Showing posts with label Kickstarter Update. Show all posts
Showing posts with label Kickstarter Update. Show all posts

Xeno Crisis for Dreamcast has gone gold!

Bitmap Bureau have announced via a Kickstarter update that the long-awaited Dreamcast version of their 16-bit styled, Alien-inspired shooter has finally gone gold! This means that the game has been finished and production is due to start imminently; and means it will undoubtedly join the line up of Dreamcast games heading our way in 2020. For the uninitiated, Xeno Crisis was a funded on Kickstarter back in 2018 and the Dreamcast version was added as a stretch goal alongside the standard Mega Drive, Switch, PS4 and Xbox releases; with a NEO-Geo port also on the way.
We've kept an eye on Xeno Crisis ever since it was announced, and several members of the team here at the Junkyard have played the game to death on other formats...but the wait for the Dreamcast version is almost finally over.

Mike Tucker of Bitmap Bureau says in his May 2020 update: 

"We’re sorry that this update has been delayed several times, but these updates often take a few days to put together and we thought we’d push on whilst the development of the Dreamcast version was going well, and the good news is that it has gone gold and has been sent for manufacturing! We’ve tested the gold build thoroughly on all of the Dreamcast variations we have, using a range of controllers and peripherals, and everything seems extremely solid - thanks in particular to Tom Charnock and Mike Phelan of The Dreamcast Junkyard for supplying us with various bits for testing."
- Mike Tucker, Bitmap Bureau

In the name of transparency, the various bits mentioned include an Ascii control pad and a Dreamcast Twin Stick controller, the latter of which can be seen in the video Mike posted on Kickstarter and YouTube:


Personally, I've only played the Switch version of Xeno Crisis so far, and it really is a corking retro style shooter. As alluded to earlier, it does lean heavily on the 'space marines kicking alien ass' tropes laid down in popular works of fiction we probably don't need to name check; and for that it should be applauded. It's a no-nonsense nostalgia trip, which takes you back to when games were hard as nails and there were no save points.
The premise is a simple one - enter the infested base, shoot alien scum in the head, rescue civilians and escape with your life. Power-ups and additional weapons can be collected along the way, and the stats of your chosen marine can be boosted between stages to help level the playing field when taking the fight to the xenomorph hoards and their huge end of level overlords. It's rollicking good fun and is tough as old boots...and that's part of the appeal.
The Dreamcast version in particular looks to make great use of the unique features of the system, with VMU screen logos (above), support for VGA monitors and the aforementioned Twin Stick and Ascii pad compatibility. It looks like we won't have long to wait until Xeno Crisis starts landing in GD-ROM trays around the world, and we'll be sure to give it a thorough play test here at the Junkyard when it hits.
Excited for another new Dreamcast title? Have you played Xeno Crisis on other formats? Let us know in the comments or on Twitter.

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Preview: Arcade Racing Legends

Announced back in June 2019 and successfully Kickstarted a month later in July, Arcade Racing Legends is a brand new Dreamcast title originally due for release at the end of 2019, but was subsequently delayed until later this year. My Dreamcast Junkyard colleague Mike Phelan wrote a great article documenting the initial project and what it’s all about, so rather than regurgitate that information I’ll direct you here if you want to know the background story for JoshProd and PixelHeart's Arcade Racing Legends.

It’s no secret that I’m a pretty big fan of the racing genre, and nostalgic arcade racers have always been high on my list, so naturally I was quick to back the project in the hope it would turn into a reality. As a backer, one of the most recent perks offered was a downloadable demo, so I grabbed it and thought it would be a great opportunity to let you all know how the game is shaping up.
Graphically, Arcade Racing Legends ticks all the boxes. No, it isn’t a “realistic” setting like you might find in something like Tokyo Highway Challenge but the game screams 90’s arcade racer at you, which is literally the whole point of this release. A bold colourful palette, plenty of variety from one course to the next (there are three available in the demo: Arctic, Desert and Forest), and a lovely garage menu system meant I was very pleased with what my eyeballs were treated to. It certainly looks like a game that could’ve been released back in the day, and a beautiful one at that.

