Showing posts sorted by relevance for query dreamcastnoid. Sort by date Show all posts
Showing posts sorted by relevance for query dreamcastnoid. Sort by date Show all posts

Arkanoid Clone Dreamcastnoid Available Now!

It's 2017 and what better way to usher in the new year than with a brand new Dreamcast home-brew game? Dreamcastnoid: 128 Bit Wars is an entry to the DCJAM game jam we reported on last year, and comes from indie developer Alfonso Martinez. Alfonso is also working a visual novel style game known as Project Bennu at the moment, but he's obviously a pretty talented chap and took some time out over the recent festive period to knock together Dreamcastnoid.
As the name suggests, Dreamcastnoid is a stylised take on the old classic block-breaker Arkanoid but this version sees you take control of a rampant VMU whose sole purpose is to destroy PlayStation 2 consoles, controllers, boxes and...erm...wads of cash. It's a pretty fun little game and exactly the type of entry the DCJAM was intended for. There's a video below showing Dreamcastnoid in action, and you can download the game yourself here.


It comes as an mdf file which can be easily burnt to CD-R and played on a Dreamcast with Alcohol 120%, or alternatively you can chuck it at an emulator and play Dreamcastnoid that way. I spoke to Alfonso and he also told me there are some pretty cool cheats tucked away in Dreamcastnoid...but I'm not giving them away just yet! You can find more information about Dreamcastnoid over at Segasaturno. Enjoy!

Dreamcastnoid Gets Mini CD Retail Release

Back in 2016, DCJAM invited homebrew coders to let their imaginations run wild and create a host of new and original games for the Dreamcast. One of these was Dreamcastnoid: 128 Bit Wars from Alfonso Martinez (aka Ryo Suzuki). The game is a humorous homage to Arkanoid, with players controlling a VMU and smashing PlayStation 2 consoles with a ball, and we took a closer look at the downloadable version when it was released for public consumption.
The artwork is great
Mr Yukawa's been hitting the gym, evidently...
Fast forward to the present day, and Dreamcastnoid: 128 Bit Wars has been updated with new graphics, cool artwork, some new music and is now destined to be given a physical release. The most interesting thing about this new release is that it will come on a mini CD, and represents the first time a Dreamcast game has been released in this format (the oddly shaped music CD that comes with some versions of Guilty Gear X doesn't count!).
Segata Sanshiro makes an appearance too
A massive coin...or a tiny disc?
Dreamcastnoid: 128 Bit Wars will be available to purchase at RetroBarcelona in limited quantities for €15 and will hopefully be available to purchase online in the coming weeks. More info as we get it.

For more details (in Spanish), head over to SegaSaturno here.

The Dreamcast Games Of 2017

2017 has been something of a bumper year for Dreamcast releases, what with JoshProd, Orion, Retroguru, Alice Dreams and Senile Team all putting out new software on the system. The range and diversity of these titles has been pretty incredible too - especially when you consider that the Dreamcast was officially disowned by Sega well over a decade ago. 2018 promises even more new additions to the ever-growing library, with Intrepid Izzy, Xenocider, Saber Rider, SLaVE and a bunch of other games we have been sworn to secrecy over all due to hit our favourite little white box.
As we near the year's end, I thought it would be fun to have a little look back over the games that were released for the Dreamcast throughout 2017, and give a bit of kudos to those developers and publishers who continue to support the console with new software. The vast majority of the titles that have come to the Dreamcast in a physical case during 2017 have invariably come with high quality bespoke artwork, authentic packaging and - in some cases - unique extras or inventive aesthetic design. And while it's easy to look at some of the releases and pour scorn on them for being fairly basic in terms of visuals or gameplay, the majority of them have been crafted as labours of love, and not with financial gain in mind. For that, all of the creators should be applauded.
It's worth noting that this list only includes games that have been released for the first time this year, so even though games like Ghost Blade, Alice's Mom's Rescue and Sturmwind were given re-releases, they don't count (although I'll make a note of them at the foot of this article). Furthermore, 2017 marks the first time since Karous in 2007 that official third party support has been bequeathed to the Dreamcast, as even though they were published by JoshProd, Visco's games do qualify as official releases owing to the fact that Visco is listed as a third party T-code publisher (thanks to Scott Marley for that nugget of information). Anyway, let's get down to business and look at - in no particular order - the Dreamcast releases of 2017. Man, it still feels weird typing that sentence...

