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Sega Saturn

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The Sega Saturn’s history is a complicated one, it was a console which for the first time was a hit for Sega in its homeland, yet little more than an embarrassment elsewhere. Yet, ignore the mainstream and scratch the service of this understated gem and you will find of the most pure gaming experiences around.

Simply one of the most gorgeously designed consoles ever

Due to the feverous anticipation enjoyed by the Virtua Fighterseries at the time, the Japanese reception to the Saturn was in stark contrast to that received by its forefathers. At launch (November 27, 1994), the company shipped over 200,000 units retailing for a huge 44,800 yen (£ 270/$450) making it the most expensive Sega system ever. This figure is even more impressive when you consider the less than stellar launch lineup of Virtua Fighter, Myst, TAMA Mahjong Goku Tenjiku and Wan Chai Connection. I remember stories in the media of people sitting outside stores for days waiting for the console, and it was later revealed that in the run up to Christmas that Virtua Fighter was being sold with the console at a ratio of almost 1:1.Simply, Virtua Fighter was massive.


 The importance of Virtua Fighter cannot be understated


During this time, the console appeared unstoppable in Japan outselling its rival the PlayStation at a rate of 3:1. However, things were not exactly how they seemed. It has been suggested that the figures Sega released for the Saturn were of how many units had been shipped, and not what had actually been purchased by people on the streets; simply there were a larger number of Saturns sitting on shelves than Sega would have had us believe. Still, there was no doubt that the Saturn was selling better than any previous Sega branded console had in Japan and the company grew confident about its future and the oversees launches.

Yet, internal wrangling between Sega of Japan and the US branch, especially communication between CEO Nakayama-san and the head of Sega US, Tom Kalinske threatened to derail what should have been a solid US launch. In the West the company was struggling to support its myriad of formats: Megadrive, Mega CD, 32X, 32XCD, GameGear, Nomad and Pico, and while Kalinsike supported the American approach of spending your way into profit and keeping alive the successful Megadrive, the Japanese  section preferred the much more conservative approach of cutting their losses and focusing on just one project. Arguments can be made for both sides, especially considering the huge success of the Megadrive/Genesis in Europe and US, but simply Sega overstretched themselves. Still, there is no doubt that the decision to completely disown the Megadrive meant that Sega had left Nintendo with profitable 16-bit market all to themselves.

Can we not just get along? Nakayama vs. Kalinske

In comparison to the success in Japan the American launch of the console was a huge disaster. Designed as an attention-grabbing surprise to take away any exposure from the PlayStation it is widely considered the leading cause of the console's terrible failure in North America. Initially, the plan had been for SEGA to release the Saturn on September 2 which gave them a week before the release of Sony’s Playstation. However, at E3 in May, Sega president Tom Kalinske revealed that the September release date was actually false and the console would ship earlier, in fact it had gone on sale that very day.


Sega's most disastrous decision?

The surprise launch stirred up some excitement to be sure, but it wreaked absolute havoc on the third-party publishers that SEGA would need to support the Saturn and it infuriated retailers that would left out of the first shipment due to supply issues. Furthermore, without prior notice over the surprise launch, the Saturn debuted with a small library of first-party software and absolutely no third-party titles caught up to the shelves for months. This lack of Western games also had a strong effect on European sales, a territory which had typically been a Sega stronghold.

The European logo improved on what was a misjudged color scheme by Sega of America

The reason for this apparent impatience was that Sega was concerned about its console's inability to go toe-to-toe with the Playstation ‘s 3D capabilities. It is well documented now but the Saturn was a 2D beast at heart, and every aspect of the machine reflected this, even the 3D bits of the system. You see the Saturn relied on quads - polygons made up of at least 4 points. This was because the Saturn’s "polygons" were in fact just 2D textures that were warped, rotated, and stretched into the correct shape, a technique also used by the successful Model 1 Sega Arcade board. 

Unfortunately for Sega, as time would go on, 3-point polygons became the standard, giving Saturn games a very odd and unique look. Furthermore, it made converting games over to the system a painstaking process. Steve Palmer, the creator of NBA JAM summed up the difficulty developing for the Saturn “To learn to program for the Saturn was to learn the machine. To learn to program for the PSX was to learn C”. Although standard today it also didn’t help that the console featured complicated dual SH-2 processors (a reactionary move to improve the consoles specs against the PlayStation), especially as the companies user manuals were initially distributed in Japanese. It is therefore unclear if any 3rd party developer really ever made proper use of the 3D capabilities of the Saturn. The legendary Yu Suzuki commented “I don’t think that all programmers have the ability to program two CPUs- most can only get about one and a half times time the speed you can get from one SH-2.”

Never has a circuit-board been the subject of so much debate

Inevitably, the Saturn was never really able to standup against the PlayStation and N64 outside of Japan, and the release of Final Fantasy VII in Japan became the straw that broke the camel’s back(despite the stellar attempt by Sega of putting Panzer Dragoon RPG against it). Finally, Bernie Stolar's "The Saturn is not our future" comment sort of cemented any lingering thoughts gamers had about the future of the console.

These days, while the consoles 3D graphics appear dated its 2D capabilities and its superior memory (especially with the 4mb expansion) are considered timeless and without question the best around. It is ironic that the consoles 3D deficiencies led to it receiving the best 2D games around at a time when 2D visuals were reaching their pinnacle. In this sense, the Saturn is somewhat similar to the Neo Geo AES but has a much wider range of software and is obviously more wallet friendly than SNK’s exclusive system.

 The Saturn received a host of arcade perfect SNK ports like Waku Waku 7

Personally, the Saturn is my favourite system after the Dreamcast, the sheer quality of 2D title put out by Capcom and SNK, and smaller teams like Treasure is simply astounding (especially when compared to their PlayStation equivalents) and stand as a pinnacle of that particular visual style. Although, in my opinion the Dreamcast has the better 2D games overall, Sega's later system represents an era when 2D visuals were being combined with 3D. The following are my personal gaming highlights; all which can be enjoyed as much today as they could back when they were released.



Street Fighter Zero 3
SF Zero 3 is a real technical marvel, especially when you consider its superiority to the 128-bit Dreamcast version

Marvel Vs. Street Fighter
The last of the VS titles on the Saturn and the best. The 4mb cart make this one as smooth as playing at the arcade

Street Fighter Zero 2
The perfect Street Fighter game. The Saturn version is vastly superior to what appeared on Sony's console

Groove on Fight
Yes, it should have been better, and the loading times are inexcusable but its still an enjoyable alternative to Capcom's lineup

House of the Dead
Again, another game that should have been better but this is still the only home version of the greatest Zombie shooter of all time

Sega Rally
Can be picked up for peanuts. Superior to its sequel and still a very enjoyable rally game

Battle Garrega
Recently has become more expensive than the legendary Radiant Silvergun and the reason is because it is simple the best example of the genre on the system

Nights
No game epitomizes the Saturn like this game. A simply breathtaking experience.

Panzer Dragoon Zwei
A sequel which improves on the original in every way

Athlete Kings
The Saturn's equivalent to Track and Field, it is still one of the best multiplayer experiences on the Saturn


A special mention has to go to the console’s sublime controller; a direct descendent of Sega's 6-button Megadrive controller the Saturn controller received slight modifications in its size and shape, and the addition of two shoulder buttons. You don't need grand modifications when you start with a great design and Nintendo's unwillingness to have controllers evolve from their immediate predecessor has never really sat easy with me. The Saturn’s controller was the perfect evolution of its predecessor and the most comfortable way of playing classic 2D arcade games. Sure, the controller loses some luster outside of 2D games but this was rectified with the release of the “Nights Controller”. What I love most about the Saturn controller are the six face buttons. Two rows of three columns, your fingers knew where they were based on a button's size and shape. A convex button means you're on the top row; a concave tells you you're on the bottom row; perfect for fighting games. Also, the eight-way d-pad affords more precision than PlayStation's partially submerged d-pad and doesn’t make your thumbs ache. It is simply my favourite controller of all time.

The perfect retro controller. Let's just not talk about the Western revision

The last official figures regarding the sales for Sega Saturn were released in 1998, Sega sold approximately 10 million consoles worldwide, 1 million in Europe, 2 million in the US and the rest in Japan (a miniscule number was sold in other parts of Asia). The company had gone from a high of $230 million profit during the Megadrive days to a net loss of $242 at the demise of the Saturn.

Looking back it’s obvious that Sega made a lot of mistakes during this era. It doesn’t matter if you have the best machine on the market, the best first party games around, if you approach the market arrogantly and fail to back what you have with solid marketing, or any decent 3rd party support, then you are all but doomed. Still, look past its prefix as “ill-fated”, “embarrassing”, “misconceived “and you will arguably find a console with the best quality to game ratio of any console, and a selection of games which play as freshly as the day they rolled off the conveyer belt. It is probably one of the most played retro systems around and it is safe to say that it is highly more desirable than any PlayStation console is these days. Postmortem and I guess in this way you could say Sega had the last laugh of the 32 bit generation.


