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A Statistical Analysis Of Dreamcast Game Prices

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Recently, we featured a video here at the 'Yard from a YouTuber known as Vince19 in which the various sales figures for Dreamcast games were investigated in great detail. It's a facinating study into the variables that affected certain titles' ability to make consumers part with their cash and we would recommend that anyone with even a passing interest in statistics take a look at it.

Now though, Vince19 has returned with a follow-up video in which he attempts to decode one of the most sensitive topics in the retrogaming sphere - the continued rise in the price of games. The reason why it's relevant to us, is that Vince19 uses the Dreamcast as the test bed for his research, studying the relationship between used prices and original sales figures, and all manner of statistical data to interpret just why certain Dreamcast games can command some pretty astronomical price tags. Furthermore, the roles of review scores, YouTube and eBay are all brought into the equation.


As with the previous video, this is all based on the US market and so whether the findings can also be transposed onto the PAL or Japanese market is debateable, but it's certainly an interesting and wholly empirical look at a topic many of us will no doubt have an opinion on.

Feel free to follow Vince19 on Twitter here and find his YouTube channel here. What are your thoughts? And does the continued rise in the price of retro software concern you? Let us know in the comments or get involved in our Facebook group or on Twitter.

Component Video Heading To Dreamcast Courtesy Of HD Retrovision

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Recently here at the Junkyard we took a look at the different types of A/V connection that you can use with your Dreamcast. The various types of cable that most people will be using to get an image ono a television or monitor will fall under the umbrella of either RF, composite, RGB SCART, S-video or VGA. It looks like we'll soon be able to add another connection type in the near future if HD Retrovision has anything to do with it: component.

We did mention this very fleetingly in the aforementioned article, but it seems that those clever lot over at HD Retrovision - purveyors of high quality cables for all manner of retro systems - have been experimenting with a Dreamcast YPbPr component cable for some time now, and the tweet above shows that they have a working prototype that allows for 480p images for VGA-compatible games and 240p for those which aren't.
This is particularly interesting for those who want to play games like Hydro Thunder and Air Force Delta et al without the need to constantly switch cable types. Hopefully we'll hear more about this interesting development in the coming weeks and months.

In the meantime, be sure to check out the HD Retrovision website here.

Kickstarter: Not every retro game gets a Dreamcast stretch goal

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Another day, another retro game Kickstarter. Refreshingly, today's effort is slightly more interesting affair in that it is targeting the Nintendo 64 audience for a change, aiming to publish a near two decade old cancelled game from the era.

40 Winks (aka Ruff and Tumble) did see the light of day on the original playstation, but the Nintendo 64 port was cancelled when its publisher GT Interactive went belly up, and when Infogrames picked over the carcass, the game ended up in the chaff pile instead of the wheat. Piko Interactive has recently picked up the rights to the game, and have already secured their modest US$20,000 goal within one day. They plan to develop, test and manufacture some brand new minty N64 cartridges for the game, so that it can be finally realised in physical form all these years later.
Some good ol' 90s era 3D platforming (apparently, never heard of it)
Hang on, isn't this the premiere destination for all things Dreamcast? Why are we suddenly talking about the Nintendo 64? Well, with every successful Kickstarter campaign that features a retro, or retro-inspired game, it's only natural that the masses start shouting "Dreamcast Stretch Goal! Dreamcast Stretch Goal!" And with good reason.



By all reports, the Dreamcast is easy to develop for, has a strong community backing, and there is no need to muck about with stone age PCBs. Just press it to CD - instant Dreamcast hit! It's worked for other recent successful Kickstarter campaigns, such as Xeno Crisis, Tanglewood and FX Unit Yuki (formerly Henshin Engine), so why not 40 Winks as well?
A Dreamcast 64? I knew google wouldn't let me down
For starters, those previously mentioned games were for vastly inferior 16-bit hardware. The Mega Drive and PC Engine already have very decent Dreamcast emulators (official ones even), and those developers could easily wrap their original 16-bit games in an emulation wrapper to "port" the game to Dreamcast. This can be a more than satisfactory solution, as this method was more or less used by Chui on behalf of JoshProd for the Neo Geo ports of Breakers and Ganryu. Job done, let's go grab a pint, Dreamcast stretch goals made easy.
and lets just wait for this whole thing to blow over
Not so fast. This idea would be a lot more difficult for a Nintendo 64 game. The technological gap between our two systems isn't as wide, and there are no decent N64 emulators for Dreamcast (unless 10fps is considered decent). A potentially cheeky solution would be to run the playstation version of the game in a Bleem! based emulator, but that's a surefire way to incite an angry mob with pitchforks to your door at 6am in the morning.
obligatory Simpsons reference? check.
The only way forward would be to do an honest to goodness port - re-compiling the game for the Dreamcast architecture. This task usually requires the "source code," the instructions required to make the game work, which can be edited and reconfigured to match the host hardware. Without the source code, you would need to reverse engineer the ROM of the final game, which requires an intimate understanding of the binary code contained within, and how the console understands and moves that binary code into the different microchips of the host hardware.
Oh oh
Piko Interactive doesn't have the source code, they only have the compiled ROM. They have said that they are continuing to tinker with the ROM they were provided, but it's one thing to add features or remove bugs in a ROM already compiled to run on a specific hardware platform, and a complete whole other thing to significantly re-engineer that ROM to run on an entirely different piece of hardware. Even Elon Musk would struggle to do that, and he's a super genius space alien from the future, sent back to save us from our own stupidity.
I really enjoyed that car floating in space thing
So the chances of a Dreamcast stretch goal in this particular instance are getting very slim. Furthermore, the official campaign makes no mention of the Dreamcast at all, and if you do a little digging on the page, you'll find these curious responses in the comments section.
So, um, is it real or fake?
The "leaked" image of the currently locked stretch goals does include a Dreamcast port, but only if the campaign exceeds a quarter of a million US dollaroonis!
Wowzers!

