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Moero ! Justice Gakuen (燃えろ!ジャスティス学園)

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Better known as Project Justice in the West, Moero! Justice Gakuen (Burn! Justice School) is Capcom's sequel to its comical Rival Schools fighting series and expands upon the original in many ways, proving to be a worthy successor and a highly original title.  


Moero pits students from a variety of schools up against each other, each with their own unique particular talent. Characters range from soccer players to tennis stars to violinists, not to mention the usual assortment of misfits and social outcasts. What makes these brawlers so special is how they interact with one another. Each battle sees two groups of three fighters squaring off against each other. While only one character can be used per round, it's possible to perform combination attacks utilizing the special abilities of your support crew.



One of the best things about Rival Schools on the Playstation was its team-up element. The best thing about Project Justice on the DC is after powering your attack meter to the requisite level (up to a maximum of five), an attack can be unleashed which sees all three fighters ganging up on your hapless opponent. Tactically play comes in with the realisation that letting the gauge fill to 5 allows all three of you to perform a hugely damaging attack but you must balance this against the fact that it is somewhat easier to dodge, repel or intercept supers and team up attacks than in previous games. Some characters when called individually won't attack the other player, instead they will fill up your power gauge and replenish some life. You may want to make sure you have at least one team mate who can do this as it can often make a huge difference to the outcome of a fight. You can also swap characters between rounds which helps keep your opponent on their toes and adds a bit of variety to the gameplay.

Ever wanted to start a punchup in a Japanese school?

The Story Mode makes up the bulk of the gameplay, with inter-school rivalries played out during matches. Still image cut scenes are used to further the character development, providing background information and explaining the driving force behind the fighters. Training, Versus, and Tournament round out the list of available options. A Network option was also present in the Japanese version, though this proves useless to anyone who is not in possession of a time machine.

Kyosuke takes a beat down from the rather freaky, Momo-chan

The graphics are done with a distinctive Japanese flair and are arcade perfect and the special attacks are fun to watch with brilliant colours. Fighters are detailed and animate fluidly and there is a crisp look about the whole game but overall,  Moero isn't really pushing the power of the Dreamcast. One thing to note, is that the character design is strange to say the least, but at the same time many will see familiar stereotypes from their own school experiences. You've got the quiet, reserved guys, the sports team, and the geeky, pocket-protector wearing bookworms. Pretty much every scholar stereotype in the book has been included, with a few new ones added for good measure. Personal faves are Kyo, the tough bookworm who made his way into Capcom vs SNK 2 and the hard-hitting gym teacher who is quite happy to give his students a good wack of his kendo stick rather than take any abuse. It's a bit of dissapointment to lose Sakura from the Street Fighter series but as she considering her similarity to Hinata, it's probably no wonder.

 Characters are typical Capcom stereotypical affairs, but still fun!

Exclusive to the Japanese version of the game is the Nekketsu Seisyun Nikki - a board game in the vein of the Mario Party series which was so popular at the time. Basically, you put together your very own character which can then be used in the standard fighting portion of the game. Throughout the game's 40 turns, players will be required to move around the game board, interact with other characters (CPU or human), and try to obtain cards and bonuses that will help increase their character's abilities. It's not as fun as the evolution disc released with previous version which featured a ton of enjoyable sports themed mini games but still a welcomed addition to the package. The game also sports a Training mode, League Battle Mode, Tournament mode, and an extra gallery and music mode.

 Moero features some of the best Capcom art ever!

While perhaps not as deep as it's more famous big brother, Street Fighter, Moero serves up plenty of good, clean fighting game fun, with a dash of offbeat humor and makes a good recess title for those who want a break from the more technical fighters. The graphics are pretty, the action is fast and furious, and combos are easy to perform and those who enjoy the style of play in titles like Marvel vs. Capcom or even the Street Fighter EX series will have fun with this game as well.

Dreamcast Dev Kit up for sale!

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The Dreamcast Katana Dev kit was the official development kit for the Sega Dreamcast. It's effectively a fancy computer with four Dreamcast controller ports and a GD-ROM disc drive and came in two different flavours - the vanilla Dreamcast version and a "Katana" (code name used during the development of the Dreamcast) version which could interface with a Windows or a Mac to produce awesome Dreamcast goodness .

Wooooooooow, it's like a Dreamcast and a computer mixed together - Dreamputer!

So, if you're fed up of waiting for Yu Suzuki to discover Kickstarter and fancy putting together your own Shenmue 3 for Dreamcast, and have $1000 burning a hole in your wallet then take a trip over to Ebay where some plucky dude is flogging a HKT-0120 edition unit. It's the saught after Katana edition which the seller explains,"can then be connected to a computer running Windows 98 or NT via SCSI connections (I believe it will also work on Mac computers). This allows you to access the internal 4GB hard drive and load games onto it for the purpose of emulation and testing. It can output composite video, S-Video or RGB to a computer monitor. The 4 DIP switches on the front of the system determine the video output (switches 1 and 2) and self-test mode (flip the 4th switch up and hit reset, and the system will boot into a hardware test mode with the output only visible on an RGB computer monitor), the rotating switch allows you to change the region code of the system, and the single slider switch allows the internal flash memory to be written to (this should always be in the left position during normal operation)."Phew!

There you go, so if you fancy putting together your own Dreamcast masterpiece or simply just want to own a piece of Dreamcast history check his auction over at Fleabay.

http://www.ebay.com/itm/Sega-Dreamcast-Development-Developer-System-Katana-Dreamcast-Dev-Box-HKT-0120-/191135770836

D2

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Terrorists have taken over the plane you are boarding, shot everyone in the face and then the plane is struck by a meteor; D2 has undoubtedly one of the most outrageous starts to a video game ever. To add to this oddness you are also required to load up disc 4 just to see it. Yup, that's right you insert disc 1 to start the game and when you try to select, 'View opening movie' the game then asks you to pop in disc 4,  all adding to the, what the f...french factor which epitomizes D2

There were 4 different versions of D2 published in Japan
Developed by the infamous (and now sadly late) Kenji Eno of the aptly named, Warp Studios, D2 is a survival horror title originally intended for release on Panasonic's panned M2 console. Despite the title, the game is not a sequel to D and has no connection to the first game whatsoever other than the appearance and given name of the protagonist, Laura.

Eclipse (this one), Hope & Bliss, plus regular edition
The game begins just after your plane was hit by the aforementioned meteor which you miraculously survive, and with you waking up in a cabin in the middle of the Canadian Rockies. From there it's up to you and your new friend Kimberly Fox find out what the hell bloody happened, and why everyone in the area is turning into zombie like monsters.


The game came on 4 GD -roms with a variety of paraphernalia including a transparent calendar

Stepping out into the Canadian mountainside is a wondrous sight in D2 and the visuals still hold up well in 2013. It is from here you experience the meat of the game which basically involves shooting rabbits and a lot of monotonous trudging through snow without any idea of where you're supposed to be going or what you are doing. Occasionally, you are required to fend off monsters which jump out from the snow. This would probably provide quite a scare if the Dreamcast didn't sound like it was going to blast off every time it loads the monster which devoid the encounters of any surprise or shock at all. It also doesn't help that the combat  is as monotonous as the endless walking. When you go into combat mode you move from a 3rd person to 1st person perspective but due to your overly powered sub-machine gun (which you handily happened to find in the first cabin) and unlimited ammunition the whole thing becomes void of any challenge as you can plow through the monsters like a masochist. To add to the monotony, the monsters all look the same and there just isn't enough complexity or variety to keep you interested, especially as you know that after finishing the battle you will be left with another endless walk through the snow.

