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Okinawa Rush Heads Up New Dreamcast Releases

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As recently reported over at Dreamcast News, the latest batch of new Dreamcast releases from Josh Prod have been revealed via some great detective work. These new titles follow in the footsteps of Flashback, 4x4 Jam and Breakers et al which were released throughout 2017, and there are some pretty tantalising titles included. Heading up the lineup is the Kickstarter originated Okinawa Rush, a frantic 2D side scrolling beat 'em up with RPG elements and some outstanding action sequences.
Further to this, we can expect Dreamcast ports of the underrated 3D sequel to Flashback, Fade to Black, obscure Amiga adventure game The Escapee and vertically scrolling shmup Battle Crust. Of all the games in the list, Fade to Black is the one which intrigues me the most, and it'll be interesting to see whether it is a port of the PC release of Conrad Hart's continued struggle against alien invaders, or if it is based on the PlayStation version.
Battle Crust is a vertical shmup first released on Steam in 2015 by Picorinne Soft, a small indie developer based in Japan. It has a similar aesthetic to PC Engine shmups like Armed Formation F and looks like it will fit in rather well with the Dreamcast's existing stable of sublime shooters. We do have access to an early beta version of this Dreamcast release, so we'll let you know how it plays very soon. Finally, there is The Escapee from Invictus Games - a very Flashback-esque 2D adventure with a fantastic intro sequence and some of the most deliciously difficult puzzles ever seen in this genre. I know, because I'm one of the three people on Earth who have played it.
JoshProd are yet to officially announce these releases or the dates that they'll be available to order, although we have spoken to Philippe at JoshProd and it looks like there will be more concrete information in late April 2018. We'll have reviews of all of these titles as and when we can get our hands on them. Exciting times, eh?!

Thoughts? Let us know what you think in the comments, on Twitter or on Facebook.

Source:Dreamcast News / JoshProd

Cross Platform Online Multiplayer Added To Doom For Dreamcast

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Not content with dragging large swathes of the Dreamcast's official library back online with Ooga Booga, POD 2, NFL 2K and Monaco Online (to name but a few), all-round programming genius Shuouma has turned his attention to an unofficial Dreamcast release and managed to bring it online for the first time. That game is DCDoom, an unofficial port of id's seminal first person shooter, and now Dreamcast owners can play cross platform with PC owners. Sounds pretty awesome, right?
Naturally, the pool of gamers still playing multiplayer Doom is quite small these days, and even smaller if you factor in the number of people who own a Dreamcast, a DreamPi and a copy of DCDoom...but still, the fact that this is an option is pretty interesting. Shuouma has confirmed that cross platform gaming works, stating:

"I looked at this and I have now added modem support for DCDoom. I have also tested to play
from my DC after dialup against my Linux machine running SDL Doom. Works fine. So the network-code is working. People just need to be careful when setting up the network variables."
- Shuouma

It's worth noting that you will need a specially modded version of DCDoom which Shuouma says will be released soon as a downloadable CDI file. We'll update this article when it's available and we've tested it out ourselves, but in the meantime you can find out more about this fascinating project by visiting the DC-Talk forum thread on the topic here. Thank's to Luiz Nai for the heads up on this.

Source: Dreamcast Talk

New Book Documents Every Single Tony Hawk Game

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We love a good book here at the Junkyard, especially if there's some interesting and original Dreamcast specific content contained within said tome. Naturally, due to this we're eagerly awaiting the upcoming Dreamcast books from Pix 'N Love and Read-Only Memory, but here's something you may not have heard about previously: a brand new publication that goes deep on the entire series of Tony Hawk's Pro Skater releases, which also includes the two awesome Dreamcast versions.
Tony Hawk's Gaming Domination: The Rise and Fall of the Hawk Franchise (website here) features in-depth investigations on all 17 Tony Hawk games, across 25 different platforms and promises to be the most comprehensive examination of the Tony Hawk series ever laid down. The fact that it's written by the most knowledgeable Tony Hawk expert around - Trevor 'Slateman' Esposito, founder of Planet Tony Hawk - only adds extra weight to this lofty claim.
The book includes comparisons of the Hawk games
The Dreamcast played host to a number of skating titles, but the Tony Hawk ports are regarded as the very best not only on the Dreamcast, but the finest versions of those respective titles; with Tony Hawk's Pro Skater 2 singled out in particular for how good a conversion the Dreamcast received.

The VMU images that would be displayed while playing THPS
As well as looking at the development of the Tony Hawk games, the book features hundreds of screen shots, developer interviews, biographies and comparisons between beta versions and final releases. Interesting facts about the development cycles and comparisons between the various versions of the same game are also included. We asked Trevor about his inspiration for Tony Hawk's Gaming Domination and in particular, his affection for the Dreamcast games:

"As a huge Saturn fan, particularly of Capcom fighters and the bustling shmup genre, the jump to the Dreamcast was an obvious one.  Alongside countless others, 9/9/99 remains a fond memory of mine. September of '99 is also when Tony Hawk's Pro Skater launched on the PlayStation and my site (Planet Tony Hawk) had already been running for a few months by then. Treyarch's conversion of the first two Hawk games to the Dreamcast represent the best console versions, if you omit Tony Hawk's Pro Skater 2X, despite Sega's unwieldy shoulder buttons. 

"After more than a decade running Planet Tony Hawk and a few quiet Hawk years, I wanted to go back and tell the story of every version of every Hawk game, the good, the bad and the oh-so-ugly. My goal was to detail what made every version different and the book includes the VMU messages appearing on the Dreamcast version of Tony Hawk's Pro Skater, screenshot comparisons to the N64 and PlayStation and also details about the cut four-player mode and demo differences in Pro Skater 2, of which there were several."
- Trevor Esposito
The very last game released on the Nintendo 64
At this point, I thought it would be interesting to ask Trevor about the non-appearance of Tony Hawk's Pro Skater 3 on the Dreamcast, even though the game received a very late release on the N64. Here's what he thought:

"Tony Hawk's Pro Skater 3 shipped in 2001 and by then we know the Dreamcast was already getting a little weak in the knees. In addition, Treyarch, who handled both of the existing conversions to the DC, had been enlisted to work on Pro Skater 2X which also shipped in the autumn of 2001. I guess Activision felt it was better to put their chips on the impending launch of the Xbox than to work on the fading Dreamcast. In addition, the visual perks the PlayStation 2 offered might not have translated so well to the DC. With the N64 receiving Shaba's version of Tony Hawk's Pro Skater 3 and not Neversoft's, I think they just opted to pull the plug.

"Oddly enough, Tony Hawk's Pro Skater 3 on the N64 was considered canceled for a few months there. It was a weird time. Suddenly Edge of Reality was back to porting Shaba's game."
- Trevor Esposito
A comparison of PS1 and DC draw distances
Tony Hawk's Gaming Domination: The Rise and Fall of the Hawk Franchise is available now in physical paperback or as an e-book, and looks like a must buy for fans of The Birdman. You can find more information and details on how to purchase by visiting the official website here. Also check out Planet Tony Hawk for literally anything else you could hope to discover about the franchise.
Will you be investigating this new book? Let us know in the comments, on Twitter or in our Facebook group here.

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Reaperi Cycle - A New Indie Game For Dreamcast

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Another day, another new Dreamcast game is announced. This time, it's the ambiguously titled Dreamcast exclusive Reaperi Cycle from the even more ambiguously titled Ancient Hermetic Developers Guild. This new announcement comes by way of a pretty - you guessed it - ambiguous teaser trailer that appeared on YouTube recently, along with a pretty bare bones micro site.


The trailer doesn't really give much away bar for a few shots of surrealist landscapes and some rather intriguing dialogue, although the website hints that Reaperi Cycle will be an 'isometric alchemical tale about fire, magic, merchants, statues and a temple.' So probably an isometric puzzle game then. With light RPG elements? And some nice statues dotted about the place, maybe a tasteful pot plant? Just an educated guess on my part, and probably totally wrong like most things I hazard a guess at. Either way, it's nice to have another Dreamcast title to look forward to, however ambiguous it seems. Did I mention it's all a bit ambiguous?
We'll keep you updated as and when we learn more about Reaperi Cycle. Not too sure on that name though...you know what I'm thinking, don't deny it. Reappear-y cycle? Why, what were you thinking? Filthy minded urchin.