It's difficult to say if Piko Interactive is really serious about that proposal. They seem to have a foot in both camps. To give them the benefit of the doubt, they look like a decent retro game publishing house, and they could be just innocently dreaming big, with pie-in-the-sky aspirational hopes for a phenomenally successful campaign. On the other hand, they really shouldn't be stirring up the easily stirred up Dreamcast camp. It's only going to lead to confusion and misery when Dreamcast fans attempt to support the project and then retract their pledges at the last minute when that unlikely stretch goal isn't met.
C'mon, c'mon! Execute!
Can't we just let the Nintendo 64 have its own Kickstarter moment? We don't really need to get involved this time, do we? I don't want to discourage Dreamcast indie game development or potential game ports to our beloved system, but we really should pick our battles. This is why we end up with Mega Drive ports instead of potentially amazing original Dreamcast content like In the Line of Fire or Xenocider meeting their funding goals. I wish Piko Interactive all the best with their Nintendo 64 game, but I'm saving my money for the next big Dreamcast thing (probably just some more JoshProd reprints but whatever).

~~~***~~~

P.S. Speaking of Kickstarter news, those who backed the Dreamcast port of the Mega Drive title Xeno Crisis can now fill in their BackerKit surveys and choose whether to receive the game with US, PAL or Japanese style artwork. I'm in danger of going off on another rant here. While choice is always a good thing, this one annoys me because: a) I'm indecisive about which style I like best, b) the mock-ups are usually unfinalised placeholders which doesn't help with making a decision, c) I have an entirely unhealthy obsessive compulsive need to own all versions so I can digitally scan them for historical posterity, which seriously hurts my bank account. 
Which one? I dunno? Why can't I have all 3?
JoshProd was onto a good thing when he made his NTSC releases with a reversible manual, so the game could have both a Japan and US style cover in the one package. With some origami style ingenuity, I'm pretty sure all 3 style covers could be included in the one jewel case. You could even go so far as to have both versions of the US style packaging too, one black and one white. One game, one purchase, 4 different style covers. You know it makes sense.

VS Link cable now available from Dreamcast Live

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Dreamcast Live's VS Link Cable
Like myself, I'm sure many of you out there have fantasised about owning the Dreamcast VS link cable for quite some time now. While only compatible with a handful of games, the thought of playing multiplayer F355 Challenge, Virtual On and more, without compromising half the screen, is enough to leave me frothing at the gash. The problem is (or rather WAS), the official and even third party Dragoncast cables are both extremely rare, usually fetching around $200 or more on eBay.
Tom Charnock playing with himself...the loser that he is.

If you have no idea what I'm talking about, check out Tom's previous article on the Dragoncast VS cable here.

Fortunately for us, the barrier to entry has finally been lifted thanks to the geniuses over at Dreamcast Live. Not content with releasing only the Dreampi (a method of reviving dial up Dreamcast games' online modes), Luke Benstead, Pcwzrd and his team have finally managed to engineer a solution of their own for playing the VS Link games locally.

Their third party cables went on sale yesterday and currently go for $40 plus shipping. Admittedly, it may seem a little expensive for a cable, but compared to the other options, it's a bona-fide bargain.

If you're interested in making a purchase, head on over to their online shop where you can also pick up the aforementioned Dreampi. I've heard through the grapevine, they're currently hard at work attempting to bring back servers for NFL 2K1, WSB 2K2, Speed Devils Online and possibly even Outrigger. Keep up the good work guys. The DCJY team salutes you!

Compatible VS Link Titles
F355 Challenge
Virtual On Oratorio Tangram (J-NTSC version only)
Sega Tetris (J-NTSC version only)
Aero Dancing F
Aero Dancing I

Dreamcast Hunting in Akihabara

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A couple months back, during Japan's Silver Week national holiday, I took a short trip to Tokyo to meet up with a few old friends. Seeing as I was already in the area, I took a day to check out how the gaming scene is doing in the world famous Akihabara (it would have been rude not to really). I focused specifically on the Dreamcast for this article, but it's a similar story for most other consoles. Read on to see my findings.


Mulan Akiba

First stop, Mulan Akiba. When I visited they had just a small selection of about twenty Dreamcast games tucked on the bottom of a shelf at floor level. There were only twenty or so titles and nothing special to mention, mostly visual novel chaff and a few common RPGs. They did have Guilty Gear X, but...ouch! Look at that price. You'd be better off going to eBay.

Had to get on my knees to look through this crap.
Guilty Gear X for 2,058JPY (£13.50, $18) plus tax...er no thanks.



Retro Game Camp
The next stop on my tour was far more interesting - just look at that display case! There was also a rather large shelf of games with an impressive range of titles. The prices weren't terrible but not much different to eBay and certainly more expensive than Yahoo Auctions Japan. One good example of the type of item you still can find a good deal on in Tokyo, was the DC dancemat for a paltry 1480JPY (£10, $13). Due to the cost of shipping, weighty items like this; arcades sticks, twin sticks and other bulky items, are often sold on eBay for three or four times their value, meaning you're really paying for the shipping more than anything else. If you've got room in your suitcase, they're one of few types of item, you can still find at what seems like a bargain price here in Akihabara. I already own one, so suffice to say, I left empty handed.
A selection of rare games was to be found in this case at standard prices. No bargains here.
An entire shelf dedicated to the DC, not bad.
A dreamcast in a battered box for 6300JPY (£42.50, $56).
Can't go wrong with a DC dancemat for a tenner.



「book off akihabara」の画像検索結果 
Book Off
Next up, the sister shop of the infamous Hard Off chain. This particular one had a far larger space dedicated to modern games, but lurking in the retro section was a modest selction of Dreamcast titles. The rarer stuff was all priced at standard eBay prices but there were definitely a few good deals to be found on more common games such as the pictured Samba De Amigo at just 500JPY ($4.50, £3.50). Having lived in Japan for eight years, I picked up most of the more common titles many moons ago, so it wasn't much good to me. Still, some bargains on common games to be found here for sure. 
The modest selection at Book Off.

The rarer of the two Advanced Daisenryaku games on DC, 6,450JPY (£43.50, $57).

£3.50 for Samba De Amigo. Bargain!


Rashiban
It seems like this shop has only recently begun stocking retro games. They had one small isle with some Saturn, PS1 and SNES games, but no Dreamcast as of yet. Oh well, the next stop is my favourite in the city...surely it won't disappoint.
Trader
Now we come to what has always been my favourite game store in the area. As you enter you're treated to a room filled with modern systems and games, but take a walk up a small flight of narrow stairs to the 2nd floor and you're in for a real treat.
While not the biggest room, this place is absolutely packed to the brim with retro games and systems from pretty much every console you can imagine. They also have one of the biggest selctions of Dreamcast games in the area - feast your eyes on this lot! To be quite honest, the prices aren't much better than eBay, but at least you can enjoy the privelage of sifting through the games with your bare hands, holding each one and inspecting the conditon personally. Of course, the staff here really know their stuff, so you wont find many bargains but even a stingy bastard like myself never leaves empty handed. This time no Dreamcast games I'm afraid, but I did leave with ToeJam and Earl and Mutant League Football for the Megadrive, along with the rather rare Gulkave for the SG-1000.   
This is what I'm talking about!
Rather fitting that this was the only photo from my trip that came out upside down. This piece of trash really doesn't deserve my time to rotate it, so I'm leaving it as is.

A couple uncommon console variants both priced at 18,000JPY (£118, $160). Neither is %100 complete. 
Special Edition version for 8200JPY (£55, $74).


Shikigami no Shiro 2 including pendant, 15,000JPY (£101, $135)


Both versions of Border Down, REG 17,500JPY (£118, $157), LTD 35,000JPY(£236, $315)



They even had a few American games at reasonable (considering they're import here) prices.




A few more boxed consoles in good condition.

「super potato akihabara」の画像検索結果
Super Potato
Lastly we come to the most overrated game shop in the whole of Japan, if not the world; if you're buying much here, I'm sorry to inform you, you're doing it wrong. This is by far the most expensive game shop I've ever had the mispleasure of visiting in Japan.
If nothing else, I will admit it's a spectacle; four or five floors dedicated to retro gaming, holding some of the rarest games you're ever likely to see out in the wild. Unfortunately, the prices are also out of this world. This shop's idea of a bargain is matching eBay prices...and you'll have to work hard to find them. They no longer even have a set price on many of the games in stock, instead just a 'price range' for example "2000-3500JPY". You have to take the case to the register where depending on condition they'll tell you what you'll need to pay...and none of these prices even include tax! Seems like a boarderline scam if you ask me. On a more positive note, they also stock some reasonably priced gaming knicknacks such as Dreamcast mugs as seen in the picture below.
The top floor houses a small arcade room, which also happens to be where I spent most of my time on this visit, playing Dodonpachi. Come for the spectacle and Arcade but make sure you do those currency conversions thoroughly because this place is a tourist trap, nothing more. Needless to say, I left empty handed.

Boom!

Ouch! Mars Matrix 6,980-8,980JPY (£46-£60, $62-$80) Ikaruga 8,480 - 9,800JPY (£56-64, $75-87) plus tax...YES, PLUS TAX!
Umph! 1980JPY (£13/ $18) for CVS. You can find it cheaper on eBay.
Fuck right off! 2800JPY (£19, $26) for regular Jet Set Radio, no chance.




Surugaya
Lastly, we come to my favourite new shop on this trip...well, to be honest, I'm not sure if it's new but I'd not seen it before so 'twas new to me. Not only did this medium sized shop sell games for a huge variety of systems, it even had a selection of arcade boards. Again, the prices are roughly around eBay level, so I left with nothing, but if the country you call home is anywhere but Japan then you might find something of interest at a price that seems reasonable.
Cannon Spike 5800JPY(£38, $52)

Napple Tale (£56, $75)

And that brings us to the end of the trip. I came away with a couple Megadrive games and one for the SG-1000. Not much of a haul, but in fairness, I do already have a fairly large collection, so most of the games I'm in the market to aquire are fairly rare and demand a high price. Specifically for the Dreamcast, the ones I'm looking out for are mostly shmups and believe me, Akihabara is not the place to go looking for bargains on shooters. The shops are highly specialised and all know their shit when it comes to games. The odd item or two may slip through the cracks at a bargain price, but you can be sure such items will be snapped up quickly.


Honestly, if you're coming to Japan with the intention of buying games, I suggest you try to find some shops out in the suburbs of one of Japan's smaller cities. Tokyo, especially Akihabara, is by and large a rip off for rich collectors wanting prisine items, or clueless foreign tourists. Don't say I didn't warn you. Still, it's nice to just see all this stuff out in the wild and soak up the Akihabara atmosphere, so certainly not a wasted day by any means.


If you'd like to read more about collecting games in Japan, check out this rather comprehensive article I wrote on the subject for a different blog a while back. Despite being a few years old, most of the information is still relevant Top 5 Methods of Buying Games in Japan.

Help Support SEGA Raise Funds For Special Effect!

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SEGA Europe is raising money for the most noble of causes - gaming charity Special Effect, an outfit devoted to enabling those with disabilities to enjoy the most awesome pastime of all time: gaming! The Gameblast 18 event will see various members of the SEGA and Hardlight teams take part in a 24-hour gaming session, during which a multitude of games will be played, rivalries will be formed and souls will will undoubtedly still burn well into the wee hours.

The entire stream will be...erm...streamed on that Twitch thing - you know, that thing the cool kids are all using these days. Personally, I have very little idea what Twitch actually is, and that's because I only ever browse the internet with a Dreamcast and a copy of Dreamkey 3.0. Can't knock me for living the dream, can you?
Anyway, SEGA Europe is trying to raise just £2,000 for Special Effect in an attempt to help all of our fellow gamers who have serious disabilities enjoy games in the same way everybody else does. I'm pretty confident we can help them smash this total though. With me? Then go here to Just Giving and donate what you can. I just gave a tenner because I'm skint after buying a new motorbike, but every little helps. You can also watch the stream here or by using the window below once the stream starts at 6pm UK time on Friday 23rd February. Thanks all!

Watch live video from SEGA on www.twitch.tv

First new DC game of 2018 - Ghost Blade! (again!)

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Breaking news (ok, month old news that I just found out about) that is sure to make our very own Ross jump for joy. We have a release date for the first Dreamcast release of 2018, and it will be another in JoshProd's series of US/J-NTSC style reprints. Ghost Blade will be available to own again on March 23rd 2018.

Video Games New York is taking pre-orders now, and the effort they have gone to create promotional material and the lack of pre-orders at other online stores suggests that it might be an exclusive release for the store (maybe?).



In any case, if you don't yet have Ghost Blade in your collection, or if you have a pathological need to own every reprint and version of every indie dreamcast game, then get your pre-orders in now.

P.S. I had trouble pre-ordering to an Australian address, so not sure whether Video Games New York ships outside of the USA, but feel free to give it a shot (or, like me, use a parcel forwarding service).

P.P.S. They are currently offering free (USA?) shipping with the code "Dreamcast2018" which is very nice.

