C-Smash VRS Review: A Cosmic Revival in ReVRie


Past works are lost when they stop conversing with the present. Honoring old games requires us to continue engaging with them, of course, but the onus is also on them to reciprocate. To enrich their legacy, revivals and follow-ups must do more than pander to us old fucks who were already there for them. They must also find relevance with new generations of players and creators who may be inspired to shepherd their ideas into the future. Or else let them die. Celebrating those experiences can mean reinterpreting and recontextualizing them, if not reinventing them altogether.

In this essay, I will—

And so it goes for Cosmic Smash, Sega Rosso’s modest game of intergalactic, block-breaking racquetball. The NAOMI title saw limited distribution in Japanese and European arcades in 2001, plus a stint on Japanese Dreamcasts. Following an initial run in obscurity, it has since rallied a cult following – that is, assuming the Junkyard community’s Top 200 rankings weren’t fraudulent.

At #64 overall, Cosmic Smash was voted the #5 ranked Japanese exclusive and the #1 game about swatting balls around a shipping container.

For many fans – including the creative teams at RapidEyeMovers and Wolf & WoodCosmic Smash’s resonance endures. Unearthing the license from under the sofa cushions at Sega’s IP lawyers’ offices (I imagine), they have developed C-Smash VRS, an unlikely reimagining of Rosso’s space station sportsball.

I’ve long respected Cosmic Smash for its melding of Rez-ish vibes and Virtua Tennish feel, but I’ve always felt detached from its primary hook. In virtual reality, though? Immersing players in the kineticism of physically swinging paddles at balls at walls in space makes immediate sense. Titles like Sparc, Holoball, and Proton Pulse have also poked at the edges of this concept in VR, albeit with mixed success. At the very least, they’ve helped buoy cyber squash as an accredited genre.

Meanwhile, the recent wave of Sega-inspired remakes/sequels/homages has set ample precedent on the nostalgic front. Yet, in the rising sea of Sega-likes, it’s easy to float adrift. Many rehash the most superficial aspects of their inspirations but fundamentally misunderstand — or fail to coherently capture — the core of why folks love them in the first place. This keeps them from fully evoking or advancing those concepts, or replicating their magic in any meaningful way.

Refreshingly, C-Smash VRS is deliberate and confident in its homage, and it wastes little time laying a foundation of its own.

VRS shares Cosmic Smash’s premise in all its minimalist glory. It has you rally a ball against a wall of blocks/panels to clear them within a time limit. As you progress, the configurations grow more layered and complex, and glimpses of puzzle elements begin to emerge. Some panels will move in patterns. Unbreakable panels will obstruct portions of the field. Special panels will clear adjacent rows, freeze panels in motion, or extend your time limit. Over time, successful hits will recharge your Power Smash ability, which can clear stacks of panels in a single shot.

The racket work feels remarkably natural. Its nuanced tracking and physics afford a wide gamut of shots, shanks, and whiffs. If you’re experienced at real-life racket sports, a few of the principles you’ve learned – like squaring yourself for forehands and backhands, anticipating timing and trajectories, etc. – will certainly help you here. If you suck at such sports in real life, though, then the learning curve will be a bit steeper. Either way, it is innately intuitive and rewarding to learn.

For their part, the PSVR2’s Sense controllers never struggle to keep up. In the game and real life, I flail in parity. And whenever I fuck up, it’s just about always my fault. The technology – or VRS’s exceptional implementation of it – simply works. That I never have to think about it is probably the best compliment I could give.

There are drawbacks, however. VRS binds several actions to the other controller, with limited options for button mapping. A Force-pull gesture serves the ball towards you, crouching helps reach low-bouncing balls, and the analog stick moves you horizontally along the baseline. It would be great to be able to remap all of these actions as needed, especially to a single controller.

Interestingly, VRS also helps me appreciate aspects of Cosmic Smash I had taken for granted. In its shift to first-person, it loses the flair of its wireframe avatar and all the cool shit they could do: The leaping volleys. The wall jumps. The aerial flips. The unlimited trick shots. The stylish replays. The celebratory flexing. They’re necessary omissions, but I underestimated their collective contribution to the original’s vibrancy and charm. Realistically, C-Smash VRS is feasible because it eschews those verbs, and players prone to motion sickness will be thankful for their absence. In that sense, VRS helps celebrate Cosmic Smash by contrast of its own sacrifices.

