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DOT COM, BOOM!

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It has been a busy week here at DreamcastGaga, sorting and uploading all of the files for our new magazine section which I hope will be a great resource for DC fans with a large variety of DC-related magazines and articles. And then yesterday, the site was finally transferred over to a private server, something I have wanted to do for a while, giving it a swanky, new dot com name! That's right, the rather lengthy dreamcastgaga.blogspot.com has been replaced by the more palatable, dcgaga.com. I am really proud of the progress the site has made over the past 11 and a half months and all the positive feedback its received and this wouldn't have been possible without the close support of the wonderful, Dreamcast community, so a big thank you to everyone!

I am not finished yet though and have a ton of new ideas and things I want to cover so make sure to keep checking back. Also, if you, the reader have anything you would like me to feature then please get in touch at the usual address. So, again a big thanks to each and everyone of you who have visited the site, commented, got in touch, or just purchased something from the store. You guys make doing this so worthwhile.

Cheers,





A Guide to the Street Fighter Zero Series

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The Street Fighter series is one of my most beloved gaming experiences, and probably makes up for 70% of my gaming these days. I just love everything about the series, its easy to play mechanics, the likeable characters, the ever changing plotlines and most of all the style. This is one of the reasons why I never got into the Street Fighter IV, in addition to it being more of a dream match scenario with far too many characters being shoehorned in to make an extra few yen on downloads, the change to a 2.5 polygonal art style left me cold. Obviously, it's a matter of personal preference boiling down to which art style you like, but for me 2D graphic rendering, especially hand-drawn sprites, age much more gracefully while provide a distinct identity and sense of progression between titles that just doesn't seem to be evident with polygonal graphics.


Also, a reason why I have never been a big fan of say, 3D fighters like Tekken is that I find 2D fighters to more intuitive. Maybe intuitive is not quite the right word, but what I mean to say is that they offer a standard which alleviates the problem of having to remap muscle memory for every new game; something I appreciate more as I get older. Every time I pick up a new 3D franchise, it seems I have no idea what button does what, and while that is possibly part of the appeal for most fans, I do not have the time or the fervor for such endeavors. Part of the charm for me is that love that I can play a 2D fighter or Street Fighter game and only need to take notice of a couple of differing mechanics between each series, basically they are the gaming equivalent of a putting on an old pair of comfy slippers.


I know people complain that if 2D’s so great, why hasn’t anyone significantly improved 2D gameplay over the past 30 years? However, if you look closer, it has constantly redeveloped to include Supers, Combo Breakers, Zero Counters, Guard Crushing, Parrying and the entire sub-genre of Cross Over/ Tag team games, and best of all cinematic stage interactions and storylines. 3D games like Virtua Fighter, Tekken , and DOA have improved immensely in terms of physics (mostly in the chest area for DOA) and graphics, but their innovations are largely coming from the advancement in technology or the efforts of 2D beat-em ups. To this end, the Zero series epitomizes Capcom at their best. A time when the company dared to rip up the rule book, completely diverge from the mainstream with an inspired lineup of characters representative of both past and present, and create a gameplay engine which was both inviting for the non- hardcore, yet provide enough depth that it would go on to shape the way 2D fighting games are played for the future. Of course, Capcom, just have they have always have, produced a wide-range of sequels, upgrades and different versions of each Zero game, spanning a number of platforms, each with their own ridiculously long name. For this guide, I adopt the Japanese names for each version as well as for the characters, so Vega is the Dictator, Balrog is the Claw, and M. Bison is the boxer and so on, simply because I have always played the Japanese editions when possible.  Okay, it's showtime !




Street Fighter Zero
With the release of the fifth entry into the Street Fighter II series with Super Street Fighter II X Capcom, at last decided it was time to move away from the aging title and move onto a completely new series. In response to complaints from the fans that felt the game had become stale, the Osaka based company made the decision to completely refresh the game’s mechanics and investigate the plot lines of the SF universe in between SFI& II.SF Zero brought back stalwarts Ryu, Ken, and Sagat as well as heroine Chun-Li (complete with new, more modern appearance) but combined them with lesser known characters from the Street Fighter I universe, Adon and Birdie and also Guy and Sodom from Final Fight (a series which has roots in the SF universe as the intended original sequel for the first game). Finally, two completely new characters were thrown into the fray, Nash a compatriot of Guile with a similar play style and Rose, an Italian psychic with a connection to Vega. This gave the player a total of 10 characters to play off the bat, with a few unlockables such as Vega, who now appears like he did in the 1994 Super Street Fighter animation movie, Gouki the secret shotokan character from SSFIIX, and Dan Hibiki. Dan is an interesting case, essentially a joke character who Capcom created in an effort to lampoon SNK's Art of Fighting franchise which they felt was a rip-off of Street Fighter, Dan's beginnings predate theStreet Fighter Zero series by at least a year, originally appearing in this Sagat sketch for Super Street Fighter II X (ouch!).

A maturer art direction sets the tone for this release

If you are like me, and you find the story and background behind each of the character's motivation for fighting a big part of the appeal of Street Fighter then you will not be disappointed with Zero. Capcom realised fans wanted to be given more background information and so implemented little story sections in between bouts om which characters would often exchange insults or challenge each other. The main plot though, revolves around Ryu who has recently discovered that the only reason he was able to beat Sagat in the original World Warrior Tournament was because he allowed himself to be absorbed by a killing intent known as the dark hadou, uncontrollably performing a Metsu-Shoryuken; all of which went again the teachings of his master Gouken. In turn, Sagat has sworn revenge and immediately set about tracking down the person who scarred him.

 The art style was adapted to depict a younger looking cast

Of course, each character also has their own agenda such as Chun-Li's quest for her missing father while new boy Adon seeks out Sagat to challenge him for the title of God of Muai Thai and Ken well, looking for women. As such, there is no actual tournament but a random series a fights between the Street Fighter cast members. The final opponent depends on the storyline of the player's selected character, although Vega counts for most of the boss battles and of course, Gouki returns as an alternate final boss only after certain in-game requirements are met, as well as new boy Dan. This system, where each player has their own path provides a lot of replay value and I particularly like the spouts between characters before and after certain fights; it adds some depth to the characters as well as giving you a little motivation for the battle even if the confrontations are shallow as, "I'm the strongest! No I am! No I...".

Here Sagat asks Ryu, how he keeps his gi so white?

However, it wasn’t just the new characters that appealed at the time, but the anime style visuals that seemed to elevate the game to new heights. A brave decision by Capcom at the time, Zero completely altered the visual style of the game to mimic an anime cartoon, implementing a graphical style that had until that time only appeared in Capcom’s peculiar Vampire series. This new art style with its vivid colours and disproportionate features really gave the characters the youthful appearance relevant of a prequel to the legendary Street Fighter II.  I love the work by CRMK, especially his early work during this era and recommend any SF fan to hunt out this to see his complete portfolio.

Artwork is simply stunning 

The game also took on board the Air Blocking as well as Chain Combo mechanics from the Vampire series. Super Combos from SFIIX were also adjusted to now include two different varieties per character, all of which had 1-3 levels depending on how many buttons were pressed when inputting the command. The player also has the ability to roll on the ground when they fall after an attack which helps recover more quickly. Finally, a Guard Cancel and Zero Counter system in which you input a backwards Hadoken-like motion on the moment of impact to counter, also add depth to the gameplay and created possibly the most intuitive and fun mechanics of the whole series. The visual influence of the animated Street Fighter movie is obvious with this release but the game also gives you option to play out the 2 on 1 fight from the movie against Vega.

Rose and Adon were two new characters to be added, with varying degrees of popularity

For the Western market the game’s title was unwittingly changed from Zero to....gasp, Alpha - A word which means exactly the same thing, so well done there Capcom USA for another exhibition in futility with your gratuitous translations. Furthermore, as if you weren’t confused enough before by the whole Vega, Bison, Balrog name change bullshit, Nash’s name was changed to the vastly inferior, Charlie. This was because of another fuck up by Capcom USA when they decided to include the name Charlie during Guile’s ending in SF II  completely ignoring the Japanese original.

Unfortunately, the stages look quite bare

SF Zero led the ground works for the rest of the series which would largely go unchanged until the release of Street Fighter III. The game has aged quite well and the mechanics remain well balanced; featuring Dan in possibly his strongest form, with the only really disappointing aspect being the backgrounds which are fairly unimaginative, and well, bare. It doesn’t help that some characters inexplicably share stages with the obvious culprit being the Coliseum stage (as cool as that one is). Still, Zero was revolutionary at the time and has the distinct honor of being the only entry in the series which the PSX version can hold a candle to the Saturn, although the Saturn still has the upper hand with superior visuals,loading times and much better controller.