Combat is sadly very clunky, and not much fun

As you make your way through the snowstorm you occasionally find wooden huts and other locales to enter. Sadly, the control scheme removes any of the appeal of looking for items as every time you step into a room, you switch to a  first person view and have to use the direction pad to look from section to section of the room, then move forward and inspect whatever is there. Every time you pick up an item you are then forced to sit through a 5 second clip to show that you are picking the item up, just like when you buy a drink from a vending machine in Shenmue, it gets old, very, very quickly.

There's no denying that D2 was a technically impressive title

The glue that holds the game together is the story and there is a lot of it (think Metal Gear Solid 4 proportions). Luckily, the story is fairly gripping and helped by have one of the most adult storylines I have ever seen in a videogame with the main plot covering drug use, cloning, cannibalism, patricide, aliens, rape, and penises. In fact, it seems that Eno-san had quite a thing about male appendages with a ton of phallic references that wouldn't look out of place in a gay porn movie. All in all, while ultimately fascinating and being the main appeal of the game, the story is also a tangled mess and will leave you scratching your head trying to decipher what the hell is going on. Still, slogging my through the 4 GD-roms was just about worth it to watch the final ending movie. Be warned though, it is pretty intense stuff.

Certain scenes such as those involving *ahem* tentacles, were cut from the US version

In general, presentation in the game is decent. The visuals have a quality which you expect of a game which received as high a production value as D2 did. Everything looks crisp and detailed and while the main protagonist and characters may lack any sort of personality or appeal, they at least look good. Audio wise, the game excels as it pumps out some genuinely eerie tunes which really add to the spooky atmosphere. The voice acting is well acted and synced and manages to do a decent job of conveying the superb, if not convoluted, story.

While I really wanted to like D2, it is simply spoiled by monotonous gameplay and overly complicated storyline that wants to reveal every single aspect of the game. A lot of which is just needless fluff and sections such as tentacle rape which are added simply for shock value without really bringing anything of value to the plot. There was definitely potential in the way that Warp wanted to tell the story of D2 and the adult themes it included but, sadly, they often become just convoluted and meaningless as the game's title.

Ready 2 Rumble Boxing (レディ トウ ランブル ボクシング)

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Back in October 1999, SEGA had littered the UK with demo pods, featuring playable versions of it's upcoming titles for the Dreamcast with games like Sonic Adventure and SEGA Rally 2 proving instant hits but while the aforementioned titles impressed with their next gen visuals it was Ready 2 Rumble (R2R) which appealed to the masses thanks to two reasons, accessibility, and the simple fact that the demo featured two-player gameplay. Walking into Game, or my local Virgin Megastore, at the time it wasn't uncommon to see this game attracting gangs of the unwashed masses wanting to pummel each other. Yet, while the so-called video game connoisseur took home their copy of Powerstone at launch, it was R2R that became the system seller for the average punter of those who wished to indulge in a bit of after-pub, ultra violence. In hindsight, in addition to Sonic Adventure it was probably the title Sega should have used a little more in its promotional material (rather than sweaty looking hairdressers giving customer's a short back and sides). So, how does it hold up in 2014?

Yet again, the Japanese artwork trumps that of the West

The game gives you two basic modes to play around with, Arcade and Championship, and while Arcade mode puts you straight into the action Championship mode is where the meat of the game is. The idea is to get take a low skilled boxer from the Bronze Level all the way up to the Gold Level were you fight for cash prizes, which you can then spend on the training of your boxer. The game rewards you for your success as each each time you move to a new level you unlock another boxer to use; eventually you'll unlock the bosses for play in the arcade mode. To keep things varied in between fights you also get a chance to increase your boxers skills through a series of minigames.


The game features 19 comical boxers who are all stereotypical affairs; the fat Hawaiian (Salua Tua), the British gentleman complete with handlebar mustache ("Big" Willy Johnson), and the Russian brawler(Boris "the bear" Knokimov). Each boxer varies greatly in size, and boxing style (slow fat man, fast skinny dude etc.) which is all in keep with the comical nature of the game. I understand that the producers, Midway, did not use any real boxers for motion capturing so the action is less simulation based which means faster, more fluid and in R2R comical gameplay.


The game has a certain visual appeal even today

The controls are also very simple but intuitive as to appeal to both first time players (aka button mashers) and those who have been playing the game for a while (geeks like us). The X and Y buttons handle the left and right high punches while the A and B the lower ones. Just like with Virtua Tennis though, they can be combined with the analogue stick to access a variety of punches. After some time you'll also discover some special moves which add another level to the game play as you realize you cannot go in like a button mashing mad man at every opportunity. Combination moves are satisfying as is the Rumble finishers which can be accessed after a certain number of successful punches have been landed. Basically, if you land a hard punch, you earn a letter in RUMBLE. Once you have it spelled it out you can press L + R to power up into RUMBLE mode. Finally, by pressing A + B, you can do the Rumble Flurry which is an unloading of all of your special moves in a satisfying sequence on your hapless foe.

There are also two meters underneath your boxer’s name. The first one is a health meter, which of course decreases as you take punches, and once it runs out, your boxer falls to the canvas. The one underneath that is the stamina meter. The more stamina you have, the more effective your punches are. Throwing a punch empties the stamina meter, and fills again once you stop throwing punches which makes you more reluctant about throwing punches, and requires you to adopt a stick-and-move boxing strategy.

Stocky black dude from NY, moustachioed white dude from Mexico - stereotypes are the flavour of the day!

Visually, the game hasn't aged magnificently but it holds it home with some solid character design and some nice little touches like damage to your fighters face after he has taken a certain number of hits. It's fun to hear the crowd shouting prompts in reaction to your play style, "Stop holding back", "Go for him" but they do look strangely flat as they are 2D images shoehorned into a 3D arena (the same tactic EA still uses to this day with its Fifa series). One coolthing about the crowd is that it sounds different depending on how high your rank is. When you start out as a lowly unranked bronze-class fighter, no one will show up to watch you fight, but by the time you're ready to win the gold championship, you'll be smashing it up in a sold-out arena. Another thing to mention is that R2R also saw stripped down PlayStation, and Nintendo 64 releases which became something of a boasting point for Dreamcast fans at the time as they could point to the superior graphics, and fluid animation of this Sega Dreamcast version as evidence of their system's technology. Ah, the good ol' days!

In game audio is generally non-existent and limited to three real girls shouting “Let’s Get Ready 2 Rumble!” repeatedly at the menu screen. In game, the voices of the boxers are fun in a cliched sort of way, but the best sound effects are the crunching noises your punches make whenever the land a blow. You'll also never get bored of the introductions by guest referee Michael Buffer and especially his "Let's get ready to ruuuuuumble" announcement.

