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PSO - it was good to talk!

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Reading this interesting article by SEGAbits about the pioneering aspects of the DC got me thinking about Phantasy Star Online . Back in the day, although it was the bane of my parents who could never get on the phone, I adored PSO, it gave me fond memories of my first online gaming experience which I spent harassing any Japanese player who I thought was female (they weren't) and trying to speak Japanese (I couldn't).


Luckily for hot-blooded adolescent's like myself the game's producer, Yuji Naka had a plan. Mr Naka's vision was that communication was intrinsic with his philosophy for PSO which was to enable the whole world to communicate through a video game. Sonic Team got together and tried to solve the conundrum of communicating in a multilingual, international environment which PSO was to be entrenched in. They implemented a system in which players could choose from a variety of set phrases which would then be automatically translated into your online friends native lingo. This was amazing at the time and probably the first time gamers were able to play with, and actually communicate with another gamer of a different language, all in real time!

Even better was the fact that gamers could also rely on icons, such as smiley faces and frowns, or create their own to convey quick bits of information. Of course, the system wasn't perfect, a lot of the set phrases were of no use past initial introductions and a keyboard was a necessity purchase, but the system as a whole, worked great for the time, especially considering that it was at a time of 56k modems and voice chat were simply not an option.


In fact, this system could have put the game at a disadvantage, but instead it actually became an unexpected strength. It negated the needless chit-chat which is so prevalent in modern day gaming. Words were precious in PSO, people said what they needed to and then let their gaming do the talking. There was also a unique feeling due to the pioneering status of the title with gamers from around the world, generally feeling apart of something and together as a team, and not just a group of American youths babbling on about random crap.

The icons also added a personalized feel and an extra splash of colour to the proceedings as the whole world of Ragol became reminiscent of Jet Set Radio with players creating a variety of hilarious prompts and pictures of encouragement (as well as a few insults) to interact with their peers. Of course, you couldn't always type while in the midst of battle, so the game allowed you to shortcut phrases to specific keys on the DC controller and keyboard, or like most people you could accost a friend to be the "designated chat person." Ah, the memories....



It was a system which, considering the financial woes the company had at the time, you could argue may have been better spent elsewhere, especially as the Japanese server opened a full month and a half before the US and Europe killing any kind of possible collaboration. But the sheer scope of the system, intrinsic with Yuji Naka's aspirations for PSO being at the centre of the Dreamcast's online vision, will be remembered for its pioneering approach and its position as the forerunner for today's online focused gaming landscape. And if nothing more, it enabled me to practice my Japanese while slaying dragons with old men dressed as pink robotic maids.

MIL-CD Comptability

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Which are the MIL-CD compatible Dreamcasts? It's a question which is becoming more and more prevalent these days as only that version of the system can be used to play the ever increasing library of homebrew and indie (as well as the odd "back up") games. I know a lot of people are confused as to which units to look our for  and  many are convinced it is connected to model number, or HKT number but that is simply not the case.

Here is a quick guide to spot if the console is compatible and you dont have access to the box to check if it can play recent releases such as Sturmwind or classic homebrew tiles like Beats of Rage on a Japanese Dreamcast.


Step 1
Take a look at the underside of the console. There should be a sticker with a barcode like the following.












 Next, check the third number across from the left.





This number indicates the year in which the console was manufactured, the one above was made in 2000.

Each year the console went through a packaging redesign and the odd internal alteration as follows.
  • 8 = 1998 model (First edition, orange Yukawa box)
  • 9 = 1999 model (Yukawa white box edition/White Dreamcast logo edition)
  • 0 = 2000 model (White Dreamcast logo edition, a small number are incompatible)
  • 1 = 2001 model (White Dreamcast logo edition, almost all are incompatible with MIL-CD)
To ensure that your console will work with MIL-CDs you should try to pick up a console that was made in 1998 or 1999. To ensure you get a GD-rom drive with the least wear and tear the newest model possible is advised.

The first two numbers in the barcode also represent the company that built the drive.
  • 01 = ASAHI Electron 
  • 02= SEIYO D
  • 03= SANWA DENKI S
  • 04 = T.TKR
  • 05 = UGO DENSHI


Step 2
On 1st November, 2000 Sega also changed their name from "Sega Enterprises" to "Sega Corporation"and therefore, all consoles made after this date will carry the revised name on the label at the bottom of the console. It just so happens that after this date Sega removed all MIL-CD compatiblity from their consoles so if you have a Sega Corporation Dreamcast then it probably isn't going to work with MIL-CDs.


MIL-CD Compatible model


Incompatible model


I hope this guide proves useful to those searching for a new console. Please be aware though that this is only a rough guide and I am sure there are exceptions laying about considering the state that the company was in at the time. However, for the most part it should prove accurate and so happy hunting.

Puru Puru Pack

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The Dreamcast Puru Puru Pack (referred to as the Dreamcast Vibration Pack in Europe and the strangely named "Jump Pack" in the US) is an accessory for the Dreamcast controller's expansion ports. When placed in the controller, it allows compatible games to give force feedback to the controller, a concept pioneered by Nintendo with the Nintendo 64. Although. unlike the N64 version it runs of of the power of the console so doesn't require batteries. These were the days when controllers didn't have built-in vibration as standard and we'd have to shell out some cash just to feel something in a game (although Sony would soon go on to address this issue with release of the PSone).


The accessory is bulkier at the back due to the location of the motor meaning the ideal position to place it is in the second second expansion slot. Placing it in the first is possible although it wont lock into place like it would if inserted at the back. It can also be placed inside the Dreamcast Light Gun to give the controller a more realistic feel when firing. When you insert both the VMU and the Puru Puru Pack the controller feels sturdy and possibly a little heavier than most controllers of the day but probably equivalent to today's modern featured packed joypads.

My favourite use of the accessory has to go to the psychedelic shooting game Rez, without it, the game is quite a static experience but with a Puru Puru Pack inserted, you can feel the pulse of the beat of the level, further drawing you into the experience.

Atari Jaguar, do the math!

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I am sure you are wondering what the hell an Atari system is going on a website devoted to the Dreamcast? Well, back when I was a child, athlough I wanted a Sega Saturn to arrive down the chimney one Christmas it seemed Santa was on a budget and couldn't afford the ridiculous £399 Sega were asking. Instead, he had come across a flop of a console which was being sold of at the local market for a bag of crisps and a pork pie. Yup, I was on of the kids who ended up with an Atari Jaguar for Christmas. Anyway, I thought it would be fun to delve in the not so distant past and take a look at a console which has a lot similarities to our beloved Dreamcast.

The Atari Jaguar, prononced JAGWARRR over the pond!
The Jaguar is a system often mocked due to an advertising campaign which touted the console as a 64-bit power house, and for players to "Do the Math", comparing their rival's inferior "bits" (how come nobody seems to give a rat’s arse about bits these days?); while in reality only two fifths of the machine's processors were actually 64-bit, and most games looked largely like 16-bit games. Yet, the machine remains something of a curio due to it being the last ever Atari console, and it also played host to a small number of exclusive titles and a few interesting, if not particularly revolutionary, loftier versions of classic 16-bit games. Bits, bits, bits.

64bit(supposedly)!!
The Atari Jaguar was launched in 1993 but the systems origins can be traced back much further. In 1986, Martin Brennan, Ben Cheese and John Mathieson formed a computer design company named Flare where they created the blueprint for a potentially exiting new game processor. Realizing upon completion that they needed more funding to increase the performance of the processor they approached Atari who decided to back the development with the aim of creating a new console for the home market. Atari ran two simultaneous projects, one a 32-bit architecture named, “Panther” and the other a 64-bit system titled “Jaguar” (Atari had a thing about cats).
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The Panther was abandoned and Atari decided to go with the Jaguar project to supersede its major 32 bit competitors; the 32X, Phillips CD-i and the 3DO. The cartridge based system was released in December 1993 in the US at a retail price of $249.99 and launched with the rather hapless Cybermorph. A 3D shooter, the game was near-universally panned by critics for its poor graphics, and lack of any kind of excitement. Playing this shooter again recently there really is nothing good I can say about the game, it is just terrible. Unfortunately, early adopters of the system had to endure a bit of a wait to play any games deserving of the “64 bit” moniker the company had been so proud to plug.
The design of system is great despite the unwieldy controller

The first game to make a real splash on the system was the console’s release of Doom. It blew all other contemporary releases out of the water, even without having any music during gameplay (the Jaguar’s Digital Signal Processor was busy rendering the game and did not have enough CPU cycles left to process music). Upgraded versions of 16-bit and PC classics came to console, such as Theme Park, Sensible Soccer, Syndicate and Dragon: The Bruce Lee Story, which gave the console some much needed variety and some fairly enjoyable titles. The problem was that despite Atari's constant boasting about the Jaguar's bits there was still not a single game that couldn’t have been produced for a 16-bit console.