Street Fighter Zero 2
This time Zangief and Dhalsim from SFII, Rolento from Final Fight, Gen from SF  and one completely new character called Sakura, join the cast for Street Fighter Zero 2. Sakura was given an interesting back story as the girl who became Ryu’s #1 fan after he won the first World Warrior tournament, she begins to study martial arts, mimicking his style, and sets out on the road to find him and gain the honour of challenging him to a fight. She is only the 4th girl in the SF series, after Rose, Cammy and Chu-li. Furthermore, for fans of the original that weren’t impressed by Chuni-li’s new costume in Zero  there is the option to change to her more familiar SF II outfit by holding the Start button when selecting the character.

One of my favourite covers it really epitomises the main themes in Zero 2

The story this time continues with Ryo's quest to control his dark side but this time brings in Gouki as the main adversary as he seeks out an opponent worthy of his own great strength. Capcom have since gone on records to confirm that to confirm that the plotlines in Zero 2 replace everything from Zero, even the non conflicting ones, so FORGET EVERYTHING from the first game as apparently it never happened (hence the return of Nash despite the outcome of his ending). Basically, just like the first game, Street Fighter Zero 2 takes place several months to a year after Final Fight and Street Fighter . Again, it is not a tournament but a whole set of different agendas.


The story focuses on Ryu and his perpetual struggle against Gouki and the dark hadou


The Zero Counter system was expanded with one additional counter for every character providing more diverse counter measures during combat, and most importantly, to differentiate the series from the Vampire series (the similarity being a criticism of the first game) the unpopular Chain combo was redesigned as the Custom Combo, a devastating attack which once activated enables the player to cancel from any move into any move during a short amount of time to create combos which can cause anything up to 90% damage. This change was as drastic as anything that had ever come before and the opinion o Capcom fans was divided as to the benefits of its inclusion. Personally, I am a big fan of this addition and felt that it added a great deal of variety to the typical Super Combo finishing moves.

New girl Sakura lays into Nash with her Sho-Oh-Ken


Street Fighter Zero 2 features a big improvement in presentation over the original. The stage design is significantly more appealing and helps reveal something about the character you are battling. I particularly find Sakura’s stage which takes place right in her backyard of her house so enchanting with her brother playing videogames in the background. Other stages feature a ton of Capcom cameos from Mayor Haggar, Cody and the Mayor’s Daughter, the villains from the Skull Gang Poison and Hugo, Morrigan from Darkstalkers, and even the CEO of Capcom dressed as a butler. The in-game sprites have also been vastly improved from the first game and even the sprites seem slightly improved with a more striking colour palette. Again, the artwork for the game epitomizes the style of the series and gives itself a distinguished style that has yet to be bettered. Control wise, the game also seems to be a bit tighter for this release and with a slightly more forgiving time than in the original Alpha, especially for the Zero Counters which are a big plus for players who do not wish to play at zenith, god-like levels every Saturday afternoon. Something about the whole game really feels like Capcom finally released the true sequel to that game they released all those moons ago on the Super Nintendo.




Zero 2 completed the lineup with some memorable characters


What this leaves us with is possibly the greatest Street Fighter game of all time. A solid lineup of likeable characters complement a system which has been built on the groundwork laid in the experimental first game to offer a game which is still highly regarded to this day. The Western release,  “Alpha 2” added the Evil Ryu character from Masahiro Nakahira’s Street Fighter Zero comic, who was then added exclusively to the delayed Saturn version of the game in Japan. The Saturn version also has extra gameplay modes not available on other releases and Zero 2 begins a bit of a trend as the Saturn becoming the system of choice for playing Street Fighter games. Especially, as the PSX version suffers badly from missing animation, smaller sprites, a muddied palette and pretty crappy loading times in comparison. The superiority of the Saturn controller again is also something which should not be overlooked. Also, the game’s release on the 16-bit Super Nintendo was a bit of a surprise with it playing exactly as bad as you would expect from a game of this size being squeezed onto a cart. Still, a marvelous technical effort and one of the best looking games on the console.



Street Fighter Zero 2 Alpha
In addition to the inclusion of Evil Ryu (previously a SS exclusive), this update contains several tweaks to the gameplay engine and introduces a few new secret EX characters, most noticeably Cammy in her X-Men Vs. Street Fighter guise. A few additional modes were also added to the game including the insanely difficult Gouki mode for Street Fighter masochists. Some fans complain that this version should not be compared to the standard Zero 2 release, and that the balance changes, and changes to the engine damage what was the best Street Fighter game of all time. I think for me post people though, it is the final, most up to date and complete version of Street Fighter Zero 2 and should therefore be viewed as Capcom's ultimate vision for the game. This version was included in the Street Fighter Collection compilation and also later released as a standalone title (the SaturnKore version being possibly the rarest SF title on the system). Again, not one to keep things simple, Capcom made the strange decision to rename the game Street Fighter Zero 2 Dash on home consoles in Japan, and SF Alpha 2 Gold in the West.


Street Fighter Zero
Street Fighter Zero 3 sees the return of old favourites, Blanka, E. Honda, M. Bison (boxer), Balrog (claw) from the Street Fighter II universe, as well as Cammy in her Zero 2’outfit. Cody, from the Final Fight series also joins the fight, although has fallen from grace since his heroics in Metro City and is dressed in a prison outfit complete with handcuffs. Interestingly, we also get see Karin, a rival of Sakura from the Japanese comic, “Sakura Ganbaru!” who adds another dimension to the Japanese school girl from Zero 2 and also some variety to the gameplay with a completely original fighting style Kanzuki-ryū kakutōjutsu, a style she created herself. Finally, three completely new characters were created for the SF Zero 3 universe, R. Mika a big bosomed wrestler who idolizes the Russian Cyclone Zangief, and also Juni and Juli, who like Cammy are brainwashed members of Bison's Elite Guard. Although not present in the original Arcade, Guile, Fei Long, DJ and T. Hawk also return for the home versions along with their own unique stages. What this leaves you with is the biggest line-up ever seen in a Street Fighter game.

Possibly my most favourite Street Fighter cover

The game takes place slightly later in the Zero cannon and revolves around most of the cast hunting down the lord of Shadaloo, Vega for one purpose or another. After the confrontation with Gouki at the end of Zero 2, Ryu has been captured by Vega and subjected to intense psychological conditioning; to which Sagat loudly objects to. Vega, wishing to test out his latest experiment allows Sagat to finally have the rematch he has longed for and while their battle commences, Ryu's friends Ken and Sakura manage to distract Vega. Sagat, urges Ryu to comes to his senses while Vega retreats to the Psycho Drive, which is nuked by USAF officers Nash and Guile, as well as Chun-Li. Therefore, unlike the previous game, SFZ3 is not a remake (with the possible exception of a few fighters' storyline, which seem to blend into Street Fighter Zero 2  a little) but the next tale in the Street Fighter canon.


The lineup is impressive with a large variety of different style fighters


Everything about Zero 3 is bigger and bolder, from the techno/rock soundtrack and the overly excited announcer to the garishly colorful intro screens, everything just screams (literally) STREET FIGHTERRRR! Visually, the game is a definite improvement with the newer characters having the smoother and more realistic animation, than the lineup from Zero. The trademark Street Fighter eye candy is also present; the flashy explosions, fireballs and super moves are all there but for some reason I prefer the more distinct artwork style of Zero 2 opposed to the MSH vs. Street Fighter style artwork (although I do think it works well for that series). The backgrounds are also slightly inferior to the ones depicted in the previous games and seem quite rushed in comparison. Particularly strange is Cammy’s Greece stage which is an odd choice to say the least, not really reflecting the character's personality like in the previous game with its lively animations, and memorable guest appearances.

Nobody blink, Blanka's stage was one of the few to stand out

A few gameplay changes were implemented  such as the throw move now activated by pressing two punch or kick buttons simultaneously as opposed to a fierce button as before, and displaying the early roots of the parry system, the Zero counter is now performed by pressing forward and the same strength punch and kick button. Additionally, you are now asked to choose 1 of types 3 play styles when you select a character called “ISMs”. X-ISM is a style of play that most closely resembles Super Street Fighter II X with one super bar, and no air blocking while The Z (A in the West) in Z-ISM stands for Zero, and is the core style used in the previous two Zero games. Lastly, the V-ISM style represents the Variable/Custom Combo aspect introduced in Zero 2 and as such they have no predetermined Super Moves. Overall, the system added a lot of customization, and essentially gives you three entirely different ways to approach the game. Some fans complained that it made the game overly complicated and diluted the essence of the series, but for me personally, I am always a fan of choice and think that the title made a nice change, and complimented the more focused Zero 2.

