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Top 10 Canceled Dreamcast games

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The Dreamcast was a system of contrasts. Take for example, the optimism and fervor around the system in 1998 with the sinking feeling of 2000 (despite a ton of great titles) and the abandonment in 2001. I recall how the magazines of the times would categorically state that that much anticipated title was indeed coming, and only delayed, only for the game to sink without further trace or mention.
 
What a fantastic list of upcoming games. Sadly, many were never released

It is today some of the games I want to take a look look at. As the title says, this is a list of games which were never released for the Dreamcast system for one reason or another; although usually economic. These titles may not have been enough to save the Sega Dreamcast, but they definitely could have help lengthen the console’s fleeting life. Anyway, here are my own personal top-10 most wanted, but ultimately, canceled Dreamcast games. See if you agree.



Agartha
Agartha is a cancelled horror adventure that was planned by the French software house No Cliche who had had previous success with Toy Commander. Development began in 2000 and it was considered somewhat along the lines of an Alone in the Dark, or Silent Hill type game with players exploring snow-laden mountains and villages, resolving puzzles and fighting against monsters that lived in there. The game progress was influenced by the players’ choices, which could have decided whether to help innocent people and seal the evil town, or let them to die and help demons to destroy our planet. The game featured a number of times in the preview section of the Official UK Dreamcast Magazine.
 
 
No Cliche’s horror adventure could have been an awesome addition to the Dreamcast’s library, however in 2001 made the decision to withdraw from the console market and No Cliche axed the project, laying off most of its staff. You can read a short interview with the game's producer on the back ground of the game here.

 
 
Black and White
Despite being confirmed relatively early on in the Dreamcast’s life, Lionhead Studios’ god game where players take the role of a deity supervising a civilization was constantly delayed due to technical issues and ultimately canceled upon news of Sega’s withdrawal from the hardware market.

The game was constantly held as a system seller and proof of the hardware’s ability (only top PCs of the time would run the game) by magazines of the era. Personally, I couldn’t wait for the opportunity to form my own civilization and raise my own titan to protect/cause chaos on the world. So much so that I even went hand in hand to my local Electronic Boutique with a five pound note to place my preorder. Two months later and I was using that credit to pick up a copy of Skies of Arcadia as Black & White went on to be subsquently canceled due to "economic conditions".
 
 

Capcom vs SNK [Beta Vers.]
Okay, I'm kind cheating with this one as e Capcom's fighting game did in fact get a port the Dreamcast in 2000. However, being a huge CvS fan I had to give the much publicised beta version a mention on this list. When it was first announced, the characters of the Street Fighter series had the same visual style as the Street Fighter Zero series, which was somewhat different from the style used in the final game.

The backgrounds were also quite different (with references to the Capcom games of the era such as Power Stone) and while the tailor-made ones in the final game were ultimately superior, it would have been a suiting nod to the Dreamcast had a variety of backgrounds from what were system exclusives been included. Furthermore, if Capcom felt they weren't up to scratch then why not include them as secrets, or even downloadable stages? The Capcom of 2015 would never have thought twice.

 
Castlevania: Resurrection
Originally intended to be a launch title for the Dreamcast in America, Castlevania: Resurrection was delayed until March 2000, then until later that year when Konami made the decision to cancel production for Sega's new system (they weren't the system’s staunchest supporters).

It appeared as an impressive looking fully 3D Castlevania title with the focus on Sonia Belmont and Victor Belmont, an 1800’s vampire killer who had abandoned his lineage, in 1666, directly before Simon Belmont’s mission in the original Castlevania title. It is rumored that Castlevania: Curse of Darkness uses some environments that were originally in this game.
 
A beta copy was offered for sale for 3,000 Euros around 10 years ago but the price was never met and the contents have never been confirmed. 
 
 
Gunvalkyrie
Gunvalkyrie was released for the Xbox, but it was originally intended as a final swansong for the Sega Dreamcast. It’s visual style was very similar to the final Xbox version (although there are rumours that though the characters were rendered using a cel-shaded style this is untrue as the screenshot clearly shows) but was originally intended to offer much more intiuative controll system.

The Dreamcast version’s unique control scheme used both a lightgun and a controller to aim and shoot but dropped when development shifted to the Xbox version and replaced with a rather akward control system which only utilized the controller. Check out this awesome beta trailer on YouTube.

House of Dead III
The House of the Dead III was intended to be released on the Dreamcast to appease the hordes of fans who had had little reason to dust off their lightgun since the release of The House of the Dead II. It was going to be the first title ported over from the little used Chihiro arcade hardware based on the Microsoft Xbox.

It’s difficult to assert exactly how much of the game was actually completed for Dreamcast but the game certainly did feature heavily in Dreamcast promotion at the time. Personally, as a big fan of the prequel I was absolutely gutted at the time that the game was given the chop and then ultimately given a release on the Xbox.
 

Planet Of The Apes
Dubbed an action-adventure title by Fox, POTA put you in the role of Ulysses, a human survivor who crash-lands a spaceship on an uncharted planet one thousand years in the future where the apes rule. The game was going to be a 3D adventure game and would have been a great coup for the system considering the amount of nostalgia concerning the movies. Being a big fan of the movies I was disappointed that Planet of the Apes never saw the light of day on Dreamcast.
 
 
 
Propeller Arena
Propeller Arena was to be one the showcase titles for the system and one of those titles that would show the potential of the Dreamcast as a  console for online gaming. The plot was simple: in 2045, would set up a championship fights between aircraft of the Second World War. The game included a Championship mode, where by choosing one of the playable characters, you could face the fighting and move forward in history, a quick battles, where you could challenge up to 4 players, or the computer, and even an online mode which was the base of the game.
 
Sadly, the 2001 attack on the World Trade Centre the US and subsequent tragedies led to the cancellation of one of the Dreamcast’s last remaining games. Sega’s PR department released the following statement that, “Although the game content does not deal with terrorism in any way, it is possible for a determined individual to deliberately play the game in a manner that generates images similar to those we have seen on the news” and the game was never given an official release. It can however be found online in its full entirety.
 
 
Streets Of Rage 4
Streets of Rage 4, or Streets of Rage DC as it is also known, appeared very early in the Dreamcast's lifespan as a technical demo. This tech demo showed a character similar to Axel fighting off a group of enemy characters. Various changes in gameplay had apparently been planned, including the introduction of new team attacks and a new first person perspective.

However, much of the demo is unfinished, and it is assumed the project was scrapped shortly after being shown. There are also rumours that that the source was sold to Eidos who went on to develop a SOR clone of their own with the somewhat mundane, Fighting Force.
 
 
ToeJam & Earl 3
A big hit on the Megadrive ToeJame & Earl was going to be an exclusive for the system and a game that Sega US thought could be a system seller. However, but, after Sega discontinued the Dreamcast, the game was moved to the Microsoft Xbox. A three-dimensional platform game, it was released in October 2002. The gameplay is primarily based on that of the original ToeJam & Earl, though elements from Panic on Funkotron were also included.

The game presented a more adult approach, full random 3D levels and would eventually go on to being leaked after an Assembler forums member found the code on the hard drive of a Dreamcast development kit. I'm still yet to play it but it is on my list for 2015.

Pop'n Music Controller

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The Pop'n Music series is largely unknown rhythm title from the folks at Konami. The game play revolves around the use of nine coloured buttons which need to be pressed in time with color-coded notes displayed on screen. As the player presses the button it triggers a sound within the song, and when a note is played, an accuracy rating is displayed assessing the players’ musical skills. It's very similar to the likes of DDR, and Beatmania, only with a cuter, anime inspired presentation, and Japanese pop music soundtrack.
 
 

 The officially titled "Pop'n Controller
 
 
During the time that the Dreamcast was released this genre of games was extremely popular in Japan
which lead to the game being released on multiple consoles. Four installments of the games were released on Dreamcast although the later titles are more of an expansion disc than a standalone title and require Pop'n Music 2 to play. The game is practically impossible to play using the standard Dreamcast controller and subsequently an official controller was released by Konami to mimic the arcade set up. Understandably, the quality of the controller is not quite up to that of the arcade but it serves its purpose and the design matches well with other Dreamcast peripherals. They are becoming extremely difficult to obtain in recent years and boxed versions almost practically never appear so if you do have one, keep hold of it.

Compatible Games
•Pop'n Music
•Pop'n Music 2
•Pop'n Music 3 Append Disc
•Pop'n Music 4 Append Disc
 
 

New Dreamcast release, same overpriced story!

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You may remember that just over a month ago we  reported of the first game announced for Dreamcast in 2015, well low and behold Alice's Mom's Rescue has already been shipped and is now available for purchase from HucastGames. The game is supposedly the Dreamcast's very own Wonder Boy style title with support for 240p, RGB cable, S-video, and VGA displays. There are two physical editions available.

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. To be honest, I find the price of the title slightly offensive seeing as the PC version is $3, yes that's three fucking dollars! Basically, you’re paying an extra €22 for a box which you could knock up yourself (judging by the reports in quality you'd probably do a better job).
                                                                         Mom, where's the money gone?

Don’t get me wrong, I am not discouraging people from purchasing the game and thoroughly recommend going straight to developer Orion if you wish to pick it up (and you can do so here). It is just I do not wish to encourage any Dreamcast fans to further line the pockets of a company which seems intent on taking advantage of fans nostalgia for our system. There is something that really grates about a company which takes advantage of our solid community without actually giving much back in quality or value for money. I'm in the mind that in ten years’ time their legacy will be no more than a bunch of overpriced, average titles which will largely be discarded from the Dreamcast's history.