Handling-wise, I was pleasantly surprised. It was my most feared element of Arcade Racing Legends even when I originally backed the project. After watching a few videos of early footage, the car handling looked a bit suspect, but after getting some hands-on time with the demo I was thankful that your car doesn’t constantly feel like you’re driving on ice. It’s still a bit floaty, sure, but the developers seem to have found a good balance here and kept it feeling arcadey without it being too ridiculous. It's actually really enjoyable to play and - for me at least - feels better to play than some original arcade racers.
Available to try in the demo are Career and Time Trial modes. I headed straight to start my Career mode and was presented with a day by day set of challenges as you advance towards turning yourself into a “professional arcade racer”. The challenges do a great job of easing you into the game step by step. On day one, for example, you just have to drive to the goal without any time pressures, just to get a feeling for the car. Day two sees you tackle a different circuit, this time against the clock, in a race to the finish. Day three puts you in the daunting position of not being allowed to use your brake pedal and yet still complete the course within a set time, and so on. It's a nice way of building things up and adding a bit of variety.
Three different cars are available in the demo, all of which have basic tuning options affecting their overall performance on the track. Followers of the Kickstarter will know there are going to be a whole load of different cars in the full release, many of which are based on vehicles from classic Sega arcade driving games like Sega Rally and Crazy Taxi, which is one of my most anticipated things about playing the full version.
The one thing I think really hurts Arcade Racing Legends, from both a gameplay and visual perspective, is that the circuits are all blocked off on both sides by continuous rows of sponsor boards. It very much lessens the experience quite a bit as you’re never in a position where you can run wide, and a mistake is rarely punished as you can just ride along the walls with very little slowdown. It all feels, and looks, just a bit bland and very lazy.
Original screenshots from the Kickstarter showed a few tracks where these sponsor boards did not appear right next to the asphalt or racing surface itself, so I really hope the full release has some wider play areas - I’d go so far as to say it’s the most important thing that PixelHeart need to address between now and the final release. The game won’t have much replayability if it remains as-is, simply because the challenge of learning the layouts of the circuits just isn’t there with the current setup.

Despite this, I’m still really looking forward to the release of Arcade Racing Legends and getting stuck into the Career mode proper when the game does finally get released. The demo did a great job of easing my concerns about the handling, and I just hope they take feedback onboard around those pesky track barriers. If they do, this could be a genuinely enjoyable game to play frequently on Dreamcast in 2020.

For those who missed the original Kickstarter campaign, pre-orders are now available here.

How about you, are you going to pick this up? Let us know in the comments below or on Twitter.

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Retro Fighters 'Next Gen Dreamcast Controller' Kickstarter Update

Image from the Retro Fighters Kickstarter update
Retro Fighters have just posted an update on their progress on the Next Gen Dreamcast Controller they are working on (via Kickstarter). While brief, the post does state the analogue stick 'feels great' and that there is a video of it in action is on the way, (we'll link to it once it's up).

In the questions section of the update, they confirm the pad will work with the microphone attachment, which added with the rumble and VMU support, makes the pad as fully featured as possible.

We are always fans of new work Dreamcast related, so I reached out to the Retro Fighters crew and they agreed to answer a few additional questions for us folk here at The Dreamcast Junkyard.

DCJY - Hi guys, thanks for taking the time to answer some questions for us, having previously worked on different systems, what made you choose the Dreamcast this time for your project?

Retro Fighters - We chose the Dreamcast because it holds a special place in our retro gaming collection. We at Retro Fighters are avid retro gamers and the Dreamcast has many gems in its library of games. Secondly, we saw that there wasn’t many companies making products for Dreamcast (especially controllers), we felt that there was a need for a new controller for the Dreamcast gaming community.

What has been the biggest challenge so far?

The biggest challenge with the Dreamcast controllers has been engineering the ergonomics while maintaining functionality. Everything from the controller shape and analog stick size was put into consideration to make sure we deliver nothing but the best playing experience for the Dreamcast. We started the initial ideas & designs for the Dreamcast controller about 2 years ago, so you can see that we are taking our time on getting everything right for you guys!