WHAT A TERRIBLE FIGHTER! The inclusion of R.Mika polarized opinions from the fans

The best change of all was the addition of a new World Tour mode, which is like a Street Fighter RPG in which you pick a character and go around the world gaining experience points by defeating challengers from each country, which enable your character to level up. Just like in an RPG - the better the fight, the bigger the reward. While your characters level up, they will also be granted access to special ISM-plus abilities, such as Auto guard, Zero cancel, and Damage plus. Once you have earned these skills, you can then augment each ISM with abilities previously unavailable in normal arcade play. For instance, as I explained, X-ism lacks air blocking, but through world tour mode, you can enable an X-ism character to perform air blocking and create a completely different version of your favourite character. Want to create a super-fast Zangief, you can, or a devastatingly powerful Sakura, again, you can! As an added bonus, you can take characters you created in world tour mode to fight in versus mode by importing from your save file and hidden modes and characters can also be unlocked by playing both Arcade and World Tour which gives even more replay value to the game. Quite frankly, the in-depth fighting system makes Zero 3 a technical fighting man's dream.

 Gouki's Shun Goku Zatsu reached its peak during SFZ3

So there you go, Street Fighter Zero 3 is a monumental title one I rate as one of the best of all time. It is reeaally difficult to choose a favourite between this and its predecessor, and although I do enjoy the focused feel and style of Zero 2 I think they are both equally relevant experiences which deserve a place in any fighting fan's collection. Also, if you want the full game including the World Tour Mode (which for me is a big part of Zero 3) then the Saturn version with its 4mb ram cart and superior 2D graphics smacks the PlayStation (which admittedly was a commendable effort) version out of the park. Technically, the sprites in the Saturn version are larger and much crisper, with the PSX version missing major animation, and the load times are unbearable on Sony’s console. Heck, the Saturn version even adds animation not featured in the initial arcade release. Of course, there is the Dreamcast version which we will get to in just a moment...





Street Fighter Zero 3 Upper/Saikyō-ryū Dōjō

With the release of Marvel Vs. Capcom the company decided to retire the aging CPS II board and switch all development to Sega’s low-cost Naomi arcade system. As everyone knows, this lead to a slew of fantastic fighting games such as Capcom Vs SNK, Powerstone and Marvel Vs. Capcom 2 to be ported over to the Dreamcast. Capcom also decided to to transfer games from the CPS-II over to the Naomi with one such title being, Street Fighter Zero 3.

The cover for the DC release is certainly unique

The game was given the moniker Upper to distinguish itself from the previous release and received a few changes from the previous game although they weren't always welcomed by fans. The resolution of the game was improved to match the higher resolution of Naomi; however, ultimately this caused problems with the timing as the location of a characters hit box were moved. Also, a few balance changes were also made, and crouch cancelling (important for V-ism) was deemed unnecessary and taken out. A bonus of this release was that the extra characters from the home versions such as M.Bison, Juli, Juni, Dee Jay, Fei Long, T Hawk, Guile and Evil Ryu were added along with ex versions of Vega, M.Bison and Gouki to the roster.

The For Matching Service Edition has one of the most striking covers

It has been questioned whether the DC version is the same as the Naomi, or in fact a conversion of the PlayStation release, but considering the similarities in resolution (for better or worse) and the connection between Naomi and Dreamcast, as well as the ability to use customised characters from your DC if you attached a VMU, that Street Fighter Zero 3: Saikyō-ryū Dōjō (the DC title for the game) while not being an exact port, is the closest home version to the arcade version of Upper outside of the PS2 compilation disc. Interestingly, the DC release also altered the missions in the World Tour mode from that of the Saturn and PSX version giving the game some replay value for veterans, and a Saikyo Dojo mode was added which pitted a very weaker character of the player's choice against two very strong opponents. Street Fighter Zero 3: Saikyō-ryū Dōjō for the DC also added an online ranking mode were players could upload their latest highscores and a "For Matching Service" version was released in Japan exclusively through DreamcastDirect which added online play and fixed some of the display issues such as a lack of scart support in the original J-NTSC version.


 The Naomi version allowed you to connect your DC pad, the question is, why would you?


The game was also ported to the Game Boy Advance, although its lacks several stages and music from the previous arcade and console versions, and various voices and effects were cut due to storage limitations. Still, it is an impressive conversion with Eagle, Maki and Yun, joining the line up from from Capcom vs. SNK 2. A PSP version, including Ingrid, the boss from the dreadful Capcom Fighting Jam was also released to much praise but is also limited due to the control options of the hardware.

Samba De Amigo (サンバDEアミーゴ)

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Sega's monkey-filled rhythm game was something of an oddity, I remember the first time I saw it in my local Electronics Boutique; its grand-looking yellow box was sat at the top of the shelf to prevent 14 year old chavs from getting their greasy mits all over it, and it would sit there as the envy of the store. In fact, there it would sit, and sit, and sit for over two months until it was (according to the clerk at the time) sent back to Sega unsold. You see, despite the usually over inflated prices European gamers are usually faced with, at a cool £99.99 (the same price as the retail price of the DC at the time) Samba De Amigo was possibly the most expensive video game released in the UK and way beyond the budget of people such as myself at the time. This extravagant cost was due to the games low print run in Europe and the fact that it came bundled as standard with a pair of maracas made to arcade level specifications. Each week I would go in and stare at its grandeur and on occasions contemplate the cost of trading in pretty much everything I owned plus the cat for the set, but never quite did it. In fact, my first taste of Samba De Amigo was on 2002 on my inaugural trip to Japan. After playing what only can be described as a dog walking simulation (yup) I came across the game I gawped at for so long in EB and instantly gave it a go; I was not disappointed.

Standard edition and ver. 2000 editions were released in Japan

Samba de Amigo is a typical rhythm game; only the tension of the whole thing is ramped up like a maraca wielding monkey on cocaine. The visuals are an explosion to the senses. Sonic Team literally went ape in the graphics department using what seems to be every colour in the Dreamcast's palette at all times. Dozens of dancers flail about each brightly lit stage, led by your character, Samba the monkey and his wacky bear friends, Bingo and Bongo. In fact, the graphics are so good that they almost add an extra dimension to the challenge as it is not easy taking your eyes off of them to concentrate on the prompts of the game itself.

The 2000 version adds a few extra modes and extra tracks


The effort that went into packaging in those days was truly remarkable


One of game's best qualities is the way it can accommodate players of varying skill levels. Someone who hasn't played a video game in years can easily begin playing and get addicted to the pleasantly challenging gameplay. Many games are touted as great "party games," but Samba de Amigo truly falls in this category, even if your party consists of non-gamers. Basically, on screen you have got six rhythm circles in front of you on the screen and once the song begins, blue rhythm balls will travel from the center of your rhythm area into the six rhythm circles, and they reach the circles to the beat of the music. You press the appropriate buttons or shake the maracas along in the correct direction to keep the rhythm of the song to get the best score possible. The only quibble is that while the shaking part of the equation is fairly easy to handle, getting the maracas in the right position can be a little frustrating at times for a beginner.

For maximum enjoyment/embarrassment the maracas are essential


Also, keeping time with the beat isn't the only way you advance your score as at certain intervals, you are also required to strike a pose. Posing requires you to place the maracas in a certain position and hold still until the game lets you know if you did it right or not. It has to be said that watching someone do this is quite possibly more fun than actually doing it yourself. The version 2000 version also adds a “Hustle” maneuver, which complements the rest of the gameplay perfectly. The new move requires you to rapidly sway the maracas between two of the positions, or hustle with one maraca between the top two positions, and some of the songs from the original are actually more enjoyable with the new move. You know when you’re doing well as the party will greet you with a positive “YEY” or a “BOO!” when you mess up and just like with Space Channel 5 the party’s mood changes according to your performance. Go bad, and a depressed Samba will be left all alone in a darkened area, shaking away by his lonesome self. Keep an “A” rating, and the party will explode into a dazzling array of light, colors, and confetti, with everyone dancing and have fun.

Samba De Amigo is a party for your eyes!