Eternal Arcadia

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Eternal Arcadia is set in a world where there aren't oceans, but instead floating islands in a world of air. You assume control of Vyse, a confident and charismatic sky pirate, his childhood friend Aika, and a mysterious girl named Fina, as they go on a quest of adventure to………..yup, save the world from an evil empire. While the whole basic story follows the same pattern as possible every RPG known to games, the fact that the world has no oceans and continents are separated by sky adds enough of a wrinkle to just make it feel relevant and unique in its own right. The game kicks off with a rather impressive cut scene involving Alfonso, the admiral of the Valuan Armada, as he attempts to kidnap a young maiden onboard a tiny vessel. The Valuans eventually trap the ship but but not before the intervention of the Blue Rogues, a Robin Hood-style group of pirates, stealing from the rich and corrupt to help the poor, who jump in to rescue the young girl, Fina. The Star Wars influence is evident and the opening sequence is a great start the adventure.
 
Artwork for the Japanese version trumps the US and Euro version
 
As you’d expect with a traditional Japanese RPG, the main staple of the gameplay is handled through visiting a number of towns while taking down the enemies which cross your path. Intrinsically, the setting can make or break a game of this genre, but luckily the world of Arcadia is magnificent. I love airships, I love the airship pirates, and I love the different cultures and the sense of grand adventure which brought me back to my Star Wars watching childhood. The quasi-steam punk technology littering the land also adds a uniqueness to the setting and transports you to a world which is so unlike our own; something which modern games often overlook.

The Blue Rogues
 
Battles are by design the traditional turn-based fare that you see in plenty of other RPGs. What is unique to this game though is the ability to switch between elemental attributes (red, blue, yellow, green and so on) and set these attributes to your weapons whilst you fight. With this system, you can build up an arsenal of magical spells to your characters depending on which element is being used and by whom. This means that strategies can be formed on the go and gives players a lot more access to how they want to play the battles. Special moves are surprisingly not permanently consumed (as in you don't need to rest in an inn to recover points) and characters are able to recover them using an action called focus. ALL characters rely on this SP bar when they perform any action (special attacks and magic) other than the standard attack option and this is itself neat because it forces the player to be careful and to be more thoughtful as to how you assign actions to your characters. To be honest though, I found the system slightly too conventional and over the course of the game I found I was simply pressing the A button without paying any mind to what was going on in the game. Moreover, once you realise that using items negate the problem of losing SP (items don’t use it) then it pretty much makes magic redundant. It is a shame, as the high encounter ratio really highlights this deficiency.

The game comes on 2 GD-roms
 
Possibly the best feature of the battle system is the ability to engage in ship battles. In these cinematic battles, you can order attacks and evasions at opportune times to optimize damage output and escape enemy fire. If the fight continues for a long enough period, a meter will fill and you gain the opportunity to unleash a brutal super attack that deals enormous amounts of damage. These battles are few and far between, typically only occurring against large monsters of other ships. You can outfit your ship with different decks, armor, cannons, torpedoes, etc. Each change will greatly affect how your ship performs in combat. More powerful cannons can typically only fire once, while smaller, less powerful cannons can fire multiple times in one turn, and torpedoes fire once with a delayed damage burst. Who is crewing your vessel also affects your ships performance, as well upgrading your ship grants different bonuses to the ship’s offensive, defensive, or healing abilities so it becomes an important part of the game to upgrade your vessel.

The sense of exploration is well conveyed
 
Adding to the sense of exploration is your ability to explore the wide world out there. This game really does encourage you to go out and explore to the best of your abilities with money being earned by the information you acquire through the discoveries you make. Some are quite minor and have superfluous payoffs, but others continue throughout the entire game and help shape its overall experience. The activity that fits most into this category is the search for Arcadia’s many discoveries.

The Blue Rogues are explorers and Vyse in particular has a strong desire to uncover all of the world’s secrets. As the characters travel the world in their big flying boat, the “investigate” button can be pressed in suspicious looking areas. Occasionally this will produce a victorious sound and a screen of information detailing the new discovery that has just been made. Some discoveries are automatic, such as when a previously unknown continent is encountered, but others are fiendishly difficult to find. Once found, the information about each discovery can be sold back to the guild master in each town. The player will be paid according to the discovery’s rarity and how new or old the information is. Other, more minor sub quests exist such as trading sequences, upgrading your airship and base, and also the collection of “Chams,” mysterious items that power up an equally mysterious weapon used by one of the characters.

Anime visuals are charming but underwhelming
 
Incidentally, your experience throughout the game will change depending on the answers you give to various questions your asked. If you answer correctly improve a “Swashbuckler Rating” which in turn gets you discounts at some stores. Unfortunately, in the English version it can be quite difficult to assert what exactly is the right answer. In the Japanese game the system is known as the Danki System, or "Manliness Ranking" and becomes easier to understand viewed through a lens of Japanese masculinity. I one can understand the difficulty in translating this concept but it makes for a frustrating exercise if you do not recognise that you are supposed to be acting more Son Goku than Arnie from the Terminator.

Visually, the graphics in Eternal Arcadia won’t get the pulses racing with the developers obviously going with a performance first attitude. The graphics are reliable, without being dazzling, but do allow for a freely movable 360 degree camera for true 3D play. It follows an anime-visual style which is reminiscent of the Dragon Quest series, with vibrant colors and exaggerated facial features. Everything in Arcadia has a very distinct look, giving the game as a whole a unique visual style. Cinematic sequences are all rendered in the same graphical resolution as normal gameplay and are again slightly uninspiring if you are used to the CGI quality of the Final Fantasy series. Particular mention must got to the flashy special moves performed by the main cast during a battle. Be thankful that effort has been put into these parts as you’ll be watching them a fair few times through the 80 hours because unlike the Western version they cannot be skipped. The tunes offered up in the game, like the graphics, won’t be sang out through the ages, but the few varied orchestral pieces do enough to get a player through the game. I did however enjoy the tribal rhythms played in the jungle town of Horteka.


Star Wars' influence is apparent in locales such as the Tatooine-inspired, Maramba
 
Eternal Arcadia sits in the rather awkward situation of being the best RPG on a system which in all honesty received less than a few decent examples of the genre. It’s obvious that the Dreamcast’s library is superior for it being there, but the rather average graphics, combined with the tiresome random battles and predictable storyline stop it from sailing in the upper echelons of that of triple AAA titles such as Shenmue or Biohazard Code: Veronica. Still, we are dealing with a product bearing the SEGA name from a time when the name still meant quality, and so what we are left with is consistency in product design, and a charming game that will keep pulling you in until the end.


@Barai version

Uniquely, a DRM version of Eternal Arcadia was also released in Japan in the form of a @Barai (literally @Pay) version, which came in a DVD case along with the exact same instruction manual as the standard version but slightly different GD-rom discs featuring the text "@Barai". I picked my version up for just a couple of hundred yen as a curio and after just under an hour into the game, around the point where Alfonso appears with his monster, the game cuts out, and asks for you to connect to the internet to pay a fee and unlock the remainder of the game. However, as the servers are no longer active it now exists as little more than a paid demo and warning for the future of DRM gaming as a whole. The DVD case is a nice addition for collectors though.

Eternal Arcadia Limited Edition

A box set was also released in Japan and includes a Skull Bracelet which features the symbol of the Blue, a Blue Sky Pirate Bandana, an art book with illustrations and conceptual work, and also a strap featuring Fina's little friend, Cupil and remains a sought after collection.

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.

Dream Library

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It is well known that the Dreamcast laid the foundations and aspects to a lot of what we see in today's online gaming and DLC. Sega’s final console was also one of the first to offer a large-scale (for the time) download service were users could access and download a large variety of retro titles from previous generations. The service was known as “Dream Library”, and lucky Japanese gamers were able to download a variety of Mega Drive games, as well as PC Engine titles to their Dreamcast, and play them in (almost) perfect form through their high resolution VGA displays.
 
Dream Library enabled gamers to access games such as "The Kung Fu" (China Warrior in the West)

The Dream Library launched on 29th April, 2001 and to access the service users were required to source a Dream Passport 3, or the Dream Passport Premier, and obviously a working internet connection. Games were paid for with “Dream” points which could be purchased via credit card with 1 dream point roughly working out at 1 yen. In the main, titles were priced at 150 dream points for 2 days rental, but the price of some lengthier games such as PSO was set higher at 400 dream points, but users could enjoy the title for up to 8 days. Occasional promotional campaigns were also held with titles reduced to 50 and 150 dream points respectively. A selection of titles could also be downloaded free of charge to demo play for up to 15 minutes.

The later Dream Passport versions were required to access the service
 
The lineup was solely made up of games from the PC Engine (HuCard games only as CD-Rom games were not available due to their large size) and Sega Megadrive systems. I have fond memories of feverishly flicking through the lineups advertised in the UK Official Dreamcast Magazine, and being somewhat jealous of  the prospect of Japanese gamers having access to Galaxy Force, Alien Storm and Revenge of Shinobi on their Dreamcast. Plans were also in the pipeline for games from other companies to be adopted into the Dream Library, but the idea was cut short with the cancelation of the service towards the end of the Dreamcast's life. The service was finally terminated on 31st of January, 2003 with the final game count coming at 45 Megadrive titles and 43 PC Engine HuCard games.

