Showing posts with label DCJY Interviews. Show all posts
Showing posts with label DCJY Interviews. Show all posts

DCJY welcomes SEGA SATURN, SHIRO!

 

In the most exciting crossover since Jay-Z and Linkin Park did Collision Course, in episode 129 of our podcast, the DreamPod, Brian and Lewis are joined by two stalwarts of both the Sega Saturn and Dreamcast community: SaturnDave and Patrick (TraynoCo) of SEGA SATURN, SHIRO

SHIRO! originally started in 2017 as a podcast dedicated to the Saturn, but has since grown into a website, YouTube channel and community dedicated to spreading the love of Sega's misunderstood 32-bit wonder, and later the Dreamcast. We at the Junkyard are fans of the work these guys do, so it was great to finally get them on the pod to talk all about it, as well as their love for the Dreamcast.

In this episode, we go into detail about SHIRO!'s origins, the present and future of the Saturn, the strengths and similarities of both consoles, and much much more. We also put SHIRO! on the spot and ask them to name their top three Dreamcast titles.
You can listen to this episode of the DreamPod and all of our previous episodes on Buzzsprout, along with all great podcatchers... and remember. You MUST play Sega Saturn!

Replacement VMU Shells heads to Kickstarter - VGNYsoft give us the Lowdown!

 

Based out of New York video game boutique Videogamesnewyork, publisher VGNYsoft have been well known in the Dreamcast scene for a long time now for publishing a whole load of indie games stateside for our beloved Sega console. For a list of what they have released in the past, check out Mike's Complete Guide to Commercially Released Dreamcast Indie Games.

I was particularly excited last year to see them venture into releasing custom VMUs, starting with a limited edition of Hermes featuring a Hermes-branded VMU, which I showcased on the blog back when it came out. This was then followed by a Blockbuster-branded VMU (actually authorised by the Blockbuster's owner Dish) which was offered as a prize for the fourth World Video Game Championship at the Portland Retro Gaming Expo. I rightly presumed these two VMUs were a sign of more to come, and today at 12pm EST VGNYsoft will launch their campaign for replacement VMU shells in a variety of unique colours.

We got a chance to talk with Daniel Mastin of VGNYsoft and get the scoop on this brand new Kickstarter campaign, along with some teases about upcoming indie releases.

Credit: Adam Koralik

DCJY: Hi Dan! Thanks for chatting to us about your Kickstarter. I think we can speak for a lot of Dreamcast fans when we say that we are excited for the prospect of replacement VMU shells. What can people expect from the Kickstarter? And what was your reasoning for going to Kickstarter as opposed to just selling them via your normal store?

Dan: The Kickstarter is a way to connect with the community before all of the production numbers become finalized. The initial production is set to include six colors, with stretch goals and a community vote to help add additional colors. Each VMU shell includes five injection-molded parts: the front, back, cap, battery door, and the D-Pad, and will have an MSRP of $16. In future productions, we will continue to introduce new colors as we produce more. 

Where did the inspiration come from to produce replacement VMU shells?

The idea came to light as a culmination of circumstances. Our retail store handles a considerable number of repairs and shell swaps for customers. Additionally, our publishing company (VGNYsoft) continues to produce and release numerous indie games for the Dreamcast, and our warehouse happened to have an abundance of new, sealed clear green VMUs. With some creativity, we pieced together the concept of elevating Dreamcast indie releases to the next level! 

So were the Hermes and Blockbuster VMUs early tests for this idea?

Hermes was our proof of concept, we used new [official] VMUs for that production. The Blockbuster VMUs were a very small batch built using some of our early production samples.

You are based in the USA, will fans overseas be able to get hold of these VMU shells?

The Kickstarter will ship to most international countries, and we will also collaborate with international retailers to offer additional overseas solutions once the production is complete. 

You previously released a Hermes-branded VMU. Can we expect to see more custom VMUs to tie in with other Dreamcast indie releases?  

Custom VMUs are the secret sauce behind the entire production and the foundation for funding the very expensive injection molding process. We have a lineup of future limited edition releases that will feature custom-printed VMU shells. The first one will be announced in just a few weeks before the VMU shell Kickstarter is finished! 

That's exciting to hear! Finally, is there anything else that Dreamcast fans can expect from VGNYsoft in 2024?

VGNYsoft recently released North American versions of Ploid and Reknum from Nape Games (who also has a new game currently on Kickstarter). We have a few titles in the works for 2024 as well, which will be announced soon. In general, we are always looking to build deeper engagement with Dreamcast indie developers. Our goal is to help uplift their projects and bring them to a wider audience through high-quality physical productions.

***

Thanks to Dan for giving us the lowdown on the Kickstarter campaign. Click here to go check it out for yourself, and be sure to let us know in the comments below which colours you'd like to see VGYNSoft produce next.