As with the original game, VRS’s style is integral to its substance. It preserves its clean, minimalist aesthetics and adds new flourishes of its own. It depicts a similarly optimistic future where humankind has channeled its ambitions into interstellar sports courts. VRS then expands on its setting with livelier and less claustrophobic arenas. Windows have now been installed, unveiling orbiting planets, little space guys, and other nuggets of world(s)building.

In its scope, C-Smash VRS is laser-focused on the minimum viable product, for better or worse. It practically flaunts its simplicity in its pair of solo modes. Among them is Challenge, where you progress through dozens of stages under a strict, continuous time limit to clear as many as you can as quickly as you can (i.e. Cosmic Smash). Alternatively, Zen mode works the same except failing stages doesn’t end your run and you can replay them as desired to improve your times and rankings. If that motivates you, you’ll get substantially more out of VRS’ solo-play. If not, you may be done with it after a run or two.

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.

Let’s take a look at Dreamcast: Year Two

Back in July 2020, Dreamcast: Year Two - the sequel to Andrew Dickinson's Dreamcast: Year One book - went to Kickstarter and smashed its funding goal within 64 hours. It took a while to get finished, but is now complete, printed, and gradually making its way out to backers. As somebody who was involved in the creation of this book, I'm really excited for everybody to get their hands on what has been created here.

And with that, I must now insert my obligatory 'conflict of interest' disclaimer. Unlike the first book in this series, which Tom reviewed on the blog upon its release, Dreamcast: Year Two has full involvement from The Dreamcast Junkyard, and even sports our branding on its back cover. When we interviewed Andrew for our podcast, the DreamPod, little did we know it would be the start of a great friendship, and that he'd eventually go on to join The Dreamcast Junkyard team himself. Because of this, you will also find written content from Junkyard members Brian Vines, Kev Mason, James Harvey, Lewis Cox (me!), Mark Williams, Mike Phelan and Tom Charnock in this book. Myself and Tom also assisted with editing and proof reading. Oh, and we all backed the project too. With all of that in mind, this article will not be a review, but merely a "look" at Andrew's new book.

If you would like to have a peek behind the curtain to hear more about the process of this book's creation and the Kickstarter, I recommend you listen to Andrew's recent appearance on The Sega Lounge podcast.

Dreamcast: Year Two and the accompanying DCY Zine.

So, the book. Just like its predecessor, Dreamcast: Year Two again uses the format originally created by Sandeep Rai for his PS Vita: Year One book (with his blessing, of course!) This time, the book covers the events that occurred in the world of Dreamcast between April 1st 2000 and March 31st 2001. This includes the console's cancellation, the advent of online gaming, the appearance of many notable games, and much more. All of this is presented alongside the excellent art of illustrator Dan Tiller, whose colourful style, with its many paint splatter effects, is a stark contrast to the very clean artwork of Dreamcast: Year One. Andrew explains that there was a clear rationale for this design choice: "I wanted something a bit messier, to show how messy the second year [of Dreamcast] was. It was really colourful and bright and amazing, but it was also the end of the Dreamcast and things were going wrong!" He also went for a predominantly blue theming over Year One's orange, ‘cause European blue swirl for life, yo.  

Other than the Junkyard team, the book also contains writing from members of the wider community such as Retro Faith, the Dreamcast Years crew, and Dreamcast Hub, as well as a great piece from the creator of the 'Years' book format, Sandeep Rai.

After some introductory pages (including a foreword by the Junkyard’s founder Tom Charnock!), the book begins with a detailed breakdown of the events of Year Two, written by Andrew. First, he covers why many consider it to be the Dreamcast's "golden year", before hitting us with the one-two punch of reality that in the grand scheme of things, the Dreamcast wasn't doing quite as well as we thought. Not only was there the looming threat of the PlayStation 2, but poor attempts from Sega to quash rumours that the future was looking grim for the Dreamcast and that Sega were to become a third-party developer wasn't doing much to reassure fans. 