For the first time in video game history, games from rival systems became available as DLC
 
A small number of complaints was made towards the service, such as the troublesome download system and the fact that  due to the games being saved on the Dreamcast's internal ram any data downloaded would be lost when the system was turned off. This proved frustrating as the user would then be required to redownload the title (at no extra cost during the rental period) which was no mean feat considering the system’s meek 33.6kpbs modem which came as standard. The accuracy of the emulation also came under scrutiny as users complained about deficincies in the quality of the audio in certain games.

 Renting games such as Galaxy Force would have been quite a novelty in 2002
 
Yet, when one considers this all occured before a time in which broadband and hard drives became an industry standard it is hard but not to be impressed at yet another valiant (if ultimately costly) feather in the Dreamcast cap. It really is remarkable achievement that Sega was able to offer this service for the period it did, and with the lineup it put it out and today, the Dream Library's legacy can  clearly be seen through Microsoft’s Xbox Live, and Nintendo’s Virtual Console services.

The following is a full list of the games which were available in Japan on the Dream Library Service.













1. Alien Storm
2. Assault Suits Leynos
3. Aworg
4. Battle Golfer
5. Bonanza Bros
6. Chameleon Kid
7. Columns
8. Columns II
9. Dragon Slayer The Legend of Heroes
10. Echo the Dolphin
11. ESWAT
12. Flicky
13. Gain Ground
14. Galaxy Force II
15. Ghouls & Ghosts
16. GYNOUG
17. G-Loc
18. Ikasuze! Koi no Doki Doki Penguin Land
19. Ichidant~R GG
20. Labyrinth of Death
21. Langrisser
22. Monster World IV
23. Party Quiz Mega Q
24. Pengo
25. Phantasy Star II
26. Phantasy Star II Amia’s Adventure
27. Phantasy Star II Kind’s Adventure
28. Phantasy Star IV: The End of the Millennium
29. Putter Golf
30. Puyo Puyo
31. Puyo Puyo USA
32. Pyramid Magic
33. Rent a Hero
34. Sangokushiretsuden
35. Shining Force
36. Shove it: The warehouse game
37. Sonic the Hedgehog
38. Sorcerian
39. Sorcer Kingdom
40. Super League
41. Super Volleyball
42. Star Cruiser
43. The Revenge of Shinobi
44. ToeJam & Earl
45. 16t








1. Alice's Dreams' In Wonderland
2. Alien Crush
3. Bomberman 94
4. Burning Angel
5. Cross Cyber
6. Cyber Cross
7. Digital Champ
8. Double Ring
9. Eternal City
10. Fantasy Zone
11. Fire Pro Wrestling Combination Tag
12. Ganbare Golf Boys
13. Gekisha Boy
14. Honey in the Sky
15. Honey on the Road
16. KAISOU CHŌJIN SCHBIBIN MAN
17. Last Ninja
18. Legend of Hero Tonma
19. Magical Chase
20. Metal Stalker
21. Mister Heli no dai boken
22. Momotaro Densetsu Gaiden
23. Moto Roader
24. Naxat Open
25. Necromancer
26. Neutopia
27. Neutopia II
28. Paranoia
29. Power League
30. Psycho Chaser
31. P-47
32. Rabio Lepus Special
33. R-TYPE I
34. R-TYPE II
35. Saint Dragon
36. Sengoku Mahjong
37. Soldier Blade
38. Takeda Shingen
39. The Kung Fu
40. Time Cruise II
41. USA Pro Basketball
42. Vigilante
43. Waiwai Mahjong Yukaina janyutachi

Power Smash (パワースマッシュ)

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Power Smash or rather Virtua Tennis, as it is more commonly known in the West, is a game that should have, and would ideally been a game to be used at the forefront of the Dreamcast’s promotion. It was the only game except Soul Calibur to attract my non-gaming friends to Sega's system, and it was nothing short of criminal that it failed to make a summer launch in the UK to coincide with the hugely popular Wimbledon tennis tournament (the tournament is held in July and the game was insanely released in August missing out on all the hype and potential purchases from tennis fans). So, what was so great about the game?

                                        One of the few occasions I actually prefer the PAL cover
 
Upon playing the game today its obvious that the game’s highlight is its accessibility. As a result of its arcade heritage, there are only two control buttons (regular shot & lob shot) which gives the game an incredible pickup and play quality.  And yet, a tap on the analogue stick as you take your shot implements a ton of variables into the shot such top spin, slice, drop and swerve shots. It’s such an intuitive and responsive control scheme that allows you to control the tennis action wonderfully and although, it's easy to learn, it's far from easy to master. You will find yourself cursing at the AI on many occasion, but the control feels so perfect that you never feel cheated.


                                     From a time when companies put effort into their packaging

You can play as one of eight star players, well they were stars the came out, and each player is beautifully recreated to match their real life counterparts and names like Jim Courier, Cedric Pioline, Tim Henman, Tommy Haas, Mark Phillippoussis, Carlos Moya, Thomas Johansson, and Yevgeny Kafelnikov will seem quite nostalgic to older players. As you would expect, the pros in the game not only bare each athlete's physical likeness, but also each their real life skill attributes.
 
  A somewhat nostalgic lineup
 
Even today, the graphics remain impressive but it is hard to convey to modern games just how mind-blowing they were at the time. Simply, this was the game you wanted to show off to your pals. Players looked eerily real, and moved with a grace and fluidity which had never been seen in a sports title before and it really felt like watching a real life game. There are also a ton of details which may go unoticed to the casual player. Details such as marks and scuffs made when running or dust kicked up on the clay courts gave a level of realism and immersion missing from tennis games of the time. A special mention must go to the framerate which keeps chugging at 60hz. No mean feat in 2000, especially as most console games these days do not achieve anywhere near that level.

The animation remains impressive

Apart from the standard grunting sounds effects made by the players, and that satisfying “pop” sound of the racket connecting with the ball the audio for the most part is standard Sega arcade trash. As we well know, Sega is in love with tawdry 80's metal guitar riffs and Virtua Tennis is full of them.

In addition to the standard Arcade mode, you can customize your own exhibition game or take on the world in the "World Circuit". The World Circuit is something of a quest mode. You pick a player and advance through singles and doubles matches, gaining cash along the way which can in turn be used to purchase new playable characters, new stages and sporty new outfits. There are also a bunch of training stages that help you hone your skills. These odd levels come from the same school of thought as the Crazy Box games in Crazy Taxi and include challenges such as, "Pin Crasher" (serve to knock down bowling pins), "Drum Shooter" (hit the tennis balls into big cans), and "Bull's Eye" (hit balls at a big target).
 
                        While certainly bizarre, the training levels are fun and will improve your skills
 
After a while, you may tire of playing the computer but luckily, Virtua Tennis shines as a multiplayer game. Challenge a friend to a singles or doubles match, or take on the computer together, and losing become that much more intense. It was certainly the case that losing a tense doubles match because of my partner led to one or two heated moments but aside from a few broken controllers, it was all in good fun. The game also supports up to 4 players and a special mention must go to the online segment of the game that while was missing from the European version must have been such a thrill for US and Japanese gamers back in the day.

There it is, Virtua Tennis. A tennis game that despite numerous sequels has really never been bettered. While the graphics might have been improved, and the lineup expanded with female players, the core gameplay remains faithful to that of the Sega Dreamcast original released in 2000. Simply, Virtua Tennis is a low cost game that all Sega fans should be persuaded to have in their collection and sadly, another reminder of the potential of the console and the enjoyment that Sega could create given the right vision.

Dreamcast for rent!

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In the UK at the time of the Dreamcast's release there were a variety of places one could rent video games for the weekend. Hell, I did my most of my game playing during that era through my local Blockbuster store (R.I.P) as a large number of the releases on Sega's little white box of joy were suited more to a quick weekend blast, rather than collection keepers. I have particularly fond memories of cramming as much Zombie Revenge, Wacky Races and Dynamite Cop 2 as my 48-hour rental period would permit. However, despite the popularity of gaming in here Japan, video games have never been seen as suitable media for rental use. Hell, even buying and trading games was made illegal at the turn of the century (only to be overturned a few years after) and that is why you will most likely see the infamous “No Resale” mark on most Japanese Dreamcast software.

 Tsutaya media rental
 
Yet, somewhere around the middle of the year 2000 Sega struck a deal with Tsuyaya, the biggest video rental store in Japan, to rent selected Dreamcast titles through their stores. The service was launched on September 30, 2000 and for just 400 yen (roughly $4) customers could rent a game for 7 nights. Only, Sega titles such as Space Channel 5, Crazy Taxi, Sonic Adventure, and Virtua Fighter 3TB were ever released under the service which was terminated a year later due to the cancelation of the Dreamcast and strong pressure from other game publishers who wanted to avoid a culture of game rental in the country. The rental scheme is another example of Sega’s forward thinking at the time as it attempted to pursue ways to keep the Dreamcast in the public eye. Again, while it may have gone the same way as their online Dream Library rental service, it is still a great addition to the Dreamcast’s fascinating history.

VF3TB made a perfect title for Sega's rental games

In fact, this wasn’t Sega’s only connection with Tsutaya. The company had previously offered an entirely free “Dreamcast Trial” service through the aforementioned rental store in which lucky gamers could apply to rent a customised Dreamcast for up to 7 nights for no cost. Yup, this set was no strings attached, absoloutely free of charge! Unbelievable in the current market and on further investigation it seems was offered as something of a PR offensive after the negative press the company had recieved due to the failure to manufacture the units they had promised (see the hilarious Yukawa commericals for further  insight on this).

