Dream Disc '24 Game Jam - More Details and an Interview with the Organisers

The logo for the Dream Disc' 24 Game Jam

On the 23rd of October, the organisers of the Dream Disc ‘24 Game Jam revealed their forthcoming event to the world, and, in the days that have since passed, their announcement has produced quite a buzz, not only within our niche scene, but across the wider gaming world too.

For some, the title of this hotly anticipated 'jam' may be confusing though, so let me break it down in lay terms. A game jam is a time-restricted event at which developers of various kinds will conceptualise and begin creating games. Much like a musical jam, the idea is that people with complementary skills will band together, sometimes with total strangers, and experiment in an open-minded environment. The hope is that the focused attention these conditions produce will result in some innovative results. Alas, it’s always a possibility that some of the outputs will be hideous abominations, but the learning and networking experience can be useful in and of itself nonetheless. 

A Peep Show meme with the game Frog Feast being referred to as not jam, but just 'fucking marmalade'.

In the case of the Dream Disc’ 24 Game Jam, developers are being encouraged to congregate online around itch.io and the Simulant Discord between Friday 20 December and Friday 3 January to “collaborate, build, tinker and show off” their projects. That being said, projects that were begun prior to these dates can be submitted, and entrants are welcome to drop by and introduce themselves whenever they may wish. In another wise move from the organisers, it’s also the case that, in addition to games, software utilities and even hardware can be accommodated for too.

So, that clears up the sticky issue of what ‘jam’ means. What about the ‘Dream Disc ‘24’ part? Well,  thanks to one of the event’s main sponsors, Orc Face Games, the top ten entries (as judged by public vote and expert panel) shall subsequently be featured on a physical CD-ROM to be made available to the public for the cost of shipping alone. If that wasn’t enough incentive, there is also a cash prize pool to be shared by the top three entrants. This currently stands at close to $900 USD, and in a peculiar twist of fate has been buoyed by advertising income that had been set aside for a contest to be hosted by the website DCEmu 15 years ago that never materialised. Those funds are now finally being put to good use thanks to one of the administrators of that OG website, darksaviour, digging them out all these years later. Of course, the pot is likely to grow further too as news spreads and additional donations are received

25 Years of SEGA Dreamcast (EGX London 2024 Panel)

On the 27th of October at EGX London 2024, Christopher Dring of GamesIndustry.biz hosted a panel called "25 Years of SEGA Dreamcast". The panel featured publishing veterans and founders of DC-UK magazine Caspar Field and Keith Stuart, as well as Junkyard member and author of the Dreamcast: Year One and Year Two books Andrew Dickinson, to discuss "one of the most influential games consoles that people didn't buy." 

Many great stories are shared throughout the discussion, and the panel really focuses in on what exactly made SEGA's final console so fantastic. If you weren't there in the audience to see this talk live, fear not, as Dan from Debug Magazine was there to capture the whole thing on film, the footage of which we have preserved on our YouTube channel, complete with crisp 4K video quality and lovely clear audio (also thanks to Dan!)

Let us know what you thought of the talk by leaving a comment below, or on the video itself!

Halloween 2024 Compilation released for the SEGA Dreamcast!

Looking for something to do this Hallows Eve? Perennial Dreamcast developer Ian Micheal and Adam Burrell have got you covered with his latest Dreamcast compilation release, especially for Halloween.

The compilation features a number of spooky themed games from older systems like Castlevania Bloodlines, Splatterhouse 3, Ghostbusters and even a Halloween-themed ROM hack of Sonic The Hedgehog! My personal pick is the long lost GameBoy Color version of Resident Evil - here to play through in full. All together, there are a whopping 20 games to get stuck into and so you'll have plenty to do in between your pumpkin carving.

If you don't feel like gaming, you can also enjoy an animated movie called The Hallow Tree from 1993, or fire up the jukebox to listen to classics like Monster Mash, This is Halloween and Pet Cemetery.

It has to be said that as usual, the presentation of this compilation is impeccable. Ian works wonders with a menu system that makes most modern games bow their heads in shame. 

Available for free download, you can run Ian's gift to the community on a GDEMU or you can burn the CDI to disc. You can find the download link here.

If you like what you see, Ian has made compilations like this before - including a Christmas special from 2023 and of course his excellent Teenage Mutant Ninja Turtles: The Cowabunga Collection, which in all honestly is better than the official collections released recently!

On behalf of the entire Dreamcast community, we'd like to wholeheartedly thank Ian for this free release as well as everything else he's contributed over the years.