Boxing legend, Michael Buffer is a perfect addition to the lineup

Ready 2 Rumble Boxing is definitely a fighter for people who don't need deep gameplay to have a great time. While it can be a bit slow going  at times in single play, it's comically endearing presentation and accessible pickup and play style ensures you don't need to learn a ton of special moves, leaving you with one of the best social experiences on the Dreamcast.

Yukawa Dreamcast Songs

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Back at the end of the 90s Sega really went all out with the launch of the Dreamcast. We had a console with a modem and four controller ports built in as standard, memory cards which had screens and were portable gaming devices in their own right, and a huge marketing campaign in which Sega featured their real-life managing director Hidekazu Yukawa owning up to some of the companies past failings in a series of commercials . I covered these episodes in an earlier post and the full series can be watched on the DreamcastGaga YouTube page. 

Due to the relative popularity of these episodes Yukawa became somewhat of a celebrity in Japan, attending publicity events and also featuring prominently on the packaging of the Dreamcast system at launch. Yet, his prominence doesn’t stop there. Yukawa was featured on mugs, pens, key chains, games and even released his own music single.

Music CD featuring a rather creepy looking Managing Director Yukawa

The CD he release is one of those mini-cd’s that were so popular at the time, although are a bugger for modern slot-loading drives, and features a total of 3 tracks (although 1 is just a karaoke version of the first). It was initially released at music stores for 1050 yen (8 GBPs) so wasn’t cheap but did included a Yukawa phone strap, which was a craze at the time with young people attaching a mountain of them to the end of their phones.


The songs on the CD's are typically Japanese karaoke, enka- style affairs in which Yukawa sings about his love for the Dreamcast. The tunes are rather catchy but the lyrics are a bit bizarre to say the least. While we all enjoying playing Dreamcast, I'm not sure it is quite on the scale of Yukawa so I have included a quick translation of the lyrics just so you can see just how into his Dreamcast he really was.




Dreamcast

I just want to be yours, 
I won’t let you go, 
I’ll hold you so tightly,
Oh, Dreamcast! 

How many times have I done it, 
Fallen in love, 
I learned the loneliness,
From all those encounters and breakups,
Then I saw you, 
That second seemed like an eternity,
Take me as your prisoner, 
That gaze of yours, it’s destiny!

That’s why, I just want to be yours, 
The Angel in my arms 
The only one in the world,
Oh, Dreamcast!

 If I have you, 
I don’t need anything else,
Don’t cry, 
I will stop your sadness,
With both my hands 
The only thing I can do, 
Is to protect you, 
If a storm comes, 
This love, won't be disturbed

That’s why, I just want to be yours, 
I won’t let you go, 
I’ll hold you so tightly, 
Oh, Dreamcast! 

Anyone can have a dream, 
Searching to find you soon, 
Before the long night ends, 
I want to love you, 

That’s why, I just want to be yours, 
The Angel in my arms, 
The only one in the world 
Oh, Dreamcast! 

That’s why, I just want to be yours, 
I won’t let you go, I’ll hold you so tightly,
 Oh, Dreamcast! If I have you, 

I don’t need anything else,
 If I have you, 
I don’t need anything else. 




Original Japanese

Dreamcast
 だから 僕だけの君でいて
2度と離さないよ
折れるくらい抱きしめて
OH Dreamcast

いくつの恋をしただろう
今まで
出会いと別れ 繰り返しては
孤独を知った
君に見つめられて
瞬間は 永遠のように
僕を虜にするよ
その眼差しは もう destiny

だから僕だけの君でいて
腕の中の天使
世界中で1人きり
OH Dreamcast

君がいれば それでいいさ
他に何もいらないよ
涙は流さなくていい
これから
君の悲しみ 僕の両手で
受け止めるから
僕にできることは
君を守ることだけさ
たとえ 嵐が来ても
この愛しさは もう don't disturb

だから 僕だけの君でいて
2度と離さないよ
折れるくらい抱きしめて
OH Dreamcast

人は誰も 夢を見るよ
近い未来 探すように
長い夜が明ける前に
僕は君を愛したい

だから僕だけの君でいて
腕の中の天使
世界中で1人きり
OH Dreamcast

だから 僕だけの君でいて
2度と離さないよ
折れるくらい抱きしめて
OH Dreamcast

君がいれば それでいいさ
他に何もいらないよ

君がいれば それでいいさ
他に何もいらないよ

BOOM! New title for Dreamcast!

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....and it's not a scrolling shooter, hurrah! The latest title to join the Sega Dreamcast homebrew scene is a blood splattered first person shooter in the vein of old school shooters like Doom; its title - Hypertension: Harmony of Darkness. Not only does the game have a kick-ass title but it features full 3D environments and enemies, along with some rather splendid looking visuals (just check out the video below) which are based on the aforementioned DOS based shooter. Split screen multiplayer is also promised by the game's publisher Goat Store Publishing, as is a physical disc release later this year.


In the meantime, check out this creepy trailer with some cool looking CGI and game footage and don't forget to keep checking back for the latest updates.

Elysian Shadows Update!

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Team Elysian Shadows have released a new video detailing their progress on their upcoming RPG for the Dreamcast, Elysian Shadows. The video is a huge 56 minutes long and gives  a lot of insight into the team that is building this game, but the thing that stood out for me is that the game is actually in full 3D, ala Jet Set Radio, and not 2D like the previous images released suggested. The music was also mightily impressive (although some of the sfx still need some work), definitely one that is starting to peak my interest. Check out the video and the the sales pitch below for more information on this very intriguing RPG.


"Team Elysian Shadows is back and is working full-speed, balls-to-the-wall preparing the game for Kickstarter at the end of the summer. AiGD25 is the product of many sleepless nights of art, music, code, and substance abuse, and focuses on gameplay elements such as NPC scripting, platforming mechanics, and the combat system with updates from the entire development team."

Dux 5 anyone?

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Dreamcast fans must be getting pretty familiar with NGDEVTEAM, as they have been keeping Sega's hardware and Neo Geo hardware alive and well with games like NEO XYX, Last Hope and Gunlord. After they recently announced that they were planning on doing development for Nintendo platforms like the 3DS and WiiU, I wondered if that meant that they might be moving away from retro development, but nope, yet another title is in production in the form of 2D shooter Razion. At the moment, the title has only been announced for the Neo Geo but considering NGDEVTEAM's track record we can probably assume it will make its way over to our beloved white box at some point.

To be honest, you have to wonder how they could announce another game so soon as Neo XYX was only released a couple of months back, but having checked the video all became clear.....




...the game is basically Dux in a new, darker and visually inferior skin, a title which was hardly groundbreaking the first place. Still, another game to add to the system's ever increasing library and one which I am sure hardcore shmup fans will be happy to play. For the rest of us, a lower price point than the usual $45 these games retail at is needed for Razion to spark interest.

DCGAGA - Keeping the Dream Alive!

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After a several month hiatus and much needed break from gaming, Dreamcastgaga is back and as the Japanese put it, yaru ki manman (ready for action)!

