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Intrepid Izzy Reaches Kickstarter Funding Goal

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It looks like there'll be at least one new game coming to the Dreamcast in 2018, as Senile Team's Intrepid Izzy hit its €35,000 Kickstarter funding goal with mere hours to go. The impressive 2D platformer is also due to come to both PS4 and PC, and will feature Metroid style gameplay and a central character who can acquire different abilities depending on the costume being worn.
Senile Team recently released a playable demo of Intrepid Izzy for Dreamcast, and you can grab the burnable file here. You can also check out our preview article here. I spoke to lead designer Roel van Mastbergen about the project and how running a Kickstarter project affected his nerves:

"It wasn't easy, that's for sure! Managing the Intrepid Izzy campaign was the first thing I did in the morning and the last thing before I went to sleep, with few breaks in between. And with the funding advancing only very slowly most of the time, staying motivated was a real challenge as well. But we made it in the end, so we are all feeling very thankful, excited to complete the game and hopeful to make it exceed everyone's expectations."
- Roel van Mastbergen, Senile Team

Having played the demo, and looking at Senile Team's previous output on the Dreamcast (Rush Rush Rally Racing and Beats of Rage) we're pretty confident that Intrepid Izzy will be yet another highly polished indie title for the system.
I was also lucky enough to take part in episode 115 of the SEGA Nerds podcast, the SEGA Nerdcast in which Roel was also a guest, and he spoke openly about the Kickstarter and the influences other games have had on the development of Intrepid Izzy. Check it out here.

Did you back Intrepid Izzy? Are you excited for the future of the Dreamcast? Let us know in the comments, on Twitter or in our Facebook group.

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The Sega Dreamcast Software Creation Standards Guidebook

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There are certain aspects of game development that, unless you're in the business, you probably wouldn't ever be aware of. Just like every industry, there are rules and procedures that must be followed, specifications and standards that must be adhered to. I'm sure everyone reading this who works in a particular sector will know things about their own line of work that others outside would be completely unaware of; rules that need to be followed, boxes that need to be ticked and all manner of bespoke forms and checklists that need to be filled in appropriately in order to meet the requirements of the particular field. As stated, the games industry is no different and by extension the Dreamcast falls inside this remit.
Ever wondered why certain Dreamcast games allow you to hide the pause menu with X + Y but others don't? Or why it doesn't matter which controller port the keyboard is plugged into? Or even why the splash screens that appear when you power on a Dreamcast appear in a particular order? Well, it's because Sega - like every console manufacturer - set out all the rules of producing games for its system in a 'developers guidebook.' A precise set of do's and don't's for putting software out on the Dreamcast. And now, you can download and have a read through this fascinating publication.
Weighing in at over 100 pages, the Sega Dreamcast Software Creation Standard Guidebook goes into minute detail explaining how developers should order game intro screens and demo modes, how the software should react if a controller is removed during gameplay, best practices when including violence and gore in Dreamcast games, and how best the VMU should store save data. There are schematics and flow plans of how boot sequences should work, and even offers guidance on the reasons why the official Dreamcast light gun from PAL and NTSC-J regions is hardwired not to work with US light gun compatible games.

As you can probably tell from the images dotted throughout this article, the guide is very much a utilitarian publication, eschewing fancy graphics and images for pages of text meant to be used by developers. That said, it does have some nice incidental graphics (such as the orange triangle motif which echos the US Dreamcast packaging) and is very clean in overall layout.

I'm not totally sure if this document has ever previously been made available online for us - the great gaming proletariat - to cast our unwashed eyes over, but by hitting that lovely download link below you can now grab a copy for yourself. Naturally, this appears to be a US-centric document but I'm sure the PAL and NTSC-J arms had their own versions. In any case, maybe print this one out and keep it on a shelf or something.
Our thanks go to the anonymous former Dreamcast developer who supplied this for sharing.

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Spooky Happenings In Ready 2 Rumble

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One of the most interesting and useful components of the Dreamcast's operating system is that it features an internal calendar and clock function. While this may seem pretty standard today, back in the late 1990s this wasn't the case, with many proceeding platforms (and even contemporary hardware, such as the N64) eschewing such features at a system level. The Dreamcast was by no means the first console to employ an internal clock and calendar, but I'd wager it was the first one to make meaningful use of it in a way that actually had any significant importance in gameplay.

Games like Metropolis Street Racer use the clock to set the time of day in the various cities, while Seaman uses it to help dictate the incubation time of your grotesque, aquatic man-faced mutants. One other nice little feature that the internal clock and calendar allowed for, was time-sensitive bonuses and two particular titles make interesting (albeit minor) visual alterations should you set the date to 31st October, All Hallows' Eve.

If you fire up Midway's Ready 2 Rumble on this most macabre of dates, you'll notice some extra spooky spectators in among the cheering fans during the bouts:
See? It doesn't end there though, for if you fire up the sequel Ready 2 Rumble: Round 2 you'll be treated to a fairly grotesque new canvas in the ring - one which is again adorned with a quartet of skellingtons, along with the ambiguous text 'Plays well with others. Well, most of the time':
There are plenty of other downloadable bonuses for Dreamcast games (see Sonic Adventure for the main ones), and plenty of Halloween and horror themed games and levels within said games, but we thought it was worth giving this fairly obscure little bonus an airing on this most spooky of days.

Found any more? Let us know in the comments, in our Facebook group or on Twitter. Pumpkin Hill doesn't count, by the way.

Sonic Adventure Soundtracks Getting The Vinyl Treatment

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I don't own any vinyl. Come to think of it, I only own a few CDs (the last one I bought was Liam Gallagher's new album, you should check it out). Instead, like most digital whores I buy most of my music on the iTunes; but if I was a trendier type I'd probably buy my music on vinyl. Simply because it makes you look cool when you go to an actual record shop and buy an actual record. Anyway, as with a lot of trends these days that look to the past, the release of game soundtracks on vinyl has become very popular and now the Sonic Adventure soundtracks are getting the same treatment.

Coming from Brave Wave, these two LPs take the original Sonic Adventure and Sonic Adventure 2 track listings and package them up in lovely looking sleeves full of officially licensed artwork. There'll also be booklets with interviews and such like:

The first pressing will contain special vinyl colors that represent the essence of both games: blue and white 180-gram vinyl for SONIC ADVENTURE and blue and red 180-gram vinyl for SONIC ADVENTURE 2. All pressings after the first will contain standard black 180-gram vinyl. All versions of both albums will include a comprehensive booklet featuring a reflective interview with Jun Senoue and head of Sonic Team Takashi Iizuka, as well as Liner Notes by John Linneman of Digital Foundry, song lyrics and character art.
- Brave Wave website

The recent glut of retro video game soundtracks being released on vinyl shows just how popular these collections are getting, with Shenmue, Streets of Rage and other classic titles all having their audio tracks released on the format to critical and commercial acclaim. Will you be picking either of these up? Let us know in the comments, in our Facebook group or on Twitter.

Find out more information on these two releases by visiting the Brave Wave website here.

Source:SEGAbits

DreamPod - Episode 53

SLaVE Developers Seeking Assistance With Bug Squashing

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The release of Jay Townsend's SLaVE appears to be tantalisingly close, and I for one am very much looking forward to getting to grips with the neon-hued retro-futuristic world presented by this Dreamcast exclusive first person shooter. First announced several years ago, SLaVE has had a long and storied development which has been mired with technical issues; but there is light at the end of the tunnel, so to speak. In the latest email bulletin to those who have pre-ordered the game from GOAT Store, the publishers have included an appeal for Dreamcast programmers to come forward and help to squash the final few bugs that are preventing the production process beginning. Here's the email in full:

Hi everyone,

We wanted to send out a quick update on Jay Townsend's SLaVE production.  Basically, since the last announcement, we have gotten to the point that we think there is just a single bug holding back production. We were hoping that we could get rid of this last one and then be able to send out an email with a solid production timeline.

As of right now, that bug still exists. If you happen to know anything about GDB debugging, it has to do with an exception fault, contact us, as there is just one the developers are having the toughest time tracking down, and maybe a set of new eyes can fix it and get the game ready to go in a few minutes!  One can hope ;)

For those of you that don't know what the above means, basically, there is still a certain set of circumstances that cause the game to crash out. It happens *extremely* rarely, so much so that we have played the final version for stretches without knowing it is there, but often enough that we can't send the game out with it. It sounds like an easy thing that we should just get rid of, and we agree... but sadly, things like this can be super difficult to track down.

In a previous email, we had stated we expected the final bug hunt to take 2-3 months, and then a test period of 2-4 weeks, which is where we're at right now.  We're not TOO far off having production start, but we've got to nail this last thing.

We expect the next email you receive from me will be the email telling you that it is complete and in production, and to confirm your addresses.  Thank you so much for sticking around as a supporter, and we can't wait to have this in your hands.  As always, if you want to cancel for any reason, please contact us back and we will refund your order.

Happy gaming!

Gary Heil & Dan Loosen
GOAT Store Publishing
So, are you up to the challenge? If so, go here to the GOAT Store website and get in touch with Dan Loosen to see if you can help get one of the most promising looking indie Dreamcast games out of development hell and into our GD-ROM drives.