Fragmented Almanac: Teaser Trailer and an Interview with Developer Roby Provost

Last month, the Junkyard office was abuzz with excitement when we caught wind of the news that Fragmented Almanac, a compilation of two eerie narrative-based puzzle games, was soon due to be released by fledgling indie studio ANTIRUINS on our beloved Sega Dreamcast. Alas, we don't actually have an office (yet), but the flurry of activity on our Discord and WhatsApp channels did a commendable job of emulating an exuberant water cooler experience nonetheless.

The duo of games contained within the Fragmented Almanac wrapper, The Hideout and Summoning Signals, have been in gestation for many years now, and whenever we had the opportunity to sample the work-in-development, our appetites for more only grew. At times it looked like the projects were sadly destined to join the extensive list of cancelled Dreamcast games, and so it was particularly sweet to hear that they are in fact now complete, and due for both physical and digital release in March of 2024.

Of course, after a lengthy session ogling the artsy ANTIRUINS website, I only wanted to learn more. Fortunately, lead developer Roby Provost has been kind enough to spill the beans in the following interview that covers everything from the conceptual foundations of Fragmented Almanac, down to the nuts and bolts of the game's printing and distribution. To put the cherry on top, Roby also provided us with a new teaser trailer that we are delighted to reveal for the first time here on the Junkyard.

* * *

DCJY: Thanks for taking the time to speak with us Roby. To kick things off, can you tell us what players should expect from The Hideout and Summoning Signals, the two games that are being released together as Fragmented Almanac?

Roby: They are quite unique games. They're not shmups, that's for sure! I honestly think that Fragmented Almanac might be one of the most polished indie Dreamcast releases we've seen so far. As I tried to explain on our website, it is at the intersection of video game, art and alchemy. It's a game that makes you dream, or at the very least, makes you think. We wanted to make a project that lingers in the back of your mind, trying to decode the meaning of "scroll". The whole release is designed like a puzzle: full of secrets, truths and symbols. 

This being said, they are not long games. We wished we could have made the full version of Reaperi Cycle, a game which The Hideout was initially a demo of, but it was way too ambitious - especially when we first started back in 2016. Still, we think that people who enjoy strange, narrative-driven games with some puzzles will enjoy Fragmented Almanac. It's definitely a unique proposition, as games like Seaman or Seventh Cross Evolution were. Of course, I really think Seventh Cross Evolution could have been way better. Maybe we'll have to make Eighth Cross Evolution one day 😉.

And if you had to categorise them by genre, would it be fair to say they are "point-and-click" adventures, or is that too restrictive?

I honestly struggle to find the proper term for these games! You don't even click to move around, so perhaps it's more like a cursor adventure? But even that doesn't have a great ring to it. Maybe they are puzzle games? Strange, narrative-based puzzle games?

Whatever they are, they have a distinctive eerie and mysterious style. What is the inspiration behind that?

I think eerie and mysterious is just in our DNA! More seriously, most of the inspiration for our games is drawn either from ideas of the past, or visions of the future - and in particular, things that have been forgotten or that are not bound to happen. The concept of the almanac, a book or document that predicts the time, felt like a great starting point. It's interesting to think about what motivated the creation of almanacs. Were their authors trying to create a system to anticipate the future? Were they trying to provide a guide, a sense of security? Some almanacs are based on the words of religious texts while others get their predictions from the stars. It was interesting to research the many forms that almanacs take, both visually and in the information we provide.

For us, the Almanac is used to somewhat guide and inform the player. As you play the game, you'll unlock fragments and access more lore and art from the game. Muet (Simon Chiasson Greffard), one of our team members, is the one who infused The Hideout with most of its alchemical philosophies. We dug deep within alchemical imagery and symbols and tried to craft something out of it.

The Dreamcast Junkyard's choicest cuts and hottest takes of 2023

Well, here we are again. A whole 12 months since the last time we did one of these yearly roundup articles, and 10 months since I decided to retire from the Junkyard for the sake of my fragile sanity. Going against my better judgement, I thought it would be nice to pop in to the 'Yard at this special time of year to look back in anger with fondness at some of the highlights of 2023, published by the hard-working and dedicated team of nerds who keep this place going in earnest. Even with the AI-powered threat of the Dead Internet™ and Big Gaming Websites™ slowly terraforming the entire World Wide Web into a sanitised, homogenous wasteland of black text on white backgrounds and carefully prepared press bullshots, The Dreamcast Junkyard is still here showing that little niche blogs can survive in the present era. But, y'know, that's not to say if some conglomerate wants to buy us out for a few million quid we wouldn't listen to offers. Of course, I jest...cough.

Now, back to that actual topic at hand. The dystopian nightmare that is/was the year 2023AD. It's been...interesting. So much new Dreamcast news to report on, new releases to salivate uncontrollably over, and original features that simply wouldn't write themselves without the aid of an advanced large language model and a few clever prompts. Yes, the humble Dreamcast has had quite the year, and so without further ado, I present to you a concise(ish) whistle-stop tour de force of the choicest cuts and hottest takes published here over the last 365(ish) days.

Are ya ready? Here we go...


