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

Shenmue Bomber Jackets Now Available

Veteran games merchandise store Insert Coin has launched a new Shenmue-related product, and fans of Ryo Hazuki's adventures are likely to be lapping it up in droves. If you've already used your eyes to look at the images below, you'll no doubt be able to tell that it's a bomber jacket fashioned after the attire sported by Ryo as he traverses the back streets of Dobuita and Hong Kong in Yu Suzuki's as-yet-unfinished magnum opus.
In this day and age it's all too easy to just froth about anything Dreamcast related, but I'm going to give my honest opinion here: I think this jacket looks bloody awful.

It appears to be made of bargain-basement nylon and while the patches on the chest and arm are embroidered, the one on the back is screen printed. I suppose this is to be expected of a jacket that costs £60, but that doesn't explain why the colours are way off the mark. Yes, Ryo's jacket was leather in the game and leather replicas do exist...but this is just a cynical example of big businesses churning out shite to fleece (heh!) fans of a franchise. Again, I've got nothing against Insert Coin - they do some really top quality stuff and I own several t-shirts by them. But this Shenmue jacket is an affront to the Hazuki family name. Interestingly, Insert Coin did have a slightly more accurate Ryo Hazuki jacket for sale in the past (check it out here), but even that still looked a bit on the cheap side.

Check out the Shenmue bomber jacket here. If you must.

New Sega & Dreamcast Themed Clothing Lines From Insert Coin


Insert Coin have just unveiled their latest line of games related apparel, and Sega fans will no doubt be pretty excited to see that a few different well-known Dreamcast games are represented, as well as the iconic Dreamcast swirl itself (although only in PAL blue).
Crazy Taxi, Jet Set Radio and Space Channel 5 are all reflected in the officially licensed designs, along with some others from the Mega Drive era and the famous swirl. The t-shirts and hoodies are available to pre-order now, and prices start at £22. No word on when they'll be shipping just yet, but they look pretty decent, don't you think?

Find out more at Insert Coin here. Will you be purchasing any of these? Let us know in the comments.

Insert Coin launches new Shenmue range

It may be the 20th year since the Dreamcast launch. However 2018 is proving to be one of the most bountiful years for merchandise and Dreamcast related gear. The launch of the official Sega shop in Europe bought with it a host of DC related goodies, and this has now been complimented with an additional collection from UK designers Insert Coin.

No strangers to either Sega or Shenmue wear itself, having previously released Shenmue branded t-shirts and coats in the past. The new range comprises a Ryo inspired Leather coat, as well as a themed hooded zip up coat, before finally being rounded out by a classic looking white Tee emblazoned with the Shenmue tiger on the back. The coats both look perfect for avenging your fathers murder in, keeping warm in the British drizzle or for just generally showing your nerdy Sega fanboyism as you strut about your retro gaming life, no doubt filming yourself reacting to all and sundry.

Check out the images below and let us know what you think in the comments. And check out the range on Insert Coin here, as well as their other Dreamcast range that Tom previously spotlighted here.











Turning Japanese (And Possibly American)

My very first experience with a Dreamcast came in early 1999 when a friend who was earning suspiciously large amounts of money for doing a menial warehouse job decided he wanted a new games console. Tired of playing Buck Bumble and Rush 2 on N64 in his cramped bedroom, we took a trip to an import store in nearby Manchester's Chinatown district where my friend handed over several hundred pounds for a Japanese Dreamcast and a few games. The games were Virtua Fighter 3tb, Dynamite Deka 2 and Shutokou Battle - a game we had no idea was a racing title because there were no screens on the back of the case and no English text at all (time must have muddied my memory - all three apparently have screens). Since then, I have played (and obviously own) all three of those games in their PAL guises: Virtua Fighter 3tb, Dynamite Cop and Tokyo Highway Challenge...but you no doubt already guessed the English title of the first game mentioned there.

It was really cool getting to play on my friend's DC back before the PAL release, and even cooler because everything was covered in Japanese text and we really had no idea what we were doing in most of the menu screens. It was literally a case of 'push A until the game starts.' One other cool thing was the Project Berkeley video that came on one of the GDs, but I forget which one it was - possibly Virtua Fighter 3...but I digress. As a side note, it turned out that my friend had been fiddling the till at the warehouse/timber yard he worked at and that's how he'd been able to afford the Dreamcast in the first place. He was eventually rumbled and the police were involved...but that's a different story.

