DCJY welcomes Dreamcast Enjoyer

Here at The Dreamcast Junkyard we love to champion creators in the scene who continue to keep the dream alive, so for episode 120 of our podcast, the DreamPod, we are joined by Dreamcast Enjoyer!

For the last year, Dreamcast Enjoyer (aka Dominic) has been creating excellent, upbeat YouTube videos about Dreamcast games and games from other systems, with a particular focus on nostalgia and good vibes, as well as an appreciation for creativity and potential in even the jankiest titles. His videos are super positive and relaxing, so if you weren't aware of Dreamcast Enjoyer before, we recommend you go subscribe to his channel!

In the episode, myself (Lewis) and Andrew chat to Dominic about his Dreamcast origin story, his time on YouTube so far, his love for Blue Stinger, obscure Japanese exclusives, and more, in this hour long episode.

You can listen to this episode of the DreamPod and all of our previous episodes on Buzzsprout, along with all great podcatchers. Huge thanks to Dominic for joining us on this episode, we had a great chat!

P.S. Dreamcast Enjoyer revealed to us on the episode that he has The Dreamcast Junkyard as his internet browser home page, so Dom, I hope this post was a nice surprise!

Driving Strikers Review - The First New Online Dreamcast Game in 20 Years

With Driving Strikers, LD-2K and Reality Jump have taken Sega’s iconic “why don’t we play together?” slogan to heart, producing the first online multiplayer Dreamcast game since 2002. Whatever your assessment of the gameplay itself may be, this is a monumental achievement - probably about as significant a leap as we are likely to see within our niche community. Commercial indie releases have been hitting the shelves for two decades now, and although there have been some phenomenal entries made to the Dreamcast’s library during that time, no one had mustered the courage to tackle what is probably the keystone of the console’s identity; online play. That is, until recently.

Luke Benstead and David Reichelt, the former of which invented the popular DreamPi method for connecting your Dreamcast to the internet, have been plugging away at the development of Driving Strikers, a fast-paced ‘car football’ game, for several years now (Rocket League? Never heard of it, mate). The duo, assisted by a handful of others, and with WAVE Game Studios on board as publisher, finalised the game back in June and physical copies have recently begun landing on doormats. Regular scene-watchers may already be familiar with the fundamental concept and overall design given that several demos have been dropped during the game’s developmental lifespan. For those that are still uninitiated though, it’s really quite simple: you take control of a car in a football match, and are tasked with scoring more goals than your opponents within rounds of a few minutes at time. You drive. You strike. It’s all in the name! Well actually, you can boost and jump too, but Boosted-Jumping-Driving Strikers would’ve been a bit of a mouthful.

All screenshots provided by Luke Benstead.

Those who have played the demos will immediately notice that the final commercial release of Driving Strikers is significantly expanded and improved upon when compared to those earlier builds. The most important change is undoubtedly in the handling of the cars, which are directed via your analog stick or D-pad. To be honest, in the demos I found controlling my vehicle to be virtually impossible, resulting in a chaotic experience replete with own goals that would make Frank Sinclair blush. In the final product though, the cars are much more manoeuvrable, allowing for more clearly defined defensive and attacking plays which are greatly rewarding when they pay off - especially so when you can rub it in the face of a human opponent. Matches are still quite hectic in nature, but now to a degree that suits, and while the gameplay is intuitive enough for total beginners it also has space for the development of skill from practice.

The arenas available to players, four regular and two unlockable, are diverse in their design, ranging from a serene beach (which looks more Seychelles than Skegness) to a dingy cobblestone castle. The distinct earworm-laden music that accompanies each stage is a particular highlight, with the Christmas stage track acting like a homage to the classic Dubstep Santa. If the stadia had differed a little more in their shape and terrain, and if the teams you choose from had material differences in their operation (speed, boost, strength etc.), then that may have helped spice things up a little more, but understandably for a game like this, boundaries need to be kept manageable.

The ‘league’ mode featured in the commercial release definitely adds a little longevity to the game (and must be traversed if you want to unlock one of the arenas) but fundamentally Driving Strikers is all about multiplayer - whether that be in person or online. What can at times be a bit of a dull experience when played solo becomes infinitely more fun when the competitive human connection is thrown in. If you are blessed enough to be able to call on four friends to cram round a screen, then Driving Strikers will easily give you the same vibes as local multiplayer classics of old. 

Best game ever. No bias, or anything.

Of course, if your Dreamcast is connected to the internet, then playing online is a must. However, as much of a watershed achievement as this feature is, it does come with some caveats. When it runs smoothly, the online multiplayer experience is fantastic, and you’ll find yourself happily burning through half a dozen rounds before you need to take a breather. Unfortunately though, the lag experienced by DreamPi users can disrupt things, and it seems to be a bit of a lottery as to whether you have no lag, a noticeable yet serviceable level, or a big fat dose. LD-2K and WAVE do acknowledge this, recommending in the manual that hosts should be using a Broadband Adapter wherever possible. The times I have played with a BBA have certainly been noticeably better, but the reality is that this peripheral remains expensive and far less widely used than the DreamPi. Aside from the lag, the game’s online mode does have other occasional hiccups too, whether that be freezing (requiring a console reset) or potential difficulties with the login screen.