Dreamzone Magazine: First 15 Issues now Digitally Preserved

 

Parles-tu français? No, me neither. Languages weren't a strength of mine at school, and despite some derisory attempts to pick up Spanish during adulthood, I remain a stereotypically monolingual Brit. Nevertheless, last year I took up the task of acquiring and scanning a whole heap of Dreamcast magazines from across the globe that had yet to be digitally preserved. A handful of those missing from the internet are in English, but the vast majority are in the Romance languages of my European neighbours, Japanese and even varieties of Chinese. 

Why on earth would I bother doing this? Well, for one, I'm hopeful that the pages of these mags might contain some information that is useful to hobbyists, journos and potentially even the more rigorous varieties of gaming historians.

Fortunately the Junkyard crew's attitudes towards our French neighbours are much more comradely than that shown in this Dreamarena chat snippet...

Secondly, it seemed a shame that masses of material was only available to those who were fortunate enough to hold private collections. And lastly, given that there is no profit to be made from it, it was unlikely that digital preservation of this sort was going to happen unless I (or other volunteers) took it up. Oh, and the biggest reason of all - I'm a big dork and get a kick out of dorky endeavours.

Ok, enough with the prelude and on to the main event. The primary purpose of this post is to announce that the first 15 issues of the French magazine Dreamzone are now available for your viewing pleasure, hosted by the virtual Aladdin's cave that is Sega Retro. That is, over 2,000 pages of retro gaming journalism, brought back to life kicking and screaming from the dark depths of the turn of the Millennium. 

Feel free to browse the scans for yourself, or, for an introduction to the magazine and a run-down of its contents, read-on.

Dreamzone: Stalwarts of the French Scene (1998-2002)

Launched by the prolific FJM Publications in December of 1998, Dreamzone was the first magazine of its ilk to appear in Europe. Understandably enthused by the Japanese launch, their early start meant that the first few issues of the mag were dominated by salivating previews and reviews of exotic Japanese imports, as well as extensive pondering over what the coming European launch may entail. Once the wait was over in late 1999 a substantial proportion of the page budget was duly turned over to a PAL-specific focus, though coverage of the many, many Japanese releases still remained a mainstay until the bitter end.

The FJM Publication team circa 2000, featuring two chaps who took up the Editor-in-Chief role for Dreamzone: Vincent Maulon (issues 7-15) and Cedric Devoyon (issues 16-29).

Dreamzone featured everything you might expect from a magazine of its genre and age: a copious letters section, interviews with game industry heads, reporting from events, boisterous editorials, competitions, game tips, reviews and previews, and of course, crass slobbering over a digital Lara Croft. What was perhaps a little more odd was their persistent coverage of the Neo Geo Pocket - seemingly adopted as an unofficial companion for the Dreamcast, perhaps in spite of the console war rivals over at Nintendo. Looking at it through the lens of 2024, the haphazard reporting on movies and websites that filled the back end of the mag seems rather twee too, but may well have added some value for readers at a time when internet access was limited.

"I'm not BOY". Vive la Neo Geo Pocket!

Despite lacking the GD-ROM giveaway of its official competitor, Dreamzone still packed a lot of bang for it's buck (or Franc to be more precise), coming in at 132 pages per issue on average. And, from what can be established through some rudimentary internet sleuthing, the mag appears to be fondly remembered by many a French millennial - more so than its other national competitor, Game Dream, which was bizarrely ran by the same publishing house. Whether Dreamzone ever actually made it to the shores of distant Francophone territories mentioned in the small print of its cover (Martinique, Guadeloupe, Quebec) is a question for another day... 

Retro Fighters unveil a 6-Button Wireless Fight Controller for the SEGA Dreamcast


When Retro Fighters' "next gen" Dreamcast controller went to Kickstarter, I recall some of my Junkyard colleagues presuming that it was designed specifically for fighting games. This was due to the company's name, along with the fact the controller's official name was "StrikerDC". It and its later wireless counterpart were, in fact, controllers designed for play with all manner of Dreamcast games, just with a more ergonomic form factor similar to that of modern controllers.

Well, Retro Fighters have unveiled today (9.9.99!) that they are actually now finally bringing us their very own take on a Dreamcast fight pad, with the upcoming "D6 Dreamcast" 6-Button Wireless Controller. Obviously the layout and shape of the controller is very reminiscent of the the beloved SEGA Saturn controller, but in a Dreamcast context, seasoned fans will notice a lot of similarities to the excellent ASCII Pad FT, an officially licensed Dreamcast controller designed especially for fighters.

Of course, like Retro Fighters' other wireless Dreamcast controller, there are no VMU slots on this controller, and connectivity to the Dreamcast's trusty memory card will instead be delivered via a VMU dongle that plugs into the Dreamcast's controller ports. This dongle also doubles up as the method with which the controller connects to the console.


