Cool Cool Toon has been Translated into English!

Cool Cool Toon characters
For years, Cool Cool Toon, a Japanese-exclusive rhythm title from SNK, has been considered a must-have for import Dreamcast gamers everywhere due to its easily accessible gameplay (which many have compared to that of Space Channel 5) and zany cel-shaded comic visuals by illustrator Ippei Gyoubu (of Gundam fame). But despite its gameplay being so accessible, many who cannot read Japanese have had to miss out on the game's delightful storyline... until today, because community workaholic Derek Pascarella and his talented team have finally released their English fan translation patch for Cool Cool Toon!

Completed over the span of a year, this project's team was comprised of the following individuals:
While I am not familiar with the translation work of rio de popomocco, Cargodin's work on Napple Tale: Arsia in Daydream is stellar, with that project standing as one of the very best Dreamcast translations, so I have no doubt that this game's script will be of similar quality.

Everything in the main game has been translated - from menus to cutscenes to graphics - meaning that Cool Cool Toon is now fully accessible to English speakers. To get a taster before you play, check out this trailer for the project put together by GGDreamcast.
Screenshot from the trailer for Cool Cool Toon
As seen before with Derek's other hacks, he's made sure to go above and beyond when it comes to bonus content. The option on the main menu titled "INTERNET GATE" is inaccessible to those who've never configured ISP settings on their Dreamcast, so Derek has removed this in favour of a Bonus Content page, powered by the Dream Passport browser, in a similar fashion to that seen in his previous translation project Nakoruru: The Gift She Gave Me.

This bonus content page contains all kinds of extra goodies. As per usual, Derek offers a downloadable save file that unlocks all in-game content. "On-Disc Extras Page" grants you access to artwork which was originally part of a webpage that could be accessed when putting the retail GD-ROM into your computer, including character portraits, artwork development pieces, title screens, wallpapers, and a lot more. As a cool bit of history, you can also access Cool Cool Toon's original Dricas website, preserved in its untranslated form. Finally, Derek has included some instructions on how to use the Dreamcast maracas with Cool Cool Toon. It turns out the game is actually compatible with this shakin' peripheral, so much so that the developers actually included instructions on the disc explaining how to use them with the game, which is what you see fully translated here!
Cool Cool Toon's new bonus content internet page
Another awesome extra that has been preserved and translated for this patch release is the functionality that allows the game to connect to Cool Cool Jam for the Neo Geo Pocket Color using the Dreamcast's Neo Geo Pocket link cable. Points earned in Cool Cool Jam can be transferred to Cool Cool Toon on the Dreamcast, allowing players to unlock more costumes and characters, and vice versa. This is definitely niche as heck, but still appreciated nonetheless, as I love me some Neo Geo Pocket Color! Paying upwards of £100 for that cable, on the other hand...
Photo of the Neo Geo Pocket Colour connected to a Dreamcast
Cool Cool Toon's Neo Geo Pocket Color link cable functionality in action, as shown by Derek.

So, without further ado, head over to the dedicated GitHub page to download the Cool Cool Toon translation patch. As always, for detailed steps on how to apply the patch for your desired method of play (i.e. burning to a CD-R, playing on an ODE), see the patching instructions section of the README.

Download Patch (v1.1)

A big thank you goes out to all involved with the creation of this translation. Your hard work is helping to keep the dream alive!

Screenshot of Cool Cool Toon gameplay
Have you played Cool Cool Toon before? Are you excited to give this English translation a go? Let us know in the comments below, or by dropping us a line on one of our social media channels!

Daytona USA back Online, Dreamcast: Year Three, Samba De Amigo in VR, and more! - Dreamcast News Round-Up July 2023

Summer is here... not that you'd know in the UK, though, because it's been raining nonstop for two weeks straight. At least the forecast for new developments in the Dreamcast community is looking promising, so much so that I thought I'd round it all up for you in this handy post. There's an overarching theme of homebrew wizardry this month, whether that be in the form of new software or hacking old software, so be sure to thank all the talented individuals mentioned for their hard work.

Dreamcast: Year Three announced!

This piece of news is one I have no shame plugging first! Last month saw the release of Dreamcast: Year Two, a book edited by Andrew Dickinson that features many written collaborations from The Dreamcast Junkyard team and others in the Dreamcast community. Well, for those who were wondering, Andrew confirmed in a tweet that Dreamcast: Year Three is coming, revealing its awesome cover, illustrated by KinkySketch, as well as saying to "expect a [Kickstarter] campaign mid-2024". The plan with this one will be to launch the campaign with much of the content already produced to avoid long waiting times for backers.
Front cover art for Dreamcast: Year Three
For more information on The Dreamcast Junkyard's book releases, check out our dedicated section on the website.

Debug Indie Sampler, Vol. 3

Wave Game Studios have already given away two great demo samplers, each featuring snippets of the latest and greatest in Dreamcast indie games and homebrew. Anyway, here's a heads-up to say that Debug Indie Sampler, Vol. 3 has gone up on Wave's store for pre-order, and as before, the only ask if that you pay for shipping. None of the demos have been confirmed yet (as represented by the anonymous coloured squares on the cover below), but Wave have said that "[we] won't be disappointed". Exciting! The sampler is limited to 2,000 copies and won't be reprinted, so make sure you go and grab one!
Cover art for debug indie sampler, vol. 3
This modern art is getting out of hand...

Reinvigorating the games of old...

While you sleep, talented hackers in the Dreamcast community toil away, tweaking the inner workings of your favourite Dreamcast games to make them more accessible in various ways. You may never have knew you needed hacks like the ones discussed below until this article, so let us know if they went straight onto your GDEMU or a CD-R after reading.