For all of the articles we've previously published on SLaVE, click here.

Flashback For Dreamcast Will Ship With Even More Bonus Content

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We recently reviewed the upcoming Dreamcast port of Delphine Software's incredible science fiction adventure title Flashback, and we found that it was most excellent. A sort of amalgamation of the best bits of all the other ports out there, JoshProd's newly compiled and officially sanctioned Flashback ticked all the boxes for this nostalgia-loving gamer. One of the most impressive aspects of the overall package (apart from the fact that Flashback is an awesome game, period) is that it has a host of bonus features which are exclusive to the Dreamcast version. Graphics filters, extended cinematic sequences and even the original 16-bit versions in both PAL and NTSC flavours are all included.
There has been a bit of concern in the Dreamcast community about the continued delay of the release of Flashback, with those who have ordered it online being quite vocal about the fact that it was due to ship in September, but here we are in November and it still hasn't been released. Well, we can reveal that the game is now due to ship imminently if you bought the PAL boxed version, with the NTSC boxed versions due a mere matter of weeks later. And the reason for the delay?

Added bonus content in the form of alternative soundtrack options and the inclusion of the pre-rendered cut scenes from the PC version of the original game:
Original intro
CD-ROM intro
Original Holocube
CD-ROM Holocube
Original hologram message
CD-ROM hologram message
Original Death Tower intro
CD-ROM Death Tower intro
Original gimme tickets
CD-ROM gimme tickets
Original starship sequence
CD-ROM starship sequence
Nestled in the (redesigned) options menu of Flashback, there is now a toggle for which type of cinematics and soundtrack you'd like to play the game with, and a reliable source tells us that this '2017' soundtrack will also feature in the upcoming Nintendo Switch port of Flashback. In some ways, the original cutscenes feel more in keeping with the visual style of the game proper, however it is nice to have to option to view the pre-rendered sequences.

Have you ordered Flashback? Are you excited by these new bonus features? Let us know in the comments or in our Facebook group or on Twitter. You can also find our review here.

Buying links for Flashback:

Play-Asia.com
Videogames New York
The Bit Station
Rush On Game

New Subway Commercial Features A Dreamcast

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Never let it be said that we here at the Junkyard let any hint of a Dreamcast - no matter how slight - go undocumented. The latest appearance in media approaching 'mainstream' of our beloved console comes in a new web commercial for Subway's latest sandwich - the Reuben:


Keep an eye in the bottom left of the video. Thanks to Facebook group member Preston Weaver for bringing this to our attention!
ICYMI. Is that arrow big enough? Hmm...
Naturally, the Dreamcast appeared in its own series of advertisements, many of which we have documented in the not too distant past.

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That Time An Inmate Tried To Sue The Prison System Over A Broken Dreamcast

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A while back we looked at the veritable treasure trove of Dreamcast-related stories that the BBC News archive represents. There are a multitude of contemporary news articles on the birth and death of the Dreamcast, locked in time in the BBC's extensive catalogue of long forgotten reports, and they do make for interesting reading.

There's one particular news piece I missed though, and it serves as an interesting glimpse not only into the past, but also into the life of convicts held at Her Majesty's pleasure in UK prisons. Hidden away on the BBC News site is this rather intriguing report from April 2006, which documents the efforts of a prisoner at Scotland's Perth Prison to claim damages of £350 from the Scottish Executive (the authority responsible for prisons) for damage to his Dreamcast console.

The case was eventually thrown out by Perth Sheriff Court, but not before the complainant accused prison officers of purposely breaking his Dreamcast. The article doesn't say how the console was broken (and the Scottish Courts website has no record of the hearing), but I'm going to guess that to make it totally inoperable they probably used it as a football. If it'd been a Gamecube, they could've driven a monster truck over it and it would still have worked; but then, a Gamecube can also double up as a deadly weapon when swung at another human so probably not the best console to allow into a prison. Anyway, here's the full article:

BBC News, Friday 21st April 2006

Inmate drops Sega console action
A prisoner has failed in a bid to sue ministers over a faulty computer games console given to him in jail. Adam Shannon claimed compensation from prison chiefs because his Sega Dreamcast console was broken.

Shannon, serving more than five years in Perth Prison for attacking his own friend, also wanted cash for the 15 games he wanted to play in his cell. Perth Sheriff Court heard on Friday that he decided not to pursue the claim, which was then dismissed.

Shannon, 24, lodged the small claims action at the court, demanding the Scottish Executive pay him £350. He claimed the console was damaged beyond repair because of the "negligent action of the prison officers".
Damage denial
Shannon, from Dundee, said his wife Brenda, 39, brought the console and 15 games into the maximum security prison for him shortly after he was jailed in 2004.

It was claimed she had checked the equipment was working before bringing it in on 2 July, but that nine days later when Shannon received it within the prison, it was not. Scottish ministers, as head of the Scottish Prison Service, admitted the console and games were brought into the jail but denied causing any damage.

Shannon is serving five years and three months after a jury found him guilty of attacking his friend Colin Grieve, 23. He left Mr Grieve scarred for life by stabbing him several times and hitting his head and body with a metal bar.

I was going to end this by saying it would be interesting to try to find the gentleman at the heart of this story and ask him what happened to the Dreamcast in question, but a quick Google of his name made me hastily abandon that idea. Thanks go to Dreamcast Junkyard Facebook group member David Mackenzie for alerting me to this story.

Introducing VMU-boy - A RetroPie Powered Console In A VMU Case

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Technology continues to get ever more powerful and ever smaller, but sometimes the ingenuity of the modding community serves up a project that beggars belief. This is one of those occasions. Allow us to introduce you to the VMU-boy, a RetroPie powered console inside a VMU shell with the ability to play a host of retro roms on a tiny LCD screen. You thought the Gameboy Micro was small? Wait till you get a load of this!
The result of some stellar work by Giles Burgess (aka Kite), the VMU-boy is truly a wondrous accomplishment and as the images and video show, the contraption fits easily in the palm of a hand. Whether it's actually practical to play games on a device so small for any length of time without causing long term damage to eyes and hands remains to be seen, but 10 out of 10 must be awarded for effort.
The specs and features of the device are fairly impressive too, as detailed in the forum post over at sudomod:

  • Pi Zero/W
  • 128x128 SPI LCD
  • Main PCB with direct Pi soldering
  • 850mAh battery (4 hrs or more gameplay!). If I could find a slightly wider battery it might even make it to 900/1000mAh!)
  • Safe shutdown!
  • Micro USB charging which doubles as USB OTG port (plug in a USB OTG adapter and it will power the USB device and connect it to the Pi)
  • Power switch and status LEDs
  • Battery voltage monitoring + charging status
  • Built in speaker amp
  • 'Basic' OSD (need to work on this more, whipped it up very quickly!)
  • GPIO buttons built into the PCB
  • All inputs available under the 'cap' at the top, including the Pi SD card so it's really easy to work on
  • Internal serial port available as a JST header (made it very easy to see my Pi was working after I had removed the HDMI port!)
  • Battery connectors (1mm JST) or solder pads. Extra pads allow putting 2x batteries in parrallel (e.g. if you have 2x small batts that will fit)


Interestingly, Kite's post suggests he will be offering the VMU-boy for sale at some point in 2018, and a link to a waiting list has already been added to the post.

Find out more on the VMU-boy, including more details on the creation of the fascinating device by visiting the sudomod.com forum here.

Thanks to @pomegd on Twitter for sharing this info with us.

Buggy Heat: The Arcade Racer That's Matured Like Fine Wine

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The Dreamcast's stable of racing games is bursting with thoroughbred stallions, with classics like Le Mans and Metropolis Street Racer proudly held aloft as the pinnacles of the genre on the system. But there is one title that many may have simply dismissed or never even given a chance to prove itself as a worthy alternative to the more well-known titles vying for attention on a crowded starting grid. That game is Buggy Heat, a Dreamcast launch title from CRI that initially wowed with its decent graphics and interesting features, but which was lost in the maelstrom and ultimately usurped by Sega Rally 2 in the initial launch lineup melee. Buggy Heat is certainly a game that is worth another look, even now, after almost 20 years have passed since it first burst onto the scene.
Buggy Heat is a game I courted in those first few months after the Dreamcast's UK launch, and I distinctly remember being impressed with the visuals in those warm and un-fuzzy post-N64 wonder years. It looked incredible at the time, and the detailed vehicles and interesting tracks initially won me over. But after a week of playing and seeing pretty much all it had to offer in terms of new environments and vehicles, Buggy Heat was forgotten and I quickly moved on to the next game I could get my hands on. It's only relatively recently that I've gone back to investigate this early offering on the Dreamcast, and in this time I've grown to truly appreciate its nuances and have rediscovered a game that is so much more than the sum of its parts.
What initially seems to be a very rudimentary pretender to Sega Rally's off-road crown is actually a pretty deep and interesting experience, that even offers a feature that wouldn't be seen again until the release of the Xbox One. Behind the paltry track and vehicle selection rosters is actually a racing title that deserves a second look, because with time - not unlike a fine wine - Buggy Heat has aged beautifully and is, for me at least, one of the best arcade racers on the Dreamcast...

