One of the most interesting and useful components of the Dreamcast's operating system is that it features an internal calendar and clock function. While this may seem pretty standard today, back in the late 1990s this wasn't the case, with many preceding platforms (and even contemporary hardware, such as the N64) eschewing such features at a system level. The Dreamcast was by no means the first console to employ an internal clock and calendar, but I'd wager it was the first one to make meaningful use of it in a way that actually had any significant importance in gameplay.
Games like Metropolis Street Racer use the clock to set the time of day in the various cities, while Seaman uses it to help dictate the incubation time of your grotesque, aquatic man-faced mutants. One other nice little feature that the internal clock and calendar allowed for, was time-sensitive bonuses and two particular titles make interesting (albeit minor) visual alterations should you set the date to 31st October, All Hallows' Eve.
If you fire up Midway's Ready 2 Rumble on this most macabre of dates, you'll notice some extra spooky spectators in among the cheering fans during the bouts:
See? It doesn't end there though, for if you fire up the sequel Ready 2 Rumble: Round 2 you'll be treated to a fairly grotesque new canvas in the ring - one which is again adorned with a quartet of skellingtons, along with the ambiguous text 'Plays well with others. Well, most of the time':
There are plenty of other downloadable bonuses for Dreamcast games (see Sonic Adventure for the main ones), and plenty of Halloween and horror themed games and levels within said games, but we thought it was worth giving this fairly obscure little bonus an airing on this most spooky of days.
Found any more? Let us know in the comments, in our Facebook group or on Twitter. Pumpkin Hill doesn't count, by the way.
The Sega Dreamcast Software Creation Standards Guidebook
By
Tom Charnock
There are certain aspects of game development that, unless you're in the business, you probably wouldn't ever be aware of. Just like every industry, there are rules and procedures that must be followed, specifications and standards that must be adhered to. I'm sure everyone reading this who works in a particular sector will know things about their own line of work that others outside would be completely unaware of; rules that need to be followed, boxes that need to be ticked and all manner of bespoke forms and checklists that need to be filled in appropriately in order to meet the requirements of the particular field. As stated, the games industry is no different and by extension the Dreamcast falls inside this remit.
Ever wondered why certain Dreamcast games allow you to hide the pause menu with X + Y but others don't? Or why it doesn't matter which controller port the keyboard is plugged into? Or even why the splash screens that appear when you power on a Dreamcast appear in a particular order? Well, it's because Sega - like every console manufacturer - set out all the rules of producing games for its system in a 'developers guidebook.' A precise set of do's and don't's for putting software out on the Dreamcast. And now, you can download and have a read through this fascinating publication.
Weighing in at over 100 pages, the Sega Dreamcast Software Creation Standard Guidebook goes into minute detail explaining how developers should order game intro screens and demo modes, how the software should react if a controller is removed during gameplay, best practices when including violence and gore in Dreamcast games, and how best the VMU should store save data. There are schematics and flow plans of how boot sequences should work, and even offers guidance on the reasons why the official Dreamcast light gun from PAL and NTSC-J regions is hardwired not to work with US light gun compatible games.
As you can probably tell from the images dotted throughout this article, the guide is very much a utilitarian publication, eschewing fancy graphics and images for pages of text meant to be used by developers. That said, it does have some nice incidental graphics (such as the orange triangle motif which echos the US Dreamcast packaging) and is very clean in overall layout.
I'm not totally sure if this document has ever previously been made available online for us - the great gaming proletariat - to cast our unwashed eyes over, but by hitting that lovely download link below you can now grab a copy for yourself. Naturally, this appears to be a US-centric document but I'm sure the PAL and NTSC-J arms had their own versions. In any case, maybe print this one out and keep it on a shelf or something.
Our thanks go to the anonymous former Dreamcast developer who supplied this for sharing.
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Weighing in at over 100 pages, the Sega Dreamcast Software Creation Standard Guidebook goes into minute detail explaining how developers should order game intro screens and demo modes, how the software should react if a controller is removed during gameplay, best practices when including violence and gore in Dreamcast games, and how best the VMU should store save data. There are schematics and flow plans of how boot sequences should work, and even offers guidance on the reasons why the official Dreamcast light gun from PAL and NTSC-J regions is hardwired not to work with US light gun compatible games.