Available in both white and black, the controller boasts the following features (from their website):
  • Compatible with Dreamcast, PC, and Nintendo Switch
  • Low latency 2.4 GHz wireless technology
  • A precise and responsive D-pad
  • Equipped with integrated Kailh micro switches for both the D-pad and face buttons
  • Offers multiple modes: left stick, right stick, and d-pad configurations
  • Two customisable modes for C/Z buttons: choose between L/R shoulder buttons or specific “C” and “Z” buttons
  • Compatible with original VMUs, 4X, and the upcoming 8BITMODS VMU Pro

The controller is currently up for pre-order for the price of $49.99 (about £38) with an expected release of 2025.

What do you think of the D6 Dreamcast wireless controller? Are you excited to finally get a wireless fight pad for the Dreamcast? Let us know in the comments below of via one of our social media pages.

Capcom Fighting Collection 2 - Power Stone, Capcom Vs. SNK, and more coming to Modern Consoles with Online Play!

Capcom have just made a lot of SEGA Dreamcast fans very happy. After previously announcing back in June that both Marvel Vs. Capcom and Marvel Vs. Capcom 2 would return this September as part of their Marvel Vs. Capcom Fighting Collection, they've just gone and revealed that we're also going to be receiving Capcom Fighting Collection 2 on modern consoles in 2025, which includes some very significant Dreamcast fighters. And when I say significant… get this, Dreamcast lovers - Power Stone is on it! POWER STONE. And Power Stone 2 (the connoisseurs choice). And both Capcom VS. SNK games. And Project Justice. And Plasma Sword. Okay, no one cares about Plasma Sword.

Check out the announcement trailer below:

I felt giddy with joy just watching that. Why this upcoming release is so exciting is that the Dreamcast’s most beloved brawler Power Stone and its sequel were thought to have been left behind for good in 2006, when a collection of the two released for Sony’s PSP. But now here we are a little under two decades later in 2024 with a contemporary release of Power Stone coming our way! Another big deal in this upcoming collection is Project Justice - the sequel to Rival Schools (not to be confused with the band who did "Used for Glue") - as that game has never been released on any other console besides the Dreamcast, which is probably mostly why preowned copies of the game have been climbing in price in the last so many years.

The games by themselves would’ve been enough, but the glacier cherry on top of this awesome sundae is... all the included games will feature online play! Finally my long-suffering friends will no longer have to trek over to my house just to play endless rounds of their favourite game Power Stone 2 and nothing else for an entire day (they love it, really). They can instead now join the action from the comfort of their own homes, with the option to fake connectivity issues or simply just turn their console off as a means of escape. 

Here's all of the games included on this release:

  • Capcom vs. SNK: Millennium Fight 2000 Pro
  • Capcom vs. SNK 2: Mark of the Millennium 2001
  • Capcom Fighting Evolution
  • Street Fighter Alpha 3 UPPER
  • Project Justice
  • Power Stone
  • Power Stone 2
  • Plasma Sword: Nightmare of Bilstein

The collection is currently confirmed for Nintendo Switch, PS4, Xbox One and Steam.

Are you looking forward to the collection? Excited to finally play some Power Stone online with your friends? Disappointed Tech Romancer wasn't included? Let us know in the comments below or via one of our social media channels.

An Interview with Kenji Tosaki: How the SEGA Dreamcast and its Beloved Peripherals Came to Be

One day we realised that The Dreamcast Junkyard account on Twitter (or X, as it is now known...) was followed by none other than Kenji Tosaki, the peripheral development manager at SEGA of Japan from the 1990s until 2001, when he retired. He led the design process for classic SEGA Saturn peripherals like the 3D Control Pad and the Virtua Gun, but perhaps most importantly to us here at the Junkyard, he was heavily involved with the design of the Dreamcast console hardware, its controller, the Visual Memory Unit (VMU), and even the Samba de Amigo Maracas Controller, to name a few. To have such an important figure from SEGA's heyday follow usof all peoplewas truly an honour. We knew we had to reach out and try and arrange some sort of opportunity to speak with him.

What followed was a whole lot of machine-translated correspondence, and we must thank Tosaki-san for answering all our questions, as well as his time and patience throughout this process. Another thank you also goes out to Brian Vines and Laurence Goodchild for assisting me with the decision on which questions to ask, as well as Derek Pascarella for some technical explanations.

Of course, we couldn't just let the resulting interview you see below remain machine-translated, so this is where I must extend a huge thanks to translation extraordinaire (and my former Nakoruru fan translation comrade-in-arms) Duralumin, who graciously translated Tosaki-san's original Japanese answers into English.

What was revealed from our conversation with Tosaki-san is a whole lot of great insight into how the Dreamcast hardware and many beloved peripherals came to be. We also thought it was important to use this opportunity to try and dig deeper into some of the more esoteric Dreamcast-related lore, to try and get some light shone on topics that have fuelled debates within SEGA fan communities for decades. Why was a second analog stick a no show on the Dreamcast controller? What was SEGA's view on adopting the almighty DVD format that would've supposedly helped the Dreamcast go toe-to-toe with Sony's PlayStation 2? We also made sure to pick Tosaki-san's brain about some cancelled Dreamcast peripherals, such as the VMU MP3 player, with the hopes of unearthing new information about them.