Celebrating 25 Years of the Dreamcast and the Kaiju Monster it Rode in on

Well, shit. It’s been 25 years…or 300 months…or over 13 million minutes. That’s how long it’s been since Godzilla Generations was unleashed in Japan.

And the Dreamcast, too, for that matter.

In our house, it's always November 27th, 1998.

I was a tween when I first learned of Sega’s swansong console. Undeterred by President Shoichiro Irimajiri’s creepy disembodied head at the initial Dreamcast reveal, it was ultimately Sonic Adventure which ignited my hype for the platform and all the ambitious and imaginative experiences that would come to define it.

(From EGM #112 November 1998)
Don’t tell tween me that middle-aged me kept this tattered mag. He’d think it was weird and sad and he’d probably be right.

But the blue ‘hog was just the tip of the spear. With unprecedented visual and aural fidelity, groundbreaking online capabilities, intuitive hardware architecture, and a supplemental operating system, the Dreamcast fancied itself as both a developer-friendly haven and bleeding-edge forerunner of gaming’s future.

(Preserved by Unseen64.net)

Elsewhere on the software front, Virtua Fighter 3tb, Get Bass/Sega Bass Fishing, and Sega Rally 2 signaled a renewed commitment to Sega’s iconic arcade experiences at home. Blue Stinger, Pen Pen TriIcelon, and Climax Landers (eventually released as Time Stalkers in the West) flaunted their vibrancy and helped crystallize the Dreamcast’s aesthetic. AM2’s Shenmue – known as 'Project Berkley' at the time – promised to help reimagine how players might inhabit dense and bustling virtual spaces. Meanwhile, the presence of Biohazard: Code Veronica and D2 hinted at resurgent third party support from large and small game makers alike. And Godzilla Generations…was also there.

Although most of Sega’s in-house projects had yet to be unveiled in depth, they’d go on to spark a creative and innovative renaissance that continues to endear the Dreamcast to us a full 2.5 percent of a millennium later.

(From EGM's 1999 Video Game Buyer's Guide)
Some of the other games I was looking forward to.

In the meantime, Sega faced hurricane-force headwinds as it prepared to get the thing off the ground. The community has expressed no shortage of anecdotes for all the challenges stacked against the company at the time. Among them, people often blame the following:

  • Sega’s dwindling financial resources (i.e. capitalism*);
  • A merciless competitive landscape amid Sega’s diminished command of industry trends (also capitalism*);
  • The upcoming launch of the PlayStation 2 (capitalism strikes again!*);
  • Intracompany divisions over the direction and priorities for the Dreamcast across regions;
  • Sega's squandered goodwill with publishers, manufacturing partners, retailers, and consumers through several generations of missteps;
  • Minimal time to prepare for the Japanese launch, yielding a meager day one lineup and delays for several would-be launch window titles;
  • Shifting tides in consumer sentiment (sometimes people just like other things, you know?)
  • Sega being Sega;
  • Obama.

* I mean, maybe Sega just sucked at capitalism and that's totally OK. Would we really love the Dreamcast as much today if it had been managed by a more fiscally responsible and risk-averse company?

To me, Sega’s biggest challenges of the era were inseparable from its identity. The company’s deep-rooted stubbornness and rebelliousness – while enabling its uncompromising creativity and ambition – led it to hang its fortunes on innovations the public was not yet ready to embrace (e.g. online console gaming). At the same time, Sega continued to cling to established conventions which had fueled its past success and legacy but were falling swiftly out of vogue, globally (e.g. its arcade-centric ethos). In straddling the future and past, Sega found itself awkwardly out of step with gaming's present.  Sega was a perpetual pioneer yet it struggled to meet people where they were, or adapt enough to counter its competitors’ most basic strategies to woo them. Sadly — insomuch as we can feel sad for a for-profit corporation — the world was growing ambivalent to Sega’s presence and there wasn’t much anyone could do about it.

(From the What's Shenmue? Dreamcast demo)

In many ways, the Dreamcast’s Japanese launch reflected the history of this turmoil. And charmingly, Sega owned it. The company responded by promoting the platform in perhaps the most human way imaginable. Senior Managing Director Hidekazu Yukawa (R.I.P.) became the literal face of the Dreamcast to the point his image was emblazoned on a later edition of the console’s retail box. People knew him as Mr. Sega.

Sega’s Japanese Dreamcast advertising campaign was unconventionally humble and earnest, a likely reflection of Yukawa-san himself. Abandoning the brutish bluster of Segata Sanshiro’s salesmanship, Yukawa wore a friendlier face and carried a more genuine demeanor. Acknowledging the dire situation Sega found itself in, he made a gentler appeal to players. He was simply grateful for the chance they may invite the Dreamcast into their homes.

