these are his last 34 units until then. So basically, again he was attempting to exploit more money from me, however this time by apparently creating a false demand by halting production for a few months.

At this point we cut all ties with Mnemo. There were a lot of details which I left out of this letter, but here is some of them:

He had the audacity to insult my employees in one conversation, telling me to hire better people.
Never once during our whole correspondence did he ever thank me for anything I did for him. He was arrogant and rude, treated me like I was an idiot.
He thought our mark-up should only be 10% to 15%, anyone who knows retail know this is ludicrously low margin.
I offered to help him with branding and logo design and offered to make a logo for free. He thought that was a stupid idea.

Since he did not seem interested in increasing production I actually talked to KRIKzz to see if he would be interested in manufacturing the Dreamcast adapter and just pay Mnemo royalties. Similar to his agreement with Ikari_01 and the SD2SNES. KRIKzz agreed, but Mnemo absolutely refused. I took a big risk by doing this because if Mnemo agreed I would essentially lose my exclusivity over the product, but personally I just wanted the product to exist and for us to be able to sell it, so I was willing to forfeit that for increased production.

Mnemo was having trouble getting PCBs made, so I actually asked dbElectronics where he got his PCBs made to help Mnemo. He told me, which I passed on to Mnemo and I believe he ended up using this company to produce his PCBs. No gratitude ever given.
And the list goes on...

His business plan (or lack thereof) appeared to be not using the money he made to buy equipment and/or hire employees to increase production, but was to continue to create a demand with low production and just raise the price to milk the market for as much money as he could with this false demand. We sent him well over $30K by the way, would have been way more if he actually produced more.

I have experience with this kind of business arrangement. KRIKzz and dbElectronics for example. Both of these guys have been nothing but excellent to deal with. I would even consider KRIKzz a friend at this point and I hope to soon be meeting him in person. Even dbElectronics had to raise his price at one time, but he wrote me an e-mail explaining why, it was completely understandable and we offered no objection to it.

I understand that to some people this all may seem like petty drama. However, we tried and tried to work with Mnemo and we could have continued to just go with the flow and keep raising our prices to compensate for his price increases, but we felt we had to draw the line. We personally feel the guy was exploiting us and essentially using us like his personal bank account and we had enough. We will never do business with Mnemo again.

We are still sitting on over 600 Molex connectors for the Dreamcast. So if some other developer out there is working on a Dreamcast adapter we would love to do business with you, please contact us.
We will continue to look for new products to offer the community and we would like to thank our customers for all their support.
Sincerely,

Ryan Cross
President
Stone Age Gamer LLC"

If anyone is reading this and feels they have the skills required to create an alternative device, get in touch with the folks at Stone Age Gamer. There are literally thousands of Dreamcast owners who who would love to own a GD-Rom replacement but simply could not afford the high price of the USB-GDROM (including me). With any luck, this announcement will open the door for us down here in reality to prolong the lives of our ailing consoles.

Thanks to William M Nash or sharing this story on our Facebook group.

Flappy Bird Now Available For Dreamcast VMU

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Remember a few weeks ago we took a little look at the new VMU games and demos from awesomely-named Instagram user guacasaurus_mex? Well, he's been working away behind the scenes and has just released Flappy Bird for the humble VMU! You read that right - the game that made a million iPhone users suddenly think their device was worth a thousand pounds is now available for our little battery-sucking pal.

You'll need Dreamshell and an SD reader to get this onto your memory unit, and the VMU Tool files can be found here. Guacasaurus explains further:

"If anyone is interested I just finished making a Flappy Bird clone for the VMU. Just put the file on an SD card, load with Dreamshell and once Speud's VMU Tool has loaded navigate to 'Open CD' and copy FLPPYBRD.vmi to the VMU.

Like most VMU games this doesn't work properly in the emulator so please use on an actual VMU!

Also, for anyone giving this a go, you hold A rather than tap like in the iOS and Android versions. Tap functionality didn't work so well with only 32 vertical pixels!"
There you go - another new game for the Dreamcast! If you have a VMU with some batteries in, let us know how you get on with it!

Greedy Goblin Con '16 Recap

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On Easter Sunday we attended the very first film, TV and gaming con to be held in the town of Dorchester, UK. Dorchester is a small, picturesque town located in the rolling hills of Dorset and is more commonly associated with the writings of famous author Thomas Hardy, but this past weekend it was taken over by storm troopers and cosplayers in aid of Neuroblastoma charity Smile with Siddy.
The Greedy Goblin Con event was held at Dorset County Museum and we, along with the guys from Noah's Arcade brought a touch of retro-gaming awesomeness to proceedings with a line up of Dreamcasts and other systems from yesteryear for members of the public to experience. While the event was nowhere near the scale of things like Play Expo or Revival, it was all in the name of charity and Rob and I really enjoyed chatting to people about the Dreamcast and being beaten by four year olds on Capcom Vs SNK. Ultimately, the convention raised over £3000 for Smile with Siddy and hopefully these proceeds will help in the fight against this horrible disease.

Below you'll find some images from the event - enjoy!


First Screens Of New Dreamcast Shooter Released

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Hold on to your hats folks - it looks like there's another new Dreamcast game on the horizon. Not only do we have SLaVE, Elysian Shadows, Alice Dreams Tournament, Redux 2 and Hypertension to look forward to - there's an as yet unnamed shooter coming as well...and it looks pretty amazing.
This news comes from the DCEmulation forums (and I was notified of this by long-time supporter of the Dreamcast scene Pcwzrd13), but it appears that a talented two-man team has been working on a spectacular-looking new shooter that employs a game engine built specifically with the Dreamcast in mind. In the forum thread (you can read it here), lead developer PH3NOM explains that he can't give too much away due to an NDA signed with Goat Store but I think you'll agree that these shots (and video below) are very impressive.

Again, there are few details at present but PH3NOM hints that he and partner Juguefre started development using Quake III tools before moving to their own bespoke code due to level design restraints in id's software.
Judging by the character models and the stances used, I'd hazard a guess that the game will be some form of Payday-style heist simulator, but due to the aforementioned none-disclosure agreement all we can do for now is speculate wildly. 
"Initially, the engine was using the Quake III BSP for the level format. However, due to inherent limitations in the Quake .map format, I have pushed the engine forward and created a new MAP format for the Dreamcast using QuadTree partitioning for the collision, with fast render meshes optimized for the Dreamcast hardware.

Everything you see here are assets created by Juguefre and is our own copyright."
- PH3NOM

There's not really any other info to go on as yet, and the game doesn't even have a name but as soon as we know more we'll be spreading the word. All hail the undead console!

Update - thanks once again to Pcwzrd13, here's some exclusive footage of the character models in action (and holding weapons):

Dreamcast 2: Arcade Version - Expanding the Dreamcast Collection: Part 3 - Naomi 2

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The Dreamcast Junkyard is finally breaking its silence on the topic of the Dreamcast 2… well, sort of. The Naomi is often described as the arcade version of the Dreamcast, and the true successor to the Naomi was of course the Naomi 2, thereby making the Naomi 2 the arcade version of the Dreamcast 2! Yes? Get it...? Am I right? AM I RIGHT? Well, OK, that was pretty shameless click bait, but you're here now anyway, so why not let us tell you a bit more about the third system in the Dreamcast arcade family.

In part 3, we’ll be covering one of the other systems in the Dreamcast family, the Naomi 2. Much of the information from part 1 (such as how to play Naomi games) applies here also, so if you haven’t already, then I suggest reading that before making a start here. In part 2 we took a look at the Hikaru system, and while not essential to understanding this article, feel free to take a look back for a complete perspective of the family.

Part 1 – The Naomi Connection
Part 2 – The Hikaru 7

1. Naomi 2 Overview
2. Some Naomi 2 Exclusives
3. Naomi 2 Home Ports
4. The Dreamcast's Virtua Fighter 4 Passport VF.NET and History/VF4 Disks
5. Naomi 2 Games List

OK, back now? Great let’s get started.
Naomi 2 Overview
It’s often incorrectly stated that the Naomi 2 was released in the year 2000, but this seems to be another mistake brought around by poor translation of Japanese. According to Famitsu magazine, the Naomi 2 was first unveiled at the 38th JAMMA trade show towards the end of September 2000 along with Virtua Fighter 4 (then known as VF-X), Wild Riders, Club Karts, Virtua Striker 3 and the new Naomi/ Naomi 2 GD-ROM drive add-on.

At the time, Virtua Fighter 4 had no release date but the other three games were given the tentative release window of “early 2001”. In fact, only the GD-ROM drive made it into arcades by the end of the year 2000, along with the first GD-ROM games for the original Naomi (Sports Jam and Confidential Mission).  The remainder of games, including the system itself, were released as planned beginning with the release of Club Kart in early 2001. Eventually, Virtua Fighter 4 was released in August.
One of Sega's lesser known titles from the Dreamcast family of arcade games.
On January 31st 2001, Sega announced, they would be ceasing production of the Dreamcast, so by the time the Naomi 2 got into arcades, the company had already begun looking towards a future void of the DC. As such, not a single Naomi 2 game was ever ported to the system. A port of VF4 was announced to be in development by Sega but alas was cancelled during the initial planning stages and moved to the Playstation 2. In the end, the closest thing the Dreamcast ever got to a port of the game (or any Naomi 2 game for that matter) was the Japanese exclusive Virtua Fighter 4 Passport VF.NET and History discs that came bundled with Shenmue 2. Interestingly enough, the VF.NET disk was supported until as late as the end of 2002, but that wasn't much consolation for Sega’s last line of hardcore fans. At least we got one Naomi 2 related release for our collections though, eh? (more on that disk later)

In all fairness, the Naomi 2’s hardware (while on paper very similar to the Hikaru in that it doubles up on most of the original Naomi's components) was in many ways up to four times more powerful than the DC. It could handle 10-12 million polygons per second with up to six light sources. The DC on the other hand could only handle a paltry 4-6 million polygons with just one light source. Had Dreamcast ports come to fruition, big compromises would have surely been made to get them running in any sort of playable form on the under-powered console. Even future ports to systems with more competent specs such as the Gamecube and PS2 were far from arcade perfect and dropped a number of graphical features seen on the originals.