DreamPod - Episode 45

[iTunes][Stitcher][Buzzsprout][UK Podcast Directory][YouTube]

Music in this episode is from Gunlord and Wind & Water Puzzle Battles. You can find information about the Akura VGA to HDMI converter here, Matterrun is here, Dreamcastnoid is here. Information about the Postal story can be found here and the Worms World Party story is here. You can find out more on the Sturmwind reprint here. If you like what you hear, please consider leaving a review on iTunes and if you would like to support the DreamPod on Patreon you can find us here.

Please feel free to join our Facebook group, like the Facebook page or follow us on Twitter. Lastly, and most importantly - keep dreaming, and be excellent to one another.

The Complete Guide to Commercially Released Dreamcast Indie Games

The fact that we're still blathering on about the Dreamcast some 20 odd years after the console's demise is testament to two things - the fact that we're sad little people still holding on to a mere glimmer of nostalgia about our youth as we rapidly approach middle age, and also the fact that the community will just not let this console die. We obviously don't talk about the first of those points much (we don't want to remind ourselves that we're becoming less and less culturally literate with every rotation of this damn rock around the sun), but we do talk about how "alive" the system is all the time. Probably too much, to be honest, as many people like to put the Dreamcast firmly in the "past" folder in their brain, preferring to remember what it was like when it was new and current. This is completely understandable, to view the console solely through a sense of nostalgia especially now that we have so many ways of experiencing the console's library which don't rely on having shelves full of games (or spindles full of CD-Rs). We're in that stage of the console's post-life cycle that has many people who left their video gaming behind when they were young dipping into the console once more, stirring up their memories of happier times, and no doubt probably quite confused as to why some of us never left the machine in the past and have continued to be fascinated by Sega's last great home endeavour to this very day.

Whilst the nostalgia is to be expected, it is the vitality of the current Dreamcast scene which keeps us writing about it. In between the tired posts of social media influencers asking people if they remember Sonic Adventure or Crazy Taxi, there has been an incredibly active scene covering every element of the Dreamcast for years. We have new hardware and controllers, games with online modes re-activated, more translations of Japanese games than I can actually keep track of, books, magazines, an entire series of arcade titles ported to the console, and a strong homebrew community that is creating some astonishing things. And it's that last point that allows me to pivot, finally, towards the point of this article. Alongside homebrew ports of classic titles (as I write this, the recent demo of the Metal Gear Solid 2 port is literally mind blowing) and fun little projects, we've now had 20 years of "proper" retail-released indie titles for the Dreamcast. My aim here is to document all of these in one article. I do love a long article...

I love Dreamcast indie titles. While they are not officially licensed by Sega, there is something very special about receiving a physical version of a game to be played on a console a quarter of a century old. The quality of the Dreamcast indie scene varies, which is to be expected, but even when a game is a bit crappy, I still have a certain sense of respect that it has been released on the console at all. Of course, I am a big weirdo, and will pick up anything you slap a "Dreamcast" label on, but for those who want to be a bit more selective with their hard-earned cash when expanding their Dreamcast library, a subjective view is always useful. In this article I hope to do just that - as well as take a look back at the various versions of the games that were released, where you can pick them up today, and any other interesting things that I can cram in before losing all excitement about writing this already massive article. This will also be constantly updated (hello, future people!) with my views on any new indie release, which will hopefully allow it to be a one-stop-shop for anyone interested in the broad DC indie scene - this will of course sit alongside our regular indie reviews from the entire DCJY team (I can also recommend Laurence's superb roundup of the indie scene in this article, if you want a slightly different perspective). It's also worth checking out our directory of indie developers and publishers, where you'll find direct links to all those involved in the indie scene.