No doubt some folks may feel a little aggrieved by these issues, which is understandable. After all, everyone is entitled to an opinion, especially so when the exchange of hard-earned money is involved. However, I personally feel that a more rounded perspective is warranted, and can be arrived at if we account for a couple of contextual factors. Firstly, lag and other snafus aren’t unknowns in the realm of playing your Dreamcast online. Those of us who play regularly will all have had jittery slideshow-like rounds of Mobile Suit Gundam, sessions of DeeDee Planet that desync, or pulled our hair out as a match of Worms World Party fails to start for the third time in a row. Secondly, Luke and David are the first to attempt the feat of getting an indie release online, without being able to follow pre-existing guidelines or rely on the support of a large well-resourced team.

What has been delivered is a meticulously thought out online architecture, compatible with all current Dreamcast internet connection methods and featuring cross-platform functionality with the PC. Granted, there are flaws, but in my view at least, they are forgivable. And, as the online code will be publicly shared, the door for other future online indie titles has finally been smashed open. Given that the battering-ram used for this progress is a vibrant, well-designed, and fun little game leaves me feeling that the £20 I forked over was well spent. The finishing touches such as multiple language options, in-game VMU icons, and a plentiful options menu (that aren’t always present on DC indie releases) only reinforce this perspective.

The three styles of physical copy available from WAVE on release - from Mike's A to Z account!

Here’s hoping that LD-2K return in the future with another online outing for our beloved little white box - after a well earned break of course. In the meantime, check the Dreamcast Live and Sega Online schedules to join us for some rounds of Driving Strikers.

Driving Strikers is available now in physical or digital format from WAVE Game Studios.

Have you played Driving Strikers yet? If so, have you had the chance to enjoy playing it online? Let us know in the comments below or via our various social media channels!

StrikerDC Wireless Controller Announced by Retro Fighters

Last week Retro Fighters, the US-based producer of peripherals for retro consoles, revealed the 'StrikerDC Wireless' to the world. As the name suggests, this is a wireless version of their StrikerDC controller that aims to provide Dreamcast aficionados with an experience that is in-line with contemporary expectations.
Photo of the StrikerDC Wireless controller and VMU dongle
Despite its ergonomic form factor and elegant design, the original StrikerDC had a mixed reception within the Dreamcast Scene. Many users complained that the trigger mechanisms in their controllers broke after only moderate usage, and although Retro Fighters were quick to fulfil requests for replacements or refunds, the presence of this problem was a significant enough drawback to ward off many a potential buyer.

Fortunately, Retro Fighters have reported to the DCJY that the triggers on the StrikerDC Wireless have been completely redesigned, taking into account the problems that the original wired iteration had. Of course, we'll only be able to tell whether the necessary durability is present after some testing, but, if Retro Fighters have in fact cracked this issue, then the StrikerDC Wireless could be quite special.
Photo of the StrikerDC Wireless controller in blue
The controller features modern wireless technology that functions at a distance of up to 30 feet, a USB-C rechargable battery with a life of up to 10 hours, built-in rumble, and a shape that promises to be more comfortable than that of the original DC controller. Notably, the VMU slot, which we've been told is fully compatible with the 4X memory card, is not present on the controller itself, instead being located alongside the wireless receiver that plugs into the console's controller port. Retro Fighters purportedly opted to go this route as trying to get a VMU to function wirelessly was causing latency and communication problems during their initial testing. Having the slot at arms length could be an issue for those sick Seaman addicts who need to tenderly whisper into a Dreamcast microphone held in close proximity, but admittedly, there is probably only a small pool of such folks out there. Importantly, given the plentiful bounty of local multiplayer gems on the little white box, Retro Fighters claim that multiple controllers can work together without interference.
Photo of the StrikerDC Wireless VMU dongle in blue
If the StrikerDC Wireless delivers all that it promises, and overcomes the aforementioned trigger flaw, then the price of $49.99 sounds reasonable. It's also quite competitive when compared with other wireless options currently on the market, such as the $45 Brook Wingman adapter, or the $200+ DreamConn

Once the StrikerDC Wireless drops, we'll be putting it through its paces and providing readers with a comprehensive review. We'll also be sure to report on any other news from Retro Fighters given that they have hinted that more Dreamcast products could be coming down the line...

Until then, you can find out all you need to know about the StrikerDC Wireless over at the Retro Fighters website.

Will you be giving the StrikerDC Wireless some consideration or are you loyally clinging to the iconoclastic OG controller? Let us know in the comments section below.