Reviews

  • Not actually a Dreamcast release, but a title heavily influenced by Jet Set/Grind Radio, Lewis laced up his roller blades, donned his finest DayGlo lycra and tackled Team Reptile's excellent homage Bomb Rush Cyberfunk. Reports of lycra chaffage are wholly unfounded, refuted and are to be quashed immediatley.
  • Taking a pinch of inspiration from Rocket League, the first online-enabled retail release in nigh on 20 years arrived on Dreamcast in 2023. As expected, Lozz buckled up, checked his mirrors, signalled and then manouvred into battle in Luke Benstead and David Reichelt's indie hit Driving Strikers.
  • Another game heavily influenced by a much-loved Dreamcast original, Cosmic Smash homage C-Smash VRS from RapidEyeMovers and Wood & Wolf was given a thorough going over by a VR-helmeted Brian. Rumours that he destroyed his living room while jumping around in said VR helmet are wholly unfounded, refuted and are to be quashed immediately.
  • After Tom checked out the Dreamcast re-release of Visco's 1992 Neo-Geo title Andro Dunos (brought to us by JoshProd and PixelHeart), Lozz entered the very same (heavily sanitised) cockpit to take on the challenge presented by Andro Dunos II.
  • Our colleague Andrew Dickinson wrote a book once - did he mention that? Well, guess what - he wrote a sequel to it and it was released this year. Dreamcast: Year Two featured many contributions from across the Dreamcast community and Lewis was on hand to leaf through it. Will there be a Dreamcast: Year Three? Will Andrew mention he wrote a book again? Answers on a postcard.
  • Mike kicked off his Dreamcast-themed loafers, donned his velvet smoking jacket (probably) and delved betwixt the pages of Fusion Retro Books' Dreamcast-themed special edition, the snappily titled Fusion Dreamcast Magazine.
  • Mike also cast a critical eye over two indie releases this year, with PRO's physical release of Wolfenstein 3D mod Witching Hour and Lowtek Games' semi-sequel to Flea!, Tapeworm Disco Puzzle, both getting the Phelan treatment. Which sounds way more ominous than I thought it would now I've typed that sequence of words out.
  • Drunk on nostalgia while waiting for some form of Crazy Taxi reboot to appear (it'll never happen), Brian hailed down Cassius John-Adams' Fifth Element-inspired Crazy Taxi homage MiLE HiGH TAXi - a game which presumably also took at least some naming inspiration from psychedelic Saturn k-hole NiGHTS into Dreams.