While our interview does touch on the SEGA Saturn somewhat, it is mainly referenced to assist the explanation of points relating to the Dreamcast's own design. If you'd like to hear Tosaki-san get more in-depth about the Saturn, I highly recommend you go check out his interview with our friends over at SEGA SATURN, SHIRO!

Credit: SEGA Retro

DCJY: Thank you for agreeing to talk with us about your career at SEGA, Tosaki-san. We have read that you were involved with the design of the Dreamcast console. The design was definitely more compact than its predecessor, the Saturn, and very futuristic-looking for the time. When you and your team set out to design the console, what inspired the design?

Kenji Tosaki: The lead director and producer on the design of the Dreamcast was actually Mr. Oikawa [Akitoshi Oikawa], who also handled the design of the SEGA Saturn. For the Dreamcast, the design of the console itself was contracted out, but Mr. Oikawa personally handled the controllers and other peripherals.

Now, when the Saturn was still in development, we ended up drawing up the design ahead of finalizing how much space all the internals would need. Stuff like the main board, the CD drive, power supply unit, all of that. The original design was quite a bit smaller than what the Saturn finally became. As development progressed, we added more components, and the footprint grew larger.

The preliminary designs for the console couldn't accommodate all the changes, so we had to go back to the drawing board, and it ended up quite a bit different from what we had originally envisioned. It had to be made larger, so we also had to redesign some of the finer details of its appearance to match.

With the Saturn, the technical development —the main board, the drive unit, etc.— and the product design had been sort of progressing on different fronts, and that disconnect caused us a lot of issues. Plus, the technical design turned out to be more complex than expected, so the production and assembly was more complicated. We learned from all of that when we were working on the Dreamcast. 

Our top priorities in designing the Dreamcast were to optimize the internal layout and heat dissipation. I think the internal design turned out really nice and clean. Of course, keeping it simple also helped with assembly. We also waited to plan out the console design until the technical design had been locked in to a certain extent, so we didn’t have to go back and rework a lot of things.

Regarding the design itself, we shopped the job around to a wide variety of outside agencies for proposals;  not just Japanese companies, but even American design houses. Mr. Oikawa reviewed a ton of ideas. 

Ultimately, Mr. Oikawa went with a relatively minor Japanese company’s proposal. They did a very good job of taking Mr. Oikawa’s asks into account when building their approach.

On the conceptual approach, I’ll quote Mr. Oikawa himself:

"The Dreamcast design is made up of simple shapes; squares, triangles, and circles. The point of the triangle points toward the player, representing how the games and online content were to be player-focused. From the console, straight to the player. But then the start button on the controller points towards the Dreamcast. That represents how, in response, the players reach out and connect with the console."

Credit: SEGA Retro

When you and your team were designing the Dreamcast's controller, what were the most important features or aspects that you knew it had to include? It is well known that the Dreamcast controller shares some design similarities to the Saturn's 3D Control Pad, which you also worked on. How much did that controller inspire the Dreamcast's controller?

When we were developing the Saturn 3D Controller, that was the first time we had ever tried to design an analog-input controller. We looked at how we could best make an analog controller, and spent a lot of time working on the basic design, control methods, layouts, and all the associated design questions.

We also looked into all kinds of additional features; stuff like integrated displays, paddle wheel controls, mouse input, motion sensing, infrared, rumble, haptics, voice recognition... many different things. Most of these features proved too costly to have natively on the Saturn 3D pad, but we made sure to design the controller to include an expansion port so those features could be added later.

We had actually planned out a motion sensor and vibration pack, and even made a prototype. We made sure that the controller's cord ran out of the back, since anything to do with motion sensors that you would have to tilt or shake around would be harder to use with the cord coming out of the front of the controller. 

For the analog inputs, we felt it was essential to use a sensor that wouldn't experience any change in the analog signal from drift or wear. To accomplish that, we used "Hall" elements. We knew we definitely didn’t want resistive sensors. We didn’t add them for the sake of having a selling point, we just saw it as the obvious choice. It wasn’t until 2020 that we saw other companies start making controllers with those same Hall elements. I guess the market finally caught up to the SEGA 3D Control Pad, and it only took 25 years.

When it came to the Dreamcast controller, we applied a lot of what we had learned from the Saturn 3D pad.

As I mentioned, the idea behind the Dreamcast ecosystem was “play and communication.” The console could go online, but the concept extended beyond just that. There were also four controller ports, so you could have four people at once all playing together. Then, we decided we would try putting an individual display on each controller. We had originally conceived it as something like a personal monitor for each player for sports games, with individual displays. The VMU was our solution.