(via Advermax on Youtube) 
Yukawa-san was just doing his best.

The Yukawa TV ads rolled with the punches with humility if not grace. In an early spot, demon children haunted Yukawa’s nightmares, exclaiming they didn’t need Sega just before a rift opened and swallowed him into an abyss. And when production challenges hobbled Sega’s ability to produce enough Dreamcasts to meet retail targets, Yukawa-san dedicated an ad to apologizing for the stock shortages while fans pelted him with trash (gamers, amirite?). Meanwhile, his wife wondered when he’d be done with making all these stupid commercials. It was a pitiful ad campaign in that Yukawa-san and Sega actively solicited our pity.

So yeah. Sega was having a rough time even without a new generation of competition looming in the next millennium. As such, the company aimed to seize as much of a head start as possible, hastening the Dreamcast to the Japanese market just to get it out into the world. No doubt Sega of Japan needed to start generating revenue and building a user base sooner rather than later. So as a byproduct of that, there was little time to develop games ahead of the Japanese launch. In fact, the Dreamcast rolled out with four whole titles on day one.

The Dreamcast lobster

I recently revisited those Japanese launch games, so I'll ramble about them next...

Review: Andro Dunos

I did consider labelling this post as a 'retrospective' as opposed to a 'review,' and that's because Andro Dunos is not a new game for the Dreamcast. It's not a new game, period. Indeed, this latest release physical for the venerable old console represents something of an enigma in that it's an officially sanctioned release of a game that was previously released a long time ago in an unofficial guise. Are you confused yet? I know I am. But allow me to attempt to unpack this little conundrum.

See, Andro Dunos is a Visco developed side (and occasionally vertical) scrolling shooter that was originally released for the Neo-Geo AES and MVS platforms back in 1992, and which was subsequently made available for the Dreamcast using the Neo4All emulator in the mid 2000s. Indeed, you may have even seen (or possibly own) a copy of the lesser-spotted physical release of Andro Dunos that was previously available, which was essentially a printed CD-R containing Neo4All and an Andro Dunos rom file, presented in a rather nice folded cardboard sleeve. There was a similar Neo Drift Out release too, if memory serves (found them!)...but I digress.

As far as I can tell, this latest iteration of Andro Dunos for Dreamcast is almost identical to the aforementioned (it even displays the Neo4All icon on the VMU screen), albeit with a few subtle differences; the main one being that this is an officially sanctioned physical release with full license from Visco Games and limited to just 2000 copies, all of which come with a rather nice certificate of authenticity and a choice of PAL or NTSC jewel cases, professionally printed manual and case inlays, and the same type of top quality printed CD that you would expect from veteran Dreamcast publishers JoshProd and PixelHeart.

Just taking a moment to appreciate the physical presentation of Andro Dunos (I went for the PAL cased version as the NTSC flavours are not yet - at the time of writing - available), it's really quite hard to fault the level of care that has gone into the package. As mentioned above, you get a nice (if slightly threadbare) instruction manual, some excellent original box art, a little holographic sticker on the back of the box denoting which of the 2000 numbered copies you have acquired (mine is 0332 - what's yours?), and then there's a signed cardboard insert vouching for the authenticity of the copy in your possession. It's a nice touch, I must admit.

But what of the game Andro Dunos itself? Well, it's a pretty bare bones affair in all truth. Set against the backdrop of an alien invasion of Earth, players are thrust into the cockpit of the Yellow Cherry fighter ship and tasked with battling through 8 levels of increasingly more difficult enemies, many of whom seemingly only exist to waft onto the screen, fire a shot and then either exit or propel themselves at your ship, kamikaze style. Naturally, you are armed with a complement of weapons systems which are actually quite similar to those seen in Sturmwind, and these are used to blast your way through the unending swarms of baddies and the numerous multi-staged end of level bosses.

I never played the original Andro Dunos back in 1992, simply because I didn't own a Neo-Geo. I did have a school friend who professed to own one of SNK's mythical systems, but when I went to his house to see/play on it, he claimed his mother had thrown it in the bin because - and I quote - "she didn't know what it was." Because that's something that happens in reality, Chris. You know who you are. 

The upshot of these blatant school boy lies, is that the Dreamcast release of Andro Dunos is my first real experience playing it, and when compared to the other shooters available on the platform, it leaves me a little cold.