Features and News

  • A highly skilled Dreamcast developer who goes by the name Frogbull decided they wanted to see PlayStation 2 stalwart Metal Gear Solid 2: Sons of Liberty running on Sega's superior hardware. So they went out and created a proof of concept demo. No, we aren't making this up, and Lewis was on hand to investigate.
  • Tom noticed that it was high time he delved back into the Atomiswave library that was recently made playable on Dreamcast, with a look at Sammy's lesser-spotted Need for Speed: Underground rip-off homage Faster Than Speed.
  • 2023 represented a major milestone in the history of the Dreamcast - 25 years of existence. To mark the occasion, Brian revisited the Japanese release of the console, and even looked at the four launch titles on offer, particularly zooming in on one of the more maligned of the four - Godzilla Generations.
  • Y'know, it wasn't always like this. Not very long ago, just before your time, right before the towers fell, circa '99, this was catalogues, travel blogs, a chat room or two. And loads of random Dreamcast-themed fan sites. To illustrate, and take a look at what became of our brothers and sisters in arms, Lozz sampled a load of other online Dreamcast resources that were founded after the Dreamcast was discontinued (some even before the Junkyard started)...and where they are now. Thanks to Bo Burnham for this guest entry.
  • Back in 2022, Tom lamented over the lost Dreamcast boxing game Title Defense. With the help of Dreamcast community legend PC Wizard, he managed to track down and speak to someone who was heavily involved with said game's development and ultimate demise, and uncover the true story of why Title Defense never came to the Dreamcast. Spoiler alert: it never existed.
  • Apparently modern Sega isn't simply a hollow shell and shadow of its former self, and this year teased reboots of two of its most popular Dreamcast franchises. So you can disregard the previous comment about Crazy Taxi never coming back. Because it is, along with Jet Set/Grind Radio. Hopefully not as mobile games, but only time will tell. As ever, Lewis was on hand to take a look at the teaser trailer.
  • Long time Junkyard contributor Aaron "The Gagaman" Foster checked in earlier this year with a rather fascinating investigation into the smallest Dreamcast games. Not small in stature, but in file size. No, it's actually more interesting than you'd think. Honest.
  • How many versions of The Typing of the Dead are you aware of? Apart from the Dreamcast release of this zombie-themed Mavis Beacon homage, you might be surprised to know that there were numerous spinoffs and ports to both computers and other console platforms. Want to know more? Of course you do, so be sure to check out Lewis' superb dissection of The Typing of the Dead's weird and wonderful ports.
  • Many Dreamcast releases were originally promoted via the arcane medium of the humble flyer or leaflet, and in this excellent deep dive into one of the more esoteric aspects of Dreamcast lore, Lozz investigated the myriad flyers and leaflets now preserved online for all and sundry to gawp at.
  • If you've been online for as long as most of us have, and have been trawling the Dreamcast-flavoured underbelly of the internet for an equally terrifying stretch of time, you'll have undoubtedly come across heavily compressed images of Dreamcast consoles modded to resemble the Microsoft Xbox, Nintendo Gamecube and Sony PlayStation 2. Ever wondered where these curiosities came from, or what became of them? Enter contributor Dark, who investigated the origins and fate of these mysterious variations of the Dreamcast.
  • Tom took time out from shaking his fist at a cloud, put some clothes on and ventured out of his delapidated shack; and then took a train to London to experience C-Smash VRS and interact with some real life humans. Read his report on the launch event here, and then scratch your head in bemusement at the final paragraph where he annouces his retirement from the Junkyard...while you simultaneously read these very words which are being written by him on a keyboard right now.
  • Contributor Oliver Luddy announced his debut at the Junkyard by checking out the various iterations of steering wheel peripherals with which Dreamcast users can control onscreen vehicles. Some are good, others are not so good. But how will you know which is which without checking out Oliver's Dreamcast Steering Wheels - An Overview?
Credit: The Sega Guru
  • Dreamcast indie royalty and wombat appreciator Ian Micheal fully inserted himself into something commonly known as 'Christmas spirit' by releasing his latest creation - a compendium of Christmas-themed games for the Dreamcast. Featuring rom hacks and ports of games from a multitude of genres, the Dreamcast Christmas Collection is also notable for featuring covers of various festive songs which are sung by Ian himself. Ian, your talents are clearly wasted on indie dev.
  • The DreamPod crew asked our listeners to share their favourite Christmas Dreamcast memories from years gone by, and boy did they not disappoint. In this festive roundup which served as a companion piece to DreamPod episode 125 for RadioSEGA's WinterFest, Lozz packages them all up for your reading pleasure, while nursing a hangover inevitably brought on by enjoying too many Creamcast ales.
  • Bet you didn't know Radirgy/Radilgy received a spinoff on the Nintendo 3DS. Well, it did, and in his deep dive, Lewis discovers that not all is rosy in this particular entry's cel-shaded garden. To be fair, the clue is in the title of the feature: Radirgy De Gojaru! - Radirgy's Terrible 3DS Spinoff.
  • It's been a good few years at this point since Retro-Bit teased their wireless Dreamcast controllers. While wireless controllers for the Dreamcast have been available for quite some time thanks to the work of Chris Diaoglou, the Retro-Bit ones are officially sanctioned by Sega and were spotted "in the wild" a few months ago in 2023.
  • Fresh from his recent foray into the world of Dreamcast soccer management blockbuster Giant Killers, Kev decided it was high time to turn his attention to American sports games. More specifically, the unusual Japanese releases of NFL 2K1 and NBA 2K1. What makes these two titles so notable? Well, it's the fact that they received special “bible” editions. Want to know what any of that means? Then check out Kev's feature on the Sega Sports 2K1 Bible Editions. Note: God and/or Jesus are not involved. Sorry.
  • Sticking with Kev for a moment, he also investigated the experience of playing a range of games with the Dreamcast Arcade Stick (see what I did there?), but the twist here is that they aren't games that any normal person would actually want to play with an Arcade Stick, but which are fully compatible. The things we do in the name of science, eh? You can read about Kev's highly empirical findings in his feature here.
  • Last but by no means least, and after a whole year, many hours of work and hundreds of contributions, The Dreamcast Junkyard's refreshed Top 200 Dreamcast Games 2023 was finally unveiled to coincide with the 25th anniversary of the system. This really was a Herculean effort from all of those involved, and the final list throws up some very interesting placings in the definitive ranking as voted for by you - the loyal readers of t'Junkyard.

English Translations

This year saw even more Japan-only titles translated into English by the dedicated Dreamcast fan translation community. There are many talented people involved in this niche within a niche (with a special nod to the likes of Derek "God" Pascarella, VincentNL, SharkSnack, Rolly, RafaMGam, TheKitchenSunk, Harpu, Ozidual, DocHikari, dukeblooders, Marshal Wong, Duralumin, James Tocchio/GGDreamcast, Yuvi, Cargodin, rio de popmocco and TapamN, to name but a few).