Now, I need to add some context and "rules" here. The scope of this article will not include every single homebrew port or project - the first rule of the article is that it had to have been released physically and could be purchased by anyone. Of course, you can pick up a copy of any of the homebrew ports with nice printed inlays on Etsy - so that's when the second rule comes in: the physical release must have been officially sanctioned by the developer or rights holder. Finally, only full releases will count - so no demos, hacks or mods will be included, although total conversion mods that became standalone games in their own right do count. For the context of this article, only the games that meet the criteria I've just established will be called "indie releases". Will I probably end up breaking these rules to include something that I probably shouldn't? You betcha. Welcome to the wonderful world of "Mike doesn't stick to his own rules". 

Enough of my nonsense (well, enough of this opening bit of nonsense, there's a lot more nonsense that lies ahead, I'm afraid!)  - on with the article!

Preview: Non Casual Encounter - Prologue

Non Casual Encounter (or, if you prefer, Encuentro No Casual in its native Spanish) is a brand new visual novel for Dreamcast. Developed by SEGASaturno Productions, the game is set for a full physical release in 2022; and we have been given an exclusive preview of the game's 'Prologue' chapter, hence the title Non Casual Encounter - Prologue. Confused yet? I know I am...and I'm the one typing these words.

If the name SEGASaturno Productions seems familiar, it's because this is the same indie studio that brought us the quirky Dreamcastnoid: 128 Bit Wars a few years back - you know, the Arkanoid clone where you had to smash PlayStation 2 consoles and which came on a miniature CD in a tiny case? Yep, that one. Non Casual Encounter is the follow up release from the veteran Spanish outfit - which incidentally is aligned with the popular Spanish language forum SEGASaturno - and the Prologue is a teaser for what is to come in the final game.

A couple of things to mention up top. First - this game represents *gasp!* the first time in my life I have ever played a visual novel, so I go into this blind. I know the Dreamcast has a glut of this type of game (check out DreamPod Episode 73: Visual Novels for a deep dive) but somehow I have simply never attempted to play one. Second - thanks go to Alfonso Martínez González from SEGASaturno Productions for deeming us worthy enough to test this sample of his new game. As he explains, the Prologue will be available as a physical release and will launch around Christmas 2021, with the full Non Casual Encounter releasing in 2022.

As this is a prologue to the final game, the main reason for its existence is to explain what players can expect in the full release of Non Casual Encounter, and honestly, it hits that target rather well. From the very start the sense of humour and self aware, fourth wall breaking dialogue is very well done, and even with the somewhat stilted English translation it is still easy to appreciate the tone. The game knows that it is a visual novel and pokes fun at the genre, inviting you in once instance for example, to ask a character about the lack of music. Complaining about this lack of ambience prompts the narrator to command the Dreamcast to start playing music from the game CD.

In another sequence a bizarre noise starts repeating and I wasn't sure if it was a glitch or something wrong with the game, until the character you're conversing with mentions the noise and explains how to make it stop. It's all very Eternal Darkness, and I really appreciate this type of humour. I don't want to give too much away as there really isn't a great deal of game here - it is after all a prologue - but what there is is certainly entertaining. True, there's not a lot of variety in the gameplay - simply reading the text, pressing A and occasionally choosing between different response options won't be everybody's cup of tea - but from what I have seen so far in this ~20 minute long prologue (with a few additional surprises for those who can unlock them) I am very much looking forward to what becomes of Non Casual Encounter's full fat release in 2022.

Non Casual Encounter - Prologue is likely to be released (physically, on a disc pesented in a cardboard sleeve) around Christmas 2021 for a budget price in order to whet peoples' appetite for the full game. We'll be keeping an eye on this cleverly written little adventure, and no doubt have a full review once it is released.

Keep an eye out on SEGASaturno for more information in the near future.

Update: the demo is now available and limited to 100 copies here.