Source: Pcwzrd on Twitter

The Beginning of the End? Or the Start of the Dawn of a New Age of Junkyard?

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We here at the Junkyard have been doing some serious navel gazing recently. After over 12 years of bringing you all the latest news, reports, stories, interviews, reviews, features, rants, opinions, podcasts, videos, and random inane musings about all things Dreamcast, we've realised two things.
Is that a Dreamcast swirl?

1. There's nothing left to talk about. 

Seriously, what else is there?
We've ticked off our exhaustive bucket list. I think it's safe to say that we're done. Finito. Mission Accomplished.
No going back now, we've hung a banner.

2. We're sick to bloody death of the Dreamcast!

You try and get excited about talking about the same thing over and over again for more than a decade. Believe it or not, it does wear thin after a while, no matter how much you loved the topic to begin with.
Thrown straight out of the window. No regrets.
As we celebrate Easter 2018, a traditional pagan ritual of new beginnings and rebirth, it seems like an appropriate time to close the book on Dreamcast and begin again with a fresh new focus on something else.
Make sure your caves are blocked shut, so Jesus doesn't escape this time.  
We've exhausted the well on Sega's last console, so instead of continuing to scrape the sludge at the bottom, we thought we would start plumbing the virgin depths of Sega's little regarded first console - the SG-1000.
*sniger* virgin depths *snigger*
From today, we're re-branding as the SG-1000 Junkyard, and we're excited to start bringing you all the latest SG-1000 related news, reviews, interviews, features, and all the usual tat you've come to expect from our intrepid band of reporters. Same team, new system.
We hope you'll continue to follow us on our journey into the strange new world of SG-1000. We're just glad that we can finally start talking about something else for a change.

Red vs. Blue: The Definitive SG-1000 hardware guide

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Did you know that Sega's logo used to be red? Back in the 60's and 70's, it used to look like this, and was proudly displayed on their early electro-mechanical arcade machines.
While the blue Sega logo we all know and love would be introduced in the late 70's and early 80's, the first version of the SG-1000 would eschew a blue colour scheme, and instead featured a bold black, red and yellow motif.
This design featured in the early promotional material, and first went on sale on 15th July 1983 (although it was rumoured to have been test-marketed in isolated prefectures as early as 1981). The original SJ-200 joystick originally came hardwired to the console for player 1, with a port for a second joystick for Player 2 (sold separately). 
The original packaging for the first black-stripe model
The original run of games and software were sold in bold black boxes with yellow lettering, although the manuals would be printed in monochrome white and blue, which foreshadowed changes to come.
Before the end of 1983, the SG-1000 design would be revised to feature a blue stripe instead, which was more inline with Sega's corporate branding. This decision to go blue was possibly also in response to the Nintendo Famicom (which happened to be released on the same day as the SG-1000) as a way to better differentiate from their red coloured competitor. 
Vs.
There are two subtly different blue striped SG-1000 revisions. The first features a protruding player 2 control port, while the second revision is flush with the casing. The protruding port is the rarer variant, and could possibly be considered a manufacturing defect. It is likely that both revisions were released in the later half of 1983. Motherboards from all three versions have been shown to be date-stamped ©1983. It is possible that the last revision may have been first sold in early 1984, but it is more likely to have been on shelves before Christmas 1983.
This model has the protruding control port
The packaging for the new blue stripe model was also updated to reflect the changes to the machine, though it is unclear if this was done for the first or second revision. There has been examples of blue stripe models being sold in boxes with the original black stripe model design, but it is unclear if it was originally purchased in this combination or if a mix up has occurred in the intervening 30 years.
Packaging for the revised blue-stripe model
Also note that the SG-1000 logo for the blue stripe model is subtly different from the black-stripe model.
The earlier black-stripe model logo
The later blue-stripe model logo
All three revisions would retain the hardwired joystick for player 1. Unfortunately, the original SJ-200 controller is notoriously horrible, but Sega was quick to issue a remedy. The JC-100 cable was sold as a replacement for the hardwired joystick, and involved the user having to unscrew and open up their SG-1000 to replace the joystick with a short cable that enabled other joysticks and joypads to be connected to the system.
When purchasing systems today, you will find some with the original joystick still attached, and others with the JC-100 cable instead. These are not hardware revisions, but a very early example of an officially-sanctioned hardware mod.
Black stripe model fitted with the JC-100 cable
Almost exactly 12 months after the first SG-1000 went on sale, Sega would release the completely redesigned SG-1000 II (Mark 2) in July 1984, which took many cues from the more successful Famicom. The horrible hardwired joystick was relegated to the dustbin of history, replaced with detachable SJ-150 joypads which closely mimicked the Famicom control pads, even slotting into the side of the machine for easy storage, just like the Famicom.
The SG-1000 II might have lost the blue stripe of its immediate predecessor, bearing a more refined black, white and silver look, but the soon to be introduced Sega MyCard software would bring the blue hue back to the fore.
Blue would be the characteristic colour for all future SG-1000 titles, even the late release cartridges. When Sega released the more advanced Mark III hardware in 1985, its software would be differently colour coded to - you guessed it - red! This was done in order to avoid confusion with the first gen blue software.
Before we wrap this up, one final whirlwind tour of the remaining SG-1000 hardware variants:

Grandstand released a version of the blue-striped original model in New Zealand, re-titled simply as the 'Sega 1000.'
Aaronix released at least two versions of the SG-1000 II in Taiwan: the 'Sega-1000' and the 'TTL-1000.'
Aaronix Sega-1000
Aaronix TTL-1000
Tsukuda Original released an officially licensed clone of the SG-1000 hardware in Japan called the Othello Multivision. Perhaps following Sega's lead, two units were produced: a red model FG-1000 and then a blue model FG-2000. Tsukuda Original also published eight original Othello Multivision branded games, which were cross compatible with the original Sega SG-1000 hardware.
Othello Multivision FG-1000 (red model)
Othello Multivision FG-2000 (blue model)

Pioneer also released an officially licensed clone of the SG-1000 for its modular SEED TV platform. The SD-G5 module would plug into a slot at the front of the TV to allow SG-1000 games to be played on the screen without using RF cables. These modules and TVs are now extremely rare.

Sega would also briefly adapt the SG-1000 technology for the arcades. Even though the system was vastly inferior to the standards of arcade technology at the time, Yu Suzuki managed to perform miracles within the limited architecture with his game Champion Boxing, which featured unusually large and nicely animated pugilist sprites. As an experiment, the game was put into an arcade machine virtually unchanged and was a surprise hit. Two more SG-1000 titles were released into the arcades in this manner: Champion Pro Wrestling and Doki Doki Penguin Land.
And lastly, a few unofficial clones of the SG-1000 hardware were also released in Taiwan: the Fullwis Video Game FR-II, and Bit Corporation's Chuang Zao Zhe 50, later known as the Dina 2 in one. The latter would actually find its way to the USA as the Telegames Personal Arcade. In 1988, Telegames licensed the clone from Bit Corporation, with the blessing of Coleco, and sold the system in America for its compatibility with ColecoVision software. It wasn't openly advertised that the Dina 2 in one could also play SG-1000 software, as hardly anyone in America would have even known what an SG-1000 was back in 1988.
Fullwis Video Game FR-II
Chuang Zao Zhe 50
Dina 2 in one, packaged for sale in USA as the Telegames Personal Arcade
So there you have it, a brief but comprehensive history of the SG-1000, told with an overarching and unhealthy obsession with colour coding.
What do you mean I've got a problem? You've got a problem!

Don't Pelorian!

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We return to our regularly scheduled programming...