Some of the most notable titles to receive an English language translation were covered by Lewis here at The Dreamcast Junkyard, with one of them even being worked on by him (Nakoruru). Check 'em out:


Interviews and Podcasts

  • Daytona USA 2001 was brought back online in 2023, restoring much of the original multiplayer experience that was enjoyed by Dreamcast owners in Japan and the USA back in the day. The bulk of the work to bring the game back online was completed by developer ioncannon, and Lozz was on hand to get all the details on this excellent resurrection project.
  • On episode 126 of our podcast DreamPod, Lewis and Kev welcomed Nick Thorpe, Retro Gamer Magazine Features Editor. The conversation covered a wide range of topics, including how Nick's career in games media started and progressed, some contentious entries in the 2023 Top 200, Nick's memories of the Dreamcast launch and favourite games, and how he would get hooked on playing the Dreamcast demo pod in order to get his Sonic Adventure fix, much to the frustration of the other kids.
  • Seasoned games journalist Chris Scullion joined Kev and Mike for episode 121 of the DreamPod, during which Chris detailed the process of writing his latest book The Dreamcast Encylopedia, his memories of the Dreamcast, and some of his favourite titles. Mike mentioned that he is also writing a book. Andrew wrote a book once, too. Not sure if he's ever mentioned that.
  • Episode 120 of the DreamPod saw Andrew and Lewis welcome YouTuber Dreamcast Enjoyer (aka Dominic) to the podcast, during which they spoke about a range of topics, from the Dreamcast's “cosiest” games to Dominic's foray into the world of YouTube.
  • Regular hosts Lozz and James welcomed guests Harvey (aka Pizza Hotline) and Holsten to episode 118 of the DreamPod to discuss the burgeoning online gaming scene, which has had something of a resurgence on the Dreamcast thanks to DreamPi. If you ever wondered how to go about getting your Dreamcast online, and which online games are worth your time, then this is the episode for you!
  • Harlequest developer Ross Kilgariff joined Lewis and Lozz on episode 115 of the DreamPod, during which the jolly trio discussed all things indie dev, Kickstarter and of course Harlequest - a brand new 3D platformer heading to Dreamcast in the not too distant future.
  • Of course, you can find all of the other episodes of The Dreamcast Junkyard DreamPod on all of your favourite podcatchers, so be sure to give us a review and a rating if you can be bothered. We'll love you forever if you do. It doesn't even have to be positive. I left a one star review myself on all the ones I'm on, for example. Can't stand the sound of my own voice.

Community Collaborations

  • Mike and Lewis were special guests on episode 377 of the excellent podcast The Retro Hour, chatting all things Dreamcast and Dreamcast Junkyard. Turns out the episode Mike and Lewis appeared on was one of The Retro Hour's most popular episodes of the year...who'd have thunk it?
  • We also appeared as guests once again on RadioSEGA's WinterFest 2023, sharing fuzzy memories of Dreamcast Christmases past for the 125th episode of the DreamPod, joined this time by none other than Patrick Traynor of Sega Saturn, SHIRO! fame. WinterFest is an institution within the Sega community at this point, so as ever we thank the team at RadioSEGA for having us.
  • Lewis was invited to appear on episode 201 of The SEGA Lounge podcast by venerable host David "KC" Luis, where he spoke about his own personal history with the Dreamcast and gave a little glimpse at what goes on behind the scenes at the Junkyard (hint: it's organised chaos).


What's next?

I'm pretty confident that the Dreamcast scene will continue to go from strength to strength in 2024, and no doubt the fine team manning The Dreamcast Junkyard will be on hand to offer a familiar torrent of news, features, reviews, previews, podcasts and interviews. If you haven't already, please go and give The 'Yard a follow on Twitter, or join our lovely Discord community so you don't miss anything.

I'll return at the same time next year to post my annual round-up of other people's hard work; but until then, I wish you all a very happy 2024 and give you my thanks - as ever - for continuing to support the Dreamcast, the Dreamcast community at large, all the indie devs doing amazing stuff, and of course this very blog. Ciao for now!

DCJY welcomes Nick Thorpe

In episode 126 of our podcast, the DreamPod, Kev and I welcome Nick Thorpe - the features editor for the excellent Retro Gamer magazine - to chat all about his career and the brand new issue 254, a Dreamcast special of the mag that releases today on the 21st of December. 

We also dig deep into Nick's long-time passion for the Dreamcast, touch on his meetings with the likes of Yu Suzuki, Yuji Naka and Kenji Kanno, and also take a trip down memory lane as Nick recalls his earlier days of writing for his own Dreamcast fan site!

It was an absolute pleasure to talk to Nick, and his burning passion for the Dreamcast is clear. I for one am very excited to get my hands on the latest issue of Retro Gamer!

Retro Gamer magazine issue 254 is available to purchase from a wide selection of brick-and-mortar stores that sell magazines in the UK and other countries, but is also available to purchase online as a single issue from Magazines Direct.

You can listen to this episode of the DreamPod and all of our previous episodes on Buzzsprout, along with all great podcatchers.

Title Defense: The True Story of Why it Never Came to Dreamcast

Some time after the publication of our article on the lost boxing sim "Title Defense" last year, I was contacted by friend of the Junkyard and all-round Dreamcast super-sleuth PC Wizard. Intrigued by the promise of Title Defense after reading that very article, PC Wizard tracked down a member of the development team (who shall remain anonymous, as we weren't totally sure if any of this was still under some arcane NDA) and made them talk. No doubt with a lamp in their face, CIA style. That’s how I like to imagine how things went down, anyway. 