Dance Dance Revolution Controller

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The Dance Dance Revolution (DDR) Controller, was a released by Konami to coincide with the releases of Dance Dance Revolution 2nd Mix and Dance Dance Revolution Club Version on the Dreamcast. It was only released in Japan were the game was all the rage in 2000.


A standard Dreamcast controller can also be used with both games but like Samba De Amigo, obviously isn't as fun and actually makes the game a little too difficult.

Merry Christmas 2013!

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Aaaah, the festive season is upon us once again with all its pomp and overblown, commercial mess. Still, those extra few days off from work are definitely welcome and offers the perfect opportunity to catch up on those classic video games we have been waiting to play. It is also a time which gaming also somewhat regains its charm and mystique, as we are transported back to our various memories from the past, and of times when gaming meant so much. For most children Christmas represented possibly the only time of the year other than birthdays, were you would actually get a new game, or if you were really lucky a new console. The games at Christmas have always typically been the blockbusters, creme da la creme of a particular system's output and the Dreamcast was no exception.

Personally, there was no better period in gaming than Christmas of 2000. Being a Dreamcast fan in Europe although exciting, had been difficult. You see, while Sega were infamously proclaiming that Dreamcast was for "Up to 6 Billion Players", only small handful of my friends actually owned one, as the situation really was that most gamers were quite happy to plod along with their Playstations. It didn't help that the online aspect of the console, outside of web browsing, took over a year to arrive and when it did it was launched with a rather dismal puzzler, rather than a sports, racing or shooting game which the mass-market was demanding. Nonetheless, Christmas 2000 more than made up for these errors with Sega delivering a slew of top quality titles like Shenmue, Jet Set Radio, Capcom Vs SNK: Millennium Fight 2000, Street Fighter III:3rd Strike, Tony Hawks Pro Skater 2, Quake 3 (online gaming, hurrah)for gamers to enjoy after their Christmas turkeys, and even a few stocking fillers such as Resident Evil 3, Dino Crisis, Street Fighter Alpha 3 and Powerstone 2.



Xmas 2000, was there a better time in gaming?

I have to admit, it was the first three from the aforementioned games which really got my Christmas bells jingling. I clearly remember picking up Shenmue and JSR together for my local EB games (receiving a free Shenmue guidebook as a reward for my pre-order) as I seem to remember them being released on the same day in Europe, with both games taking me on an emotional roller coaster, keeping me hooked until well after the holidays had finished. Capcom vs SNK, was also a title I spent a humongous amount of time playing. I splent probably over a 100 hours on it, eagerly finishing the game's copious amounts of  time with my then girlfriend's brother as we attempted to open up every little secret item hidden inside. So many memories, drunken Santa Claus, police chases under the red Tokyo skies, THAT moment when Akuma swoops in for the first time, they were all so special and have become engrained in my mind that they become as special as my most dearest of memories. It is kind of hard to imagine myself in fifteen years feeling as fondly about about any of today's games but yeah, maybe that is just a sign of age more than any underlying problem with the gaming industry.

I would like to wish a very happy Christmas to all DCgaga readers - I am sure most of you will be spending at least some of your time replaying old classics, and recalling a time when the gaming skies were blue, multiplayer meant friends coming to your house, and the name Sega equaled bloody good entertainment. I'll toast to that!

ToeJam & Earl 3 Released for DC!!

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I awoke from my Christmas slumber this year to find that the beta of ToeJam & Earl 3 has been released by ZakhooiTM over at the Assembler Games forums. You can download the game here and a video is even available detailing how to get the game running on your Dreamcast. The game is completely free of charge. Instead of seeking any remuneration, ZakhooiTM kindly asks fans who wish, to make a donation to the Mardan School

ToeJam & Earl 3 was initially planned as a first-party exclusive for Sega's ill-fated console and was instead ported over to Microsoft's Xbox system. Interestingly, gameplay in this Dreamcast release is said to be quite different to the eventual Xbox release, and more akin to the earlier Megadrive games, except in 3D.




For the completeists, a mock-up cover has also been uploaded to the Dreamcast-Talk forums although currently only exists in US case variations.



The good news is that game plays extremely well, with few bugs (one person has even reached as far as level 25) so expect a full written review soon. Its discovery is truly a fascinating story and ZakhooiTM has even kindly provided some incite on the game's origins and how you can support this release. Now, fingers crossed for those versions of JSRF and Super Monkey Ball which were said to be in production.

Q: Did you get SEGA's permission?
A: Nope, I didn't get any response. As this is a beta of a game for a console that's already dead for 10+ Years I think they woudn't care. And as long I don't make any money from it, I'm not conflicting their intrests(I hope). I'm releasing this at my own risk.

Q: What about Greg Johnson?
A: There are pieces of the code that Greg and Mark don’t own(SDK's, Katana Library's, stuff that other people from Visual Concepts made) , so even though they don’t object to me sharing this within the community of Dreamcast enthusiasts, they can’t really give permission

As for the Intellectual Property goes, Greg and Mark wont sue me for using the IP in this context. However, there is ONE limitation and that is that it should never be sold or pressed to disc. This would go past the whole "community release" thing. Again, to make it perfecly clear : He did not give me permission for releasing this game, he just turns his head the other way when it comes to the use of the Intellectual Property itself.

Q: What about donating?
A: The donation campaign idea has gone out of the window and the game is released for free.
However, if you really want to thank me, I found a destination where a donation could go to.

And that is Mardan School, its a special school located in America for kids that fall between the cracks with the normal school system.
Kids for example that have Autism, ADD, ADHD and other learning issues, Mardan helps them to get them educated with extra care and time. As you might see in my profile, I live in the Netherlands but when I was younger, I fell between the cracks and had a terrible childhood.
Later I got on a school that simmilair to Mardan and that was a life saver for me.

So, if you wanted to donate to me. Please donate to the school instead, they need it harder then me and do fantastic work. I have been working together with the school to get international donations working so everyone that wants to donate, can donate :)

A small note here : If you get an error after the donation, DONT PANIC! it's a known issue and is being worked on :)

The Devkit
Q : How did you get your devkit ?
A : I got my devkit from ebay, bought it for around $1200 (plus additional costs such as customs and taxes)

Q : On what medium did you discover the game ?
A : When I received the devkit I was eager to see what was on the internal hard drive (all devkits have one, except older versions) I connected the kit to my PC and opened Windows Explorer, there where the raw files of the game. However, I had to rebuild the GD-M (GD Emulator) project file in order to get it to boot, when I got it to boot I went to AssemblerGames and showed my discovery. So there are no GD-ROMs that are discovered, I just got very lucky to find the game assets AND the binary to boot the game :)

The game
Q : Did you know ToeJam & Earl before the discovery ?
A : Before I had this devkit, I even didn't really know ToeJam & Earl (I got a megadrive in the time, but was a hardcore sonic fan at the time and didn't have ToeJam & Earl)
But when I got it working on the devkit, I found it hilarious and to my amazement it works really smooth and looked quite good for a beta/alpha.

Game play
Q: How is the game ?
A : I've seen some video's of ToeJam & Earl 3 version and it's quite different from the version I found on the devkit. The version on the devkit is more like the original on the megadrive but then in 3D. So no bosses, gates, keys, mini-games and hub connected world. Also no cutscenes, you just begin at the begin of the map and go to the elevator then can go to the next level.

Q : What about stability ?
A : I found however that the game is becoming more unstable as you go through the levels. Levels 1 to 9 are stable, none to very few lockups. From level 10 and up, lockups become more frequent, however I was ble to get to Level 12, so it is possible :)

Emulating the game
Q : Help! I can't get it to work with NullDC!!
A : For those who have issues with NullDC, I've found this build that works with TJ&E3.
You can find it here and thank Greg2600 for pointing into the right direction.

Radirgy (ラジルギ)

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In general shoot-em ups are a genre I tend to steer away from discussing at DCgaga. Firstly, fans of the genre are notoriously passionate about their pastime which makes it somewhat difficult to write about if you don't have a textbook knowledge of all of the specific terminology like, “barrages” “walker” and “curtains” which the average "shumps" fan use with vicarious frequency, but most of all I just don’t have the muscle memory these days to record waves and waves of enemy patterns and locations that you need to get anywhere in these games, I just want to react to what’s on screen and blast the crap out of everything that moves.

The art style is very reminiscent of JSR

Radirgy, or 'Radio Allergy' interested me due to its striking cell-shaded visuals and cool Shibuya setting reminiscent of the Dreamcast classic, Jet Set Radio, and it is this background and it quirky story which makes the game stand out. The story itself is told is told by means of a series of on screen text messages which you receive at different parts in the game. The main plot revolves around a young girl, Shizuru Kamigusa, whose father currently works for a corporation which is developing a cure for a radio wave allergy which she, and many others in the future are suffering from (pretty ironic as she always on her phone). Unfortunately, as is often the case with Japanese stories, a terrorist group has taken over the building where her father lives and it is off you go in a big flying robot anti-terrorist suit from to save him and get back the cure. Still with me? Fair enough, it’s typical odd Japanese narrative but again, the zaniness suits the quirky, colorful presentation of the game.