The Dreamcast Legacy - BlazBlue: Cross Tag Battle

In a new series of articles (perhaps only a short-lived series, as I only have this and one other lined up), we will be exploring modern games that owe a debt to the blazing trails left by the games and developers of the bygone Dreamcast era. In this issue, we will be looking at the upcoming Arc System Works title BlazBlue: Cross Tag Battle, a new 2 vs. 2 tag-team fighting game coming soon to PS4, Switch, and Steam. Apart from the obvious correlations with similar Dreamcast heavyweight titles such as Marvel vs. Capcom 2 and the Capcom vs. SNK series, this new crossover beat-'em up shares a little more Dreamcast heritage than you may initially realise.


Dreamcast Remake?

You know Tectoy? It's the Brazilian toy company that sometimes makes Sega stuff.

They has something interesting on their website.

http://www.tectoy.com.br/

Basically it's a sort of poll that asks which console people would want them to remake. Oh course they are not saying that they *are* going to remake the console that is chosen but...


(I miss Photoshop)
Here are the stats:

Game Gear (5.3%)
Dreamcast (91.0%)
Pense Bem (3.7%)

I think this is VERY interesting. Normally Tectoy seems to like to shrink consoles down and put a ton of games on them via flash memory. Could they do something like this for the Dreamcast??? Is it technically possible? Of course I suppose it could be. Is it financially viable to do this? That I am not sure of...

Still we can all dream. It would be nice if they could somehow remake the Dreamcast. However, is there really any point? How can you really improve on the Dreamcast? I suppose if they do something radical like wireless controllers or a built in screen or pre-load it with rare games...

In any case keep an eye out.

Pulled from DC Emu UK:
http://dreamcast.dcemu.co.uk/tectoy-dreamcast-possible-111395.html


Original article Insert Credit:
http://www.insertcredit.com/archives/002325.html

The Dreamcast Suitcase

Thanks to a tweet by fellow Dreamcast site Dreamcast Gaga, we have been alerted to the existence of a previously unknown item of DC memorabilia. Now, we've all seen the Insert Coin shoulder bag, and the Kawaii back-pack styled in the form of a Dreamcast controller...but what about a wheeled suitcase modelled after our favourite system? It looks like it's only available to Japanese Dreamcast nuts for now, and can be purchased from the Ebten Sega Store website, but I absolutely guaran-damn-tee you would be the coolest person in the terminal if you rocked through Heathrow pulling this bad boy...

Edit: it has been brought to my attention that the case was only availible for 1 day back in March 2013...so unless you have access to a DeLorean with an aftermarket Flux Capacitor fitted, you'll just have to make do with drooling at these images!

A Quick Look At The Dreamcast Twin Stick Controller

The Dreamcast's peripheral lineup offers plenty of oddities for the discerning collector to pore over. From the karaoke unit and maracas, to the fishing rod and the Dreameye there's something for everyone. One peripheral we've never really looked at in any real depth here at the Junkyard is the Dreamcast Twin Stick, an odd looking beast of a controller that always peaks the curiosity of the public whenever we wheel it out at live events and expos. The Twin Stick was never released outside of its native Japan, although that doesn't stop it being compatible with both NTSC-U and PAL Dreamcast systems, but the incredibly small library of games that officially make use of it renders the Twin Stick something of a luxury.
Twinned with the relative high price these controllers command in the current climate, the Twin Stick is a device that still enjoys something of an enigmatic air. Like the Arcade Stick controller, the Twin Stick is one of those peripherals that greatly enhances the experience of playing games that make use of it, but outside that small selection is pretty redundant simply because of its fairly unorthodox design. Let's take a more detailed look at the hardware itself, and some of the games that make use of the Twin Stick before investigating whether or not this is something you should consider adding to your collection...

A Quick Look at Dolphin Blue

Just like our previous article exploring the history of the Sega Driving Simulator, this began as a sub-section of the upcoming part 4 in our 'Expanding the Dreamcast Collection' series regarding the next in the line of arcade systems to share similar hardware to the Dreamcast; the Atomiswave system. People often ask me…wait - who am kidding…let me start again. In my imagination, people often ask me to name the 'exclusive killer app' for each of the systems in the Dreamcast family and I usually struggle, but with Atomiswave, an answer is easy to produce; not only is this the best Atomiswave game, but this could well very be the single best exclusive across the entire Dreamcast family of arcade hardware. Read on to find out more.