The World's Tiniest Astro City Arcade Cabinet

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OK, so this isn't exclusively Dreamcast related, but it does involve the Dreamcast and so that's all the reason I need to knock up a little news peice about it. For those who don't know, the Astro City is a model of arcade cabinet introduced by Sega in the early 1990s and is pretty prevalent in Japanese arcades, even today. Seems one talented chap named Adam McAmis decided to turn a 1/12th scale model Astro City cabinet into a working one designed for ants...sort of:

In truth, the model is running off a Dreamcast that's connected to a tiny screen installed into the Astro City, which in turn was salvaged from a dashcam, and (as you'd expect) the teeny tiny controls on the Astro City aren't actually controlling the game...because they aren't real controls. Still, it's very cool to see this type of thing and while Adam states that his creation seems to get nothing but derisory comments from people passing his desk in real life, we have nothing but admiration for this little project. Well done Adam - haters gon' hate, but we love it!

Source: Twitter

The Original Quake and Doom are soon to be playable Online with DreamPi

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The man responsible for bringing the vast majority of Dreamcast games back online with DreamPi, Shuouma has announced, he will soon release versions of Quake and Doom compatible with dial up online play via DreamPi.
While fan-made Dreamcast ports of both Quake and Doom have been around for years now, and Dreamcast Online has helped support Doom online play via the broadband adapter, this will be the first time our community is able play Doom via DreamPi, and Quake online in any form.


The announcement was made on the Dreamcast Live forum this week, where he told fans he had been successful in implementing online features to both games. Unsurprisingly, the PC player found online during testing was rather shocked to discover his adversary was using a Sega Dreamcast.
"The guy on the server was kinda "WHAT!" when I told him I played from my DC."
While no specific release date has been given as of yet, going by this forum post, and the speed at which Shuouma has completed similar projects in the past, it wouldn't be unreasonable to expect to see fragging commence in the coming months, or even weeks.

As always, Shuouma and the rest of the DreamPi guys, we salute you!

If you'd like to learn more about the online Dreamcast scene, head over to Dreamcast Live for more information. You can purchase a DreamPi for yourself from their online store.

SG-1000 vs Dreamcast: the Games that Appeared on Sega's First and Last Consoles

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With the creation of 'The SG-1000 Junkyard', I've had my mind on Sega's first console as of late. Members of our Facebook group may have seen that I recently posed a question to our members; which Sega series appeared on every single Sega console? The short answer is none, but there were a number of games, series and characters that appeared on both the SG-1000 and the Dreamcast, so I had the bright idea of setting up a comparison of sorts for shits and giggles, while also shamelessly plugging our new website.

Lancia Stratos
Lancia Stratos - Safari Race (1984), Sega Rally 2 (1998)
While not one of the starting cars in the original Sega Rally, the Lancia Stratos is famous for being the faster but less wieldy unlockable car in the subsequent Saturn port. As all good Dreamcast fans should know, it graced the cover of Sega Rally 2 in all regions. What's less well known however, is that the car was licensed to a game much, much earlier in Sega's history.
Unfortunately, no rhinos are featured as hazards in Sega Rally 2.

Unlike Sega Rally, Safari Race wasn't a port of a state of the art arcade game, but instead a simplistic 8-bit racer released exclusively for Sega's first console. In the game, the player must drive along a desert track avoiding other cars and wild animals, while paying close attention not to run out of fuel by periodically stopping at petrol pumps to refuel.
Chack'n
Chack' n - Chack'n  Pop (1985), Bust a Move 4 (2000)
Chack'n Pop was an early Taito single screen 2D platformer with the unique mechanic of the main character being able to switch between walking on the floor and ceiling. It was originally released into the arcades in 1983 but two years later received a fairly faithful (for the time) SG-1000 port.
Awww, what a cute little cursor Chack'n makes.
The game features characters that would later on become mainstays of the Bubble Bobble franchise. In fact, it is often considered a spiritual precursor, and many people consider it part of the Bubble Bobble franchise itself. While not a playable character in Puzzle Bobble / Bust-a-Move 4, he (how dare I assume Chack'n's gender), does make an appearance in the form of the cursor on the main menu screen.

As Scott quite cleverly noticed, if Chack'n Pop is considered part of the Bubble Bobble franchise, then we could say that it was perhaps the only (*read on to learn more*) series of games to feature on all six Sega consoles. How cool is that?

SG-1000 - Chack'n Pop 
Master System - Bubble Bobble, Rainbow Islands
Game Gear - Bubble Bobble, Puzzle Bobble
Mega Drive - Rainbow Islands Extra
Saturn - Bubble Symphony, Bubble Bobble also featuring Rainbow Islands, Puzzle Bobble 2, Puzzle Bobble 3
Dreamcast - Puzzle Bobble 4
Hang-On
Hang On - Hang-On II (1985), Hang-On (Shenmue 1999, Shenmue II 2001, Yu Suzuki Game Works 2002)
I wont patronise you with an unnecessary introduction, we all know Hang-On. What's unusual about the SG-1000 port is that it was released as Hang On II despite, with exception of the downgraded audio and visuals of course, being all but identical to the Master System's version named simply, Hang On. While not a patch on the arcade original or even the later Megadrive port of Super Hang-On, it's more than playable and does a great job of recreating the arcade action on vastly inferior hardware. 
It took fourteen years for Sega fans to get an arcade perfect port of Hang-On.
The Dreamcast version is a close to identical port of the original arcade game and thus infinitely superior. The Hang-On bike and rider also make an appearance as a run of capsule toys within the game.
Left: Hang On capsule toy. Left: Hang On arcade machine.
It could be argued that Hang-On is the only Sega franchise to feature on every Sega console. Unfortunately, the weak link comes in the form of GP Rider. While the arcade original of GP Rider had little in common with Hang-On, other than being a game about racing bikes, the Game Gear port bears a striking resemblance to the SMS and Game gear releases; not only does it play and look like a Hang-On game, but many of the sprites are ripped straight out of other games in the series. 

SG-1000 - Hang On II
Master System - Hang On
Game Gear: GP Rider
Megadrive - Super Hang On
Saturn - Hang on GP
Dreamcast - Hang on (Shenmue, Shenmue II, Yu Suzuki Game Works)

Q*Bert
Q*Bert - Q*Bert (1983), Q*Bert (2000)
Way before Q*Bert starred in such cinematic classics as Pixels and Wreck it Ralph, he was a humble video game character synonymous with the arcades in the 80's. A port of the game was brought to the official Tsukuda Original clone of the Sg-1000, the Othello Multivision.
Q*Bert - Othello Multivision
Although not an official SG-1000 release, due to the Othello Multivision being identical to the SG-1000 at a hardware level, the game is completely compatible with Sega's System. While nothing special, for the time it was a competent little port and is one of the only unlicensed SG-1000 titles worth picking up in my opinion.
@!#?@!
The Dreamcast version was a re-imagining of the game that added extras such as a story mode. To be honest, I've not played it myself, but the reviews were pretty negative at the time.
Monaco GP
Monaco - Monaco GP (1983), Monaco Grand Prix (1999)
This one's a bit of a cheat to be honest. You see the Dreamcast's Monaco Grand Prix has absolutely nothing to do with Sega's series of Monaco games. It was created by Ubisoft and is actually a member of the Racing Simulation series. Still, for the sake of completion, I've included it here. 
Left: Monaco GP. Right: Monaco Grand Prix.
The SG-1000 release is yet another adequate port of Sega's antiqued arcade racer. If I'm completely honest, it hasn't stood the test of time as well as some of Sega's other early arcade games, but is worth loading up and giving a go out of curiosity.  

Monaco is another series that comes painfully close to appearing on all six of Sega's consoles. If only the Dreamcast version was somehow tied to Sega...

SG-1000 - Monaco GP
Master System - Super Monaco GP 1/2
Game Gear - Super Monaco GP 1/2
Megadrive - Super Monaco GP 1/2
Saturn - Monaco GP (Sega Memorial Collection Vol.1)
Dreamcast - Monaco Grand Prix

Flicky
Flicky - Flicky (1984), Sonic Adventure (1998)
The SG-1000 port of Flicky is one of the more impressive games on the system from a technical standpoint. The scrolling is some of the smoothest seen on the system, but unfortunately, something about the collision detection makes it incredibly difficult when compared to its arcade and Megadrive siblings. 
Left: Flicky. Right: Sonic Adventure
While Flicky wasn't lucky enough to receive his own game on the Dreamcast, he did make an appearance in Sonic Adventure albeit with the rather disrespectful name, "Birdie". It's been a few years since I've played Sonic Adventure, but if I remember correctly, him and the other Flickies (*that's gotta be the plural form of Flicky, right?*) were brainwashed and used as symbiants for the E-100 series of badniks. Somehow Flicky escapes and for whatever reason is carrying a chaos emerald... or something like that...then Eggman tries to take it yada, yada, yada... whatever, he's in the game. 