I would like to say a big thank you to our readers for your patience and for all the kind emails I have recieved over the last few months. To kickstart our re-launch we are going to be looking at that Sega game that kicked off the dream. Therefore, make sure you keep yourself updated with the latest DCgaga news by joining our official Twitter page (https://twitter.com/DreamcastGaga) and bag yourself some awesome DC goodies in our upcoming giveaway.
DCgaga is back!!

Sonic Adventure International (ソニックアドベンチャーインターナショナル)

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It’s kind of hard to believe that it's been over 23 years since Yuji Naka's signature creation first came into my life with its cool, edgy attitude and some of the most unforgettable moments in gaming history. My memories of it are being such a colourful, fast, and I hate to use the word but, 'cool' experience, which was so different from Mario that I couldn't help but be enthralled from my very first playthrough; although admittedly, I wasn’t very good at it at all. I will also never forget the moment my best friend showed me the now, infamous cheat to progress to the final level. It was amazing and a real novelty to be able to access every single level from the get go.

Sonic Adventure was the system's biggest selling title
 
Yet, at the time of the Dreamcast, Sega fans had had to wait an entire generation of hardware before seeing an adequate answer to the likes of Jimmy Nintendo’s Mario 64 and Crash Bandicoot on the PlayStation, making Sonic Adventure one of the most anticipated titles of the time. I can still remember the fervor that this game held at the time as I stated in my “History of the Dreamcast”, it was a game that I really couldn’t wait to drop £200 plus for on launch. Sega obviously had a lot riding on the return of their saucy little mascot, as they had hoped he would help lead the Dreamcast charge into the Christmas season, and the expectations were huge, but casting nostalgia aside how does Sonic Adventure hold up today?

 
It's really a shame we do not get beautiful artwork like this anymore

Sonic Adventure was to mark a number of firsts in the Sonic franchise - the most obvious being that this game marks the blue spinney ones first outing in three dimensions and there's no denying the game has lost none of its graphical prowess, especially through a VGA cable. The textures, special effects, level design, or even just the overall appeal of the characters a great and even better is the way the game zips along in glorious 60Hz, a feat which a lot of games still fail to do. Sonic's return to console gaming completely redefined the idea of speed. This game leaves you in awe at times and is filled with more twists and turns than a roller-coaster, and thanks to the aforementioned pace, the game did, and still does give me a new-found appreciation for Naka-san's original vision.

An unforgettable opening
 
There's a distinct narrative flowing through Sonic Adventure which involves Dr Robotnik, or "Eggman" as he has been renamed for this game, attempting to locate seven Chaos Emeralds located throughout the world to awaken a monster by the name of Chaos which he intends to use to control the world. In the role if blue hedgehog your job is to stop him.
 
Sonic Adventure, is split into two distinct play styles hubs and action stages. The hub sections are a sprawling exploratory areas in the vein of the castle in Mario 64, but they feature a large number of characters who can help you unlock secrets or give you hints about your next move, or where to locate the next action stage. Personally, I loved this RPG element of the game at the time of release, and my opinion hasn’t changed since.

The hub system was Sega's attempt at a Sonic "RPG" 
 
The action stages offer a much needed change from the relaxed pace of the hub sections and feature the familiar Sonic staples of collecting rings, stomping on enemies and speeding through loop-the-loop sections at a 100mph. These sections become somewhat of a thematic racecourses with much more focus on sprinting through large courses, as opposed to the jumping nature of previous titles. More impressive, is that pop-up is minimal and fog nonexistent, a testament to Sonic Team’s programming prowess and the power of the Dreamcast. However, it’s not all good news; due to the insane speed which Sonic gets fired through there are several sections which feel somewhat "hands-off", and can make you feel like you don't quite have the control which you would expect. These are especially noticeable in the show piece sections such as the first stage, when Sonic is pursued by a giant whale and interaction is kept a minimum while the camera pans away. It is great to see these impressive sections but the removal of gameplay at the expense of a fancy scene is somewhat a disappointment and one suspects these days would be replaced by a QTE section.

   Sonic can now access a variety of items to get to even more insane speeds
 
Whenever you meet a new character such as Tails, Knuckles, Amy, or new characters to the series like E-102, or Big the Cat, you can start playing as that character in a series of separate missions. It's worth pointing out that some of these missions overlap, and some are nearly identical to the ones found in Sonic's portion of the game. However, some of them are vastly different, such as Big's missions, which have the enormous purple-and-blue-striped cat attempting to capture his pet frog. Admittedly, it takes a bit of patience to go through but I actually enjoyed the off beat play style of this one and if you do enjoy fishing games then I'm sure there is a lot of fun to be had with this one.
 
The much maligned, Big the Cat

E-102 offers a slightly different pace as well, since he's a relatively slow-moving robot equipped with a cannon for destroying various types of targets. Tails' missions will have him racing against Sonic, while Knuckles will have to retrieve pieces of the chaos emeralds. In any case, the missions featuring the secondary characters aren't as entertaining as the ones that feature Sonic, but you'll have to play through them if you want to unlock the last level and the game's real ending.

 The Nights pinball table is awesome and could have been a full game in its own right
 
Lastly there are the various sub-games. You will find yourself snowboarding, piloting a plane, kart racing and even indulging in a spot of Sonic pinball. All are nicely done and provide a welcome distraction to the main adventure.
 
There is also a feature in this game that allows you to raise a creature called a ‘Chao'. Chaos can be born when your care for eggs and bring the animals to raising grounds where the eggs are located. And if you have a VMU memory card, you can bring your Chao wherever you want, resulting in a new form of gameplay. This plays just like a Tamogotchi handheld, and you can battle your friends with each other’s Chao. This was certainly an ambitious feature for Sonic Team to put in the game back in 1999, though considering so many years have passed, you'd be lucky if you could find anyone to still battle against these days.

 Tamagotchi was all the rage in the late 90s
 
It is evident that the developers put a great deal of time into creating some variety and building on “world” of Sonic but it seems that more time could have been spent on the collision detection in the game. Sonic and other characters will hitch themselves on corners fairly regularly and occasionally go into seizures when they make contact with certain objects in the environment and sometimes you’ll go right through solid objects. Similarly, the camera becomes increasingly more difficult to deal with as you progress through the game. In fact, there are points where it will get trapped behind a wall, making it completely impossible to see what's going on. It’s something which was cleared up a lot with the later release of Sonic Adventure International, but it is still an annoyance which could have been cleared up with a little more development time.
 
One aspect of Sonic Adventure that has held up quite well over the years is the music. Directed by musician Jun Senoue of Sonic 3D Blast and Sonic & Knuckles fame, I'm sure Sega fans will notice his remixes of Sonic 3D Blast themes in the bumper car segment of Sonic Twinkle Park's action stage, and the theme for Tails' Windy Valley action stage. Less said about the voice acting (despite the video game debut of Anakin Skywalker's Jake Lloyd as Tails) the better.
 
Still, there is nothing that plays like a Sonic game, the adrenaline you feel while trying to pick up as many rings, beating your score is like no other platformer and in this sense, Sonic Adventure nailed it. While, the problems with the camera, and the collision detection prevented this game from being a truly triple A quality title, it still remains as relevant an experience now as it did in 2000 and what I'm left with is a game that, despite how much it tries to make me hate it, I simply cannot help but love.