In reality, PC Wizard sent a polite email asking what our source remembered about Title Defense, and to our pleasant surprise, they actually replied and explained to us what the deal was with that particular pugilism sim, Climax Studios, some of the other canned Dreamcast projects, and why we never saw Title Defense on our Dreamcasts - or any other contemporary platform, for that matter. With all that out of the way, over to our informant...
How mysterious...
"OK, so the first thing to do is to frame this appropriately. At the time, Climax was a work-for-hire developer, which meant most of our work was either porting (often PC to console conversions such as Warcraft II, Diablo, Populous: The Beginning, Sim Theme Park/Theme Park World, etc.) or pitching for projects that publishers were looking for developers to do on their behalf. In addition to this we had our own original concepts that we would pitch to publishers and see if they were prepared to fund. 

So, on to Title Defense. I think the tl;dr on this - and which will probably be most disappointing to know - is that Title Defense as an actual game never really existed. From memory it was a fairly non-interactive PC tech demo to show physics-based dynamic mesh deformation - in this case the changing muscle shape of the boxers as they threw and received punches. 

Once we saw it internally, we decided that it could be the basis of a boxing game and came up with a high-concept design document. We then put out a press release to say that we had started development, naming every high-end system we could think of (including Dreamcast, naturally), as a way of gauging publisher interest and hoping to encourage a few of them to come to talk to us about the game and hopefully sign it. 

We’d just signed a PR agency to represent us to the press so a lot of it was their work, and to be fair to them, they did get us a lot of press! Also, given the interest in Dreamcast at the time, anything that mentioned it as a potential platform was guaranteed to generate hype.
I didn’t have much to do with the concept design of Title Defense as I had doubts about the viability of the project. At the time sports games really needed official licenses to work and Electronic Arts had all of the boxing licenses sewn up with their Knockout Kings series; a lot of the work was done by our Development Director - it really became his 'baby' from an internal championing point of view. 

I think I just gave some feedback, edited and generally knocked it into shape so we could give it to interested publishers. Beyond that we pushed the project to the press and potential publishing partners and the larger management team put detailed business proposals together. 

We did have some discussions with a few publishers and some of them came to see the demo, but in the end none of the discussions got very far. As I suspected, a game like Title Defense really did need official licenses to make much sense. We sent a few proposals out to Acclaim and possibly a few others, but certainly conversations never really advanced beyond that, so eventually the project was shelved as we moved on to other things. So yeah, not much of a story from a Dreamcast point of view but at least now you know why it never saw the light of day!
If memory serves, pretty much all of the titles in the DC-UK feature you showed existed in some form or another, either as paper design docs or demos, or were actual in-development titles on other platforms that either publishers requested or that we were trying to convince them to make. Stunt Driver was a playable PC demo that we pitched as a Dreamcast (plus other ‘next-gen’ platforms) title that came to be responsible for the formation of Climax Brighton, which was then sold to Disney and turned into Black Rock Studios - home of Split/Second.
Of the other titles in that article, Austin Powers Mojo Rally was a project we'd been asked to pitch to Rockstar who had the Austin Powers license at the time - I kid you not! Roswell Conspiracies was an in-development title on the Nintendo 64 for Red Storm based on an animation series, and I think Red Lemon Studios (who were involved in the cancelled Dreamcast shooter Take the Bullet) were doing a game for the Sony PlayStation that may have seen the light of day. Anyway, they asked us to pitch an enhanced Dreamcast port and shortly after cancelled the N64 game. As I recall through the mists of time, there were quite a few Dreamcast titles that we were asked to pitch for - we had very early access to Dreamcast dev-kits that nothing really happened on, mainly as the Dreamcast failed to take off in the way that everyone hoped - oh, what might have been!
I heard much later through the grapevine that was because someone at SEGA Europe thought we were related to the Japanese company Climax Entertainment (known for LandStalker, Time Stalkers and some of the Shining games), and so we were delivered kits in the first wave by mistake!"

***
 

So there we are - straight from the horse’s mouth (well... keyboard)! Title Defense was never really anything more than a glorified tech demo. And it's somehow linked to Rockstar so maybe also Grand Theft Auto. Yeah, I'm really reaching here. Anyway...mystery solved!

Huge thanks to both PC Wizard and our source for helping us shine a light on some of these forgotten Climax Studios games that never were. Maybe somewhere out there in the wilderness, playable builds of Austin Powers Mojo Rally and Roswell Conspiracies are waiting to be unearthed like priceless relics from some forgotten era. The truth, as they say, is out there. Cue X-Files music...

DCJY welcomes Chris Scullion

In episode 121 of our podcast, the DreamPod, Kev and Mike welcome the one and only Chris Scullion! 

I'm sure many people are well aware of who Chris is, but if you aren't, he is a long-time video games journalist who was most notably the longest-running staff member at Official Nintendo Magazine UK, but has also written for many other UK gaming magazines such as Official Xbox Magazine, Official PlayStation Magazine, and Retro Gamer, along with a plethora of other online gaming media. 

On this DreamPod episode, we talk to Chris all about his brand new book “The Dreamcast Encyclopedia”, the latest in his series of books that review every game on specific systems. We chat to Chris about the writing process for the book, the games that stood out, and more!