Due to Flicky's regular appearances in the Sonic series, he happens to be the character that has appeared on more Sega systems than any other. Not only did he appear on the six main Sega consoles, but also the two Megadrive add-ons and even the Sega Pico. The only system in which he's absent is the Pico Beena *Damn! So close!*. There's some Sega trivia for you!

SG-1000 - Flicky
Master System - Flicky, numerous Sonic games
Game Gear - Numerous Sonic games
Megadrive - Flicky, numerous Sonic games
Saturn - Flicky (as part of the Sega Memorial Collection), numerous Sonic games
Dreamcast - Numerous Sonic games
Mega CD - Flicky (as part of the Game no Kanzume Vol.1 compilation disk), Sonic CD
32x - Knuckles Chaotix
Pico - Sonic Game World
Tranquillizer Gun

Tranquillizer Gun - Safari Hunting (1983), Tranquillizer Gun (Dynamite Cop 1999)
I'm sure many of you know of Tranquillizer gun as the old fashioned game on the menu of Dynamite Cop that let's you build up extra continues to be used to help progress through the main game more easily, but almost two decades before that it was a mediocre arcade game. 
Don't worry. It's only a Tranquilizer Gun.
Due to the game already being a few years old by the time it got ported, and hardly being cutting edge at the time of release, the SG-1000 port makes an admirable effort at bringing the game to the home console. The original was a vertical screen release, so rather than have large boarders on each side, the port simply rotates the maze 90° without effecting the gameplay.

One of my all time favourite pieces of box art. Just look at that, pure brilliance. 
The unlockable game within Dynamite Cop on the other hand is an identical port and therefore retains the original aspect ratio while adding some nice looking trees as the boarders for extra effect. It's far from a classic, but another game from Sega's distant past that's worth checking out. The game deserves bonus points for being about a dude going to Africa to hunt wild animals. That's a theme you'd certainly never see in a mainstream game in 2018! I imagine it was a bit of a controversial subject even in the 80's, which is probably why they put so much effort into presenting the weapon in the game as a 'tranquilizer gun' (*Yeah right Sega, you don't fool me!*).
Galaga
Galaga - Sega Galaga (1983), Namco Museum (2000)
Last but not least, Galaga! According to Sega Retro, Sega Galaga is the only version to have received a name change. Why this is the case, I couldn't tell you for sure, but it was quite common for Sega to license arcade games from other companies and port them themselves to their early systems. Perhaps it was Nintendo's influence dissuading developers to make games for other consoles, or perhaps it was just easier for the likes of Namco to simply take a paycheck and leave the rest to Sega. Either way, it's a great port of an arcade classic. As with Safari Hunting above, the screen has been rotated to accommodate 4:3 televisions thereby shortening the distance between enemies and the player which can make the action feel a little cramped, but other than that, no complaints from me.
Left: Sega Galaga. Right: Namco Museum
What can be said about the Dreamcast version? Well, it's no surprise that the Dreamcast manages to emulate the original arcade game perfectly (at least to my eyes). Other than that, it's part of a compilation disk with a bunch of other Namco classics including the sequel, Galaxian. At the time of release, I'm sure it seemed like a rip off, but as of now you can pick it up cheap or burn it for free. Why you'd want to play the game on Dreamcast over the host of other systems it's available on, I couldn't tell you.

Thanks for reading. If you'd like to learn more about Sega's first console, the SG-1000, please check out the SG-1000 Junkyard.

Shenmue & Shenmue II HD Remasters Announced By SEGA

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It had to happen didn't it? After years of pressure on social media SEGA has finally announced that yes, HD remasters of Shenmue and Shenmue II are coming to current gen systems and PC in 2018. Revealed at the SEGA FES event in Japan, these new versions of the Dreamcast masterpiece look set to introduce a whole new generation to the annoying controls and awkward dialogue Dreamcast fans have endured for the past two decades.
From the SEGA Europe press release:

"SEGA Europe Ltd. is proud to announce that the pioneering epic saga Shenmue™ I & II is to be re-released for a new generation. Get ready to go on a thrilling voyage across faithful recreations of Japan and Hong Kong, China, in a timeless tale of revenge and mystery when Shenmue I & II launches both physically and digitally on PlayStation® 4 and Xbox® One with a PC release on Steam in 2018.

"Since their original release, Shenmue I & II have established a passionate following and are revered as one of gaming’s greatest series of all time. These revolutionary masterpieces deliver a gripping story of retribution as Ryo Hazuki sets out to avenge his father’s death and attempts to unravel the secrets behind a mysterious artefact known as the Dragon Mirror.
"Shenmue I & II comes complete with the original feature set that defined modern gaming, including enthralling jujitsu combat, investigative sleuthing, and RPG elements in addition to memorable mini-games. Shenmue I & II is set within engrossing real-time open worlds that feel truly alive thanks to day-to-night cycles and weather changes, with a population of civilians who follow their own schedules.

"This is the definitive version of these all-time classics and will be the best Shenmue experience to date. The re-release will stay true to the originals with modernised features including fully scalable screen resolution, choice of modern or classic control schemes, PC graphics options, an updated user interface and the option to enjoy either the original Japanese or English voiceovers.

The physical and digital editions will be available to pre-order from first party stores, Steam and US and EMEA retailers soon. Oh, and now all you nerds on Twitter can stop banging on about Save Shenmue this and Shenmue tweetathon that. Jeez guys. We get it."
- SEGA Europe

I do find it slightly odd that these games are coming to the Xbox One as well as PlayStation 4 when the third game is reportedly a PS4 exclusive, but this will undoubtedly only allow more people to enjoy the original instalments in the adventure. That said, I challenge anybody not to lose interest at the point where you have to get a job in a warehouse in Shenmue II, HD or not.
So there we have it. Shenmue is back. It seemed like a bit of a no-brainer when you consider that Shenmue III is on its way. Releasing the third part of a series into a world where the only way to really appreciate the originals is by getting a Dreamcast and then paying through the nose for original games on eBay (or...um...burning copies) seemed a bit daft. Anyway, I'm going back to bed now and hopefully I won't wake up to a nuclear dawn...

Here's the reveal trailer:


Find out more about Shenmue and Shenmue II remasters here: https://shenmue.sega.com/

Thoughts? Overjoyed that Ryo is back to kick Lan Di's ass all over again in HD? Or could you not give a rat's ass about all this and just wish World War III wasn't about to start? Let us know in the comments or join the conversation on Twitter or in our Facebook group.

A Quick Look At Iron Aces

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War is hell. So said General William Tecumseh Sherman way back in 1864, apparently. War was undoubtedly about as close to hell as human beings could get going way back to pre-history and antiquity, and still happens to be so in the modern day. With this in mind, the last major worldwide conflict was World War II, and this is the theatre which acts as a backdrop to the Dreamcast's only dogfighting, dive-bombing, kamikaze-preventing flight sim: Iron Aces. Sort of.
See, Iron Aces from Xicat is very much a game that is set during the height of the 20th century's most deadly conflict, but also one which takes place on a fictitious archipelago made up of islands which bear striking resemblances to Great Britain, Germany, the United States and Japan. These are the main belligerents featured in Iron Aces, but the names of the countries have been doctored somewhat, even if the geographic shapes of the islands haven't. So, Great Britain becomes Trincer, the United States is Valiant, Japan is Yomato and Germany is Blocken. This is initially quite puzzling - especially since the actual countries involved in WWII are name checked constantly, and the Royal Air Force constantly referred to; however, the slightly fantastical setting undoubtedly gave developer Marionette the freedom to create missions and scenarios which, in reality, did not take place.
With this in mind though, there are numerous instances where real life events are clearly the inspiration for mission types and objectives, so the puzzlement remains intact. Anyway, I'm jumping the gun a bit. Join us as we take a quick look at one of the Dreamcast's hidden gems in the form of a true Battle of Britain simulator - Iron Aces.
The Dreamcast isn't short of decent flight sims and flight-based arcade shooters. There are the outstanding Aero Dancing/AeroWings titles if realism is your bag; and likewise there are games like Propeller Arena, Incoming and Air Force Delta available if you prefer more arcade-styled aerial thrills. Iron Aces however, sits slap bang in the middle of these two styles. It really isn't a simulator and it has a couple of mechanics that prevent it being classed as an all out arcade experience, and so it's pretty fair to class it as both a sim and an arcade shooter at the same time. And also one that takes a few liberties when it comes to historical accuracy. Don't let that put you off though, as to write Iron Aces off due to its slightly fabricated pseudo-WWII setting would be doing it a disservice.