The Jaguar version of Syndicate is considered by many the best


One game was to change that; "Alien vs. Predator," a game overdue by seven months from its targeted release date, finally made a successful debut in late 1994. The game’s dark tone and mature gameplay was exactly what the system needed in convincing people to upgrade to their system. A first person shooter, it featured great 3D graphics for the time and was an extremely atmospheric affair in which you could take the role of an Alien, Predator, or marine. Each species had its own particular objectives and strengths and the game was a relative success for Atari. As with all Jaguar games, Alien vs. Predator came with insert cards to place over the controller's keypad. The cards, were a sort of add-on, akin to the Dreamcast's VMU as they used icons to help quickly identify key functions for each character such as weapon selection. Again, like the Dreamcast's, the Jaguar's controller is a particular issue of debate amongst retro gamers. While it won’t win any awards for its looks, I do think that the ergonomics of the controller are pretty good, and the ColecoVision inspired insert cards really help when playing games with complicate controls such as Doom.

Insert cards helped with games like Doom

The end of 1994 was a brief golden age for the Jaguar with the system receiving its only other game that could be classed as a “must have” title. Jeff Minter’s, Tempest 2000 was another release in a long series which had started in 1981 in the arcades and had been ported to various home consoles over the years. The game is essentially a shooter, whereby the player controls a small spaceship at the edge of a set hollow tube shaped environment, and has to shoot off various alien invaders before they reach the screen. It’s an age old concept that has been done numerous times but in Tempest it works so well; the visuals, the techno soundtrack, all comes together to make a great package.

Once you are in the zone, Tempest is relentless!

Releases during 1995 were indeed sparse and so Atari decided to release a CD system unit for the Jaguar to cut down the cost of producing the expensive cartridges. Released at $150 along with 2 games: Blue Lightning and Vid Grid (both tragically bad), the unit, like the 32X add on for the Megadrive, plugs into the cartridge slot and permits the play of full-motion video at a whopping 24 frames per second. The system played host to a couple of notable releases; Dragon's Layer was a decent conversion of the laserdisc arcade classic. Primal Rage on the Jaguar, although requiring the 6-button controller to play with any skill, was probably one the best home conversions of that game, and there was even a sequel to the systems' launch title in Battlemorph. Ultimately, the add-on, like the Jaguar itself suffered from a lack of third party support and like all add-ons was a complete disaster for Atari. The end for the system was in sight when Sony and Sega released their latest 32-bit home consoles, the PlayStation and Saturn, in 1995 and the system never recovered. Sales for the Jaguar were pretty turgid overall with only 135,000 units sold, worldwide!


Looking back, there are lots of similarities between the Jaguar and the Dreamcast .Obviously, they both represent the last hardware outputs from the former bastions of home gaming, Atari and Sega respectively (hardware which in my opinion was both refreshingly simple and still aesthetically pleasing) and both were also tragically absorbed into other companies. However, while Sammy has continued to exploit the well known Sega franchises like Sonic and Outrun, Infogrames seems happy simply to use the Atari names without taking advantage of the company's heritage. Classic games like Centipede, Frogger, and Asteroids to name just few would really benefit from updates and it is a shame that Infogrames, or Atari, or whatever the company is now called is happy to let these franchises rot.

Special Brew; like the Jaguar, not for the faint hearted


Still, as a retro enthusiast who clings to the past like a thirsty alcoholic does his Special Brew, I have fond memories of the Jaguar. Esthetically pleasing, the system has some great must-have games like Doom, A.v.P, Tempest 2000, and Iron Solider. There are also some great ports, Sensi, Theme Park, Syndicate, Brutal Sports and Rayman to name just a few. The system has a great, if not tragic background, which is reminiscent of our beloved Dreamcast, and its a shame that both were largely cut short without their full potential ever being released but if you’re looking for something fun to collect or unique to play, and that won’t break the bank then you should take a look at the Atari Jaguar. Do the math!

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VGA Incompatibility List

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Dreamcast's VGA compatibility is one of the console's biggest strengths, enabling it to outshine more modern consoles like the PS2, Gamecube and Xbox with its near HD visuals, everyone remembers their first time they used the Dreamcast with a VGA cable. The the jump is tremendous, you see details that you never expected and colours become so vibrant that you feel like you a playing a console in 2013, not 2003. Basically, it is the apex of the Dreamcast’s visual quality.

There is a downside though, and that is that not all developers were kind enough to implement VGA compatibility. There aren't a lot that didn't, and nearly all of the big games do support this feature but it can be annoying to put in a game only to find up you need to set up the DC on the big TV downstairs. So here is a list of Japanese titles which I believe are incompatible with the VGA feature. I am sure there are more, especially the weird dating sims so please let me know if you know of any other titles so I can add them to list.


  • Aerowings
  • Aerowings 2 
  • Aqua GT
  • Bangai-O
  • Blue Stinger
  • Buggy Heat 
  • Conflict Zone 
  • Cool Boarders Burrrn  
  • Dance Dance Revolution 2 
  • Dance Dance Revolution Club Mix
  • Deadly Skies
  • DeSpiria
  • Dino Crisis
  • ES
  • Evolution 
  • Get Bass
  • Gunbird 2
  • Hydro Thunder
  • Incoming
  • Jinsei Game
  • Jo Jo's Bizarre Adventure 
  • KoF '99 evolution
  • KoF '99 Dream match
  • Kita He
  • Last Blade 2
  • LOL
  • Net De Tennis
  • Plasma Sword
  • Psychic Force 2012
  • Railroad Tycoon 2
  • The Ring
  • Sentimental Graffiti 2
  • Slave Zero
  • Soul Fighter
  • Sydney 2000
  • Tee Off Golf
  • The Next Tetris
  • Tokyo Bus Guide
  • Virtua Cop 2

Shenmue III set for Wii-U Release?

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Well, it is if you believe the gang over at Gameranx.com who are hinting that Corey, "I'm looking for sailors", Marshall's recent appearance at Sega for some voice work and a picture of him in front of a poster that "appears to be Ryo’s bike" means that "that Sega and the Big N are working together to bring Shenmue 3 exclusively to the Wii U."

Shenmue III or simply a cut out from Sega's Harley-Davidson and L.A. Riders game ?

To be honest, I thought that Marshall's performance in the first game was far from stellar so I am not sure how happy I would be about him reprising the role. Furthermore, as to why  the game would be released on Wii U exactly is unclear.  I guess Sega's recent collaborations on projects like Bayonetta 2, Yakuza HD, as well as the recently announced Sonic title, may hint at the possibility of a stronger relationship between the old foes but the console hardly has the installer base that Sega would hope for to reprise one of their most demanded series. Old Ninty could certainly do with any exclusives they can get their hands on and Shenmue III would be the game that would get the hardcore back on board but would need to stump up some serious cash.

Keep those fingers, toes crossed and whatever else crossed that the Sega god's are listening. In the meantime I shall be happy enough to hear Corey's "acclaimed" monotones on my copy of Shenmue USA.



Densha De Go!2 Kousokuhen 3000 ban dai (電車でGO!2 高速編3000番台)

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I am sure Densha De Go 2 is a game many gamers will dismiss due to its odd concept, abstruse controls and rather dated visuals. Besides, operating a train doesn’t sound like something that makes for a very exciting game does it. However, scratch the surface and you will find one of the most addictive, rewarding experiences on the Dreamcast.


The premise is simple, being a train driver on one of the many train lines in Japan, ranging from the Shinkansen "bullet trains" traveling at high speed along the length and breadth of the country, to the local commuter trains in Tokyo, it is your responsibility to drive the train from one station to another within the scheduled time. While this many not sound too taxing, the game is far from an easy-ride and just like with Tokyo Bus Driver there is a lot to consider when you are in charge of public transport.


Firstly, as Japanese trains are known for their promptness you are expected to be get from A to B as quickly as possible. Yet, you can't just burst full steam ahead as speed limits alter constantly, requiring you to halve your speed at the drop of a hat, and passengers will also complain if you suddenly jam on the brakes. Furthermore, if you pass a checkpoint going too fast or too slow, or ignore a signal then points will be deducted. You get 30 points, known as "waiting time", and each and game over.