I’m a big fan of Metal Slug but like many of you out there, I found the series got a wee bit stale after the third game. Not to say that subsequent games were bad or anything, just that…well, I couldn’t shake the feeling of déjà vu, and have always preferred the purity of the original game without all the zombies, mummies, aliens and transformation nonsense. Dolphin Blue fills the void left in the wake of the Metal Slug series’ change in direction, and then some.
Even before merging with Sega, Sammy had a close relationship with Sega.
Atomiswave and the Guilty Gear series are heavily associated with both companies. 
The game was one of the last Sammy developed before the merger with Sega in 2004. Despite this, it feels incredibly Sega-like for lack of a better term; blue skies, upbeat catchy tunes, cute spunky characters with plenty of 'tude and even an appearance from Sega’s very own Ecco the Dolphin…Ok, well that last part I may have just pulled out of my arse, but many of the gameplay mechanics do revolve around a certain bad ass cetacean chum.

12 great punk albums featuring songs from Dreamcast games


There are many reasons to love the Dreamcast. We assume you agree with us, as you're currently reading a blog entitled the 'Dreamcast Junkyard'. Arcade perfect gameplay? Check. State of the art graphics (for it's time)? Check. The last great 'hurrah' of the Sega of old? Possibly controversial, but check. Some of the best music ever committed to a video game library? Oh, you're damn right.

Whether it's the funky beats of Jet Set Radio, orchestral magnificence of Shenmue or Skies of Arcadia, eclectic soundtrack of MSR or the pure joy of the Marvel vs Capcom 2 character select screen...well maybe not the last one.. the musical magnificence of the Dreamcast can not be overlooked.

With that, we also had a fairly large number of games featuring licensed soundtracks. Ever since the compact disc became the games medium of choice in the 90's, games have not been shy about popping on some killer tunes to please their consumers. The Playstation was the epitome of this new gaming frontier, as a Sony product was always likely to be, and the merging of games with music was an integral part of the cultural impact the console had on a whole generation.

Thing is, whilst many of my fellow Junkyard writers were probably spending that period in their lives chilling out to the latest trance hit, or techno rave masterpiece (or whatever it's called, it's not my area of knowledge!), I was happily indulging in my own musical journey - one that very much consisted of a bunch of sweaty gigs, slam dancing lunatics and a healthy disliking of authority. Punk. A misunderstood genre, if ever there was one, was in many ways my first love, and it is a love that is well catered for on that little Sega made mistress of my dreams. Whether it's a nod back to the spit covered, pogoing era of the 70's, the DIY led revolution of the 80's or the ska and skate infused 90's revival, there's plenty for the discerning punk fan to enjoy whilst indulging in some Dreamcast gaming.

But I'm not just going to list a top ten of DC punk songs. Anyone who has read anything else I've ever written for the Junkyard knows that ain't my style. Being a punk fan that just about remembers a time before streaming services were king, it's always been about the mighty album for me. Punk albums are wondrous, beautiful things - full of unheard delights, musical experimentation and just plain weirdness, far beyond the narrow view that some have of punk rock. They're often overlooked, criminally so, dismissed as having just one or two good songs - but nothing could be further from the truth. And I think it's time to start setting the record straight.

So come join me as I take a look at a dozen great examples of punk albums, all of which feature songs from Dreamcast games.
Bad Religion - No Control (1989) 
(featuring 'You' from Tony Hawk's Pro Skater 2)

Bad Religion, more so than probably any other band, were responsible for helping shape the sound that punk became in the early 90's. Whilst they were part of the early LA hardcore scene (the fantastic 'How Could Hell Be Any Worse?' standing right up there with the best of that cities output), they didn't truly come into their own until they ended the 80's with a trio of masterpiece albums, 'Suffer' came first, 'Against the Grain' rounded them off, and this, 1989's 'No Control' is slap bang in the middle. It builds on what came before, 'Suffer' being the template of what the band's sound would become, but everything is that touch quicker, that touch harder, and that tad better sounding (although 'Suffer' remains one of my all time favourite albums). Greg Gaffin's lyrics are always a level above the often simple anti-authority
diatribes, and on this he effortlessly melds philosophy, politics and the human condition, all laid on top of a melodic, fast southern Californian hardcore punk sound. Bands like the Descendents, Adolescents and D.I. had done similar things before, but it was Bad Religion who perfected this sound. Songs from this album still make appearances in the bands live sets, and there's a very good reason for that. No Control is one of the very best US punk albums ever recorded.

'You' featured in Tony Hawks Pro Skater 2, and is a favourite amongst many, it's upbeat, high speed skate punk sound perfectly fitting the game.