Aside from the main arcade game, you get a Challenge Mode, a Party Mode, a Mini Game Mode and a Training Mode. Mini games include a whack-a-mole clone and a super-fast posing game that will have you jumping all over the place and the 2000 version also includes even a hilarious multiplayer mode called “Love Love” mode, which lets two "lovers" test how in synch they are and rates them at the end (with hilarious results).


The love mode is quite possibly the maddest of all!

The game features a large variety of contemporary maraca swinging tracks tracks to play through such as the Take on Me, Tequila and Macarena and the 2000 update includes all the songs from the original but also includes a fantastic set of new songs, ranging in style from remixed US pop culture mainstays to more Latin fare such as Volare and Salome. Some songs such as Cup of Life and Livin' La Vida Loca, removed from the initial Japanese version (but available in the EU and NA versions), were also included.

 The Japanese, literally went crazy for Samba

 Of course, if you want to get the most out of the game you will want to pick up the official maraca peripheral which has been translated expertly from the arcade original. To play the game you hold the maracas, each with a sensor that allows the game to track their position. The sense of freedom is quite surprising, you can wave your hands around however you like and it is all very indicative of the kind of effort that has gone into the game. However, while the controller is very good, there are some minor quibbles. There is also a very slight delay before the game decides where a maraca is, which requires a little anticipation and yes, the wires can get in the way at times. 

Samba De Amiga really was the home fitness game, years before Wii Fit was a gleam in Old Nintendo’s eyes   

If one thing could be said about Sega during the Dreamcast period, it would be that it was never lacking in the strangely original game category and Samba De Amigo proves to be another game that will simply bring a smile to your face. After a little practice, and a bit of embarrassment, just about anyone can enjoy what the game has to offer and you won't find a better party game out there. Sure, there is the cost of the maracas but the game just isn't the same without them as you won't look nearly as foolish, or have nearly as much fun.

Samba De Amigo Marcas

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Originally launching for 8,190 yen (roughly $80/£55) in Japan in 2000, the Samba De Amigo maracas (HKT-9700) were released as a standalone accessory to coincide with release of their ape rhythm game. Based on arcade specifications, the maracas were a revelation at the time offering a true arcade experience like no other. Sure, the price was a bit of a shock at the time, but the maracas feel really good and have an assured weightiness about them that reassure you that you've bought quality.


In the set you get a base unit to connect the maracas and the Dreamcast too. This base unit is a sensor bar similar to that found in the Nintendo Wii which reads the position of the maracas. Also, included is a mat which isn't entirely necessary but can be attached via Velcro pads on the unit base for a bit of decoration and to give you an idea of where you should be standing. The maracas themselves are bright red like the arcade versions and make a cool maraca-esque rattle when you shake them. They also feature a small yellow button which acts as a start button (although this action can also be completed by shaking them). 



The sensors which are very accurate, most complaints were easily silenced by adjusting height and remembering to keep them in front of you. In typical Sega fashion, setup is also simple, just plug in the maracas to the base unit and the unit to the Dreamcast and you're done; its basic just plug and play. Trust me, if you want to get the most out of Samba De Amigo, or you are looking for the best party atmosphere on the Dreamcast then you will want a pair of these.

Dead or Alive 2 (デッド オア アライブ2)

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It could be argued, that Tomobu Itagaki'a Dead or Alive game was the first 3D beat-em up to rival the great Virtua Fighter series in the arcades. Both games were created using Sega's Model 2 hardware, but the DOA alive series gained cult status, thanks to its risque visuals, and deep, more edgier style gameplay. The game was a critical and commercial success both, in the arcades and on the Sega Saturn which solidified Temco's relationship with Sega. In 1998, Dead or Alive 2 was announced for release on both Sega's arcade hardware, the Naomi and for the Dreamcast. As such, the Dreamcast version of DOA2is a direct conversion of the original arcade version; successfully converted due to the similarities between the Dreamcast’s architecture and the NAOMI arcade board.

Dead or Alive 2 LE

The sequel took things to a new level altogether. Everything about the sequel is bigger, better and ahem, bouncier. Unlike the first game, Dead or Alive 2 uses free-roaming battle arenas similar to those seen in Powerstone. Although not quite up to the level of  freedom seen in Capcom's masterpiece, fight mechanics such as the ability to smash your opponent through a church window and continue the fight below, added a new scope in learning tactics and strategies. Of course, beyond the mechanics the real attraction of Dead or Alive 2 was that it featured a shitload of hot women with big boobs who want to fight each other. Oh, and the panty shots. It’s safe to say that “visually”, the game has not lost any of its aesthetic charm, the characters are all highly detailed with fluidly moving bosoms, and their martial arts styles are represented well for those who actually interested in the fighting.

 Gorgeous full colour CD artwork

To be honest though, if you're after a bit of titilation then you’re better off getting a premium subscription to YouPorn and a selection of oils, than fork out $60 to look at CGI titties on your Dreamcast. Still, it’s no understatement to say that back in the day this was the bees knees in terms of visuals and the title that set the standard for high resolution 3D graphics (especially when played through VGA). The attention the title received in the gaming press for being one of the first 3rd party Naomi titles for the DC was quite amazing, and rightly so. The stills really do not do it justice; this was clearly the time when real-time graphics finally were able to look as good as pre-rendered images. The backgrounds in particular have had a lot of attention paid to them and are much bigger than normal 3D fighting games, allowing for an aggressive fighting approach.

                                                The appeal of DOA is obvious

The mechanics of DOA also displays the title's Virtua Fighter roots; almost every move in the game has a corresponding counter-attack, and every counter has a counter and in order to successfully block an attack, you must be able to tell where the attack is coming in (low, medium or high attack). The same is said about counters, and if your timing is off, you will be left open to a brutal assault. With counters being so damaging, and even simple parrying requiring you to judge the height of the incoming attack, button-mashers will be left in the dust. While on one hand, this makes the game easy for beginners to pick up, it also makes for a much, much more rewarding experience for those who put in the time to learn the game and master the characters. There are the usual verses modes, a tag team battle mode, and the main story quest to play through. The story mode, matches the game’s eye-catching visuals by having a nonsensical story reminiscent of a porno movie. The sound too, is a bit lacking with a clichéd techno soundtrack, that doesn’t really lend itself to the gameplay and is better off muted.

Visually, the game even trumps the mighty Soul Calibur

Interestingly, DOA2 is one of those rare Japanese games that in that it was released in the West before it was in Japan. As such, the Japanese version is significantly different and features extra endings, costumes and music, as well as two unlockable characters (Bayman from the first game, and the boss character Tengu). Of course, the highlight for the Japanese was the Kazumi naked intro were the bosomed beauty appears in a skin colored costume. There was also a "Limited Edition" released simultaneously with a different cover, fully coloured disc and a gallery mode added to the game.

 Get the Japanese version if you want the limited edition boob tube version

Dead or Alive was a true milestone for the Dreamcast and proved that the console could go toe-to-toe against the supposedly superior hardware of the PS2. The version of DOA2 for the PS2 infamously suffered from extremely jaggy visuals, lower resolution and sloppy controls as the designers struggled with the new hardware (for more on the differences check out Alex in Wonderland's DOA2 Comparison. It could be argued that the series never really moved out of the shadow of the second game, and with everything clicking together so faultlessly, you can see why.

Utopia Boot Disc Guide

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The Dreamcast is a versatile little machine that is capable of doing a lot of things, sadly playing import games out of the box was not one of them. Luckily, thanks to the Windows CE operating system used by the Dreamcast there are a few simple workarounds to allow you to play those sought after exclusives from other regions. The easiest method is to use what is often referred to as a  "Boot Disc". The most commonly used disc is the Utopia Disc and only takes a few minutes to prepare, just follow these simple steps.

To make a Utopia boot disc all you will need are the following;

A blank CD-R

A Utopia Boot Disc file

A CD burning program such as Discjuggler.


When you are ready and have downloaded the Utopia file, open it up and you should see a CDI file inside. Next, open up your CD burning program. If you are using Discjuggler program then all you need to do is Click File> New> Burn CD and DVD images, then click OK.

In the source box, click on the paper and cd button and find were the utopia cd image is located at. In the destination box, choose where your CD burner drive is located and you do not need to change any of the settings in the advanced tab. Now just click burn, and once its 100% complete the disc will pop out and the disc is Dreamcast ready. Simply place the disc into your system, turn it on, and you will arrive at the Utopia boot screen. You are now free to play any Dreamcast game, from any region including all of the games from the DCgaga Store!