The system included in this set came complete in a heavy duty black case marked with the awesome Dreamcast swirl, and “Dreamcast Trial Edition” in Japanese on the outside. The contents, were very similar to a standard boxed system, only that rental editions came with an orange “Dreamcast trial set” sticker sealed on the lid of the console and the front controller, and also came with a plastic card covering how to set-up the system. The console included also lacks the only function of the regular edition and the modem slot is instead taken up by a blank piece of white plastic similar to the consoles sold in Hong Kong, and other parts of Asia at the time.

The Dreamcast trial set

The console lacks the online capabilities of the regular console 
 
The standard practice was for the set to come complete with 5 different trial games but as they were never strictly specified by Sega it seems that the software differed depending on the store. It seems common however for sets to have featured the “What’s Shenmue” trial disc as well as a copy of the now much sought-after, Jet Set Radio demo disc.

Games varied depending on the store


 A simiplified instruction manual was packaged with the set
 
The promotion was launched on September 22, 2000 and only ran until the end of November of that year and subsequently there are believed to be as little as 500 of the sets in existence. It has become one of the more desirable editions in recent years due to its novelty factor and splendid heavy duty casing. Interestingly, it appears that at the end of the campaign that the consoles were never returned to Sega and that they were simply given as freebies to the staff working at the particular video store were the games were being rented at the time. Lucky gits!

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Holy shit balls mother fucker!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!1

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Did that really just happen? I mean really? The internetZ has literally been badgering Sega for years to release some kind of closure to the Shenmue  saga but did anyone actually ever believe it would happen? Then E3 happens and from out of nowhere, bam, Yu Suzuki puts his adorable mug on screen at the Sony conference announcing his company, Y’s Net, will be placing a new project, Shenmue III on Kickstarter with a 30-day target of raising $2,000,000. Un-fucking-believable.






Oh man, when that Shenmue music started I nearly wept.





Despite only going live a day ago, the Kickstarter already has smashed its target and it will be interesting to see what amount it actually can climb too. Myself, well I decided to go for the $100 option so I could get my name on a part of history, but after a little thought there is some part of me which really thinks I need that capsule toy in my life. So, there you have it, the game we all thought would never see the light of day is actually happening but if you are yet to contribute, well what the heck are you waiting for back it here - https://www.kickstarter.com/projects/ysnet/shenmue-3?. Now, where is that Jet Set Radio sequel...?




“If Shenmue 3 was going to get made, I wanted to make it with the fans. Through Kickstarter, I knew that could happen. Together, with Shenmue fans everywhere, I knew we could build the game that the series deserves.”

Bio Hazard 2 Value Plus (バイオハザード2 バリュープラス)

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Upon hearing the news that Resident Evil 2 (or Biohazard 2 as it is known in these parts) is destined for a remake and release on modern hardware I decided to go back and replay the original title on our beloved Dreamcast. It's a title that obviously holds a significant amount of nostalgia for those who first played around but does it hold up as impressively as it did in the day?

                   Once again the Japanese artwork is quite distinctive from the Western release
          
In Biohazard 2 the zombie outbreak of the first game is no longer simply contained within a mansion on a hill. Spreading through to the main town of Raccoon City with no sign of slowing down, the remaining S.T.A.R.S. members attempt to release the secret behind the sinister Umbrella Corporation to create global awareness about the virus. In reponse the company retaliated by releasing their latest toys in an effort to silence the team and the city. Almost all of the inhabitants of the city are then infected with a "T-Virus" (I just discovered the T stands for "Tyrant", hurrah!) transforming into flesh eating zombies and it’s in this dire situation in which the game begins.

The game includes a Leon, Claire and Code Veronica disc

 The inclusion of a Code Veronica demo was used heavily in the promotion

Essentially, the plotline altered based on the character you played and each one had a unique perspective of the same scenario. The main protagonist, Leon Kennedy is a rookie to the Raccoon Police Department's new Special Forces. He's extremely green and overzealous, especially when it comes to protecting other people, but essentially the archetypal good person. It isn't until the fourth game when he dons the brooding emo loner archetype that avoids women. He's also kind of dumb, as he oversleeps his first day on the job and ends up having his first Raccoon City police shift during the night, after the virus outbreak consumes the city.

                                        Was the ever a more classic select screen? 

Yet, pop in the second GD-rom disc into your Dreamcast and you get to experience another of the character's experiences during the zombie outbreak in Raccoon City. Claire Redfield's story is about an ordinary person who is put into a bizarre situation while having to act as a guardian for a defenseless child. If this feels familiar, it's because her character and personality are a homage to Ellen Ripley from Aliens. Both heroines are forced to fight for their lives while acting as a mother figure to a child. Like Jill Valentine in the previous game, she is actually a real character who helps drive the story rather than serve as the feeble woman role that is often present in Hollywood horror.
Biohazard 2 was one of the earliest games to introduce a strong story and character development. It is highly admired because it introduced us to many memorable characters such as the aforementioned Leon and Claire, along with villains like Mr. X and those bloody annoying Lickers. Most important of all is that it established the foundation for the series to grow as time passed. While the original played out like a traditional horror film, Biohazard 2 allowed the series to grow by breaking away from conventions that would have held it back.

Possibly the most annoying enemies in the series

Biohazard 2 features the same gameplay mechanics that defined the original Biohazard. Puzzle solving and exploration are the main stay here. However, you also need to avoid the zombies and occasionally you'll be forced to take them out. Ammunition is scarce, so conserving ammo remains an essential skill.  Similar to its predecessor,accessing the status screen will show you your character's current health, items, and weapon and game saving is limited so you will need ink to store those ribbons scattered throughout the game in order to save.

                               Almost as dangerous as getting on a real bus in the UK

Compared to the first game, Biohazard 2 is not particularly difficult and is a breeze compared to the later Dreamcast title, Code Veronica. With intelligent weapon use and knowing when to leave enemies alone until later, you can kill nearly every enemy in the game and have more than enough ammo left over to nuke the bosses to hell and back. My guess is that Capcom knew what they did wrong with the original title, and adjusted it accordingly.

Visually Biohazard 2 is much improved thanks to its pre-rendered backgrounds as well as the variet in level design. Character animations and models are better looking and more fluid and the eerie sound effects and music match the scary, zombie-filled atmosphere the game presents. The voice acting, which is slightly improved over the original, is still as hilarious and has dated possibly more than any other aspect of the title.

           Some of the greatest acting in videogame history. And by greatest, I mean absoloutely dire.

The game remains great fun to play, but on playthrough in 2015 due to the relatively crude graphics, the horror aspect isn't really as apparent has how I recalled. Instead, it is the “Survival” part of the “Survival Horror” tagline that really sticks out and part of that comes from the lethal enemies and manual save system. As I mentioned earlier, players must hunt down ink ribbons and use them at typewriters scattered throughout the mansion in order to save and so this unique save system creates a real omnipresent risk. The bolder and possibly more stupid players are punished for waiting too long between saves, while cowards that compulsively save could run out of ink ribbons when they truly need them. The iconic “tank controls” which came about due to the series’ unique camera angles are the part of the game that have aged the least gracefully, but the limiting controls also add an extra element of challenge to the game, handicapping players in a way that ratchets up the tension.

                              The Dreamcast version featured an additional wardrobe collection

The Dreamcast version was released in 1999 in Japan under the moniker, "Biohazard 2 Value Plus." In essence it was an upgraded port of the PlayStation Dual Shock Version and contained all the mini games and secrets from the aforementioned version, unlocked from the beginning (4th Survivor, the Tofu Survivor and the Extreme Battle). The graphics were also cleaned up slightly with the resolution of the backgrounds chiefly improved and at a much higher resolution than even the latter GameCube version. Another interesting extra is that the Dreamcast's VMU screen was utilized to provide ammo and health information without having to go into the item screen; a very useful and time saving feature. The Japanese version also contained a trial version of Biohazard CODE: Veronica as well as music tracks from prior Biohazard games. This bonus disc was not included in the North American or PAL region versions.

Obviously, visually and mechanically the years have not been kind to Biohazard 2. Yet, while it may not be exactly the game we remember at launch, it is still to this day one of the quintessential classics of horror gaming, and has the power to raise the hairs on the back of your neck (especially when you have as you try to outrun an eight-foot biological weapon in a trench coat). If you've ever wondered why gamers to this day complain about the direction the series has taken then all you need to do is play this game to understand. It's a masterpiece of the survival horror genre, and the caveat is that the quintessential version of the game can is on the Dreamcast.

Free US Official Dreamcast Magazine Download

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Wish to relive the hype of the Dreamcast launch, and read about the astonishing initial sales "bigger than Star Wars Episode 1”, only to then discover delays and cancelations of large numbers of titles(Castlevania, Black & White I’m looking at yous particularly) before finally having your heart ripped out as you are informed of Sega’s withdrawal from the hardware market? Well thankfully, now you can do just that thanks to fellow Dreamcast-talk forumite, itsthinkingstill.