I'm not totally sure if this document has ever previously been made available online for us - the great gaming proletariat - to cast our unwashed eyes over, but by hitting that lovely download link below you can now grab a copy for yourself. Naturally, this appears to be a US-centric document but I'm sure the PAL and NTSC-J arms had their own versions. In any case, maybe print this one out and keep it on a shelf or something.
Our thanks go to the anonymous former Dreamcast developer who supplied this for sharing.
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Intrepid Izzy Reaches Kickstarter Funding Goal
By
Tom Charnock
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."
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.
Related articles
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.
Related articles
Atomiswave Dev Kit 'SystemX' Discovered, Contains Fragments Of Unreleased Game 'Chicago 1929'
By
Tom Charnock
Ah, the Atomiswave. A beloved arcade system developed by Sammy that has its roots firmly planted in the fertile foothills of the NAOMI system heartlands, the Atomiswave is viewed by many as something of an extension of the Dreamcast family - indeed, our own 'Expanding the Dreamcast Collection' series goes into great depth looking at the Atomiswave, its hardware, some of its finest games and the link to the Dreamcast family.
With this connection in mind, a recent discovery may excite those interested in both the Dreamcast and the Atomiswave - an innocuous white box that looks for all intents and purposes like a standard Dreamcast dev unit; but one with the label 'SystemX' stuck over the familiar Dreamcast logo.
After further investigation of the SystemX, owner Brian Hargrove has deduced that this is pretty clearly a Dreamcast development unit converted into an Atomiswave development kit...and even more intriguing is that it appears to contain fragments of a game that never saw a final release - Chicago 1929. Here, Brian explains how he came to own the SystemX and what he's discovered about the technical side of things:
The Atomiswave arcade system |
The Atomiswave dev kit, SystemX |
POD 2 / POD Speedzone Online Multiplayer Highlights
By
Tom Charnock
As I'm sure you're aware, POD 2 (aka POD Speedzone) is the latest Dreamcast title to be restored with its full compliment of online functions. Thanks to the stellar work of programmer Shuouma and the assistance of Pcwzrd at Dreamcast Live, POD 2 can now be enjoyed as it was meant to be - with four players battling it out over the internet, across any of the futuristic circuits that are littered with hazards and weapon pickups.
This past weekend, I was lucky enough to be able to take my Dreamcast back online via the DreamPi and get involved with an online gaming session organised by the folks from the Dreamcast-Talk forum, and I have to admit - it was pretty awesome. My only prior experience with POD 2 was in its offline guise, and I found the game to be pretty lacklustre. Chuck in a grid of human controlled adversaries though, and the game is transformed into something quite special. Below you'll find a little video detailing the session I was involved in.
Thanks to everyone who made it a really positive online gaming experience. If you'd like to know more about DreamPi or playing online with your Dreamcast, be sure to check out Dreamcast Live or the blog of Luke Benstead, creator of the DreamPi.
This past weekend, I was lucky enough to be able to take my Dreamcast back online via the DreamPi and get involved with an online gaming session organised by the folks from the Dreamcast-Talk forum, and I have to admit - it was pretty awesome. My only prior experience with POD 2 was in its offline guise, and I found the game to be pretty lacklustre. Chuck in a grid of human controlled adversaries though, and the game is transformed into something quite special. Below you'll find a little video detailing the session I was involved in.
Thanks to everyone who made it a really positive online gaming experience. If you'd like to know more about DreamPi or playing online with your Dreamcast, be sure to check out Dreamcast Live or the blog of Luke Benstead, creator of the DreamPi.
Thoughts? Let us know in the comments or join the discussion in our Facebook group or on Twitter.
Artist Owns Inktober With Series Of Shenmue Watercolours
By
Tom Charnock
Inktober is an online initiative which challenges the more artistic among us to pick up a pen (or a pencil/brush/pile of elephant dung) and create a new work for every day of the month of October. It seems to be a really popular endeavour and social media is usually awash with all manner of awesome drawings around this time every year. You can find out more about Inktober here.