Connecting the VMUs directly to the console would have meant we would have to add four pretty big ports for four players’ VMUs, which wasn’t a great solution from either a cost or design standpoint. So, we decided to explore plugging the VMUs into the controllers instead. Every VMU would be like a memory pack, but with an LCD screen and control buttons; it could have its own independent apps, and when it was plugged into the controller, the screen would serve as an additional display.

Away from the controller, you could connect VMUs together to swap data with your friends, or play games against each other. That was another facet of the “communication” concept. For us on the peripherals team, we figured it wasn’t likely that every kid would have an internet connection they could use to play online, so we focused on ways we could build “play and communication” through controllers and accessories.

We also planned out a built-in gyro sensor, so you could control games by moving the controller, as well as built-in vibration, and a built-in light gun pointing device. It turned out to be too expensive to implement those features natively, so we decided to build two expansion slots into the controller. That would leave room for us to release expansion units after the fact. We expected one slot would usually be occupied by the VMU, so we needed to have one more for other expansions.

The most important decision made regarding the controller was to have memory units connect to it instead of the console. We designed the VMUs for that purpose.

The controllers themselves were developed to work with an interface device [MapleBus] that could also support VMUs and any expansion packs. MapleBus proved essential, as it had the kind of scalability we needed.

For the expansion slots, we had to think about what sort of functionality we would need in the future. For instance, if we put out a rumble pack, the vibrations from that accessory would travel down to the slot and the connector. That’s not necessarily healthy for the components, and we expected these to be used long-term. So, we had to come up with a design for the connectors that would be durable and reliable.

The analog input was also much more advanced than the 3D Control Pad. We improved the precision, and allowed wider strokes. At the same time, the units could be made smaller, and needed less space to install internally.

I really would have liked to have seen the gyros, vibration, and wireless pointing built-in on the controller, but it just would’ve been too expensive.

The original US patent for the VMU. Credit: SEGA Retro

An interview with David Perkinson - Producer of NFL 2K and World Series Baseball on the SEGA Dreamcast

Before 2K Sports, It Was Simply: SEGA Sports.

Some of us like to think that science is apolitical. We like to imagine that global, collaborating scientists choose to ignore the lines in our Apple or Google Maps that trace the boundaries of sovereign nations all in the name of research. And sometimes we are right.

It follows then that the inception of SEGA Sports' World Series Baseball on the SEGA Dreamcast is a story of in-house rivals sharing ideas across miles of oceans. This was possible partly because game design is its own science; its own language — not limited by geopolitical or even cultural constructs. Perhaps it is no wonder then that SEGA of America and SEGA of Japan shared SEGA Dreamcast technology that would become the foundation to iconic SEGA Sports game franchises.

Before the corruption of 2K Sports as we now know it, it was SEGA Sports. I spoke with former SEGA Sports producer David Perkinson (World Series Baseball, NFL 2K, Heavy Rain) to discuss how SEGA Sports was shaped in its defining Dreamcast era.

Credit: Sega Retro

Steven Montani: How did you end up at SEGA?

David Perkinson: Yeah, that’s a good question! I graduated from college in the Spring of ’93. I went to school in Ohio, and my sister and her husband lived in San Francisco. My sister had been doing some work at the time with kind of a small, wannabe-publisher, and they had a few games they were working on. At the time, CES was the big gameshow pre-E3. At the time, CES was in Chicago, and I was in Ohio and they wanted somebody to work the booth. I did some work for this company, and I was not being asked for too much. I helped people play, rebooted systems, and handed out pamphlets. CES ended and they asked me if I wanted to come work for them in the Bay Area for the summer. So I did. I flew out there and I began working for them without any real defined terms. Neither party knew if it would be a long-term thing, short-term thing or whatever. I worked there a couple of months at the time, sending reviewable builds out to media people and general stuff around the office. I just graduated from college and my friends had graduated from college and it was going to be our last summer together so I decided I was going to head back home. I left that gig. And then committed myself to moving back to the Bay Area. My sister was there. I had an easy in. I drove from Ohio, got to the Bay Area on the Saturday of Labor Day weekend.

I saw an ad in the paper that said: “growing software publisher needs testers.“ It did not say who it was. Since I just had done that, I decided to apply. Applied on Monday. Got the job on Tuesday. And then I was around SEGA in different incarnations, always working on SEGA stuff, for about ten years. I started out in [quality assurance], spent maybe about a year in QA, and then moved into production. I always had an affinity for the sports stuff, so I began working on the Genesis sports stuff. That transitioned into 32X and the Saturn, and then into Dreamcast, and ultimately into publishing SEGA Sports or ESPN video games even, developed by SEGA and Visual Concepts for other platforms.