In Radirgy you get the choice of three mechs to choose from with the only difference between them being their primary weapons. The first one comes with a standard wide shot, the second a more concentrated shot, while the third mech is armed with a bubble shot, which is narrow but more powerful. You can also soak up shots by remaining still, and you've got a little sword that can deflect shots as well as slice health off your enemies. Together, through using these abilities you can increase a power meter to activate a shield and smart bomb which also allows you to suck up any power ups floating around on screen. This can help you out of some of the more intense scenarios so it's vital you do not waste them and learn to make the most of these bonuses if you want to go far in Radirgy.

Unfortunately, boss fights aren't particularly inspiring

You see, while the visuals appear colorful and cartoonish, the gameplay is anything but gentle. Radirgy is from the “bullet hell” variation of the “shmups” genre which as the name implies revolves around you avoiding waves and waves of bullets which constantly fill the screen. You need nerves of steel to find any space to steer your ship and for the most part the game becomes hectic one and once you proceed past level 3 dodging the blizzard of enemy shots will take Mr. Miyagi level reactions. Luckily, player movement is slick and responsive with main shot configured to the A button, your sword attack the B and your shield on the X button. During gameplay I found that the game was slightly better suited to the arcade stick than the regular controller as the button layout is more suited to spamming the A and B button simultaneously which helps raise your score much quicker and more importantly, gives you quicker access to your shield bonus.

The game's visual style certainly make it stand out

The game is rendered in what can only be described as, "not-quite-cel-but....kinda-cell-shaded(phew)", the effects are there but its not the same technique as used say in games like JSR and Wacky Races. Admittedly, while it looks unique it probably looks more akin to a high-grade Java title these days. Still, it’s all very busy with all kinds of strange and ultimately unfathomable Japanese type things going on and of course being a NAOMI port everything is arcade perfect and there is even an option to switch to TATE mode should you be so inclined. One criticism I will level at the game is the rather forgettable audio which was a big disappointment especially coming after a playthrough of the legendary JSR (definitely an area Milestone improved upon with their rockin' sequel, Karous). This links me to my final problem with Radirgy, while the game comes across as quirky and original, multiple playthroughs reveal the game to be well, largely dull. Sure, the Shibuya setting is inspired and the onscreen text interludes connect well with the game’s youthful setting but where it really counts, the gameplay, the game fails to reach the heavy heights of other Dreamcast shooters.

Powering up your laser is a vital part of the game!

Nevertheless, being one of the very last official releases on the Dreamcast (it was the final jewel case release) Radirgy is definitely one that serious collectors need to have in their collection, but considering the rather forgettable nature of the gameplay and the high difficulty, it’s hard to recommend to anyone else.

Japanese Dreamcast Games Sales

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The Japanese gaming charts spell out what was inherently wrong with the Dreamcast in its home country; it just failed to get enough software off of shelves and into peoples homes after the initial launch period. Sega simply pinned all of their hopes at launch on Virtua Fighter shifting consoles as it had done the previous generation, but in the end a rushed conversion of a game which had failed to live up to expectations got what it deserved - over a million fewer sales than its predecessor.

It's noticeable just how game sales dried up once the PS2 had arrived with later releases barely scratching a 1000 sales, a figure unbelievable by today's standards (you can see why titles like Super Street Fighter II X now demand so much). Obviously, later titles released after Sega had officially ceased production of the console like Capcom vs SNK 2, Radirgy and Sega's own Puyo Puyo Fever seem to be missing from the list but one can assume that they were released in such small numbers that Sega had simply stopped counting.

The biggest surprise though has to be the success of Seaman, a game that failed to make it into even the top 70 of the US charts and wasn't even released in PAL territories, as the biggest selling Dreamcast game of all time in Japan.

Figures taken from "Game Gyoukai (Industry).com"

01. Seaman (Sega) - 539,367
02. Sonic Adventure(Sega) - 475,152
03. Biohazard CODE: Veronica (Capcom) - 469,813
04. Sega Rally 2 (Sega) - 421,836
05. Shenmue (Sega) - 392,111
06. Virtua Fighter 3tb (Sega) - 373,749
07. J League Pro Soccer Team wo Tsukuro! (Sega) - 369,116
08. Soul Calibur (Namco) - 359,346
09. Virtua Striker 2 Ver. 2000.1 (SEGA) - 319,825
10. Sakura Taisen (Sega) - 314,597

11. The House of the Dead 2 (Sega) - 277,351
12. Pro Yakyuu Team o Tsukurou! (Sega) - 240,305
13. Grandia II (Game Arts) - 206,448
14. Virtual On: Oratorio Tangram (Sega) - 180,460
15. Sega GT Homologation Special (Sega) - 178,956
16. Phantasy Star Online (Sega) - 178,747
17. Shutoko Battle (Genki) - 177,605
18. Soccer Tsuku Tokudai Gou ~J League Pro Soccer Club o Tsukurou~ (Sega) - 177,141
19. Space Channel 5 (Sega) - 177,011
20. Sakura Taisen (Sega) - 171,296

21. Power Stone (Capcom) - 169,795
22. Shinkisekai Evolution ((Evolution: The World of Sacred Device)) (Sega/ESP/Sting) - 162,396
23. Crazy Taxi (Sega) - 160,515
24. Marvel vs. Capcom 2: New Age of Heroes (Capcom) - 160,322
25. Phantasy Star Online Ver. 2 (Sega) - 148,881
26. Marvel vs. Capcom: Clash of Super Heroes (Capcom) - 146,454
27. Get Bass (Sega) - 145,535
28. Blue Stinger (Sega) - 140,135
29. D2 (WARP) - 133,955
30. Sakura Taisen 2 (Sega) - 136,875

31. Mobile Suit Gundam Gaiden: Colony no Ochichita Chide... (Bandai) - 134,541
32. Maken X (Atlus) - 133,042
33. Guilty Gear X (Sammy) - 130,030
34. Dead or Alive 2 (Tecmo) - 127,948
35. New Japan Pro Wrestling: Toukon Retsuden 4 (Tomy) - 119,351
36. Roommania #203 (Sega) - 119,124
37. Berserk: Millennium Falcon Hen Wasurebana no Shou (ASCII) - 115,633
38. Shutoko Battle 2 ((Tokyo Xtreme Racer 2)) - 114,258
39. The King of Fighters Dream Match 1999 (SNK) - 110,655
40. Jojo no Kimyouna Bouken: Miraihe no Isan ((Jojo's Bizarre Adventure)) (Capcom) - 109,292

41. Sonic Adventure 2 (Sega) - 109,286
42. July (Fortyfive) - 105,863
43. Godzilla Generations (Sega) - 105,646
44. Dynamite Deka 2 ((Dynamite Cop!)) (Sega) - 104,608
45. Sunrise Eiyuutan (Sunrise Interactive) - 104,169
46. The Typing of the Dead (Sega) - 99,587
47. REVIVE... Sosei (Data East) - 99,346
48. Derby Tsuku ~Derby Uma o Tsukurou!~ (Sega) - 98,952
49. Sentimental Graffiti 2 (NEC Interchannel) - 98,443
50. Chu Chu Rocket! (Sega) - 98,256

51. Giant Gram: All Japan ProWrestling 2 (Sega) - 97,579
52. Pro Yakyuu Team de Asobou (Sega) - 97,025
53. Moero! Justice Gakuen ((Project Justice)) (Capcom) - 96,956
54. The King of Fighters '99 Evolution (SNK) - 95,327
55. Kanon (NEC Interchannel) - 95,117
56. Eternal Arcadia ((Skies of Arcadia)) (Sega) - 93,387
57. Biohazard 2: Value Plus (Capcom) - 93,116
58. Black Matrix: Advance (NEC Interchannel) - 92,513
59. Zombie Revenge (Sega) - 92,052
60. Psychic Force 2012 (Taito) - 90,585

61. Kidou Senkan Nadesico: Nadesico the Mission (ESP) - 85,472
62. Comic Party (Aqua Plus) - 83,725
63. Puyo Puyo~n (Sega) - 83,135
64. Frame Gride (From Software) - 82,063
65. Atsumare! Guru Guru Onsen (Sega) - 82,043
66. Power Smash (Virtual Tennis) (Sega) - 81,737
67. Pen Pen TriIcelon (General Entertainment) - 80,746
68. Advanced Daisenryaku: Europe no Arashi - Doitsu Dengeki Sakusen (Sega/Systemsoft) - 80,695
69. Street Fighter III 3rd Strike: Fight of the Future (Capcom) - 76,651
70. Kite he: White Illumination (Hudson) - 74,406

71. Jikkyou Powerful Pro Yakyuu Dreamcast Edition (Konami) - 73,330
72. Culdcept II (Media Factory) - 73,185
73. Crazy Taxi 2 (Sega) - 71,618
74. Street Fighter III W Impact (Capcom) - 71,085
75. Golf Shiyouyo (Bottom Up) - 70,791
76. Dance Dance Revolution 2nd Mix (Konami) - 70,751
77. Aero Dancing featuring Blue Impulse (CRI) - 70,572
78. Pop'n Music (Konami) - 70,527
79. Eldorado Gate Vol. 1 (Capcom) - 70,431
80. Jet Set Radio (Sega) - 70,285