The reason I bring Inktober up though, is because one rather talented artist (who also happens to be a wrestler, by the way) has been steadily tweeting watercolour renditions of scenes from Yu Suzuki's epic Shenmue. The scenes will no doubt be familiar to anyone with more than a passing interest in Ryo Hazuki's adventure, and there are lots of references to some of the more humorous aspects - as well as the more poignant moments - of the game.
Artist Joe Klander - also known by his wrestling alter ego Uncle Clutch - kindly allowed us the reproduce his sterling efforts here, and we also asked him about why he chose to bring Shenmue to life through the power of watercolours:
The reason I bring Inktober up though, is because one rather talented artist (who also happens to be a wrestler, by the way) has been steadily tweeting watercolour renditions of scenes from Yu Suzuki's epic Shenmue. The scenes will no doubt be familiar to anyone with more than a passing interest in Ryo Hazuki's adventure, and there are lots of references to some of the more humorous aspects - as well as the more poignant moments - of the game.
Artist Joe Klander - also known by his wrestling alter ego Uncle Clutch - kindly allowed us the reproduce his sterling efforts here, and we also asked him about why he chose to bring Shenmue to life through the power of watercolours:
The Email That Signalled The End Of The Dreamcast
By
Tom Charnock
"If anybody has a right to be bitter about DC not becoming the dominant platform, I do. But my job and yours is to make good games for the DC. In that regard, you and I don't have a damn thing to be ashamed about."
Never a truer word said, Mr Byrd. Now, on to the (even more) juicy stuff. Here's the full email, unedited apart from the redacted parts where the recipient's details have been removed. For those who don't know, the term 'elite' was used for those on a particular mailing list - developers and publishers working with Sega on the Dreamcast project.
To make navigation easier, I've split the email into three parts with headings so you can skip past the press release if desired. I also liked the idea of highlighting certain interesting passages in a similar style to that weird-ass book House of Leaves, so that's why some of the text is highlighted in different colours. I decided against making certain paragraphs back-to-front or upside down. I'll leave that shit to Danielewski-San.
A Strange Bizarre Creations CD Appears...
By
Tom Charnock
Anyway, said mysterious benefactor has once again bequeathed The Dreamcast Junkyard with a fairly esoteric item related - we think - in some way to Metropolis Street Racer, and here it is:
As you can see, it's a CD case. The cover shows a bunch of car keys with a Dreamcast logo on the keyring, and the date '30.03.99,' which equates to the 30th March 1999 by UK date standards. Or any standard come to think of it, there only being 12 months and all.
The spine of the case has a sticker with 'Invitation Cover 9.3.99' written in biro (bit of an inconsistency there, Columbo fans):
The CD-R itself has 'Invitation Cover 9/3/99 Bizarre Creations Confidential' written on it in marker:
The back of the case is empty so there's no other detail as to how or why this thing exists, and delving into the contents of the CD itself, there aren't really any other clues to work with:
There are Quark Xpress, PhotoShop and TIFF files, along with a TrueType font file; and the image files are basically just the image from the font cover - a bunch of car keys and the date 30.09.1999 (well, the PSD file does - the TIFF is free of a date). Note: I can't open the Quark Xpress file because the last known person to use Quark Xpress vanished up his own backside 9 years ago and has never been seen since.
Quite what this date means and what the 'invitation' is for, I'm not totally sure but cross referencing this date with the MSR development diary we published a while back could shed some light. See, the penultimate entry in the dev diary is from 29th January 1999, and this passage references an upcoming demonstration of MSR to some 'Sega VIPs':
"Last week was the week of the big telly. We have to demo the game to some Sega VIPs next week, and showing it on a little 15" monitor or a 14" portable TV wasn't really showing it at its full potential. So we went out and got a HUGE 29" TV, which really makes it look cool! Matt (the Lead Coder) has it weighing down his desk and giving him eyestrain at the moment!"