How have you found working with the Dreamcast community compared to the fan bases of the other products you have done so far?

Honestly we really haven’t noticed much of a difference between the two different communities. They both have a loyal following, we have gotten a lot of positive feedback, support and comments. We feel that the N64 community has been great with their response on the Brawler64. Both N64 and Dreamcast gamers have been very positive about what we are trying to do for the gaming community, we are trying to make fun and innovative products (that we also want to use) for all gamers.

What are the teams personal experiences with the Dreamcast?

One of the owners personal experience: “The very first game I played on Dreamcast was Sonic Adventure back in 99, the graphics and gameplay were impressive and fun, even the VMUs were innovative, being able to be used for other things besides saving files. Some favorite titles: Sonic Adventure, Power Stone, RE: Code Veronica, Shenmue, Soul Calibur, to name a few!” Another team member expresses her love for the Hello Kitty Edition and hopes that we might consider a future transparent pink color.
The Retro Fighters Brawler64 for Nintendo 64
A big thanks to the team at Retro Fighters for taking the time to answer these questions for us. If you are interested in checking out their previous work for the N64 and the PC and NES, then head over to their site here. Find the Kickstarter here.

If you own any of their products then let us know what you think in the comments, and also let us know your thoughts on their upcoming Dreamcast pad.

Dreamcast: Year One Smashes Kickstarter Target

Hello. It's me, Tom. Been a while hasn't it? Enough about me though (sort of) - there's a new book all about the Dreamcast coming very soon! Full disclosure: I was actually interviewed for this book, so I do have a special interest; however it's still nice to see yet another physical tome dedicated to Sega's final console assume a physical - albeit not yet final - form. Yes, Andrew Dickinson's Dreamcast: Year One recently hit its Kickstarter goal of £6,000 and will now join the recent, similarly Kickstarted PS Vita: Year One as part of 2 Old 4 Gaming's stable of niche publications.

As stated, I was interviewed for Dreamcast: Year One and Andrew sent me a list of probing questions about my affinity with the console, my favourite games, and where I think the future of the system and its faithful community lie. To be honest, most of the stuff I wax lyrical about can probably be found in the archives of this very blog, such has my life been completely ingrained and documented here over the past decade and a half. That said, it was an honour to take part, and due to the success of the Kickstarter, the book looks set to be sent out to backers in October 2019.

Naturally, it's not all about me (weak McFly reference - check), as several other much more important people are also interviewed, with editor of DC-UK magazine Caspar Field,  editor of Official UK Dreamcast Magazine Ed Lomas, and former SEGA America chief Bernie Stolar amongst that number. There are also a bunch of mini reviews and deep dives on certain Dreamcast games. As the name suggests, it will primarily focus on the first year of the Dreamcast's meagre lifespan, and have a very distinct UK flavour which will make this book pretty unique in comparison to the mainly Japan and US focused stuff we're used to. There's a glut of original artwork by artist Erik Pavik that accompanies the words too. Overall it looks to be a very nice addition to the 2 Old 4 Gaming library.

The previous release from 2 Old 4 Gaming was the aforementioned PS Vita: Year One, and again - full disclosure - I was a backer and recipient of that book. As something of a PS Vita fanboy, I was very impressed with the accuracy and quality of the information contained between the covers of that particular text, so I have high hopes for Dreamcast: Year One.
You can find out more about Andrew Dickinson's Dreamcast: Year One by visiting the Kickstarter page here, and the upcoming PS Vita: Year One and PS Vita: Year Two books from 2 Old 4 Gaming here.

It's worth noting that there is also the other Dreamcast Kickstarter book coming in 2019 from Darren Wall (you can read about that one here), but we think there's enough of a difference in approach to both of these projects that they can easily live side by side on anyone's bookshelf, coffee table or stall at an overpriced games convention.
Finally, some more full disclosure. You may have noted a recent drop off in terms of articles from myself here at The Dreamcast Junkyard. That's because I was totally fed up with the internet, gaming, the way everyone screams at each other on social media these days and, well, life in general. So I checked out of the internet and took a well-deserved hiatus.