At this point, it is probably quite pertinent to point out that the game was released in Japan as Imperial no Taka: Fighter of Zero. In the PAL version of the game (on which this article is based), you assume the role of a pilot on the side of the Allies and so you are tasked with taking down adversaries from the German and Japanese armed forces. Quite how the NTSC-J version of Iron Aces differs from the PAL and NTSC-U versions (if at all) I cannot say, but it strikes me as a little bit of a sensitive topic, for fairly obvious reasons I'm not going to spell out. If you've played Imperial no Taka: Fighter of Zero and note any differences in the main story I'd be intrigued to hear about them in the comments.

Anyway, the main game sees the player assume the role of a rookie pilot tasked with defending the British territory of Trincer, taking orders from an American squadron leader named Baker. There are a bunch of optional training missions that attempt to teach you how to control the period appropriate planes which - rather awesomely - includes both fighter planes and also huge lumbering bombers. The training missions are totally optional, but I would recommend giving them a look just so that you get a feel for how Iron Aces plays: there are no 'fire and forget' missiles here - it's all about manually aimed machine guns and dropping bombs that aren't laser guided. In this sense alone you are expected to score kills (both in dogfights and during bombing raids) with about as little hand holding as it's possible to give.
Once you get out into the main game proper, you're eased in with some fairly simply recon and patrol missions, pootling along Iron Aces' equivalent of the white cliffs of Dover with very little to report. It doesn't stay so idyllic for long though, as just as you might think the game might involve you absent-mindedly taking a pleasurable sojourn over the green and pleasant land of...er...Trincer, the Germans launch an attack and the archipelago is plunged into all out war. From here, the missions introduce you to defending tactics while zipping around above cities while spot lights arc through the sky, to performing bombing runs on columns of ships, to seeking out submarines and dropping torpedoes to seek them out. The missions are really quite varied and as you progress different aircraft types are unlocked depending on the task in hand.

Alongside the main campaign (which also boasts some fantastic stylised cutscenes and mission briefings that would be right at home as a Dad's Army introduction); there's an interesting 'versus' mode that allows you to either play against/with a friend against AI enemies. You can even assign AI controlled aircraft to your side in single player and engage in a full on bombing raid along with fighter escorts, should you wish. It's an interesting and fun addition, and if the main game is giving you issues then it's nice to have the option to jump out of the campaign and just practice sinking enemy dreadnoughts and carriers, or taking out radar stations.
Even with the slightly ambiguous setting for the campaign, this is most definitely a WWII game, and the aesthetic amplifies this well. The mission briefing hub is a fully rendered recreation of a period command HQ, complete with maps and a mission board; while the aircraft are all pretty faithful and genuine models are on offer (Spitfires, Hurricanes, Stukas etc). The game world isn't as well realised as the previously mentioned Aero Dancing games, with vast swathes of the landscape represented by flat geography painted with blurry, low resolution textures masquerading as fields and cityscapes. From afar they look satisfactory, but if you take a trip down to ground level then you'll see how rudimentary everything is - think Pilotwings 64 and you're on the right track. The sea too looks quite basic, with a fairly small tile set repeated over and over again. Enemy ships and other vessels also look quite poor up close. That said though, the aircraft all look good and there are some really nice effects (such as the lighting from machine gun muzzle flash) that do give a little bit of polish that makes up for shortcomings in other areas. Draw distance is also worthy of note - while it isn't as flawless as that seen in Aero Dancing, the horizon line does stretch quite a way off and this gives a fairly good sense of scale during battle...not that you'll have much time to gaze longingly into the distance when the action kicks off.

Perhaps the greatest attribute that Iron Aces has in its arsenal is just how easy it is to pick up and play; and by extension of this, just how easy it is to get right into the thick of some really exciting dogfights within about 10 minutes of starting the campaign. Controls are responsive and the analogue flight controls on the stick feel pretty much spot on. Yoke is controlled via the triggers and when used in conjunction with the pitch and roll attributed to the analogue, getting your plane around the battlefield (battlesky?) is really rather easy. As mentioned, the weapons are suitable old-skool, but aiming the default machine guns is quite user friendly (just line up the reticule and light 'em up), and taking down adversaries usually doesn't require more than a couple of hits. Dropping bombs is slightly more cumbersome as you have to hold down both the Y and B buttons at the same time while the view switches to a cinematic angle, meaning it's actually more difficult to judge where your bombs will hit, but it's not too difficult to get to grips with after a few raids.
The one area where Iron Aces is pretty poor is in the sound and music - the music isn't really appropriate for the time period setting, and the weapon sound effects are really quite shoddy. Engine effects are good though, and really give the impression - at times - that you're a lone pilot heading straight towards the enemy in a little single seater fighter plane. One big bugbear for me though is that there's no voice acting, which isn't necessarily a major blow, but if it had been done right and in fitting with the 1940s aesthetic it could have really added something to the overall package. Radios crackling, speech during cutscenes...it could really have added a lot to the experience. Alas, all you get is weirdly out of place muzak, dialled in weapon effects...and some nice engine noises.

In summary, Iron Aces is a decent, fairly late release for the Dreamcast that was initially launched as a budget title. It also one game that is a true Dreamcast exclusive (although a modern-day sequel was released on PlayStation 2 and a WWII themed sequel was released on PC) and one that a lot of Dreamcast owners probably haven't played. If a flight combat game with equal parts sim and arcade sounds like something you'd be interested in, then Iron Aces is well worth checking out. Not perfect by any means, and the visuals leave a lot to be desired, but as a lesser known period specific war game, it's well worth a look.
Have you played Iron Aces or Imperial no Taka: Fighter of Zero? Are you a fan of the game? Let us know in the comments or join the conversation on Twitter or in our Facebook group.

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Some Interesting Items Of Dreamcast Merchandise...And The Stories Behind Them

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We do like a bit of obscure merchandise here at the Junkyard, and even more so when it pertains to the good old Dreamcast. Merchandise has come a long way in the 300 years that I've been alive, and these days you youngsters have all sorts of phone cases and wallets to keeps your 'plastic' in that give hints as to the way in which your nerdy bread is buttered. Back when I was a wee lad in the early 1700s we had nought but a flash of treated ox hide with our workhouse name pressed into it to remember our opulent upbringings. Eh, they don't make merch like they used to.

Anyway, for fear of losing literally everybody who actually bothered to click the social media links to read this, let me fast forward to the present, and the fine pieces of Dreamcast-related (and in some cases, lesser spotted) Dreamcast merchandise recently acquired by the Vvcollectiv (which stands for Valley Vintage Collective).
The Vvcollectiv are a two man operation made up of Rene Guard and Eddie Bogard, and these fine gentlemen are also behind the annual Dreamcast event held in Burbank, CA. When not hosting events, they collect and display more interesting items of Dreamcast paraphernalia (one being the Dreamcast Control Unit we featured a few years ago). Here are the latest acquisitions made by Vvcollectiv - at least one of which I have never previously seen (the Hawaiian shirt). These items were acquired from a former Sega of America employee and while some of them are fairly common, it's the stories behind the items that I find most interesting...