Sonic Adventure International, the best version of the game on Dreamcast?

After the game's release in Japan, Sega and Sonic Team knew the game was not as finished as they would have liked it to be, so in the year leading up to the September 1999 release of the game they established Sonic Team USA, based out of San Francisco, in order to polish and refine the game further. The American release of Sonic Adventure was later re-released in Japan as "Sonic Adventure International" fixing glitches, errors, and problems with the camera seen in the original version. Some updates were made to the visuals which is evident right on the updated title screen which includes water ripples (although earlier North American copies have the original title screen). For instance, Sonic's running animation in top speed originally had a unique blurring "wheel" effect akin to the classic games, and his victory animation did not have him giving a thumbs up. Another change was the removal of the cowgirl billboard which waved a 3D martini glass and made suggestive noises when attacked, being replaced by an inconspicuous Casinopolis decoration. The models for the Flickies were also adjusted in International, as their wings originally had an odd wing joint. Chaos' puddle in the Super Sonic story also originally included his tail, but it was removed since it looked glitchy.
 
A complete English voice track was also added, as well as subtitles in English, French, Spanish, and German. The complete original Japanese voice track and subtitles are retained, making a total of voices in two different languages and text in five. Add to that the  internet feature that connects to the Sonic Adventure in-game website using the Sega Dreamcast modem, where you could enter World Rankings, download special features, trade Chao, or just chat. While most of the website graphics are loaded straight from the GD-ROM, all of the content was supposedly pulled from a remote server but with a little hacking can be unlocked. Most additions were just fun add-ons that changed the scenery of a level to something based on a holiday or promotion, or added a fun mini-game. Some add-ons added new options, such as changing the generic announcer voice to that of Sonic, Tails, or Knuckles. As the most updated version, Sonic Adventure International became the version which Sonic Adventure DX, for the Nintendo GameCube was built on in 2003.

US Dreamcast - Happy 15th Anniversary

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On this day, fifteen years ago in America, a console was released. It was short lived and in many ways, ahead of its time. It remains for many people the last time they were truely impressed by a "next gen" console. The Dreamcast blew everything else completely out of the water and truely offerly a leap in terms of graphics and sound as well as a handful of amazing launch games and out-of-the-box online connectivity.

Packaging for the US console took a mature tone compared to Japan and Europe

In fact, just take a look at the US launch lineup for a second.

Air Force Delta
Blue Stinger
Expendable
Flag to Flag
House of the Dead 2
Hydro Thunder
Monaco Grand Prix
Mortal Kombat Gold
NFL 2K
NFL Blitz 2000
PenPen TriIcelon
Power Stone
Ready 2 Rumble Boxing
Sonic Adventure
SoulCalibur
TNN Motorsports Hardcore Heat
Tokyo Xtreme Racer
TrickStyle

Wow! Has there ever been a better selection of games to try out a brand new console? Particularly, for Sega fans the launch really did feel like a special time in gaming and some light at the end of the tunnel after the disappointments of the Mega CD, 32X, CD-X, the forgotten Neptune and the much loved-but-inferior Saturn. The brand was seemingly in a state of revitalisation, and it at last felt like Sega had snapped out of its long slump and was back on top. Even the tv adverts, weird as they were, were designeed to make us Sega fans giddy.

I can still remember the fervor around the the British Dreamcast publications, as they waxed lyrical about the record-breaking US launch and that Dreamcast sales had cracked a million units; a figure that had taken the PlayStation nine months to reach. It really did seem that the stage seemed set for a massive mainstream success, but as we know the console took a different path.
 
                                                          "It's thinking" (naff slogan alert) 
 
Yet, while it might not have panned out quite so well from a business standpoint, like any fan who supports a team we did not care about bank balances, or profits, but the fun and unusual experiences that we were given as Sega seemingly threw caution to the wind and went all out in creating a final legacy for the Sega brand. This why today the Dreamcast is remembered with reverence, rather than as just another technological milestone or an example of a successful business model, but a console that was made simply with the sincere notion that a console with the most enjoyable, original and well-designed games would win. Of course, in hindsight, this notion was proved to be somewhat naïve.
 Games like Shenmue may have cost a bomb but left us with some fantastic experiences
 
It left us at its peak, leaving us to moon over the games we’d never get to play and seeing our favourite franchises sold off to the highest bidder like some prize stud, but in adversity a community comes together and it these strong ties that ensures the console remains prevalent, receiving new titles some 12 years after it was “abandoned”.
 
This evening, if you do anything, try at least to get your system set up and play on of the US launch titles from way back on September 9, 1999 and re-live the awe-inspiring experience that fans enjoyed for the first time. You might just find that sometimes things were better back in the past.
 

Blowing our own!

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I was flicking through YouTube as one does on a hungover Sunday, searching for retro video game features I came across this feature by Sega Nerds in which they take a look at our very own, DreamcastGaga, thanks guys! If you want to check out the Dcgaga on the big screen (well YouTube) please see the following link.



Also, be sure to check out the Sega Nerds website as they have some fantastic articles including this nice find of an exclusive interview with non other than former SoA President, and possessor of one fantastic goatee - Peter Moore, on his memories of the system and his views on what went wrong at Sega during that time. While it's interesting to know Moore still holds our system in such high esteem, it's somewhat hard to take from someone who sold his soul to the devil (aka EA). Ah, if only Moore could have convinced the devil to join Dreamcast at the time, things could have been so, so different....

Woo-hoo, It’s Our Blogiversary!

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 Heello Dreamcasters,

Today, is somewhat of a special day for DCgaga because it marks two years since the launch of Dreamcastgaga! It all started on September 19, 2012, when I finally decided I wanted to put together a website with the goal of offering a practical resource for those interested in the Sega Dreamcast, particularly the Japanese variant. It started as a personal venture as I felt that a place was needed to be record all of the consoles, accessories and games which Sega pushed out so fervently during its final onslaught.

I know there were other similar websites around, but not one that solely focused on Dreamcast, and more particularly the collection aspect. Over the course of these two years the response from the Dreamcast community has been more than I could ever have imagined. The number of emails, twitter messages and community interactions have really shown me just how adored it is that a community remains, so strong some 10 years or so after the system was discontinued.

I would like to raise a toast to everyone who made it all possible, through your passion, enthusiasm, and support, that the system remains so feverously supported, and ask you to join us for a stroll down memory lane on this anniversary of the DCgaga site as I revisit my personal history with the system, and epically fail at a Sega quiz with resident DJ KC of SegaRadio.

Click to hear DCgaga fail at speech!

I hope you enjoy this look back at the past 10 -15 years of Dreamcast, but the site is far from finished and I look forward to bringing you even more Dreamcast game reviews, features, articles and other content in the years to come.

Cheers,

DCgaga

Dreamcast VGA Box

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The Official Dreamcast VGA Box is a peripheral which allows the system to connect to a monitor supporting the VGA video standard. The Dreamcast outputs most games in 480i, with some supporting 240p and 480p. All 480p Dreamcast games look great through VGA and if you have a display that supports a VGA input, then that's by far the best output method (although S-video/Scart is still considered superior for 2D titles).