From an arcade collector’s perspective, (unless you’re lucky enough to have some sort of steering wheel set up) it’s rather difficult to recommend the Naomi 2 as a must have. Sure it has some great games, but only three (five if VF4 upgrades are counted as individual games) are compatible with the standard stick and button control inputs commonly found on arcade machines. On the plus side, the Naomi 2 utilises a unique lockout feature that effectively locks out the added Naomi 2 hardware affording it backwards compatibility with all Naomi games and accessories. Taking this and the relatively cheap price of second hand systems into consideration, perhaps it is worth picking up if you really must play the arcade originals of VF4, VS3 and Beach Spikers.

Fortunately, most of the more notable releases were ported to other home consoles and shape up fairly well.  Anyone seeking to collect all seven ports will be rewarded with a selection of games placed comfortably in the upper tier of Dreamcast family titles.

Fellow DCJY member, DrEggfan has already written an excellent article on the GD-ROM drive add-on. For a great read, click here.

Some Naomi 2 Exclusives
Wild Riders - Write up by Scott Marley (AKA Dr Eggfan)
On paper, Wild Riders is a Dreamcast fans wet dream. It has the art style and evading police mechanic of Jet Set Radio, coupled with the spirit of Crazy Taxi - driving through a city and getting bonus points for doing it the coolest way possible, mostly by flying off ramps into death-defying jumps. This time, you've traded your roller blades and pimped out taxis for a motorcycle, which only amps up the cool factor further. As you'd expect, the game is as fun as it sounds... but only to a point.
The perfect recipe of Dreamcasty goodness?
To be fair, I probably haven't given it a proper go. I've never seen a ridgey-didge cabinet in the wild, with the special hydraulic handlebar controller, which is probably where a large chunk of the fun comes from. Part of the gameplay is to push down on the handlebars to slide under barriers, and to pull back to get air off ramps when making jumps. My setup for racing games on the NAOMI only has the standard controls wired up - steering, accelerating, braking - so I couldn't fully experience the game as it was meant to be played. Having said that, I still found plenty of enjoyment riding around the city, avoiding jumps and barriers where possible, and still managed to finish the game with one of the two characters without getting caught be the police.
You kind of need this to get the full experience
And that's probably a reflection of the games main strength and also its weakness. Even being as handicapped as I was, I found the game was too easy. It's a great thrill ride from start to finish, but once you've played through it with each character a couple of times, there's not a lot left to do - the game is quite shallow. It would have benefited from the branching pathways mechanic of Outrun to add some replay value. It seems to be very linear, but there might be little detours resulting from successful jumps that I was unable to make. However, this is assessing the game outside of the context for which it was built. It is meant to provide a fun experience in exchange for a few bob, and in a way, the fact that the game is quite easy means you get pretty good value for some loose change, and I would highly recommend it if you happen to stumble across a cab.
Sliding is a big part of the gameplay, I just kept crashing through barriers
If the game had been ported to Dreamcast, there's no doubt it would have got the same treatment as the Crazy Taxi port - a remixed or entirely new city course, more characters, and probably a Crazy Box/Pyramid style mini game. Even as it stands, you'd get a fair bit more mileage out of it by chasing a perfect run high score, but acquiring the full cabinet or the right parts to experience it fully is probably out of the reach of most people.
Perhaps my assessment of the game is a bit harsh, high-score chasers and "S Rank"
perfectionists will love it
Note: if you plan to Net Boot this game on original hardware, it won't work due to some unique piracy protection that has yet to be cracked - you have to acquire an original cartridge. Otherwise, emulation appears to be possible based on a number of YouTube videos showing the game in action, but the comments seem to suggest you need a rather beefy PC to get it running at a decent frame rate.
Damn you copyright protection *shakes angry fist*
Thanks for sharing Scott. I'm sure I'll run into the game in an Arcade sooner or later...who am I kidding, I'll never find it...*cries self to sleep*

The Naomi 2 Sega Driving Simulator 
I found this game/simulator intriguing enough that it became its own post. I won't clog up this article with a repost so click here for more.

Some Naomi 2 Home Ports
We may not have been lucky enough to get any DC ports, but seven of the twenty three (or four depending on how you count them) games were eventually given releases on other consoles of the time. Quality varies between them, but all are competent ports and none are particularly rare or expensive so I recommend picking them up if you get the chance. The initial D games were exclusive to Japan, but the rest can also be found in European and the American territories. Strangely enough, "The King of Route 66" never received a Japanese release outside of the Arcade. I guess it was considered "too western/ American" for Japanese tastes.

Let's take a look at some of my favorites... 
A complete collection of Naomi 2 ports.
Virtua Fighter 4/ Virtua Fighter 4 Evolution – PS2
So much has been said about this game elsewhere, there’s no need for me to go into detail here, I'm sure you've all played it anyway. Needless to say, it’s an excellent port of what many consider to be the best VF game of all time. Having said that, it’s by no means arcade perfect; nothing looks quite as smooth as in the original and reflection effects have been removed entirely.

The new mode, "Kumite"attempts to recreate the Naomi 2's online mode...only, without any online functionality. The various accessories and costumes used to customise the player's character are all here, but the the mode basically consists of fighting an infinite number of AI opponents gradually increasing your rank, much like the "Arcade Mode" seen in Tekken 5 on PS2. While fun, it of course doesn't come close to matching the experience of playing against real human opponents online. Still, it's a nice inclusion that goes someway to giving the single player side of things a bit more longevity than in previous entries.

In the sequel Virtua Fighter 4 Evolution, Kumite mode was thrown out in favour of the more engaging "Quest Mode". Here, the player must travel to various arcades on a city map battling a total of 400 AI players. The most interesting thing about this mode was that the aforementioned AI characters were in fact based on player data from VF.NET. Rather cool if I do say so myself. What an honour that must have been for anyone whose player data made the cut and became immortalized on PS2 disk. Evolution also featured the two new characters from the arcade version as well as a small update to moves balancing issues.

The third game in the VF4 series, Final Tuned, wasn't given a release outside of the arcades, and it's not hard to see why. The game added a few more modes, a new ranking system and, as the name suggests, fixed some move and balancing issues. With no new characters, it wasn't seen as worthy of yet another release.

You can currently pick the original game on eBay as a buy-it-now for the princely sum of three pounds and seventy eight pence, perhaps even less if you have the patience to wait for an auction. Who said retro gaming needed to be costly?
I never did like Goh. He looks like some kind of Tekken reject or something. Loser...
Initial D Arcade Stage – PS2
Starting up the game, one of the first things that hit me was the amazingly upbeat J-pop dance soundtrack. It really is an absolute pleasure to listen to while racing down the winding drift inducing turns of Japanese mountains.

For those not in the know, the Initial D series is defined by it's one-on-one races. Taking inspiration from the comic and anime of the same name, instead of the usual GPs, tours, Kudos systems, leagues and so on, Initial D sticks to a series of simple one-on-one races interluded with manga stills and voice over (Japanese only I'm afraid). The game-play is tight and responsive, and differentiates itself by focusing on drifting; think Outrun 2 levels of sliding and you're half way there. Without knowledge of Japanese, the story will be pretty indecipherable, as will most of the menus and options, but for those of you who'd like to just sit down and experience the game, it's perfectly possible to play from beginning to end and still have a great time.

When compared to the arcade version, it's not quite as smooth; the frame-rate seems to have taken a bit of a dip and the game is plagued with jaggies. Rated on its own merits however, it's a fine game that wields plenty of Sega finesse. I recommend it (or the sequels on PSP and PS3) to any Sega fan searching for a new franchise to sink their teeth into.
Get used to drifting at ridiculous angles, you'll be doing a lot of it.
Beach Spikers – Gamecube
While not quite up to the standard of Virtua Tennis, Beach Spikers competently recreates the sport of volleyball with good old fashioned Sega blue skies and style. Again. while damn close, the port is not quite arcade perfect; both the lighting and sand deformation effects are lacking when compared to the original Still, this is a fun game, especially when played with friends, and can be picked up relatively cheaply these days, so why not give it a shot?

Not quite as pleasing on the eyes as the DOAX3, but a far better game.
You'll find a complete list of Naomi 2 arcade games and console ports at the bottom of the page.
Virtua Fighter 4 Passport VF.NET and History/VF4 Disks
These disks are nothing to get excited about but they do serve as a taste, the only taste, of Naomi 2 on Dreamacst, plus they’re free…well, sort of.

The disks came as part of the original print run of Shenmue II in Japan. Enclosed in a beautiful, but not so sturdy, cardboard sleeve are the Shenmue II double disk sized case and the two aforementioned disks.
The Japanese release of Shenmue 2, complete with Virtua Fighter Bonus disks.
Virtua Fighter 4 Passport
VF.NET was an online service for Virtua Fighter 4 that allowed users to check their fight records and customise their characters' appearances. As I've never used the service myself, I can't really tell you too much more about it to be honest. Only that it was also accessible through NTT Docomo mobile phones or a regular PC web browser, and that the service was also available for Virtua Fighter 5. It officially closed only last month on February 29th 2016.

As for the disk itself, well, there's not much to say really. Upon booting the disk you're greeted with this lovely title screen.
Nice title screen! Make sure you enjoy it...
From here you can try to connect to the service, but obviously the servers are loooong gone, so you wont get very far....wait, what's that? rotating 3D models of character accessories! Woohooo! Virtua Fighter 4 3D models on Dreamcast. Get in you beauty!
This breaking news will surely raise the value of the disk. Buy it now, while you still can.

Lastly, the game creates a two block system file on your VMU complete with VF.NET logo.
What wonders lie inside this two block save file? Sadly, we'll probably never know.
Well, that was a bit of an anticlimax, let's hope the second disk is a little more interesting...

Virtua Fighter History/VF4
For those of you still with me, this disk actually contains a few enjoyable features for any fan of the series.
Another beautiful title screen. Good start.
Upon pressing start, you're given the choice of selecting "History" and "Making of VF4" Let's take a look at the history section to begin with. 