A Dreamcast branded Hawaiian shirt:
"The Hawaiian shirt we had to wear along with the Dreamcast fishing hat for the Weinie Roast concert event where we had kiosks of Dreamcast games set up. Nothing to memorable happened there. We were near the front of the event far away from the concert stages so not that many people were ever at our booth. It was a two day event and I was exhausted by the end of it!"

A Dreamcast bowling shirt:
"The bowling shirt we had to wear for a concert event that was held at the San Jose fairgrounds. We had about 8 kiosks running Dreamcast games for concert goers to check out."

A Dreamcast bag and folio case:
"As far as the messenger bag and organiser, during my four years with Sega I had a great relationship with the PR team. Around the time the Dreamcast was going to release in America (9/9/99), Sega was doing a lot of promo events to build up hype for the system prior to launch. I proposed that we should have a presence at San Diego Comic-Con. PR agreed and worked out a deal with the Marvel booth for us to have a playable Marvel vs. Capcom demo unit at the show. They sent just me down with a couple Dreamcasts and copies of the yet to be released USA version of Marvel vs Capcom. That is when they gave me the messanger bag which I used to carry the systems and games to the show. It was a great trip because work paid for everything and all I had to do was get the systems set up and the game running, and then put them away at the end of the day."

A Dreamcast display unit that - according to Vvcollectiv - was only used in games stores in Los Angeles, California:
"This one is quite unusual as apparently is was only used in the L.A. area. We've never seen this one in use anywhere else."

So, there we have it - a few more lovely pieces of Dreamcast merchandise documented thanks to Vvcollectiv. Personally, it's more the stories behind these items from the former Sega employee that I find most interesting, simply because those experiences and accounts of Dreamcast history are things you can't really put a physical value on. Now though, they're recorded here (and at Vvcollective) for posterity. Who knows - in another 300 years I might look back on this post and smile. Maybe.

Thanks to Vvcollectiv for sharing these items and their background stories with us. Be sure to check them out on Facebook, Twitter and Instagram.

And as ever, let us know what you think in the comments, on Twitter or in our Facebook group!

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Dreamcasting

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This might have passed you by, but back in 2015, Sega commissioned a stage play to commemorate Phantasy Star Online 2's 15th Anniversary. Series producer Satoshi Sakai and series director Yuya Kimura supervised the play, which was produced by Masahiro Nakayama. The stage play had a short run between December 4-7 in 2014 at the Aoyama Theater in Japan, and was later released on DVD.


As part of the live performance, some musical numbers were also included. Haruko Momoi composed and wrote the songs, and these were performed by Shota Aoi and Nitta Megumi, who played the main characters Takuya and Yumi.
Takuya
Yumi





















One such glorious example is provided below, the wonderfully titled "Dreamcasting." Enjoy.



Dreamcast release schedule 2018

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As reported in March, JoshProd's next batch of Dreamcast titles will be available soon, and will include the likes of sides-scrolling beat-em-up Okinawa Rush, Flashback sequel Fade to Black, vertical shmup Battle Crust, and 2D Adventure game The Escapee. Unlike previous JoshProd batches, none of these are reprints of previous indie games and all are new ports to the Dreamcast, which is terribly exciting.

According to the French online store Rush On Game, these Dreamcast "Unreleases" will be available to order tomorrow, May 3.

In other "new" game news, JoshProd's first release for 2018 might have slipped you by under the radar. After releasing a PAL style reprint in 2017, a US/J-NTSC style release of Ghost Blade was released on March 23. We originally reported this as an exclusive to Video Games New York store, which was taking pre-orders in February, but the game has since showed up at Play-asia.com (link) and The Bit Station (link).
This is the Japanese cover, which is printed on the flip-side of the manual to the US-style cover.


A Quick Look At 18 Wheeler: American Pro Trucker

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Of all the NAOMI to Dreamcast ports that were given a wide release - there are several that only got a limited release in Japan - 18 Wheeler is undoubtedly the one that gets the shortest of shrifts. Cast your mind back to those pastel hued days of Sega's arcade dominance and subsequent ports to the home tellybox, and names like Crazy Taxi, Ferrari F355 Challenge, Virtua Tennis, Outtrigger and Cosmic Smash instantly spring to mind. 18 Wheeler? Not so much.
This is odd for a couple of reasons, but the main one - for me at least - is the awesome way in which the game was presented in coin-op fashion in some locations. To whit, the game was set up with a huge mock truck cab that did a good job of allowing the player to feel like they were really driving an articulated lorry - it certainly felt very grand to the teenage me playing 18 Wheeler in the Namco Station at Manchester's Trafford Centre, anyway.
Since those heady days of the early 2000s, I have gone on to acquire my HGV license in real life (don't ask, it's a long story) and I am legally allowed to drive trucks of varying sizes. I can say though - with some authority - that driving a truck in reality is nowhere near as fun as it is in 18 Wheeler: American Pro Trucker. The game was ported from the arcade to the Dreamcast and released in PAL territories in June 2001 - several months after the announcement that Sega was ceasing production of the console. As you can probably imagine, the reception was lukewarm - to say the least.
This late release probably has a lot to do with the decision to allow Acclaim to publish the game on the PlayStation 2 and Gamecube after Sega had consigned the Dreamcast to the great bargain bin in the sky; but for the purpose of keeping this consignment of Dreamcast-related cargo on track, let's hit the road and take a look at Crazy Taxi's poor relation. More specifically what it gets right, what it gets wrong and whether it's worth your time and money. This is 18 Wheeler: American Pro Trucker...

With this being an arcade port and all, the last thing you should expect is some kind of deep and meaningful storyline. Oh, and it's a game about trucking. However it's less Eddie Stobbart and more JB Hunt, if you get my drift. So, once you fire 18 Wheeler up and jump into the marquee arcade mode you're asked to choose from one of the four token characters (think the Crazy Taxi cast, having swapped their cabs for hulking articulated juggernauts and you're golden), hook your rig up to a trailer and then haul ass across the state within the time limit. Within about 8 seconds you're introduced to an obnoxious rival trucker who obviously has no life or friends, and who constantly barks insults at you over the CB radio.
The main aim in the arcade mode then, is to belt it as fast as you can across the stage, avoiding traffic where possible and beating your rival the the goal before the time runs out. Essentially, 18 Wheeler is pretty basic in design and effortlessly fits into Sega's arcade pantheon with its quick pick-up-and-play mechanics and simple as you like gameplay. It's easily one of the most shallow games Sega ever ported to the Dreamcast, and the extra modes are threadbare too, but for a game that's quick to jump into and have a short-lived 10 minute blast, it can't really be faulted.
Throughout the four stages of the main arcade game are multiple routes to take, various environmental hazards to avoid (or smash through), and bonus vans to run off the road in order to earn vital seconds that are added to your countdown timer. One of the best things about 18 Wheeler is that is does a really good job of giving the impression of an open world in which you're racing across. The various towns and rural areas, highways and arrid desert plains...it all looks quite grand and gives the impression that you really are travelling across vast swathes of the United States on a vital mission to deliver logs or milk...or some shit. In reality, the stages have a start point and an end point and there are a couple of forking paths, but there is no freedom whatsoever. You are funnelled down familiar paths time and time again, and so replay value is limited; while the scripted aspect of the adventure and the set pieces play out in the same places with precision timing. Suffice to say, this gets a bit dull after the tenth time running a particular stage...and that's one of the main problems with 18 Wheeler. Twister? Yep - same place every time. Sand storm? Ditto.
See, Crazy Taxi was a pretty repetitive title but the open nature of the (fairly small) world made it feel like every run could be a bit different depending on the passengers you picked up. In 18 Wheeler, that isn't really the case because the stages are just that - stages. Like stages in a rally game. Yes, there are forking paths...but ultimately you go from A to B and you'll have seen everything 18 Wheeler has to offer in terms of the single player arcade mode in less than an hour.
Its fortuitous then that Sega thought to bolster the standard arcade game with some Dreamcast exclusive options. The first of these is a score attack where you complete laps of various themed stages in an attempt to hit as many bonus vans as possible before the time runs out. Hitting ordinary civilian traffic with your big rig means a loss of points. The other life extending mode is a parking mini game where you are tasked with negotiating a series of labyrinthine roads and alleyways in your truck, before manoeuvring into a highlighted parking space (you guessed it) before the timer clicks down to zero. It's actually a lot of fun, and as someone who has done this stuff in real life I have to say it really is quite accurate.
There's also a two player split screen mode that riffs on the score attack, where you and 'your favourite rival' (as the manual says) can race each other around enclosed circuits, trying to rack up points and hampering the other's progress by opening the back doors of your truck and spilling all sorts of unmentionable shite all over the highway. Mainly pumpkins though, sadly. A couple of thousand gallons of Dulux white emulsion would have been more fun...but you can't have it all.