Known as TNN Motorsports: Hardcore Heat in the United States, CRI's off-road racer was a launch title for both the European/PAL and US Dreamcast consoles. The Japanese version launched slightly earlier than either of the western iterations in July 1999 and received generally negative reviews, with the game's handling quirks singled out for criticism. In the months leading up to the worldwide release, it seems that these kinks were ironed out though and the game that was delivered outside of Japan is actually meant to an improvement over the initial Japanese release.

In all honesty though, I'm only going off reports I can find online regarding this topic, as I haven't actually played the original Japanese retail version of Buggy Heat. I have however played the early demo version that was included on Volume 1 of the Dreamcast Express demo disc series, and the game plays quite differently to the one that ended up on the shelves of my local games shop, so I have no problem believing these claims.
On release in the UK, Buggy Heat received generally favourable reviews with Paragon's unofficial Dreamcast Magazine awarding it 76%, EDGE giving 6 out of 10 and Arcade bestowing the game with 3 stars out of 5. While not exactly setting the racing world alight, Buggy Heat was labelled as 'alright' and then it sort of faded from the memory as newer titles like Speed Devils came in to kick it unceremoniously off the podium and take the champagne-soaked glory.

But here's the thing. If you go back to Buggy Heat now and look at it for what it is - an arcade racer born of an era where bright, brash visuals and nondescript metal soundtracks and no frills races filled with the clashing of fenders were de rigueur, then Buggy Heat represents something that's not so common today. A game that doesn't take itself seriously, has a relatively threadbare complement of tracks and vehicles, but one which is a ton of fun to play but also offers quite a bit of depth if you're prepared to dig beneath the veneer of next-gen eye candy.
Like many arcade style racers of the time (where have all the arcade racers gone?), Buggy Heat offers the player the choice of a handful of tracks and vehicles to tear around them with. The interesting angle in CRI's game though, is that all of the vehicles also have a driver assigned to them, and they all - apparently - have their own driving style.

Buggy Heat forces this personalisation of these vehicles on you by way of a display in the HUD while out on the track, where plasticine-like avatars grimace out at you, their general feelings on their performance relayed through basic facial animations. It's a nice gimmick and when you jump in to the main championship mode it adds the impression that you're not simply racing against AI drones, but real people. Sort of.
The structure of these championships is quite good too. There are three difficulty levels and each one adds more races and tougher adversaries to the mix. However, unlike in most games you don't actually need to finish in a certain position to progress. If you come last, you'll still continue to the next stage, you just won't get as many points as the rest of the pack. It's quite common in these types of games for the player to have to finish in the top three or four in order to advance, but in Buggy Heat you're allowed to have a nightmare of a race in one stage, but then come back to take the glory in the next. And here's where things get interesting.

Due to the strengths and weaknesses of the different vehicles, this matters a hell of a lot as some vehicles perform better than others in certain situations. Pick a big, heavy truck and it'll struggle to get up big hills as it battles against the terrain and gravity to haul itself along; while a small sand buggy will zip and dash up the same hill like an ant. However, once you get into situations involving deep snow or sand, then the heavier trucks will excel while the smaller, lighter ones will lose traction.
And this is my favourite thing about Buggy Heat - the handling of the trucks. Making minor changes to the (admittedly rudimentary) vehicle settings, you can adapt the vehicles to different tracks. Changing the gear ratios of a lighter truck to be more favourable towards acceleration means that it will hit the power band straight out of corners and almost lurch forward as you nail the accelerator, leaving competitors in the dust (or mud. or snow); while tuning a bigger vehicle to be more leaning towards top speed will turn your truck into an unstoppable freight train that can pick up speed on steep straightaways but will be impossible to stop unless you use your competitors as buffers. Struggling to find traction as you power up a snow-covered incline or getting mired in a water trap feels like nothing else on the Dreamcast to me, and with a rumble pack plugged in the effect is all the more powerful.

Sadly, there is no damage model in Buggy Heat, but this doesn't really detract from the fun. Also, this is one game that is definitely best played from a cockpit camera as the real sense of a grunting, snorting pick-up or a nimble, skittish buggy really comes across in this viewpoint. Special mention must also go to the 'picture in picture' viewpoint too, that is completely impractical but is a neat gimmick that allows you to see your driver's actions in real time while you race.
Speaking of drivers' actions, Buggy Heat offers something else that piques the interest: AI learning. Long before Drivatars were a thing in Forza Motorsport, Buggy Heat offered players the opportunity to 'train' an AI to race like them, learning their racing style through analysing performances in the game's time attack mode. It's a fascinating addition, and players were encouraged to train up an AI and then offer it up to CRI's online servers so that other Buggy Heat players could download the profile and race against it. Naturally, the ability to upload or download these AI profiles is no longer possible, but there's nothing stopping you from training an AI and putting it on a VMU for Dreamcast owning mates to race against.

You'd be forgiven for thinking Buggy Heat was the best thing since sliced bread, given the the way I'm praising it almost universally here, but the truth is I really like it and as a mature gamer I have grown to appreciate Buggy Heat so much more now, as a 36 year old, than I ever could have as a teenager. That's not because I'm any wiser, but because games like Buggy Heat just don't really exist anymore. Simple arcade racers that get deeper the more you play them. Yes, you can just hammer the accelerator and slam into walls and spin around, lose you temper and turn it off and claim it's shit...or you can settle down with the outstanding first person viewpoint, enjoy the lumbering nature of the trucks, the physics and the handling model that rewards breaking and restraint as much as it rewards pedal to the metal, and you'll have a great time.
There are only a handful of tracks, but they are designed well and also introduce differing weather effects depending on the championship level you're racing in; and the roster of vehicles boasts some truly bizarre naming conventions - see Drank Shrenker (aka Albert Wesker, below) and Schwartz Speigel for further details - but the good far outweighs the bad in Buggy Heat.

The long and short of it is this. Buggy Heat is a relatively inexpensive and often overlooked racer from the early days of the Dreamcast. It looks pretty unspectacular by today's standards (and by late era Dreamcast standards, too), but look past the weird 3D smoke plumes and half-arsed fake headlight effects, and you'll find a game that really has gotten better with age.
Over to you. What do you think? Love or loathe Buggy Heat? Let us know in the comments or join the conversation in our Facebook group or on Twitter. All the shots in this article were captured with the Akura HDMI adapter and an AverMedia Extremecap U3. If you use them, please give credit.

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Further details:

DreamPod - Episode 54 Featuring Retro Gamer Editor Darran Jones

Dream Library: The Dreamcast Foreunner To Nintendo Virtual Console

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Being able to download games to your chosen platform is a pretty standard feature these days, and one we've all come to expect from our gaming devices, mobile phones and computers. Where would we be without the convenience of being able to simply browse an online store front, be it the Nintendo e-Shop, PlayStation Network, Xbox Live or Steam, and just select a title we want to play and then have it ready to go in a matter of minutes?

While there's a lot to be said for buying physical games, either because you're a collector or you like the option of being able to trade your games in to fund the next purchase, exclusively downloadable software is most likely the future we're heading toward. However, it isn't a new technology. If you look back through the annals of gaming history, you'll find a number of antiquated hardware systems that offered downloadable software as an option and by and large they all worked and only really differed in their availability and hardware. There was the Nintendo Satellaview that offered exclusive titles for the Super Nintendo (some of which have been the subject of admirable preservation efforts); and there was a similar service offered by Sega in the form of the Sega Channel. There are earlier examples still, and you can find a rudimentary run down of some of them here.
The Dreamcast too, offered such a service and it was called Dream Library. Unlike the aforementioned utilities though, Dream Library didn't offer Dreamcast games for download; instead it offered Japanese gamers the option to use their Dreamcast as an emulation device with which to download and play a selection of Mega Drive and PC Engine games right in their browser. Similarities with Nintendo's popular Virtual Console are quite apparent, but Dream Library precedes Virtual Console by six years, give or take; and the main difference is that games were rented temporarily with Dream Library, rather than bought outright.
A fairly short-lived service, Dream Library ran from June 2000 to January 2003, and it did suffer from a few technical issues that meant it wasn't as perfect as it probably initially sounds. Still, it was quite an ingenious service and another example of Sega's thinking outside the box when it came to pushing the Dreamcast as a jack of all trades. Not only was Sega pushing its hardware as a gaming machine, but also a business machine, an affordable alternative to a web browsing computer and also an emulation device. I'm still wondering how the console failed to crack the mainstream during its natural lifespan, but as usual I'm digressing.

Dream Passport 3's rather garish main start screen
As alluded to earlier, Dream Library was exclusively online and in order to access it, Dreamcast owners had to use either Dream Passport 3 or Dream Passport Premier. Dream Passport was basically the Japanese equivalent to the PAL Dreamkey and American Sega Net discs that opened the Dreamcast up to the world wide web with a host of basic tools designed for internet browsing, email, being a dick on message boards and the like. Dream Passport actually came in a multitude of different iterations, some of which were branded or styled in specific ways depending on the extra features they offered. However, it was Dream Passport 3 and the later broadband-enabled Dream Passport Premier discs that allowed for the implementation of Dream Library.