Selecting "History" yields a selection of Movies and music for each of the four previous VF games.
VF Remix for the STV and Saturn never existed apparently.
Most of the videos for each game are simple game-play footage, opening movies or attract mode recordings from both the arcade and home console versions of each respective game. The most interesting thing on this disk, are certainly the original Virtua Fighter development and prototype videos.
It's common knowledge that the Virtua Fighter character models began life in Virtua Racing.
These early prototype models almost look closer in style to Tekken than Virtua Fighter.
Being a big fan of Sega's arcade hardware, there was one more video I found rather interesting; a Model 3 tech demo using the characters from Virtua Fighter 3. You can watch it below.
Model 3 Virtua Fighter 3 tech demo on YouTube.

The second selection from the title screen, "Making of VF4" is rather less interesting unless you happen to be a huge fan. Here you can view various character information and art from Virtua Fighter 4...
Virtua Fighter 4 menu.
...and movies from the arcade version of the game. 
Ignite your Heart!
Come to think of it, the title is rather misleading, there's not a single thing about the making of Virtua Fighter 4 on the whole bloody disk! Meh...can you tell I'm bored of writing about these disks yet? Let's put a line under it all and never mention them again.
                                                                                                                                                                                                   
(^line under it all^)

Games list:

Beach Spikers (Gamecube)
Club Kart
Club Kart European Session
Club Kart Cycraft
Club Kart Prize
Initial D Arcade Stage
Initial D Arcade Stage 2 (Initial D Special Stage - PS2)
Initial D Version 3 (Initial D Street Stage - PSP)
Initial D Version 3 Cycraft
Jet Squadron
King of Route 66 (PS2)
Mobile Suit Gundam 0079 Card Builder
Mobile Suit Gundam 0083 Card Builder
Sega Driving Simulator
Soul Surfer
Virtua Fighter 4 (PS2)
Virtua Fighter 4 Evolution (PS2)
Virtua Fighter 4 Final Tuned
Virtua Striker 3 (Virtua Striker 3 ver.2002 Gamecube)
Wild Riders
World Club Champion FootballSerie A 2001-2002
World Club Champion Football Serie A 2002-2003
World Club Champion Football European Clubs 2004-2005
World Club Champion Football European Clubs 2005-2006

A Quick Look At Railroad Tycoon II

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For the past month I've been working in a town some 35 miles from where I live. It's not a massive distance by any means, and I really didn't think that commuting from one major conurbation on the south coast of England to another would be an issue when I took up the offer of employment. A quick car journey every day - easy right? Well no, actually.

Because the road network in this part of England is an absolute joke and roadworks on the Roman routes that make up the main arteries are an almost constant fixture (and last for months/years at a time), I have been forced to use rail travel for the past five weeks. I initially thought it would be quite good to get the train to and from work because it would give me time I would have otherwise spent stuck in a traffic jam to do other stuff - read a book, play on my Vita or listen to/edit podcasts.
The original Reservoir Dogs.
For the most part this has actually been the case, but on many, many occasions the trains have either been late, too crowded to find a seat on, or have been totally cancelled with no explanation. Naturally, this has lead to me grumbling on social media about how pathetic our train services are, but it got me thinking: how hard is it to run a train network and keep everything going smoothly? Thanks to the awesome power of the Dreamcast, I have the very tools at my disposal to find out in a measured and scientific manner. Ladies and gents, the train now approaching platform 3 is Railroad Tycoon II...

I should start this little mini review/essay with an admission - I'm actually fairly au fait with the history of the railways in the UK, being well versed in the exploits and endeavours of great engineers such as Isambard Kingdom Brunel and George Stephenson. I know what standard and narrow gauge tracks are, and I know potted histories of the Beeching Axe, the London Underground, and the origins of the Channel Tunnel. I also spend more time than is healthy reading up on oddities such as Parliamentary 'ghost' trains, and disused lines and stations. That's not to say I'm a train nerd or anything - I know sweet FA about types and models of train engines or anything like that. It's the actual history of the infrastructure that interests me for some reason. And for these reasons alone, you'd probably think a game like Railroad Tycoon II would be right up my district line (street). Well, yes and no.
Northern Powerhouse.
See, Railroad Tycoon II is a bit of an oddity on the Dreamcast. While it represents a taste of what many anticipated on the Dreamcast - i.e. a glut of PC to console ports - it kind of tries so hard to bridge the gap between the two markets that it totally misses the mark in both camps. It's far too simplified a version of the PC series (from what I can gather); yet it also manages to be a bit too complicated to appeal to the masses who bought a Dreamcast to play stuff like Crazy Taxi. And while I'm not for one second bashing Take Two Interactive/Gathering of Developers' decision to bring a relatively hardcore strategy title to a console like the Dreamcast, it's hard to see who Railroad Tycoon II was meant to appeal to.

But let us have a look at the good stuff contained here before laying in to this oft overlooked train 'em up. First off, it looks pretty damn good. The whole game world is modelled in 3D and features undulating hills, polygonal buildings, trees and little trains that chug along billowing smoke (in the early part of the game anyway - more on this later). The whole view can be spun around and zoomed in and out to your heart's content and this makes Tycoon somewhat easy on the eye. Likewise, the blues style music is very fitting for the frontier-era time frame that the game begins in, and the menus are all suitably 'industrial revolution' in aesthetic - indeed, the various FMVs and sound effects really do instill an air of the 1800s when you fire up the game.
Ploughing through the New Forest...at 12 mph.
Oddly though, this theme continues even if you're playing the game well into the 2000s and beyond (in-game time, you understand) so that's a bit strange. I was looking forward to the privatisation of British Rail while listening to some Britpop...but you can't have it all. There are plenty of play modes in Railway Tycoon II and most of them simply involve you trying to build a railway empire, connecting towns and cities across the world (the UK, Europe, America and Asia are all featured) and hauling passengers and cargo in the attempt to keep investors happy and ultimately turn a profit. You can build stations, lay different types of track, build bridges and purchase ever improving engines to service your network. It's all very Sim City, and if you're a fan of this genre then you'll certainly get some enjoyment out of balancing the books, looking into new cargo types to haul and opportunities to expand your network. As time progresses, so does technology and the option to electrify your routes and buy newer trains will also become available.

Unfortunately, Railroad Tycoon does have quite a few negative points that mar the experience somewhat. The control system is pretty horrendous and the way the cursor moves around the screen like it's been dipped in treacle will frustrate, and yet the lack of accuracy with which you can lay tracks will see you placing stuff in the wrong place almost constantly. Which doesn't sound like too much of a pain in the arse...until you realise that to correct any errors means bulldozing whatever you built, and that costs precious capital. Sometimes just placing a station, Command & Conquer style in the vicinity of a local town, will leave you wanting to throw the controller out the window because it simple will not line up on the invisible grid where you want it too. View controls too are stupidly confusing - you have to hold down the left trigger which activates the view menu, but the 'spin' and 'zoom' controls aren't mapped to the analogue stick as you'd expect - no, they're on the X, Y, A and B buttons. Unwieldy in the extreme, especially if one of your lines in another part of the map is in trouble and you have to get to it quickly.
Somewhere down south.
These are minor annoyances though and pale in comparison to the main problem I level at Railroad Tycoon II, which is that it's just a bit, well, boring. I know it's a game about trains and building a rail empire, but the lack of any real dynamism in the game's design really just makes it a bit of a chore to play. There are no advisers popping up to give their tuppence or any of the stuff that made Command & Conquer such a great game. If you had actors playing other tycoons with rival railroads popping up and giving you grief, it'd be a lot more enjoyable in my opinion. But it's just you, the bluegrass music (which is admittedly great) and the loneliness of the open savanna/desolate heathland being crisscrossed by your trains. Sometimes they make money, sometimes they don't. Sometimes it's pretty hard to decipher quite why through the myriad menus that present themselves any time you click one of the fairly confusing icons lining the screen.
Surprisingly accurate.
There is a lot of game here and the it spans several centuries of rail history, offering a ton of different campaign missions set across a range of continents but it all feels a bit samey...and after a while, as alluded to earlier, it just gets a bit dull. There is a sandbox mode that does away with all the financial pressures and mission objectives and lets you build as many railways as you like...but even that feels a bit pointless and gets repetitive after a while.
Sega City. Twinned with Hell.
I suppose that if you're a fan of these types of simulation you'll get some enjoyment out of Railroad Tycoon 2...but then, if you're a fan of these types of game you're more likely to want to play the PC version (and sequels). Which inevitably loops me back around to my initial comments: who exactly was the Dreamcast port of Railroad Tycoon meant to appeal to? I'd love to know what the final sales figures were for this port if only out of morbid curiosity, but I'd wager they weren't stellar. That said, it was a brave choice to bring this type of game to a console geared as an arcade machine for the home and for that reason I think it has a certain amount of curious charm.

Railroad Tycoon 2 for the Dreamcast, then. A totally capable simulation but a few platforms short of being something I can wholeheartedly recommend to any but the staunchest completist collector.

Five Reasons The PlayStation 2 Is Superior To The Dreamcast

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The Sony PlayStation 2 is quite possibly the greatest console ever to be released. The sleek 1970s VCR aesthetic combined with the throbbing cutting edge innards came together to bring explorers of The Third Place some of the best gaming experiences ever, and the DVD playback facility meant that it was the first true 'all-in-one' entertainment device. To this end, here's a run-down of even more reasons that the PS2 is the best console ever and literally farts all over the Dreamcast in every respect. Let's begin!

1. The PlayStation 2 looks awesome
Look at it! There's not really anything more to say. The Dreamcast has a cruddy spring and an antiquated lid that just flops open like it can't be bothered. The PS2 has a motorised drawer that glides out to accept your game like the palm of Zeus. Yes, the PS2 Slim does away with the motorised drawer...but that's because the PS2 had already established itself as too cool for school and didn't need it any more. So there.

2. The PlayStation 2 plays DVDs
Hahaha! The Dreamcast uses what?! GDs? What the hell is that junk? DVDs are the future and the PlayStation 2 plays them straight out of the box. What can you play on Dreamcast? Nothing!