~~~***~~~

Check out our two reviews of Ghost Blade, and out developer interview with Hucast's René Hellwig

DreamPod - Episode 57


Update: 40 Winks Dreamcast Stretch Goal Announced

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Just a quick update to let you all know that the 40 Winks Kickstarter campaign has indeed announced a Dreamcast port stretch goal if funding exceeds US$200,000. *glares at every gumshoe reporter who contacted us on Twitter, Facebook, or just spitting-chip-at-me-on-the-street to insist I update my original rant* Happy now?
The appropriateness of a Dream-themed platformer on the Dreamcast has not escaped me.
Not much new to report other than that. I think most of my reservations still stand. Further comments on the campaign page indicate that a back-up of the source code for the playstation version *might* still be available, which would help aid as a guide for a native Dreamcast port. They seem to know what they are doing and what they are talking about, but I'm still uncertain about whether they are underestimating the task ahead of them, or whether I'm making a mountain out of a molehill.
In any case, 200k would burn a significant hole in anyone's pocket, so wages for some devs to have a crack at it would be covered for at least a little while. If it all goes pair-shaped, a Bleem! based wrap-around solution could also be drawn upon as Plan B, which would also be fine.

But the biggest hurdle is general apathy and overall Kickstarter burnout. It seems fairly premature to be courting the interest of the Dreamcast community at this stage. Other campaigns that have tried and failed at least had a demo running on real hardware as a proof of concept. Maybe if they can provide such a demo before the funding deadline, I'll change my tune, but with so many "fully-funded" Dreamcast games apparently stuck forever in development hell, we've been thrice bitten, frice shy.

~~~***~~~

P.S. If this gets close to $200k, I'll probably be a hypocrite and still back it. I never learn.

Rare Dreamcast-based digital aquarium sells for US$3650

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Ever wanted to own one of the rarest variations of the Dreamcast hardware? With touchscreen controls and an exclusive game where you can interact with digital fish? Sorry to say you've just missed out, but it would have set you back over US$3650. so you probably aren't that gutted.
We've previously covered the Sega Fish Life Digital Aquarium here, and here. If you're too lazy to click the links, it's basically a rare curio from Japan that was mainly sold to businesses like restaurants. While waiting for their steaming bowl of ramen, patrons are soothed by the realistic looking digital fish gently swimming around, and you could even tap the glass to interact with them. Unlike real aquariums, business owners never had to ever worry about forgetting to feed them or cleaning out a scummy tank. Japan thinks of everything.
Chilean-based Juppon Gatana retro store finally sold their unit to an identity obscured ebay member r***i, who dominated the auction with a bid of US$2000 on 22 Feb, and defended against 3 other serious bidders, before the auction ended yesterday at a cool US$3650. Juppon Gatana's reserve was met, so presumably the unit will soon be on its way to a happy (and decidedly poorer) new owner soon.
Here's hoping r***i has the ability and philanthropic compassion to digitally preserve the Sega Fish Life GD-ROM and dutifully release it into the wild, so that maybe one day us mere mortals might be able to experience its esoteric delights via a suitably modified emulator. I jest, that's probably not going to happen... stupid hoarders.

A Statistical Analysis Of Dreamcast Launch Sales

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Our good friend Vince19 has been at it again, this time analysing the launch window sales of the Dreamcast in the United States, and drawing comparisons to a host of other retro, contemporary and current gen systems. We recently featured Vince19 's other statistics-based videos here at the Junkyard ( heck out a statistical analysis of overall US games sales and a statistical analysis of Dreamcast game prices), and they're both well worth a watch if bias-free and purely factual analysis are something you're a fan of. Plus, Vince19's soothing mid-Atlantic accent is strangely soothing. Check out the latest video below, and see how the Dreamcast stacks up against the competition in terms of units shifted in the first few days of release:


Remember to give Vince19 a follow on Twitter to stay abreast of his uploads, and you can find his YouTube channel here.

A Quick Look At Tech Romancer

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You have to hand it to Capcom. The Japanese firm really did pull it out of the proverbial bag when it came to putting top notch games out on the Dreamcast. Man, just imagine the Dreamcast without Capcom. There'd be no Power Stone, no Street Fighter, no Resident Evil. Gunbird 2, Mars Matrix, Marvel Vs Capcom...they're all a result of Capcom throwing pretty much everything and the kitchen sink at Sega's system. Capcom were pretty damn cool back in the late 1990s and early 2000s, eh?

One game that rarely gets a mention though, is mecha fighter Tech Romancer; a 3D one-on-one brawler with a slightly ridiculous name but which exudes a level of production value rarely seen in an original franchise without an anime or manga heritage to fall back on. Furthermore, it might sound like a game in which Metal Gear Rex sends C-3PO a bouquet of roses and a box of chocolates, but to dismiss Tech Romancer on name alone would be a big mistake.
Upon booting Tech Romancer (known as Chronicle of Super Steel Warrior Kikaioh in Japan), you're greeted with an overly enthusiastic title screen and intro sequence that feels straight out of a 1980s Saturday morning cartoon that was appropriated from the Far East and syndicated; but only after being dubbed dubiously into English without a single fuck given. The only thing missing is the tracking interference regularly seen on VHS tapes you used to get from Blockbuster that had already been watched and rewound several thousand times before you rented it.
Herein lies the great deception though, for this game and all of its perceived heritage is nought but folly. Just like Wainhouse Tower, Tech Romancer and all of its apparent lore is a fabrication of something grander. While it may appear to be a game based on some obscure cartoon series you didn't know existed (because you're just not cool enough, frankly), Tech Romancer is a totally original IP that was created just for the arcade original, and this subsequent console release. All of the robots and animation sequences were designed by Studio Nue, a well-known animation studio responsible for some of the most widely regarded and respected anime productions around; and it's down to this mastery that you be forgiven for thinking you'd completely missed something awesome.
As an example of pure aesthetic genius, in which pedigree and kudos is demanded from its audience from the off, Tech Romancer is an unadulterated lesson in how to get things totally spot on...

Happily, things aren't derailed when the game proper begins...but more on that later. The bubblegum-hued menus, the funky music, the retro-futuristic vibe all combine to make Capcom's title a real joy to behold before you've even really dived into the main meat of the experience. There a total of xx mechs to choose from initially (it's hard to tell with the differing number of pilots and variations), and the central single player mode is split into two modes: a full on story mode complete with dialogue screens and intertwining stories that link the various pilots together; and a straight-up arcade mode where you battle enemy robots in sequence with no story threads to worry about. What's especially cool is that some of the robots have multiple pilots and their own mechs, and there is dialogue that gives Tech Romancer an almost Pacific Rim feel. Again, this is amplified even further when the story mode introduces non-playable foes who are also on a gigantic scale and which must be dispatched with a well aimed rocket or metallic fist before moving on.
Gameplay wise, Tech Romancer isn't really on the sort of fluid, beginner-friendly level as Soul Calibur. However, it's a different type of fighter and ranged weaponry takes priority over getting up close and personal. The vast majority of the mechs are capable of firing lasers, missiles or body parts across the screen to connect with a metal jaw or arse; but if the situation requires you to get all up close and personal (up in someone's grizzle, for example), unloading with body shots and uppercuts then you can take that route too. To be honest, this feels more satisfying than firing rockets from the other side of a city block and gives an even more authentic Pacific Rim feel...only pre-Pacific Rim. Am I mentioning Pacific Rim too much?
On top of the awesome Earth-shaking fights and 'easy to pick up, difficult to master' gameplay, there is a whole system of power-ups and special attacks that can assist you in your metal-mangling quest. Theatres of battle range from cityscapes and deserts to off-world bases, while all the time an outstanding anime-influenced thread runs through the game. Honestly, it sometimes gets a bit overwhelming as neon-coloured icons pop and sparkle around the HUD, lightning-tinged explosions erupt across the landscape, and super attacks invoke the type of sequences not seen outside of the most hardcore anime series (those with epilepsy probably shouldn't play Tech Romancer - seriously). However, all of these components combine to create an utterly fantastic experience that really does feel like something that is far bigger that the sum of its parts.
If Tech Romancer were the officially licensed video game of some highly regarded anime classic, then it would undoubtedly be heralded and paraded as the pinnacle of the screen-to-game genre. But that it has no such history and could still coerce the unknowing into thinking it was...that's pretty fucking incredible. The cut scenes, story and aesthetic of Tech Romancer combine well with the fun gameplay, interesting play modes and outstanding level of unlockable content to create one of the best hidden gems on the Dreamcast. If you like fighting games and you like mechs, this should be on your shopping list...and even if you don't like those things Tech Romancer should be on your shelf.
What do you think? Are you a fan of Tech Romancer? Let us know in the comments or join the conversation in our Facebook group or on Twitter.

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World Series Baseball back online with DreamPi

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World Series Baseball 2K2 is back!

Being from the UK, I can't say I've played many Baseball games in my time, the only ones that come to mind are Super Baseball 2020 for the Neo Geo CD and World Series Baseball 2K1, which for reasons unbeknownst to me, I and a friend used to love playing back in our days in 6th form collage (high school for you yanks). We even made one custom character each. I remember this quite vividly because my friend's character was named Saddam, yes as in Saddam Hussein, and also shared his likeness.

The random images you can find on Google never cease to amaze me.
While Sadam's days of hitting home runs out of the park, along with his save file, are unfortunately long gone, online baseball on the Dreamcast isn't. Thanks to Shuouma, from the Dreamcast Live team, World Series Baseball 2k2 is playable online once again with DreamPi.