Once a user had access to the repository of Mega Drive and PC Engine titles offered by Dream Library (it appears that it was an option offered in the Dricas interface), they could effectively rent their chosen title for a set period of time (either two nights or seven nights, approximately) in a similar fashion to how you would rent a movie back in the days of Blockbuster Video, and the game could effectively be downloaded and re-downloaded as many times as required in that period. Which brings us neatly to one of the main shortcomings of the Dream Library service.
The PC Engine in all its glory
Because the Dreamcast has no internal storage volume, any game ROMs downloaded were stored in the system's RAM. If the Dreamcast was turned off, the ROM was erased from RAM and would have to be re-downloaded should the user wish to play it again. This doesn't sound like that much of an issue, but when you throw in the fact that dial-up was the predominant standard for internet connections during this period, having to constantly re-download a game you had rented would probably have gotten pretty tiresome after a while. Furthermore, saving progress apparently involved soft-resetting the console and navigating to the VMU screen - simply saving progress 'in game' would result in progress being erased when the RAM was emptied after power down. The Dreamcast broadband adapter was later released and the Dream Library service was fully compatible with the broadband adapter software, but by that point the service was already dwindling in available titles due to the removal of PC Engine games and the overall shrinkage of the Dreamcast as a major force in the gaming sphere.
The Dream Library start screen, with DC and PCE icons
Initially, according to the Japanese Wikipedia entry on Dream Library, there were a total of 47 Mega Drive titles and 43 PC Engine games on offer and saving of Mega Drive game progress could be achieved using the Dreamcast VMU. Using the same entry as a source, it also appears that the emulation was a bit hit and miss due to the technical limitations of the Dreamcast, but also it is confirmed that the actual emulator software was included on the Dream Passport 3 and Dream Passport Premier discs.
This probably says that it isn't going to work
Now to the fun stuff. Even though Dream Library has long since been shut down, it is actually possible to try out the emulator software bundled on the Dream Passport discs in question. Thanks for helping with this research must go to Luiz Nai of Titan Game Studios, as he is the person who initially gave me the inspiration to write this article. Here's how you do it:


As shown in Dricaschan's video above, if you have either a Dream Passport 3 or Dream Passport Premier disc, simply head to the URL address window and enter the following, with the numbers 1 through 9 as the final digit after the back slash to launch a number of emulated Mega Drive titles or bonus software hidden on the disc:

x-avefront://---.dream/proc/launch/
  1. Guru Guru Onsen Petit
  2. Dream Flyer Light
  3. Columns (demo version)
  4. Ghouls 'n Ghosts (demo version)
  5. Flicky (demo version)
  6. Pengo (demo version)
  7. Puyo Puyo (demo version)
  8. Dream Library
  9. Dream Passport 2.1
So for Columns, enter 'x-avefront://---.dream/proc/launch/3' and hit return. All of these demos have a time limit of around 15 minutes and are simply designed to be just that - demonstrations of what Dream Library could do. Curiously, there are demo versions of other software too and I'd hazard a guess that these were intended to be accessed through portals on Dricas that advertised them. It's worth noting that if you're using an NTSC-J Dreamcast to access these demos, if your console already has previous user data stored on it, it will try to contact Dricas and restore the old account and as such you won't be able to access the URL entry window. When I work out (with the help of dreamcastcollector), I'll update this article with instructions.
Quite useless, but intriguing nonetheless
Still, this is an interesting remnant from the days of Dream Library and it's important that this functionality is preserved in some form be it here written in English at the Junkyard, stored as knowledge in the minds of you, our readers, or in its original form on long forgotten forum threads or Japanese GeoCities sites. As a side note, Aaron Foster did cover this topic a while back here at the Junkyard and DreamcastGaga has also covered it in the past, but I thought it was worth putting a bit more of a spotlight on the topic and investigating it myself.
Finally, these have some use!
So there we are. A very brief look at the Dreamcast's game download service Dream Library. Who knows - if the Dreamcast had gone on to be the success it deserved to be then Dream Library could have gone on to be rolled out in other territories and included other consoles too. As it is, it's an interesting footnote in the long history of downloadable game services.
Will you be trying this out? If so, let us know your thoughts on Dream Library in the comments or join the conversation in our Facebook group or on Twitter.
Columns. On Dreamcast. For 15 minutes.
Once again, my thanks go to Luiz Nai for his assistance in researching this article. You should check out his work at Titan Game Studios where he is working on various indie game projects for the Dreamcast (including the Titan IDE game maker software); and also his VMU file download service that can be browsed with a Dreamcast console. Thanks also to dreamcastcollector for his assistance in deciphering the Japanese in Dream Passport 3's menus. Check out his awesome site here.

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A Quick Look At SnoCross Championship Racing

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Snow. Everybody loves Snow. His 1992 hit Informer sat pretty at the top of the US billboard charts for seven weeks, for example, proving that yes - everybody loves Snow. Of course, I jest. I am of course referring to the frozen white stuff, not the Canadian reggae artist from the 1990s. Snow is great fun and if it's not threatening to destroy the planet like in that film with Donnie Darko and Bilbo Baggins in it, it also heralds the coming of winter and Christmas. One of the most useful properties of snow is that it can be scooped up, fashioned into a throwable missile and then launched at someone's face with great force, thus enabling the age-old practice of the snow ball fight. As well as this, people with lots of money can use snowmobiles to race on it. And that's exactly what happens in SnoCross Championship Racing.
Developed by Unique Development Studios (aka UDS), SnoCross is actually the only title this obscure Swedish studio ever produced for the Dreamcast, having previously worked on No Fear Downhill Mountain Biking for the PlayStation. The game was published by Crave Entertainment and Ubisoft in 2000 for the Dreamcast and it sits alone in the racing genre as the only snowmobile racer for Sega's console. That said, it isn't the only game to feature snowmobiles as the D2 Shock demo that shipped with Real Sound: Winds of Regret also features a sort of open world mini-game where the player is tasked with locating various objects in the snow covered wilderness, careening about on a snowmobile.
The first thing you notice about SnoCross upon starting the game proper is just how bad it looks. It really does look like a PlayStation game, with boxy riders and badly textured, low detail environments par for the course. There are some nice little visual effects, such as reflective ice sheets and lens flares from the vehicle headlights, but for the most part SnoCross just looks bad. In fact, it's probably one of the worst looking games on the Dreamcast, and easily identifiable as one of those titles that was most probably developed with the original PlayStation in mind, before being slightly upgraded and chucked onto a GD-ROM as an afterthought.
That said, where SnoCross makes up for this visual horror show is in the gameplay and options. There are the usual quick race and time attack modes to play around with, but the main meat of SnoCross is in the main championship. There are three different tiers of difficulty, all of which are represented by ever increasing snowmobile - or sled - engine capacities. It's a bit like Mario Kart with differing displacements equating to skill level, with 500cc the lowest and easiest and higher ccs used to identify an increase in difficulty. All of the vehicles are officially licensed too, meaning Yamaha logos are abundant. On top of this, the championship does throw in some nice features, such as being able to win cash from races that enable you to buy new parts and upgrades for your sled, and also pay for repairs to various components that get damaged during races. No loot boxes or upgrade cards here, y'all (topical joke - check).

The races themselves only have four competitors (including you) so the grid isn't overly packed, and this does seem a bit stingy. However, once you get to grips with the slightly unorthodox controls SnoCross does actually become quite a fun little game. If you go into SnoCross (as I did) expecting the sleds to handle like cars, then you'll have a torrid time even staying on the track. Smashing into walls and having your rider thrown from the saddle is a regular occurrence initially, and this also happens to the AI riders you're racing against. At first, I wasn't sure if this was just down to appalling AI or what, but it seems that the inclusion of error-making competitors adds something to the experience and gives the impression you aren't just racing against mindless drones. Or maybe that's just me being overly kind to the game.
Once you learn the nuances and appreciate that these are snowmobiles and not rally cars, then it actually becomes quite intuitive to guide your sled through tight channels and through the trees. Sliding around corners with liberal application of throttle is the order of the day here, and once you train yourself to forget everything you thought you knew about vehicle handling in conventional racers then the events in SnoCross become very intense and actually pretty heated...even with all the snow and ice and stuff. Oddly, there is no support for the rumble pack but you really can feel the difference in the way the sleds control when thundering over pack ice, or a muddy patch or even over a frozen lake. The way the sleds behave and grip different surfaces is well conveyed and certainly wasn't something I was expecting from a game that looks as bad as SnoCross does.
The track design isn't really that inspired - most of the ten circuits are pretty indiscriminate and feature the usual selection of villages, jumps and bridges. As mentioned, a couple of them feature frozen lakes and there are some nice incidental background details such as planes arcing across the sky; while the more severe weather conditions and day/night settings can add a bit of drama to proceedings. However, even though they range in geographical location from Japan to the USA to Europe, most of them look and feel pretty similar in design. The one trump card SnoCross offers though, is the create a track feature. This essentially offers the player an infinite number of tracks, and the editor is incredibly easy to use. Like the track editor in V-Rally 2, the one here is restricted by the size of grid offered and there are only two different visual styles when it comes to environment, but the inclusion of such a feature is commendable.
SnoCross is a pretty substandard title when it comes to both visuals and sound (the engine sound is just one 3 second sample repeated over and over; while the music is as forgettable as it comes), but in truth these aesthetic problems can almost be overlooked simply because SnoCross is really good fun to play. It's certainly no looker, but if you find it cheap then SnoCross is worth investigation if you're looking for a different take on the racing genre.