Completely free access to a plethora of untapped games, hurrah!

Finally, if you are like me you will want a nice cover for the disc to look the part in your collection. I am a big fan of the orange and white, Japanese Dreamcast colour scheme so I recommend the following cover from The Iso Zone , although other covers are available.




Click and save to download this awesome cover

New DCgaga Forum - now open!

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It’s with great pleasure that I can announce the opening of a new message board forum on DCgaga this Dreamcast Day (9-9-1999). Due to the limited format of social network sites there are often times on our Facebook and Twitter pages when some rather interesting discussions get cut-short just as things seem to get interesting . On such occasions, I thought about setting up a a message board and received some good feedback on the idea from our readers when I put forth the idea. I felt that I wanted to implement a place where our readers can sit back, grab a beer, and get nostalgic with fellow Dreamcast enthusiasts about stuff they had seen on the site, or Dreamcast things they wanted to talk about in general. To be honest, with new games being announced for the system, and a significant amount of people becoming more disillusioned with the state of modern gaming, the Dreamcast scene is as alive and vibrant as ever.

      Pull up a seat and join us !


So, a big thank you to my good friend inVisibleKidUK for helping implement everything, and to all the people who got in touch to offer support of a DCgaga forum. Of course, there are some great, more established Dreamcast related forums out there like Dreamcast-talk and Dreamcast Live which I love and urge people to frequent, but my hope is to create an all-in-one place for Dreamcast enthusiasts like ourselves to get together, and create a complete resource for people interested in our beloved system. Obviously, a forum is only as good as its members and so we are open to any ideas or sections you would like to see included on the forums.

 Sign up, and you could win this!


To get the creative juices flowing we will be running a couple of promotions for all people who sign up to the forum. First of all, all members will be entitled to a permanent 10% discount on software from the DCgaga store, and furthermore, we will be giving away a Dreamcast Dreameye camera set completely free to one lucky member who signs up. The prize will be awarded next Friday (September 20th) and the winner will be notified via the board so what you waiting for, pop on over, and let’s talk some Dreamcast!

Please click on the following link to head over to the board - http://forum.dcgaga.com/index.php

Fire Pro Wrestling D - NOW IN ENGLISH!

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Those awesome guys at Revive DC have finally finished their translation of the epic wrastling simulation Fire Pro Wrestling D. Now, normally a fighting game would be self explanatory and wouldn't require much linguistic knowledge but Fire Pro Wrestling D is so in depth, including a a roster of hundreds of wrestlers all with a huge array of moves and modes, that the sheer variety can be daunting to the first time player. Crap, add to that the rather cryptic pseudonyms to bypass legal issues for wrestler names, modes, and groups, and the game is even rather difficult to navigate for Japanese speakers. Well, wrastling fans can now rejoice as the most in-depth wrestling title on the Dreamcast has become that much more accessible.

"Whatcha gunna do when Hulkamania and my 24" pythons run wild on you?"

Here is a statement from the interestingly named Comrade Snarky, one of the people involved in the project on how to get the translation disc working.

" First things first, you're going to need to have some web browser settings registered. You won't need to connect to the internet. If you don't have settings registered (you can tell if you burn this and the network setting is greyed out), you're going to need to download one of the Dreamcast web browser discs. Just put in a bunch of fake information, then get to the point where it asks you if you want to save the information. Do so. Now, when you go back to Fire Pro the network option will no longer be greyed out. You need to do this so that you can access a save file that we stored on the disc to rename all of the wrestlers to have English names"


The file can be downloaded from here and you can get more info at Dreamcast-talk along with some nice little covers to include in your collection. So, get your wrestling hat. Its time to WRASTLE!


DCGAGA USA: with CD ageS

Dreamcast Karaoke Unit

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The Dreamcast Karaoke is a karaoke peripheral which was only sold in Japan. It retailed originally for 10,290 yen and came with the unit itself, a microphone and a connecting cable to connect to the Sega Dreamcast.


The karaoke unit sits below the Dreamcast system and links up via the expansion port usually occupied by the Dreamcast Modem but the unit has also an expansion port of its own, allowing the set-up to be expanded even further if needed. The Dreamcast Karaoke interfaces with the Sega Kara disc, and allowed users to choose from a selection of 16,000 songs from the internet, many of them English songs from famous groups such as the Beatles, Nirvana, Oasis etc. Sadly, as the servers have since been taken offline this is no longer an option. I really hope someone finds a cached selection of the songs and is able to restore it to its former glory.


The karaoke service required users to pay for the service, not per song but on a time limit bases. The following packages that were available were as follows.

24 hour use - 800 yen
30 day use - 2,000 yen

Considering the large selection of songs available, this service was not bad at all considering the expense of hosting such a service at the time.


The device itself supports up to two microphones, each with its own volume control, and other than having Dreamcast branding they are basically your average microphones so you can use others if required. Unfortunately, the device is region locked to Japanese consoles and is only compatible with run-of-the-mill AV cables so make sure you have one handy if you want to test out the karaoke unit. Interestingly, the design for the Karaoke unit was also to be implemented in the cancelled zip drive unit, as well as a DVD drive add-on for the Dreamcast. One actual zip drive did go into production and went for a cool $10,000 a couple of years back on Ebay. The Dreamcast Karaoke unit is a unique collector's piece and another sign of what could have been for the Dreamcast.

If you would like to see the unit in action please checkout our unboxing video on YouTube.



Toejam & Earl 3 Dreamcast Beta Discovered!

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The Dreamcast really is the console that keeps on giving, not only do we still receive new releases even in 2013, but beta's of games previously thought lost to the mists of time keep popping up.

The latest addition to this collection is the iconic ToeJam & Earl series which was found by a member of the Assembler Forums, ZakhooiTM. ZakhooiTM discovered the beta version of ToeJam & Earl 3stored in a Dreamcast development kit he purchased recently. ToeJam & Earl 3 was a first party title being developed by Sega USA and scheduled to be released in the final phase of first-party Dreamcast releases around winter 2001 but tragically, like many other projects of the time like  Shinobi, House of the Dead III and Gun Valkyrie was never released, and instead ported to a rival console.

ZakhooiTM has kindly uploaded the following pictures showing the game running but it remains unclear of how much of the game is actually complete and playable as he is yet to actually play it for any length of time. Here's hoping there is a decent amount that he is willing to open it up to the community and that it is compatible with commercial Dreamcast units, and you never know, one day we may actually get to see this iconic title appear on Dreamcast after all. Stay tuned for more updates on this story! 

 


Shenmue II (シェンムーII)

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The end of the first Shenmue game was one of the greatest cliff-hangers in video game history. After all of the exploits in Yokosuka, the black car, the kitten, the sailors, and the fork-lift truck driving, Ryo had discovered that the treacherous Lan-Di had actually crossed the ocean and returned to China. Shenmue II  begins with Ryo’s arrival into the port town of Hong Kong as he continues his mission of tracking down his father's killer. Initially, the sequel was due to cover the events during the journey across the Pacific Ocean but was cut due to financial difficulties and a scaling down of the Shenmue project. In fact, due to the precarious situation of the Dreamcast and the lower than expected sales of the first game in Japan (the game had been a relative success abroad selling over 1 million units) it was unknown whether the game would actually be released for system, or shifted to one of the other next gen consoles, such as a Xbox or PS2. Luckily, the game did get a release on Dreamcast in Japan, along with a bonus Virtua Fighter 4 disc, and also in Europe at the tail end of the system’s life in November 2001 (It was one of the last game’s Sega distributed themselves before they handed over the reins to Big Ben Interactive).

 Shenmue II's cover, elegant like the game itself

As a young 17 year old Japanophile, my levels of excitement for this game were unrivaled at the time. As I explained in my Shenmue review I was a huge, huge fan of the original and would scour the ever dwindling Dreamcast magazines for any titbits or other Shenmue II related trivia, keeping my fingers and toes crossed that the game would actually see the day of light in Europe. I had been burnt before with numerous games which had been either canceled or moved to other formats and I was really concerned that the same would happen to my beloved Shenmue. Luckily, despite late interference from Microsoft and an exclusivity right for their new Xbox console in North America, the same didn’t apply for Europe and my preorder at GAME was fulfilled and I was able to purchase the game on Friday, November 23, 2001. The game was everything I had been waiting for and more. To save on production time and more importantly cost, the awful English dub seen in the first game had been scrapped in favour of the original Japanese audio with English subtitles. To be honest, most fans couldn’t have been happier with the decision and it is a shame that Sega never released the Japanese version with English subs as an alternative or budget release similar to what they did in Japan with Shenmue USA.