81. Motto Pro Yakyuu Team o Tsukurou! (Sega) - 69,476
82. Love Hina: Totsuzen no Engeji Happening (Sega) - 69,438
83. Street Fighter Zero 3: Saikyooryuu Doujou (Capcom) - 68,215
84. Mobile Suit Gundam: Giren no Yabou- Zeon no Keifu (Bandai) - 68,197
85. Super Robot Taisen a (alpha) for Dreamcast (Banpresto) - 67,948
86. Incoming (Imagineer) - 67,523
87. NBA 2K (Sega) - 66,341
88. Climax Landers (Sega) - 64,034
89. Samba de Amigo (Sega) - 63,902
90. Hanagumi Taisen Columns 2 (Sega) - 63,437

91. Airforce Delta (Konami) - 63,379
92. Power Stone 2 (Capcom) - 62,693
93. Rent a Hero No. 1 (Sega) - 61,541
94. Aero Dancind F (CRI) - 60,523
95. Tokyo Bus Annai (Guide) (Fortyfive) - 60,853
96. Langrisser Millennium (Masaya) - 60,493
97. Kuon no Kizuna: Sairin Mikotonori" (Fog) - 60,356
98. Fire Pro Wrestling D (Spike) - 59,788
99. Seventh Cross (NEC Home Electronics) - 56,602
100. Giant Gram 2000 (Sega) - 52,313

101. Tantei Shinshi Dash! (Abel) - 51,174
102. Shinkisekai Evolution 2 ((Evolution 2: Far Off Promise)) (ESP/Sting) - 50,177
103. Capcom vs. SNK: Millennium Fight 2000 Pro (Capcom) - 48,952
104. Pop'n Music 2 (Konami) - 47,053
105. Seaman: Kindan no Pet 2001 (Sega) - 45,688
106. Elemental Gimmick Gear (Hudson) - 45,233
107. Neppachi: 10 Ren Chande Las Vegas Ryokou (Daikoku) - 44,841
108. Super Speed Racing (Sega) - 44,369
109. Ready to Rumble Boxing (Sega) - 43,823
110. Record of Lodoss War (Kodokawa) - 43,730

111. Choukousenki Kikaioh ((Tech Romancer)) (Capcom) - 40,202
112. Idol Janshi o Tsukucchaou (Jeleco) - 39,577
113. Super Runabout (Climax) - 39,494
114. Virtua Cop 2 (Sega) - 39,118
115. Sorcerian: Shichisei Mahou no Shito (Victor Interactive Software) - 38,907
116. Gundam Battle Online (Bandai) - 37,375
117. Yukawa Moto Senmu no Otakara Ikushi (sega) - 37,308
118. Mr. Driller (Namco) - 36,723
119. Segagaga (Sega) - 36,150
120. Pia ♥ Carrot he Youkosoyo!! 2.5 (NEC Interchannel) - 35,680

121. F1 World Grand Prix for Dreamcast (Video System) - 35,915
122. Monaco Grand Prix: Racing Simulation 2 (Ubisoft) - 35,915
123. Capcom vs. SNK: Millennium Fight 2000 (Capcom) - 35,901
124. F355 Challenge (Sega) - 35,200
125. Canvas (NEC Intechannel) - 34,371
126. Kaen Seibo: The Virgin on Megiddo (Hiromi) - 34,345
127. Sengoku Turb (NEC Home Electronics) - 33,789
128. Fighting Vipers 2 (Sega) - 32,778
129. Ookami Ichio Funtouki: Sakura Taisen Kayou Show - Benitokage Yori (Sega) - 33,681
130. Yuukyuu Gensou Kyoku 3: Perpetual Blue (MediaWorks) - 32,818

131. Love Hina: Smile Again (Sega) - 32,345
132. NFL 2K (Sega) - 31,836
133. Tokusatsu Bouken Katsugeki Super Hero Retsuden (Banpresto) - 31,797
134. Cool Boarders Burrn! (UEP System) - 30,943
135. Star Gladiator 2: Nightmare of Blisten (Capcom) - 30,718
136. Aero Dancing i (CRI) - 30,425
137. Quiz Ah! Megami-sama: Tatakau Tsubasa to Tomoni (Sega) - 30,021
138. Spawn: In The Demon's Haed (Capcom) - 29,750
139. Tomb Raider 4: Last Revelation (Capcom) - 29,160
140. Sonic Adventure: International (Sega) - 28,682

141. Pop'n Music 3 Append Disc (Konami) - 28,571
142. Panzer Front (ASCII) - 27,945
143. Eighteen Wheeler (Sega) - 27,663
144. Ultimate Fighting Championship (Capcom) - 27,570
145. Rune Jade (Hudson) - 26,970
146. Biohazard CODE: Veronica Complete (Capcom) - 26,549
147. Ring (Kadokawa/Asmik) - 26,398
148. Giga Wing 2 (Capcom) - 26,073
149. Eve Zero: The Ark of the Matter (Net Village) - 25,601
150. Memories Off Complete (KID) - 25,524

151. Silent Scope (Konami) - 25,124
152. Happy Lession (Datam Polystar) - 25,113
153. Hundred Swords (Sega) - 24,369
154. Eldorado Gate Vol. 2 (Capcom) - 23,909
155. Maboroshi Tsukiyo (Sims) - 23,684
156. Tetris 4D (Bullet Proof Software) - 23,378
157. Macross M3 (Shoeisha) - 23,148
158. Daytona USA 2001 (Sega) - 23,129
159. Pro Yakyuu Team o Tsukurou! & Asobou! (Sega) - 22,880
160. Nobunaga no Yabou: Shouseiroku with Power-Up Kit (Koei) - 22,598

161. Exodus Guilty Neos (Abel) - 22,155
162. GunSpike ((Cannon Spike)) (Capcom) - 22,077
163. Mercurius Pretty end of the century (NEC Interchannel) - 22,005
164. Gunbird 2 (Capcom) - 21,775
165. Marionette Company (Mirco Cabin) - 21,510
166. Denpa Shounen-teki Kenshou Seikatsu: Nasubi no Heya (Hudson) - 21,081
167. Biohazard 3: Last escape (Capcom) - 21,030
168. Card Captor Sakura: Tomoyo no Video Taisakusen (Sega) - 20,982
169. Golf Shiyouyo Course Data ? (SoftMax) - 20,717
170. Bakumatsu Rouman Dai Ni Maku: Gekka no Kenshi Final Edition ((Last Blade 2)) (SNK) - 20,277

171. World Neverland Plus ~Orurudo Oukoku Monogatari~ (River Hill Soft) - 20,191
172. Undercover AD2025 Kei (Pulse Entertainment) - 19,882
173. Giga Wing (Capcom) - 19,732
174. Konohana 2: Todoke Kanai Requiem (Success) - 19,621
175. "Nishikaze no Kyoushikyouku""Rhapsody of Zephyr" (Softmax) - 19,534
176. Dream Flyer (Sega) - 19,330
177. Derby Tsuku 2 (Sega) - 19,090
178. O-to-i-re: Dreamcast Sequencer (Waka) - 18,796
179. Vampire Chronicle for Matching Service (Capcom) - 18,646
180. Super Euro Soccer 2000 (Imagineer) - 18,328

181. Kite he: Photo Memories (Hudson) - 18,254
182. San Goku Shi VI (Koei) - 18,107
183. Seirai Hata RayBlade (Winky Soft) - 17,875
184. Eldorado Gate Vol. 3 (Capcom) - 17,649
185. Real Sound: Kaze no Regret (WARP) - 17,547
186. Illbleed (Crazy Game/AIA) - 17,392
187. Never 7 ~the end of infinity~ (KID) - 17,329
188. Virtua Athlete 2K (Sega) - 17,087
189. Marionette Company 2 Chu! (Micro Cabin) - 16,860
190. Puyo Puyo DA!: featuring Ellena System (Compile) - 16,857

191. Dancing Blade: Katte ni Momo Tenshi (Konami) - 16,809
192. Carrier (Jaleco) - 16,633
193. Happy Lesson: First Lesson (MediaWorks) - 16,414
194. Magic the Gathering (Sega) - 16,251
195. Guruguru Onsen 2 (Sega) - 16,180
196. Close to ~Inori no Oka~ (KID) - 16,129
197. Pro Yakyuu Team de Asobou Net! (Sega) - 15,931
198. Mahjong Taikai II Special (Koei) - 15,801
199. Neppachi II@VPACHI: CR Harenchi Gauken (Daikoku) - 15,713
200. Aero Dancing: Torodoki Taichou no Himitsu Disc (CRI) - 15,645

201. NBA 2K1 (Sega) - 15,609
202. Imperial no Taka: Fighter of Zero ((Iron Aces)) (Global A Entertainment) - 15,208
203. Pop'n Music (Konami) - 15,184
204. Buggy Heat (CRI) - 15,145
205. Nobunaga no Yabou: Reppuuden (Koei) - 14,528
206. Jinsei Game for Dreamcast (Takara) - 14,481
207. Le Mans 24 Hours (Sega) - 14,374
208. Vermilion Desert (River Hill Soft) - 14,368
209. Ecco the Dolphin ~defender of the Future~ (Sega) - 14,307
210. Samba de Amigo (Sega) - 14,240