The four different characters and their associated rigs all have differing attributes in terms of torque and speed etc., but in truth they all handle pretty much identically. That is - quite well to be honest. The trucks all have a fantastic sense of weight, with the first person camera option allowing the cab to rock and sway accordingly. Nice little details such as detritus on the dashboards will slide back and forth, and air fresheners will sway hither and tither in much the same way as that little Sonic did in Rad Mobile. It's a nice touch, and while 18 Wheeler can be played from an external viewpoint, it is best experienced from the cab of the various trucks. Special mention must also go to the Dreamcast steering wheel here, as using the official wheel HKT-7430 (it's the only one I have) leant a certain something to the experience. It really gave an added dimension to the feel of driving a huge truck, so definitely give it a go if you have the means.
As well as the weight of the trucks and the inertia afforded such enormous vehicles, you're also tasked with operating the gear box. It's not as onerous as operating an actual split gear box found in a real truck; and there is no pneumatic air brake to deal with (nod to the real truckers out there), but you do have to deal with shifting between low and high ratios (low has three individual speeds, high has one), and also the reverse gear in the parking mini game. Interestingly, the trucks do react accordingly if you downshift at too high a speed, with clouds of black diesel smoke billowing from the exhausts and the truck lurching under its own hideously restrained horsepower.

At this point, allow me to take you on a little journey. A journey to my childhood. Christmas morning, 1995 in fact. We received (as in, my brother and I) a Sega Multimega from Santa that year, and at a little past 6am on the yuletide morning, me and my sibling were playing Road Avenger. We didn't care that it was essentially an interactive cartoon. We didn't care that every now and then the grainy FMV would freeze momentarily. We were playing a revolutionary title, a game that looked like nothing else we'd ever seen. Slack jawed and starry eyed we played Road Avenger thinking we'd never see anything quite as awesome ever again. That lasted until about 3pm that day when, regardless of the Queen's Speech being on the telly, our friend from round the corner brought his brand new Sony PlayStation round and showed us Demo 1 and Ridge Racer.
My setup...
An actual arcade cab. Make your own mind up. Heathen.
My mind was blown twice on one day. The reason I relay this crude tale is that, after that day I wasn't ever taken aback by graphics displayed by a system until the Dreamcast came along. The Saturn, Jaguar and Nintendo 64 never made me want to pull someone else into the room and gasp "look at this!". That all changed with the Dreamcast though, the game in question being Sonic Adventure, and the person being my mum - the only person who wasn't already sat glued to the screen (she was watching Eastenders or some shit). And to cut a very long story (and a fucking tenuous link) short...18 Wheeler wasn't and isn't a game that ever impressed me in home console form.
It looks almost identical to the arcade version, but there is considerable fade in of environmental structures and background (think Cruis'n USA with the horizon pushed back 20ft), and the whole thing just looks a bit muddy...if that makes sense. The fake NAOMI reflection effects, the boxy vehicles, the character models with obvious joints between knees, elbows and shoulders etc. It all just looks a bit shit to be honest. There's a nice level of detail in some parts of the opening stages, but other places and other stages (namely the score attack and multiplayer circuits) look like they've been created by amateurs and had the same textures copied and pasted over and over again. Music and sound effects likewise are a bit suspect, with an over reliance on stereotypical country music and cowboy themes. It just comes across as lazy, if I'm honest.

I'm probably being a it harsh by now though, and I'm almost certain nobody who saw this article advertised on Twitter or Facebook even clicked on the link, let alone read past the first paragraph. In a nutshell then, 18 Wheeler is a competent arcade port that is technically pretty good, even thoughbit looks a bit gash. As a game alone though, it really is lacking in terms of long-term appeal and extra gameplay modes. Once the arcade mode is done, there's not much to keep you coming back for more; even the extras are pretty bare bones. That said, as a very late arcade to Dreamcast release, 18 Wheeler represents a tiny glimpse at what else could have followed had the Dreamcast been more profitable for Sega. If a game as weird as 18 Wheeler was up for conversion, what of Emergency Ambulance or Jambo Safari? Or any of the myriad other open world vehicular NAOMI titles that were owning the arcade sphere at the time?
It's a rhetorical question I certainly don't have the answers to, but the one thing I can tell you is this. If you have a soft spot for the Sega arcade experiences of the golden era of the late 1990s and early 2000s, then definitely give 18 Wheeler: American Pro Trucker a look. It's not an expensive game even with the late release and low sales numbers, and as an example of what Sega was planning with its arcade to home conversion schedule before pulling the plug on the Dreamcast...well, it's fascinating from both a technical and a historical point of view. Ultimately- it's a bit shit if you're looking for something that will last you a while, but quite decent for quick blasts. You probably didn't need the preceding 80,000 words of bollocks to tell you that though. Hmmm...
What do you think? Are you a fan of 18 Wheeler? Are you a trucker? Do you like to rub your oily hands and bulging muscles/gigantic gut all over a Dreamcast? Let us know in the comments, on Twitter or in our Facebook group.

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You Can Now Access The Original Jet Grind Radio Website From Your Dreamcast

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While the promise of online gaming was a big part of Sega's marketing campaign when trying to flog the Dreamcast to the masses, many games simply didn't have any online gameplay portion. That didn't stop certain games proudly displaying the fact that they offered 'online functions' on the packaging, though. Usually, what this meant was that high scores could be uploaded to a leader board; or that certain things could be downloaded from a dedicated portal to a VMU that added extra features. For example, ghost car times in racing games, or mini games that could be played on a VMU screen. Some games offered more than others in this area, and one of the best when it came to added online extras was the awesome Jet Grind Radio.
As detailed in this story over at Dreamcast Live, the Jet Grind Radio website has been resurrected in (almost) its entirety, meaning that you can once again hook your Dreamcast up to the internet and browse the various pages that could be accessed from the game's main menu. Hidden away in this treasure trove from yesteryear are a graffiti gallery and ranking page, along with a hints and tips section that actually corrects some of the information printed in the physical manual. This isn't the first time a game's bespoke website has been revived, as the Sonic Adventure and Sonic Adventure 2 sites were both brought back online recently too.

This is pretty stellar work by a programmer known as Jial, and the whole mini-site is currently being hosted by our good friends over at DreamPipe. The only downside to this whole tale is that the only site currently available to your ever-hungry Dreamcast is the US version. If you try to access the online functions through a PAL copy of Jet Set Radio, it tries to connect to the Dreamarena portal which as yet has not been restored. We're told that it is a work in progress, however. Just to clarify  the Dreamarena portal - as the name suggests - looks totally different to the US site but offers pretty similar features if memory serves.
This is what you'll see if you try to access the PAL Dreamarena site. Followed by...
...epic fail.
This can be remedied by opening the Dreamcast browser's 'jump' function and typing in the URL http://jetgrindradio.dreampipe.net. Naturally, you can also access this from a standard web browser on your computer, but it just isn't the same as seeing it displayed through the Dreamcast browser. That, and the VMU graffiti download functions are null and void. Links to the 'Graffiti is Art' competition run by Sega back in the day are dead, but if you use the wonders of the WayBack Machine you can see some photos of the event, along with Peter Moore addressing the crowds of hoody-clad sk8tr bois, innit.
"Graffiti art is an underground art form that our audience is very interested in and we wanted to create a legal and creative forum for this amazing art to be displayed and recognized."