Getting into Shenmue II, it appears at first that little has changed but it is soon evident that the scale of the game is many times bigger than that of the original. The first chapter of the game is set in Aberdeen and the areas of Wan Chai and Scarlet Hills which are a far cry for the quiet streets of Dobuita, Hong Kong is a bustling metropolis full of people and even animals, and there are far more buildings and areas to explore. In fact, the sheer size of the place can be a bit daunting at first and it takes time get to know your way round properly. Also, while everyone in Japan knew your name the crowded streets, detailed cityscapes, and the hustle bustle of navigating popular areas at night, makes you feel like you’re just part of the crowd in Shenmue II. Of course, this is the aim, as Ryo a Japanese boy from a small, suburban Japanese town you are supposed to feel like a fish out of water in the sprawl of downtown Hong Kong.

 Shenmue was ahead of its time, even to this day there are few games that can rival its depth and freedom to explore.

It’s not long however until you will meet new characters and interact with them, and people in China are far more helpful than back home. When asking for directions, many people will kindly guide you there personally; making it much easier to find different location but their walking speed can make it a bit of a chore. However, you can also buy maps for most of the areas, which are shown onscreen in the corner and really help out and once you spend a little time in the town you will have no problems navigating around. It all really adds to the authenticity, like when you go on vacation and have no idea where anything is on the first day and by the end of the holiday you are traversing the area like a local. One thing that makes Shenmue II different from most other games is real the sense of time. Though time passes quickly, with minutes of game time equaling seconds of real time, you experience every waking moment of Ryo Hazuki's life and the people around him also have their own life. Wake up early enough in the morning and you will see the people in the market setting up their stalls as the delivery vans drop off their stock, come later in the evening and the same people will be packing up after their days work.

Each area has a distinct feel

I absolutely love this feature in Shenmue, a real, believable representation of the world we live in created in video game form; I can’t think of too many other examples? However, this rather tepid pace was also one of the criticisms labeled at the first game and this has been addressed for the sequel. You now have the ability to skip waiting sections, such as if you have an appointment with someone at sundown and it is only 10am in the morning, then the game will give you the option of fast forwarding to that time. It is optional, so people who prefer the authenticity of the style in the first game can still wait around playing a game, gambling or just filling up their diary with those elusive entries. At the beginning of each day, you're also given the option to automatically jump to important areas which really helps given the size of the game.

 The arcades of Hong Kong features new games

If you do take the waiting around option then you will not be short of things to do in the sequel. In comparison to Japan, Hong Kong is a cesspit of gambling and street fighting and there are tons of ways you can interact with the world. You can gamble your fortunes away on one of the many dice, or pin games or get lucky at an arm wrestling table or winning in a street fight. Actually, the game’s economy really stretches the opening chapter and you will no doubt find times were you are forced to work on a stall or shift crates at the docks to raise some money for lodgings, and if all else fails you’ll no doubt be visiting a pawn shop to sell your beloved figure collection. The game also features a larger array of games to fill your time with. Billiards and darts return and the latter can be used to your advantage by earning money in challenge matches. QTE games are also still prevalent in the arcades, as are the emulated Yu Suzuki titles such as Hang On and Space Harrier, and there are a couple of new titles like the legendary Outtrun and After Burner II, and the figurines return for those who didn’t finish their collection before.

Collecting capsule toys is strangely addictive

Changes have also been made to the QTEs which weren’t really used too much in the first game were the free battles tended to take precedence over it in many fighting scenes. In the sequel, you’ll be doing plenty of QTEs and they have been revamped to include combination inputs, and are a lot less forgiving this time with some sections requiring split-second timing which can be frustrating if you have replay significantly longer sections. Still, love ‘em or hate ‘em they help keep the movie sections from getting stagnant.

QTEs are back and bigger than ever

There is also a bigger focus on the fighting mechanics in this game and the Virtua Fighter based fighting engine remains robust as ever. While there are problems with it such as the camera which can be erratic when a large number of combatants are on screen at one time, it is generally very impressive. Just like the first game you will learn even more moves to add to your extensive repertoire, all of which can be leveled up by training in one of the many parks and this is something you will need to do as later fights prove much more testing than anything before.

 Perfecting your moves is vital if you are to beat some of the later bosses

To coincide with the new setting, Shenmue II’s story is told with a different approach to that of the first which told its tale through a paper-thin trail of clues and interrogation of the locals as now the saga continues in broad strokes. Rather than meeting obscure characters, to gather tidbits of information, you meet significant figures who can be asked a variety of different questions and in return provide you with a greater wealth of knowledge. As a result the game feels much less personable, as you rarely build up the same relationships with the people you come across. Again, this was probably intended by Yu Suzuki. The story itself is an improvement over the first game and while it doesn't necessarily hit all the same emotional beats, the action orientated focus really entertains. From the moment Ryo steps off the boat, the story moves at a much faster pace than that of the original, and when Ryo comes across the intrepid Ren, things simply go into overdrive.

 The cast of Shenmue II is a big upgrade over the original

Ren, for me is one of the best parts of Shenmue II. He is the yang, to Ryo’s ying. He's brasher and bolder, basically the Hans Solo of Shenmue, being much more entertaining and cooler than Ryo. His presence is a definite plus for the game, and the series in general as it makes the plot far more exciting, not only because it actually gives Ryo a foil and some much needed comedic relief, but gives the plot more direction.

Hook your Dreamcast up to a monitor via VGA and prepare to be memorized

Visually, Shenmue II is probably the best looking game on the Sega Dreamcast and while it may lack the sheer detail of the first game you can’t really help but be impressed by the sheer scope. The cityscape laid out before Ryo is simply breathtaking at times and the art design really helps make each area of Hong Kong appear unique. Yes, there are some instances of slowdown in some of the more memory intensive scenes like the martial arts temple or the Pigeon Park but it is definitely not something that detracts from the game as a whole.

 Slowdown exists in memory intensive sections like this

While not hitting the dramatic highs of the first, the musical score in the Shenmue II is beautifully orchestrated and fits the various moods of the game. Most of it is Oriental inspired and is just beautiful. There are also a ton of little details that really make game; the chattering of people as you walk through the crowds, the fluttering of wings as pigeons fly away and the gushing of fountain water. Shenmue II is full of subtle details that most people would never notice. Like I mentioned earlier, the Dreamcast version exclusively featured Japanese dialogue, which in my opinion is a significant improvement of the ghastly, sometimes cheesy English version. There's however, one giant plot hole sitting there, the first Shenmue makes quite a big deal about the fact that Ryo can't speak any Chinese and has to search Dobuita for people who can translate for him. He then comes to Hong Kong and suddenly can talk and understand everything that's going on. Basically, you have to suspend your belief and glance over this issue, besides maybe he took a crash course on the way over?

Overall, Shenmue II is really all that you would hope for in a sequel. It is uses the same loved gameplay from the original but with many improvements that make the game so much faster, as well as a world so huge that it makes Shenmue's impressive world feel unbelievably tiny in comparison. Again, not everyone will like it, the controls are a bit clunky, and those expecting an action-packed game or a fighter will likely be let down. However, they are missing the point. Shenmue II is a game that is supposed to be savored, not rushed. It is true innovation, a game that provided a real, living and breathing world. Perhaps it may be mundane, it may not be the prettiest, but that is life and FREE mechanic the game’s creator Yu Suzuki set out to make. Overall, it is a very sincere and charming experience and one that immersed and memorized gamers like no other so much that its followers still remain one of the most vocal to this very day. Shenmue II covers parts three through five of the Shenmue saga, and it is criminal that to think at least half of Ryo’s tale remains untold.


Virtua Fighter bonus discs - only came with the special first edition

The First Edition of Shenmue II came packed in Japan with a bonus Virtua Fighter Special Premium Disc set. The set featured a Virtua Fighter 4 Passport which allowed you to connect to the Virtua Fighter.net through the Dreamcast and access information on the then upcoming sequel to VF3TB. Of course, these servers are long gone so these days it is the the Virtua Fighter 4 History disc that is of interest to fans. It contains a special interview with Yu Suzuki, as well as an overview of the history of the Virtua Fighter series, and tons of game footage. At the time it was a great little package and one which Sega tantalized fans with as it was suggest that VF4 would come to the Dreamcast, in the same way they had done with the previous game and the Saturn. It really would have been the ultimate send off for the system. Sadly, it wasn’t to be and Sony signed an exclusivity deal to capture possibly the best Virtua Fighter game of all time.