The dates don't line up perfectly, but there in the same ball park so I'm guessing that the artwork on the CD-R, plus the use of the word 'invitation' has something to do with the previewing of MSR to various Sega bigwigs.
So, not the most Earth-shattering of items and nothing as exciting as the confidential press disk (from which the image above is from - see here), but I'm sure you'll agree that it is pretty interesting to see something like this which was never intended for public consumption. Thanks go once again to the nameless benefactor supplying us with all these goodies!
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Cave Story: The Dreamcast's Subterranean Gem
By
Tom Charnock
What's in a name? Quite a bit, actually. While some games available for the Dreamcast have pretty descriptive titles - Crazy Taxi, for example - others are sure to leave uninitiated gamers scratching their heads in confusion. Blue Stinger. Giant Killers. Cannon Spike. These are but a trio of games with titles that really don't give any hint as to the experience contained on the GD. Cave Story though? Well, just like the game that involves driving a cab around in a fairly unorthodox manner, the title of this particular piece of software perfectly sums up what the game is all about. You go on an adventure...in a cave. Simple. But what even is Cave Story? And when the heck did this game appear on the Dreamcast? Grab your head torches and guide ropes, and I'll explain.
See, Cave Story is a side-scrolling, rogue-like platform adventure set in a labyrinthine complex of weird and wonderful caves. There are hit points, NPCs to interactive with, fetch quests to embark upon, and all manner of weird enemies to engage in combat with; and the whole game has a charming pixel art style which is complimented by an outstanding chip tune soundtrack. The origins of Cave Story make for an interesting read, with the initial PC release coming in 2004. Since then developer Daisuke Amaya has gone on to create a plethora of critically acclaimed games; and Cave Story has been ported to an astonishing range of systems, one of which just happens to be the good old Dreamcast. The Dreamcast port came in 2013 thanks to the work of programmer 'histat,' when Cave Story's NXEngine was completely re-written specifically for Sega's hardware and a couple of variations of the game were released in different flavours. Namely as an SD card ISO file, and as a burnable disc image.
I have to be honest, when Cave Story came to the Dreamcast in 2013 I didn't really give it much attention and dismissed it - wrongly - as just another crappy-looking homebrew game. So what changed between then and now? Well, firstly I'm no longer an idiot (allegedly); and secondly the recent rise in popularity of games with a distinctly 8 or 16-bit visual aesthetic has really made me appreciate this style of game a lot more than I probably did in the past. Thirdly - and most importantly - I recently spotted a physical, boxed copy of Cave Story on eBay for less than the price of a trip to the cinema, so I jumped at the chance to own it.
The copy I have acquired is clearly the work of a dedicated Dreamcast fan who also happens to own a decent printer and a had a spare PAL game case to hand. There's no manual, but the CD does have some nice bespoke artwork and the front and back covers could easily pass for a proper retail release. Even though the game is actually free to download, the fact that the work of putting it into a case and adding disc art had already been done made the nominal fee a price worth paying...
See, Cave Story is a side-scrolling, rogue-like platform adventure set in a labyrinthine complex of weird and wonderful caves. There are hit points, NPCs to interactive with, fetch quests to embark upon, and all manner of weird enemies to engage in combat with; and the whole game has a charming pixel art style which is complimented by an outstanding chip tune soundtrack. The origins of Cave Story make for an interesting read, with the initial PC release coming in 2004. Since then developer Daisuke Amaya has gone on to create a plethora of critically acclaimed games; and Cave Story has been ported to an astonishing range of systems, one of which just happens to be the good old Dreamcast. The Dreamcast port came in 2013 thanks to the work of programmer 'histat,' when Cave Story's NXEngine was completely re-written specifically for Sega's hardware and a couple of variations of the game were released in different flavours. Namely as an SD card ISO file, and as a burnable disc image.
I have to be honest, when Cave Story came to the Dreamcast in 2013 I didn't really give it much attention and dismissed it - wrongly - as just another crappy-looking homebrew game. So what changed between then and now? Well, firstly I'm no longer an idiot (allegedly); and secondly the recent rise in popularity of games with a distinctly 8 or 16-bit visual aesthetic has really made me appreciate this style of game a lot more than I probably did in the past. Thirdly - and most importantly - I recently spotted a physical, boxed copy of Cave Story on eBay for less than the price of a trip to the cinema, so I jumped at the chance to own it.