Andrew then takes us back to that devastating moment when the news of the Dreamcast's discontinuation reached the masses, and reflects on how fans at the time handled the news, excellently summed up using Elisabeth Kübler-Ross' five stages of grief model. This analogy-based chapter is definitely one of my favourite pieces of writing I've read from Andrew. Well done, sir.

This segment is then followed by a collection of interviews. One of Dreamcast: Year One's strongest suits was its interviews, and the interviews in Dreamcast: Year Two are excellent too. The selection of interviewees is nicely varied, each hailing from a different creative background, but with an appreciation for the Dreamcast in common. The interviewees are as follows:

  • Corey Marshall (voice actor, English voice of Ryo Hazuki in Shenmue)
  • Darren Jones (Retro Gamer magazine editor-in-chief)
  • Adam Koralik (YouTube Creator)
  • John Linneman (YouTube Creator, Digital Foundry)
  • Iain Lee (TV Presenter, Channel 4's Thumb Bandits)
  • Forbes Longden (Dreamcast Today founder)
  • Mickaël Pointier (developer, V-Rally 2's Dreamcast port). 
It was particularly interesting to hear many of these guys reflect on their memories of first hearing the news of the Dreamcast's cancellation. Even more harrowing than that news, however, is Adam's story about losing a red Code: Veronica Dreamcast controller at airport customs. That tale is going to haunt me for a while...

After the interviews come some longer form articles covering a range of topics. These articles are a new addition for Dreamcast: Year Two and fit naturally within the page order. Dreamcast and Saturn Junkyarder Brian Vines' piece "Beyond Saturn" explores the many ways in which the Dreamcast picked up where its ill-fated older brother, the Saturn, left off. Brian's article is followed by Sandeep Rai's, in which he waxes lyrical about the Dreamcast's many excellent Capcom fighters. After this, Retro Faith provides some great insight into the origins of online gaming, and how the Dreamcast introduced this now hugely popular feature to a generation of console gamers. Finally, our very own Mike Phelan talks about the Dreamcast's many weird and wonderful peripherals (there's a lot).

Driving Strikers: The First Online Dreamcast Game in 20 Years Is Up for Pre-order!

The Sega Dreamcast is alive and well, my friends, and today's announcement not only solidifies that fact, but also marries together two of the most unstoppable forces of the Dreamcast's modern day indie scene: new software and online play. Upon its release next month on July 24th, Driving Strikers will be the first Dreamcast game release to support online multiplayer in 20 years.

Developed by Reality Jump (a team made up of Luke Benstead and Dave Reichelt), Driving Strikers is a 3D action-sports game where up to four players zoom around an arena in cars playing a giant game of football. The gameplay has obviously drawn comparisons to Rocket league, although the perspective is top-down rather than following your car from behind. Also Rocket League can't go online on the Dreamcast, so sucks to be that game. 

Anyhow, considering Luke developed DreamPi, a popular means to get your Dreamcast online, it was only natural that one of the games he'd eventually go onto develop would include online play. You will be able to enjoy Driving Strikers' gameplay in person or over the internet with full modem and broadband adapter compatibility. It also supports cross-play between Dreamcast, Windows, and even Linux!
Blue skies... definitely Dreamcast.
Wave Game Studios are in charge of Driving Strikers physical release, and as we've always said here at the Junkyard, their quality is consistent and can be trusted. Now up for pre-order, the release is available in three styles, all indicative of official Dreamcast box styles: European blue, American white and Japanese orange. A cool addition from Wave on the game’s artwork is the "online gaming" banner and "online multiplayer" oval as seen on original European and American Dreamcast releases, respectively. 

For a limited time, the game is being sold for an early-bird price of £19.99 (full price £29.99), so go grab it at this cut price while you still can from the Wave Game Studios store! There is also a digital version available for those who are rocking an ODE like GDEMU in their Dreamcast.
If you're interested in learning more about Driving Strikers' development, give our interview with Luke Benstead a read. Also, if you've stumbled upon this article and are asking "What? You can play the Dreamcast online in 2023?", check out Dreamcast Live's connection guide to get started!

Are you excited for Driving Strikers? Will you be playing it online when it's released? Let us know in the comments below or via one of our many social media channels.