Where most people will lose is points is not when driving but when trying to actually stop the train.  In Japan, when arriving at a platform you need to stop within the 1 meter area at the end of the platform so that all doors are lined up with the markings on the station platform. Yet, how are you supposed to stop a train still going at 90 Km/h exactly at the scheduled time and only a few hundred meters ahead. Furthermore, if you brake too hard you'll end up crawling through the station wasting a lot of time. This can be a nightmare as many a time you will end up stopping in the middle of a station and run out of time, or fly hilariously pass your station, incurring a game over. It requires precision timing and a LOT of practice. Luckily, the game doesn't put you back to the beginning but to the last station you successfully stopped at.

Due to its arcade style nature and strict time limits the game demands a certain obligation for perfection from the player. It is  very demanding but it is this fine line which makes the game so enthralling, as the littlest mistake is fatal, yet you never feel cheated by the game's mechanics. The game leaves it up to you to improve or get out. Likewise, there is a certain degree of replay ability as like most racing games, each vehicle handles slightly differently and familiarity with the track is definitely an asset, so although some routes are repeated it doesn’t detract too significantly from the experience.




Control-wise, the game can take a little time to get used to. Unusually, the analogue triggers are not used to drive the train which you would expect of a driving of game, but instead it is the d-pad that is used to switch between the levels of acceleration, 1 being the slowest and 5 the fastest. Likewise, the A and X buttons are used to shift between brake levels. It sounds odd, but after a little acclimatisation feels completely natural and reminiscent of what a train would feel like. Still, if you want an even more authentic experience you can pick up the Densha De Go 2 Dreamcast controller.




The trains are nicely rendered, and the locales are pretty authentic with some detailed looking stations but on a whole, the game is a step below what you would expect of the Dreamcast title, especially the pop-up which looks a bit poor for a 128-bit game. It falls that awkward place similar place to Resident Evil 2 and Legacy of Kain: Soul Reaver in that they are a visually a step above what could be done on Psone, but not quite up their with native Dreamcast titles. Still, being a simulation title it is not a huge problem as you will not have time to observe the backgrounds once the game sucks you in. The audio in the game is what you would expect to hear, especially announcers and the station melodies, and the chugging of the train sounds great. It is here that I have to give props out to Taito for their implementation of the Puru-Puru pack which gives you the real up-down, authentic feel of being on board a train.



I guess the one problem from a Westerners perspective is that all the onscreen advice and warnings ("slow down", "speeding penalty", "breaking penalty"etc.) are given in Japanese which could be confusing. I am sure though, after a while you could guess what they mean, but a knowledge of Japanese makes this game more enjoyable. Basically, there are two times on screen, time of scheduled arrival and calculated time of actual arrival and in the middle is your points. To the left you have your gears and to the right you breaks. Like I said, it may be off putting at first but any import fan should have no trouble getting into the game.


While some may say this is a game designed exclusively for train otakus, I disagree. It is much more than that. For me, it is an old school arcade experience - all about high-scoring and making that final couple of seconds- and if you have an interest in Japanese trains or want to relive the memories of a summer spent in Tokyo, then that is just a bonus. Besides, games are supposed to take you to places, and allow you to try things you would not normally be able to experience, and where else could you do drive a train throughout Japan?  These kind of a gaming experiences are few and far between these days (Taito have since put the series on hold) and so if you are looking for something a little bit different, or an accessible simulation game that you can sink your teeth in to, like Tokyo Bus Guide then you are going to be hooked.

Densha De Go! Dreamcast Controller

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The Dreamcast Densha de GO! Controller is a special controller for the train driving sim, Densha de Go! 2: Kousoku-hen 3000 by Taito. It faithfully mimics an actual train's control scheme with the winding brake lever on the right and the throttle on the left, and there is even a space for you to put a stop watch should you be so inclined. Like all authentic Dreamcast products it feels good, everything feels sturdy and well-built and you can hear a nice clicking sound when you adjust the throttle.

A couple of things I would have liked to have seen are a proper button for the horn instead of just using the C button on the bottom part of the controller. Would it have killed them to plonk a big red button and labeled it "Noisy Horn"? Also, while the game supports vibration feedback through the puru puru pack, there is no such support on the Densha De Go controller. It's a shame as that really adds to the realism of the game, and especially as ASCII pulled off a fantastic job of implementing a rumble feature on their FT Fighting Sticks.

Still, I would still obviously choose to play the game with this controller as it really adds to the gameplay. The Densha De Go series is well known for its hellish difficulty and the intense levels of accuracy required. With clearly marked controls which are simple to follow this peripheral makes the game a little bit easier to play, and like the Sega fishing rod and maracas before it, adds to the experience with its authenticity. Supposedly, train drivers in Japan used to use a version of this controller and game during training. Sadly, doesn't come with a train driver’s hat.


Boxed DC Densha De Go Controller


Pack your house with sweaty salary men reeking of coffee and cigarettes to replicate the atmosphere of your daily commute in Tokyo

Guide to Retro Shopping in Akihabara, Tokyo

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Akihabara, known affectionately as Akiba, is one of the most well-known Electronics districts in Japan. Yet, its popularity has led to a lot of redevelopment in recent years pushing out a lot of the smaller more specialist shops which attracted people in the first place, and replaced it with mammoth all-purpose electronic stores. This has unfortunately meant one thing, less retro video game shops. Still, while iconic names like Messeh Sanoh (as featured in SGGG) may be no more(it is now Trader), the area still has a few great stores to satisfy the retro hunger of any retro/Dreamcast enthusiast.

Tokyo's infamous Akihabara district

So, you've arrived in Tokyo and want to check out the gaming paradise that is Akihabara, well how to get there? Luckily, Akihabara has become very accessible in recent years with a variety of train lines running through the area. Firstly, it is on one of the stops on the Yamanote line, a loop which visits most of the major areas of downtown Tokyo, the Kehin-Tohoku line, which travels north thru south through the city, and the Chuo-Sobu line which goes directly through Tokyo. You can also access it directly from Narita express via the Keisei line and the area is also serviced by the Hibiya and Toei Shinjuku (via Iwatamotocho station) subway lines.


Once you get there, the crowds, the noise and sheer visual explosion can be enough to break even the hardened Otaku. The narrow, windy streets can be a nightmare to navigate for uninitiated so here I have marked, what I consider to be the four best stores for picking up any retro or Dreamcast games in the area. While obviously Akihabara prices are not exactly the cheapest in Japan, for the most part they are reasonable and comparative with Ebay prices, and besides, the convenience and enjoyment of having pretty much everything you could want all in one place and available to see first hand makes up for it. If anyone knows how any other key stores to check out I would love to hear about them so please share them in the comments section. The trouble with Akiba, and Tokyo in general, is that buildings and stores come and go so frequently that keeping information up to date can be a challenge. Anyway, here are my top 5 retro stores in no particular order other than the route I normally take when in the area.


Shop A
Super Potato スーパーポテトレトロ館秋葉原店
http://superpotatoakiba.jp


First up we have shop A which is Super Potato. This is the store that most tourists will visit simply for its reputation for having one of the largest selection of retro games in Japan. So much so that it is often featured in Japanese video game program, GameCenter CX. You shouldn't have too much trouble finding it as it proudly displays its retro heritage with the awesome Super Potato sign outside on the front and music from the NES classic, Super Mario Bros pumping out onto the street.

If you absolutely must find an old school game that day, then Super Potato will probably have it. The only problem are the prices which are generally at least 20% more than other places. Still, all of their items are mint and they have pretty much every Dreamcast title you are looking for amongst their well-organised Dreamcast section at the back of the third floor. Be sure to check out the cabinet for the rarer titles such as LOL (priced at 7,000 yen on a recent trip), Space Chanel 5 Part 2 (6,000) and Border Down Limited Edition (15,000) and take a gawp at some ridiculously priced Mega Drive titles.

Their console selection goes in waves; sometimes they have pretty much every console pre-PS2 and at other times there will be simply just mounds of Famicoms. When I went on this particular visit they had a couple of unboxed Dreamcasts retailing at 6,800 yen each, a Biohazard Claire Red edition console for 50,000 yen and a Maziora Dreamcast for 500,000 (yup that's half a million)  yen. So yup, not exactly cheap but then it's largely a tourist trap.


The store has a decent range of a variety of consoles

Some, like the Super Famicom are playable, there's even a Virtual Boy to try out!
A wide-range of games are always in stock, the rarer stuff though is hidden in the cabinets

The building itself consists of three floors, and the first two floors are where you’ll find the games and consoles. Up on the third floor their is a retro arcade with a small selection of titles. Personal favourites are the Super Mario Bros and Final Fight arcade machines. Also, look out for the huge Solid Snake statue and the armchair made out of Famicom cartridges.