What do you think? Have you played SnoCross and if so, how do you find it? Let us know in the comments, or join the conversation in our Facebook group or on Twitter.

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Is The Dreamcast Controller Really That Bad?

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One of the recurring criticisms I see levelled at the Dreamcast is that the standard controller is rubbish. It's almost become the de facto response when people discuss the Dreamcast - it's a great console...but that controller! Urgh! From complaints about the trigger travel distance, to the lack of diagonals on the d-pad, to the cardinal sin of having only one analogue stick, the evidence is overwhelmingly damning for the humble HKT-7700. If something is repeated enough times, it eventually passes from the realm of hearsay and into law, right?

With this article, I thought it would be interesting to have a look at the Dreamcast's standard controller and investigate whether it really is all that bad, or if it is just a victim of hindsight. In the grand scheme of all things gaming, the Dreamcast's controller is one of the less heavily lambasted - the Atari Jaguar and Nintendo 64 controllers have come in for far more criticism than Sega's offering ever has. However, with the aforementioned examples, gamers who have spent any amount of time with these examples will usually attest that even though they might look a bit unwieldy they're actually pretty comfortable to use. Without going too far off topic, the Jaguar controller is labelled as heavy and cumbersome; but in actual fact is very light and very ergonomic in the hand. Likewise, the Nintendo 64's unorthodox tri-pronged design draws derision in this age of dual analogue sticks and built-in rumble, but back in the day the design of the thing was revolutionary.
But what of the Dreamcast controller? It's true that it is very easy to look back at hardware of the past and casually pour scorn on it, and there are countless listicles on clickbait sites about 'the top 10 worst controllers,' usually written by people who have never even used said hardware; simply basing their opinions on photos they found on Google. As someone who played a Japanese Dreamcast shortly after launch (it wasn't mine - a friend bought one), and then got my own about a week after the UK release in October 1999, I think I'm pretty well qualified to talk at length about the Dreamcast controller. I dread to think how much of my adult life has been wasted spent with a Dreamcast controller in my hands, and so I have some opinions on how it sucks but also on how it's actually pretty good. I also threw this topic open to the good people of the Junkyard's Facebook group and I'll share some of the best comments later on in the article. For now though, let's kick things off with a good look at the controller, its origins and its various parts.
It's pretty clear from the basic design of the unit that the origins of the Dreamcast controller are a derivative of the Sega Saturn 3D controller. The button and analogue stick placement, twinned with the general bulbous two-ponged aesthetic are clearly throwbacks to the earlier concept, and placement of the triggers and d-pad only amplify this. While there is an image floating around online (and this magazine scan) that shows a multitude of alternative prototypes for the Dreamcast controller, it's pretty obvious that someone thought the 3D controller design was the one to go with and so it was adapted and updated.
In truth though, the subtle changes made to various aspects of the 3D controller as it evolved into the Dreamcast controller are somewhat puzzling, and while some offer improvements, others are clearly a step back. For instance, the d-pad...

The d-pad
The d-pad on the Dreamcast controller is an odd little thing. It's a perfect cross sticking up from the body of the controller that has no diagonals and is - and I know I'm going to get called out for this - pretty uncomfortable on the thumb with extended use. See, the edges are actually pretty severe and while there's no issue when using the d-pad to navigate menus, once you start grinding down on it while playing a fighter, for example, the edges can really dig into your thumb. Quite why Sega decided to ditch the almost perfect d-pad of the Sega Saturn controller is beyond me, but they did and it's a bit of a shame. Naturally, there are dedicated fighting controllers available for the Dreamcast that nullify this complaint but this is about the standard Dreamcast controller, and not fight sticks or Ascii pads or Total Control adapters.
On top of this issue with the edges of the d-pad, I've always found the thing to be a bit 'mushy,' and even though I own 20 - 30 controllers of varying ages and colours, they all seem to be the same. They work fine, but I don't really have much confidence in their accuracy simply because of the general fuzzy, squashiness of the d-pad feel...if that makes sense. Overall, the d-pad (for me, at least) is one of the weakest aspects of the Dreamcast controller simply because of the slightly stark dimensions and lack of true diagonals.

Face buttons
The same cannot be said of the face buttons on the Dreamcast controller. All four of them - A, B, X and Y are pretty crisp in their response to being jabbed by digits and there really isn't a lot that can be said about them, other than that they work just fine. Sega's move away from the standard 3 in a row A, B, C (or six in two rows if you also count X, Y, Z) is intriguing, especially as their previous two consoles used these layouts.
Maybe the decision was taken to adopt a more PlayStation-esque diamond layout as a way to really remove the Dreamcast from the general public's perception and association with the relative failure of the Sega Saturn, 32X and Mega CD. It's still an intriguing set up when you consider the sheer number of 2D and 3D fighters on the Dreamcast, all of which would have benefitted from a six button layout that came as standard on previous Sega controllers. Either way, the four here work well, and the basic digital inputs used in favour of analogue face buttons as seen on the later Dual Shock 2 means that user maintenance is incredibly easy.

Analogue controls
On the topic of analogue controls, this is one area that usually divides opinion on the Dreamcast controller. There are three analogue devices installed on the peripheral in total - the left and right triggers and the lone analogue stick. First, the triggers. Unlike the PlayStation Dual Shock controller, the Dreamcast controller eschews traditional shoulder buttons in favour of a single analogue trigger on each corner. These are actually pretty good for racing games where analogue acceleration is a necessity, but for things like first person shooters they are way less preferable to having a digital shoulder button to simulate a trigger pull.
On top of this, the positioning of the triggers can present issues with extended use as the placement and travel of them can make it pretty uncomfortable for index fingers to be constantly held in certain positions. Speaking from experience, there have been times where the degree of travel has lead to slight hand cramps or 'trigger finger' in the left hand because of the placement of the analogue stick directly above (almost) where the left trigger reaches the limit of travel. It's quite an unnatural position for a human hand to find itself in, when you actually think about it. That said, for the most part the triggers work really well when their correctly implemented in a game's control scheme. Apart from the noise of the springs screeching and echoing as they compress and recoil in their plastic housings, moaning about the analogue triggers seems like nitpicking in truth. There are a number of different revisions of trigger mechanisms, here are a couple you might be familiar with:
Now, on to the main event and the main criticism that I see more than any other levelled at the Dreamcast controller. The analogue stick...or rather, the lack of a second analogue stick. The one that's on the controller is actually pretty decent - it's far better that the one on the Nintendo 64 controller and due to the design is less prone to developing a huge dead zone through use. That said, there are a couple of different mechanism designs and some work better than others. The earlier Dreamcast controllers - specifically those released in Japan - tend to employ an almost steam punk mechanical mechanism housed inside a metal box (that looks like something out of Hellraiser), and over time these can become pretty hard to use with any accuracy. The up/down/left/right movement remains fine, but diagonal movement becomes a tad rigid. I've included some images below so you can see what I'm talking about, but the later plastic analogue mechanisms that implement a sort of 'ball and socket' system seem to retain their smooth movement and rotation, even with heavy and sustained use.
The convex shape of the thumb pad atop the analogue stick can lead to particularly sweaty thumbs slipping off in the heat of the moment, and the circular arrangement of the grip dimples doesn't really help matters because of the non-porous, plasticky nature of the material. Modern controllers tend to use more rubberised materials for their analogue controllers and quite possibly for this reason. However, when it comes to the crunch the Dreamcast analogue stick is perfectly functional and robust. There has been a recent rise in the popularity of replacing the analogue stick entirely with rubberised PS4 or Xbox One sticks, but if you aren't fussed about this there's nothing inherently wrong with the standard stick. The main issue many people have with the stick though, is that there's only one of them.
See, the Dreamcast launched in Japan at the end of November 1998 - almost a full year after the release of Sony's Dual Shock controller, a peripheral which was itself released in the same country in mid November 1997. The Dual Shock was the first mainstream controller to feature two analogue sticks as standard and it pretty much paved the way for the design of modern console controllers, the vast majority of which have twin sticks, and this in turn has had a knock on effect on the way games are designed for consoles.
First person shooters, sports sims, some fighting games and a whole range of other genres take full advantage of the twin stick standard now in force (on consoles, at least) and with the Dreamcast controller it's almost as if Sega ignored the way things were going. While twin stick games were in no way as ubiquitous as they are today back in the late 1990s, if Sega had taken a quick glimpse at the Dual Shock and produced a revised Dreamcast controller with two analogue sticks (piss-poor artists's impression above), then there's the smallest chance that a whole range of games could have come to the console. First person shooters would certainly have been easier to play with the standard controller for those who didn't have the space for a mouse and keyboard. To expand on this a little more, Roel van Mastbergen of Senile Team offered the following insight:

Perhaps it would be interesting for your article to know that the Dreamcast internally supported controllers with more buttons and axes than were actually ever used. When you connect a controller to your Dreamcast, it sends data over the Maple Bus to tell the Dreamcast which kind of hardware it is and which buttons and stuff it has.