3. The PlayStation 2 has dual analogue sticks
The Dreamcast's shitty controller only has one analogue stick and it's shaped like a melting wellington boot. I've held more comfortable bear traps than that piece of rubbish. And why does it have a hole in the middle?  PS2 has dual analogue sticks and a rumble function built in! And it has analogue buttons too! In your face, Dreamcast!

4. The PlayStation 2 has better graphics
Look at those puddles in Gran Turismo 3. I don't need to say anything else.

5. Sony still exists
Face the facts, idiots. The Dreamcast killed Sega and then they were bought by Nintendo or something (that's what my mate says, anyway). Sony is still kicking ass with the PS4 which has more awesome exclusives than every other console. It also has a VR headset! What does the Dreamcast have? Some crappy arcade games and no FIFAs. You can't even play online on the Dreamcast. And the PS2 has a hard drive and a modem that you can buy. And SSX Tricky.

So there you go. Pretty conclusive evidence that the PlayStation 2 is far superior to the Dreamcast and always will be.

Note - this isn't real. It's April 1st. Sigh.

DreamPod - Episode 29

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iTunes
Stitcher
Buzzsprout
UK Podcast Directory
The Asahi tweet discussed on the podcast.
Interlude music in DreamPod 29 is from Cosmic Smash. You can find info on the VMU version of Flappy Bird here, the Greedy Goblin Con charity event article is here, and the Stone Age Gamer story here. Also, you can find the [TERMINAL] story here; and the exposé on the brand new Dreamcast shooter (as yet unnamed) is here. As ever - if you like what you hear, please consider leaving us a review on iTunes.

Four SD Reader Indie Gems

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Dreamshell and its uses are well documented on various sites around the internet, and for me it represents one of the most interesting facets of the Dreamcast. If you aren't familiar, Dreamshell lets you boot the console into a PC-like Unix GUI and allows for the loading of various applications. Dreamshell can be burnt to a CD-R (or installed into the BIOS of the Dreamcast if you really want to) and then used alongside an SD reader to access all manner of fantastic homebrew and indie software. I did have a look at Dreamshell in the recent past, but with this post I just wanted to give some exposure to games that have been kicking around for a while but that you may have missed.
None of these games are particularly new, but if you're a recent adopter of a Dreamcast or have only recently decided to dip your toe into the world of homebrew games for Sega's final system, this article may be of interest to you. Possibly even more so if you also happen to own an SD card reader, as these games are all readily availible in ISO format and can be played simply by dropping the files onto the SD card and then executed through the Dreamshell loader interface. The internet is a fast-moving place and people join the Dreamcast community all the time, learning of the many uses for the console that Sega never intended. With this post, I really just wanted to give a mention to the games that are out there, but that rarely get a mention when people discuss this awesome machine.

Noiz2sa
We did talk about Noiz2sa breifly on a recent episode of the DreamPod and Scott (aka DocEggfan) went into more detail in this follow up article. However, that we've never really given this game a proper introduction is criminal in my eyes. Noiz2sa is a freeware vertical shmup that's available for pretty much every antiquated format there is, and the Dreamcast is among that number. You take control of a tiny little ship and are tasked with shmupping your way through a multitude of stages while the abstract backgrounds roll by and the music pumps. I only discovered this game recently but it has been around for over a decade at this point, and was ported to the Dreamcast by Retro Sumus programmer Chui a few years back. Here's what Scott said about Noiz2sa in his recent post:

"It's a fantastic little gem, with 10 levels and 4 endless modes (normal, hard, extreme, and insane). It's simple, the lack of power-ups keeps you focused on the destruction, and the objective is score chasing rather than single crediting. The frame rate is super slick for the most part, only struggling with the bulletiest of bullet hells, and, like Tom said, the soundtrack is superb and unique to the Dreamcast port. Like Volgarr last year, it's essentially a full-featured release that could have easily justified being sold at retail, but was generously given away for free. It's certainly up there with the best indie shoot-em-ups available for Dreamcast, which is high praise considering the vast army of competition out there."


Check out Pcwzrd13's video on the Dreamcast port here, and download the ISO here.

Xump - The Final Run
Another game we briefly looked at some time ago, Xump is one of those games hardly anyone ever talks about these days. Like Noiz2sa it's available for a lot of other systems too, but I thought it was worth including here because I think it's a lot of fun and actually quite a brain-teasing puzzler. The premise is fairly simple - you have to clear stages of blocks with your robotic head-thing, but you can only move over them once, and because of the layout of the levels it really makes you think about where you can go. Once you've cleared a block it vanishes, effectively blocking your progress if there were blocks in a part of the level that you can no longer go back to. It requires a lot of planning and while it's easy to begin with, it gets stupidly hard (well, for thick bastards like me) as you get further in. Great music and some lovely retro-style visuals await those who decide to give Xump a go.

You can download Xump from the Retroguru site here.

Polyko
Polyko's Super Jelly Bean Quest in the Sketchbook of Illusion is the full name of this particular indie platformer. It's quite the mouthful, and you can grab it from Senile Team's website for the same price as a breath of fresh air. The story of this game is quite cool - you have to assume the role of an artist who falls asleep and is transported into a dreamworld made up of things he's painted in reality...where you have to collect jelly beans. The visuals have a great hand drawn look to them and the animation is brilliant. There's not a great deal to Polyko other than jumping around collecting jelly beans, but the aesthetics are great, the controls are tight...and it's free. Stop moaning and grab it now!

Get the ISO (or the CD-R version) here.

Powder
Again, Powder is a game we've featured here at the 'Yard in the past but I'm sure many people missed that article. Powder is a rogue-like RPG that was programmed by one dude who wanted a proper old-school style role player for the Nintendo DS. Eventually, he ported it to the Dreamcast and DC Eric created an SD version pretty much because I asked about such a version...so thanks to him for that. As I said in my previous review, Powder is very much a throwback to PC RPGs of the 1980s and has a wicked sense of humour. It looks very basic, but that's part of the appeal and the depth isn't apparent initially but it can get very involving if you are prepared to put the time in. Well worth your time if you're done with the other RPGs on the Dreamcast.
Grab Powder here.

There are a ton of other SD reader-designed games out there (many of which are also available as images that can be burnt to CD-R), but I just wanted to give newcomers to the SD reader and Dreamshell a taste of the types of software you can put on the device with a minimum of effort.
It's true that pretty much any DC game can be run from an SD reader if you have the time or the patience, but that isn't the point - none of the games listed here are official games with full GD releases. If you'd like to recommend any other SD titles that you have in your library, let us know in the comments.

The DCJY Ultimate Guide Fiasco Continues...

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You may recall in late 2015 we launched the physical version of The Dreamcast Junkyard Ultimate Collectors Guide. It was really well received by members of the Dreamcast community around the world and was seen as a valuable resource for collectors and those who wanted to explore the Japanese library a little further (it has a handy accessibility guide for non-Japanese speakers). Sadly, Sega Europe requested that we remove the resource from sale because it wasn't an officially licensed product and we complied.
Since then, we have redesigned the book's cover slightly to include the labels '100% unofficial,''fan made' and wording to the effect that it isn't endorsed by Sega in any way. We thought that would be enough to allow us to distribute this book online once again, but apparently not. In the name of transparency, here's the most recent communication from Sega Europe's legal department:


Dear Tom,

Many thanks for your email and your continued support of SEGA’s Dreamcast home video game console and brand.

As you will understand, in order to protect the brands within our group companies, we are only able to promote materials which are approved and sold under license from SEGA. Though we note the additional notice that you have since added to the guidebook, a consumer may regard the guidebook as a product or property of SEGA and purchase the guidebook from you as a result.

For this reason, we are unable to agree to you selling the guidebook for commercial gain as we cannot provide permission for individuals and/or companies to sell products which use our brand without a license.

We do not object to you making the guidebook available online and/or in print format, so long as the guidebook is distributed freely, at no cost to fans. In addition, we require you to publish on the cover of the book the following wording “not approved or endorsed by SEGA”.

Please confirm your acceptance of the above.

Yours faithfully,

SOE Legal

For and on behalf of SEGA Holdings Co., Ltd.

To be honest, I'm actually a little fed up with the whole saga at this point and if it wasn't for the fact that I have around 150 of these things knocking about my gaff I'd probably just burn them in a massive bonfire and dance round it wearing nothing but a mask of Peter Moore's face. No particular reason, just seems like the right thing to do. Anyhow, just thought you deserved an update. As for giving them away for free, maybe I could...and then ask people to 'donate' the cost of the postage? That would at least help to pay off the credit card debt I amassed to get these fucking things printed in the first place. Sigh.
In case anyone from Sega Europe (or the wider Sega network) is reading this, please rest assured you have no reason to worry - this is going to go away now and leave the door open for Pix N' Love to sell their officially licensed Dreamcast book. I'm looking forward to seeing how it turns out to be honest, and judging by some of the images they've teased so far it could well be quite special.

Dreamarena Authentication Cracked, Quake III Arena & Toy Racer To Be Playable Online Via Dial-Up

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If you're a European Dreamcast owner and had a system back in the day, you'll no doubt be familiar with Dreamarena. For those who don't know, Dreamarena was the online portal that PAL Dreamcasts would connect to when you wanted to go online; and many games used the service to authenticate your details when you wanted to play multiplayer games via the 33k modem attached like a disgusting carbuncle to the European system. I have fond memories of Dreamarena as it was the first thing I saw whenever I wanted to go online and browse the internet looking for cheats and...erm...the latest news from the international stock markets. Yeah, stock markets. Um.
Was it the Bismarck? Couldn't help myself, sorry.
One thing I don't have fond memories of is that horrendous 'disconnected' sound that used to play as soon as the connection dropped out. That, and the ominous noise of my mother booming up the stairs to see if I was online without permission again. Anyway, that's all irrelevant - this post is about the awesome news that many people (including me) never thought they'd hear: Dreamarena authentication has been cracked and will allow you to once again hook your Dreamcast up to your phone line and, using nothing more than the bundled dial-up modem, play both Quake III Arena and Toy Racer with other people. This isn't an April Fools.