Anyone who knows anything about baseball games (so not me) will tell you, WSB 2K2 is the best example of the sport on the DC, so it's fantastic that its online features have been restored. What's more, now they've successfully got one 2K sports title up and running, no doubt it's only a matter of time before others follow. I'm personally looking forward to NFL 2K1 which according to the Dreamcast Live's website, is currently a work in progress.

As Always, great work guys!
Dreamcast Live's Shuouma has once again stepped up to the plate
If you haven't yet rejoined the online party, consider picking up a DreamPi from the Dreamcast Online store.

Hardware Review: DOC'S Infrared Dreamcast Controllers

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Wireless controllers are pretty standard in the modern gaming era. The Dreamcast has recently joined the Bluetooth party through the excellent but expensive DreamConn; and the soon to be released wireless peripherals from Retro-bit will hopefully expand that reach (no pun intended) even further, should they get the price point right. However, neither of these options can lay claim to being the original method of playing Dreamcast games without being tethered to a console by a physical cable. Far from it in fact, for you see, way back at the turn of the century an outfit called DOC'S released an infrared controller system for the Dreamcast.
It's hard to ascertain exactly when these controllers were released as information on them is pretty scant online and is mainly limited to old forum threads, but one thing is certain - way before the DreamConn and Retro-bit came along, the Dreamcast did indeed have a wireless controller and with this review we'll take a look at the physical design of the controllers, the antiquated connection method and investigate just how well the DOC'S hardware works. It's also worth noting that DOC'S also produced infrared peripherals for the Nintendo 64 and PlayStation too, and while these are a little more common than the Dreamcast variant, they're still fascinating from a technical standpoint.
First though, a history lesson. DOC'S was a subsidiary of electronics firm Arista Interactive, a company now trading under the name Arista Manufacturing and you can find their website here. Oddly, there is no mention whatsoever of the DOC'S brand on the current site and the firm now appears to be completely out of the gaming business, but for a short period in the late 1990s and early 2000s (I can't be sure which), this outfit was doing some pretty admirable things with wireless console gaming technology, even if it doesn't really stand up by today's standards...

Pippin Atmark Applejack
DOC'S Dreamcast IR Controller
The first thing you're probably baulking at here is the physical design of the controllers themselves. They look sort of like the bastard lovechild of the original PS3 'boomerang' controller and the Apple Pippin Atmark'Applejack' controller. The elongated handles and the fairly unorthodox placing of the analogue stick do make the DOC'S controller look pretty awkward to hold. However, once in the hand they do actually feel pretty comfortable and your thumb naturally rests on the analogue stick due to its central position. Unlike the official Sega controller, the d-pad is placed above the analogue stick, and this is quite interesting as it almost mimics the placement of the left analogue stick on the PlayStation's Dual Shock controllers.
The DOC'S controller places the analogue stick below the d-pad
The start button sits where you might naturally expect to find a second analogue stick on a modern controller, and the other face buttons are as they were, present and correct. Sadly, they don't feel anywhere near as tactile or solid as the buttons on the official pad, and neither does the analogue stick feel as precise; but it rotates nicely in its socket and the analogue triggers likewise, are pretty smooth in their travel.


To be totally honest, the elongated 'handles' of the DOC'S controllers do actually feel a bit better in the palm than the official Sega controller's stunted appendages - to me at least - but it's all down to personal preference I guess. On the top of the controller, there's a distinct lack of an aperture for a rumble pack or a VMU, and that's because the transmitter array is located there. And this is where the 'antiquated' (by today's standards, anyway) remark from earlier comes into play. See, the DOC'S controllers hark from an era where Bluetooth was something kids got from eating too many raspberry-flavoured ice pops (probably); and not a widely available wireless standard, and as such they rely on infrared technology instead.
In order to communicate with the Dreamcast, the controllers must send their signals to a receiver box that plugs into the Dreamcast via the A and B ports. This is most likely because the DOC'S set comes as a pair of controllers and they can be assigned to player 1 or player 2 via the toggle in the centre of the button cluster. Interestingly, the receiver box has a range of LEDs and IR receivers that blink as they receive inputs from the controllers, and the back of the receiver box also allows for a VMU to be plugged in. Only one mind, but it's better than nothing. The controllers also have built-in rumble so the need to slap in a rumble pack is negated, but the implementation of said rumble effect (at least in the units I have) is pretty hit and miss.
And 'hit and miss' is a pretty good way to describe how these controllers actually perform when you try to play games with them. Naturally, due to the reliance on infrared you need to maintain a line-of-sight with the receiver so that the inputs can be fed into the Dreamcast, and as such it can be a bit unwieldy constantly pointing the controller at the receiver. Putting the receiver on top of the TV like the Nintendo Wii bar can help with this, but the stingy length of the DOC'S wire can hinder you in this particular endeavour. Who want's a Dreamcast dangling precariously off the side of the TV? Not me, sunshine.

On top of this, it seems that if you break the IR beam by pointing the controller away from the receiver, and then point it back, it takes a few seconds for the connection to be re-established and so you'll find yourself momentarily unable to control what's happening on the screen. Furthermore, the connection is incredibly erratic with the inputs sometimes being laggy or duplicated, which is especially annoying in menus, for example. Constantly pressing up or down on the d-pad only for the menu to react a few seconds later is a sure fire way to unwittingly invite the emotion commonly known as annoyance into your living room, crack it a beer and ask it to put a film on.

These gripes aside though, once the connection is stable and you're not waving your arms all over the place, the DOC'S controllers can perform pretty well. Analogue controls function as you'd expect - I headed to Sega Rally 2's calibration settings screen to test the analogue stick and triggers, and while the results aren't as accurate as a standard wired controller or the DreamConn, the results were more than acceptable.
Note the analogue steering at -70
Note the analogue brake/left trigger at 38
The DOC'S controllers themselves run off four AAA batteries, while the receiver draws power from the Dreamcast, and while the controllers may look a little ugly in comparison to other third party and official peripherals, they are comfortable and work well for the most part. That said, the annoying lag and the fragile infrared connection can be a problem, and as such I really wouldn't recommend these things to anyone but those who wish to collect random arcane Dreamcast rubbish. They aren't accurate enough or responsive enough for the majority of titles and the number of button presses that simply aren't registered boarders on the maddening at times.
The original boxed article. Source
These controllers are - I'm lead to believe - pretty rare these days and are really only worth seeking out if you want them for your collection. Trying to use them regularly isn't really a viable option so you're best off sticking to the standard wired controllers, forking out from a DreamConn or waiting for Retro-bit's upcoming wireless offerings. Still, as a cool bit of antiquated and lesser-spotted Dreamcast paraphernalia you could do much worse!

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Dreamcast at the Oscars

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Disclaimer up front: This news is reported without endorsement or condemnation. It's just news, OK?

A few nights ago, you may have heard that Guillermo del Toro won Best Picture at the Academy Awards for his film The Shape of Water. Like me, you might not have seen it yet, as it's still doing the rounds in cinemas (at least it is down here), and you don't have time to go to the movies like you used to, because you're old and you have to to go to work and not have fun anymore.
Hellboy 3 when?
Checking Amazon, it seems we don't have long to wait for the Bluray, DVD and Netflix release, currently scheduled for 13th March. So I guess that's that then. I'll just wait until then.
Here it is, search over. Or is it?
Not long after accepting this fate, I just happened to be browsing through FuZzCasT's latest Dreamcast Video releases (previously reported here), and stumbled across something that tickled me pink.
Well, whaddaya know?
As of this moment, and for the next few days. The Shape of Water, the Best Picture of 2017, is currently exclusively available on Dreamcast Video! A two disc widescreen edition, yours to own (*cough* illegally download *cough*) only on DcVD!

Ok, not strictly true. A DVD Screener was leaked by pirates (arrr!) on January 7th, and you don't need a Dreamcast to watch it. FuZzCast uploaded .cdi images of this leaked version on Feb 15th, re-coded to work on Dreamcast as a self-boot MIL-CD.
Coming to a store near you
Still, it amuses me greatly that I can watch this on Dreamcast before I can stream it online. It's the future or entertainment!
~~~***~~~

Classic Fighter Barbarian Heading To Dreamcast

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The latest retro title being given a full-on port to the Dreamcast is one that harks back to the golden era of classic 8-bit computer systems, Barbarian: The Ultimate Warrior. Originally released for the Commodore 64 in 1987 and ported to eight other systems including the BBC Micro and Atari ST, Barbarian is being brought to Sega's console with a range of interesting additional features over previous incarnations. For starters, it'll include emulated versions of all previous Barbarian releases with graphics modes that can be switched at the press of a button, as well as an updated Dreamcast mode with brand new visuals.
Atari ST graphics mode
ZX Spectrum graphics mode
The game is being brought to the Dreamcast by Retro Games Ltd, who recently acquired the original Epyx catalogue. The game's producer (and veteran games journalist) Kieren Hawken told us the following:

"Once we (Retro Games Ltd) acquired the Epyx brand and I.P. we started looking for people interested in porting these classic games to consoles they never appeared on. One of the first people to get in touch were Team Oceo in France, who have also done a DC port of L'Abbaye Des Morts, and they were not only big fans of the game having played the Atari ST version to death in their youth, but had also recovered all the assets!