Aesthetically more of a "gamer" format than the UK releases

 
This kind soul has worked tirelessly to scan and record every single issue of the Official US Dreamcast Magazine and uploaded the full set here for Dreamcast fans to access free of charge . Personally, despite owning full sets of the British varations of these magazines I have never had the chance to see how our cousins over the pond viewed and portrayed our beloved system and am looking forward to a lazy afternoon scanning through these magazines, US spellings and all.

Dreamcast 2? Ha,ha..ha-h....sob,sob. :'(
 
Who knows how long it will be up for so I suggest grabbing it as soon as you can. Also, don’t forget to visit the Dreamcast-talk forum  and show your appreciation to itsthinkingstill for his  wonderful contribution to the Dreamcast community.

Possible new Dreamcast release - Saber Rider and the Star Sheriffs

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Another month, another Kickstarter campaign,and  another shooter possibly coming to the Dreamcast. This time, it is the form of Saber Rider and the Star Sheriffs, a 2D shoot-em up based on a rather unknown '80s Japanese anime TV series known as Sei Jūshi Bisumaruku, and originally intended for a 3DS release before being scrapped a few years ago. The game is now back thanks to Kickstarter and a number of versions, from the PC Engine CD to our beloved Sega Dreamcast, are planned. 
 



The IP is definitely something that sets it apart from other shoot-em ups, and should appeal to fans of Japanese sci-fi anime like Macross and Gundam. The team also have some pretty serious voice talent onboard with a number of actors who will be familiar to those who grew up on 80's cartoons. They include Peter Cullen (Optimus Prime, Voltron) Pat Fraley, (Bravestarr),Pat Musick (ThunderCats) , and Townsend Coleman (TMNT Michelangelo) .


Currently, a Dreamcast version is planned should their Kickstarter goal meet $200,000. While initially this may seem a bit of a stretch, I feel with the size of the Dreamcast community it is achievable. My only concern is the game's visuals which at this early stage don't so be at the level one would expect of a Dreamcast title, but if the team can build on what they have then this may be one Dreamcast Kickstarter to get behind. If it also tickles your gaming fancy, check out the video below to get a glimpse at what the game is looking like and check out the awesome 80’s anime style that the game has going. To learn more about the game or pledge to their Kickstarter, click here.

Dreamcast Diver TV (CX-1) ドリームキャスト互換ゲーム機搭載テレビ「CX-1

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The Divers 2000 was a joint venture, between Japanese media giants Sega, CSK and the Fuji Television Network to produce a multimedia device based on the Dreamcast platform. It launched in March 2000 at the staggering price of 88,888 yen and was limited to just 5000 sets. For this staggering price tag, the Divers 2000, or CX-1 as it more commonly to referred to in Japan, included a working 14-inch TV screen, a built-in Sega Dreamcast console with internet capabilities (33.6 kbps modem), and running a custom Microsoft Windows CE operating system with direct midi-functioning, and special edition versions of the Dreamcast's camera, controller, keyboard and remote control, in a nifty transparent green colour.

The design of the set is somewhat reminiscent of a Morolian from Space Channel 5, and the old iMacs so popular in the early noughties, and features a GD-rom drive on the top of the unit as well as LEDs at the side which change according to the music and sound effects of the game. The design itself was planned by the Tokyo company, Aoyama Planning Arts under the concept “A millennium TV conceived in the 70s” and its retro future design is evident in its choice of screen was in contract to the flat screen CRTs which were the norm in the country at the time.

The machine, like most gaming items set at such a luxury price point didn't sell as expected and could have been picked up just after the demise of the Dreamcast for as little as $300 but in recent years the price has shot up and currently sell for around $2000 in Japan alone, so you’d better have huge pockets if you wish to add this novel collectors piece to your Dreamcast library.


 The Dreamcast Divers 2000 (CX-1)
 
From left to right we have the power switch

 G-rom drive is built in to the top of the unit
 
These cool LEDs flash according to the onscreen audio
 
 When booting up the unit for the first time you get this rather unflattering bios loading screen
 

 
               Inputs on the back include the regular audio ports you'd expect as well a midi (although only one Dreamcast game used this)
 
The remote allows you to change between TV and the Dreamcast
 
 Exclusive Divers controller
 
 
 Exclusive Divers Keyboard

              Exclusive Divers Camera with a resolution of 310,000 and capacity to store just 31 J-peg photos

A Guide to the Street Fighter III Series

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In the 90's, the global popularity of 2D games fell faster than anyone in the gaming industry could have dared envisioned just a few years previous. Western arcades frantically ripped out old, 2D machines featuring platformers, and side-scrolling beat-em ups of the time to replace them with newer, more popular machines based around novelty peripherals like guns and linked screened cars. The trend of thought soon became that 3D games were old hat, and to produce a 2D videogame was something akin to profit suicide for money hungry gaming executives.


In the 90's companies raced towards 3D visuals

While the large majority of the gaming world was happy to consume this new domain of 3D, for fans of the aforementioned traditional style of games, or a Capcom, or Sega Saturn owner this was somewhat of an unfortunate trend. While, Sony had banked on (and somewhat been the catalyst of by initially restricting licenses to 3D games for its PlayStation console in the US) 3D visuals becoming the norm, Sega had inadvertently scurried to build a 2D powerhouse of a console only to discover that they had ran up the wrong hill. No matter how Saturn owners may have argued about its dual-CPUs, the truth was that the console just wasn’t suited to rendering three-dimensional graphics. The Saturn did; however, notably outstrip Sony’s grey box in the 2D visual department, a fact that would not go unnoticed by Japanese gaming giant Capcom.


The Playstation's 3D capabilities were unrivalled

Capcom had suffered more than most by the decline of the arcade market. The company’s arcade heritage had been largely the domain of platformers, and fighting games which were notoriously 2D affairs, yet this was considered unfashionable outside of Japan. Around this time, the company began to experience weak sales of its premier fighting series, Street Fighter, and looked for ways to revitalize the flagging franchise. Looking to the West, the company struck a deal which enabled them to license characters from the Marvel universe and particularly the X-men series, which popularity had surged in nineties through its comic and tv series, and thus proceeded to create a multitude of crossover fighting games featuring the comic book heroes, and characters from their own franchises.

The Vs' titles were the lone 2D arcade releases in the mid 90s

Now, while these games had received some critical acclaim from publications such as Famitsu, Official Sega Saturn Magazine and Edge, they failed to really sell in any kind of number that would appease Capcom’s financers. Mostly the lack of sales were down to the fact that arcade owners of the time were reluctant to pay out for perceived aging technology, and the only console which had the capability to run an accurate incarnation happened to be the Saturn, a console about as popular as a Japanese war convention in Korea.


The Saturn struggled with 3D graphics but was a 2D powerhouse

In its native homeland things were slightly rosier for both, Saturn and Capcom. The 2D visuals did not incur the smeared image it had elsewhere, and both company’s enjoyed a fairly successfully period. Yet, Capcom were realistic about the need to change and innovate if they wish to live on more than the crumbs of its loyal user base in Japan. The company experimented with moving the series into the 3D universe with the Street Fighter EX series, co-developed by Arika, but into development the company realized it could not recreate the Street Fighter mechanics successfully as a 3D experience it became obvious that the game’s appeal were rooted in its 2D gameplay. After years of flouting the idea with numerous spin-offs and prequels, the company made the fated decision to finally produce a sequel, with a proper roman numeral to its premier franchise.

Initial promotional material depicted Alex as the new lead

Street Fighter III was released in 1997 for the arcade with the tag – New Generation. Produced for the state of the art CD-ROM-based CPS III hardware, it would feature far more vibrant and elaborate 2D graphics than the CPS II-based Street Fighter Zero games, and a level of incredibly smooth, fluid animation never seen before in any 2D style fighting game. Most controversially, was that it was designed as a direct sequel to the Street Fighter II series (this was still a time when Capcom gave a rat’s arse about SF canon or numerals), yet all of the characters from the previous games game were discarded. The roster was now led by an American grappler, Alex (hence the "New Generation" tag) and a new antagonist named Gill who took over Vega's role as the new boss character. It was a bold decision to replace such a recognizable roster and a refresh the series probably needed. Yet, inevitably Capcom faced some resistance from fans to the lineup which resulted in the restoration of Ryu and Ken, although with a new, mature appearance. 

A completely refreshed lineup backed up by Ryu & Ken

Street Fighter III takes place a significant amount of the time after the previous game in the canon. Shadaloo is gone completely, and has been replaced by the Illuminati run by Gill, a powerful self-proclaimed religious figure who wants to find the strongest and most worthy to join his eventual utopia. Inevitably, this leads to another World Warrior tournament to check out the current world warrior’s fighting potential. The new protagonist Alex, a military guy whose best friend was hospitalized after a match against Gill swears revenge against the illuminati boss ends up defeating Gill.

Alex about to struggle against one of the toughest bosses in gaming history

In the background, Ken is enjoying fatherhood while training his own student Sean who is hilariously the worst fighter in Street Fighter canon. Ryu is still training and comes across an elderly hermit named Oro, who sees something in the Japanese fighter, and believes he might be the only person who can seriously challenge him. I had also heard rumours that the company did consider installing Ryu as the boss figure in the game and in his defeat he would pass the torch to Alex. It is something I would have loved to have seen Capcom base the canon of the Sreet Fighter IV around before they turned it into the dream match clusterfuck it became.
Dudley shows off the game's new "Super Arts" and declares Oro as, "gutter trash"


One quite unknown fact is that Street Fighter III was considered by Capcom for release on the unlikely N64DD, only for development to shift to more familiar Sega Saturn. As there were so few games available for Nintendo’s system it is hard to judge the raw power of the add-on but it does seem a curious rumour and one which is easily found with a quick Google search.
To Capcom’s credit the company had managed to produce some amazing ports of its CPS II games for the 32-bit Saturn by packaging games with the ram expansion cart and I often wondered what a Saturn version of the game would have been like. The video game publications of the time (particularly The UK Official Sega Saturn Magazine) quite clearly believed the game was coming and were still hyping the game for release as the lineup of games for the Saturn began to dry up in 1998. It is hard to imagine it could held a candle to the arcade perfect Dreamcast conversion that was to come.