Thanks to the hard work of programmers Jonas Karisson and Luke 'Kazade' Benstead (of DreamPi fame), Dreamarena has been reverse engineered so that these games will run through the original 33k modem and interface as if it were 2000 all over again. Luke explains:

"Recently a guy called Jonas Karisson contacted me about the Dreamarena authentication protocol, he'd read on Assembler Games that I'd attempted to reverse engineer it but I hadn't got very far.

He's spent the last week reverse engineering the protocol and he's succeeded! He has a proof-of-concept server which allows Toy Racer and PAL Quake III Arena to work online over dial-up. The protocol has been documented on the new Dreamcast Development Wiki.

I'm going to spend the next few weeks implementing and hosting a multi-client capable server which will allow everyone to play Toy Racer online. When it's done, DreamPi users will gain this support automatically!

Basically Toy Racer and PAL Quake III Arena only worked with the BBA since Dreamarena went offline, because they try to authenticate you (get you to sign up/log in) with Dreamarena. This lets us build a replacement server which we can redirect the games to transparently."
- Luke Benstead

If that sounds confusing as hell, you're not alone. But what it means in a nutshell is that soon you'll be able to plug that crappy phone cable back into the wall socket, put either Quake III Arena or Toy Racer in your Dreamcast and start playing online again. And that my friends, is awesome.
Dust those mice and keyboards off!
Obviously, The Dreamcast Junkyard will be here to keep you posted as to when this service will be back up and running.

Be sure to check out the Dreamcast Development wiki for more information.

Get A Free Copy Of The Dreamcast Collectors Guide

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Seeing as we're no longer allowed to sell The DCJY Ultimate Collectors Guide, we're now giving it away for free at Sega Europe's request. All we ask is that you pay for the postage/shipping costs via the donate button below. There are limited numbers of these things so as soon as they're all gone, the donate button will be removed.
If you'd like to know more about the outlawing of this totally heinous publication, have a look at the previous articles here and here. Also, massive thanks to Junkyard reader Simon who randomly donated yesterday to help with purchasing of envelopes to send these things out - what a legend. Give him a follow on Twitter if you get a moment (@Stellaking_Si).

Recommended shipping costs depending on your location are as follows:

UK: £3
Europe: £7
USA: £9
Anywhere else: £10

If you'd like to donate more to help us with the DreamPod hosting or Mumble server costs, please feel free - as it is, I pay for it all out of my own pocket (although there's no obligation, naturally). Hit the button below, enter your address details as a message and the book will be shipped. Please allow a few days for me to send it out as I'm in the middle of moving house!

Thanks all, and keep dreaming!

Update
That's it - they're all gone! Done. Finito. Thanks to everyone who donated, your book will be sent out in the next few days. Keep it safe - it's part of a limited run and a piece of history!

If you didn't manage to get a physical version, don't worry as we'll also be making the PDF version available soon (for free), complete with covers etc so keep an eye out.

Toy Racer Multiplayer Back Online Through Dial-Up

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Remember Toy Racer? Of course you do - we only mentioned it a few days ago in this post about the work of two highly talented individuals working to get our trusty old Dreamcasts back online. There's a chance you've just clicked on this because someone's retweeted it or shared it on Facebook though, so I'll explain. Toy Racer was a PAL-only spin-off from Toy Commander that featured toy cars being raced around various tracks that were constructed from bits of Scalextric and broken stickle bricks. It was intended as a budget multiplayer racer to demonstrate the Dreamcast's online capabilities and for the most part it fulfilled its role amicably...until Sega's European servers were smashed to bits and thrown into a landfill. And then pissed on by several tramps.
The good news is that Toy Racer is now back online. And while we've told you this before, this time you don't need any other additional bits and bobs to experience it. All you need is a Dreamcast and a phone line. And Toy Racer, obvs. Plug it in with the standard modem cable and point your DNS at 46.101.91.123. Viola! Toy Racer is back online via dial up...right now!


Once again Luke Benstead, the newly-crowned lord and master of the Dreamcast explains via his blog:

"I'm excited to announce that an experimental replacement server for Dreamarena is now online and as a result, Toy Racer is back online for everyone, even if you don't have a BBA!

DreamPi users have this support right now, just try it! Anyone else on dial-up will need to point their DNS at 46.101.91.123 to use the new server.

As I said, this server is HIGHLY EXPERIMENTAL. It will likely crash, not work, behave weirdly etc. the server will keep improving as I gain more understanding of the authentication protocol.

Quake 3 PAL doesn't work at the moment, but that support is coming soon too.

Special thanks go to Jonas Karlsson who did the hard job of deciphering the protocol!"
- Sir Luke Benstead

This is astonishing news and once again proves that no matter how hard Sega tries to kill it, the community will not let the Dreamcast die. Get yourself a copy of Toy Racer, get yourself online and let's all play together. 

Dreamcast. Up to 6 billion players. Again.

Southampton Game Fest 2016

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Just a quick events notice, this. Not every post can be an Earth-shattering revelation about some hitherto unknown facet of Dreamcast collecting. Granted, most are...but not this one. Soz. Right then, The Dreamcast Junkyard will be supporting RetroCollect at Southampton Game Fest on 22nd May. The event is being run in aid of Southampton Hospital Charity and is being held at the Grand Harbour Hotel in Southampton, Hampshire, UK. It's only £6 a ticket and there will be plenty of retro and current gen stuff on show for people to have a play on...including all the usual Dreamcast gubbins we have at these events.
I say 'supporting' RetroCollect, but in actuality that just means there'll be banners up for both DCJY and RetroCollect in the same place and myself, Rob and the rest of the dudes helping out will be wearing two t-shirts instead of the usual one. Oh, and there'll be PlayStations, Saturns and N64s etc knocking about and interspersed with the Dreamcasts.

Anyway, if you'd like more information and to find out what other attractions will be at the event, visit the Southampton Game Fest 2016 website here.

Total Control: Issues 1 to 5

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Total Control was a multi-format print magazine that was sold in the UK between November 1998 and September 1999. Published by (the now defunct) Rapide Publishing, Total Control was marketed as a mature magazine aimed squarely at twenty-somethings with disposable income, and as such had a more adult style than some other magazines available at the time. The late 1990s saw a glut of print magazines come and go, and Total Control had stiff competition from publications like Arcade, CVG and Edge; the latter of which is the only one still going at the time of writing. Total Control only lasted for 11 issues due to Rapide Publishing going into administration just before issue 12 could hit the newsstands, but in this brief run it managed to pack in a ton of high quality Dreamcast-related content. This is no doubt down to the fact that it existed in that golden period between the Japanese and US launches, and died right before the PAL release - as illustrated, rather poignantly by the blue swirl adorning the final issue’s cover.
If you want to read an 'interesting' story about my acquisition of these magazines,
scroll down to the 'bonus feature' at the bottom.
There’s not much written about Total Control these days and the magazine seems to have passed into the annals of time with little more than a whimper, but since collecting the entire catalogue (thanks mainly in part to Matt from SegaMags) I thought it would be nice to feature this oft ignored source of Dreamcast nostalgia right here at the 'Yard. Because there’s quite a lot of Dreamcast coverage in these magazines, I’ve split this feature into two parts - the first of which will look at issues 1 to 5 of Total Control, with issues 6 to 11 investigated in the second part (coming soon!).

Are you ready? Here we go…!

Issue 1: November 1998
Cover Story: Tokyo Games Show ‘98
The launch issue of Total Control, released in November 1998. We did have a brief look at the Dreamcast preview a few months ago (read it here), but there’s more tucked away between the pages. The first bit of Dreamcast news looks at the pricing of the console at the Japanese launch - 29,800 Yen, which is £129 in real money.
There’s a Tokyo Games Show ‘98 special report that looks at Sega’s presence at the event and the hype building up around the new console; and a fairly in-depth look at the advertising campaign featuring Mr Yukawa and the proposed launch titles. Sonic Adventure gets a double page spread, while July and Blue Stinger are shown off in the Foreign Office import news section.
Other non-Dreamcast highlights include an interview with Team 17, a feature on movies based on games and reviews of 1080 Snowboarding (N64), Rainbow Six (PC) and Oddworld: Abe’s Exoddus (PS1).

Issue 2: December 1998
Cover Story: South Park comes to the N64
The Dreamcast news steps up a gear in issue 2. From the off, there are stories on the UK pricing of the system (£199), and further speculation about the western launch titles. Godzilla Generations, D2 and Pod 2 are also previewed in brief. There’s an interesting little report about Sony’s plans to aggressively market the PS2 in an attempt to thrown water on Sega’s bonfire (yes, we all know how that turned out) and there’s the tiniest little snippet about Millennium Soldier: Expendable being brought to Sega’s new hardware.
Virtua Fighter 3tb and Sega Rally 2 get double page previews while the Foreign Office section is once again dominated by Dreamcast games. Geist Force, Sonic Adventure, Power Stone, Monster Breed and Climax Landers all get a showing, and there’s a news item about Sega teaming up with an outfit called Turbine to create the Dreamcast’s first online multiplayer game. Not sure if anything ever came of that, but if you know different please let me know in the comments.
Other non-Dreamcast highlights include a look at the history of video game marketing, the South Park games heading to consoles, and a developer profile looking at Psygnosis. There are also reviews of Turok 2 (N64), Half-Life (PC) and Formula 1 ’98 (PS1).

Issue 3: January 1999
Cover Story: Japanese Dreamcast launch report
The first truly Dreamcast-heavy issue, Total Control issue 3 leads with a report on the Japanese launch of the system. Conversely, there’s also a feature looking at the leaked information on the new system from Sony, along with some rather silly PlayStation 2000 (as it was then called) mock-ups. All four of the Dreamcast’s launch titles are reviewed: Virtua Fighter 3tb (90%), Pen Pen TriIcelon (82%), July (12%) and Godzilla Generations (72%).
There’s also some interesting news about a new RPG called Sheng Mu that’s reportedly “so vast that Sega boast a new genre will be needed to categorise it.” Wonder what that went on to be? The news section reveals first details of Resident Evil Code Veronica and also that the Dreamcast web browser will allow the playback of avi files and will have full support of HTML 3.2. Exciting times indeed!
Other non-Dreamcast highlights include a look at the big upcoming games of 1999, with Perfect Dark, Duke Nukem Forever (!) and Metal Gear Solid all being investigated. Reviews include The Legend of Zelda Ocarina of Time (N64), Star Wars Rogue Squadron (PC) and Rival Schools (PS1).