Stand out songs:
- Big Bang
- I Want to Conquer the World
- Henchman

You can listen to 'No Control' on Spotify here.

The Final Indignity

When Sega released the Dreamcast on November 27, 1998, they kick-started the 128-bit generation, or what would now be known as the 6th Generation of gaming consoles. After years of working on a 'Saturn 2' to beef up the 3D capabilities of their flagship device in response to Sony's all conquering (but ageing) PlayStation, they were primed and ready to go to contrarily sweep away their recent history of failure to reclaim the lost throne in the West and also to build upon their newly found and long sought after success in the East. 

It seemed like a good idea to get in early; to build up a good quality software library over the coming year to potentially have the edge over what would turn out to be a lacklustre collection of launch games for their sword of Damocles weilding rival lurking just beyond the horizon. However, despite tempting the masses with a veritable smorgasbord of very tasty gaming treats, they underestimated the patience (and brand loyalty stubbornness) of the average consumer, who were prepared to wait for the privilege of buying a "free" DVD player with their “emotion engines.” 
Aw, what the hell, I don't got that long a lifespan anyway...
To add insult to injury, there were further unintended consequences from getting things off to an early start. The decision to use standard Compact Disc jewel cases for Dreamcast games in Japan and the US was simple, elegant, sensible and unpretentious. There was no stigma associated with the jewel case in Japan, as it was the de facto standard for just about all the recently successful video game systems (with the exception of Nintendo's bewildering use of flimsy cardboard boxes), including but not limited to the NEC PC Engine, Sony's PlayStation and Sega's own Saturn, which was not the downtrodden aborted foetus that it became in the West, but a glorious golden child that was much loved in its home country. 

I imagine that Saturn games and Dreamcast games sat proudly side-by-side in Japanese game stores, much like how the Master System and Mega Drive games would be joined at the hip in PAL territories during the early years – a state-of-the-art older brother pushing graphical prowess to the cutting edge, alongside an entry-level younger sibling who offered a large back catalogue of unique, simpler but no less charming games. 
It's surprisingly difficult to find photographic evidence of a glorious
Japanese Saturn and Dreamcast retail display from the late '90s
(or maybe my google-fu is lacking)
The jewel case was also well suited to the US market, as it created some distance from the bad history associated with the monstrosity that was the oversized Sega CD/Saturn plastic cases of old, and put the Dreamcast on equal footing with the reigning champ at the time, ensuring the new breed of casual playstation-era gamers wouldn't be confused by any unconventional game case designs. This was a victory for common sense, as Sega doesn't have a particularly good track record when it comes to designing their own game cases (the less said about the PAL territory game cases the better).

A Quick Look At Zero Gunner 2 - Dreamcast & Switch Comparison

Regular visitors here at the Junkyard will no doubt be aware of my affection for Nintendo's latest hardware release. While I was skeptical initially, since purchasing a Switch I have fallen in love with the system and I rarely go anywhere without it. With this in mind, whenever a game is released that has even the most tenuous link to the Dreamcast, I sit up and pay attention. Most recently both Gunbird and Volgarr the Viking have peaked my interest, and while the former isn't actually a port of a Dreamcast game (although I'm willing to bet the sequel will be along sometime soon); and the latter was only ported to the Dreamcast posthumously, the very fact that games with a connection to Sega's final system are being released on Nintendo's current warms my cockles no end. You could cook an egg on my cockles, in fact.
Pacific Rim or Zero Gunner 2?
Following in the wake of the two aforementioned titles and the tsunami of Dreamcast/NEO-GEO ports, comes a re-release of Zero Gunner 2 - a paid-up member of the Dreamcast's celebrated stable of thoroughbred shmups. The Dreamcast's library of shmups is up there with the very best systems of yesteryear and there can be no doubt about that. The issue I have - and I'm sure many others will agree - is that the vast majority of the cream of the Dreamcast's shmup library was only released in Japan; and due to this numbers of available copies are limited. As a consequence, original copies of these games are incredibly hard to come by in the wild, and when they appear on eBay or other sites online, the prices they command are very often prohibitive to the average gamer.
Commuter reaction to train fare rises was justified
Ikaruga, Karous, Under Defeat, Spirit of Speed 1937, Psyvariar, Trigger Heart Exelica, Giga Wing 2...the list goes on. And the one thing all of these titles have in common is that they are expensive as all hell when they come up for sale online. Quality varies across the board of course, but the the one constant is the high price. I can't convey the number of times I've sat staring at a genuine copy of Trigger Heart Exelica on eBay, ready to hit that 'buy it now' button, only to remember that I also have car tax, a loan shark or an electricity bill to pay...which brings us nicely to Zero Gunner 2. As with the other titles listed above, Zero Gunner 2 from Psikyo is another title you can pay an arm and a leg for if you are so inclined...but now you don't have to. That's because it has arrived on the Nintendo Switch, and we thought it would be interesting to look at the original Dreamcast version and also how this new Switch iteration measures up...