Interestingly that data may contain 6 analogue axes (two triggers and two analogue sticks) and even two d-pads. The maximum number of digital buttons is actually eight: A, B, C, D, X, Y, Z and Start.

So it seems that in principle, the Dreamcast could have supported controllers with an array of features comparable to the current generation's, but sadly such controllers were never actually produced.
Maybe some tech-savvy fan could design one that supports all the potential features? Can't be more difficult than the GD-EMU and wireless controllers that have already been invented!
- Roel van Mastbergen, Senile Team

While it's also true that the vast majority of Sega's first party titles don't really suffer for not having dual analogue sticks at their disposal, there are still those gamers who decry the lack of a second stick, and they do make some good points. Here's regular contributor Martin Hinson with his own take on this mono-sticked approach:

Well, what an odd thing this is. I can’t imagine how this actually came into being. I mean, it’s Sega, leaders in 3D technology in the arcades, creators of the stunning Sega Saturn pad and of incredibly diverse gaming experiences. Yet they somehow release a pad that was effectively out of date on launch day!

So what’s wrong with it? Well, the most incredible omission is the right analogue stick. It seems baffling considering the launch of the Dual Shock a year before and the N64 pad, which featured its ‘C’ buttons in 1996. How did Sega plan to allow you to fully manipulate 3D videogames?

Many argue it is fine for the type of games on it. I disagree. Trying to walk around in Shenmue is a total disaster. It didn’t control especially well on release due to mapping movement to the digital pad, but it’s even worse when using the same thumb to manipulate the camera too!

Factor in another important issue too - multi-format games. The Dreamcast was at an immediate disadvantage with its rivals because games like Quake simply don’t work as well without dual analogue. Of course a mouse and keyboard is best here but that is extra expense.

Talking about buttons, the Dreamcast controller fares a little better here. The lack of buttons is a big problem because again multi-format games suffer, especially as games became more complex. But what is has is decent. Face buttons are superb to use, feel tight and clickly and do not leave the ache that the 360 pad buttons leave on my bony fingers. Triggers are generally decent. Certainly good for the time but I did find they tend to dig in after too many hours on Shutokou Battle and they aren’t positioned all that well - it feels like you’re holding a tray.  In all honesty though, I’ve never been fully comfortable with triggers until the sublime Xbox One triggers. 

The d-Pad is pretty average. It is responsive but hitting diagonals accidentally is an issue. The edges tend to dig in a bit too but there are worse out there. Of course after the Saturn pad it should be the best d-Pad ever but hey ho! I quite like the analogue stick too. It’s positioned too high but it’s smooth and comfortable.

Overall then is the Dreamcast pad awful? Well, it lacks seemingly obvious features and is a little clumsy to hold. Sometimes I’m not sure if I should be using it for gaming or balancing my dinner plate on it. No, it’s not the worst pad I’ve ever used but given the ambitions of the console, it just doesn’t help it fulfil them. Given we were balls deep in the 3D era in 1998, Sega scored a spectacular own goal by not having a right analogue stick so I’m going to have to say yes, the Dreamcast controller is in fact, terrible. 
- Martin Hinson

Personally, I've never really found the lack of a second stick to be much of an issue in the games that came to the Dreamcast. The vast majority of them managed to make good enough use of either the standard controller or any of the other specialised peripherals that they're still perfectly playable. However, one can't help but think 'what if...' when it comes to the subject of a redesigned, twin stick controller.
Microsoft redesigned the 'Duke' controller and brought out the smaller Controller S, and even Atari redesigned the Jaguar's controller and released a Pro Controller that added much-needed shoulder buttons to the base peripheral. Would a twin-sticked Dreamcast controller really have been that much of an effort for Sega? Sure, adding backwards compatibility to games designed before the new controller emerged would have been nigh on impossible, but there was plenty of time between the Dual Shock launch and the Dreamcast launch to at least look at the issue.

Wire placement
Moving away from the analogue stick issue for now, the other main gripe a lot of people have with the Dreamcast controller is the placement of the controller's wire. It protrudes from the bottom of the controller, closest to the player, rather than from the top like with most other wired peripherals. This is most probably down to the placement of the apertures for the VMU and rumble accessories and routing the controller wire through the housing and out through the top (either above or below the expansion ports) would potentially have presented two issues for Sega.
One of these being more complex assembly methods; and the other being a less aesthetically pleasing appearance. Again, I don't have any issues with the placement of the controller wire and the little groove in the underside of the controller does a good job of gripping the cable and keeping it out of harm's way. However, everyone is entitled to an opinion and for some people it just feels plain wrong. Oh, and there's a start button that pauses stuff. It works great.

The shape
Here's another aspect that splits opinion. The overall shape of the controller (as alluded to earlier) is a derivative of the Saturn 3D controller. The difference is that the bulky handles and chunky nature of the earlier peripheral have been slimmed down and streamlined for the Dreamcast. I've seen it said that the edges of the two 'prongs' can cause hand pain if held for two long, while I've also heard of people just outright saying the configuration of the controller makes it painful to use.
Personally I've had nothing like this happen to me, but it does raise a concern. This aside, the controller does fit in the hands quite well and the face buttons and analogue placement does allow for the thumbs to naturally rest on them, while the triggers encourage index fingers to be curled around them almost instinctively.
Other opinions
In the course of creating this post, I wanted to get the opinions of Dreamcast owners on the overall perception of the Dreamcast controller; and so I threw the question open to the members of our Facebook group. The general consensus from those who use the controller regularly is that it performs its function in a more than satisfactory manner, although it isn't all universal praise. Here are a selection of the comments I received, both positive and negative...

The only real issue I have is that the triggers are too low down, especially when using the analog stick. It’s not so bad with the d-pad.- Daniel Turner

In comparison it was an abomination after the wonderful Japanese Saturn controller. Does the job, but that's about it.- Bill Mitsis

I think it is a brilliant controller. The d-pad is strong, the buttons more than responsive. It works perfectly for the games that were designed to work with it!- Scott Ashton Perry

I think the DC controller is almost fine, but the Saturn one was perfection and the DC's triggers feel a bit awkward.- Carlos Oliveros

I think it's SUPER comfortable to hold and works brilliantly for the games on the system. Love the VMU. Probably one of my favourite controllers. However, it does have a few downsides:

- Cable too short (especially when you lose a few inches because it comes out the bottom of the controller)
- Lack of second analogue stick (though it did come out around a time when only the PS1 had it and not many games needed it - but it would have been very helpful)
- Also lack of two additional buttons, like on the NiGHTS controller, N64 and PS1... and all other future controllers since.

So, generally I really like the controller and love playing games with it. But a few changes and it could have been perfect.- Graham Cookson

The controller is largely well designed. My only gripes are the d-pad and the feel of the thumbstick. Never enjoyed how the thumbstick seems to drag but also has a lot of give at the same time.- Jamie Sweeney

They should have kept it closer to the Saturn 3D one, or at least copied the second analog if going after the Sony design (that d-pad screams Sony rather than Sega). That being said, it's still better than some current ones,  especially when it comes to the buttons. Sega's buttons always felt more precise and responsive.- Antonio Do Rego Barros Neto

Overal fine controller, but not without flaws:

- The standard analog stick cap is definitely not the best: it's very hard, not concave and can hurt the thumb over time, plus can become very slippery.
- The D-pad edges are pretty sharp, they should have kept the round Saturn D-pad design.
- Really could have benefited from shoulder buttons at the top.
- Might feel uncomfortable to people with big hands unless they are operating the triggers with the middle fingers instead of index fingers.
- Should have had internal/built-in rumble: for the few games that supports the microphone, you can't have a VMU, rumble pack and microphone attached at the same time.- Thomas Elias

I think it's one of the worst. Analogue stick is convex, to make matters worse it's small and hard plastic so is slippery, it has a huge dead zone, it doesn't move smoothly so very subtle movements for racing games in particular are very hard, the d-pad is poor, very spongey, not the worst in the world but a downgrade from the Saturn one and something I would except to find on a cheap 3rd party controller. The triggers are good though, it's about the only thing I would give it pass marks for, the buttons are poor, the rubber membranes used for them are weak and small and lack pop so it never seem like you have that reassuring click as you press it down like you had with the Mega Drive and Saturn buttons, the general comfort of holding the controller isn't good, it feels like the analogue stick is in an awkward position, although I acknowledge this is subjective. So all in all one of the worst I've used.

I'm not just saying this retrospectively, which is why I'm not even mentioning about the lack of second analogue stick, I thought it at the time also, they should have stuck with the large 6 face button layout giving you 8 buttons in total and concave analogue stick and superior D-Button of the nights controller.- Gaz Cormak

So as you can see, opinions are divided even among the members of our Facebook group. Thanks to everyone who took the time to answer my question.

Conclusion
So there we are. Do we have a conclusive answer as to whether the Dreamcast controller is really that bad? I think it comes down to personal preference in all honesty, but the one thing I'm sure of is that the humble controller isn't really anywhere near as heinous as some people make out. It performs its function well, and although it is far from perfect (for that, see the Xbox 360 controller) it doesn't deserve the negative press it sometimes receives. An extra analogue stick, a couple of extra shoulder buttons or face buttons and a better d-pad could all have improved the overall usability...but is the Dreamcast controller bad? I certainly don't think so.
Agree with these points? Disagree? Want to chuck your two penneth in without reading this fucking laborious essay? Then leave a comment below or get involved in the conversation over in our Facebook group or on Twitter. We also have a Patreon here, a YouTube channel here and you can listen to the latest episode of our podcast here.