Toejam & Earl 3 - Now with 2-Player Mode!!

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This story just keeps getting better and better. In case you hadn't heard ZakhooiTM, a member of the Assembler Forums, recently discovered a Dreamcast beta version of the thought canceled Toejam & Earl 3 on a dev-kit he recently purchased. Now that he has had a little time to play around with the game he has found that the early game is completely playable "Level 1 to 9 is stable, none to very few lockups" but that in later levels "lockups become more frequent". Still, there is hope that just like with Geist Force, a beta that was resurrected by fans, that some fixes can be applied to make Toejam & Earl 3 completely playable. Best of all though is that ZakhooiTM has also unearthed a fully playable 2-player mode and has uploaded the footage to YouTube, it looks great.



The owner is currently debating releasing the code to the public, but he would like to make sure it is playable first and so is intending to setup a fundraiser through PayPal. Here are his proposals.

1. I create a simple site with a PayPal and Bitcoin donation button and status. You may choose what amount you want to donate, there is no minimum.
2. When a certain amount of money has been raised (lets say 400-500 dollars) I distribute an encrypted file with all the game data in it. Sort of a preload.
3. When we reach 800-900 dollars, I release the encryption key to everyone that has donated and the game is released.

He is still deciding on what exactly he intends to do but with a find of this magnitude, so late in the Dreamcast's life, I am sure there will be no shortage of donators (myself one of them). I am also interested are you looking forward to playing this title, and would you offer a donation? Let us know in the comments section or join us in the forum.

As always, keep tuned to DCGAGA for the latest updates, as and when they appear.

Dreamcast Internet Starter Kit

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The Dreamcast was a console built around its online capabilities during a time when home computers were not so prevalent. Sega hoped to sell the Dreamcast as a low cost alternative and it was this point they had in mind when they launched the “Internet Starter Kit” in the latter half of 2000.


The packaging is very interesting and although quite charming, the image of a child eating noodles might not be the first thing you think of when you imagine the internet. This was yet another attempt at Sega marketing the console as a lifestyle product, using the same inexplicit style which was so infamously adopted by Sega Europe, and their hairdresser commercial. It was aimed as a low cost alternative for housewives to access the net.


The set includes the following.
  • Dreamcast Keyboard
  • Dreamcast Mouse
  • Dreamcast Mouse pad
  • Dream Passport 3 Urban Style
  • Dream Passport 3 Guide Book
  • Startup Manual
  • Internet for Housewives Guide
All items other than the Dreamcast mouse are special editions exclusive to the Internet Start Kit. The Dreamcast keyboard in this differs from the original one as it features words like “delete” and “backspace” in kanji as opposed to English.


The Dream Passport 3 Urban Style browser is exclusive to this set. Basically a custom version of the original Passport 3 which is aimed at beginners it features audio prompts and menus and message pages have been simplified. 


The “Internet for Housewives” is a simple guidebook which explains a little about what the internet actually is and the benefits it can offer in our daily lives. The art style is typical of that seen on products aimed at women in Japan and Sega were obviously trying to increase the ratio of female gamers through ventures like this and the Hello Kitty Dreamcasts etc. Everything is written in easy to understand steps for beginners to follow. Seems amazing these days, but a little over ten years ago the internet still was quite an exotic concept to a lot of people.

Biohazard Code: Veronica Kanzenban (バイオハザード コード: ベロニカ 完全版)

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The Biohazard, or Resident Evil series has somewhat lost its way in recent times. While number 4 was a wonderful gaming experience, it wasn’t really a true Biohazard game. It just wasn’t scary, didn’t really feel like you were trying to survive, instead you were an action hero fighting jumping monks with rocket launchers and Gatling guns. Then there were the tragedies that were 5, and to a further extent 6 which in my mind leaves the once Dreamcast exclusive Biohazard Code: Veronica (hereafter referred to as CV) as the last best game in the franchise. The game was initially intended to receive Roman numeral and the third game in the series before pressure from Sony saw a rethink by Capcom and that position instead given to the rather offbeat Biohazard: Last Escape which was more of an extension of the previous game, rather than a true sequel.

 Biohazard Code: Veronica Kanzenban (Complete Edition)

The story picks up from Biohazard 2, were Claire Redfield was looking for her brother Chris Redfield (the hero from the first game). Claire and a rookie cop named Leon Kennedy managed to escape from Raccoon City and go their own separate ways, with Claire’s exploits bringing her to Umbrella's European Headquarters, to search for more clues on what happened to her missing brother. However, things take a turn for the worst and soon after she is captured and taken to an isolated island, which is then attacked, and finally Claire is set free by the prison guard who supposes her fate is already sealed by the the undead hordes which have suddenly appeared.



"Complete Fear"

Initially, the most obvious change to the series is the moving camera. While it won't move around so that it's directly behind you, and it can’t be manipulated, it will follow you subtly around the area which is an improvement over the old static cameras. Also, everything is now in 3D and so the backgrounds don’t have the clarity issues that the other Biohazard and Dino Crisis games with pre-rendered images do on the Dreamcast. Characters are also well drawn and animated and the finely edged visuals still look decent, especially if your system is connected via VGA.


The CGI is still genuinely impressive, if not a little grainy

The main part of CV’s gameplay consists of avoiding the undead monstrosities as you search areas for items that will enable you to access the next area. Ammunition is initially in short supply and doesn’t regenerate so you need to be pragmatic with what little items you find; going guns a blazing you will soon find yourself out of ammo and into a knife fight with a herd of zombies. Weapons are meant to delay enemies, not clear a path so every single bullet, every grenade and shotgun shell counts. This more considered approach emphasizes the survival element and it genuinely can be quite scary when you are down to your last few bullets and can hear the undead banging at the window. Tension in the game is also increased due to the fact that you are only able to carry a certain amount of items at any one time, requiring you drop items into the all too infrequent item boxes. It also doesn’t help your cause that zombies are more plentiful than in previous games and health items are in short supply, so you either have to run a lot of the times, or dare to get close enough to attempt a head shot to preserve ammunition. Ink ribbons returns, which let you save your progress on local typewriters and it’s good to see a trademark of the system return. Puzzles another mainstay of the series are also back and less cryptic than in previous games with many of the puzzles involving items and equipment that you might actually find like generators and cranes as opposed to stones and dragon heads (BH1 I am looking at you).


 3D environments still looks stellar

One thing that did detract from the game was the omission of the dodge trick from Biohazard 3: Last Escape. It is a bit of a shame as it was a very handy trick which would have been helpful given the restraints on ammunition in the game. Fortunately, the 180 degree turn escape has been finely integrated into the gameplay, and it is indefinitely a relief that Capcom returned this idea into CV. The auto-target has returned to the mix as well and helps mask some of the issues with the control. You see, although the analogue stick can be used to move the character, it is not true analogue and so can be quite clumsy and I still find myself returning to the digital pad. Some people may also bemoan the infamous “tank” controls but as someone who has played these games from the start they feel a part of the fabric of the series, and the limitations add to the fear factor. Otherwise, the choose-your-own-adventure branching, "Live Selection Choices" from 3, which I thought was one of the best additions to that game adding some kind of game play elements which were kind of personal to the player, have also been cut. The game also lacks the elaborate replay value of 2 which required multiple sittings to witness all of the storyline.


CV is one of the most atmospheric games in the series

The story itself is actually my personal favourite in the series, mainly due to the distinct characters, especially the zombie-making Umbrella Corporation heirs Alfred and Alexia Ashford whose story is both tragic and chilling. It is a rather darker tale than previous with the numerous antagonists, all being human, playing a very strong role into the game with one of the greatest, if not slightly obvious twists in gaming folklore. Special mention has to go to the actress who plays Clare and does a rather sterling job in the role. The big letdown is Steve, who is kind of an annoying, melodramatic version of Jack Dawson the Di Caprio character from Titanic who somehow manages to survive an island full of zombies and monsters, despite being as tough as a chocolate fireguard. 


Alfred, pull the trigger, pleeaaasseeee!

The audio is much better than the previous Biohazard titles. Once again, dissonance and clashes make its way into the score and the haunting groans of the zombies are constantly heard, whether or not one is actually in the area, but the actual music have been well composed. The soundtrack has a constantly ominous feel and there are a few tracks that are very memorable, including a particular piano scene which is particularly chilling. Overall, I feel the audio is one of the highlights of the series.