My role kind of increased. I was assistant producer, associate producer, producer, and then doing all kinds of stuff. Like taking on projects from SEGA of Japan, working with developers in the United States on stuff from scratch. Almost all of it in the sports realm.
NFL's Greatest: San Francisco vs. Dallas 1978-1993 - one of the earliest games David worked on as a tester.

Did you have a passion for sports beforehand, before entering the game industry? Or did it develop while you were there?

I played an embarrassing amount of Techmo Bowl in college. Blades of Steel, Double Dribble on Nintendo Entertainment System was kind of a fun one. It had that hook shot from the corner that was kind of a bug that the shot was never missed. I was always a huge sports fan growing up — it was a passion of mine and so I kind of fell into it naturally. When I got on sports games working in QA, I just had a good connection with them and built really good working connections with the production teams on the SEGA side, and developers on development side.

So that was an MBA of sorts in production, in game development, and in publishing during your time there…

Yeah! One of the great things about it was that the group of people working there — it was a really eclectic group of people, a lot of whom got their start at the same time as I did, who were still in there doing really cool stuff. They accomplished great things in games, or whether they moved into other areas of software development. We had writers, actors, musicians, just the gambit of creative people that worked there. We were kind of like-minded. I consider myself incredibly fortunate, right place at the right time.

That’s one part of it. The other part of it that made it so interesting and kind of challenging — every hardware generation, the rules completely changed. The expectations would change. The technology would change. The things you had to work on and think about and the tools used to develop the games and the complexity and the visual improvement — all of it was constantly evolving. You could always apply lessons before of making successful products, but there was a fair amount of improvisation in every hardware generation. You really had to think quickly and problem solve, and find a way to execute the best product given the constraints. Super-fun.

That is in line with some of the documentaries I’ve seen on SEGA. Where SEGA had been considered, maybe back in those days, like how we'd see modern indie studios — an eclectic personality to the entire studio. People were not afraid to take risks, explore avenues with their creativity and mess with different mediums mixing different disciplines.

Even outside of the sports stuff, you had all of types of creativity coming from SEGA of Japan. Just legendary designers making incredibly famous products. There was a fearlessness and spirit of innovation that led them to take risks. Even if the games did not blow out sales, those innovations would drive something else that would show up in some other product that could make that successful and shine. At SEGA of America, even outside of the sports world. I think of stuff like Ecco the Dolphin. Incredibly creative game.

Shadow Gangs Zero - What We Know So Far... Kickstarter due 1 August

Almost exactly two years ago the Junkyard published my review of Shadow Gangs, a side-scrolling beat ‘em up that was released for the Dreamcast in 2022, hot on the heels of a successful Kickstarter campaign. Perhaps due to a threadbare skillset, my personal experience of the game was less ‘beat em up’ and more ‘get beat up’, which I must admit detracted from my playing satisfaction quite a bit... Even so, I couldn’t deny that Shadow Gangs was a well polished effort with smooth, bug-free gameplay, an endearing art style and a thumping soundtrack. And, what’s more, the game was delivered to customers within the expected timeframe without any fuss or bother - a commendable feat that is far from guaranteed in our niche community (or in gaming more widely for that matter).

Why the hell am I bringing this up again? Oh, yeah, JKM Corp have now confirmed that Master Dan, the protagonist of Shadow Gangs, will be making a triumphant return to the Dreamcast in Shadow Gangs Zero, a Kickstarter for which shall be launching on Thursday 1 August. Though, as Zero is actually a prelude not a sequel, perhaps this marks an arrival rather than a return?! Theories of time and space are not my forte, so let’s side-step that rabbit hole and get down to business: what exactly is Shadow Gangs Zero and why should Dreamcast enthusiasts care about it?

Well, as I said above, Shadow Gangs Zero is a prequel to Shadow Gangs, and although it is sticking to the same fundamental beat ‘em up formula, there are a significant number of differences to be aware of. First of all, rather than being developed primarily for the Dreamcast and PC, the primary console which Shadow Gangs Zero is being built for is the Neo Geo. Apparently Ali Jakamy, head honcho over at JKM, had some time on his hands awaiting the submission of art and animations commissioned for Shadow Gangs II, and instead of taking a well-earned break, he couldn’t help but try to get Shadow Gangs running on SNK’s mid-90s powerhouse. Of course, with his enthusiasm unbound, that little tinkering project quickly escalated into the full scale production of the 16-bit 320*224 resolution prequel that we are now discussing here.

So, the Dreamcast version will be a port from a lesser console (a fucking great console, yes, but still lesser) something which may not excite those who are seeking indie titles that push the capabilities of our beloved little white box. However, Ali has assured us that the Dreamcast version will be a native port (no ROMs running on Neo Geo emulators here) and will make use of the Dreamcast’s hardware to deliver more colours, as well as rumble and VMU saving. Given his record with the first game, we have little reason to doubt that the Dreamcast version will be solid from a technical standpoint.