I thoroughly enjoyed it, and continue to do so. To this end, I doubt very much that I'll be back to updating this place as regularly as I used to, but I'll be checking in with the odd update every now and then to help the other writers keep it all ticking over. I won't be going back on social media though. Oh no. That dumpster fire can burn itself to the ground, and through to the very core of the planet.

Sega Dreamcast: Collected Works Kickstarter Gets Impressive Update

We like cool stuff here at the Junkyard, and there's nothing cooler than a good book. Especially one that's all about the history of the Dreamcast. Darren Wall and Simon Parkin's Sega Dreamcast: Collected Works has been in production behind the scenes since it smashed its goal (by some margin) back in 2017, and the latest Kickstarter update reveals some fascinating new details about what will be contained betwixt those glossy, fresh-smelling pages.

The latest update for backers (of which I am one, obviously) goes into more detail about early concept images have been gleaned from Sega's archive, cleaned up and reproduced for print:

"Some of the most stunning material we received from SEGA during our research phase covered the design evolution of the Dreamcast console and controller. SEGA collaborated with Tokyo-based industrial design firm GK Dynamics (who primarily design motorbikes) to develop innovative form factors for the console. The resultant renderings from these early design stages range from the breathtaking to the outlandish to the surreal, and offer a fascinating glimpse into the ambitious thinking that was clearly in abundance at SEGA at the time.

"I was concerned however, that we might not be able to include them – the only images of this work that SEGA have in their archive are low res, compressed digital camera photos of the original artworks, not nearly fit for print. We attempted to track down the originals, but failed to locate them – my assumption is that, sadly, they has been destroyed or lost."
- Darren Wall, Editor

As well as this fascinating, unseen concept artwork the book promises oral history interviews with the likes of Yu Suzuki, Bernie Stolar and Hideki Naganuma among others; concept renders from various Sega games, and also lots of cool hardware photography of the usual standard that owners of Read Only Memory's previous books will appreciate.
I for one am really looking forward to getting my hands on Sega Dreamcast: Collected Works and it seems that the project is going from strength to strength. You can pre-order the book from ROM's website if you missed out on the original Kickstarter campaign.

Source: Sega Dreamcast: Collected Works on Kickstarter

Update: 40 Winks Dreamcast Stretch Goal Announced

Just a quick update to let you all know that the 40 Winks Kickstarter campaign has indeed announced a Dreamcast port stretch goal if funding exceeds US$200,000. *glares at every gumshoe reporter who contacted us on Twitter, Facebook, or just spitting-chip-at-me-on-the-street to insist I update my original rant* Happy now?
The appropriateness of a Dream-themed platformer on the Dreamcast has not escaped me.
Not much new to report other than that. I think most of my reservations still stand. Further comments on the campaign page indicate that a back-up of the source code for the PlayStation version might still be available, which would help aid as a guide for a native Dreamcast port. They seem to know what they are doing and what they are talking about, but I'm still uncertain about whether they are underestimating the task ahead of them, or whether I'm making a mountain out of a molehill.
In any case, 200k would burn a significant hole in anyone's pocket, so wages for some devs to have a crack at it would be covered for at least a little while. If it all goes pair-shaped, a Bleem! based wrap-around solution could also be drawn upon as Plan B, which would also be fine.