VGA Dreams
This follows on from a topic brought up in Lozz’s last Dreamcast News Round-Up. TapamN has been doing some amazing work making a whole load of Dreamcast games compatible with VGA output. A bugbear of many a DC fan is the seemingly random assortment of games that don’t natively work with this oft preferred method of video output, so what TapamN is doing is a godsend. 

The most recent title to receive TapamN's VGA treatment is the The King of Fighters '99 - Evolution, the Japan-exclusive Dreamcast remake/port of The King of Fighters '99. Here's to enjoying Neo Geo-quality bouts in beautiful VGA on the best console ever made.
Screenshot of King of Fighters '99 working via VGA
The King of Fighters '99 - Evolution working in VGA mode, as shown by Derek Pascarella (ateam).
Also hacked to work with VGA is survival horror title Seven Mansions - Ghastly Smile, another Japan-exclusive game that received an English fan translation thanks to SnowyAria and MrNobody back in 2019. This one is particularly handy, as I'm pretty sure it was the only fan translated game available for the console that lacked VGA compatibility, so this hack is a great addition to GDEMUs everywhere.

A full list of the VGA patches that are available and where to download them can be found on the console mods wiki. With these most recent additions, the number of Dreamcast games that remain incompatible stands at a surprisingly slim 24. 

Review: Andro Dunos II

Ok, let's get this clear from the off. Any developer that has the gumption to produce a shoot-em-up for the Dreamcast has their work cut out. The console was blessed with such a phenomenal array of shmups, from the seminal Ikaruga (2002) to the idiosyncratic Radirgy (2006), that creating something that will stand out is a gargantuan undertaking. 

Around a dozen indie contenders have attempted this feat over the preceding two decades, and, although each has its charms, in my eyes there have only been a couple that truly cut the mustard. Fortunately, with Andro Dunos II, it seems we may have another indie shmup that can go toe-to-toe with the big-hitting NAOMI-based official releases (or, at the very least, put up a commendable fight).

Developed by Picorinne Soft and published by JoshProd/PixelHeart, this side-scrolling shmup is a contemporary sequel to Visco's 1992 Neo-Geo arcade game - a title which also appeared on the Dreamcast last year (our review of which is available here). In terms of fundamental game design, there is nothing revolutionary present. The task assigned to players is the same as it has been for decades: direct your ship through a succession of stages, shoot enemies, dodge incoming fire and rack up as high a score as possible. And of course, each of the seven stages closes out with a mammoth boss fight. A simple formula then, but one which Andro Dunos II executes very well in a number of respects.

Screenshot of Andro Dunos II

Firstly, the fundamental gameplay mechanics are solid. When using the regular Dreamcast controller, the controls are intuitive, responsive, and your ship glides around the screen at an ideal pace: not so fast to make things uncontrollably twitchy, and not so slow that dodging incoming fire seems unreasonably hard. Just as important is the fact that enemy projectiles are easily distinguishable, and your hit box, while a little chunky, is perfectly serviceable. These may seem like pretty mundane basics but are prerequisites for a fun shmup experience. In essence, you need to be able to feel that defeat is down to user-error rather than poor game design, which is thankfully the case here.

Secondly, while the core activity of guiding a ship through levels filled with enemies is par for the course, Andro Dunos II does feature several elements that give it some depth and replayability. For starters, there are four weapon types with distinct characteristics at your disposal. Flitting between these quickly to suit your surroundings, combined with choosing how to allocate upgrades between levels, brings a problem-solving element into play and means that you can attempt different strategies over numerous runs. The varied designs of the levels, and in particular the presence of impermeable terrain that periodically encroaches onto your screen, as well as enemies that move and attack in a wide range of ways, only amplifies this. Dexterity and accuracy of movement within the immediate field of fire remain vital of course, but your choice of weapon, tactical deployment of the 'super shot' and overall ship placement are also important here. When you manage to master these aspects, Andro Dunos II is highly rewarding. The wide variability in difficulty settings should offer something suitable for most players too, and the unlockable boss rush mode offers a decent reward for those who make it through the seven regular stages.

Screenshot from Andro Dunos II

Thirdly (is that even a word!?!), the game's aesthetics and audio pull together nicely to forge a vibrant up-beat atmosphere. The graphics are certainly not pushing the limits of the Dreamcast's hardware, but the Neo-Geo-style sprites and layered backgrounds are superbly drawn and take you on a journey through a broad range of scenarios without the game losing its cohesiveness. The synth-heavy electro-rock soundtrack complements the gameplay well too without becoming repetitive.

Of course, all of these positives would count for naught if the game didn't run well. Slowdown and frame-rate drops, amongst many other types of bugs, aren't unknown drawbacks for shmups on the Dreamcast, but thankfully they are nowhere to be seen here. In my experience, Andro Dunos II was buttery smooth and looked gorgeous over a VGA output. Videophiles may well have some gripes, but I imagine average players (like myself) will be satisfied with the presentation. The extensive two minute loading time before the game's main menu seemed foreboding at first, but, if intentional, is actually a clever move as it means that loading is brief between levels. The trade off is well worth it, and in any case, gives you just enough time to brew a cuppa (or scroll the DCJY Discord channels).

Although the Dreamcast version has arrived a year later than its initial outings on more contemporary platforms like the Nintendo Switch and the PlayStation 4, Andro Dunos II immediately piqued my interest more than some other recent Dreamcast releases as it is actually something new.

Sadly the same can't be said of the game's clichéd premise: saving the earth from an alien race. I wasn't exactly expecting Franz Kafka, but surely it wouldn't hurt to open our horizons up a little wider here? Just as there are heaps of gifted programmers in the Dreamcast scene, I'd bet there are also plenty of creative writers who could contribute something a little more stimulating.