                            Sega magazines of the time focused on the new killer app for the Saturn


I’ll admit that when I first played Street Fighter III on Dreamcast on one of those demo pods installed in gaming shops around the UK at the time, I wasn’t a huge fan. I had been waiting fervently all summer for Capcom vs SNK, and although Street Fighter III featured stalwarts Ryu and Ken, I didn’t know who Alex and Sean were, and found everything a little alien. Street Fighter Zero 3, which a just been released had the more familiar lineup and seemed immensely more fast and furious and little bit more to my taste than the comparatively turgid Street Fighter III. Like many gamers, I had misjudged the new game because it wasn’t familiar enough, and it wasn’t until I moved to Japan in 2002 and played the final Street Fighter III game that I realized just how much how beautiful a game it was.

Shibuya arcades like this were once a home for Street Fighter fans. Sadly, places like this are no more

This was a time when Capcom had once again climbed to fighting ascendancy in the arcades. 3D brawlers such as Tekken and Dead or Alive had tried to push their way into the market, but in the downtown Shibuya arcades, the hardcore gamers remained strictly 2D. Virtua Fighter 3 felt like something of a disappointment after the greatness of the previous title, and games such as Capcom vs SNK 2, Marvel vs Capcom 2, Garou, Last Blade 2 and Street Fighter III were the games which were garnishing the most playtime. It was at this time that the appeal of Street Fighter III hit me. It was such an intense feeling, people just seemed to be taking this game more seriously and anything I had seen before and the CRT arcade screens really brought our the incredibly fluid animation. Playing was daunting (and still is) but after placing my 100 yen in the machine, I felt apart of something. For the first time, it felt that gamers didn’t want to just win, but wanted to win beautifully and with style. I also started to understand the games’ subtleties and how important things like spacing and zoning were and that fighting games were not simply about just memorizing long combo inputs. Furthermore, when you lost a bout, you knew it wasn’t down to fluky inputs or a lucky attack,  if you lost in Street Fighter III it was simply down to your inferior skills.

Yet, the feature I loved best of all, and something I am still working to master some 13 years later is the ability to "parry" an opponent's attack. Parrying, or "blocking" as it is known in Japan, was a new feature to Street Fighter III. It’s the ability to evade an incoming attack without receiving damage and it performed by making a quick tap forward or down on the stick just before being attacked. It will then make your character smack the incoming attack out of the way, giving them a brief frame advantage over their attacker and allows the player to defend against special moves and even Super Arts (the new term for Super Combos) without sustaining damage. The caveat is the chess mechanic, think you can read your opponent so well as to defend without blocking and risk everything? It also requires precise timing and is incredibly risky and became such an interesting implementation. Also, it requires no meter resource to perform, so is always available to players so is fantastic for turning formerly static or predictable situations into exciting mind games.


Again Alex is given centre stage as he dodges an attack from Ryu


The series first came to Dreamcast in 1999 in the form of Street Fighter III W Impact. The Roman numeral “W” is sometimes used in Japan to signify “double” of something, and that is literally what you got with this game. W Impact features two arcade perfect conversions of Capcom's first two Street Fighter III games, namely New Generation and Giant Attack. The games are very similar in terms of fighting mechanics but a new EX attack was added to the second game. Basically, upgraded versions of special attacks, they consume a portion of the Super Art gauge and are performed by pressing 2 punch or kick buttons which open up new defensive opportunities and combos but at the expense of your Super Art meter. It all helps speed up the overall gameplay, which was an issue that many fans had about New Generation. The parrying system was also tweaked and makes it a little more challenging than in the original.


Alex, Alex, Alex...last seen in the Nairobi desert

The cast from the original Street Fighter III returned, but twin brothers Yun and Yang relatives of Lee from the original Street Fighter, who had identical move set in the previous game were given different move sets, and Urien, Gouki and Hugo (of Final Fight fame) all entered the affray. Similarly to Zero 2, the player will now face a rival character during the course of the single player mode and exchange dialogue before a fight which adds a touch of character to the experience.

Something of a novelty at the time featuring two new games in one

Bonus rounds last seen in Super Street Fighter II X returned in the shape of a "Parry the Ball" mini-game, in which the player can practice his or her parrying skills against a series of basketballs thrown towards the player by Ken’s disciple, Sean. Just as how Zero 2 fleshed out the gameplay features of the first game, 2nd Impact is more of an upgrade than a definitive sequel. I enjoy the music and art style of this game compared to the latter game and it is interesting to see the stepping stones of the series through this compilation. Both game run flawlessly and are as close to an arcade perfect rendition while remaining a Dreamcast console exclusive to this day.

Art work for the final game is just plain, cool! God knows why they changed for US & PAL?

Street Fighter III: 3rd Strike, the third and final update to Street Fighter III was released on Dreamcast in June 2000. Once again, we have a game that isn’t about a tournament, but about fighters just wandering around and crossing paths. There is little actual story in all of this, other than how Alex’s travelling around the world leads to a Gouki-style obsession with fighting Ryu. The Illuminati is still active and doing stuff, but there’s no climactic endgame on their part. Just plotting and random fights. All of this is monitored by the mysterious Q. Nobody knows who he is, whether he’s a man, robot, or both.


Chun-Li is back and joined by a 4 new characters


The final game truly feels like the culmination of the initial vision in which the team had for the Street Fighter game. Four further characters were added to the roster in addition to fan favourite, Chun Li, bringing the roster up to a respectable 19 characters. Characters were rebalanced (Sean goes from top-tier to now making Dan Hibiki look tough) and the throw and parry mechanics received a slight overhaul. There is also a "Grade Judge System", which ranks your performance from match to match and awards you points that can later be used to unlock secrets. Animation of newer characters like Elena, Makoto and Remy look mesmerizing and receive a level of fluidity that hast still to be beaten in a 2D game. Playing this in 2015, it does you one wonder what Capcom could have achieved in an aesthetic sense had they continued to pursue their advance of 2D graphics.

Makoto, the girl who looks like a boy (the name is also ambigious), soon became a fan favourite

Visually, 3rd Strike is an overall improvement, but I do I find the backgrounds to be kind of bland compared to the first two games. Also, mystifyingly certain characters share stages in Third Strike, were I wish they had just used their stage from Second Impact instead of sharing a stage. Additionally, for some reason the voiceovers for each and every character were completely re-done and sound spot-on for the most part. However, I must say that I prefer 2nd Impact's voice acting (and music) over 3rd Strike.

The Dreamcast port of Third Strike does have its detractors. Similarly, to how Street Fighter Zero 3 Saikyo Dojo replaced the original title in certain Japanese arcades, 3rd Strike on Dreamcast is running a revised board which corrected a number of things, like unblockable setups and timing issues. There are also claims about input lag but I found it to be nothing more than the delay when using analog shoulder buttons on an original DC pad. When connecting a stick or Ascii FT, then there are no notable issues. Yet, despite the caveat that it is the only version of 3rd Strike which is able to run in the same resolution as the CPS III arcade title it is still considered one of the inferior console ports. Personally, I have a soft spot for the Dreamcast version, not simply because it is on the system I adore, or has the most kick ass covers of all the versions, but as the only version available this was simply the only port of call for the 3rd Strike player from 2000 – 2004 and holds a lot of great memories.

Chun-Li is back and is now at the top of fighting tier

Street Fighter III was intended as a fresh start for Capcom, and the series, but instead of heralding a new beginning the game was largely ignored by the mainstream. These days Capcom have returned to regurgitating revamped versions of Street Fighter II for modern consoles and it leaves us to wonder why the III series, which despite receiving such high critical acclaim met with very poor public perception. Obviously, a deciding factor was the unfamiliar cast which turned off a large number of fans (myself included initially) and the character number is miniscule by what players have come to except from fighting games. Despite the game appearing simple on the service, additions like Parrying meant the learning curve of the game increased exponentially, especially as the series became the domain of the hardcore player and it may not have been quick enough for the adrenalin-charged mainstream audience more familiar with fast 3D games such as Soul Calibur or Tekken. On that note, it also may have been less desirable for continuing with 2D graphics at a time when 3D was in its second generation and had finally more polished presentation. Yet, it pains me to say but the biggest factor for the lack of commercial success was undoubtly due to the lack of port to a Sony or Nintendo console on its (initial) release. This meant considerably less availability compared to prior II and Zero games (sales in Japan  or US never exceeded 100,000 copies) and prevented many new gamers from being able to experience Street Fighter III until that video.

Will we ever see a true follow up to the Street Fighter III canon?