The Dreamcast VGA box was a Japanese exclusive

The VGA support has been a feature of the Dreamcast since 1998, the standard was at the time, but was somewhat impractical, as most televisions lacked a VGA port to interface with the console. This means all Dreamcasts shipped with RF or composite video cables, which, although functional in sending a picture to a screen, are unable to deliver the clearest possible picture. Today televisions and computer monitors have converged, meaning the use of VGA is no longer as uncommon. The Dreamcast's support for VGA is often considered ahead of its time, as many models of the PlayStation 2 and GameCube could not output a comparable video signal (even the Wii only delivered composite).

Your all in one visual connectivity box

Not all Dreamcast games are compatible with the VGA Adapter, (please see our incompatibility list) namely SNK ports such as King of Fighters 99 although the majority of games can be forced to use the VGA box by using software such as the DC-X.

When in use the VGA box lights up with a similar red to that of the system

The Official VGA Box produced by Sega launched in 2000 for 7,000 yen ($75/£47) is very sturdily made, and feels infinetly better than most other third party units out there. It also has extra ports, doubling up as a way of displaying composite audio/video, and s-video should you need to change display methods (such as when wishing to play 2D titles which can appear slightly jaggy through the clarity of VGA). These days, VGA is really the only way to play Dreamcast, and helps the console keep a relevant and modern display; just test check out this comparison of Shenmue through composite and VGA!

Unfortunately, as Sega only released its official Dreamcast VGA Box in Japan (although the device is compatible with all versions of the Dreamcast worldwide), the unit has become highly sought after by gamers and collectors alike, and boxed units are becoming increasingly rare and demand a very high price.

Under Defeat (アンダーディフィート)

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Under Defeat is somewhat well-known for being one of the very last commercially released Dreamcast games ever (that honour goes to another “shmup” - Karasu) but was is it worth the fanfare?

Being one of the final games the game comes in the cheaper, DVD packaging

Under Defeat is the follow up to studio G. Rev’s highly acclaimed Dreamcast shooter Borderdown, and is set in sort of alternate World War II with players taking on the role of two female German-speaking helicopter pilots. Yup, in a controversial twist, players in Under Defeat control the "Empire" with uniforms that resemble those of the Nazi SS, against the English-speaking “Union". The militaristic feel and realism (it’s one of the few shooters on the Dreamcast not to features spaceships) is well represented in the game’s stunning murky, green presentation style which when played through VGA rivals even matches up to some earlier next gen titles on PS3, and Xbox360 – who said war isn’t pretty?

Packaging prematurely boasts that Under Defeat is the last Dreamcast title

It is not all good news though as there is some annoying slowdown, especially after letting of a bomb, but can be forgiven as pretty much everything else comes together so well. Enemy bullets are bright and easy to see (which still won't help you when the screen is flooded with gunfire) and the amount of detail is jaw-dropping. Destroyed tanks and towers will leave craters, trees will sway according to nearby explosion blasts, even cows and birds can get killed in the crossfire! Enemy planes and helicopters will not simply explode, but spin out (according to where they've been shot) and crash into the ground.

The Limited Edition version includes an arranged soundtrack

The game is very reminiscent of classic shooters like 1942, although Under Defeat slightly alters how you use your chopper. Normally with these type of games, your attacking instrument of death can move side to side and shoot directly in front of itself, but if you move the gunship without shooting in this game, it will turn on an angle in the direction you are moving (you can invert this to turn in the opposite direction if you so wish) causing the gunship to face up to a 40 degree angle from the front. If you hold down the shoot button while moving, the helicopter locks in position as it travels across the screen. Let go of shoot and the helicopter will straighten up. It's a simple mechanic, but it becomes a rather key factor to master in Under Defeat. In addition, you also have a secondary weapon, a little satellite that can be fired out when a meter in the corner fills up. It’s a tactical decision, keep your main gun shooting constantly, or show a little restraint (as well as nerves of steel) and reap the rewards of having an extra satellite to assist you in your efforts. However, if a single bullet fired from one of the game’s myriad flying and stationary enemies hits your helicopter then you lose a life, you only get three lives standard and two continues, so it’s certainly a challenge. If things get hairy, you also have bombs that’ll clear out most enemies, but more importantly, they’ll clear out the bullets cluttering the screen.


Bombs should be saved for hairer situations like these!

There are no upgrades available for the main weapon. What you're allowed to manage is the type of special weapon currently in use - vulcan (yellow), cannon (green) and rocket (blue). Certain enemies release items that bounce around the screen cycling through these colours and also red (extra bomb). The game is simply about reflexes and memorisation. Quick decisions will carry you far on the game’s easiest setting, but on Normal you need to learn where enemies pop up and prepare accordingly. It’s not as arduous as “bullet hell” type games like Rajirgy and Treasure titles such as Ikaruga, but there is certainly a challenge.

It’s a good job then that the opening stage serves as something of a gentle introduction compared to what lies ahead because from the second stage onwards the difficulty and intensity of the game rises dramatically with the number of enemies increasing and the gaps between bullets becoming smaller. There are five lengthy stages in total, and even a second "loop" featuring reconfigured stages available for anyone good enough to access it. G.Rev’s game is pleasent to the ears as well; the soundtrack is sweet, full of the melodramatic rock style of old shooters, and fits beautifully handled with the sirens, radio chatter and ambient war noise floating around.

Machinery in the game is very reminiscent of that deployed in WW2

The game comes with both vertical and horizontal view mode options (in the arcade Under Defeat plays out on a vertically orientated monitor) but for everyone that doesn't have a TV they're willing to turn on its side, horizontal mode is the only meaningful choice here. Predictably for a conversion of a Japanese-only Naomi arcade title from such a small indie-studio, the Dreamcast bonuses are thin on the code. Each hour you play releases an extra credit until free play is eventually unlocked. There's also a ton of artwork which seems to get more risqué the more you play, great if you like that sort of thing but luckily the weight of game play and sprawling levels that take dedication and learning to inch forward through, provide the strongest argument to replay the game.

Hurrah, another picture of our female pilot team!
 
As with most of the titles released in the Dreamcast later years, Under Defeat, especially the LE edition which comes complete with an arrange soundtrack, continues to command a decent price (a price which will no doubt continue to rise) but is it worth the price of admission? Well, personally there are a number of factors to consider. If you are a shmups fan then Under Defeat is quite different to most of the other shooters on the system, and offers a change of pace to the bullet hell titles which the Dreamcast is somewhat renowned for. Secondly, the game's crisp visuals and sublime jazz/rock soundtrack really come together to offer another arcade-perfect Naomi experience which can proudly hold its own against more modern and powerful systems such as the PS3.

Now, if you are a collector then you've got the fact that this is somewhat of a piece of history, appearing a whopping 7 years after the Dreamcast launched in Japan title, and the second to last EVER officially made title (and actually a game even non hardcore shmups fans can enjoy, unlike Karasu). To everyone else, Under Defeat isn’t going to change anyone’s mind about 2D shooters, but it’s relatively conventional setting is a nice change from the norm, and the pace of the game makes the titlle a great introduction to the world of "Shoot 'em ups" - ende der Durchsage!