"As well as emulating all the classic versions of the game they also plan to add a brand new Dreamcast only mode too with improved visuals."
- Kieren Hawken
As well as the Dreamcast, this 'best of' remaster of Barbarian is also being brought to the Nintendo Entertainment System, Atari Jaguar and Sega Mega Drive, but we'll have to wait and see if these versions have the enhanced visuals option.
Kieren also tells us that the Dreamcast game will be treated to a full physical release, later in 2018. More info as we get it, folks. In the meantime, here's an early look at the Dreamcast port in action:


You can keep an eye on the development by visiting the Epyx Facebook page here. What do you think? Excited to see yet more retro titles re-released for the Dreamcast? Let us know in the comments or join the conversation in our Facebook group or on Twitter.

A Quick Look At V-Rally 2: Expert Edition

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Racing games are my favourite genre by far, and within that the sub-genre of rally is easily my preferred flavour. I'm not really a fan of the real life WRC and I couldn't even name the current world rally champion without Googling first, but there's something massively appealing to me about charging a powerful saloon car through muddy trails as the rain lashes the barren digital landscape. The roar of a virtual engine, the co-driver's pace-notes warning of every up coming hazard, the feeling of total isolation on a desolate moor, dark forest or arid desert stage.
Over the years I've played many, many different recreations of the motorsport on a wide range of consoles. The stand out titles for me are games like Sega Rally on Sega Saturn, Colin McRae Rally 2.0 on PlayStation, Top Gear Rally on Nintendo 64, WRC: Rally Evolved on PlayStation 2, RalliSport Challenge 2 and Colin McRae 3 on Xbox, and DiRT Rally and DiRT 4 on PlayStation 4. There are plenty of other high quality rally titles on a range of consoles, both retro and contemporary that stand out but we're here to discuss the Dreamcast so let's get this show on the road/muddy track.
The Dreamcast only really had two rally titles released during its lifespan - Sega's own flagship title Sega Rally 2, and Infogrames' V-Rally 2: Expert Edition. Later came Rush Rush Rally Racing (and Rush Rush Rally Racing Reloaded) from Senile Team; and there was the legendary unreleased Colin McRae 2.0 from Codemasters, but as far as full-on official retail releases go, Dreamcast owners have but two games to choose from.

With the recent announcement that the V-Rally franchise is being awoken from its eternal slumber to be given a new lease of life in the guise of V-Rally 4 on current gen systems (including the Nintendo Switch - hallelujah!), we thought it was high time we took a look at the Dreamcast's other rally title and examined its many pros, and likewise its main con...

One of the first things you'll probably notice about V-Rally 2 for the Dreamcast is that it sports a curious sub-title - Expert Edition. This was most likely added to distinguish it from the earlier PlayStation release, a game which is every bit as good (and bad - more later), but is graphically inferior for obvious reasons; and also known as V-Rally 2: Championship Edition. To add further confusion to the equation, the NTSC-U version was released under the Test Drive brand, and as such is called Test Drive: V-Rally; while the PlayStation prequel is known as Need For Speed: V-Rally. Ridiculous naming conventions present and correct, utter confusion: confirmed.

Upon entering the main menu you're greeted with a 'create-a-driver' option and after this a fairly extensive range of game modes and options. What's more, whereas the game's only contemporary rival Sega Rally 2 focusses on more idealised environs to race in, V-Rally 2 takes a much more realistic approach, sticking to courses that are predominantly point to point and located in real-world rally destinations. Therefore, you get to race in Wales, Corsica, Australia and Argentina, as opposed to nondescript Desert, Forest and Mountain regions. The stable of vehicles too is far more diverse than that seen in Sega Rally 2. Here, you are treated to a range of rally cars spread across several different classes, with 1.6l and 2.0l kit cars, genuine WRC beasts and even the banned Group B monsters from the early 1980s all on offer. There are no teams or anything as advanced as the career modes found in modern rally titles such as the aforementioned DiRT 4, but the sheer number of games modes is commendable.
Having previously experienced V-Rally 2: Championship Edition on the PlayStation prior to first playing V-Rally 2: Expert Edition, I had some idea of what to expect from the Dreamcast re-master. But even with this prior knowledge of the franchise (I'd also played the first game on both the PlayStation and Nintendo 64 by the time the Dreamcast game hit the shelves in 2000), nothing could have prepared me for the leap in visual quality between the 32-bit and 128-bit iterations of Infogrames' title. Being a console from a generation later than the original PlayStation, this graphical improvement should have been expected, but to see the two iterations of V-Rally 2 side by side is like looking at night and day. Hi-resolution detailing in the environments, real time reflections in puddles, a range of lovely weather and lighting effects and decent (for the time) vehicle damage effects make V-Rally 2 on the Dreamcast a treat for the senses. That's not to say that the PlayStation game is ugly - far from it - but the limitations of the hardware understandably have a knock on effect in the visual department.

So V-Rally 2: Expert Edition has a lot going for it in terms of championships, unlockable vehicles and tracks to race on; and it even has a four player split screen mode. It looks good, has a lot of variety and sounds pretty decent, too. There's no official WRC licence, but there are a glut of real-world vehicles such as Subaru Imprezas, Toyota Carollas, Mitsubishi Lancers and Audi Quattros. There are arcade style Rally Cross and time based simulation modes and even a track editor so you can create your own stages from a set number of different environmental elements. It's a great package on face value. However, there is a slight caveat in my opinion: the handling model.
Have you ever wondered what it might be like to drive a Subaru Impreza on the moon? Try V-Rally 2: Expert Edition and you'll get a good idea. For all the positive aspects, the handling model is the only bugbear I have with this game. Power sliding - a staple of the rally genre - is virtually impossible due to the way the vehicles simultaneously stick to the track and careen around as if they have bouncy castles for suspension. It's hard to explain, but the cars are incapable of sliding, but yet bounce and lurch around corners with the urgency of a mattress...and this is a bit of an issue for a rally game. It gets even more problematic if you try to use the (admittedly awesome) internal cockpit view, as the amount of camera sway when you turn corners is akin to DOOM or Duke Nukem 3D.

V-Rally 2: Expert Edition looks great, it sounds great and it offers a gut-load of challenge in the form of cups and championships and unlockables (seriously, the amount of unlocakables is mind-boggling). Sadly though, much like Vanishing Point, the overly bouncy physics and inability to effectively power slide lets the game down. This isn't to say that the game is bad per se, but there's something very unsatisfactory about the handling. This was rectified in V-Rally 3, and hopefully will continue to feel good in V-Rally 4, but for all its positives the Dreamcast version of V-Rally stumbles on this fairly major point. There's also a pretty bizarre glitch where pulling the brake (on the left trigger by default) causes the engine of your car to hit full revs. It's quite a strange thing to describe and will certainly have many gamers relying only on the handbrake after a few stages. Neither of these weird control issues was present in the PlayStation game, so it's annoying that the Dreamcast version brings such fantastic visuals but eschews the control model seen in the previous game.
Due to these issues, what could have been a great game is merely a good game. However, if you've grown tired of Sega Rally 2 and the top-down 2D shenanigans of Rush Rush Rally Racing don't appeal, then V-Rally 2: Expert Edition is still worth a look. Just don't blame me when your car bounces off a muddy ramp and ends up in the trees. Here's our YouTube maestro James' look at V-Rally 2: Expert Edition (in 16:9, dammit James!)...


What do you think? Are you a fan of V-Rally 2: Expert Edition or the series as a whole? And are you excited about the prospect of a new instalment of the series? Let us know in the comments, on Twitter or in our Facebook group.

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Dual Shock 4 Compatibility Heading To Dreamcast

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Have you ever done that annoying thing where you put down your Dreamcast controller and then inadvertently pick up the controller for your PlayStation 4, try to resume your game of Spirit of speed 1937 and then realise you've grabbed the wrong peripheral? I can tell you, this happens to me a hell of a lot, especially since Spirit of Speed 1937 is my favourite game ever and I play it every day for at least 15 hours.