But the biggest hurdle is general apathy and overall Kickstarter burnout. It seems fairly premature to be courting the interest of the Dreamcast community at this stage. Other campaigns that have tried and failed at least had a demo running on real hardware as a proof of concept. Maybe if they can provide such a demo before the funding deadline, I'll change my tune, but with so many "fully-funded" Dreamcast games apparently stuck forever in development hell, we've been thrice bitten, frice shy.

~~~***~~~

P.S. If this gets close to $200k, I'll probably be a hypocrite and still back it. I never learn.

Xeno Crisis Dreamcast Port Confirmed, Twin Stick Support Considered

We recently reported on the addition of a Dreamcast stretch goal for upcoming Mega Drive shooter Xeno Crisis. It seems that the wave of Dreamcast love shows no sign of stopping though, with a veritable tsunami of support deluging The Bitmap Bureau's latest offering on Kickstarter. The £35,000 funding goal has now been exceeded and as such a Dreamcast port is guaranteed.
For those not familiar with Xeno Crisis, the game is a retro-inspired top down shooter that casts the player in the role of a hardened marine battling hoards of hostile aliens. What really appeals to me is the overtly Aliens feel to proceedings, with more than a few nods to HR Giger's aesthetic designs and the visual style and themes of James Cameron's 1986 movie sequel plain to see. And, as a massive fan of the first three films in the Aliens franchise (seriously, the rest of the franchise can go and die in a corner), this pleases me greatly. On top of these lovely, death soaked trappings, the promise of procedurally generated stages and some pretty intense firefights make Xeno Crisis a game I'm really looking forward to.
The only real concerns I have at this stage are just how well a twin stick style shooter will control with a Dreamcast pad, but I'm sure the lads and lasses at The Bitmap Bureau have all that figured out. If I could make one tiny suggestion though, it would be for Twin Stick (as in HKT-7500 Twin Stick) compatibility for the dreamcast version. Seriously, if the Bitmap Bureau guys are reading, hit me up - you can borrow mine for the purpose of testing!
Other new features added to the game include a two player co-op mode, and the the option to back Xeno Crisis for just £15 and receive a downloadable version of the game that can be burnt to a CD in the comfort of your own home. This is quite an interesting way of doing things and something we've previously discussed here at the Junkyard. Without the mass infrastructure of an online store for the Dreamcast, game producers offering downloadable disc images looks like a decent alternative, albeit one that brings its own set of issues surrounding file sharing and the like.
Either way, I'm pretty excited about Xeno Crisis and this news just adds another reason to be cheerful as a Dreamcast fan in the modern era. Intrepid Izzy is coming soon, as is Xenocider and others. Now we can add Xeno Crisis to the list.
Have you backed Xeno Crisis? Excited as I am for this release? Let us know in the comments or join the conversation in our Facebook group or on Twitter. You can find the Kickstarter campaign here.

Update:
Following a brief conversation with The Bitmap Bureau, it looks as though our offer of supplying a Twin Stick has been graciously accepted, and the team will investigate if Twin Stick support is viable for Xeno Crisis. If this comes off, then Xeno Crisis would be only the second Dreamcast game that 'officially' supports the Twin Stick, after Virtual On. The power of social media, eh?!

Xeno Crisis Kickstarter Adds Dreamcast Stretch Goal

Xeno Crisis from Bitmap Bureau is a top down shooter planned for the Sega Mega Drive, and while we were aware of this intriguing campaign we didn't cover it as...well, it's a Mega Drive game. That looks like it's about to change though, as Xeno Crisis recently smashed through its Kickstarter goal of £20,000 and has had a Dreamcast port and a two-player mode added as stretch goals. Naturally, with this news we have backed the game (a standalone pledge of £30 secures a Dreamcast copy in NTSC-J style case), and hopefully the £35,000 total for this will be met.
"Xeno Crisis is a new, original title for the Sega Mega Drive / Genesis which will be released both as a physical cartridge and also as a downloadable ROM. At its core, it's an arena shooter that takes inspiration from the likes of Smash TV, Contra, Mercs, Granada, Alien Syndrome, Zombies Ate My Neighbours, Chaos Engine, and Shock Troopers.

"A Dreamcast version of Xeno Crisis is something we discussed some time ago, and given both the phenomenal reception of the Kickstarter campaign and feedback from the community, we felt like now was the time to commit to it!

"We’ve added a new pledge for those of you who just want the Dreamcast version. Backers of the physical editions of Xeno Crisis will be able to add £20 to their pledge to receive the Dreamcast version."