Staff Picks: Top 21 Dreamcast Games

With our 2022 Top 200 Dreamcast Games poll coming to a close at the end of March, coinciding with the 21st anniversary of our beloved console’s discontinuation (I would say RIP but she is very much still alive and kicking, if you've been paying attention to anything we've been reporting on in the last few years!), I thought it was time for a peek into the minds of the staff here at The Dreamcast Junkyard. What did WE vote as our top ten Dreamcast games, and how does that look when compiled into a list? Well, let's find out shall we?

Along with myself, I asked Tom, Mike, Brian, Lewis, Kev, James H, James J, Mark and Rich to list their ten favourite Dreamcast titles in order. I took these and did what I seemingly love to do now as I approach my forties - I made a spreadsheet! Everyone's top picks received a score of 10, 2nd place got 9, and so on. I then employed some magic formulas to tally up the totals to give us a definitive top 21 games, using the number of times a game was voted for as a tie-breaker where necessary.

The end result is very interesting! We think there's something here for everyone, and if these were the only games in your collection most people would be pretty happy! There are some surprises, and a few things that, if you've ever listened to the DreamPod, you will not at all be surprised about. 

I'll link you to the spreadsheet itself at the end of this article so you can see the full list of games and how everyone voted, for your agreement or ridicule, but first let us count down these games from last to first. Our first entry is the only joint entry, seeing three games share 19th place...

19. Blue Stinger, San Francisco Rush 2049 & Spirit of Speed 1937 (Joint)

A trio of titles start us off, a couple of which often split the opinion of fans. One thing they all have in common? A commitment to a particular time. Blue Stinger takes place in the year 2000, so each represents a very different era, though released within a short space of each other in reality. Let's hear what some of the team had to say about these games.

Upon its release, Blue Stinger was widely misunderstood and critically dismissed under the umbrella of its survival horror contemporaries. In the decades since, it has emerged a cult classic in its own right. Blue Stinger is Shinya Nishigaki and Climax Graphics' endearing homage/parody of Hollywood action and sci-fi cinema, and it plays wonderfully as a B-movie beat-em-up today. - Brian on Blue Stinger

Rush 2049 embodies everything an arcade racer on Dreamcast should be. It looks great, the tracks are full of inventive shortcuts and hidden nooks and crannies, and the actual racing is tight and exciting. A true Midway game that doesn't take itself too seriously, Rush 2049 is easily one of the best racers on the platform. - Tom on Rush 2049

Spirit Of Speed 1937 is the Dark Souls of racing games. The sad truth is that 99% of people won't play it long enough to experience where its strengths really are. It's a true to the era racer which rewards forward thinking and careful driving - something sim racers will appreciate. - James H on Spirit of Speed 1937

18. Rez

Art? Hacking? No this isn't the latest goings-on over at OpenSea, but instead best encapsulates Rez (besides, this is actually nice to look at). Tetsuya Mizuguchi's rail-shooter may have been minimalist on visuals, but it was heavy on trance beats and addictive gameplay. A gem in the Dreamcast's library and its influence is still felt to this day. - Rich

17. Jet Set Radio

Ahead of it's time in so many ways, Jet Set Radio is held up as one of the shining beacons of unfettered creativity that the Dreamcast is so well known for. From its art style to its music, its gameplay to its reverence for hip-hop and Japanese street culture, JSR is a masterclass in what a video game can be. This is Sega at their most zany, but in the best possible way. Strap on your in-line skates and grab that spray paint can, it's time to get funky! - Andrew

Guest Article: Future Proofing Your Dreamcast

In the second of a series of guest articles from our man in Japan Ross O'Reilly, we'll be looking at how you can pimp your Dreamcast to within an inch of it's life and enjoy most (well, some) of the lovely features a modern games system benefits from. HD output, bountiful storage and online capabilities are all things we take for granted these days and with a bit of knowledge and a fat wallet you can enjoy the same with a Dreamcast right now. Let it be known that I have neither of the aforementioned. Ross, over to you.
So, you want the so called 'Dreamcast 2' (don't get me started on that!), you want a HD Dreamcast, right? You want the ability to play Dreamcast games online? Download DC software and run it on original hardware? Play with a wireless DC controller?