Shop B
Liberty リバティー
(http://www.liberty-kaitori.com/)


Liberty has a few stores scattered all around Akihabara. They mainly deal in second video games and toys, although recently they are increasing their stock of idol photographs which are so popular at the moment. Quite an underrated store, they do have some great bargains at times, and while their stock may not match the condition of others stores on this list they are usually one of, if not the cheapest. Check out their website for a map of their store locations as they are always changing locations.


Shop C
Retro Game Camp レトロげーむキャンプ
(http://retrogamecamp.com)



Shop C on the map. This shop is relatively new to the area and Retro Game Camp's doorway is adorned with crates of suspicious-looking, bargain basement CD-ROMS in the doorway. However, while it looks like a cheap place to shop it is in fact quite the opposite. Like Super Potato they keep stock levels high by pricing high. Probably the most expensive of the shops listed on this page. So, while they have a reasonable amount of goods they should be your last port of call when searching for your Dreamcast goods.

The unboxed Dreamcasts were retailing for 8,000 yen while those Twin Sticks for Virtual-On: Oratorio Tangram were just under 7,000 yen. Pricey!



Shop D
Trader トレーダー
http://www.e-trader.jp



Simply the best retro game shop in Akihabara. The are a few branches in the area but you will want to visit the main shop on the main street (chuo dori) as this is the one that specializes in pre-PS2 retro. The stores are clean and not excruciatingly cramped like the retro eccentric stores such as Super Potato and Retro Game Camp. While they may not have the levels of stock they once had you will find pretty much every Dreamcast game you could want. Their prices are competitive and you will usually find that they are the cheapest of the bunch. Condition is always great and they have a "junk" section of games retailing for a portion of the regular priced titles.  Another trend is for them to import new titles for retro systems such as Sturmwind for the Dreamcast and the Neo Geo X titles and prices aren't too bad. Trader seems to put a lot of emphasis on Sega goods with a great variety of Mega Drive, Saturn and Dreamcast titles.

 Classy looking retro store

Constantly refreshing their stock with newer titles like the above


The only negative thing  I would have to say about Trader is their lack of hardware in recent years. While a few years ago they could easily match stores like Super Potato and Retro Game Camp for variety, lately there have been times were they have literally no regular Dreamcast consoles in stock, never mind limited editions. Still, if you could only visit one retro game shop to purchase games (as opposed to just gawping at them) this would be the one.



Shop E
Mandarake マンダラケ
http://ekizo.mandarake.co.jp/shop/en/



















Mandarake is one the newer shops in the area it occupies a gigantic building with eight floors selling everything from video games, to figurines and old board games. The Mandarake chain is a number of stores throughout Japan specializing in a different otaku obsessions and the Akiba branch has a great selection of Dreamcast games and limited edition consoles. The prices are similar to Super Potato (i.e. fairly expensive) but they only carry super mint items which in Japanese terms means as good as brand new. 



 Mandarake has a lovely collection of mint games, just be prepared to pay premium

The store also has a number of limited edition consoles and on my last visit I saw a Biohazard Claire Red console retailing for 50,000 yen, although it was missing the limited edition metal plate that is included, and also black, and silver Dreamcast-Direct edition consoles (around 40,000 yen). The store is very clean and while the isles are quite narrow it is quite easy to navigate around their impressive collection. In fact, my only real complaint about Mandarake is that their skimpy two elevators are nearly always full or due to the sheer amount of floors take an age to arrive. So, you end up braving the six flights of stairs to get to the game section which can be annoying if you have been on a bit of a console spending spree and are logging around some heavy consoles. They also have some stores in the Nakano Broadway shopping centre in Nakano which are similar to the Akiba branch but possibly slightly cheaper.


Finally, after a hard days game shopping through Akiba there is nothing better than actually getting around to playing some video games. There are a few arcades in the area but the one I really recommend for a gamer is the "Hey Hirose" Taito game centre on the main road next to the huge Softmap store. It can be easily missed as its entrance is deceptively narrow but entering its narrow corridor will reveal and arcade full of great titles. This place is filled with actual video games and not just the casino crap or crane games that most centres seem to be focused around these days. On the second floor you will find a wonderful selection of classic shooters and up on the third floor lays practically every decent 2D and 3D fighting game ever produced. 

 The arcade has a fantastic old school look, complete with my fave title - Capcom vs SNK 2

The wonderful thing about this arcade is that while most places are scaling back their video game corners the Taito arcades are the only ones that selection continues to actually grow. There is usually a healthy amount of competition, especially around some of the older 2D fighters so its definitely, the place to display your gaming skillZ while in Japan. I made a quick video showcasing just some of the titles available to play so please see the YouTube link to see a real-life Tokyo arcade.



Get Bass (ゲットバス)

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Get Bass is a game that holds a special place in my heart, not because it’s a particularly amazing game, but because it was the first thing that I had ever won in my life. Yup, that is right; Sega sent me the game for gratis to thank me for taking part in an online questionnaire on their DreamArena service. I remember the day the game got posted through the door like it was yesterday - “Wow", I thought to myself,\"a full £40 game for absolutely nothing.” I was pleased as fruity, alcoholic punch, but unfortunately my delight would be short-lived. Because, while Sega were kind enough to send me the game, they weren't generous enough to actually include the rod which was bundled with the game, and I would soon find out that getting a game like Get Bass without the fishing rod is like opening up a PSvita on Christmas morning and finding you don't have a memory card, not much fun!!


You see, the attraction of the game is the controller. Possibly the first of its kind, the Dreamcast fishing controller was an authentic replica of the Naomi arcade fishing controller and featured a reel and internal feedback motors which actually gave you the sensation you're slogging it out in wellies on some god forsaken lake waiting for a big huge to bass to come along and bite. The controller on the other hand, not so much. It also helps that the build quality of the fishing controller is also great, and although it was actually produced by Japanese company, ASCII, it's sleek design is as cool as Sega's other official Dreamcast products.





The game itself is a direct conversion of their arcade smash hit, named Sega Bass Fishing in the West, Get Bass replicates the sport of fishing with all the brashness and excitement you expect of a Sega game. As a fisherman, you're sent to one of a few varied lakeside locations with a certain amount of time to catch as big a fish as possible. Every time a fish is caught, the timer increases by a small amount and at the end, the weight of every catch is added up to give the fisherman a score. Tiddlers are not worth the time and while earlier stages are extremely easy, later stages in arcade mode can take a bit of skill and luck. Bigger fish, especially the infamous Super Big, are not only harder to attract, but harder to reel in once you get them to bite. Expect to break a lot of lines in the later stages of arcade mode resulting in a waste of huge amounts of time.

Much like the arcade machines, there isn’t a save or checkpoint system so if you fail a stage, it is back to the docks for you to start all over again which can be frustrating as you are not given enough time to pass on one credit.  At the end of each stage, you receive a rating based on your performance via a letter grade. The faster a fish is caught and the more caught given the time limit, the higher the grade (my biggest is 28lbs btw).


Like I mentioned before, while it’s enjoyable stuff it isn’t half as exciting without the official controller. You see, just like with Samba De Amigo, these party games really come into their own when you are flailing your arms around, looking like a plonker using the same peripheral which made the game so fun in the arcades. The same is true for Get Bass. The feeling of the fishing controller rumbling when you snag a fish and is used just like a real one and it doesn’t feel quite the same with the original controller. To reel the line in with the fishing controller you turn the reel as in real life, with the original controller you simply press L or R. And that’s really the games major downfall because once the novelty wears off of using a fishing controller you realise there’s not a whole lot to the game.


Sure, you have wildlife, differing conditions and selection of lures which add to the game a little and the visuals still hold up well today with some good looking water effects and realistic fish, but just like the lakes you fish in, everything is a bit shallow. You get the expected arcade mode and a tournament and practice mode but Sega missed a trick with not taking advantage of the fishing rod’s Wii-like controls with some fish based mini-games. Crazy Taxi pulled this off well with the Crazy Box, so it’s a shame that Sega glazed over their release for this game.

So there you, Get Bass, a game I got for free and was a good laugh and way ahead of its time. If you have the fishing rod (and you really should) then it is a great novelty item and Sega must really be applauded for bringing these kind of unconventional titles to the Dreamcast (imagine this today?)but really, unless you are a big fishing fan, there is not a lot to keep you ahem, hooked for the long term.

The story of Sega, a Black Belt, Dural and a Katana!