If you're like me, this news will come as a pleasant surprise - soon you'll be able to connect your Dual Shock 4 or Dual Shock 3 to your Dreamcast thanks to peripheral manufacturer Brook Accessory. My consumption of Spirit of Speed 1937 will probably increase exponentially due to this. Send help.
The 'Game Controller Super Converter' allows your to plug PlayStation 3 and PlayStation 4 controllers into the Dreamcast via USB and also allows for fight sticks to be used. Obviously, the Dual Shock controllers don't have VMU slots so you'd probably need to stick a regular Dreamcast controller into port B to access saves etc. We've been able to use Dual Shock and Dual Shock 2 (and even Sega Saturn controllers) with the Dreamcast for a while now via the Total Control adapter, but any new technology for the Dreamcast is certainly worth looking at.
We'll have a review of this unit as soon as we can get our grime and offal-covered claws on one, as Brook have kindly offered to send us one in the post. You can find out more information on this contraption at Arcade Shock in the meantime, where pre-orders are live and cost the princely sum of $39.99. Thoughts? You know what to do...

An Interview With Bernie Stolar

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There are few people who are more intrinsically linked with the history of the Dreamcast than Bernie Stolar. Along with personalities such as Peter Moore and Hidekazu 'Mr Dreamcast' Yukawa, Bernie Stolar is extremely well known and was the man who kicked the whole party off. Here, in this candid interview we welcome Bernie to the Junkyard and pick his brains on the history of our favourite console and the current trends in the Dreamcast community.

DCJY: Hi Bernie, firstly let me just say how much of an honour it is to have you grace our site with your virtual presence! As huge fans of the Dreamcast, it’s quite awesome to have the opportunity to speak with you first hand. Never did I think way back in late 1999 when I picked up my first Dreamcast, that in 20 years' time I'd be conversing with the man who helped create the console!

Bernie Stolar: No problem, thanks for asking me. I consider it an honour that a product I helped create still has a loyal fanbase to this day. Thank you for keeping the 'Dream' alive.
Bernie delivering the Dreamcast keynote at GDC 1999
To kick things off, I wondered if you could enlighten those readers who may not be familiar with who you are and what your role was with the Dreamcast?

I was President and Chief Operating Officer at SEGA of America from July 1996 to August 1999. I was hired by SEGA of Japan CEO, Hayao Nakayama. I conceived the idea of Dreamcast and hired Peter Moore, Chris Gilbert, and the entire product development team.

You were at Sega of America from 1996 to 1999, all the way through the Dreamcast’s most important and formative years - can you recall the very first time you heard the name ‘Dreamcast’?

I believe it was called 'Dural' and later 'Katana' at one point. I want to say May of 1998 was when I first heard the term 'Dreamcast.'
On the topic of the early days of Dreamcast, can you recall which came first - Dreamcast or NAOMI? Or were they developed in tandem?


I believe NAOMI was released first. If I remember correctly, Dreamcast came about at a time when we were switching from Model 3 arcade hardware to NAOMI. I remember this because, I was disappointed with the fact that the Dreamcast would not really be able to support ports from both arcade units. I had wanted ports of several licensed units, including Star Wars Trilogy and The Lost World: Jurassic Park series. I felt these would be very popular, especially in the American market. To answer your question though, yes they were developed in tandem, definitely with the thought in mind that many of the games such as Crazy Taxi and House of the Dead 2 would be ported to Dreamcast. As a side note, I believe we also licensed the NAOMI architecture to Capcom, Namco, and Taito.
Early Dreamcast concept designs
Just sticking with the origins of the Dreamcast, were there really two different concepts for the Dreamcast in development? There are plenty of forum posts and articles online that state that there were competing projects - one from SEGA of America called Black Belt which was 3Dfx based, and another from SEGA of Japan called Dural which was NEC PowerVR based. Can you comment on these projects and how it was decided that the Dural concept was the one that won? If so, how different do you think the 3Dfx system would have been?

I believe SEGA of America wanted the 3Dfx version and SEGA of Japan wanted the NEC PowerVR. Both made sense for different reasons. With 3Dfx, there were more resources and documentation available for development in the US and Europe. That and it was understood that development would be easier, especially for PC ports. The NEC PowerVR made NAOMI ports simple and was easy to program, however, it was not as well supported (yet) in the US. I doubt Model 3 games would have worked too well on either. Although there was a PowerVR chip shortage when the Dreamcast launched in Japan, both chips had their pluses and minuses. In the end, I'm not sure it would have made too much of a difference.
Famously, you moved from Sony’s PlayStation division to work with SEGA of America in 1996. You're quoted in a VentureBeat interview as stating that the Saturn needed to be killed off as soon as you arrived. What were your initial thoughts on the fledgling successor to the Saturn? Did you envisage that the Dreamcast would become a huge success based on the hardware specs?

When I went to SEGA, they needed a new hardware system because the systems that they had were not selling – all eight of them. Saturn was not being supported by SEGA the way it should have been. When I showed up, it was my idea to develop a new hardware system that had the ability to play online. Before signing with SEGA, I racked my brain on a way to salvage Saturn, but it was just too far gone and too expensive and difficult to develop for. SEGA was nearly bankrupt, they needed a new console and they needed it quick. The only options were to go big or go home.

In the Christmas 1997 edition of UK print magazine Saturn Power, the images (above) of a console known as the 'SEGA 64' were printed. They do have some similarities to the system that become the Dreamcast. Have you ever seen these images and if so, are they genuine?

Actually Tom, I've never seen those photos before. I highly doubt they are real though.

Thanks for clearing that mystery up! Going back to the 3Dfx/NEC versions of the Dreamcast, Do you think there's any chance SEGA of America could have forged ahead without SEGA of Japan and developed a new next gen platform alone? Looking at the conflicting fortunes of the Saturn in Japan and the United States, was it difficult to convince SEGA of Japan that the Saturn was 'not the future'?

Both SEGA of America and SEGA of Japan had different opinions on where we should go with Dreamcast (as mentioned earlier). Due to the cost constraints though, as much as both entities would have liked to do their own thing in their respective territories, it just wasn't financially possible.
There’s a famous image of you holding an early Dreamcast prototype controller and VMU, which notably have different shaped buttons from the final design (above). Were those items working prototypes or dummy units? And can you remember what happened to them?

I believe those were just dummy units. If you have a hardcover edition of the Guinness World Records 2000 book, you’ll see that same picture of me with the Dreamcast for the “World’s Most Advanced Games Console” record.
Another shot from GDC 1999. You can watch the whole keynote here.
After you left SEGA of America, did you continue to keep an eye on how the Dreamcast was doing? It was effectively your baby, after all!

Yes. More money could have been spent on product. I said this from the beginning. There were three things that I wanted in Dreamcast: an online network (for multi-player and digital downloads), DVD support, and internal storage. I had to argue for everything. At one point, I had to ensure the modem didn’t get dropped from the US version. Online was most important to me, so I chose that over DVD and internal storage because my plan was to add those later. With regards to internal storage, I also began discussions with an early DVR company about releasing a cable box with the ability to download our games, especially Dreamcast titles, as the plan was to deliver Genesis, Master System and even Saturn games as well. Similar to the way LodgeNet worked in hotels.
The infamous PACE Dreamcast set top box
That's quite fascinating, as we know about the PACE box that SEGA Europe was looking at. Initially, the Dreamcast looked to be doing quite well in terms of sales and new software releases. Can you recall a moment when you thought that perhaps things were going a little awry with the Dreamcast, as an outsider looking in, so to speak?

No, everything went fine. SEGA did very well with the product, I think corporately, they just wanted to be a software company. Bigger players with bigger bank accounts entering the arena also played a role. 
Peter Moore handing over the first NTSC-U Dreamcast to the winner of the SEGA Spud Dive
After you left SEGA of America, Peter Moore took the reigns on the Dreamcast front. Did you have a working relationship with Peter and if so, do you still speak with him at all? You are both integral people in Dreamcast lore, it’s great to think that you may still communicate and reminisce about the console.

Yes, we do very much so. The product development team made a major play in moving forward with Dreamcast. What’s most important, whether its SEGA or Sony, is product, if you don’t have that, you have nothing. Peter is a good friend of mine to this day. He runs Liverpool FC now as the CEO. Currently, we’re working on Darren Wall’s Dreamcast: Collected Works book together along with my ZOOM Platform associate, Jordan Freeman.
Bernie is collaborating on the recently Kickstarted 'Dreamcast: Collected Works'
That is a very cool project - several members of the Junkyard team backed the book and we're looking forward to seeing the final product. In terms of the Dreamcast hardware itself, it was a very innovative system. Are there any features you know of that were planned but abandoned before they could be implemented? We’re aware of the VMU MP3 player and the SEGA/Swatch partnership et al, but were there others?

More online play, DVD support, and internal storage (including the DVR games on-demand discussions). I also pushed hard for a dual joystick controller, similar to what we did at PlayStation. There’s a reason the DualShock is still used to this day. I chose online functionality over DVD playback and internal storage, because I was forced to pick one of the three due to budget limitations. I would have preferred obviously to include all three from the get-go or at the very least, online play with a DVD drive. We were also in talks about Grand Theft Auto III, Warcraft: Online (as it was known at the time), Max Payne, and other titles coming to Dreamcast, and this would have helped tremendously.
Bernie was an advocate for bringing titles like Max Payne,
Grand Theft Auto III and World of Warcraft to the Dreamcast
DVD support and the lack of a second analogue stick are definitely still talking points in the community! Speaking of the present day Dreamcast scene, does it surprise you that after all these years the community is still supporting the Dreamcast with new games and even new hardware such as wireless controllers and storage mods?