The other key characteristic which will differentiate Shadow Gangs Zero from its predecessor is that it shall be designed to deliver a home console experience, as opposed to an arcade-like one. In practical terms, what that appears to mean is: a) a shift away from brutal difficulty, and b) a longer and more in-depth game. The former aspect will be delivered through the binning of time limits and deaths from falls, as well as the addition of mid-level health pickups. The latter seems to come down to the provision of longer and potentially more levels, as well as opportunities to discover different scenarios through replaying the game with different characters or settings.

From what I can gather, Shadow Gangs Zero is not going to be entirely new. It seems that some of the settings and assets from the initial game will travel across, and so it may come down to interpretation whether it is to be viewed as a thoroughly substantial remake or a standalone new entry. We’ve been assured that many significant distinctions, such as those I outlined above, are nailed on and that owners of the first entry will have reasons to go in for the prequel. However, the extent of differentiation between the two entries will also ultimately come down to whether certain stretch goals (e.g. the inclusion of a two-player mode or composition of new music by Naim Soufiane) are met, leaving the matter somewhat open-ended until the conclusion of the funding campaign window.

Now, moving on to what we know about the funding and publication of the game. As already mentioned, a Kickstarter campaign will be launched on Thursday the 1st of August. Although we don’t know the exact funding goal, Ali has informed us that it will be higher than that of Shadow Gangs (£25,000). This is because the money raised shall be covering development costs, rather than simply covering manufacturing costs (at the point of going to Kickstarter the original Shadow Gangs was all but finished, whereas Shadow Gangs Zero is currently only about 10% towards completion). However, while the funding goal shall be higher, the pricing for the Dreamcast versions will be the same as the first time around. Given how early the game is in its development, timelines are inevitably very tentative at this point, but JKM Corp have told us that they are hoping to deliver the Neo Geo version of Shadow Gangs Zero by December 2025, and the Dreamcast and Mega Drive/Genesis version by March 2026.

Interestingly the publishing duties (printing, sales, distribution etc.) shall be managed by PixelHeart rather than WAVE Games Studios this time around. Ali informed us that this is down to former's expertise/experience in releasing Neo Geo games, which makes sense. The shift is probably not too surprising either given that WAVE seem to have taken a breather in 2024. Of course, the hibernating Norwich-based studio handled the first Shadow Gangs release with aplomb, but we know PixelHeart are a well oiled machine when it comes to matters of manufacturing and distribution too, and will likely be a safe pair of hands for Shadow Gangs Zero.

That’s about as much as we can share for now. More details may well be available when the Kickstarter launches on Thursday the 1st of August, so if you are interested then be sure to bookmark the page. As always, we’d love to hear your thoughts in the comments section below - is Shadow Gangs Zero a title you’ll be backing immediately or are you going to give it a pass?

Doom 64 Ported to the SEGA Dreamcast!

Released back in 1997, Doom 64 brought a levelled up spin-off of the game-changing PC first-person shooter to the Nintendo 64. Since its release, the game has garnered a cult following, thanks in part to its atmosphere, with some even calling the game "terrifying". While Doom 64 saw some great ports to modern consoles in 2020, perhaps more interesting are the various homebrew ports, whether that be converting Doom 64's exclusive content to work with Doom source ports or even a port to the Nintendo DS.

Well, on July 16th 2024, the SEGA Dreamcast got added to that list of things Doom 64 has been ported to, and you’re probably wondering if it’s any good. Hell yes, it is. What the extremely talented Jnmartin84 has created here is equal to that of a AAA port and runs flawlessly. Plus, you can actually see what's going on in this version compared to the original! Doom 64 has definitely found itself a new forever home on the Dreamcast. To see this port in action (with commentary), definitely check out this new video from our pal (and previous guest on our podcast) Video Game Esoterica.

Now that you've watched that delightful footage, to actually play Doom 64 on your Dreamcast (or even an emulator), is a little bit more complicated. Presumably to avoid legal trouble, Jnmartin84 has released the source code for the port on GitHub, along with the tools that you'll need to build and play the game. Obviously you can follow the instructions in the ReadMe there, but it's mighty complicated, so perhaps seek out the .cdi, which I'm sure you'll find if you search around long enough. Does the legality really matter to you if the end result is a guaranteed trip to hell anyway?

Will you be playing Doom 64 for Dreamcast? How do you think it compares to the Nintendo 64 original? Let us know in the comments below, of via one of our social media channels.

Exploring Physics Through Play — Virtua Tennis 2


Virtua Tennis 2 encourages us to be curious about sports-science, through play.