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Over at Dreamcast-Talk.com forums a few pictures of the canceled Dural console, the forerunner to the Dreamcast recently became the topic of conversation. It’s fascinating in this day and age of corporate greed and maximization of profits, and a lack of appreciate for aesthetics (XboxOne) or the consumer in general (again, XboxOne), that there once existed an age when companies would be so frivolous as to carry out numerous internal projects and create a variety of designs in an attempt to create the ultimate gaming device. The Dreamcast’s origin is no exception, going through several name changes, specifications, designs and even teams before the console we all know and love would see the light of day. Let’s take a look at that story.




It was pretty much common knowledge that towards the end of 96, that despite a stellar attempt in the UK were sales were favorable without ever being amazing, Sega had pretty much given up on the Saturn outside of Japan and was hastily working on its successor. Just like with the Saturn, Sega made the decision to start up two competing projects, one by the US division which had given up on the Saturn and wanted to see a successor on the shelves as quickly as possible, and one by the Japanese arm, which was in less of a hurry due to the relevant success of the console in its homeland. Development of the console in the West was put into action by newly appointed head Shoichiro Irimajiri and carried out as a completely external project. This was a concious decision to avoid the major internal political turmoil that was destroying the company from within on both corners of the globe and ensure that it did not harm the development of their future console.





The Sega of America project was codenamed Black Belt, and was based around the 3Dfx chip while  the Sega of Japan system, was give the moniker the Dural and encompassed an NEC PowerVR chip. The Black Belt's team based much of the design (and its decision to utilise 3Dfx), through feedback he received from various game studios and publishers (EA being one of the most prominent). Development of the project in the East was actually spearheaded by SEGA of Japan's head of hardware development Hideki Sato, supposedly as retaliation and frustration that the company's president looked outside of his department for the company's next major console.




Both projects progressed but in early 1997, Sega made the decision to cancel the Black Belt project and proceed with Dural. When the latter design was chosen, and the decision to go with the PowerVR on their respective hardware was confirmed, 3Dfx's were furious. So much so that they  actually filed a lawsuit against Sega and NEC claiming that they had misled them into believing that they were committed to using 3dfx hardware for their new console while knowing that intended to use the NEC chip set, Sega, and other companies involved in the suit settled, with Sega paying a hefty $10.5 million to 3Dfx in compensation. 


It is interesting to note that while most people wanted Sega to go with 3Dfx because of the popularity of its cards at the time with a large amount of 3Dfx games which could take advantage of the graphics card. However, there is also some debate that the 3Dfx chip was dropped because it was arguably the weaker of the two. Therefore, home conversions of Model 3 arcade games, the standard which Sega were using for its arcade devs, would not be possible using that chip (Black Belt would have been far more similar to developing for the Model 2 than Model 3) due to the fact that it was more of a consumer than an industrial product. Whatever the reasoning behind the decision, it is safe to say the PowerVR decision further damaged the reputation of the machine which would soon be re-dubbed Katana. It was announced to the public by that name on September 7, 1997 as the company announced its internal teams were working on three games including the long awaited Virtua Fighter 3, a soccer game (probably Virtua Striker 2) and an unknown basketball game for the system. 



The bad publicity from the 3dfx fallout was one of the factors which led to the decision to hide the Sega name from the console as much as possible. The new console was finally announced as the Dreamcast in May, 1998 with an iconic orange swirl as its logo (although blue in Europe) taking prominence in front of the well-known Sega logo.   As you can see in the picture below, Sega had three prototypes in the works. Prototype 1 was designed by an unknown Italian design team based around the ethos of a revolutionary, futuristic product and with its protruding controller slots on the side it certainly looks different. Prototype 2 is believed to have been the Black Belt, which adopts the black colour Sega consoles were renowned for in the West and the final prototype is the Dural, designed by the Japanese team. Curiously, looking at the designs it is interesting to see that the eventual Dreamcast would take aspects from both projects, with the square design (albeit slightly slimmer) of the Black Belt combined with the white/grey colour scheme and more oval look of the Dural.

 

In typical Sega fashion the company did not want to do things the easy way and from Black Belt to Dural to Katana, to Dreamcast, the console certainly had an eventful beginning. It is a shame we will never get to see what the Black Belt was capable of compared to its generation but, after all the commotion and boardroom dramas it is safe to say that, with the success and ease which games could be converted from Naomi  and Windows CE the Dreamcast’s NEC based set-up was probably the right decision in the end. So in the end, I guess you could say it was all worth it.

Dreamcastgaga - Let's play Segagaga on the Sega Dreamcast

ASCII Stick FT

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The Dreamcast is one of the greatest systems for fans of 2D fighting games and shooters. Luckily any fan looking to replicate the arcade experience at home has a variety of options to choose from including Sega's official offering the infamous "green goblin" arcade stick as well as the Saturn inspired ASCII FT controllers. ASCII, the official supplier for third party Dreamcast peripherals in Japan also released custom "Capcom" and "SNK" versions as well as a standard "Stick FT" arcade stick to coincide with the release of Capcom vs SNK. The SNK stick I own is blue and white to represent the colors of SNK and it is a beauty. As soon as you pick it up, you can feel its quality. The the stick ball, buttons and plate around them are made from very hard plastic that feels smooth and strong enough to take a good pounding. It also has a decent weight to it to ensure the stick doesn't slip during gameplay.



Overall, the arcade stick is more compact than the Green Goblin and the stick itself is shorter, but I like smaller area which gives you more grip. Something you will also notice straightaway is that it doesn't make that clicking sound which some sticks do. Still, it doesn't bother me (in fact I prefer not having to listen to what sounds like a swarm of cicadas in your living room while you play) and the motion is very smooth with a light spring that stops dead in the middle when released. This ensures that the action is smooth but positive. I also like the curved design of the unit which feels really easy on the old forearms which I find a problem with some sticks. I also like how the VMU can be inserted vertically into the system so it sits on a slant and is clearly visible during gameplay which is something that I couldn't do with the Green Goblin. In fact, the only thing I could knock the stick for is the "rumble" feature  which is just not very good at all. It is just not strong enough, and is just a noisy annoyance but anyway there's a switch on the base to turn it off so it is not a huge issue.



Just like with the ASCII FT Fighting Pad, there are three standard variations of the stick to choose from. The SNK one above, a black and yellow Capcom edition, and a white and sky blue standard variations. They all have their own charm but I think the SNK one matches the aesthetics of the standard Dreamcast and that's why I went for this edition. It also comes with  the same packet of large Capcom vs SNK character cards complete with the character's moves list, the fighting pads do and there are tiny little brackets at the top of the stick to pin them to so you can looking  them while playing which is a cool novelty.

Overall, while they are both excellent peripherals I actually prefer this stick to the official Dreamcast one. It is slightly more compact but more comfortable as result and its the one I will go to for bouts of Capcom vs. SNK.

Sega Rally 2 セガ・ラリー2

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The original Sega Rally game was a massive success in both the arcades and in the home and Sega were banking on the game doing the same for the Dreamcast. Back in 1998, despite their best efforts to support, which was a particularly miserly launch line-up, Sega Rally 2 slipped and the console's  launch in Japan citing problems implementing the network code for on-line play. When the game was finally released it was a huge plus for Sega and was massive in Japan, an arcade racer playable online against anyone else in the country, from the comfort of your home. It is just a damn shame that the Western version did away with that feature as this is the kind of title the Dreamcast really needed to launch with for online play, and not bloody Chu-chu Rocket (Europe!).


The first thing you notice when loading up Sega Rally 2 is how smooth everything looks even in 2013. Textures look great, and there are some lovely features such like the way your headlights illuminate the road and how it responds to the light in real-time. Another nice touch I liked was when the spectators, who are waiting at the end of the line, take pictures when you cross the finishing line. These little touches proved that the Dreamcast could handle the complicated graphics of Model 3 arcade ports. However, there are some issues and while the original Japanese plays the game at 60fps (the Western release was limited to 30fps) there are some frame rate problems during hairpins or overtaking which is disappointing.



The feel of the game matches the smooth visuals. The sense of speed is superb and its extremely satisfying when you finally get the hang of turning corners. It helps that the Dreamcast's analogue controllers lend themselves perfectly to the game; you can just give your car a little gas, or floor it, which felt, and still does very intuitive and responsive.

The mainstay of the game consists of 4 quick races against opponent cars, and more importantly, against the clock. This being rallying all of the action involves racing against the clock to get past each checkpoint as fast as possible and to accumulate as much game time as you can. Your game time carries over to each track, so if you took a while on the second course you might not have enough time to reach the 4th course's checkpoint. Courses vary from mud, gravel, tarmac and its important to get know you car well and adjust your driving style on each course.