211. Sega Tetris (Sega) - 13,946
212. Winning Post 4 Program 2000 (Koei) - 13,708
213. deSPIRIA (Atlus) - 13,612
214. Mobile Suit Gundam Gaiden: Colony no Ochichita Chide... -Bandai the Best Ver.- (Bandai) - 13,607
215. ESPION-AGE-NTS (NEC Interchannel) - 13,555
216. Eldorado Gate Vol. 4 (Capcom) - 13,317
217. Dengen Tenshi Taisen Mahjong: Shangri-La (Marvelous) - 13,269 *First Published game
218. Roommate Novel: Sato Yuka (Datam Polystar) - 13,264
219. Dino Crisis (Capcom) - 12,964
220. Golf Shiyouyo 2 (Softmax) - 12,959

221. Nanatsu no Hikan: Senritsu no Bishou (Koei) - 12,859
222. Treasure Strike (KID) - 12,789
223. Tricolore Crise (Victor Interactive Software) - 12,464
224. Christmas Seaman (Sega) 11,983
225. Dance Dance Revolution: Club Version Dreamcast Edition (Konami) - 11,717
226. Aero Dancing F ~Todoroki Tsubasa no Hatsu Hikou~ (CRI) - 11,677
227. Advanced Daisenryaku 2001 (Sega) - 11,075
228. Dancing Blade II: Tears of Eden (Konami) - 10,948
229. es (TV??/Sega) - 10,928
230. Death Crimson 2 (Ecole) - 10,905

231. WWF Royal Rumble (Yuke's) - 10,618
232. Godzilla Generations: Maximum Impact (Sega) - 10,581
233. Nippon Pro Mahjong Renmei Kounin: Tetsuman Menkyo Minnaten (Naxat) - 10,537
234. Super Producers (Hudson) - 10,440
235. Ganbare Nippon! Olympic 2000 (Konami) - 10,427
236. Totsugeki! Teketeke!! Toy Ranger ((Toy Commander)) (Sega) - 10,098
237. World Neverland 2 Plus (River Hill Soft) - 10,039
238. World Series Baseball 2K1 (Sega) - 9,853
239. Red Line Racer (Imagineer) - 9,757
240. Densha de Go! 2: ???3000?? (Taito) - 9,737

241. Harusame Youbi (NEC Interchannel) - 9,477
242. Netto Golf (Sega) - 9,411
243. Bakuretsu Muteki Bangaioh (ESP/Treasure) - 9,402 :)
244. Boku Doraemon (Sega Toys) - 9,313
245. Canaria ~Kono Omoi o Uta ni Nosete~ (NEC Interchannel) - 9,147
246. L.O.L. ~Lack of Love~ (ASCII) - 9,017
247. Golf Shiyouyo Kouryaku Pack (SoftMax) - 8,965
248. Yume no Tsubasa: Fate of Heart (KID) - 8,917
249. Confidential Mission (Sega) - 8,838
250. Eldorado Gate Vol. 5 (Capcom) - 8,741

251. Sonic Shuffle (Sega) - 8,505
252. Outtrigger (Sega) - 8,474
253. Ouka Houshin (ESP/Media Works) - 8,193
254. Digital Keiba Shinbun My Trick Man (Shouei System) - 8,191
255. Sega Marina Fishing (Sega) - 8,180
256. Mars Matrix (Capcom) - 7,768
257. Morita no Saikyou Reversi (Random House) - 7,694
258. Twinkle Star Sprites (SNK) - 7,561
259. Lake Master Pro: Dreamcast Plus! (Dazz) - 7,466
260. Pro Mahjong Kiwame D Athena) - 7,418

261. Napple Tale: Arisa in Daydream (Sega) - 7,394
262. Aoi Hagane no Kihei: Space Griffon (Panther Software) - 7,136
263. Marionette Handler (Micronet) - 6,924
264. Dream Studio (Sega) - 6,566
265. Taisen Net Gimmick: Capcom & Psikyo All Stars (Capcom) - 6,542
266. Inoue Ryoko: Roommate (Datam Polystar) - 6,405
267. Web Mystery: Yochi Yume o Kenru Neko (Mebius/Sega) - 6,354
268. Miss Moonlight (Naxat) - 6,324
269. Seitai Heiki Expendable (Imagineer) - 6,223
270. Speed Devils (UBI Soft) - 5,978

271. Heavy Metal Geomatrix (Capcom) - 5,812
272. Sakura Taisen: Kinematron Hanagumi Mail (Sega) - 5,809
273. Shinseiki Evangelion: Typing E-Keikaku (GAINAX) - 5,767
274. Eldorado Gate Vol. 6 (Capcom) - 5,738
275. Neppachi III@VPACHI: CR do Konjou Gale 2 - CR do Konjou Gale H (Daiokoku) - 5,659
276. Angel Present (NEC Interchannel) - 5,644
277. Vigilante 8: 2nd Battle (Syscom) - 5,485
278. Cool Cool Toon (SNK) - 5,458
279. Puzzle Bobble 4 (Cyberfront) - 5,436
280. Gaia Master Kessen!: Seikiou Densetsu (Capcom) - 5,394

281. San Goku Shi VI with Power-Up Kit (Koei) - 5,363
282. De La Jet Set Radio (Sega) - 5,358
283. Morita no Saikyou Reversi (Random House) - 5,288
284. F1 World Grand Prix 2 for Dreamcast (Video System) - 5,184
285. Yume Uma Ken '99 Internet (Shangrila) - 5,069
286. Jet Coaster Dream (Binbou Soft) - 5,051
287. Akihabara Dennou Kumi Peta Pies! (Sega) - 4,968
288. Blue Submarine No. 6 (Sega) - 4,896
289. Animastar (Aki) - 4,871
290. Doguu Senki: Haou (Vistor Interactive Software) - 4,737

291. Jissen Pachi-Slot Hisshouhou!@VPACHI Kingdom (MaBet) - 4,659
292. Aero Dancing i: Jikai Sakuma de Machite Masen (CRI) - 4,405
293. Fish Eyes | Wild (Victor Interactive Software) - 4,405
294. Street Fighter IIX for Matching Service (Capcom) - 4,379
295. Sports Jam (Seg) - 4,363
296. NFL 2K1 (Sega) - 4,326
297. Prismaticallization (Arc System Works) - 4,206
298. Rainbow Cotton (Success) - 4,182
299. Shanghai Dynasty (Success) - 4,093
300. Pocke-Kano ~Yumi - Shuzika - Fumio~ (Datma Polystar) - 4,073

301. Street Fighter Zero 3: Saikyooryuu Doujou: for Matching Service (Capcom) - 3,904
302. Fragrance Tale (Takuyo) - 3,893
303. Chou-Hatsumei Boy Kanipan: Bousou Robot no Nazo!? (Sega) - 3,824
304. Sengoku Turb: Fan I ♥ me Dunce-doublentendre (NEC Home Electronics) - 3,691
305. Dejiko no Maibura (isao) - 3,632
306. Hello Kitty no Lovely Fruit Park (Sega) - 3,430
307. Get Bass 2 (Sega) - 3,378
308. Super Magnetic NiuNiu (Genki) - 3,160
309. US Shenmue (Sega) - 2,817
310. Gakkyuou Yamazaki: Yamazaki Oukoku Oofun Araso (Sega) - 2,681

311. Super Runabout: San Francisco Edition (Climax) - 2,634
312. Rayman (Ubi Soft) - 2,415
313. CR Hissatsu Konjin Pachitte Chonmage @ VPACHI (Hack Berry) - 2,364
314. Netto de Tennis (Capcom) - 2,348
315. Jojo no Kimyouna Bouken: Miraihe no Isan for Matching Service (Capcom) - 2,186
316. Hello Kitty no Magical Block (Sega) - 2,126
317. Neppachi VI@VPACHI (Daikoku) - 2,100
318. Communication Logic Battle Daisessen (Fortyfive) - 2,073
319. Super Puzzle Fighter II X for matching Service (Capcom) - 1,958
320. Neppachi IV@VPACHI ~CR Aa! Hana no Ouendan 3~ (Daikoku) - 1,990

321. Power Jet Racing 2001 (CRI) - 1,857
322. Tokyo Bus Guide (Fortyfive) - 1,806
323. Bounty Hunter Sarah: Holy Mountain no Teiou (Capcom) - 1,782
324. 世界不思議発見!トロイア (TBS) - 1,724
325. Princess Maker Collection (1&2) (GAINAX) - 1,707
326. Jaaman (Visit) - 1,654
327. Charge'n Blast (Sims) - 1,585
328. Net@Versus Mahjong (Atmark) - 1,569
329. Hello Kitty no Onnaru Mail (Sega) - 1,480
330. Get!! Colonies (Sega) - 1,439