Honestly, I'm not surprised at all because it was an incredible system with fun and unique gameplay experiences. Great units like that do not just fade away.

Further to the last question, the Dreamcast seems to be undergoing something of a renaissance of late, with younger gamers who missed the original release turning their attention to it. Why do you think the Dreamcast has achieved such legendary status?

It was a superior hardware system, ahead of its time, that drove great content. I believe gamers who grew up with the Xbox and Xbox 360 will especially enjoy the Dreamcast. The same basic vision is there for all three.
In a recent Polygon article, you were quoted as being a champion for the online gaming services of the Dreamcast. What are your thoughts - if any - on the resurrection of online Dreamcast gaming through the DreamPi and the Dreamcast Now service that’s been completely created by fans of the console?

I’m very happy to see that. We live in an exciting time for indie projects like this. Raspberry Pi, etc drastically lowers budgets and allows for all sorts of inventions. That combined with the renewed interest in retro gaming provides limitless possibilities for gamers. I’m ecstatic that the Dreamcast is once again leading the way. We’re venturing into this arena ourselves with ZOOM Platform.

Let’s discuss where your career lead you after SEGA of America. Could you give us some details of what you did post-Dreamcast and what you are involved with today?

I was President of Mattel Interactive for a bit and helped them re-build that entire operation. We released Barbie: Horseback Riding on PlayStation while I was there, first time that ever happened. It sold over a million units. I was also hired by Google, after I sold them my company, AdScape Media, for $23m. I also worked with Google to build their new gaming platform and operating system, which later became Android. I had more of an Apple approach in mind and eventually moved on.
You now work with ZOOM Platform, which is an online digital storefront, a bit like Steam but which offers retro titles that will run on modern computers. Can you tell us how you got involved with ZOOM Platform and how you met your colleague Jordan Freeman?

When I met Jordan back in 2008, he was not what I expected. We had a few phone conversations and had exchanged emails. I asked him to fly and meet me in San Francisco at my office, I was helping a VR Golf start-up at the time. He was sixteen, based on our conversations, I was imagining someone in their forties. Jordan’s a bright guy, always thinking. His ideas made a lot of sense to me, he saw retro gaming having a resurgence similar to vinyl records and people wanting to re-play the classics. He had already built Head 2 Head Gaming (similar to Gamer Saloon at the time) as well as re-released a few games for international partners. I told him that “I was in” and we’ve worked together ever since. We’re currently expanding the brand and venturing into new territory, original games as well as hardware devices. We recently brought Ben Herman (Former SNK President) on as VP of Business Development and formed ZOOM Platform Media with 3D Realms’ Scott Miller. A lot is going on behind the scenes. I’m very happy that we’ve come such a long way in such a short amount of time.  
Bernie and ZOOM Platform founder Jordan Freeman
I especially liked the fact that Dreamcast classic TrickStyle is offered through ZOOM Platform - any link to the Dreamcast is a winner for me! As someone who has clearly been heavily involved with the games industry for a considerable period of time, would you consider yourself a ‘gamer’?

Yes, I’ve been helping build games since the coin-op days when I started Pacific Novelty Manufacturing. Shark Attack and Thief were some of my favorites from that period. When Jordan visited me in LA recently, he brought a Dreamcast with San Francisco Rush 2049. That’s an all-time favorite for both of us. San Francisco Rush 2049 has to be one of the finest console ports ever made. It’s the perfect mix of coin-op and couch play with the Race, Stunt, and our personal favorite, Battle modes. Both myself and Jordan raise our hats to Ed Logg for the console port.
San Francisco, circa 2049...
To hear that both you and Jordan share my love of San Francisco Rush 2049 is awesome. I've mentioned many times on the podcast and on the site that Rush 2049 is my favourite Dreamcast game! Do you still own a Dreamcast today and if so, what are your favourite games on the platform and in general?

Yes, I still have my Dreamcast. My favorite games, besides the aforementioned SF Rush 2049, are: 

  • Crash Bandicoot 
  • Crazy Taxi 
  • Gex
  • Soul Calibur
  • the Sonic Adventure franchise 
  • the Oddworld series 
  • Ridge Racer
  • Battle Arena Toshinden 
  • Spider-Man (the Dreamcast version)
  • the 2K Sports series in general

In no particular order. I also acquired Visual Concepts for SEGA to make our internal sports titles, later sold to Take Two Interactive as 2K Sports. That’s another move I’m very proud of at SEGA.
Bernie was instrumental in SEGA's acquisition of Visual Concepts,
creators of the Dreamcast's best sports titles
The 2K games are some of the finest ever created, so I'm sure many Dreamcast fans appreciate that. Finally, what are the chances that we might see Bernie Stolar getting involved with some online Quake III Arena or Alien Front Online matches with a DreamPi?!

Those are two very good games as well. I likely won’t be online anytime soon, never say never though!

On a final note, somebody tweeted at me that they might have seen you at a film festival in Sedona in Arizona. Naturally I told them to grab you and get a photo and a board with the Dreamcast Junkyard logo or a random Dreamcast that might have been laying about, but it wasn't forthcoming - was that you though?

Haha! That very well could have been me, and Jordan *may* have been there too...

***

We'd like to thank Bernie Stolar once again for answering our questions and you can find out more about ZOOM Platform by visiting the website here. As mentioned earlier, ZOOM Platform allows you to download DRM-free retro titles for a range of platforms with Windows, Linux and Mac OS all supported. As well as the mentioned Dreamcast title TrickStyle (the screens below are from the Mac OS version, which runs like a charm and without the frame rate issues that plagued the Dreamcast version), you can find other Dreamcast-related titles such as Incoming and there are even gems like 3DO classic Killing Time, remastered for modern systems.
The selection of classic PC titles is pretty stellar, and that a large proportion of them are also available for Mac and Linux as well as PC means that more people can experience older titles they may never had played before. In the case of TrickStyle, it was as easy as downloading a .dmg file, double clicking the icon and being back in the futuristic world of Acclaim's hover board racer. Some titles also give extra digital bonuses, such as soundtracks and pdf manuals. Oh, and if you buy a game then you have access to all the different versions, free to download whenever you want. That'll be the DRM-free in action.

Want to know more? You can also find ZOOM Platform on Twitter and Facebook.

Special thanks go to Jordan Freeman for putting us in touch with Bernie and making this interview possible and thanks to Bernie for putting up with my constant emails (sorry Bernie)!

The Great Dreamcast BMX Off: Mirra Vs Hoffman

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Recently I collated all the games I’ve never played for even a second, Dreamcast and non-Dreamcast alike, into a massive crate of shame. A shameful pile of things I had impulsively purchased and had then shown zero willingness to play. My goal and desire for this project was to spur myself on to begin playing at least two of them a week. For a minimum of 27 minutes and giving a sort of commentary on those first 27 minutes. A quick-fire thoughts and feelings if you will. The idea being to not only alleviate my sinful hoarding ways, but to also begin forcing my favourite pastime back into my weekly calendar.
Having collated all the Dreamcast games into one separate pile, I was confused as to why I owned Dave Mirra Freestyle BMX twice - one copy fully boxed, and one disc only. I then wondered where my copy of Mat Hoffman's Pro BMX was. Anyone who has ever seen my games room will know I possess the organisational skills of your average Womble, and so I quickly decided I must have misplaced it and resolved to look up the cover to assist finding it in my junk shop of a games room.

The reason it appears I couldn’t find it seems to be that unlike the US we never received the game, so I don’t actually own a genuine copy of it. Research (or one Google search to be exact) didn’t bring me a concrete reason for its lack of a blue edged version, although it did lead to a sort of breakthrough in that it is Mat Hoffman, not Matt. The fact that the dude can’t even spell his own name is sadly not a mystery I can solve for you, but what I can bring you is Mat Hoffman vs Dave Mirra. The battle of the Dreamcast BMX-ers! Gnarly! - just what 2018 was crying out for I hear you say…
Getting the chance to shred up some BMX arenas, without putting my actual aging body at harm, seemed ideal. And would give me a chance to test Dave Mirra’s box marketing claim that it is ‘The number 1 Dreamcast BMX game.’ So without further hesitation: riders ready, watch the gate. Go!

If you look in the dictionary for the word 'gnarly,' this is what you'll find
Introductory sequences

Mat (not Matt) Hoffman's Pro BMX
I do love a good late '90s to early '00s game introduction, and the Hoff opens up in a way that anyone who has played Tony Hawk’s will already be able to picture. Grainy real life video montage revealing the riders via snippets of them in frenetic action, accompanied by their name in text superimposed over the top. The riders are frequently pictured without any type of safety equipment, the maniacs. All this is delivered via fast paced edits and jaunty angled hand held shots. It is straight out the MTV textbook of edgy video production, except MTV are obviously too youth alternative for anything as un-edgy as an actual textbook. Did I mention it was grainy!?
Dave Mirra Freestyle BMX
Dave Mirra replicates the formula almost exactly. To the extent I could copy and paste the above information and jokes and it still fit in the same factual, and largely unfunny way. The video is slightly less grainy and most of the riders seem to have listened to their mums as most are wearing helmets and padding at least. Does that count as comparison? Probably not, but it’s immediately clear the games were following the same AskJeeves answer for ‘how to do an edgy game intro?'