Sega also added a Championship mode which is kind of a career mode thing in which you need to manage your car and adjust various parts according to the conditions of the tracks. Personally, I do not know enough about cars to really make the most of this section but it certainly adds some meat to the game for those who can fly through the arcade game. There is also a split-screen two-player mode which is fun although it is a bit strange that games end abruptly as the things are called to a halt as soon as the first car crosses the line. In most situations it is not really a problem but for those close races it would be nice to at least get a replay to see how close things were.


Sound effects in Sega Rally 2 are adequate. The only real sound effects you'll really hear are the roaring engine and screeching brakes. I always lower the sound effect volume in the options menu so I can hear the co-driver and the soundtrack better. In fact, the co-driver becomes an indispensable part of your game. He (or she) announces every single turn you make, informing you of how far away the turn is and, then the length of the turn and the sharpness and after a few races you find yourself relying on the co-driver's every word.

While everything in Sega Rally 2 is fun and well, adequate there is just something about the game that lacks the spark of the original, something that makes me feel this game could have been bigger and better had Sega given the game more time, and the bad framerate and the lack of online play in the West really was a major minus for the Dreamcast's prospects. Still, Sega Rally 2 was undeniably a technical achievement and even if you aren't a fan of racing games, the cheap price means you should give it a try.

New Shenmue 3 Interview

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French fan site Shenmue Master's managed to get an interview with Yu Suzuki,during the the Monaco Anime Game Show in March and while there isn't anything particularly revolutionary (he talks mostly about some of the game's themes such as revenge etc.) it does at least show that he is  aware of the communities desire to see a third title, and that he is believes that Sega will give him the license to the currently pre-produced version of Shenmue 3. 

As with all things though, it remains a situation of funding, and Sega are obviously hoping that with interviews like these they can raise the level of noise from the fans to persuade one of the big console manufacturers to throw some money their way. Here's hoping!

Article 10

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Welcome to the Dreamcastgaga store, the one-stop shop for all your Dreamcast needs. All games are official Japanese NTSC format, pre-owned but in good condition, with flawless discs. Please contact me via email to check availability and place your order. 

All goods are shipped from Tokyo, Japan. Items take around 3-4 working days to dispatch. Standard airmail postage is $7 per game, and I will discount for multiple items. Expedited, registered shipping is extra, please contact me for more details. All prices stated are in US $ and payment can be made via Paypal gift (dreamcastgaga@yahoo.co.jp).

*A 5% discount will be applied to all our friends at Facebook and followers on Twitter.



Software
  • Aero Dancing F - $8
  • Airforce Delta - $8
  • Bangai-O-$60
  • Bass Rush Dream - $15
  • Beserk: Gut's Rage - $20
  • Bikkuriman 2000 - $8
  • Biohazard 2 Value Plus - $15
    Biohazard Code Veronica Limited Edition (with red case) -
    $6
    Biohazard Code Veronica Kanzenban Complete Edition -
    $18
    Biohazard 3 -
    $34 
  • Bomber He He He - $18
    Blue Stinger -
    $8
  • Border Down  - $120
  • Border Down (Limited Edition) - $140
  • Capcom Vs SNK - $4
    Capcom Vs SNK Pro -
    $18
    CAPCOM VS. SNK 2 MILLIONAIRE FIGHTING 2001 -
    $16
    Capcom Taisen Fan Disc -$30
  • Castle Shikigami 2 -$90
  • Charge & Blast - $15
    Chaos Field -
    $75 
  • Chōkō Senki Kikaiōh (Tech romancer) - $35
  • Chōkō Senki Kikaiōh (Tech romancer): For Matching Service - $65
  • Christmas Seaman Brown - $20
    Christmas Seaman Red -
    $28
    Chu Chu Rocket -
    $5
  • Chu Chu Rocket (box set with orange controller) - $30
  • Climax Landers - $5
  • Cool Cool Toon - $23
  • Cosmic Smash -  $48
  • Confidential Mission - $23
    Crazy Taxi -
    $15
    Crazy Taxi 2 -
    $15
    Cool Borders Burrrn! - $10
    Daytona USA 2001 -
    $10

    D2 - $12
    Dance Dance Revolution 2nd Mix -
    $13
  • Dance Dance Revolution Club Ver - $13
  • Death Crimson 2 - $20
    Death Crimson OX -
    $25
    Densha De Go -
    $25
    De La Jet Set Radio -
    $60
    De La Jet Set Radio (limited edition box set with t-shirt) - $140
  • Digital Horse Racing News - $8
  • Dino Crisis - $12
    Dream Studio - 
    $15
  • Dynamite Cop - $22
    Echo the Dolphin -
    $12
  • EGG - $8
    ESPION-AGE-NTS  - $8
    Eternal Arcadia - $20
    Eternal Arcadia Limited Kuzoku Ban Disc -$30
    Eternal Arcadia Limited Edition Box Set - $45
    Evolution - $8
  • Evolution 2 - $15
    Fighting Vipers 2 - $25
    Fire Pro Wrestling D - $7

    Former Managing Direct Yukawa's Treasure Hunt -
    $8
    F355 Challenge $6
  • Garou Mark of the Wolves - $22
    Garou Mark of the Wolves (2nd edition cover) - $28

    Get Bass - $7
    Get Bass 2 -
    $40
    Guilty Gear X - $7
  • Guilty Gear X (Limited edition complete with mini soundtrack CD)- $15
  • Gunbird 2 - $38
    Gunspike -
    $40
    Giant Gram Wrestling -
    $8
    Giant Gram Wrestling 2000 -
    $12
    Giga Wing -
    $35
    Giga Wing 2 -
    $45
    Godzilla Generations -
    $10
    Godzilla Maximum Impact -
    $23
    Golf Shiyo -
    $8
    Grandia 2 - 
    $10
    Heavy Metal - $25
  • Historical Mystery Adventure TROIA 1186 B.C. - $10
    House of the Dead 2 (boxed with Gun Set) - $30
    Ilbleed -
    $55
    Ikaruga -
    $80
    Incoming -
    $8
  • Jet Coaster Dream - $10
  • Jet Set Radio -  $20
    Jo Jo's Bizzarre Adventure - 
    $40
    Jo Jo's Bizzarre Adventure: For Matching Service - $50

    Karous -
    $75
  • Lack of Love (LOL)- $70
    Lake Masters Pro Dreamcast Plus! -
    $20
    Last Blade 2  -
    $22
    Last Blade 2 (2nd edition cover) - $28
  • Let's build a pro baseball team  - $6
  • Let's build a pro soccer team - $6 
    Lost Golem  - $35
  • Macross M3 Campaign Limited Box - $40
  • Maken X - $6
    Mars Matrix - $50
    Marvel Vs Capcom
    - $15
    Marvel Vs Capcom 2 - $15
  • Mr Driller - $15
    Musapey's Choco Marker
    - $45
  • Net De Tennis - $25
  • Neon Genesis Evangelion:Ayanami Rei Ikusei - $12
  • Neon Genesis Evangelion: Typing Project-E  - $25
  • Neon Genesis Evangelion: Typing Hokan Keikaku (box set with Keyboard) - $45
  • Outtrigger - $15
    Panzer Front - $60
    Pen Pen Tricelon - $8
    Phantasy Star Online - $5
    Phantasy Star Online Version 2001 -
    $5
    Psychic force 2012 - $10
    Pop'n music - $8
    Powerstone - $10
    Power Stone 2 - $28
    Project Justice Moero -
    $40
    Puzzle Bobble 4 - $20

    Puyo Puyo 4 - $20

    Puyo Puyo Fever - $32
    Psyvariar 2 - $55
    Radirgy - $65
    Rainbow Cotton -
    $55
    Rayman 2 -
    $30
    Ready to Rumble Boxing -
    $5
    Record of Lodoss War - $15
    Rent a Hero - $20
    Rez -
    $50
  • Roommania 203 - $8
    Sakura Taisen 3 - $10
    Samba De Amigo - $5
    Samba De Amigo Version 2000 -
    $18
    Seaman - $8

    Seaman: Seaman 2001 Edition -
    $20
    Sega GT -
    $8
    Segagaga -
    $65
    Segagaga (DVD case vers.) - $50
    Segagaga Limited Edition Box Set - $120
  • Sega Extreme Sports - $20
    Sega Marine Fishing - $20
    Sega Rally 2 - $5