331. Marionette Handler 2 (Micronet) - 1,418
332. Sakura Momoko Gekijou: Kojikoji (Marvelous) - 1,319
334. Neppachi V@VPACHI: CR Monster House (Daikoku) - 1,235
335. Himitsu: Tadagaita Natsu (Star Fish) - 1,174
336. Choukousenki Kikaioh for Matching Service (Capcom) - 1,151
337. Eisei Meijin III: Game Creator Yoshimura Nobuhiro no Zunou (Konami) - 1,148
338. Shin Honkaku Hanafuda (Altron) - 1,147
339. Death Crimson OX (Ecole Software) - 1,038
340. Neo Golden Logres (Success) - 969

341. Cleopatra Fortune (Altron) - 966
342. Jet Coaster Dream 2 (Bimboosoft) - 947
343. Nippon Pro Mahjong Renmei Dankurai Nintei: Heisei Mahjong-Shou (Micronet) - 926
344. Zusar Vasar (Real Vision) - 917
345. Bass Rush Dream (Visco) - 906
346. BikkuriMan 2000 Viva! Festival! (Sega) - 856
347. Sydney 2000 (Capcom) - 832
348. Kiteretsu Shounen's Gangagan (Sega) - 829
349. Plus Plum (Takuyo) - 777
350. Atsumare! GuruGuru Onsen BB (Sega) - 645

351. Netto DE Para (Takuyo) - 586
352. Tanaka Torahiko no Uru Toraryuu Shogi (Arc System Works) - 586
353. Net@Versus Shogi (Atmark) - 582
354. The Shinri Game Visit) - 529
355. Kitaihei Gold (Net Village) - 512
356. Rune Caster (?) - 469
357. Re-Volt (Taito/Acclaim) - 468
358. Pachi-Slot Teiou: Dream Slot ~Heiwa SP~ (Media Entertainment) - 457
359. Hello Kitty no Waku Waku Cookies (Sega) - 443
360. Golem no Maigo (Caramel Pot) - 438

361. Shinseiki Evangelion: Typing Hokan Keikaku (GAINAX) - 425
362. Battle Beaster (Studio Wonder Effect) - 421
363. Net@Versus Reversi (Atmark) - 267
364. Net@Versus Hanafuda (Atmark) - 248
365. Net@Versus Renju Gomoku Narabe (Atmark) - 245
366. Net@Versus Igo (Atmark) - 225
367. Net@Versus Chess (Atmark) - 107
368. Spirit of Speed 1937 (Acclaim Japan/Taito) - 87

New Dreamcast fighting game for 2014?

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....well possibly. A recent article on Spanish gaming blog, RetroManiac showed some screenshots of a new Streets of Rage style beat-em up by the name of "Project Y"currently in production for the Megadrive.

So, Mr. DCgaga, "What does this have to with our glorious 128-bit system?" I hear you cry. Well, the trick is that the game is currently being developed by none other than Watermelon, the team behind the Pier Solar RPG series, and who are currently porting over said game for a HD re-release on the Dreamcast. All of which means that it is very likely that Project Y could also receive an HD release.



The game is said to be of the Streets of Rage mold of fighters, but with certain RPG elements like experience points and upgrades similar to those seen in the Saturn exclusive, Dungeons & Dragons. To be honest, in 2014 I am just happy to see a new title coming to the system and the fact that it's not a shooter, well that's just the icing on the Dreamcast cake.

More news as and when!




Project Y Planned for Dreamcast

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Well, that was fast!

After the awesome news yesterday about the possibility of Watermelon's "Project Y" fighter appearing on the Dreamcast, Tulio, one of the developers was responding to a Q&A thread over at magicalgamefactory.com when the subject of a Dreamcast version popped up. To which he replied,

"I plan a nextgen port for all WM projects and by nextgen I always include Dreamcast on the list. It's always thinking."

There you have it, and to top it off the company released some amazing new concept art to coincide with the news.


These sprites are definitely impressive and one can only what they will look like once they get the Dreamcast HD treatment.



Steering Wheel

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Like with the Official Arcade Stick, the official Dreamcast steering wheel was not actually produced by Sega but licensed to Agetec.


Initial thoughts when coming across the controller is that it feels well-built, sitting sturdily on your table/desktop and the A and B buttons are well-placed towards the middle of the wheel within easy reach, yet hard to brush against accidentally. There is also a VMU port conveniently located to the side for game saves but the wheel lacks any vibration function. As there are no pedals, two wide triggers behind the wheel are used for acceleration and braking and they feel very resistant and allow you to make subtle inputs, although it's pretty much the same as holding down the triggers on the regular DC controller


The main problem is that the wheel itself has trouble registering subtle movements. In all of the racing games you find yourself having to adjust the response settings to max just to give yourself any chance of not swerving off the road. This unresponsiveness also makes navigating in-game menus a real pain; maybe they should have included a D-pad like they did with the the Dreamcast lightgun.


One additional thing to mention is that the Japanese version of the steering wheel features a small socket on the rear, similar to the inputs found on the Samba De Amigo base unit, and it is believed that this was originally intended to enable future upgrades such as a foot peddles or a gear stick (thank you CD Ages).


Overall, the Official Dreamcast Steering Wheel is probably one of the weaker of the official peripherals released for the Dreamcast. Steering wheels are supposed to give you better control in racing-type games and heighten the gamer's immersion. However, the Agetec steering wheel handles far too poorly, and while the build quality is respectable, it is really hard to recommend something that offers little advantage over the standard Dreamcast controller.

Redux: Dark Matters Out Now!

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Yup, after 2 years in development the sequel to the oddly named Dux series has finally shipped and is yet more proof that devs simply can't keep their hands off of our beloved Dreamcast. Not being the biggest shmup fan it is hard to tell if Redux will better the success of the first game but what I do though know is that it looks great (although not quite at the level of Sturmwind) and comes from a proven indie team, with a top soundtrack which you can enjoy by checking out the video below.


If it all sounds like your cup of tea then head over to Hucast. to snag a copy.

Dreamcast Broadband Adaptor (BBA)

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The Sega Dreamcast Broadband Adapter (commonly abbreviated to BBA) was originally released in 2001 as an upgrade to the initial 33 and 56k modems which came with the system as standard. Another first, Sega was the first company to deliver broadband internet on a home console and due to the very limited release (only a few hundred thousand were released) the demand and price for these things remains high. These days, it can be used for homebrew as well as play the following Dreamcast games online.

4x4 Evolution
Maximum Pool
Quake III Arena
StarLancer
Phantasy Star Online 1 & 2




Additionally, there was one additional colourway released for the Dreamcast and that was the "Pure Black" edition. The package is exactly the same as the regular version with the same dream passport. The only change is the colour of the BBA itself.

Memory Card 4X - Phantasy Star Online Edition

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Were you one of the people back in the day who loaded up games like Phantasy Star Online went to download a quest and found out you didn't have enough space because IT TAKES UP ALMOST THE WHOLE CARD! You were not alone. A common complaint of Sega's Virtual Memory Unit was that while it was a cool concept with some interesting features, with just 128kb of memory, it was just far too small. In response Sega set about designing a peripheral which could be used simply as a memory card unit and not a mobile gaming device as the VMU was originally intended.

PSO was a space guzzler for those with only a regular vmu

Understanding this issue (particularly with PSO) Sega released a standard 4X memory card in stores and a limited edition, Phantasy Star Online version exclusively through their Dreamcast Direct Store. The Dreamcast 4X memory card was released in Japan on December 14 for a cool 4,800 yen (40 pounds), which was also twice the price of regular VMU (2,500 yen). The advantage the 4X is that it holds four times the capacity of a normal VMU (800 blocks of memory as opposed to the standard 200 blocks). However, the Dreamcast can only read memory cards with 200 blocks, so the data is divided into four and you have switch between the 'banks' of data using the switches on the top. These banks are indicated by small red LED and it's only a minor annoyance which is offset by the advantage of being able to keep all of your saves on one memory card.


Unfortunately, the memory card is not compatible with a small selection of titles. They are, Air Force Delta , F1 Grand Prix , Kita e White Illumination , CARRIER , Sakura momo kogekijo kojikoji, Spawn In The Demon's Hand , Sekaifushigidohatsugen! Trojan . Dynamite Cop 2 , 7 Hikan, Bikkuriman 2000, Maboroshi Tsukiyo, Go Taihei GOLD and Rayman The Great Escape! which aren't the biggest of releases for the system so I can't see it effecting many people.

Although an inherent problem with all memory cards, another slight annoyance is that certain files cannot be transferred to the 4X from a standard virtual memory unit. Luckily, these can easily be identified in the Dreamcast's menu system as the saves are colour-coded.

Black - Normal save file
Red - Save file which cannot be moved
Green - VMU application that you can use if you remove the VMU from the controller and have two charged CR2032 batteries inserted.