Well, what if I were to tell you that all of those features are available to you right now, today.
Yes, I apologise if I sound patronising to those of you who are regular readers and keep up with Dreamcast developments, but I'm here to tell you anyway, that all of those features and more are available to you already...just so long as you have deep enough pockets to shell out on the numerous devices required.

Let's start from the top...

Nakoruru: The Gift She Gave Me - Samurai Shodown Spin-Off for Dreamcast Translated into English!

After nearly two years of hard work, I am absolutely elated to inform you that a team consisting of Derek Pascarella, Duralumin, Marshal Wong and myself have completed our English translation of Nakoruru: Ano Hito kara no Okurimono for the Sega Dreamcast, and today you will be able to play it.

Being a fan favourite character of SNK’s beloved Samurai Shodown fighting franchise (known as Samurai Spirits in Japan), it’s only natural that Nakoruru would get her own spin-off game. SNK granted developer Inter-Let's the privilege of crafting a story that explored her character in finer detail, with the result being Nakoruru: The Gift She Gave Me (as we’ve decided to dub it), a Japan-exclusive visual novel game released for Windows in 2001, with an improved Dreamcast version releasing a year later in 2002. To take a source material known for its intense arcade fighting thrills and adapt it into a quiet, heartfelt text-based adventure was definitely intriguing, so much so that it made us want to produce an English translation almost two decades later! 

To translate the game into English was no small feat, however. With over 12,000 lines of text, our translation of Nakoruru was going to take us more than a year to produce. But it honestly feels like that time has flown by, because the more we worked on translating the scripts, the more we fell in love with the game's plot and characters.

Mikato meets Nakoruru for the first time.

The game’s story is told from the perspective of seven-year-old Mikato, an orphan who is taken in by the people of the snowy village Kamui Kotan. She is selected by the village's chief to serve as assistant to the shrine maiden Nakoruru, somebody the people of Kamui Kotan admire for her strength, dependability, and outward positivity. Mikato soon realises, however, that deep down, Nakoruru is harbouring an intense sorrow. 

While Nakoruru is based in the world of Samurai Shodown, it can be played without any prior knowledge of the franchise, but if you are a Shodown fan, there are quite a few playful references to other characters in the franchise sprinkled throughout the game's script.

Nakoruru's childhood friends Yantamu and Manari.

The gameplay of Nakoruru is simple, and familiar to those who have played a visual novel before. Advance the story with a button press, and occasionally make choices, some of which greatly affect the game’s narrative.

Also included throughout the story are several basic but charming mini-games. These include quizzes, fishing, dodging enemy attacks, playing music, and more. 

While Nakoruru may lack the 3D graphics and arcade action many associate with the Dreamcast, it still boasts gorgeous, crisp, hand-drawn 2D artwork, and its beautiful coming-of-age storyline will pull at your heart strings as it deals with topics of friendship, loss and insecurity. The Dreamcast received over 100 visual novel titles in Japan, and in terms of quality, Nakoruru is up there with the best the system has to offer. For those new to the visual novel genre, you can learn more about them in this fantastic video by Bowl of Lentils.

Combat training mini-game where you dodge left or right to escape attacks.

We adopted an assembly line process to translate the game’s script. First, dialogue for an individual scene would be translated by Marshal and Duralumin, then the editors - both myself and Derek, would check over the translations for any spelling or grammatical errors, but primarily to ensure they read as naturally as possible in English. Once the script edits were complete, Derek would insert them back into the game. Working together and seeing the story come to life, and by our own making, was incredibly rewarding. 

Making an important decision in the heat of combat.  
But our translation would have been for nothing if it wasn’t for Derek’s hacking wizardry. The Dreamcast is still in an immature state when it comes to debugging and hacking, unlike other systems, such as PlayStation, which is more streamlined. A project like this for the Dreamcast required a slew of different tools to achieve. Along the way, Derek had to make many tweaks to the game so it worked with our translation, such as modifying mini-games, ensuring the character’s voice audio persisted across multiple textboxes, reallocating where RAM data was written to make room for larger text data, and more. But the biggest challenge Derek faced was implementing a half-width font (as Japanese characters are wider than English ones), which took him months, but felt incredible when he finally pulled it off. The end result of Derek's hard work is fantastic-looking English text displayed in game.