    Sega Tetris -
    $15
  • Shenmue  - $12
    Shenmue Limited Edition (complete with Jukebox soundtrack and sleeve)- $18
    Shenmue 2 -
    $30
  • Shenmue 2 Limited Edition (complete with Virtua Fighter 4 discs) - $35
    Shenmue USA -
    $50

    What's Shenmue - $12
    Shutoku Battle - $6
    Shutoku Battle 2 - $8

    Silent Scope -
    $15
    Sonic Adventure -
    $8
    Sonic Adventure International -
    $12
  • Sonic Adventure 2 Birthday Pack - $30
  • Sonic Adventure 2 - $15
    Sonic Shuffle -
    $12
    Soul Calibur -
    $8
    Super Robot Taisen -
    $12
    Space Channel 5 -
    $10
    Space Channel 5 Part II - $50

    Space Channel 5 Part II Box Set -
    $110
    Spawn In the Demons Hand -
    $40
    Sports Jam -
    $18
  • Star Gladiator 2 - $18
    Street Fighter Zero 3 - $18
    Street Fighter Zero 3: Matching Service - $50
    Super Euro Soccer 2000 -
    $8
  • Super Magnetic Niu Niu - $10
  • Super Puzzle Fighter X$25
  • Super Speed Racing - £8
  • Super Street Fighter II X - $90
    Street Fighter III W Impact -
    $20
    Street Fighter III 3rd Strike - $20

    Tetris 4D -
    $8
  • The King of Fighters 99 Dream Match - $20
    The King of Fighters 99 Evolution - $20

    The King of Fighters 99 Evolution (2nd edition cover) -
    $22
    The King of Fighters 2000 -
    $22

    The King of Fighters 2001 - $22
    The King of Fighters 2002 - $25
  • Tokyo Bus Guide - $12
  • Tokyo Bus Guide: Beautiful Bus Guide Pack - $28
    TOMB RAIDER IV THE LAST REVELATION -
    $10
  • Toy Racer - $25
  • Typing of the Dead (box set with keyboard) - $20
  • Typing of the Date - $28
  • TriggerHeart EXELICA (limited edition) - $65
  • Trizeal - $65
  • Twinkle Star Sprites - $40
  • Under Defeat (regular edition) - $80
  • Under Defeat (limited edition) - $90
  • Vampire Chronicles - $30
  • Virtua Cop 2 - $15
  • Virtua Athlete - $8
  • Virtua Fighter 3TB - $8
  • Virtua Striker 2 - $5
  • Virtual On - $20
  • WWF Royal Rumble - $15
  • Yu Suzuki Gameworks - $70
  • Zero Gunner 2 - $90
  • Zombie Revenge - $25
  • 18 Wheeler - $8





Consoles


Accessories 




Controllers 






VMU  

DC Magazines

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Welcome to the DCgaga Dreamcast magazine section. This page contains a library of  all manner of Dreamcast related materials which I have sourced from the internet and wanted to house together under one roof. I hope it will be of use to the DC community. 

All praise should go to the people/websites such as Out of Print Archive and Retromags involved in the scanning and uploading of these magazines and if you have any concerns about me sharing them please contact me. I would ideally like to continuously add to this section so if you have any material that you feel would be of interest to visitors please, please email me. Also, as these files need to be downloaded regularly to stay online, there may on occassios be a couple of dead links - if you come across such likes please let me know.

Enjoy!






DC-UK

DC-UK was a magazine published by Future plc, the guys behind the legendary Sega Saturn magazine in the United Kingdom. Future Publishing’s bid for the Official Dreamcast Magazine License was turned down possibly because they were already the publishers of the Official Playstation Magazine but still went on to produce an excellent magazine. The magazine carried on the fun and quirky style of the SS magazine and was utterly packed with information each month. It was redesigned at issue 11 and slowly the page count and quality decreased until its final and sudden end at issue 20 (March 2001). A highlight of the magazine was a free Action Replay demo cover disc given away with the July 2000 issue allowed you to play import games.

DC-UK - issue 1

DC-UK - issue 2

DC-UK - issue 16




Dreamcast Magazine

Dreamcast magazine wasn't the most aesthetically pleasing magazine but it did provide excellent content and had a fantastic import section. It often gave away free tips books and cheat guides along with certain issues of the magazine which was popular in the UK at the time therefore became the best selling of all the Dreamcast associated mags. Dreamcast Magazine was not only the first Dreamcast magazine to hit the shelves but the last magazine to close its doors. It lasted to issue 34 (April 2002), a significant amount of time beyond that of its closest rivals.










Dreamcast Monthly

Dreamcast monthly is another UK publication but not one I actually remember that well. Its fame to claim is that it was the first UK Dreamcast magazine.



Official Dreamcast Magazine

The Official Dreamcast Magazine was a video game magazine published by Dennis Publishing in the United Kingdom between 1999 and 2001.The magazine featured news, reviews, previews and features on Sega Dreamcast games and held the official magazine license for the Dreamcast in the UK and featured a DreamOn demo disc on almost every cover, and also complete games Sega Swirl and Planet Ring on its front cover.

While the initial "lifestyle" sections in the first few issues were misguided the magazine picked up in later issues with some great content, including a weekly pub session were the writes would record themselves going to a local pub and discussing the month's releases. Ed Lomas, while slightly tamer than his CVG incarnation was also another highlight. I subscribed to this magazine back in the day and while it may not be considered as such by most of the DC community, is still my favourite Dreamcast magazine around.

Official Dreamcast Magazine - preview Issue Official Dreamcast Magazine - preview issue



Official Dreamcast Magazine (US)


Similar to the UK edition, the American edition of the Official Dreamcast magazine came each month a GD-rom disc. Personally, I love some of the cover designs for this magazine.









US Dreamcast Magazine - issue 0

US Dreamcast Magazine - issue 1




CVG

CVG is one of the oldest game magazines around running from November 1981 and October 2004 and solely web-based from 2004 onwards. During the late 80s, early 90s the magazine was one of the best around featuring in-depth reviews and features covering a wide-range of consoles and computers. At its peak it was one of the most popular magazines in the UK and one which I subscribed to personally. Sadly, it lost its way a little at the end of the 90s with some terrible design choices and decision to pursue the younger, children's audience. Its coverage of the Dreamcast was ;however, favorable as shown in the following magazines.


CVG - Issue 204

CVG - Issue 205

CVG - Issue 206

CVG - Issue 207

CVG - Issue 208

CVG - Issue 209

CVG - Issue 210

CVG - Issue 211

CVG - Issue 212

CVG - Issue 213

CVG - Issue 214

CVG - Issue 215





Edge

Edge is another Future Publishing magazine and the self proclaimed, "Future of Interactive Entertainment" publication. It is a multi-format video game magazine which has a distinctive anonymous third-person writing style, and pomp which some readers have termed "up its own arse". Interestingly, between 1995 and 2002, some of the content from the UK edition of Edge was published in the United States as Next Generation and in July 2008, the site was rebranded under the Edge title, as that was the senior of the two brands.The following are magazines which feature some kind of section or review of the Dreamcast and it is interesting to highlight how the magazine, like a lot of media outlets, got swept up in the Sony hype.

Edge Magazine - issue 53

Edge Magazine - issue 67

Edge Magazine - issue 69

Edge Magazine - issue 70

Edge Magazine - issue 92

Edge Magazine - issue 95





GamePro 

GamePro was an American multiplatform video game magazine and these scans have been donated by PC Wzard 13 of Dreamcast Live fame and while not being full magazines are full of Dreamcast news, reviews and features.








Game Pro - issue 127

Game Pro Issue - 129 Game Pro - issue 129






Sega Saturn Magazine

What can be said about this magazine that hasn't been said before? Quite possibly the most entertaining game magazine ever. Sure, it may have been biased and did crap on Sony a bit too much at times, but the design of the magazine was spot on, it had good reviews, and it gave away Christmas Nights and Panzer Dragoon Saga disc 1 as a demo which was fantastic. The guys at Future did some sterling work with this publication, even when Sega had given up on the system in Europe the magazine kept coming out defiant and focused more on the import market, until finally it had no other choice than to mainly feature Dreamcast and Model 3 news. Make sure you check this magazine out, as a Sega or Dreamcast fan, you will not be disappointed.