- Peter Moore speaking at the Graffiti is Art event, October 2000

If you own a DreamPi you can connect and try accessing the site straight from the Jet Set Radio menu with no additional messing about, and for more details and instructions on delving into the past with your Dreamcast, be sure to read the original story at Dreamcast Live. Please note that the use of the Jet Set Radio logo in the social media posts for this article are deliberate. I just wanted to laugh at people who comment without even reading articles. There are a surprising number of them out there you know. Small pleasures, and all that jet jazz.

Source: Dreamcast Live

Other Jet Set/Grind Radio articles you may enjoy:

Toy Racer Retrospective: Dreamcast Online Gaming

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If you ask most Dreamcast fans what their favourite games are on the system, it’s not unusual to hear things like Soul Calibur, Sonic Adventure, Phantasy Star Online, Crazy Taxi, and so forth. One answer you don’t hear very often is Toy Racer; a budget Toy Commander spin-off focusing primarily on online multiplayer racing.

For me, Toy Racer is one of my favourite and easily most played Dreamcast titles - not because it’s necessarily a fantastic game - but because it genuinely changed the way I enjoyed video games forever by fully opening my eyes to the world of online gaming.
Released in 2000, Toy Racer was developed by No Cliché and published by Sega themselves. It only ever saw the light of day on store shelves in Europe, as a planned US release never ultimately materialised. Toy Racer enjoyed chart topping success in the UK thanks mostly to its insanely budget price of just £5 (approx $6-7 today, but more like $3-4 back then) - the same price as a Dreamcast demo disc - and this was certainly a huge reason why I took a gamble back in the day.
Being a student at the time, new gaming purchases were a rare occurrence. But how could I resist at such a low price for a new racing game promising endless multiplayer fun!  Up until this point, I’d been intrigued by online gaming but had never really invested any significant time into it. I didn’t own a gaming PC and my free copy of Chu Chu Rocket (thanks to being an early sign-up to the Dreamarena) didn’t really have any lasting appeal for me beyond the initial novelty of playing against other real people via the power of the internet...

But I always loved playing racing games and so Toy Racer offered me the potential excitement of racing against other human players across Europe. That evening I plugged my 33k modem cable into the phone socket (after running about 15ft of cable across the landing to the study, much to my mum’s ongoing delight) and I’m pretty sure I clogged up the phone line all night as I went from one online race to another.  Whilst the race options were limited to only four different tracks, I just couldn’t stop playing. I always wanted just one more race.
The host could also select a championship mode, which allowed each of the tracks to be raced in order and points were awarded at the end of each race. Unknown to me at the time, winning multiple championships online actually awarded you with two secret vehicles to use online, which also turned out to be the quickest available: the Toothmobil and the Trahktor. It was pretty exciting to unlock these at something like 2am in the morning when I didn’t even know they existed. Even more exciting was lining up on the grid for the next race in your new car, with other players looking on and wondering how you managed to get it!
Fast forward to 2018 and thanks to the wonderful DreamPi, Toy Racer is back online and kicking. Playing Toy Racer online for the first time in eighteen years was a wonderfully nostalgic experience for me, and I’ve barely been able to stop playing it since. What’s made it even more appealing for me is that the team over at dreamcastlive.net have even integrated the leaderboards into their website. Luckily, I still had my record lap times stored on my VMU from back in 2000 and so was able to upload them all to take a clean sweep!
Record lap leaderboards are back online thanks to dreamcastlive.net
Think you can beat any of my times from 2000? Bring it on.

Toy Racer is a game which offers very little in the way of solo action. You can run practice laps on each of the four tracks to perfect your lap times, but that’s about it. Toy Racer was heavily criticised in reviews at the time because of its lack of single player options (CVG magazine were particularly brutal, giving the game a stinking 1/5 rating), but in my opinion, they completely missed the point. There is local multiplayer available for up to 4-players but the fun really is in the online action. And that’s why it’s so fantastic that it’s back online today.
So there you have it; hopefully a little insight into my slightly odd fascination with a pretty basic game. Nostalgia is such a powerful drug when it comes to videogames, and Toy Racer really does pull me back to the early 2000’s and my first real online racing experiences. The only bad part about playing Toy Racer is just how much it makes me wish that No Cliché had released Toy Commander Online as well. But we’ll save that for another article.
I might be just a little biased, but if you’re looking for something new to play on your Dreamcast, you’d do well to hunt down a copy of Toy Racer and invest in a DreamPi to recapture the magic of racing online again on a Dreamcast, just like all those years ago - you'll almost certainly see me online waiting in a lobby somewhere.

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Is A Modern 'Dreamcast Collection' Release Closer Than We Think?

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Is the Mega Drive Classics collection a sign of things to come? Recently we’ve had seemingly more and more assurance from Sega that they are in fact, still the awesome force that many of us remember from childhood; and beyond our formative years for many in the case of the Dreamcast.

Whilst it seemed to be criminally underreported at the time, producer Kagasei Shimomura did hint that Sega would like to look at expanding the Sega Ages releases beyond the standard 'retro' early era stuff we typically see, and hinted this would be linked to how well the initial batch of material is received.

While not the type of thing we’d usually cover on this Dreamcast centric blog, I felt that the recent release of the Mega Drive classic collection is something of an eyebrow raiser for those of us hoping that Sega’s swansong console may see some form of similar contemporary bundle release.
The Mega Drive / Genesis Classics collection itself is a nicely put together affair, and whilst this isn't a review I currently have no qualms with it, especially with the low entry price. My day one consumer thoughts are that it is much closer to the standard of the Rare Replay collection than anything we’ve seen previously from Sega.

The entire thing is run from a GUI of a faux 90s bedroom. The games are arranged in a tremendously OCD nature on a set of shelves and scrolling and selecting your game sees an actual cart plonked into an original model Mega Drive / Genesis before you are taken through to the game itself.

With it only releasing recently, I’ve only managed to get time with a handful of games, but so far everything has run - and more importantly sounded - great (a Dreamcast Smash Pack / Mega Drive emulator this is not!) and there is a decent number of games on offer beyond the traditional ones you’d expect. It’s also great to see games like Gunstar Heroes and others from Treasure being recognised as well as lesser known titles like ESWAT.
So could we be in line for seeing some of our beloved Dreamcast titles appearing in something similar? Despite there being a myriad of technical and legal reasons why it’s mostly foolhardy to wish for just that (there certainly won't be 50 games), we are within a year of Shenmue III (allegedly) finally releasing, so maybe Sega have further surprises up their collective sleeves; especially given the strength of this Mega Drive Classics compendium and the inclusion of many third party developed titles.

Many with naturally bemoan this just being ‘roms on a disc’, but personally I’ve enjoyed my time with the games already and knowing that I now have a decent collection of mostly decent titles to play on the 'big telly' is a nice feeling. Especially as that aforementioned television doesn't actually support the genuine Mega Drive I do have...

What do you think? Are we likely to see an updated Dreamcast Classics Collection any time soon? Let us know your thoughts in the comments, on Twitter or in our Facebook group. Oh, and give our main page a like too if you feel so inclined.

Reaperi Cycle Developers Want Your Input

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Remember Reaperi Cycle? It's the slightly odd looking indie title we featured a few weeks ago that - so far at least - has everyone pretty stumped as to what it might be about. Well, things are about to become a little clearer, as the main developer of this enigmatic Dreamcast exclusive is planning to livestream a Q&A session on YouTube very soon.
Not only are the developers of this mysterious game asking for questions, but they'll also be showing off an early build of the game, too. As we stated in the previous reveal, Reaperi Cycle looks like it could be quite an interesting little puzzle title, and that it's coming exclusively to the Dreamcast means it has piqued our interest.
Indie Devs spotted in the wild...
Scattered throughout this article are a few exclusive shots of Reaperi Cycle to whet your appetite. If you'd like to get up close and personal with the developers and see an exclusive preview of the game in action, set an alarm for 14:00 EDT / 19:00 BST this coming Wednesday 6th June and head over to the official Reaperi Cycle YouTube channel to catch a glimpse. Here's some interesting alpha footage recently released:


Oddly, the Reaperi Cycle official website seems to have been taken down since our last look at this intriguing project, but you can find the game's Patreon page here.
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