Hunters make an unwelcome return

Like I mentioned before, the game has some problem with re-playability as once you have completed the game, extras are minimal compared to previous games in the series. Coming on two GD-Rs the game will take you a fair while to complete but there really isn't much to unlock and everything is rather placed out in front of you. The only extra being a Battle Mode which allows you to play as to take one of the characters, Chris, Claire and even Wesker, through unrelated series of rooms were you are timed on how long it takes him or her to defeat all of the monsters. Clearing the rooms as quick as possible and achieving a high ranking allows you to open up other options like rare weapons like Steve’s golden Luger pistols.


Alfred & Alexia make for the most terrifying adversaries in the series


I find it a tragic disgrace that the survival horror has been disowned by Capcom in place of the action orientated Gears of War rip-offs that the company churns out these days. Sure, the pacing may be a little off in the latter half of the game and the controls may frustrating for those use to modern duel sticks but there is something to be said for the slower paced, more considered puzzle and item based experiences of old, and for me Biohazard Code: Veronica is one of the best representations of the genre. The characters are memorable, the story is always interesting there are some awesome set-pieces (one of my favourites involves a fight with the Tyrant on board a cargo plane in mid-air) and the gameplay remains solid throughout. In short, it is a title I am proud to have on Dreamcast and simply, a title which should be in all Dreamcast fans' collections.



Back at the time the acquisition of Biohazard Code: Veronica as an exclusive title was somewhat of a coup for Sega. As such two limited edition Biohazard consoles were commissioned, a super rare Stars Blue (200 pieces) and the slightly more attainable Claire Red (1,800 pieces) although both came in exactly the same box so you had no way of knowing which you would receive when purchasing the console.

The highly sought after Biohazard edition Dreamcasts

In addition to standard release of the game in Japan, there was also a limited edition version which came which a special red cover slipcase and featured Wesker’s face on the title screen like in the Western versions.

 Biohazard Code:Veronica Limited Edition

A year after the release, in typical Capcom fashion the game was repackaged and released as Biohazard Code: Veronica Kanzeban (Complete Edition). The game includes two new cut-scenes which shone more light on Wesker’s involvement on Rockfort Island. Another addition, and exclusive to the Dreamcast release, was the Battle Mode unlocked from the beginning. The intro screen is also different and Steve’s infamous ginger barnet has also been darkened and made to look a little less like Leonardo Di Caprio in Titanic. The Kanzenban is undoubtedly the rarest of the 3 versions but can still be picked up for a reasonable price and the small additions make it the version to own.

Net De Tennis (ねっとdeテニス)

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Anna Kournikova’s Smash Court Tennis on the original Playstation was one of my guilty pleasures as a young teen. Of course, the main reason was because it featured my teen crush, the blond and buxom tennis star Anna Kournikova who was so popular at the time, but I also enjoyed the game's simple but subtle gameplay. Capcom’s Net De Tennis is a game that is obviously inspired by Namco’s classic series.


Although being another tennis title for the Dreamcast, Net De Tennis differs to Sega’s Virtua or Power Smash Tennis series, not just visually but also in the way it plays. Unlike Sega's title, there is not so much focus on reaction and speed in Net De Tennis. Instead the crux of the gameplay is based on strategy and the ability to outwit your opponent and while it makes the game feel more realistic than its graphics initially lets on, it also takes away a little of the arcade fun. The speed also can feel a little bit sluggish at time, so set up plays feel infinitely more considered.  Controls are tight, with just one button for a lob shot and another for regular shot but each shot can be swerved depending on how you move the control, essentially give you a more deeper control system than at first meets the eye.


Game play also features varied thanks to the range of multinational male and female participants, although admittedly with somewhat simplistic traits connected with that particular country – e.g. fast small Japanese, big powerful Americans etc. Net De Tennis also features a create your own character mode to create an onscreen equivalent of yourself to play before Mii’s were even a twinkle in Nintendo’s bank balance.You get the usual singles, and doubles variations (alongside, or against a friend or the CPU) and an array courts such as clay, grass and cement which all have an effect on the way the ball bounces; forcing you to adjust your game to each environment. Modes consist of the usual single player, and multiplayer modes, and as the name implies this game was also once upon a time playable online in Japan. However, the service is no longer sadly running these days it doesn’t leave much in the way of game play modes.


One thing that is particularly noteworthy is the quality of the artwork and graphical style of the game. As was commonplace at Capcom during this particular era, a large of amount of the game’s budget was obviously spent adding a very unique and somewhat charming artstyle to the game. Such was the quality that it was featured in Capcom’s awesome Design Work art book series.

In 2013, Net De Tennis does come across as being a bit of a bare bones experience for the Sega Dreamcast but then that is forgetting that this game was originally sold as a budget title (2,079 yen) which was intended solely for online use. Put some time into the game and the subtle control will soon reveal its brilliance, especially when a friend comes over to play. In fact, supporting up to 4 players, Net De Tennis becomes one of the best multiplayer titles on the Dreamcast and an ideal party game. The single-player; however, and the subsequent lack of game modes is not the best and doesn’t really offer enough options or rewards for repeat sessions.

Dreamcast Game Challenge #1

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Dreamcast Game Challenge #1


The Game: Sonic Adventure 1 (Any region)

The Challenge: On Stage 5 (Twinkle Park) Collect 350 rings within 5 minutes. The player with the fastest time and at least 350 rings wins. Take a photo of your finishing time and upload it in this thread.

Challenge Expires: November Wednesday 14th, 2013 (3 weeks). The Winner will be announced with all the accolades fitting of a champion the day after!




*NOW CLOSED*

Winner: HazukiSensei

Here is his very impressive time.


Dreamcast Game Challenge #2

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As a follow up to our Sonic Adventure Challenge won by SuzukiSensei (See previous post) it is time to arrange the next Dreamcast Game Challenge. First of all, we need to decide the game and seeing as this is the second of our challenges, I thought it would be appropriate to have titles that are also sequels.

So there you go, let us know what game you would like to play by posting in the comments section below by November 26, and we'll see who is good enough to be the next, DCgaga Game Champion.


1) Crazy Taxi 2
2) Capcom vs. SNK 2
3) Dead or Alive 2
4) Sega Rally 2
5) Virtua Striker 2

Article 5

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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 on games 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 - $16
    Biohazard Code Veronica Limited Edition (with red case) -
    $6
    Biohazard Code Veronica Kanzenban Complete Edition -
    $16
    Biohazard 3 -
    $30
  • Bomber He He He - $25
    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
  • Dead or Alive 2 - $10
  • Dead or Alive 2 LE - $12
  • 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
  • ES - $25
    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
  • Frame Gride $8
    F355 Challenge $6
  • Garou Mark of the Wolves - $22
    Garou Mark of the Wolves (2nd edition cover) - $25

    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 -
    $50
    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  -
    $28
    Last Blade 2 (2nd edition cover) - $30
  • 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 -
    $40
  • Ring $15
  • 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.) - $55
    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 - $60
    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  

Official UK Dreamcast Magazine Protoype Found

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While it may not be the most popular magazine ever with its seemingly misplaced “lifestyle” approach, I was actually a big fan of the Official Dreamcast Magazine back in the day. The content of the magazine, itself, was the typical news, reviews, previews, and special features you would find in any gaming magazine. Yet, it always managed to find slick and cool ways to present the material, and the magazine had a great weighty feel with nice reviews which were for the most part unbiased. Each issue (apart from issue 0) came with a Dreamcast GD disc filled with game demos and trailers and occasionally featured complete games like Sega Swirl and Planet Ring. Oh, and it featured the awesome Ed Lomas of GamesMaster fame.

 The prototype cover is similar to the released version but without the official logo

Well those awesome guys at Out of Print Archive have come across a prototype issue of the magazine which the publishers presented to Sega at the time. They have also been able to interview Mark Higham, the editor-in-chief and the man who was brought in to produce the Official Dreamcast Magazine for Dennis Publishing, about what he intended for the magazine and what Sega were looking for. It is interesting to note “Sega were keen to pitch Dreamcast as a mass market machine aimed at the general public rather than at hardcore gamers” and the rather ill-fated decision to push the fact “that you could potentially play against six billion players worldwide” despite not releasing an online game in the territory for over 6 months. Overall, the interview is worth checking out just to note the change from enthusiasm to despair which was present in the whole Sega community at the time.

Check the following link for the full interview.


Remember, you can also download a variety of Dreamcast magazines for your tablet or smartphone from our Magazine Section


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