- Bitmap Bureau on Kickstarter


So, does the addition of a Dreamcast stretch goal interest you? Or are you totally burned out on Dreamcast Kickstarters by this point? Let us know in the comments, in our Facebook group or on Twitter. Oh, and you can find Xeno Crisis on Kickstarter here.

Thanks to @Gawny7789 of NPodcastSystem for the heads up on this.

Intrepid Izzy Reaches Kickstarter Funding Goal

It looks like there'll be at least one new game coming to the Dreamcast in 2018, as Senile Team's Intrepid Izzy hit its €35,000 Kickstarter funding goal with mere hours to go. The impressive 2D platformer is also due to come to both PS4 and PC, and will feature Metroid style gameplay and a central character who can acquire different abilities depending on the costume being worn.
Senile Team recently released a playable demo of Intrepid Izzy for Dreamcast, and you can grab the burnable file here. You can also check out our preview article here. I spoke to lead designer Roel van Mastbergen about the project and how running a Kickstarter project affected his nerves:

"It wasn't easy, that's for sure! Managing the Intrepid Izzy campaign was the first thing I did in the morning and the last thing before I went to sleep, with few breaks in between. And with the funding advancing only very slowly most of the time, staying motivated was a real challenge as well. But we made it in the end, so we are all feeling very thankful, excited to complete the game and hopeful to make it exceed everyone's expectations."
- Roel van Mastbergen, Senile Team

Having played the demo, and looking at Senile Team's previous output on the Dreamcast (Rush Rush Rally Racing and Beats of Rage) we're pretty confident that Intrepid Izzy will be yet another highly polished indie title for the system.
I was also lucky enough to take part in episode 115 of the SEGA Nerds podcast, the SEGA Nerdcast in which Roel was also a guest, and he spoke openly about the Kickstarter and the influences other games have had on the development of Intrepid Izzy. Check it out here.

Did you back Intrepid Izzy? Are you excited for the future of the Dreamcast? Let us know in the comments, on Twitter or in our Facebook group.

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Preview: Intrepid Izzy

Recently we reported on the new Kickstarter campaign from Senile Team, the same studio behind one of the Dreamcast's greatest indie titles - Rush Rush Rally Racing. The new project, Intrepid Izzy is a side scrolling platformer featuring the eponymous heroine Izzy, and tasks the player with battling through a number of worlds, destroying enemies and collecting power ups. Pretty standard fayre for a side-scrolling platformer, I'm sure you'll agree.
Where Intrepid Izzy differs though, is that as well as being a platformer, the game introduces mechanics more commonly found in fighting games, and as such Izzy has a decent array of offensive moves at her disposal, as well as various specials that are activated using combinations of the D-pad and attack buttons. On top of this, different costumes available to Izzy grant her a range of abilities and moves with which to hand out ass whuppings on a case by case basis.

How do I know all this? Well, because I've been lucky enough to have played a demo version supplied by Senile Team. The screens dotted around this post - and the video below - are from an early demo and go to show just how good the game looks and plays, even at this early stage. Running on an actual Dreamcast (no emulators were used in the production of this article!), it's fair to say that Intrepid Izzy looks and sounds pretty damn incredible.


The animation of the main Izzy sprite alone puts many indie games developed for current gen systems to shame, while the general bright and well-drawn backgrounds, enemy sprites and incidental environmental details are simply gorgeous. But the beauty isn't just skin deep with Intrepid Izzy. The various NPCs you encounter have some pretty funny things to say, the levels have branching paths, the music is delightfully hummable and the controls are totally on point and perfectly responsive - something that is imperative for a game of this style.
The game, as stated, is still in the very early stages of development and the Kickstarter campaign is still ongoing (full disclosure - I've already backed it and so have several other members of the DCJY team), but even at this early stage it looks like Senile Team have another winner on their hands.

Hopefully, the Kickstarter will reach its modest €35,000 target and the game will get a full physical release, and judging from what I've played so far it would be criminal if Intrepid Izzy didn't get the backing it so clearly deserves.
Check out the Intrepid Izzy official website here, Pcwzrd's longer playthrough of the demo version here, and find the Intrepid Izzy Kickstarter page here.

Saber Rider and the Star Sheriffs Playable Demo Available Now