The Dreamcast Encylopedia is available to purchase now from Pen and Sword books. The book will see a general release in North America by the end of the year, but can already be pre-ordered from sites like Amazon. We will be sure to review it on the blog when we get our copy!

You can listen to this episode of the DreamPod and all of our previous episodes on Buzzsprout, along with all great podcatchers. A big thank you to Chris for coming on the DreamPod.

DCJY welcomes Dreamcast Enjoyer

Here at The Dreamcast Junkyard we love to champion creators in the scene who continue to keep the dream alive, so for episode 120 of our podcast, the DreamPod, we are joined by Dreamcast Enjoyer!

For the last year, Dreamcast Enjoyer (aka Dominic) has been creating excellent, upbeat YouTube videos about Dreamcast games and games from other systems, with a particular focus on nostalgia and good vibes, as well as an appreciation for creativity and potential in even the jankiest titles. His videos are super positive and relaxing, so if you weren't aware of Dreamcast Enjoyer before, we recommend you go subscribe to his channel!

In the episode, myself (Lewis) and Andrew chat to Dominic about his Dreamcast origin story, his time on YouTube so far, his love for Blue Stinger, obscure Japanese exclusives, and more, in this hour long episode.

You can listen to this episode of the DreamPod and all of our previous episodes on Buzzsprout, along with all great podcatchers. Huge thanks to Dominic for joining us on this episode, we had a great chat!

P.S. Dreamcast Enjoyer revealed to us on the episode that he has The Dreamcast Junkyard as his internet browser home page, so Dom, I hope this post was a nice surprise!

Daytona USA is Playable Online on the Dreamcast for the First Time in 21 Years

Daytona USA artwork by Sega

To say that online multiplayer was a central pillar of the Dreamcast brand would be an understatement. From day one it was touted as a standout feature, placed front and centre of most of the big marketing campaigns, and generally bigged-up by Sega executives at any opportunity that arose, from press interviews to industry events.

After a bit of a delay and some teething issues following the console's launch, an impressive online architecture was erected and over 80 games were released with an online multiplayer mode between 1999 and 2002. While hundreds of thousands had the fortune to experience the joys of playing their little white box online during this period, online multiplayer facilities did not send the Dreamcast into the stratospheric heights hoped for by Sega, and the official online lifespan of some games was as gut-wrenchingly brief as that of the commercial days of the console itself.

Artwork of Fred Durst accompanies a headline which reads: "Dreamcast with Bizkits and Gravy... SegaNet Says: This Bizkit Ain't Limp! SegaNet takes its show on the road with the band
No doubt Sega had to spend a pretty penny to gain celebrity endorsements like this one...

Daytona USA 2001, the go-to title for unabashed all-out arcade-racing on the Dreamcast, is a prime example. Released to largely positive reviews (90% in Paragon's Dreamcast Magazine) between December 2000 and May 2001 across different regions, the official server reportedly ceased to function before the end of 2002. I haven't been able to source a firm verification of precisely when the server closed, but by most accounts it was only operational for 18 months at most. Mercifully though, for those of us who are hooked on the delights that online multiplayer on the Dreamcast can bring, I am delighted to report that we are now achingly close to being able to play this particular title online once more.

That's right readers. Believe your eyes and ears. In the near future, Daytona USA 2001 is due to be playable online on the Dreamcast for the first time in 21 years, thanks to the bright mind and unswerving commitment of ioncannon, who has been working on the revival of its online mode for the last six months.

The game is set to join the ranks of 25 other Dreamcast games which have had their online modes already revived and are playable online via unofficial servers. The key details regarding Daytona and some insights from ioncannon, who kindly took the time to answer our questions, can be found below.

Update (14/07/2023): Daytona USA is back online! Check out PC Wizard's post on the Dreamcast Live blog to find out more.

DAY-TON-AHHHHHHH! What you need to know about playing it online

The PAL version shown here won't be of much use to those eager to play online...

  • There is no precise date set for the completion of this online multiplayer revival project (it is a voluntary initiative after all), but progress has been good and appears to be reaching the final stages. Successful games have been played between emulators and tinkerings are currently under way to get it fully working on real hardware.
  • We'll be sure to post an update as soon as the new server is publicly available and ready to play on. For now, those interested can follow ioncannon's thread on Dreamcast-Talk.
  • Daytona's online mode was axed from the PAL release at the last minute (in similarly enraging fashion to the PAL releases of Outtrigger and Unreal Tournament), therefore you will need an NTSC-U (North American) or NTSC-J (Japanese) edition of the game to play online.
  • The game will not need to be patched to be played online. You will be able to play with your regular retail releases, whether those be legitimate GD-ROMs or "backups" that are played from an optical disc emulator such as the GDEMU.
  • The revived online mode will feature nearly everything that the original online mode did: up to 4 players per race, with plenty of tracks and cars to choose from. The only feature that has yet to be figured out is the ranking system.
  • The game is not compatible with the Dreamcast's Broadband Adapter, so to play online you will need to connect via your regular Dreamcast modem and a 'DreamPi' (a Raspberry Pi configured to enable your Dreamcast to play online) with an updated DreamPi image installed (something which is being worked on at present).
  • Getting your Dreamcast online may seem daunting at first, but is actually a relatively easy task, even for those whose technical chops are lacking (like me!). Step-by-step guidance is available on the Dreamcast Live website, and the friendly folks over at the Dreamcast-Talk forums and the DCJY Discord Server are typically happy to help those who need a helping hand.
  • Scheduling and joining online sessions of Dreamcast games is easier than ever before. The Sega Online discord group host Dreamcast games several times a week suited to different timezones, Dreamcast Live maintain a regular schedule and welcome engagement via their TeamSpeak channel, and you can also find opponents the old-school way via the Dreamcast-Talk forums.