Official Sega Saturn Magazine - issue 33

Official Sega Saturn Magazine - issue 34

Official Sega Saturn Magazine - issue 35

Official Sega Saturn Magazine - issue 36

Official Sega Saturn Magazine - issue 38





Total Control

Total Control was a UK multi-format publication which ran for just 11 issues. In my opinion a very underrated magazine that carried a mature tone and gave a hefty section to import gaming as well as a other entertainment such as DVD. Unfortunately, the reviews were rather lacking and the layout left a little bit to be desired. Still, a magazine with tons of enthusiasm and one which gave a fair bit of coverage to the Dreamcast. I would love to get a full collection of these if anyone has any old copies they no longer need. A bit of trivia that most people never notice is that in the coverline; "Taking multi-format gaming to the next millenium" the word millennium was spelled wrong.

Total Control - issue 4

Total Control - issue 5

DCGAGA Videos

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Here you will find our ever-growing selection of DC reviews and features which are published on YouTube. I will try to feature the more obscure titles from the Japanese Dreamcast library and offer some insight into games which would otherwise be intangible to the average Western Sega fan.

Please keep checking back for updates!


Let's Play

Segagaga - A look at the self proclaimed, "Sega RPG". You can also find the written review here.




Tokyo Bus Guide - The classic bus simulation which gives you the duty of ensuring that you get your passengers safely through the crowded streets of Tokyo. The written review can be found here.




Extras


Trip Around a Tokyo Arcade - Ever wondered what a typical Tokyo arcade looks like? Well check out our video, taken ninja style in an Akihabara game center.

Space Channel 5 (スペースチャンネル5)

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Looking through the lineup of games on the Dreamcast the sheer variety of genres, all which are critically considered innovative, top quality experiences, is simple amazing. Sega were genuinely on top of their game.

Yet, this drive for innovation could never be transferred into hard sales and Space Channel 5 is yet another case in point. SEGA's attempt at a rhythm game, Space Channel 5 was the brainchild of Tetsuya Mizuguchi, of United Game Artists the team who went on to create Rez, and  was Sega’s attempt at creating a new IP, and more importantly a new character that would represent the Dreamcast to a female audience. Interestingly, in discussing the study of target demographics,  Mizuguchi related the story of designing Space Channel 5, which was at first a vague assignment from Sega that asked only that he design a game with a broad enough appeal to draw in even casual female gamers.

"This was the first I'd heard of casual female gamers," he said, "so I didn't really know what to do. I personally interviewed a lot of young girls, trying to find out what they like." Women, he says, tend to enjoy puzzle games, while male gamers "want to be on top, they want to accomplish something and be the champion."

While its debatable if this move was a success it's obviously difficult, as he notes to create a game that appeals to both males and females on an equal level. It’s interesting; however, to note that Sega was making a conscious attempt at this time to target female game players and the release of limited edition consoles and games such as the Hello Kitty range was also evident of this change.

 Sega went out of their way to promote the game and 
the quality of the manual is evidence of this

Space Channel 5 is set in the year 2499, and its art design and music was distinctly inspired by the Austin Powers series and 60’s cartoons like The Jetsons and its colorful style really was a breath of fresh air. A cartoon-style alien race, the Morolians, have launched an invasion against Earth, randomly shooting innocent victims with a mysterious ray gun which forces people to dance uncontrollably, and enslaves them to alien rhythms. Sensing a golden opportunity to boost ratings, the director, Fuse, has sent Ulala, the only reporter who hasn’t been captured, to the scene. The broadcast begins at the location of the first incident — Spaceport 9. Ulala must copy the Morolian’s dance steps to defeat the Morolians and free the human victims with mechanics of the game  similar to that of the forerunner to the rhythm title genre, PaRappa the Rappa, as you copy the onscreen prompts in time to the J-pop inspired music. For example, the rival dancer you meet says up, down, left, right, or chu (kiss in Japanese), and you mimic what they say in the right timing. The difficulty lays in the lack of visual indication for the button presses, therefore, requiring you to remember the inputs as well as replicate the correct rhythm.



Despite being backed by a full-on advertising campaign, in both Japan and the West (Ulala the main character even appeared as a host for the MTV Music Awards 2000), like most Sega offerings during the Dreamcast era the title received critical acclaim but could not transfer that success into sales. To be honest, I was quite disappointed by Space Channel 5 on release. I felt that the title was mostly a case of style over substance and lacked the memorable tunes from games like Parappa the Rappa.

The visuals have a style of their own

Nevertheless, the game seized enough attention in Japan to warrant a sequel and Sega launched Space Channel 5: Part 2 in February 2002, as one of its final titles for the console. The sequel is a BIG improvement over the original and the first thing you will notice is that the pre-rendered backgrounds from the original are now gone and have been replace by fully rendered polygon backgrounds. This took away the delay which players would sometimes experience when imputing a command, and the characters no longer appear to be floating.

Artwork for the sequel lacks the panache of the first but is still awesome

Just as in the first game, you play role of Ulala, a news reporter who this time faces of against a group of enemies called the Odori-dan (literally dancing brigade), who are kidnapping innocent people and forcing them to dance. Ulala looks as stylish as ever in her new all white outfit, as do the other main characters, but the people who you rescue do still look a bit low detailed. The backdrops themselves, while now being in 3D are an improvement, they aren’t exactly the curvy neon wonderlands present in the first game, but they still provide their own unique take on the 1960s aesthetic. Overall, it’s a darker game in style and tone which works well.


 

The music in the sequel is a big improvement with more of a kind of trance beat accompanying songs, and there are also some vocal sections which are kind of fun and make a nice diversion from the other musical sections. Ulala now also has the ability to play musical instruments, the guitar and the drum. Both of which follow the same control scheme, but with each direction performing a different pose. A hold section as also been added, for example, Ulala might get the command sequence "Chu! Chu! Chuuuuuuuuuuuuuuu! Chu!" were you would have to hold the X (Chu) button on the third input for the correct amount of time. These additions greatly add to the gameplay and everything feels much smoother especially the control, which in the previous title would on occasions register your input as being late even if it was one time. The story mode in the game will take just over an hour total to complete, but when the game is beaten, a second, harder version of the story is unlocked, where a lot of the characters are altered just enough to keep things interesting. One of the major complaints of the first game was the lack of replayability once the game has been completed and this has been addressed in the sequel.

3D backgrounds are a huge improvement

Space Channel 5: Part 2 features a variety of secrets, such as pressing a button at certain parts of the level for an alien to pop up on the screen, which boosts your rating up or You need to get a 100% rating in a level to find them all which isn’t easy, especially as your rating now resets for each level. You start the level with a 20% rating, and work your way up to 100%. Finding secrets is not critical for success, but does give you more room to make mistakes in boss battles. The addition of 2-player Co-Op mode is also a hugely welcome addition. The way it works is player 1 controls the directions, and player 2 controls the “chus” and “heys”; if either of you mess up, then you lose a heart. There is also a challenge mode, which also supports 2-player Co-Op, where you have to build your rating up to 200%, without making a single mistake There are also different costumes available for Ulala such as her previous orange one which need to be unlocked by fulfilling certain requirements and you can also play as different characters.

A variety of unlockables such as costumes are available

The only area which I feel went unaddressed is the serious lack of checkpoints. This isn't a problem in the earlier stages but towards the end you find yourself playing through the same stage from the beginning, constantly, as you tackle the harder sections. Obviously, this again gives the game some re-playability in an old school arcade style way, but I found myself getting bored of some of the songs and so checkpoints would have been appreciated. 

SC5 has a certain coolness that has yet to be matched in a video game

Just like De La Jet Set Radio offered a fuller experience than JSR, Space Channel 5: Part 2 feels like an update, rather than a full on sequel. However, it is an update that really makes this game a complete gaming experience; control issues have been addressed, visuals improved, audio enhanced and gaming modes expanded, all of which adds up to the gaming experience that Mizuguchi probably intended to offer first time round. Like other Sega titles during this time there is so much character to the game which makes it such a fun and memorable experience. It is just a shame that due to its late release and subsequent rarity that few fans will probably get to experience the game how it was meant to be played, but if you do decide to grab a copy you will not be disappointed at a slice of genuine Sega style entertainment and character who became a true Dreamcast icon. All this is even without mentioning the addition of “Space Michael"...

Interestingly, during this time Sega was looking at branching out and publishing its properities on other systems including the Vodafone mobile service in Japan. I remember picking up a rather poor version of Chu Chu Rocket during this time but there was also a Space Channel 5 themed game named Ulala's Channel. It was basically an application which featured over half a dozen mini-games ranging from a game starring Xavier Gaboot to a mission to diffuse a bomb as Pine. The service finished in 2005 so sadly there is no way to access the titles anymore but as a historical turning point in Sega's history I would be delighted to see a disc or download pack featuring these titles published for modern consoles.
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