Work on the Kickstarter-funded 2D side-scroller Saber Rider and the Star Sheriffs has been trundling on behind the scenes, and the latest update gives us a glimpse at how the game is shaping up. Based on a fairly obscure animated series of the same name, Saber Rider is planned for several platforms including the Dreamcast and now there's a playable demo available. Head over to the Kickstarter page here and grab the files, or alternatively click here to get the Dreamcast image and burn it to a CD to play in your console.
This demo represents the first mission of the game and let you try the Hero Mode. The mission in this demo has some changes, so that the game's story won't be spoiled. The first mission in general is based upon the two Saber Rider series episodes 'Wild Horses Couldn't Drag Me Away' and 'Little Pardner.' In the final version, this level will have a few more story driven events and a different end boss. The current boss in the demo will later be a mini boss.
- Saber Rider Kickstarter Update 40

In light of this new demo, we reached out to lead developer Chris Straß for further info on the progress the game is making and he told us:

"The development of our game is challenging but we've made very good progress. I am very happy with the results and also with the great feedback so far. A big thank you goes to my small but fine team - without them it would not be possible. There is still a lot of work ahead but I am looking forward to a great game!"
- Chris Straß

So what do you think of the demo, or Saber Rider in general? Let us know in the comments or join the discussion in our Facebook group. You can also follow the game's development in the Saber Rider Facebook group here.

Alice Dreams Tournament Shipping Very Soon!

It seems like a lifetime ago that many of us put our money down for a copy of Bomberman homage Alice Dreams Tournament, but it appears that we won't have to wait much longer to finally get the opportunity to play it. For those not up to speed, Alice Dreams Tournament is a modern take on the Bomberman style multiplayer battle game, with players moving around various stages, trying to eliminate each other with bombs. After a successful Kickstarter campaign, the developers have been hard at work tweaking and finalising the code and have done plenty of promotion by allowing the public to test the game at a multitude of gaming events across Europe.

The Alice Dreams Tournament team (made up of duo Julien Desquenne and Nicolas Pochet) were in attendance at the RGC - Retrogaming Connexion 2017 event in Meaux, France this past weekend and posted some very interesting pictures on their Facebook page.
On top of this, a Kickstarter update posted on 16th February pretty much confirmed that the PAL, NTSC-U and NTSC-J packaged copies of Alice Dreams Tournament have been delivered and are ready to be shipped to backers:

"A quick news to share our joy with you - we received the games! All versions are here, except the PAL collector's edition where we still lack the front and back covers (they are in production).
As we will be at RGC this Saturday 18th and Sunday 19th February 2017 in Meaux, we will take some photos and share them with you! If you are near Meaux, you can pick up your game and we will gladly dedicate it to you if you wish!"
- Alice Dreams Tournament Kickstarter (paraphrased)

It's really cool to know that we're so close to finally getting our hands on this brilliant looking brand new Dreamcast game; and test audiences at the various gaming events it has been demonstrated at seem to have given nothing but positive feedback. Naturally, we don't know the exact date for shipping, but we'd wager it can't be very long now - a couple of weeks, max? Once it arrives, expect a full review here at The Dreamcast Junkyard.
Were you at the event in Meaux? Did you pick a copy of Alice Dreams Tournament up? If so, tell us what you think of it in the comments or over in our Facebook group!

PS - this isn't the announcement we've been teasing about on social media. For that huge news, you'll have to wait a few more days...

In the Line of Fire Kickstarter Cancelled

In the Line of Fire was possibly the most ambitious Kickstarter we've yet seen for the Dreamcast, with a bespoke 3D engine designed from the ground up for Sega's hardware. Not only this, it wasn't a stretch goal for an existing project. A full-on 3D shooter with tactical gameplay elements and multiplayer options specifically created for the Dreamcast. We covered it several times here at the Junkyard, from the first teaser shots to the Kickstarter launch, and we got to preview an early build, and it looked like such a promising game. Sadly, the project didn't get the backing it deserved on Kickstarter and the team appear to have cancelled the game. An update from Wilson Guerrero of Militia Studios was posted on the project page which reads:

"Hello everyone, first I want to thank you all, you are one amazing and generous group of people. 