Options and modes

Mat Hoffman's Pro BMX
The single player mode is where I imagine the vast majority of people would have spent their time. As was the classic formula at the time, this consists of completing challenges against a two minute countdown timer. Some of the challenges, or ‘covers’ as the game has decided to call them, are a straight ‘reach a target score’ type, whilst others such as the first level ‘Hoffman Park’ require you to smash five lights around the arena and this formula carries on throughout. Additionally there is a secret cover on each level. This typically seems to comprise grinding along what look initially like impossible to reach sections of the levels on first play. This encourages you to experiment within the levels to uncover what the secret task is and then how to reach it.
Yes I missed this over and over
There is also the stock ‘collect TRICK’ which is a straight swap of the 'collect SKATE' found in Tony Hawk, and similar to that game this does a good job of showing you a line or route around an environment. Particularly useful on your later attempts to set higher scores, although equally useful as a form of signposting initially where to go, and how to chain tricks and jumps together.
Away from the single player, you have the interesting looking create a park feature. A little play around with this and I had a few ramps, rails and jumps connected and was in the test mode riding around my creation. I can forgive the loading time as this felt novel and well enough implemented that I know that 2000 Dreamcast era me would have been dedicated enough to have tinkered and built something in this. Especially as 2000 era me was a poor student, that didn’t have hundreds of pounds worth of unplayed games clogging up his sad, pathetic, Super Noodle-on-toast eating life.

You also have single session and free ride modes. The aim of these is obviously practise orientated. Free ride is useful for practising sections to fine tune what is needed to reach the seemingly impossible to reach areas without the stress of the timer looming over you. Although single session feels slightly pointless as whilst it tracks your best score, it offers no real difference to the career mode.

Dave Mirra Freestyle BMX
Dave Mirra has ‘Proquest’ as its main draw. This is single player in all but name, but has the added nicety that all the levels are set within cycling distance of Dave Mirra’s actual house it seems. The first is outside his house, which seems to be a low budget corn field horror shack that you wouldn’t knock on the door of if your car had broken down. Completing this, you are whisked off across town to the glamorous location of a factory car park - no, really - before progressing on to other levels. The level design is mostly decent and all have a sort of ‘Dog Town and Z Boys’ feel to them. Realistic locations you can imagine real riders practising in, as opposed to the more zany styles of its competitors' offerings.
The game information leads me to believe this is Dave's actual house
The mode actually has a nice progression system as each level has four to five beginner goals, that then progress up in difficulty right up to some I will admit I never managed to actually achieve whilst playing for this write up. It features the standard two minutes to ride around and set your own goals and it highlights the areas that challenges relate to, which personally I like.

Anyway, from Proquest you have generic ‘session’ and ‘freeride’ modes. The game's only wildcard from Hoffman was the initially enticing ‘cool stuff’ menu option. This sadly is just a list of each levels challenges, high scores and opening movies and credits, flagrant misuse of the word cool if you ask me.

Mockingly there is also another multiplayer mode I won’t be discussing (see below). If you have played these, good for you to be so damn popular.

Multiplayer (both games)
If you had a friend as gnarly as you on the box (apparently, that means ramps of any and all kinds to BMX types) then you could play two player, this is sadly a mode that I have neglected to play, due to crushing mid-life gamer loneliness. Perhaps I’ll update this when my own player two is old enough to be interested in playing the games, rather than simply moving them randomly around the room.

Sound

Mat Hoffman's Pro BMX
I always thought it was testament to the sound designers for the Tony Hawk games that a game designed for such short repeated play, had such an excellent and enjoyable soundtrack. It seemed both prevalent enough that you noticed it, but also blended seamlessly into the background behind the actual gameplay so as not to grate or wear thin. As a big Tony Hawk 3 fan there are certain songs that I just intrinsically associate with the game if I ever hear them these days, similar to the way you do Crazy Taxi and Offspring.

And whilst I appreciate it’s a subjective matter what type of music you relate to, I feel that the music in Hoffman is actually my favourite of any of the Activision extreme ‘dude’ based games. It loses some of the punk/ska flavouring from the skateboard titles, but in its place has a stronger focus on hip hop. Additionally; and something that makes the no-PAL version seem all the more odd though, was that it actually features one of the tracks from The Stone Roses remixes album. Quite how such an iconic British band made it into such an American hip hop dominated music roster is not hinted at in any way. Other than there being the inclusion of a lone British rider, who happens to be an actual northerner (like me).

Dave Mirra Freestyle BMX
I did mention it was subjective but Mirra goes for that ska/punk guitar stuff, you can probably tell I don’t really like that. It isn’t terrible, and they do get kudos for shoe horning Cypress Hill into the lineup at least. Although even this feels a tad tarnished as it is sadly one of their slightly ill advised ‘metal’ style tracks, that makes you want to fall on the floor shouting “you maniacs, this sounds nothing like ‘Insane in the Brain'”. Other than them there are pretty much no other songs or bands I had personally heard of. And even now I am struggling to think of any that stand out for either good or bad reasons. Which I suppose is neither good nor bad considering the repeated playthroughs I put in.

Gameplay comparison

Mat Hoffman's Pro BMX
At the time of release, the consensus seemed to be that it hadn’t quite reached the heights of the Tony Hawk games. This is true, but also unfair I feel. I can’t help but wonder if many of the reviewers actually took the time to not just learn the systems and mechanics of Hoffman but to forget Tony Hawk. For me, there is a distinctly different feel to the not only the stunts, but the moving and linking and chain building and just the motion in general between the games.

Early on my opinion was veering towards Hoffman having some mechanical issues with control and balance. However that actually turned out to simply be my own self struggling to not try and play it like a skateboard game. Once I embraced the system, it was easier to make one big trick off a particular feature or area, than simply use the speed of the bike to quickly ride to another area or set up and complete a set piece there, I begin to get better scores and ultimately enjoy the game a lot more. This contrasts to the Tony Hawk style of constantly trying to build one almighty linked combo of tricks, jumps and grinds.

As a result the game feels much more technical, I found myself having to more strictly remember what moves work on particular ramps, and discard others that I don’t feel you have enough time to execute or pull off before face planting. A bit like the way you would memorise speed running a platformer.
Dave Mirra Freestyle BMX
Initially Mirra can be quite confusing to move to if you’ve only ever gorged on Activision's nipple of succulent game style. It has a very low down camera angle as default. An almost on the shoulder of your rider, Gears of War style camera. You can change this and most did it appears as if you look at any gameplay videos virtually no one seems to use the default camera setting. In addition to the camera the game has some very different controls and handling you may not first expect. You need to use forward to move and build up speed and priming a jump by pressing A causes you to significantly begin to lose speed. So triggering it too early will result in slowing to an almost stop being falling off your bike.

The upside of the control system is you can boost around the tightly packed levels and cover them corner to corner several times within one two-minute run. Nothing ever feels out of reach as a result. Grinding also feels very different and particularly so with the starting bikes you have at your disposal. It is lacking the zip and flow that you may have been accustomed to elsewhere. It almost has what I presume is a slightly more real world feel to it, as unless you are grinding on a down slope you will again quickly run of our speed and have to cancel out or risk face plant.

The final immediately noticeable trait is something that can be jarring at first. Namely, that there is deliberate slow down and camera zooming when you make certain jumps or hit certain ramps. This allows you to control the type of trick you are pulling off and allows you to fine tune the spin and rotation a bit more than Hofman. The cost however, is that this affects the overall pace of the game and stops you getting into the flow of your run at times.
Consider that the two frames above have no cropping and were captured within 3 seconds of each other
Something that I did really like that it hands down wins, is it has a much more in-depth stat tracking system. In addition to the expected high scores and best trick, each level has a leaderboard that tracks longest grind, biggest skid, longest jump, big air etc., allowing you to vie for supremacy with your friends, or yourself in 2018, in a multitude of ways.

As a downside though, the game does however seem to have more glitching and times when you get caught on textures or edges, or just flat out seem to fall partly into the floor when you crash.
Conclusion
My overall thoughts are that whilst Mirra may be the best selling game, and is certainly worth spending some time with to get used to the feel, even if like me, you initially struggle with it. I can’t help but feel that PAL gamers actually missed out on the system's best BMX game though. Hoffman has much less of a PlayStation port feel to it compared to Mirra, which has the numerous collision issues I mentioned above and a significant amount of pop in at times.
Probably safe to say this VMU loading background was not on the other consoles

It's worth noting something rather odd about Dave Mirra's Freestyle BMX, in that it features a character called Tim Mirra. Tim Mirra is (or was, after Dave Mirra's tragic suicide in 2016) Dave's brother, but any attempts to find any details on his BMX career draws a blank. I'm going to go out on a limb and say that Tim Mirra was probably only included in the game because he was related to Dave...but that's just a conspiracy theory created by me based on nothing.

Are you a fan of either of these games? Let us know in the comments, on Twitter or in our Facebook group here.

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