The Revival of Daytona's Online Multiplayer Mode: Insights from ioncannon

Testing the server connection using the Dreamcast emulator Flycast. Image courtesy of ioncannon.
Here in the Dreamcast scene we are blessed to have a talented pool of people, including ioncannon, who have committed their skills and knowledge to reviving the Dreamcast's online functions. We asked ioncannon to spill the beans on the journey he has taken with Daytona thus far and he kindly obliged...

Hands on with C-Smash VRS

You may recall a recent post here at the Junkyard in which I was somewhat apathetic towards Cosmic Smash, the painfully stylish retro-futuristic squash-cum-Breakout NAOMI port that graced the Dreamcast during its final days as a living, breathing platform. The point of that post wasn't to bash Cosmic Smash though; it was to point out that a reimagining of Sega Rosso's quirky, super-niche bat-and-ball 'em up was being worked on for the impending Sony PlayStation VR2. Since then I have been lucky enough to be invited to sample this title - C-Smash VRS - for myself. 

While my lukewarm opinion of the inspiration for C-Smash VRS hasn't really changed (indeed even contemporary reviews - of which there are precious few - weren't overly gushing), I would now like to explain why this pseudo sequel to Cosmic Smash is probably about as close to a next-gen Dreamcast game as we're likely to see for some time.

The fridge had backup.

In order to sample C-Smash VRS, I travelled to the fair city of London and to a rather nice venue called Icetank in the trendy Covent Garden district. In retrospect, the venue couldn't have been more appropriate, with its minimalist whitewashed rooms and open spaces plastered with the familiar lurid orange concentric 'C' motif. 

If a venue was ever going to be perfect for showing off a game like C-Smash VRS, Icetank is surely it. Well, unless there's a retro-futuristic space station available for hire somewhere. The open plan nature of the venue lent itself well the multiple PS VR2 systems set up; I can only imagine the carnage which could have ensued if there had been tables full of drinks and food dotted about the place as idiots like me jumped and waved their arms and hands around while wearing a VR headset. 

Her Converse are better than mine.

Fittingly, an original Cosmic Smash arcade cabinet was positioned out of harm's way in a corner - a cabinet I naturally had to play on and which belongs to C-Smash VRS game director Jörg Tittel. I understand this particular cabinet was originally housed at Sega World in London's long lost Trocadero entertainment centre, and the story goes that if you listen closely to the speaker grill at night you can still hear the frantic pulse rifle fire and screams of the colonial marines from Alien War, trapped forever like tormented, ethereal echos of the past. Actually, I just made that up. Hudson, run a bypass. What? Where am I?

A Cosmic Smash arcade cabinet sat quietly in the corner, minding its own business...
So I played on it. Note my inferior Converse.

Props must go the PR agency 4media group for their running of the C-Smash VRS preview event, and also to Lost in Cult for their production of the rather nice Cosmic Smash themed press kits that were handed to attendees. Full disclosure here though - I was invited to the event by my Dreamcast Junkyard colleague Andrew Dickinson, who also heads up the gaming periodical [Lock-On]...which is produced by Lost in Cult. So yeah, now that little disclaimer is out of the way, let's get down to business: C-Smash VRS is a fucking disaster of a game. What were they thinking?! Of course, I jest.

I can't believe Edge is £6.50 now. It was 75p last time I bought it. Inflation in action, folks.

No, from the small snippet I played of RapidEyeMovers and Wolf & Wood's reimagining of Toshiaki Miida et al's original vision, I can honestly say I was left thoroughly impressed by the experience. This is in no small part due to the fact that the Sony PlayStation VR2 is undoubtedly one of the most impressive pieces of consumer hardware I've ever had the pleasure of sampling; but then that's probably to be expected considering the price of the thing. I've already moaned about that though, so I'll spare you the sob story again here.

Why won't they...play with me?

As this was a preview event, only two modes (three if you count the two player versus mode) were available from the C-Smash VRS main menu - a tutorial and a practice mode. Both in theory make sense in the modern era, especially since VR controls do take a bit of getting used to if you're unfamiliar with how they generally work. After a fairly intuitive calibration (where you're invited to reach out and grasp a small cuboid doodad), you get into the game.