Thanks to Martin, Roel and everyone who took the time to answer my question in the Facebook group!

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Why Sturmwind Is Still Incredible

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Sturmwind is one of those Dreamcast games that really needs no introduction. Duranik's sci-fi shoot 'em up was initially released by RedSpotGames back in 2014 and we covered the launch here at the Junkyard at the time; but the game was re-released in early 2017 to much fanfare - and rightly so. But how does it hold up today? Has it aged badly and is it worth your time? In a couple of words, no it hasn't aged badly; and yes, it is very much worth your time. Here's the first stage to wet your appetite:


Sturmwind started life as an Atari Jaguar CD title called Native, but development was eventually switched to the Dreamcast due to the Sega system's more advanced technical abilities. You can find playable demos and videos of Native by doing a quick Google search, and there are a couple of Easter eggs included in Sturmwind that give a nod to the Jaguar-based origins of the game.
If you aren't familiar with Sturmwind though, or have maybe heard the name but aren't sure why it's such a revered title, then this is the article for you. Hopefully, we'll be able to do this magnificent example of independent game development justice and explain why it is such an impressive achievement on the Dreamcast...

First and foremost, Sturmwind is a side-scrolling shoot 'em up (or shmup) that gives the player control of a ship equipped with a weapons system that also doubles up as a life bar. There are three main methods of dealing out death - Lichtblitz, Nordwest and Rudel. Each have their own strengths and weaknesses, with Lichtblitz offering increased defensive coverage via an arc of ship-protecting fire; Nordwest offering 360 protection with liberal dabbing of the fire button; and Rudel offering conventional forward-firing green lasers with more strength than either of the other two. The main mechanic in Sturmwind is that each weapon system represents the player's energy bar (in a way), and being hit by enemy projectiles while operating one of them means you lose the abily to use it. Loose all three and your ship is toast.
Happily, you can collect power ups that restore downed weapons systems, and if you happen to be using a particular system when you collect a correspondingly coloured power up, you add additional strength to that system. It's a rather ingenious and original way of doing things, and it's but one of the reasons that Sturmwind stands out from the crowd. Level design too is equally inspired, with horizontally scrolling stages regularly mixing things up by adding in vertically scrolling sections - many of which have you dodging all manner of hazards or manoeuvring into tight spaces or gaps left by machinery in order to navigate the upward or downward motion of the screen.
Art style is almost a mixture of Giger-esque visuals and Lovecraftian horror themes, with hulking great space installations drifting by in the background, and monstrous creatures lurking in deep water chasms, waiting to eat laser death. Due to this, there are the obligatory screen-filling bosses which await the player at the end of (and sometimes mid-way through) levels. For the most part bosses are fairly predictable and their bullet patterns are fairly basic, although it must be said that Sturmwind is one hard game. Not unfairly so like some shmups, but it definitely takes some getting used to the backwards and forwards toggle for firing weapons, and you'll be seeing the 'game over' screen quite a bit before you conquer the entire single player campaign.
The main thing that really sets Sturmwind apart from not only the majority of indie titles on the Dreamcast, but also the official library, is that it offers extras and features that you'd expect to see in a contemporary title. Achievements, unlockable content and online leaderboards are all included. You can even record replays of your gameplay if you have an SD card plugged in. The presentation too smacks of a game that wouldn't look out of place on the PS4 or Nintendo Switch, with slick menu screens and thumping music matched only by the gorgeous in-game visuals, highly detailed player and enemy ships, and stunning pre-rendered backgrounds.
The main appeal of a game like Sturmwind is that it really shows what the Dreamcast can do, even in the hands of a talented independent developer. There are visual effects on display in Sturmwind that I personally haven't seen in any other Dreamcast title. The blend of motion video backgrounds with foreground sprites is seamless and offers some absolutely stunning cinematics at times. Coupled with almost flawless gameplay and an inventive weapons/life system, and Sturmwind a surefire winner.
On top of all this praise, there is the sheer amount of content and stuff to see and do. There is a stupid amount of hidden bonuses to unlock, and there are some really clever cameos and obscure references dotted throughout too.
If Sturmwind had been released in 2000 by a major publisher it would most likely have been heralded as one of the Dreamcast's greatest games and given the worldwide recognition it deserves. As it is, even though it is revered in the Dreamcast community it is pretty obscure outside of our niche. There are other titles on more contemporary systems that clearly take inspiration from Sturmwind (Soldner-X 2: Final Prototype instantly springs to mind), but for me nobody did or does it better than Sturmwind.
Sturmwind is easily one of the best games - let alone shmups - there has ever been on Dreamcast. With the recent re-release almost nullifying the obscene eBay prices that Sturmwind was commanding up until a couple of years ago, you owe it to yourself to grab a copy and drop it in your GD-ROM drive.

What do you think? Do you agree or do you dislike Sturmwind? Let us know in the comments or join the conversation in our Facebook group or on Twitter.

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The Shenmue Yokosuka Sacred Spot Guide Book

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The Shenmue Chapter One Yokosuka Sacred Spot Guide Map

So Shenmue III didn't make it's scheduled launch window of December 2017, but all's not lost...because according to the website of the respected Japanese video games magazine Famitsu, a Shenmue: Chapter One Yokosuka 'Sacred Spot Guide Map' will be coming to Yokosuka soon....Wait, what?!?

We have little more to go on other than this one Famitsu news story, so rather than babbling anymore about it, I may as well just give you a brief translation of the key information from the page:

In short:

The Yokosuka attraction promotion executive committee has been working with Sega, to produce a Shenmue Chapter One Yokosuka Sacred Spot Guide Map.
The guide map will feature locations such as shrines, parks, shops and more, that are representative of the time of the game's setting (1986).

Following this is a short schedule regarding how and when this map will be made available to the public:

1. Date of release
Sunday December 3rd 2017 
*It will be made available online at 10AM.

2. Places to pick up a physical copy
Yokosuka Tourist Information Center Sukanabi i, Tourist Information Center Dobuita Station, Yokosuka Tourism Planning Section and more.
「観光案内所ドブイタステーション」の画像検索結果
The Tourist Information Center Dobuita Station 
3. Map webpage 
Yokoksuka Tourist Information site "Koko wa Yokosuka"
Click here (site be updated on December 3rd)

4. Shenmue Sypnosis
It's a game made by Sega that was released for the Dreamcast in 1999.

It then goes onto explain a bit more about Shenmue and why it had such an impact on the gaming landscape etc, but I'm going to guess you lot already know that stuff, so I shan't be wasting my time bothering to translate that. You can use Google Translate or something from the link below to get the main gist I'm sure.

So there you have it. In short, from December 3rd a physical Map will be available at a variety of tourist information centers around Yokosuka. If you can't make it to Japan in person then I suggest checking out the online version via the official Yokosuka tourism web site. (We'll check back to update this page with the exact URL of the map once available)

You can find the original link in Japanese to the Famitsu story here.

Anyway, it's certainly exciting times for tourism in Yokosuka Japan. Will this bring a new wave of investment to the area from high rollers looking for the next thing to put their money into? Only time will tell. For now, I'll leave you with a couple pics of when I visited the area a few years back.
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Dobuita Highstreet
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A road that kind of looked a bit like some place in Shenmue at the time...but not so much now.
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What a twat.
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A no doubt childless elder couple with a pet pig that pissed on the floor near the harbour.
Source: Famitsu (in Japanese)

DVD Support Heading To Dreamcast

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Artist's impression. Um.
DVD is the one that got away when it comes to discussing the Dreamcast and the age-old reasons for its failure to go stratospheric. One of the many reasons people held out for a PlayStation 2 was because it offered the consumer the opportunity to try out new-fangled digital versatile discs, and it was an inspired tactic if you look at it from a business perspective. Yes, the Dreamcast was (and still is) a hoofing system and plays host to some of the finest vidya gaemz known to humanity; but back at the turn of the century the promise of owning a console that could also play movies out of the box was too great to resist for the majority.
An IDE modded Dreamcast is required at present
Anyway, it seems that the ever-inventive Dreamcast community has worked out a way to allow the Dreamcast to 'see' an external DVD drive as a storage medium and attempts to run games stored on DVDs have been successful. At present, the DVD drive is being used as an alternative to a standard IDE HDD with consoles modified to accept such a storage device, but with more development time it appears that running DVD movies on a Dreamcast is entirely plausible.

The original thread over at Assembler Games tells us a little more, and I also spoke to programmer Luiz Nai who is assisting the DreamShell developers in this quest. Here's what he told me:

"If you have the IDE-Mod in your Dreamcast just connect a DVD-IDE drive on your Dreamcast. You put the ISO files on the DVD and select them as you do on the HDD. At present, games files in CDI or GDI format are incompatible as games that use CDDA (Compact Disc Digital Audio) would not work. Also, the Dreamcast certainly has the power to run DVD movies but at the moment the priority is to get the DVD drive to read games. At present, the project is in the debug phase and the game Millennium Soldier has already been tested successfully."
- Luiz Nai

Probably don't start getting your DVDs in out of the garage just yet then, folks. And if you do you can probably just play them on literally any other device in your house (including some fridges, apparently). However, for another example of how the Dreamcast community strives to add new functionality for no reason other than it can, look no further.