Virtua Athlete 2K (バチャアスリート2K)

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Virtua Athlete 2K is another Naomi arcade conversion and the spiritual successor to Sega’s Athlete Kings/Decathlete, only this time the company have for a  maturer presentation style akin to that of Konami's "International Track & Field" . The premise is about as simple as arcade gaming gets; you (and up to three friends) take part in a series of button-mashing athletic events with the aim of qualifying for the next one and beat your opponent's score. If you fail to qualify, it's Game Over but if you succeed, it's on to the next event.


The game gives you seven events to play around with - shot put, long jump, high jump, javelin, hurdles and a couple of other running events. Some events like the long jump and javelin are quite fun and repeating them again and again to better you score is initially a thrill, but sadly the majority of events like hurdles and other sprint events make you want to chop your hands off they are so tedious. The problem is due to the fact that these types of games do not stand up well these days due to the excruciating pain it takes to button-mash in each event.


The control system itself is easy to learn, consisting of you launching things (including yourself) using angles of 45 degrees but again, it just requires just too much button mashing on the controller to be fun. Any game that requires you to use a pen as a peripheral add-on, or face blisters every time you play is just not going to be worth it (I’m looking at you 1500 meter sprint!). The addition of a stamina bar does little to add to the playability, and the fact that certain stages are bugged beyond belief (1500 meters again!!) so that the only skill you need is to bump into anyone that attempts to overtake you. Basically, there is literally more skill in crapping in your pants then there is in any of the activities in this game.


Graphics are solid although animation is iffy in parts


Visually, the graphics are solid without ever really impressing. They certainly lack the vibrant charm of Sega’s previous track game, Athlete Kings which is unfortunate considering what the game’s developer Hitmaker did around the same time with Virtua Tennis. I believe the game uses the same motion capture technology that made the aforementioned tennis title look so striking at the time but the animation, as well as character designs in 2K are just disappointing and devoid any character, especially when compared to Athlete Kings (who can forget Jef Jansens awesome zebra print leotard). One thing to mention is that the Japanese version does suffer from some slowdown in more intensive sections like the running events, it doesn’t hinder the gameplay but it is another needless annoyance. The audio is no better and basically consists of nondescript grunts, groans, and a mixture of terrible studio music.

Javelin is definitely one of the more enjoyable events

With only seven measly events (Athlete Kings had ten!) to take place in the game wont keep you around for long. In the arcade this is understandable but as it takes little over 8 minutes to finish all the events it does feel insultingly short for what was a full-priced title at the time with the only saving grace being the game’s multiplayer aspect. Get 4 players that are interested in mashing their fingers into a joypad and you've got a really fun evening of constant score beating, just ask them to bring their own controllers as you will not want to risk losing the B button off of yours after a round of hurdles. 

 Jef Jansen, fashion monster and master of the long jump

In the end, Virtua Athlete 2K feels a bit unfinished. With a wider selection of events with more involved interaction, and some form of entertainment than grinding your fingers into the joypad then we may have had a semi-decent sports title for the Dreamcast. Unfortunately, what is left is a severely disappoint title and a game that is not really worthy of the “Virtua” name.

Dreamcast Hardware Guides

Sega and SNK tie the knot

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Probably regarded as the most successful series in video games, Nintendo’s Pokemon series brought to the market a sudden demand mobile gaming and a slew of companies rushing to the handheld market to capitalize on the trend. Not wanting to miss out, the big console makers of the time, Sega, Sony and Nintendo were also looking at ways to percolate some of this success to their home systems.


Pokemon was a licence to print money in the 90's

Meanwhile, faced with financial difficulty and the burden of covering the huge losses incurred by the failure of the Saturn, Sega of Japan were looking for possible merging partners. Various names were mentioned but ultimately, in 1997 Sega struck a billion dollar deal to acquire Japan's largest toy company, Bandai. Bandai is mostly known outside of Japan for the Power Rangers and Tamagotchi series’ but domestically has a huge portfolio of characters and series’ which Sega believed they could use to become into an international multimedia powerhouse on the scale of Disney.


Sega-Bandai, could the subsequent success of the Tamagotchi saved Sega?



Yet, as negotiations tend to be between such huge multinational corporations, the discussions became drawn out and full of bickering, and despite claims from both sides that the deal would go through, it was eventually called off. The reason? Well Bandai claimed that sections of its middle management were afraid that the merger would mean the company losing its corporate identity. More cynically however, industry insiders claimed that Bandai were actually more concerned about the financial state of Sega and whether they had the funds to complete and back such a deal. Bandai instead went on to make a deal with Namco and it’s interesting to note that Bandai went on to release a relatively successful handheld system while Sega pushed into the toy market with their Sega Toys range in Japan.



The original touch screen system but 99% of its games were crap!


After SEGA retired their own handheld system, the Game Gear in 1997, they suddenly found themselves on the market for a new handheld to support. Burnt by the deal with Bandai, and reluctant to support their rivals Nintendo, Sega had few options. Initially, and misguidedly they decided to support Tiger’s Game.com, offering them the licenses to several of its franchises, including Sonic. Again, this proved to be just one of a number of costly mistakes Sega made during this era as all of the games that Tiger produced were absolute monstrosities and as the Game.com quickly dropped dead out of sight, Sega looked for another partner.



Sega would join forces with a company in similar dire-straits


In 1999, Sega announced that they would be supporting Osaka based SNK (Shin Nihon Kikaku)  and its Neo Geo Pocket Color system with a number of exclusive titles. SNK had been a keen supporter of the Sega Saturn which had received numerous ports of its arcade classics such as The King of Fighters and Metal Slug games and SNK now needed similar third-party support for its own system. The Neo Geo Pocket Color (NGPC) system was a 16-Bit handheld colour gaming system designed to be a direct competitor to the Game Boy Color (GBC). It was  technically superior to the GBC and had some unique features like a calendar and horoscope and a stunningly low price point of 5,900 yen (£35). SNK also announced that they would be publishing a link cable to allow users with a Neo Geo Pocket to connect their system to Sega's new Dreamcast system to receive exclusive content for games. Interestingly, SCE (Sony Computer Entertainment) were also initially planning to support the Neo Geo Pocket Color but later canceled to proceed with development of the PSP.


The NGPC add campaign was notoriously provocative

Sega released 4 titles for the Neo Geo Pocket; the biggest and most significant was Sonic the Hedgehog Pocket Adventure, a miraculous coup for SNK as it was the first time a Sega made Sonic title had appeared on a non-Sega console. The game was a critical and commercial success for the company and went on to become the biggest selling title on the Neo Geo Pocket Color. It is a fitting tribute to Sega fans as the last hurrah of the old Sonic, before the character jumped headfirst into the art style and world we know today. Highly recommended to all Sonic fans. 


Sonic on the Neo Geo Pocket is a classic!
 
Sega also published a spin off to the surprise Dreamcast hit Bikkuriman, in the form of Bikkuriman 2000 Viva! Pocket Festival! The game was handled by Sega’s sub-company, Sega Toys, and featured full connectivity between the Dreamcast version and the Neo Geo Pocket Color game which allowed you to unlock secrets mini-games in both versions. Sega also licensed a version of the popular Dreamcast RPG Evolution for the Neo Geo Pocket Color although the game was published by SNK, and a version of Puyo Puyo Tsu which was again published by SNK.


Puyo Puyo Tsu is undoubtedly the best incarnation in the series


Additionally, through the combined efforts of Sega, SNK and Capcom there were also a fair few titles which featured Dreamcast – Neo Geo Pocket Color compatibility; they are.


Capcom vs. SNK: Millennium Fight 2000 - SNK vs. Capcom: Match of the Millennium 
Linking the game up will unlock all characters in SNK vs. Capcom: Match of the Millenniumand Olympic Mode points from NGPC can be used to unlock items in the Dreamcast game. 
 
Capcom vs. SNK 2: Millionaire Fighting 2001- SNK vs. Capcom: Card Fighters 2 Expand Edition 
If the Card Fighters 2 game is completed, linking up will unlock everything on the Dreamcast game fighter (although this is easier said than done due to the rarity of the NGPC title). 

Cool Cool Toon- Cool Cool Jam 
Linking up will upload character data to NGPC and allow you download joke data to the Dreamcast game. 

The King of Fighters: Evolution - King of Fighters: Battle de Paradise 
Linking up will upload ability points earned in KOF: Evolution to the NGPC. You can also download striker data and levels from NGPC to the Dreamcast. 

The King of Fighters Dream Match '99 - King of Fighters R-2/ SNK vs. Capcom: Match of the Millennium 
Linking will upload Making Mode attributes to NGPC and you can download points earned in R-2 to King of Fighters Dream Match ‘99. It also links up to SNK vs. Capcom: Match of the Millennium and again, you can upload points for Olympic Mode to the NGPC.


Packaging for the cable is very typical of SNK's simple design

As with most SNK products the Dreamcast-Neo Geo Pocket Color cable is easy to set-up and use. You simply plug the cable into the back of the Dreamcast above the power plug and A/V plug, and then connect the other end into the external port on the top of the Neo Geo Pocket Color. Once both games are started you just need go to the Link Cable Option in each game, and that's it. It is yet another example of yet another Dreamcast innovation like online gaming and high definition display with the system being ahead of its time. The trend would be repeated when Nintendo launched the GameCube-Game Boy Advance link cable and Sony with Remote Play inter-connectivity between the PlayStation 3 and PlayStation Portable.