Issue 4: February 1999
Cover Story: New Super Mario games
The Dreamcast content in issue 4 begins with a full reveal of Shenmue (remember Sheng Mu from issue 3?) and all that Full Reactive Eyes Entertainment nonsense they were harping on about at the time. Little did Sega know how monumental the series would later become, least of all because it now looks like the series will finally be completed on a system three generations removed from the Dreamcast.
The news section reveals that 140,830 Dreamcasts were sold in the first three days after the Japanese launch, with Virtua Fighter 3tb entering the software charts at number 2 (behind the N64’s The Legend of Zelda: Ocarina of Time) with 131,888 copies flogged. A pair of RPGs get the preview treatment with Climax Landers and Evolution heading up the section, while Sonic Adventure finally gets a review and receives 93%. The main Dreamcast feature is yet another look back at the Japanese launch and the press and public’s reaction to the console in general (hint - it’s quite positive).
Other non-Dreamcast highlights include a lengthy feature on upcoming games based on the Aliens franchise, and another fairly comprehensive look at both the history of and the upcoming games in the Super Mario franchise (Smash Bros, Mario Party and Mario Golf - all on N64). Reviews include Top Gear Overdrive (N64), Metal Gear Solid (PS1) and Heretic II (PC).

Issue 5: March 1999
Cover Story: Final Fantasy VIII preview
There’s surprisingly little Dreamcast coverage in the first half of issue 5, which is a little surprising since the previous four are positively bursting with news and previews. It’s only when you get to the Foreign Office section at the back that you really get any Dreamcast content. The main news story here is that Shoichiro Irimajiri is quoted in an interview with an unnamed Japanese games magazine (probably Famitsu to be honest) and claims that Sega wants a 50% claim in the world games market with the Dreamcast. Didn’t quite work out, but can’t fault the guy for having ambition.
News about the US release date (9/9/99, as if you didn’t know) is revealed and the first information on the Puru Puru rumble pack is announced. The first details of the Dreamcast microphone are revealed and both Sega Rally 2 (90%) and Incoming (88%) are reviewed, with particular praise being heaped on both games’ visuals.
Other non-Dreamcast highlights include a massive preview of Final Fantasy VIII and features covering the depiction of women in video games and the history of RPGs. There’s a slightly cringeworthy interview with a guy called The Webmaster who apparently had a section on defunct British morning TV show The Big Breakfast (I don’t remember him, personally), but he just comes off looking like a massive, arrogant bell end. Whether that’s a part of his fake persona I don’t know or care, but hey ho. There are also reviews of Micro Machines 64 (N64), Championship Manager 3 (PC) and Akuji the Heartless (PS1).
So there you go - issues 1 to 5 of Total Control all wrapped up in a nice little feature. An interesting foot note to the Total Control story is that each issue had a letter on the spine, so that when they were all put on a book shelf or whatever they’d spell out ‘Total Control.’ Sadly, due to issue 12 never actually being released, they only manage to spell ‘Total Contro.’ And with that Dreamcast cover, it adds an tinge of sadness to the whole affair. Once you’ve dried the tears off your face and blown your nose on the curtains though, remember to check back for the second part of this feature in the near future.

Mildly Interesting Story Bonus Feature
I mentioned earlier that I got these magazines from a truly magnificent gentleman called Matt who runs a site called SegaMags. This is true in part as I actually got issue 3 from eBay last week. The rest of the set though, I got from Matt. It was after the RetroCollect Video Game Market in March that I was in the bar with the guys from said website, and Matt and his team came into the establishment. They came and sat with us and inevitably we all got talking about magazines of yesteryear. For some reason, Total Control came up in conversation and Matt said he had the whole run packed up in his van and that I could have them for a bargainous £20...an offer I couldn't refuse. So off we went out into the cold, dark and windy car park to get the magazines out of his van.
Me far right, Matt far left...two RetroCollect reprobates centre.
It was only when we got there that it became apparent that the box containing the magazines was literally in the furthest recesses of the vehicle, underneath every other box of magazines he'd had on sale at the market. I said it was fine and not to bother going to the trouble of unpacking the van, but Matt would have none of it and proceeded to call the rest of his team out from the warmth of the pub to literally unload the entire van into the carpark, just to get these Total Control magazines.
It took about 20 minutes, and another 20 to re-load the van again afterwards and to say I felt like a massive c*nt is an understatement. However, the whole team saw the funny side and not a single cross word was uttered. So once again, massive thanks to Matt and the rest of the SegaMags guys - without your faultless dedication to unloading that van (and magazine preservation in general), this post - and the next one looking at issues 6 to 11 - wouldn't have been possible.

For Whom The Bell Tolls...

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Question: What is the greatest piece of video game music ever written?

Answer:The Justice Ray, by Hyakutaro Tsukumo
This is the face of unparalleled musical genius. Truly.
What do you mean you've never heard of it? It's Tsukomo-san's magnum opus, and its legacy is entwined with Sega's own destiny. Before we skip ahead though, lets start at the beginning - the very beginning.
Tecnosoft was a Japanese developer founded in 1980 and were best known for its Thunder Force series of shoot-'em-ups - you've probably heard of them. They began developing games for Japan's early home computers, such as the MSX, NEC PC-88, Sharp X-1, and the FM-7.
From humble beginnings...
When they ported Thunder Force II from the Sharp X68k to the Sega Mega Drive, they found a new home for their unique style of game, with sprites of highly contrasting colours, organic looking mechanical enemies, gameplay focused primarily on successfully navigating through (and surviving) the lengthy stages rather than high score chasing, and, last but not least, bombastic rock-metal-synth soundtracks to accompany the carnage. While they dabbled briefly with other platforms, including a port of the arcade version of Thunder Force III to the SNES (as Thunder Spirits), Tecnosoft mainly threw their hat in with Sega, almost exclusively developing for the Mega Drive and later the Saturn.
These swirling fire effects were very impressive back in the day
This would prove to be lucrative for both companies while ever the sun continued to shine on the Sega empire. Thunder Force was an iconic series on the Mega Drive, from the release of Thunder Force II as a launch title for the US Genesis through to Thunder Force IV (Lightening Force in the US), which is often regarded as the pinnacle of the series and one of the top tier games in the Mega Drive's extensive software library. Direct comparisons between the SNES and MD ports of Thunder Force III would clearly demonstrate Sega's superior "Blast Processing" CPU speed, which was used to bolster many a playground argument during the 16-bit wars.
61 colours from a palette of 512 does provide enough graphical fidelity, you jerk! 
Tecnosoft continued to experiment with their craft by developing several new IPs for the Sega Saturn (and also sony playstation) during the 32-bit era. Some of these titles now fetch insane prices nowadays due to their desirability and small production runs. One of these titles is the shmup Blast Wind, which is where our Justice Ray story begins. Hyakutaro Tsukumo composed the soundtrack to the game, and his efforts culminated in the epic final boss theme - The Justice Ray.
Pure, distilled badarsery.
Demonstrating his mastery of the shmup musical genre, Tsukomo was commissioned again to work on the soundtrack of Tecnosoft's long awaited next instalment in their flagship Thunder Force series - Thunder Force V. He would again revisit The Justice Ray composition for the final boss theme, and the re-imagined result was The Justice Ray Part 2 - the first in the series to introduce the iconic church bells into the mix, eliciting the sense of foreboding and grave finality of humanity's last ditch efforts to survive against the ORN empire.
Do not ask for whom the bell tolls, it tolls for thee. 

Unfortunately, this is where our story takes a sad turn. Tecnosoft struggled to survive during the 32-bit era. The beginnings of 3D gaming required larger development teams and bigger budgets than the 16-bit era, and when games weren't successful, the developer needed to absorb larger hits to their bottom line. Rather than sticking to the shmup genre that they were famous for, they tried their hand at many different game styles, including beat-em-ups and 3D action games, most of which didn't strike a chord with gamers (sounds a bit like a certain first party developer, always willing to gamble on new ideas each new generation, rather than churning out uninspired sequels). Emboldened by the success of the Final Fantasy and Dragon Quest series, they gambled a lot on their playstation RPG Neorude, which ultimately proved to be unsuccessful.
There is a sad parallel here with Sega's own high stakes gamble on Yu Suzuki's Shenmue,
but no-one has been clambering for a Kickstarter revival of Neorude III.
Apart from a playstation port of Thunder Force V by Working Designs, most of Tecnosoft's output during this time wasn't localised for Western release, further limiting the potential sales from each new title. There were rumours of Working Designs negotiating a US Saturn release of a Tecnosoft shoot-em-up compilation consisting of Blast Wind, Hyper Duel and Thunder Force Gold Pack 1, but this was soon dead in the water when Bernie Stolar effectively torpedoed the discussions by uttering the ignominious words "The Saturn is not our future".
Presented without commentary
As the Dreamcast came into view over the horizon, Tecnosoft were in dire straits, and the struggling developer decided to risk it all on one final gamble - Thunder Force VI. They would return to their bread and butter specialty, hoping to bottle the same lightning that brought them global success during the Mega Drive era. They hitched their wagon onto the Dreamcast stallion, as, at the time, it looked as if the handsome beast would be their saviour, providing an opportunity to re-establish a footprint in the West and hopefully turning both Sega's and Tecnosoft's fortunes around. Tsukomo began working on the soundtrack, including a brand new third installment to his Justice Ray masterpiece.
The promised land is ahead, just beyond the rising sun...
Unfortunately, the development of Thunder Force VI took longer than anticipated. Some videos and early screenshots were released in 2000 showing the progress that had been made, but when the game was still unfinished by the time Sega announced they were was calling it quits in early 2001, Tecnosoft had run out of time. The company was soon after gobbled up by pachinko manufacturer Twenty-one Company. Tsukomo would release his unused Thunder Force VI soundtrack under the title "Broken Thunder," and a buggy unfinished doujin game of the same name was released on Windows PC in 2007, showing off what little remained of the original Thunder Force VI assets.
Sadly, the dream is broken, never to be seen again..
All was not completely lost however. Tez Okano, a developer at Sega who was busy putting the final touches on his secret two year Segagaga project, was saddened by the news of Thunder Force VI's cancellation. He would go some way to rectify this travesty, by securing the rights to Tsukomo's Justice Ray Part 3, and put it to good use in his Thunder Force inspired final boss battle for Segagaga, where *spoiler alert* giant old Sega consoles that had gone rogue would attempt to shoot era appropriate sprites at the player valiantly defending Sega's Headquarters in a modified flying R360 arcade machine. To this day, this sequence and the accompanying music still bring a tear to my eye. It's appropriately cathartic, and a fitting swan song to Sega's first party empire.
Tez Okano would go on to develop the officially released Thunder Force VI on playstation 2 in 2008, but this was an entirely independent project from the original Dreamcast concept, created by Sega under the Thunder Force license. 