The copy I have acquired is clearly the work of a dedicated Dreamcast fan who also happens to own a decent printer and a had a spare PAL game case to hand. There's no manual, but the CD does have some nice bespoke artwork and the front and back covers could easily pass for a proper retail release. Even though the game is actually free to download, the fact that the work of putting it into a case and adding disc art had already been done made the nominal fee a price worth paying...
The Mr Yukawa Dreamcast TV Commercials Have Been Translated
By
Tom Charnock
Enter Mr Jim M. Ballard, a polyglot with - by his own admission - far too much free time on his hands. The devil, it is said, makes work for these idle hands but we would vehemently disagree - especially since Jim turned said appendages to adding English subtitles to the entire series of Mr Yukawa Dreamcast adverts:
You can find the rest of the series here in Jim's YouTube playlist. Thanks to this dedication, the anglophones in the room can now also share the epic ups and downs of Mr Yukawa's struggle to make Sega great again.
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POD 2 Is Back Online
By
Tom Charnock
Hey there. Just me again. Erm...there's another online Dreamcast game back online and this time it's POD 2 (you'll know it as POD: Speedzone if you're from the colonies). Personally I've only ever played POD 2 offline, and always considered it to be an absolute dog's dinner of a game; but thanks to the skills bestowed upon code guru Shuouma, said game is now back online:
According to this article and video over at Dreamcast Live, the usual cost of entry is a DreamPi or a lesser spotted Dreamcast broadband adapter, plus a copy of the game (obviously); but I for one am hoping that the ability to play against other, real people will enhance the experience of POD 2. If the experience offered by Monaco Online is anything to go by then I'm pretty sure any fears of mediocrity will be quelled after about 30 seconds of play...but one can never be too sure. All joking aside, it's actually pretty incredible that online-enabled Dreamcast games are being brought back from the dead and I'm looking forward to trying POD 2 out during one of the regular Dreamcast-Talk gaming nights.
I suggest you grab a DreamPi or a BBA and get involved too. See you out on the track...
Source: Dreamcast Live
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According to this article and video over at Dreamcast Live, the usual cost of entry is a DreamPi or a lesser spotted Dreamcast broadband adapter, plus a copy of the game (obviously); but I for one am hoping that the ability to play against other, real people will enhance the experience of POD 2. If the experience offered by Monaco Online is anything to go by then I'm pretty sure any fears of mediocrity will be quelled after about 30 seconds of play...but one can never be too sure. All joking aside, it's actually pretty incredible that online-enabled Dreamcast games are being brought back from the dead and I'm looking forward to trying POD 2 out during one of the regular Dreamcast-Talk gaming nights.
I suggest you grab a DreamPi or a BBA and get involved too. See you out on the track...
Source: Dreamcast Live
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Falling In Love Again...
Where my Dreamcast collection was headed.. |
If you read my last post here at the Junkyard, you'll know that I had transitioned from an obsessive Dreamcast collector/hoarder of extreme proportions, to what one might term a 'retro dismissive.'
My retro gaming passion was not quite extinguished, but had definitely been dampened by the availability of a raft of downloadable Dreamcast titles on both Xbox Live and PlayStation Network. It meant I could lazily access enough Dreamcast titles from my current consoles (initially the Xbox 360, and later the PS3), to ensure that I was getting my fix of retro Sega endorphins from a different source than the undead console.
Another factor in my gradual distance from the Dreamcast, was the fact that I'd been retro gaming for a number of years by this time. I had overwhelmed myself, flooded my brain receptors with more nostalgic video gaming than it could handle. I'd purchased dirty little 'side collections,' for the Sega Saturn, the Sega Game Gear, The Sega Master System. As well as these, I'd played a ton of PlayStation 2 games, many of them stunning and of course unavailable on the Dreamcast; with Virtua Fighter 4 and the first two Yakuza games helping me through the Shenmue wilderness years.