Source: Assembler Games

A Quick Look At Gunbird 2

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Whenever there's a discussion about the best shmups on the Dreamcast, the usual names get bandied about. Ikaruga, Mars Matrix, Sturmwind, Under Defeat, Castle Shikigami 2, Dux. Well, maybe not that last one...but you get the idea. As epic and deserved of praise as all of those games are, there's one that rarely gets a look in when said hypothetical discussion is taking place - Gunbird 2. And since the original Gunbird has recently been confirmed as coming to the Nintendo Switch, I thought it would be fun to jump into the sequel Gunbird 2, and see if it really does deserve to be mentioned in the same sentence as its illustrious peers in the genre.
The Dreamcast is well known for certain genres: 2D fighters, arcade racers, crap football (soccer) games...and shmups. Apart from the Saturn and the NEO-GEO, I'm pretty confident that there is no other home hardware format that boasts such an exquisite library of shoot 'em ups, and in amongst the crowd of quality examples rests Gunbird 2. Released in arcades by Capcom in 1998 and then ported to the Dreamcast in 2000, Gunbird 2 builds upon the prequel's gameplay and features, adding several new characters, updated visuals and some pretty fantastic writing and unusual extra features.
A top-down, vertically scrolling shooter, Gunbird 2 will feel very familiar from the off to anyone who has ever played a shmup in this vein. I personally have never played the original Gunbird either in the arcade or on the Sega Saturn, so the fact that it is coming to the Nintendo Switch interests me greatly; and if it plays anything like as well as the Dreamcast sequel a fun time is almost guaranteed...

There are a trio of different play modes presented from the start, of which I will discuss shortly, but the basics of Gunbird 2 are thus. You pick a character from the initial stable of five, and then you head out into the game and it's down to you to hammer that fire button, blast enemies, collect power ups and ultimately see how far you can get without coming a cropper. The story is pretty good as far as shooters go, and the short dialogue sections between stages are - as mentioned - pretty well written. Basically, it's down to your chosen character to collect three magical elements (Sun, Moon and Stars), deliver them to a deity and then have them transformed into a macguffin called the Almighty Potion. However, a band of idiotic pirates also wants to do the same, and so they set about trying to find the elements first and unleash their own private army of mechanical death bots upon you - and the wider world - in a bid to hinder your progress.
Naturally, said death bots are quite prone to just flying around and spraying random configurations of easily dodgeable bullets in your general direction. So, after picking one of your unique avatars, you hit the skies of the 8 or so stages and wage all-out aerial warfare on the pirates and their automaton minions. Simples.
All of the initial characters (and the two unlockable ones) have their own distinct weapons systems and specials. The firing system is actually really intuitive, and consists of a standard attack of a stream of bullets and associated secondary projectiles that becomes more clinical as you collect power ups. Alongside this, you have a charge shot which is activated by holding down the A button. Once charged and released, the charge shot will unleash a wave of death on foes and is unique to each character. Some of them spawn a drone that drifts up the screen firing indiscriminately at baddies, whilst others launch homing attacks.

Playable Characters:
  • Alucard
  • Marion
  • Hei-Cob
  • Tavia
  • Aine
  • Morrigan (yes, thatMorrigan)
Finally, a bomb which clears the screen can be activated and again, these are quite inventive and in fitting with the stylings of the character you may be playing as. For example, Alucard's bomb sees an unholy crucifix spreading across the screen, decimating enemies; while the robotic Valpiro lets off an all consuming laser beam. The bombs are not infinite though, and should you find your arsenal depleted then extra stocks can be collected by destroying certain enemies.
Likewise, the charge shot is not simply a given. You have a power bar at the bottom of the screen which represents how many charge shots (and how powerful they will be) you have left. Deplete this and you can no longer charge shots, instead you must shoot more foes and replenish the gauge. It's a pretty cool system, and allows the player to assess when a charge shot is necessary at a given moment, or whether it should be saved for future choke points. There are also coins dotted about the levels which are left in the wake of certain destroyed enemies, and these offer score bonuses and extra lives should targets be met (as well as outrageous score multipliers if collected when flashing).
In some ways, Gunbird 2 reminds me of Raiden in that you are flying over inhabited landscapes and you can hit both air and land based targets with similar ease. On occasion, you will see crowds of civilians running from ground units that have destroyed their peaceful way of life; and the diversity of the enemies you are presented with is commendable. The hand drawn nature of the whole aesthetic is incredibly well done, and that everything is done with 2D sprites - including the huge bosses - is very cool. Gunbird 2 does its very best to look and feel like an old-skool shoot 'em up, and it succeeds in the visual department with first class honours. Furthermore, the animation of some of the minor units and bosses is straight out of the early 2000s, and while not really on a par with Mars Matrix the details are there to see and bring a smile to the face.
The majority of the bosses in the game have multi-stage incarnations, so when you blow one up, a secondary incarnation will emerge from the ruins like a phoenix and continue the crusade against you. Others have a third stage too, and the designs are really rather inventive. Likewise, the stage backgrounds are really rather cool and while they aren't set in real locations they take visual cues from places you'll recognise: Mexican towns, Arctic wastes, nondescript European cities with overtones of Venice. It's all resoundingly decent all round, in honesty.
One of the most interesting aspects of Gunbird 2 is the different gameplay modes. Original 1 gives the player a bespoke 'for Dreamcast' mode, in which the whole playfield exists in one screen; while Original 2 offers the original setup complete with vertically scrolling playfield that allows to you to move forward and backward to reveal more of the screen. The final mode is called 'Arcade' and is essentially a TATE option, flipping the screen 45 degrees and giving a full-fat arcade experience. If you have a 16:9 screen and you can rotate it onto its side, then this is the very best way to experience Gunbird 2 on Dreamcast. There's also a Gallery option that allows you to look at sketches and artwork of characters.
It must be said that a lot of the imagery and character art in Gunbird 2 is quite sexual, with huge female breasts and an exaggerated version of the female form in general being used not only in artwork and concept sketches, but even in the special attacks of some characters. I'm not an SJW by any means but I do wonder what the reception of this kind of imagery in a mainstream game would be like in today's society. Personally, I think women should be seen and not heard, and only then seen in the kitchen making my fucking tea, so help them God...but swings and roundabouts, eh?
Like most shmups on Dreamcast, Gunbird 2 is playable with two players and this opens up a whole new way to experience the game. In single player, you only get to see the individual charater cut scenes and story threads; but with two players you get to see whole new stories and interactions betweens characters. Some character teams get on swimmingly, others not so much. It's a really cool addition to what is already a great game and the best bit is that even without a second player, you can choose an option to play the two player game on your own and still be privy to the interactions between various characters. Very cool if you - like me - have very few 'real life' friends who live locally, who also want to play Dreamcast games on the regular.
So, what to make of Gunbird 2, then? Ultimately, Gunbird 2 is a solid and highly inventive shmup for the Dreamcast. Great music (really, really great music actually), great retro-styled visuals and a brilliant script coupled with enjoyable gameplay mean Gunbird 2 is certainly one that fans of the genre should seek out. That the original is heading to Nintendo Switch can only be applauded; and if this sequel comes too then it should be a 'must buy' for those who enjoy this genre.


All of the shots in this article were captured with an AverMedia Extremecap U3 and an Akura. The game isn't VGA compatible and I captured with a DreamShell modded Dreamcast that bypasses the VGA lockout.

What do you think about Gunbird 2? Are you a fan? How does it measure up against other Dreamcast shmups and will you be getting Gunbird on Switch? Let us know in the comments or join the conversation in the biggest Dreamcast group on Facebook...or on Twitter. Ta.

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Get Festive With These Dreamcast Christmas Jumpers

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Looking for something to wear to the office Christmas party that belies your affection for the greatest console ever created? Want to effortlessly exude a level of festive swagger and style that transcends all cultures and language barriers? Want a garment so decadent in design that you'll still look like the coolest mofo on the block while you sit there unable to move after stuffing your disgusting bloated face with a metric tonne of chocolate and turkey on Christmas Day? Then look no further than this Dreamcast-themed Christmas jumper design from Coto7.
Available in a range of colours (and also several different garment types, including hoodies and varsity jackets), the 'All I want for Christmas...is a Sega Dreamcast' apparel is perfect for showing the rest of the world which way your gaming bread is buttered. The design is screen printed rather than embroidered (and appears to be the standard Dreamcast stock image ripped from Google), but the £20 price tag isn't overly extortionate and Coto7 offers free shipping on all UK orders and reasonable shipping to other arts of the world.

These are available in a range of sizes, and in mens, womens and childrens styles. Check out the 'All I want for Christmas...is a Sega Dreamcast' at Coto7 or on Amazon.

Will you be sporting one of these at festive events over the annual period of commercial greed and overindulgence? Let us know in the comments, in our Facebook group or on Twitter.
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