For the longest time, I thought The Justice Ray saga ended here. It was in three beautiful movements, much like a classical masterpiece by Mozart or Beethoven. The composition, and by association the Thunder Force series, neatly bookend the beginning and the end of Sega's golden age. However, just recently, I stumbled upon this.
I don't know much about Stepmania, but this doesn't look to be humanly possible

Again drawing parallels with Sega's own fate, Hyakutaro Tsukumo went freelance after the collapse of Tecnosoft (and in many ways, always was independent). The Thunder may be Broken, but the Light of Justice will shine on... in other franchises.  He composed The Justice Ray Part 4, which was used in Koei's 2006 playstation 2 naval battle sim Warship Gunner 2: Kurogane no Houkou (Steel Roar), aka Naval Ops: Warship Gunner 2 in the US. By all accounts, the game is a bit of a hidden gem, but was never released in PAL territories.
I think this is now my new favourite rendition

And of course, if there is a Part 4, why not a Part 5? Subtitled "The Last Howling," the fifth Justice Ray can be found in G.rev's (another Dreamcast alumni) 2013 cult run stomp 'n' gun mech action shooter on PSP - Kisou Ryouhei Gunhound EX. The game was later ported to Steam in 2014 as Armored Hunter Gunhound EX for Western audiences, and I might just end this article here to go off and buy myself a copy...
If it's by G.rev, it's bound to be good.

Will there ever be a Justice Ray Part 6? Who knows, maybe it will accompany a Thunder Force VII in the near future. We can only hope...

New Homebrew Tooth Cracker Available Now

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We took a fairly comprehensive look at Ben Lancaster's homebrew Nintendo Game & Watch parody Tooth Cracker a few months ago here at the 'Yard. If you can't be bothered clicking the link and reading my thoughts though, I'll explain all over again. Because I'm nice like that. Tooth Cracker is the second title in Ben's James & Watch series and tasks the player with cracking human teeth with a (warm) can of bitter twinned with a well-placed fist. I appreciate that sounds very odd, but in practice it's a simple reaction-based skill game with some fairly basic visuals but highly addictive twitch game play - especially so when you progress through to the later stages. Also, whether the can of bitter is actually warm is open to interpretation, but I like to imagine that it spent a good three hours on a sunny window ledge before being incorporated into the game.
Built with the Unity engine.
Anyhow, I'm regurgitating all this because Ben has finally put this interesting little title on sale over at Retrogaming Roundup for the grand total of £15 with free worldwide shipping. For an extra £5 you can also grab the prequel, James & Watch Arm - another title we looked at some time ago.

These games aren't pushing the Dreamcast hardware in any way, but they are a nice throwback to the days when games were more about testing your skill and the hunt for a high score rather than trophies and the like. Ben will also be peddling his game at the upcoming Play Expo in Blackpool, so if you see him there be sure to tell him you read about Tooth Cracker at The Dreamcast Junkyard. Do this, and he'll furnish you with a manly hug and a kiss on the cheek (of your choice) as an exclusive DCJY bonus gift. Please bear in mind that the hug and kiss are mandatory, and non-transferable. This does not affect your statutory rights.

Xenocider Update From Retro Sumus

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A few weeks ago we brought you an exclusive video preview of Retro Sumus' upcoming Space Harrier homage Xenocider. The video was really only a taster of what we can expect from this ambitious indie title, and since then Carlos and his talented team have been slaving away behind the scenes to add even more to the game engine.

The latest video update throws in enemies, more scenery and shows how Xara's main weapon and targeting system will look. Obviously, this is still very early and there'll undoubtedly be many, many changes over the course of development but the video below provides a more accurate depiction of how Xenocider will play when the disc is actually spinning happily inside your trusty old Dreamcast. Here you go:


The Xenocider Kickstarter launches in May 2016 and Retro Sumus hope to be able to offer a downloadable playable demo in the coming weeks. As ever, we'll keep you posted on any further developments on either Xenocider or AMEBA as they come.

Total Control: Issues 6 to 11

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As discussed in the first part of this feature, Total Control was a multi-format games magazine from Rapide Publishing which lasted for only 11 issues. These ran between November 1998 and September 1999 and in that short window the Dreamcast hype train was fully boarded, had left its native Japan and was headed at full speed toward the US and Europe.
Because of this, Total Control - more than any other contemporary UK-based magazine - was very liberal with its Dreamcast coverage. Indeed, sometimes this was to it's detriment, as evidenced by the levels of reader vitriol in the letters relating to over-enthusiastic reporting on Sega's fledgling system. PlayStation 2 fanboys transcend both time and space, it seems. Naturally, I jest.

The first half of this feature explores the Dreamcast content contained within issues 1 to 5 of Total Control and can be found here. Now though, we turn our attention to the final six editions of this short-lived publication with issues 6 to 11. If you'd like to see bigger versions of the scans below, feel free to right click and download them to your device - I know Blogger's image viewing thingy is pretty rubbish for text-based stuff.

Enough procrastinating...let's do this!

Issue 6: April 1999
Cover Story: PlayStation 2 reveal
Even though issue 6 leads with the reveal of the PlayStation 2 and all the pre-rendered Emotion Engine stuff you’ll remember if you’re of a certain age, there’s still quite a lot of Dreamcast content. The news that the swirl will be blue in Europe is featured in the Reportage section, although the reason for this is incorrectly given as being because we Europeans "prefer blue over orange," and not because another company was already using an orange swirl as their corporate logo.
There’s a little snippet about Sega Europe lining up a sponsorship deal with London football club Arsenal (along with a pretty bad mock-up of an Arsenal shirt with a blue swirl on it), and the first news that PC RPG Silver (reviewed in this issue and receiving a score of 91%) would be making the jump to Dreamcast. The Foreign office section is positively buzzing with Dreamcast news and the lead story is that the system will reportedly be upgradeable, meaning more RAM, hard drives, ISDN and DVD modules would become available though Sega. I suppose that kinda happened in some ways, but more through the fan community than Sega. There are previews of Superspeed Racing and Dead or Alive 2, and Shenmue gets an update. First shots of Konami’s Flight Shooting (Deadly Skies/Airforce Delta) are shown and there’s the tiniest little mention of Sega’s predicted showings at the upcoming Tokyo Game Show ’99.
Other non-Dreamcast highlights include a massive PlayStation 2 reveal feature (mentioned above), complete with all those pre-rendered Gran Turismo and Reiko Nagase shots and a History of God Games article. There’s an interesting look at fledgling N64 emulation on the PC and in-depth previews of V-Rally 2 and GTA: London 1969. Reviews include Beetle Adventure Racing (N64), Rollcage (PS1) and Superbike World Championship (PC).

Issue 7: May 1999
Cover Story: PlayStation 2 vs Dreamcast
The main story dominating the cover of issue 7 is the whole Dreamcast Vs PlayStation 2 debate. Using two sumo wrestlers to depict these two heavyweights was quite a cool idea, but it did nothing to help the Dreamcast. Furthermore, as it hit just months before the Dreamcast’s western launch it probably did a lot of damage, planting the seeds of doubt in many a gamer’s psyche. That said, the first proper feature is a six page Metropolis Street Racer spread, packed full of impressive images showing the accuracy of the in-game environments and includes an interview with Sarah Dixon from Bizarre Creations. It’s also worth noting that all of the images shown in this feature are from the alpha that we revealed here at the Junkyard several months ago, and include the vehicles sporting paint jobs that never made it into the final build.
Once again, the Foreign Office import news section yields the majority of the Dreamcast content here, beginning with the first information on Midway’s Ready 2 Rumble. Alongside this, there’s a list of ‘confirmed’ titles coming to the Dreamcast in late 1999 and the most interesting listed are Alien Resurrection, Missile Command 3D, Croc, Ridge Racer Plus, NiGHTS 2 and South Park. There’s an update on Blue Stinger, and the main meat of the section is taken up with the Tokyo Game Show ’99 report, part of which deals with the whole PS2 Vs DC story paraded on the magazine’s cover.

This is particularly interesting because it almost predicts the Dreamcast’s failure without even trying, and paints a rather alarming picture when discussing the complete lack of software sales the Dreamcast experienced in Japan during the months immediately after release. For example, Monaco Grand Prix was the highest selling game in the week 8th - 14th March 1999 with 13,693 sold. Meanwhile, Um Jammer Lammy on PlayStation sold 176,591 in the same period. Bear in mind that Sega had sold over half a million Dreamcasts in the period since launch and you can see how low these figures were. Anyway, Dreamcast reviews in issue 7 of Total Control include The House of the Dead 2 (77%), Power Stone (90%), Monaco Grand Prix 2 (86%), Pop ’n’ Music (70%) and Aero Dancing (61%).
Other non-Dreamcast highlights include first news on Nintendo’s N2000 console and the Braveheart RTS from Red Lemon Studios. There’s a rare feature on gaming on the newly released Apple Powermac G3 400 and the briefest of glances at Driving Emotion Type-S on the PS2 (as yet untitled). Reviews include Aliens Vs Predator (PC), UEFA Champions League (PS1) and NFL Blitz (Gameboy Colour).