Sadly I'm quitting the team right now and the sound designer is gone too so basically there is no team now. Best regards."
- Wilson Guerrero, Militia Studios

It's a real shame because In the Line of Fire represented - to me at least - a move away from the myriad 2D shooters and platformers that have come to the Dreamcast. It represented something of a turning point for crowd-funded games and maybe a glimmer that there was a bright future for Dreamcast indie development - even more so when you consider Militia was looking to release the engine to other developers. The level of detail in the enemy character models, and environment in the stage I got to sample was almost on a par with commercially-related software.
However, the failure of something as impressive as In the Line of Fire to gain backing will no doubt make other potential developers question if the Dreamcast is a financially viable platform to put their games out on. Last year the impressive looking Xenocider from Retro Sumus also failed to hit its target, although that game was was resurrected through pre-orders. There are still plenty of games coming - at least at the time of writing - for the Dreamcast, but that In the Line of Fire was so criminally ignored could potentially have repercussions for future development on the system.

Escape 2042: The Truth Defenders Hits Kickstarter

Here we go. Another independent game for the Dreamcast has hit Kickstarter, this time coming from veteran Dreamcast developer Orion. Orion last graced the Dreamcast with Zia and the Goddesses of Magic in 2016 and that game was a highly competent take on the 16-bit RPG genre.
Escape 2042 looks like an interesting mix of platforming, strategy and puzzle gameplay, and takes a lot of inspiration from Amiga puzzlers from the early 1990s as far as I can tell - stuff like Flashback and Impossible Mission. To be totally honest, I think the Kickstarter trailer looks awesome and the game is planned for the Dreamcast, Gameboy, PC Engine and Megadrive (among others).

"This game is a fast-paced 2D platformer with two mini-games included. The main game features security cameras to avoid, firing enemies, grenades to collect, computer 'hacking' to open doors or disable laser protection fields, and level card based locked door in the first prison levels. If you copy and paste this from The Dreamcast Junkyard you won't even notice this sentence. The game will take place in three different environments (prison, forest and desert) interspersed with two minigames including a reversed shoot 'em up and an original abseiling game."
- Escape 2042 Kickstarter

Escape 2042 appears to feature several different types of gameplay scenario with platforming, puzzling and even shmup style levels included. Here's the awesome launch trailer:


The game has a funding goal of €25,000 and looks pretty impressive from the video. Don't forget that In the Line of Fire is still looking for funding, but what do you think? Is there scope for another Dreamcast Kickstarter or will the entire scene collapse under it's own bloated, underfunded weight?

You decide.

Check out Orion's website here, and our interview with the man himself here. You can also join the discussion at our Facebook group here.

Dreamcast Exclusive Shooter In The Line Of Fire Hits Kickstarter

A few months ago we shared some brand new images of Militia Studios' awesome Dreamcast exclusive tactical first person shooter In the Line of Fire. We were given access to an early build of the first mission, in which a lone police officer must try to prevent bank robbers from escaping with and contents of the vault, pursuing them through the offices and eventually onto the roof of the bank. It wasn't perfect and it needed work, but as an early demonstration of what Militia Studios were trying to achieve, it was nothing short of breathtaking. With graphics comparable to those seen in officially released games like Headhunter, we knew In the Line of Fire was going to be special. Now we all get the opportunity to make this a reality.
In the Line of Fire has finally hit Kickstarter with a full campaign that details all of the features the team at Militia want to include. A lengthy single player mode, squad-based tactical gameplay elements where you control a team of up to four AI teammates, split screen and online multiplayer modes. Additional third person camera modes allow you to 'tag' enemies and then pop out from behind cover to take shots at them, and the final game promises other features such as hacking CCTV controls and being able to issue on the fly commands to your team...the list goes on.
At this point, I know what you're thinking. Not another Dreamcast Kickstarter?! Wait. This is different. It's different because In the Line of Fire is literally built from the ground up as a Dreamcast game. It is not a stretch goal. It started life a Dreamcast game, and will only ever be a Dreamcast game. And for that reason we cannot champion this project enough.