Dreamcast Replacement Lids

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At the end of the Dreamcast's life span Sega produced a number of replacement lids for those who wished to add some colour to their beloved console.

 
The replacement lids were great as you only needed to remove the top from your system and replace it with your preferred cover - no moving of circuitry was required. This made it easier to replace broken systems as all you needed to do was to attach your lid onto your replacement console.

The origins of this accessory though, have never been confirmed, and despite featuring Japanese packaging (albeit somewhat dubious) they were never give an official release in Japan. What’s more, despite having an official product code [GMS – 002] installing the cover would revoke your warranty with Sega, leading to suggestions that they were never officially distributed (despite being manufactured) by the company.
 
I have come across the following colour schemes but believe there could be others.




Crystal Black


Crystal Blue


Crystal Grey



Crystal Yellow



Piano Black


Whatever the truth is, and despite their somewhat shady origins they remain today as one of the rarest and desirable items for collectors.

S.T.A.R.S Dreamcast goes for 4600 dollars at auction!!

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That's right, in a recent Yahoo Auction (Japan's equivalent to Ebay) some lucky punter was able to nick a brand new, sealed S.T.A.R.S Limited Edition Dreamcast. The price  - a cool 491,000 yen  ($4600/£2800) and a significant profit from the original retail price of 34,800 yen set in 2000; disparaging the myth that Japan is some  kind of sanctuary of cheap retro games.

With 141 different bids, the unit was obviously in high demand among the Japanese Dreamcast gaming community who customarily crave brand new goods. In fact, there has been a steady rise in the price of a large number of Dreamcast titles in the past year as more collectors compete for an ever decreasing pool of available software, and it may not be too long before people look overseas to the cheaper US or European games.

Kerrrchinng!

At only 200 units produced (compared to 1800 Red "Claire" units) and coming in an awesome skeleton-blue colour. the S.T.A.R.S Dreamcast console is a particularly sought after edition. It was originally released to celebrate the next chapter in Capcom’s successful Biohazard series appearing exclusively (at the time) on Sega's Dreamcast. The boxes for both Red Claire and Blue S.T.A.R.S were identical and so when purchasing you had no idea which version you would get. Yet, 200 lucky sods ended up with the Blue S.T.A.R.S version!

Both models have a skeleton casing (Claire: red STARS: dark blue), grey underside and have a sticker on the back of the console with their internal serial number (Claire: xxxx/1800, STARS xxx/200) and came bundled with a matching controller and grey VMU, Resident Evil: Code Veronica game, Dream Passport 2, documentation and link cables, and BioHazard merchandise.

I'm a member of S.T.A.R.S!
 
There are also rumours of two second prints for both models: 50 Claire Version systems through Dreamcast DIRECT about one year after the initial release and 30 STARS through a FAMITSU contest. There are no differences but the lack of the sticker on the back of the console and Claire being bundled with BioHazard Code: Veronica Complete (T-1240M) game instead of the regular edition.

Personally, while the S.T.A.R.S Dreamcast is my favourite version aesthetically, I am not sure whether I could ever live with a $4600 console sitting in my cupboard without being tempted to cash-in. Fair play to those who already managed to pick on up though, you are sitting on a goldmine!

New Dreamcast Hardware Discovered!

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Thanks to DCgaga reader and fellow DC-TALK forumite, CD AGES, I recently became aware of this largely unknown piece of Dreamcast hardware (Catalogue number SFL-2000P1) which recently became available at auction. At just over a $120 the winning bidder (a friend of the aforementioned CD AGES) certainly got himself a bargain with this item (the guy who spend $4600 on a sealed Dreamcast must certaintly be kicking himself) which was probably largely due to the unfortunate labelling of the item as “Japaneses” & “Dream Cast” by the seller. So, there you go kids, paying attention during English really does have some benefit!
 
The Sega "Control Unit"

After a little research it seems to be a special Dreamcast unit which got used in dedicated Japanese internet cafes during the Dreamcast era. As such, it outputs VGA and S-video as standard, and is similar in appearance to the prototype DVD player Sega displayed at the Tokyo Game Show in 2000. Strangely though, very little information seems to be available about this particular item, even in Japanese and so it will be fascinating to see what information becomes available, as well as what  exactly is under the hood.

 
Notice the VGA as well as S-video inputs

Sega label - unit is labeled as "Control Unit"

Front complete with (blue?) LED
 

Disc drive & possiple controller input slot?
 
 
Stayed tuned for more information in the coming weeks!

Top 10 Dreamcast Beat-em ups!

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First of all, I'd like to congratulate the old boy, Mr Dreamcast, on a fantastic 16 years. Yup, the Sega Dreamcast had its innaugral launch in its home country of Japan back in November 27, 1999 and despite the system's so-called "failure" has been complete source of enjoyment for myself, and milllions of other gamers ever since. To celebrate I thought it would a great opportunity to talk about a genre in which the Dreamcast really did flourish, the "beat-em up".


The beat-em up, or so called fighting genre, really came to the fold after the success of a certain Street Fighter II in the nineties and paved the way for big companies like Capcom, Namco, Sega and SNK to further establish themselves with a number of classic and lucrative arcade games. The Dreamcast’s close relationship to the Naomi arcade system ensured that the system received a slew of quality fighters ported at light break speed and which were for the most part, arcade perfect. Although the controller for the console isn’t ideal, the variety of accessories like the arcade stick, Fighting Pad FT and more recently, the Sega Saturn pad converter cable, negates any control issues one may have had back in the day.
 

In modern times, the beat-em up genre has proven to be the one that attracts modern gamers to the system, and it is to those who are seeking to expand their collections I offer my personal top 10 fighting. While some of the titles may not be the most highly rated on a technical level, they are placed in order of how frequently they get play time and consequently, remain relevant to this day. Please let me know what you think, and what your own personal top 10 would look like. Anyway, here goes......
 

 
10 – Virtua Fighter 3TB
 Starting the list we have one of the first titles developed for the console. Originally intended for the Sega Saturn, the third installment of Sega’s 3D fighting series seemed to suffer from the producer’s indecision between evolution and revolution. It truely brought the series into the third dimension by introducing a fourth button, the dodge, but in all other ways it wasn’t really a huge improvement over Virtua Fighter 2. Yet, while it isn’t the best 3D fighter on the Dreamcast, being Virtua Fighter, it does offer a considered fighting experience unlike any other 3D fighter on the system.



 
9 – The King of Fighters 2002
 
The King of Fighters 2002 introduced a Dream Match roster, mixing up both old and new characters from the series. It was a huge improvement to previous years' incarnations and shows its quality by being the most played KOF title in the arcades even today. If you have to pick up one KOF game for the Dreamcast, make sure it's this. Just watch out, the price on this one has been rising significantly over the last few years and will only increase.
 
 
 
8 – Super Street Fighter II X

The title that introduced Gouki to series had often proven problematic on previous consoles that could never seemingly handle a complete, arcade-perfect rendition of the game. Load times, missing frames of animation, are no longer an issue in the Dreamcast version which leaves gamers finally able to enjoy Super Street Fighter II X in all its glory - just be prepared for the insane difficulty and huge price!