Issue 8: June 1999
Cover Story: Next generation systems
The first mention of the Dreamcast in issue 8 is very positive and quotes then CEO of Sega Europe, JF Cecillon as stating “…we believe that Sega Dreamcast will establish itself as the industry’s leading games console and will remain so into the next millennium.” Hmm. Again, top marks for optimism, Mr Cecillon. Velocity is revealed as Trickstyle, the DC hover-board launch title and there’s a tiny news item mentioning the upcoming E3 and Sega’s massive push to promote the hell out of the Dreamcast at the event. First news of Crazy Taxi’s Dreamcast port is revealed and the first main feature is for a subsequently cancelled PC/Dreamcast game called Jump Runner, a sprawling space-based RPG that looked very promising but ultimately never saw the light of day.
There are previews of Dead or Alive 2 and Buggy Heat and the centre ‘Dreamcast Vs PlayStation 2 Vs N2000’ pullout features a ton of Dreamcast stuff, including an interview with Shoichiro Irimajiri and more mini previews of a host of DC launch titles. Naturally, the PS2 and N2000 sections consist of little more than renders and rumours, but they do make for some interesting reading if only for the wild speculation and inaccuracies. The Foreign Office section reports on massive losses for Sega Japan (totalling £234 million), mainly because less Dreamcasts were flogged than expected. Average survival horror game Carrier is previewed, and import reviews include Marvel Vs Capcom (80%), Tetris 4D (52%), Get Bass Fishing (59%) and Blue Stinger (78%). Not a good month for Dreamcast review scores, then.
Other non-Dreamcast highlights include first news about Bleem! for the PC and an update on Rare’s N64 shooter Jet Force Gemini. There’s a big preview of Acclaim’s Shadowman and an 8 page feature on the history of handheld gaming. Another feature on the 50 most disappointing games of all time (spoiler alert: ET for the Atari 2600 is an number 1) and reviews of Vigilante 8 (N64), Wild Metal Country (PC) and WCW Vs NWO Thunder (PS1) round off issue 8.

Issue 9: July 1999
Cover Story: 1999 E3 show report
The initial news sections of issue 9 are not overflowing with Dreamcast stuff, but what’s there is quite interesting nonetheless. The first article deals with Sega’s unveiling of the European internet service for Dreamcast and the deal with BT (British Telecom) which ironically lead to the launch being delayed until October due to network issues. Following that, there is some information on the Sega/Schlumberger Smart Cards deal which would allow Japanese gamers to use pre-paid cards to play arcade games in selected locations. Not really Dreamcast news, but there was speculation that this would be implemented with the console in some way, allowing you to purchase or transfer game content between the home and coin-op systems.
The next mention of the Dreamcast doesn’t come until the E3 1999 pull-out which is full of reports from the show floor, with highlights including solid details on Ready 2 Rumble, Mortal Kombat Gold, Hydro Thunder, Soul Calibur,  Shenmue and Maken X. The Foreign Office leads with the news that the price of the Dreamcast has been slashed from £150 to ‘just over £100’ in Japan and also previews Ecco: Defender of the Future for the first time. The final piece of Dreamcast news in issue 9 busies itself with a Sega Bass Fishing competition sweeping Japan with the top prizes being an exclusively branded Casio G-Shock watch.
Other non-Dreamcast highlights include all the other E3 1999 stuff, the reveal of the Nintendo Dolphin (aka Gamecube) tech specs and a feature on age ratings on video games. Reviews include Gran Turismo (PS1), Hidden & Dangerous (PC) and Star Wars Episode One: Racer (N64).

Issue 10: August 1999
Cover Story: Pokemon
Although issue 10 leads with a massive Pokemon story, the first thing you see when you open the cover is a double page Sega-Europe Dreamcast advert in the style of the US ‘Planet Earth’ ads. With just months to go until the western launch, this was clearly a battle cry from Sega. Baldur’s Gate is announced as confirmed for the Dreamcast and Sega’s sponsorship of several European football teams is confirmed.
There’s a five page feature looking at Trickstyle and Soul Fighter is previewed later. Apart from these stories, issue 10 of Total Control is pretty light on Dreamcast content but the Iomega/Sega zip drive partnership is announced and Sega of America’s intentions to allow Dreamcast consoles to be rented are revealed. Resident Evil Code: Veronica is previewed and Dynamite Deku 2 (the first game I ever played on the Dreamcast, incidentally) is reviewed, receiving a fairly lukewarm score of 54%.
Other non-Dreamcast highlights include the Pokemon pull-out explaining the Nintendo phenomenon from Japan, and a feature looking at the development of The Nomad Soul. The other major feature in issue 10 is a six page History of PlayStation and reviews include Ape Escape (PS1), F1 World Grand Prix 2 (N64) and Decent 3 (PC).

Issue 11: September 1999
Cover Story: The Dreamcast PAL launch
The big one. The motherload. The Dreamcast issue, and ironically the final issue released before Rapide Publishing went into meltdown. The first thing you see (obviously) is the massive blue PAL Dreamcast swirl along with the words ‘Evolution’ and ‘Revolution’ and tagged with ‘Sega UK Dreamcast Launch - Details Inside.’ While this is still a multi-format magazine, Total Control issue 11 is literally stuffed with Dreamcast content and it begins immediately with an image of the infamous Barber on the editor’s intro page.
News about No Cliche’s Toy Commander and Agarth (aka Agartha) are first up, followed by news that the recent price drop in Japan has catapulted the Dreamcast to the top of the sales charts over the PlayStation and N64. News that Shenmue may span two GDs is mooted and Rage Software’s UEFA Striker is given a huge six page preview which includes a developer interview. Next up is the main event: a sixteen page Dreamcast launch extravaganza detailing everything anyone could want to know about the new console - hardware specs, launch titles, peripherals and upcoming titles. There’s even a section looking at Sega’s sponsoring of UK concerts such as Party in the Park and the roping in of 90s celebrities like Boyzone, S-Club 7 and members of the Eastenders cast to promote the console.
The Foreign Office continues the trend with previews of Ecco and the news that Sega would not be releasing the light gun in the US due to financial reasons (and not because of gun crime, as is commonly believed). Reviews of Giant Gram (60%) and Buggy Heat (87%) round off this Dreamcast-tastic issue.
Other non-Dreamcast highlights include features on Wip3out and the future of arcades. There are previews of Armoires, Rally Championship and Resident Evil 3 and reviews of Quake 64 (N64), Driver (PS1) and Jagged Alliance 2 (PC).

That it was also the final Total Control is particularly poignant, but it brings to a close the run of 11 fantastically Dreamcast-heavy issues is quite fitting when you think about it. No other multi-format magazine (at least in the UK) crammed so much Dreamcast content between its pages and it is probably for that reason alone that I bought so many issues back when it was contemporary. At the time I was an expectant young oik looking forward to the Dreamcast launch and frantically trying to sell my N64 to fund the purchase, and Total Control was a truly brilliant source of information relating to all systems.
When it ceased I was a little dumbfounded not to find it in the newsagents anymore but I simply moved on to stuff like Dreamcast Magazine, Official Dreamcast and DC-UK, not giving a second thought to those newly-unemployed folk who had entertained me for so long through the pages of Total Control.

But wait, there’s more…

Issue 12: October 1999
Cover Story: Unknown
Very little is known about issue 12, but what we do know is that it was pencilled in for release on the 17th September 1999. In issue 11 there's a 'next month' advert (below) that hints that the main feature would be a look at copyright issues in gaming, and it states that topics such as piracy would have been touched upon. Oddly, that's the only feature listed as coming in issue 12 and Rapide closed its doors before the issue went to print. There would more than likely have been even more Dreamcast reviews too, probably re-reviews of the PAL Dreamcast launch titles and whatnot.
Interestingly though, Total Control issue 12 isn't the only enigma to come from the closure of this Exeter-based publisher, and hopefully in the near future we'll be able to shed some well-informed light on this tantalising exclusive. I know I'm being deliberately obtuse, but the next instalment, or rather the 'footnote' to this saga is just as fascinating as anything we've yet covered. Even more so if you're a fan of true Dreamcast-related mysteries...watch this space!
Once again, thanks to Matt from SegaMags for these issues of Total Control. If you have even a passing interest in the history of UK video games magazines, you should check out his site here. Some other resources for old magazines are Old Game Mags, Out-of-Print Archive and Retromags.

Katana Simple Checker Innards Revealed.

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The image of the Dreamcast with the weird circuit board hanging out the side has been floating around online for a while now, and has been pretty much confirmed as some form of development tool or quality control checking device. The theory is that games were sent to Sega for testing and if they were run in this system and indicator LEDs flashed, then there was something wrong and the game wasn't approved. Or something like that, anyway.
The mystery board complete with heatsink
I'm about as far removed from a development tool expert as you could possibly get so if I got that hilariously wrong, then I apologise. The reason I'm explaining all this is that some folks over at the Assembler Games forum have started to re-investigate this odd contraption and the the guts of the console have finally been revealed.
A close up of the board with the heat sink removed. Source: Assember Games
You can see the 'Katana Simple Checker' text on the main board. Source: Assembler Games
The board sticking out of the side of this Dreamcast does have some interesting markings on it as well as what looks like an extra processor (and of course the aforementioned LEDs) but it's the main board which adds more intrigue. With the top half of the shell removed, it's clear that the exposed circuitry is actually a part of the main board itself and also has the marking 'Katana Simple Checker' printed on it. There is information about a Test GD on Sega Retro, but this refers to a setup that used a disc and a device that connected to the Dreamcast via the serial port - this system has the extra PCB hard wired to the main board.

As stated, there are people far more knowledgeable than I already discussing the possible uses for this Dreamcast over at the Assembler forums, but I thought this was worth bringing to the attention of the Dreamcast community at large in case someone out there has any more information on it.

Source: Assembler Games
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