Yet, the lack of commercial success brought about the development of a close knit, hardcore, exclusive group of gamers who took pride in the fact that Street Fighter III had become the domain of a small few. From the gritty, more mature presentation and accompanying soundtrack to the unspectacular but infinitely profound mechanics, it truly was gamers, game. It is a testament to overall balance and depth of the game that Street Fighter III (particularly the 3rd Strike installment) is still considered the fighters choice and a game many have attempted to truly master. It may have never directly altered the fortunes of Capcom’s ailing franchise, but it did prove that with the right vision the company was once again capable of producing something fresh and invigorating. On the whole, the Street Fighter III series offer a collection of truly an engaging fighters, which are easily worthy of just about anyone's private collection, and they are all on Dreamcast!


List of 60 fps Dreamcast Titles

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At the beginning of the Dreamcast’s invention, hardcore gamers and game marketers decided that the new benchmark for video game imagery was the new, smoother level of 60 frames per second. It is pretty much agreed that gaming at 60 fps also makes visuals appear smoother and helps in the overall transition of animations, and for reflex-based games such as shooters, driving, action titles, and fighting games, a higher frame rate is essential.

For example, in a game of Street Fighter III a few missed frames could be the difference between a combo landing, or not. Therefore, while during the previous generation games mostly ran he lower standard of 30 fps it soon became apparent that if the Dreamcast was going to offer a truly, next generation, arcade experience as the company intended, then it would need to ensure that games could be presented in a 60 frame refresh rate. It’s a testament to the company's efforts that a large majority of Sega's first party titles for the Dreamcast were able to be played at this speed, especially considering thatmany modern day titles continue to fail to offer such a feature.

Games like Guilty Gear X would have been painstaking to produce in 60fps, think of all the animation cells!
 
Below is a list kindly supplied by fellow Dreamcast enthusiast, YouTuber , Twitter user, Dreamcast-talk.com member, Twitch gamer, and general social media mogul, pcwzrd13, who along with other forumites from the aforementioned website were able to come up with this comprehensive list of Dreamcast titles playable in glorius 60 fps. It is obviously still a work in progress and so please leave a message if you see any discrepancies or games missing from these lists!
 
 
Japanese Releases
Border Down
Capcom vs. SNK: Millennium Fight 2000 Pro
Capcom vs. SNK 2: Millionaire Fighting 2001
Chaos Field
Cosmic Smash
Fighting Vipers 2
Fire Pro Wrestling D
Guilty Gear X
Ikaruga
Karous
Pro Yakyu Team Tsukurou & Asobou!
Psyvariar 2
Radirgy
Rent-A-Hero #1
Samba de Amigo Ver. 2000
Shikigami no Shiro II
Super Puzzle Fighter II X
Super Street Fighter II X: Grand Master Challenge
Triggerheart Exelica
Trizeal
Twinkle Star Sprites
Under Defeat
Vampire Chronicle
Zero Gunner 2

North American Releases
4 Wheel Thunder
Airforce Delta
Alien Front Online
Bangai-O
Cannon Spike
Capcom vs. SNK: Millennium Fight 2000
Chu Chu Rocket
Coaster Works
Cool Cool Toon
Confidential Mission
Crazy Taxi 1
Crazy Taxi 2
Daytona USA 2001
Dead or Alive 2
Dynamite Cop
EGG: Elemental Gimmick Gear
ESPN International Track & Field
F355 Challenge
Fatal Fury: Mark of the Wolves
Floigan Bros.
Giga Wing
Giga Wing 2
Gunbird 2
Heavy Metal Geomatrix
House of the Dead 2, The
JoJo's Bizarre Adventure
KAO the Kangaroo
King of Fighters '99: Evolution, The
King of Fighters 2000
King of Fighters 2001
King of Fighters 2002
King of Fighters: Dream Match 1999, The
Last Blade 2: Heart of the Samurai, The
Legacy of Kain: Soul Reaver
Maken X
Marvel vs. Capcom: Clash of Super Heroes
Marvel vs. Capcom 2
Maximum Pool
Mortal Kombat Gold
Ms. Pac-Man: Maze Madness
NBA 2K
NBA 2K1
NBA 2K2
NCAA 2K2
Nettou Golf
NFL 2K
NFL 2K1
NFL 2K2
NFL Blitz 2001
NHL 2K2
Ooga Booga
Outtrigger
Pen Pen TriIcelon
Plasma Sword
Power Stone
Power Stone 2
Project Justice
Psychic Force 2012
Rayman 2
Ready 2 Rumble Boxing
Ready 2 Rumble Boxing: Round 2
Reel Fishing Wild
Rippin' Riders
Samba de Amigo
San Francisco Rush 2049
Sega Bass Fishing
Sega Bass Fishing 2
Sega Marine Fishing
Sega Rally 2 (w/ cheat code)
Sega Smash Pack (Most but not all games)
Shadow Man
Sonic Adventure 2
Soul Calibur
Sports Jam
Street Fighter III: 3rd Strike
Street Fighter III: Double Impact
Street Fighter Alpha 3
Super Magnetic Neo
Tee Off Golf
Test Drive V-Rally
Tokyo Xtreme Racer
Tokyo Xtreme Racer 2
Typing of the Dead, The
UFC: Ultimate Fighting Championship
Unreal Tournament
Vanishing Point
Vigilante 8: 2nd Offense
Virtua Athlete 2000
Virtua Fighter 3tb
Virtua Striker 2
Virtua Tennis
Virtua Tennis 2 (Tennis 2K2)
Virtual-On: Oratorio Tangram
Wetrix+
Who Wants to Beat Up a Millionaire
World Series Baseball 2K1
World Series Baseball 2K2
Worms World Party
Zombie Revenge

DOA2 Final Edition

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 I don’t often blog about fan projects, but DOA2 Final Edition is definitely worthy of bringing to your attention. Produced by Green Ranger from the Dreamcast-Talk forums, the game adds a large number of fun additions to Temco’s vivacious brawler and manages to completely refresh a now, 15 year old game.

Rejigged title screen

Included are costume changes including outfits from Tomb Raider, Spiderman and a cool looking Dreamcast T-shirt for Jan Lee, new, and let’s face it, much needed character dialogue, new stage sequential orders for Story Mode, and even remixed Dead Or Alive music. Best of all the game can be downloaded non-gratis and burnt via the usual methods onto a CD-R (see the link below). If you're still not convinced then just check out these high resolution images. 

DOA is famous for its, *ahem, grapple-based gameplay

Jan Lee sporting his Dreamcast attire

Lei Fang fitting snuggly into Lara's top

Like I mentioned previously, the game adds a great deal to make it warrant enough of a playthrough for even the most hardened DOA2 fans and for those who have never gotten round to playing this game, which many consider the best looking Dreamcast game of all time, then there has never been a better time. A big thank you to Green Ranger, and all those involved with bringing this project to reality. Now what you waiting for, go and enjoy those gravity defying, boob physics one more time!


Download - http://www.filedropper.com/doa2final



Full List of Additions/Changes

1) New Title Screen that reads- DEAD OR ALIVE 2 FINAL

2) Stage Slideshow during Title Screen sequence has been altered

2) New music throughout the game- Stages, Training Mode, Mode Select Screen and Ending Credits have new music

3) Character dialogue changed extensively to give some fighters new storylines, and also dialogue changed in general
to sound less confusing when interacting with characters.

4) New/edited costumes for nearly every fighter (costumes from my previous mods were tweaked/updated for this release)

5) DOA3 character stances for Zack and Genfu

6) Bass & Tina's storyline now have a new Tina Poster on the brick wall and in Bass' room

7) Stage layouts differ for various characters in Story Mode- nice way to spice things up!

8) Bigger Dummy file in CDI image to allow for faster load times

9) In Versus & Watch Mode the Aerial Garden is automatically Night, press R-trigger to access Daytime Aerial Garden

10)I hope I'm not forgetting anything..! Read below for the costume changes-


KASUMI:
C1- Made Kasumi Outfit Red instead of Blue (I think it looks better)

C5- New Blue Bathing Suit

C1- New Tecmo Underwear with Bra, only accessible if you press R-trigger to select C1.


GENFU:
C6- Added Spider and Web Designs to his pants


TINA:
C1- New Spider-Woman Costume

C4- Play as Helena's Mom (Tina's *shredded* costume now edited and placed in her ending)

C5- Tina's Supermodel outfit now playable

**- Tina has a new runway outfit, modified from the *shredded* costume


ZACK:
C1- New 'Dhalsim' inspired costume

C2- Play as the Bunny that Zack wants to cook for Tina! (The Bunny is now Zack's height so expect hilarity & weirdness!)

C5- Removed glasses from Shawdowman costume- now you can finally see his eyes


JAN LEE:
C4- New Dreamcast Shirt costume


AYANE:
C4- Added glasses and band-aid to Ayane's face to give her more of a *nerdy* schoolgirl look


HELENA:
C1- Opera costume now playable

C5- New custom Helena skin- darker skin complexion, tattoo on chest, hair style change, different color clothes, etc.


BASS:
C2- New Resident Evil Nemesis Skin, with the face of Nemesis and the Umbrella logo on his back

C3- New 'Clown Man Bass' costume


LEON:
C3- New custom Bayman skin with yellow hat, green vest, blue/gray pants and facial war paint


LEI FANG:
C4- New Tomb Raider inspired costume

C5- Total color swap of Blue costume to Yellow


EIN:
C4- New Brad Wong costume

Online Dreamcast Titles

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For many people, myself included, the Dreamcast became our first introduction to the world of the internet and online gaming. While Sega's Dreamarena service in the UK was crippled by a pay-by-minute deal with telecommunications giant, BT, and a lack of stable online infrastructure resulting in only a handful of actual online titles being released, Sega's approach in Japan and the US was much more ambitious.