 


 
7 – Project Justice

Project Justice, or Moero! Justice Gakuen  in Japan, is another Dreamcast exclusive and the only true sequel to the original Playstation title, Rival Schools. Moero serves up plenty of good, clean fighting game fun, with a dash of offbeat humor and makes a good recess title for those who want a break from the more technical fighters. The action is fast and furious, and the combos are easy to perform for those who enjoy the style of play in titles like Marvel vs. Capcom or even the Street Fighter EX series. Visually, in 2014 it all looks a bit basic and rather underwhelming, especially when compared to Soul Calibur, or even Virtua Fighter 3TB, but the anime presentation, as well as the high-school setting, works well to offer an experience unlike any other on the system, and for that reason, makes it a game Dreamcast fans should have in their collection.

 
 
6 –Street Fighter III: 3rd Strike

There is little to be said about this technical fighter that hasn’t been said before. Visually, the game is an absolute feast for the eyes with some of the best 2D animations in any game and technically, it’s one of the tightest fight experiences around; although it can be a tough game to get a hang of for beginners. The brand new roster was somewhat controversial at the time which lead to the first two games (both of which remain exclusive to Dreamcast) being ignored by almost all except the hardcore fans. Still, while there are those that claim that the Dreamcast version of 3rd Strike is not “arcade perfect”, there are those who claim that it is; it's that it just not the original first edition arcade version. What can’t be denied is that there’s a reason why a large fan-base is still dedicated to this title today and why it remains as one of the most highly rated beat-em ups of all time. It just needs a large amount of patience and one or two evenly skilled mates to get the most out of it.


 
5 – Soul Calibur
It was a tough choice between this and Dead or Alive but when I really looked back on which I'd given more time to over the past few years there was no contest. A revelation of its time, this was the game you came to when you wanted to rub the nose of that one friend who wouldn’t shut up about Sony’s emotion engine (while ironically playing cut down versions of Marvel vs Capcom for PSone). While it is has since been surpassed on almost every level, it still manages to compete in the visual department (especially through VGA) and offers a fun and rewarding experience in multiplayer. A ton of great characters, each with their own deadly weapon and an assortment of special moves tailored to that specific weapon make Soul Calibur stick out from other titles on the system. It was the flagship game of its time, and combined with the fact that it can be had for peanuts these days make it a must have for any collection.


 
4 – Marvel vs Capcom 2

Over a decade after the original release, Marvel vs Capcom 2  remains as popular as ever. The Dreamcast version is based off of the original Naomi arcade incarnation and therefore, is of course arcade perfect. Still, this wouldn’t mean anything if it wasn’t fun to play, and luckily very few fighting games come close to MvC2 in terms of enjoyment, gameplay, and flashiness. I think one of the things I love most about the game is the speed. It's probably the fastest fighting game in existence, especially when compared to many modern-era fighting games; the whole thing is one big adrenaline rush. With a total of 56 unlockable characters, MVC2 never ceases to amaze the player with the variety of special moves and fighting styles and the advancement of graphics over the original game is particularly noteworthy (although a few older sprites don’t look fantastic against the 3D backgrounds). Throw in the intense Snap Back, Variable Counter, Air Combo, Variable Assist, Hyper Combo, Variable Hyper Combo, and 3-level Delayed Hyper Combo moves and you have one of the deepest, but yet enjoyable, fighting games to grace any home console.

 

3 – Powerstone
Powerstone is a very enjoyable, and somewhat of an unconventional fighter. It was one of my most anticipated titles for the system upon the console’s launch, and its fun gameplay has ensured it is still my go-to game whenever casual gamers come over. While its charm lays in the fact that it’s so easy for non-fighting game fans to pick up straightaway, what makes Powerstone really stand out is the strategic element found within the game’s"Powerstone" gimmick. If a certain player gets all 3 Powerstones they are temporarily morph into a unique super-human alter-ego, which gives the game an edge, as players gamble between attacking their opponents to get their Powerstone while remaining somewhat weary of the fact that being overly aggressive may result in them losing their own stones. This makes Powerstone an awesome game for one-on-one duels. While the sequel went on to bring in more players and more extreme weapons, the first game, with its more refined gameplay, is the one I find myself going back to these days. It also still looks fantastic!


 
2 – Street Fighter Zero 3 Upper/Saikyō-ryū Dōjō
 
Street Fighter Zero 3 is a monumental title and one I rate as one of the best of all time. Everything it is bigger and bolder than any of the other cannon SF titles; 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, and there are a ton of fantastic modes that will literally keep you going for months if not years. Like a lot of titles in this list, Street Fighter Zero 3 greatness is evident in its continued prominence as a popular arcade title, and that it simply offers a style of gameplay that has yet to be beaten.


 
1 – Capcom vs SNK 2


It had to be. On a technical, visual, and just plain old nostalgia perspective Capcom vs SNK 2 is my favourite Dreamcast beat-em up of all time. Not only that, but it’s my best fighter period. With a plethora of recognizable characters, refined gameplay, and fantastic visual style, Capcom Vs. SNK 2: Millionaire Fighting 2001 is the game fans of both companies were so patiently waiting for. All of the improvements made from the revised ratio system, team structure, to the character expansion all make for a thoroughly entertaining 2D beat-em up, and a fitting swansong from a company which supported our beloved system so gallantly. It remains competent tournament fighter (and still my most played and challenged game in the arcades), and the best example of how to handle a cross-over fighter. I really cannot recommend it enough, it's a game every Dreamcast owner needs to have, simple!
 
Unfortunately, it seems like we are unlikely see a new Capcom Vs. SNK or HD update any time soon. The original agreement signed between the two companies in 1999 was to develop 2 fighting titles each and was made just as SNK filed for bankruptcy in 2000 (it is widely known that SNK vs. Capcom: SVC Chaos was only made in order to fulfill the contract obligations and lost the company a fair bit) and that SNK were not happy with the terms of which stated that only the distributing company would gain from a release. In other words, SNK did not gain a penny from either of the Capcom Vs. SNK games and the companies have not communicated since. This all means that there is all the more reason to keep hold of your arcade-perfect Dreamcast copy, and if you are yet to pick it up then what are you waiting for? BUY, BUY, BUY!

New DC title for 2015

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We are only 8 days into January and already a new title has been announced for the Dreamcast. Alice’s Mom’s Rescue is an old school 2D platformer from Dreamcast favourites, Hucast, and features 25 levels of stomping on animals and other wildlife while trying to rescue your mum from an over-sized crow (yup!). To be honest, it is a little hard to get excited about another game with visuals that wouldn't trouble the Megadrive, never mind the 128-bit Dreamcast. What's more, it's less of an attraction seeing as it is also coming out for Android, Windows (for no doubt a fraction of the price) and....Jaguar CD.



The game will support 240p, RGB cable, S-video, and VGA and is due to release on March 23rd, 2015 and if you’d like to get your hands on this indie release there are two physical editions available for pre-order. First there’s the Limited Edition which comes in a 2 disc DVD case and is limited to only 300 copies. The version costs €42.95, but if don't fancy dropping that much coin on a tablet based title there’s also a Regular Edition for €24.95.
 

Visit Hucast to place your order.
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