Not actually Father K, or Simon Early for that matter... |
Preview: Intrepid Izzy
By
Tom Charnock
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.
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.
The Awesome Dreamcast Kiosks & Display Cases We Never Saw
By
Tom Charnock
Kiosks were - and still are - a major part of any console's armoury when trying to woo potential buyers. Go into any game store these days and you'll undoubtedly see a PlayStation 4 or an Xbox One set up and running demos. The same was true back in the days of the Dreamcast, and I have fond memories of playing Virtua Striker 2 in HMV one afternoon back in 2000.
Dreamcast Kiosks come in a number of guises, and they vary wildly from region to region. The ones I'm most familar with though, are the UK PAL-styled ones that adorned branches of Electronics Boutique and GAME, drawing me in with their glowing CRT screens and untold promise of 128-bit gaming, the likes of which I'd never seen before. Obviously they worked a treat on me (hence this place existing), but now we have something pretty special to share with you.
Here are some exclusive, never-before-seen computer generated images of the kiosks and in-store display cases that Sega Europe was intending to deploy across the continent with the aim of enticing the average gamer to part with cold, hard cash for a Dreamcast.
Some of them look pretty familiar, but others are new even to me...
Dreamcast Kiosks come in a number of guises, and they vary wildly from region to region. The ones I'm most familar with though, are the UK PAL-styled ones that adorned branches of Electronics Boutique and GAME, drawing me in with their glowing CRT screens and untold promise of 128-bit gaming, the likes of which I'd never seen before. Obviously they worked a treat on me (hence this place existing), but now we have something pretty special to share with you.
Some of them look pretty familiar, but others are new even to me...
A Quick Look At Centipede
By
Tom Charnock
Centipede for the Dreamcast is a curious title for a couple of reasons. It's part of what is, for all intents and purposes, a sort of trilogy of retro reboots that includes two other properties with roots in the very early days of gaming - Q*bert and Frogger. While there are several retro collections for the Dreamcast in the form of Namco Museum, Sega Smash Pack, Yu Suzuki Game Works, Atari Anniversary Edition, Midway's Greatest Arcade Hits 1 & 2 and Jimmy White's 2: Cueball, none of these titles feature complete re-imaginings of the classic titles contained therein.
No, Centipede, Q*bert and Frogger are unique in that they introduce updated visuals, new modes and - most notably in the case of Centipede - totally new gameplay mechanics. Interestingly, all three of these titles come from the Hasbro Interactive/Atari mash-up that was borne out of the acquisition of the latter by the former, however for the sake of this being 'a quick look at...' we're only going to focus on the most radically redesigned of the three - Centipede.
Released in 2000 by Hasbro Interactive masquerading as Atari and developed by Leaping Lizard Software, Centipede is a modern take on the classic game of the same name that was released to much critical and commercial success back in 1980. Having only been born in 1982, I don't actually remember the initial arcade release of Centipede, but over the years I've played plenty of variations on the formula and I'm sure you have too. Naturally, coming from an era when hardware was less graphically capable than what we have today, Centipede featured basic visuals but had one very simple premise that was replicated in many titles of the period - shoot the enemies, get a high score...and survive the onslaught.
No, Centipede, Q*bert and Frogger are unique in that they introduce updated visuals, new modes and - most notably in the case of Centipede - totally new gameplay mechanics. Interestingly, all three of these titles come from the Hasbro Interactive/Atari mash-up that was borne out of the acquisition of the latter by the former, however for the sake of this being 'a quick look at...' we're only going to focus on the most radically redesigned of the three - Centipede.
Released in 2000 by Hasbro Interactive masquerading as Atari and developed by Leaping Lizard Software, Centipede is a modern take on the classic game of the same name that was released to much critical and commercial success back in 1980. Having only been born in 1982, I don't actually remember the initial arcade release of Centipede, but over the years I've played plenty of variations on the formula and I'm sure you have too. Naturally, coming from an era when hardware was less graphically capable than what we have today, Centipede featured basic visuals but had one very simple premise that was replicated in many titles of the period - shoot the enemies, get a high score...and survive the onslaught.
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