The design is reminiscent of other Dreamcast peripherals

Despite its rarity, the cable can be picked up for a relatively affordable price. You shouldn’t be looking to spend more than £20- £30 for a boxed cable, instead it will be some of the games such as SNK vs. Capcom: Card Fighters 2 Expand Edition which will require you to have deep pockets to acquire.Looking back it is hard to see how SNK or Dreamcast really thought this deal could work. Two companies in dire straights could hardly hope to dent the cash cow of Pokemon or the commercial success of Sony's Playstation, no matter the quality of the software. Yet, in typical Sega fashion during the Dreamcast era it really seems like they wanted to go out guns blazing, no matter the cost, and for that you have to take your hat off to them.

What’s MIL-CD?

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Did you know that GD-R was not the only exclusive format which Sega adopted for the Dreamcast? Sega also implemented compatibility for a format known as, MIL-CD but what was it?

Sega had big plans for the MIL-CD format

It's not clear what the MIL in MIL-CD stood for with some observers suggest it was an abbreviation of Millenium, a popular topic of the time but what is clear is that is was a proprietary compact disc storage format created by Sega in 1998 in an attempt to add multimedia features to normal discs when used on Dreamcast. They look like regular CD-ROMS but combined with the Dreamcast’s (for the time) advanced MPEG SofDec capabilities would allow gamers to watch full screen high-quality video that was far superior to VHS, the video standard of the time (although lacked VGA support).

Sofdec allowed for MPEG video with a frame rate of up to 60 frames per second


The format also would enable developers to implement multimedia experiences similar to what we’ve now come to expect from DVD/BluRay discs like video and still-shots, deleted scenes and related real time access to internet pages; all of which would be navigated using the Dreamcast controller. Not only that, but as the disks were split into two sections, one with the audio tracks and the other with Dreamcast-compatible digital data, MIL-CD's also operated as good old audio discs.

A little bit of trivia is that this wasn’t the first time a company attempted to encode digital data on compact disks and market the products for use in audio CD players. Back when audio tapes were still the norm, the CD+G (graphics) format was introduced as an extension to the then budding audio compact disk format and the format was even used by NEC in their PC Engine/ TurboGrafx CD add-on.


Hudson also attempted to create its own digital format with the PC Engine CD

Despite the potential the Dreamcast only receive 8 official MIL-CD titles during its lifetime with most being generic J-pop trash from the 90s. With remixed tracks and exclusive Ulala featuring videos, the Space Channel 5 soundtrack is obviously one of the more sort after discs from the lineup and can demand a fair price at auction.


MIL-CD LINEUP

Kitahe White Illumination Pure Song and Pictures












Chekki Musume Miru CD












Heartbreak Diary












Himitsu Original Soundtrack












09 Chairs













D2 Soundtrack








 



HANG THE DJ










Space Channel 5 soundtrack











Of course, as a proprietary format MIL-CD failed to overcome Toshiba and Matsushita’s superior DVD format and eventually allowed hackers to bypass the Dreamcast’s security, creating a rather significant piracy market for the system and in more recent times enabled gamers to play newly produced homebrew titles. In response to this security hack Sega actually removed MIL-CD compatibility from later systems which stopped pirated games from being playable but significant to gamers these days is that it removes the ability to play the aforementioned homebrew titles. To check if your Dreamcast is MIL-CD compatible please see our guide.

Dreamcast is the best in the world!

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....is the title of this awesome book published by Soft Bank.

Dreamcast No.1, true dat!

If you only ever buy one Dreamcast book make it this one. I understand most people will be thinking, "that's okay for DCgaga to say but erm....Japanese!?" but that's the awesome thing, it doesn't really matter if you don't speak the lingo, as long as you can recognize the awesome games detailed. And you will, because over the 159 pages this book features every single Dreamcast title released in Japan before the Dreamcast officially withdraw from the Japanese market in the middle of 2001, all complete with a short bio and useful information such as accessory compatibility and number of units sold.

How many games do you recognize?

The book also details every single accessory on the system as well as most (but not all) of the limited edition accessories which were released later. Obviously, due to its printing date (September 2001) it misses a couple of the later releases such as Capcom vs SNK 2, Radirgy and Puyo Puyo Fever but it is still a great piece of reading to have on your book or personally where I do my reading, toilet shelf.

Useful resource to see some of the quirkier accessories which were released

If you are interested in picking up the book we will be offering them for a short period through the website at $32, please contact via email. This book is becoming increasingly rarer to find in Japan (I was quoted 5,000 yen at Super Potato Retro Store in Akihabara)so this is a limited time offer. Thoroughly recommended to any serious Dreamcast collector or fan.

All ABOUT book series

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SNK and Capcom games are renowned for being the best in 2D fighting action. They are also famous for their convoluted story lines and plots which make about as much sense as going to a crack-house for vitamins. Luckily, Studio Bent Stuff(Yup, that is the publisher's real name) released a couple of video game books in the early noughties, which offered bible-like detail on each companies fighting games up until the year 2000. These books are huge book and contain pretty much everything there is to know about each respected companies' fighting games.


The detail in these books is nothing short of staggering with story analysis, technical analysis, screen shots, cover arts, special moves, ending screen shots, hidden secrets, and art gallery; basically all the information you could ever want on Capcom's and SNK's finest. The Capcom book is a huge 350 pages and the games featured include every single Street Fighter made before 2001, Vampire Hunters, Vampire Savior, Marvel Vs. Capcom, Pocket Fighter, Star Gladiator, Final Fight, Power Stone, and much more.


The SNK book is even bigger with a massive 399 pages and includes RealBout, Samurai Spirits, The King of Fighters, Super Tag Battle, Buriki One in Tokyo and for each game, the book goes through the different versions by year. These books really are the ultimate resource for any fan of fighting games. Currently, and probably for the foreseeable future they are only available in Japanese; however, they feature significant amounts of pictures and artwork that you can probably piece together most of the context. You can see some images I have uploaded at the DreamcastGaga Photobook page.

These books are available from the Dreamcastgaga Shop but due to their original high retail price and subsequently rarity (especially the SNK edition) they are not cheap! Still, for the hardcore there is no better coverage of the what is no doubt, both companies' golden-era of gaming.

New RPG in Production for DC, Elysian Shadows

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Yup, it seems that our beloved console will receive yet another new release this year this time in the shape of J-RPG. Elysian Shadows seems to be inspired by fan favourites like Chrono Trigger, Zelda, and Dragon Quest but with a modern twist. It started off as a project exclusively for the Dreamcast built from scratch, but since then it has also been ported to other systems including the PSP, PC, iOS, and Ouya. Luckily, the Dreamcast will feature some exclusives not seen on the aforementioned platforms. The person involved with promoting the game had this to say about Elysian Shadows.

"The Dreamcast will have exclusive features not seen on other platforms, such as VMU support and extra content. The team plans to push the Dreamcast hardware past its limits.

The game will feature a lighting system similar to that which is featured in modern 3D games to illustrate the passage of time. Characters within the game will have lives of their own, and every building in the game will have a purpose. There will be a heavy focus on exploration and the team wants to add many different types of environmental interactions to the game.


The battle system will be in real time as well, keeping the player on their toes. Not only are they building an amazing game, they are building an amazing toolkit and engine aspiring game developers can use to create their dream games.

 

They have a very large following on Youtube with their Adventures in Game Development series, which gives an inside look on the development process. The team hopes to start their Kickstarter campaign this summer to help push their game into the final stages of development. We would appreciate your support! The Kickstarter launches this year, a formal game release date as yet to be announced.
"

Visually, Elysian Shadows reminds me of another Dreamcast RPG I played back in the day, Silver, but everything is still obviously early in production so it's difficult to make too much judgement. Definitely, one we will be keeping an eye on so remember to keep checking back for more updates.

Dreamcast 1.5 or April Fool?

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We all love a good April's fools rumour and this one is no different, introducing the "Dreamcast Limited Edition Console".

Dreamcast 2, with plenty of Grrrrrrr but no classic swirl....

To be honest, I think it looks like the bastard child of an Alienware laptop mating with an Xbox but the premise is sound.

"The new console should have a new but similar design, wifi, wireless controllers (4 maximum) 720p or 1080p HD upscaling and HDMI output, internal 500g Hard Drive and a GD-Rom drive. The console should be able to play original Dreamcast GD-Roms and also have the ability to connect online to a Dreamcast Classics Store to purchase and download classic Dreamcast titles in digital form where it can be played directly from the Hard Drive."

Notice the effective use of the word should? Knowing the current video game industry, you're more likely to get a tug from one of the sailors in Dobuita than Sega listening to fanboy petitions but it's nice for us to dream. Alas, I think the latter option is more likely. Still, if you do have a few spare minutes it only takes a few clicks and could at least lead to more exposure to the possibilities of our beloved console's awesome fan base.

https://www.change.org/petitions/sega-of-america-to-design-and-release-a-sega-dreamcast-limited-edition-console
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