Aaah, the nostalgia of the Dreamarena hub (ASL?BRB)
 
 
SegaNet, as Sega's online service was known in the US offered a much more familiar and stable yearly fee which enabled gamers to worry less about their phone bills and more about all the great titles available to play over the net. SegaNet had approximately 40-50 titles that were online compatible via either the built in 56 modem or the Broadband adapter. The service is considered the ground model that other companies such as Xbox based their online infrastructure.
Starting with the Saturn, the SegaNet service flourished on DC

In Japan, Sega's online service, Isao.net was named after the legendary Sega Chairman Isao Okawa who famously provided over US$40 million towards Sega Enterprises, mainly to fund the online functionality of the Dreamcast and forgave the debts Sega owed him and gave Sega Corporation his $695 million worth of Sega stock. The service was perhaps the most comprehensive of all, offering video chat, online phone calls and offering online games from a variety of genres and even featured cross-play, with titles such as Capcom vs SNK 2 playable against gamers on Sony’s PS2. For a comprehensive list of games which were available online please see below.

Isao Okawa (pictured 2nd from the left) seen here at the launch of DreamCall

  1. 4x4 Evolution (cross-platform)
  2. •Aero Dancing
  3. •Alien Front Online (microphone support)
  4. •Bomberman Online
  5. •Capcom vs SNK Millennium Fight 2000 (Japan only)
  6. •Capcom vs SNK 2 (Japan only)
  7. •Chōkō Senki Kikaiō for Matching Service
  8. •ChuChu Rocket! (keyboard/mouse support)
  9. •CR Hissatsu Shigotonin Pachitte Chonmage @VPACHI
  10. •Crazy Taxi 2 (Japan only)
  11. •Cyber Troopers Virtual On: Oratorio Tangram Japan only)
  12. •Daytona USA
  13. •F355 Challenge: Passione Rossa
  14. •Frame Gride
  15. •Gundam Battle Online
  16. •Guru Guru Onsen (Japan only)
  17. •Heavy Metal Geomatrix (Japan only)
  18. •Hundred Swords
  19. •JoJo's Bizarre Adventure for Matching Service
  20. •Maximum Pool Case
  21. •Mobile Suit Gundam E.F.F Vs Zeon & DX 
  22. •Monaco Grand Prix
  23. •NBA 2K1
  24. •NBA 2K2
  25. •NCAA 2K2
  26. •Net De Tennis
  27. •Next Tetris: Online Edition
  28. •NFL 2K1
  29. •NFL 2K2
  30. •Ooga Booga
  31. •Outtrigger
  32. •Planet Ring
  33. •Phantasy Star Online
  34. •Phantasy Star Online Ver. 2
  35. •Pod II
  36. •Quake III Arena (keyboard/mouse support)
  37. •Rune Jade
  38. •Sakura Taisen Online: Paris no Yuugana Hibi
  39. •Sakura Taisen Online: Teito no Nagai Hibi
  40. •Sega Swirl
  41. •Sega Tetris
  42. •Speed Devils Online
  43. •Star Lancer
  44. •Street Fighter III: 3rd Strike (Japan only)
  45. •Street Fighter Zero 3 Saikyo-ryu Dojo for Matching Service
  46. •Super Puzzle Fighter II X for matching service
  47. •Super Street Fighter II X for Matching Service
  48. •Taisen Net Gimmick - Capcom & Psikyo All Stars
  49. •The Next Tetris: On-Line Edition
  50. •Toy Racer Online
  51. •Treasure Strike
  52. •Unreal Tournament
  53. •Vampire Chronicles for Matching Service
  54. •World Neverland Plus
  55. •World Neverland 2 Plus
  56. •World Series Baseball 2K2
  57. •Worms World Party

The Ring (リング)

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When you think of movie tie-ins for the Dreamcast it’s hard to pick more than a dozen titles; in fact it’s no secret at all that the system struggled for licensed titles in any shape or form. This was a far cry from the heady days of the Saturn which took full advantage of the full motion video capabilities and became synonymous with movie tie-ins and games which are commonly known in Japan as “Cinema Games”.

The game received a US release but as usual the Japanese art is superior

The first such title to appear on the Dreamcast would come as an exclusive in the form of “The Ring” in 2000. The game is loosely based on a famous Japanese movie (later bastardized by Hollywood) involving a haunted video tape which would doom anyone who viewed it to a seven-day-long death sentence. The Dreamcast title switches things up by switching from a Japanese to US setting, and focusing around a story set around the trials of Meg Rainman, a young researcher who decides to investigate into the mysterious murder of her now deceased boyfriend, and their four co-workers (yes Meg broke the age old code of not shitting where she ate).

The screen shots on the back avoid featuring actual in game images, mmmm....

While the movie was based around the premise of a cursed VHS, the game has tried to infuse a little irony of having Meg encounter not a VHS tape, but a video game which when loaded up spells out the word "Ring". Meg is in turn, sucked into a dark alternate dimension were she inexplicably finds herself wearing soldier's gear, holding a fully armed gun and trying to especape the ghoulies which inhabit the vortex. Escaping the reality and a sudden phone call informs her that she'll be dead in seven days, leaving you to unravel the mystery of the Ring and save young Meg's life.

Ring follows a Blue Stinger action orientated approach to survival horror

The game play mechanics in Ring are obviously heavily influenced by the Biohazard series with its action orientated game play. Unfortunately, the controls for the game are hideous even when compared to the standard tank controls of the era, and loading screens are long and even make Capcom’s titles feel comparatively swift. Collision detection is also often clumsy, occasionally requiring you to circumvent what looks like an otherwise passable walkway. These technical issues make getting around something of a chore, since the game is heavily based on exploration. Triggering a new event or story sequence is often dependent on being in the right room at the right time, and clues are rarely given about exactly what room that is which can lead to lots of aimless walking around. I did enjoy that pressing the left trigger on the controller turned your equipped flashlight on and off to illuminate areas and that doing so will also alert enemies to your presence. Ring also allows you to save whenever you want by running up to radios and turning them on.

Meg's constant smirk, especial considering the recent death of her boyfriend is somewhat eerie

Yet, all of these control issues could be forgiven if the game actually gave a sense that you were a part of the movie but Ring has fails to do this completely. It has none of the tension or suspense of the original film, and you have to wonder if mowing monsters down with a pistol or shotgun has anything at all to do with the original plot of dying as part of a murderous ring, or in this case a haunted video tape. Plot progression is comparable to getting your teeth drilled as you are required to talk to exactly the right character, or pick up an obscure item just to move along then again and look for more inconspicuous items in the dark and fight absolutely inept monsters. Finally, Sadako Yamamura, the ghostly main character from the original film only makes the briefest of appearances despite her name being plastered over the packaging and in the credits which leads you to question if this game was really intended as a movie spin off at all.

The game received a modest promotion campaign with adverts like the above airing in Japan

Visually, Ring stands out and  poking around the game's pitch-black environments is highly enjoyable, and offers some genuinely jump-outta-your-seat moments. The concept of light and shadow in this game is used more effectively than in say, Code Veronica which is high praise indeed and the whole package has a certain visual flair and clarity that suggests the game received a rather handsome budget. Which beggars the question, if Amsik Ace Entertainment, the game’s developer were willing to make such an investment acquiring such a license then why didn’t they produce a game more intone with the psychological thriller which it was supposedly inspired by? If you can go into the game with no prior expectations of the original movie then for the minimal outlay, and cheap price it should set you back, there is some amount of enjoyment to be had in this Dreamcast exclusive, but overall it seems like a much wasted opportunity.

Honey, I'm Home...

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Hello, yeah it's been awhile. Not much, how 'bout you? Wait, that was some LSD infused 70’s song, wasn’t it? Yeah, as you probably surmised by the lack of activity on DCgaga, as well as our social network channels, my gaming mojo disappeared during the past couple of years. A lot went on in my personal life, and well, gaming just seemed to lose its appeal. I would look at my gaming libraries, across my systems and while there was plenty there, I just couldn’t be bothered. It just didn’t seem important, or more importantly, fun. So, long story short, I ended up quitting my job, travelling around Asia, meeting tons of fantastic people, drinking waaaay too much, and eventually moving country twice! 

Then a few months ago, things just began to click. People would come around my house and notice my (rather awkwardly huge) collection of Dreamcast memorabilia, and begin to share the experiences they held dear from back in the day with the system; the online gaming, the dire packaging, the hilarious advertising and the amazing games. This in turn, resulted in some really fun, nostalgic gaming sessions were I would be reintroduced, and play games I hadn’t touched in years. Soon discovering that the Dreamcast soul still burns I have had a ton of fun this past couple of weeks putting together the first video, in a new series of retro reviews for our YouTube channel. It should be hitting the channel at the end of this week and despite its humble origins, our hopes are that the videos comes across as genuine, entertaining, and mostly, a useful resource to the Dreamcast community.

I guess, in my long winded way what I am trying to say is that we should never lose touch with the idea that gaming should always be about fun. It should never get in the way of important life choices. If you have a positive turn in a major part of your life, the minor ones will soon follow and gaming should be there to compliment that. Thank you all for staying in touch during my hiatus, it meant so much, and I look forward to interacting with you all once again! Cheers Dreamcasters!
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