When I play Virtua Tennis 2 in 2024, all I can see is physics. Once considered cutting edge graphics, Virtua Tennis 2 (also known as Tennis 2K2 in the USA and Power Smash 2 in Japan) on the SEGA Dreamcast presents the sport of tennis in a brightly colored visual format. The visuals emphasize its gameplay with sharp color contrasts, clearly defining the boundaries of its world in-play. My attention naturally narrows in on the action.

Perhaps more notable, is the tennis ball, traced with shadows and motion blur. It contrasts well with the matte-painted courts. There is minimal visual distortion and so the ball is easy to track. In turn, Virtua’s batted-ball physics have unexpectedly captured my attention and my imagination. And so I ask: what kind of shots can I pull off in this old-school arcade game?


Agents of Science

As game players in VT 2, we inhabit its Virtua world through the agency of digitized tennis stars. We not only compete in matches, but we experiment — with different shots, we leverage different angles, and we impose varying levels of force upon the spinning green globe. We can explore what is possible within the game’s white-painted lines.

In a way, us sports gamers unwittingly become sport-scientists, probing the hidden laws of gravity embedded within the source code of this SEGA Sports tennis universe. We can study the game engine’s rules through trial and error, akin to scientific inquiry in a digital medium.

The ball’s physics stood out to me the moment I powered on the game this past May. Now, it is all I see. Perhaps I’ll never glimpse Virtua’s actual source code, nor would I comprehend it, but games like VT 2 encourage us to ask questions about what’s achievable simply by playing.
Virtua Tennis 2 upscaled in 4K on PC via ReDream software. SEGA | Hitmaker | 2001.

Play and Discover

Virtua Tennis, with its smooth 128-bit color pallets, has a way of presenting the game of tennis in an elegantly clean form. The gameplay screen has just the right amount of information. Free from noise and commentary, VT 2 allows players to play tennis from a bird’s eye perspective — one that hones in on the fundamentals of tennis. Consequently, the game’s clean virtual court feels like an ideal test environment for game players to search for new ways to manipulate the ball and score points.

Further, when us sports gamers test new animations or explore game mechanics, we inadvertently sample the physics of the virtual world we inhabit. If we think about it, SEGA Sports gave us the ability to hypothesize and actively observe what is possible on its digital tennis court. Hence why the game can be viewed as a sports science sandbox, and the different shot types are the center of our experiments.

I once read that the beauty in sport can be found in its improvisation; and what is improvisation? Is it not a spontaneous hypothesis and inquiry into what is possible in a given moment; in a given circumstance? Virtua Tennis has glimmer of this magic.
Serena Williams, Virtua Tennis 2. SEGA | Hitmaker | 2001.
I think it makes sense to think about games as our own test environments when we consider how the games are built. The development kits of the games themselves may speak more directly to the idea of 3D sports games as sports science test environments. For example. engineers test locomotion and physics in test environments before installing into the final build of a sports game. Scientific inquiry is already taking place at this stage.

To provide a specific example, we can look at one engineer’s public doctorial research. Data Scientist Sebastian Starke researche(s) data-driven character animation and deep learning as a part of his Ph.D. program at the University of Edinburgh, School of Informatics. Stark tests animations and physics in 3D test environments such as Unity engine, attempting to simulate the human body and its movements. Circumstantial evidence suggests Stark’s research contributed to Electronic Arts’ HyperMotion technology for their industry leading EA Sports FC and Madden NFL games.

Taking it one step further, I cannot help but wonder if sports game engines like Stark’s can help researchers study real-world sports-related phenomena. In theory, if we input the properties and physics accurately into a 3D modeling system such as a sports game engine, perhaps the game can become something else entirely. “Legend, Mr. Wayne.” Speaking of which, The Legend of Zelda: Tears of the Kingdom’s in-game engineering mechanics are being used to teach masters students about machine structure and design at the University of Maryland. The precedent for real-world application is there. Games can teach us things.

It follows that sports gamers are just one step removed from the technical side to sports gaming science where scientific inquiry clearly and purposefully takes place in the development stage. Comparatively, I contend that VT 2, with its hyper-efficient gameplay, would make for an amazing starter development kit in 2024 to trial new physics and animations.
Animation testing by data scientist and sports game engine developer, Sebastian Stark, 2021 — in Unity.
And so Virtua Tennis 2 is more than a game to me. It is an example of what was possible in 2001, and simultaneously a promise of what our sports games can be. Maybe games like Virtua Tennis had more utility than many of us realized when it was released.

I like to romanticize about sports and gaming. And the potential for sports games to take on a new form and function — to support scientific inquiry — is one of my favorite possibilities for the genre.

Farnation: Gameplay Footage Surfaces of Unreleased SEGA Dreamcast MMORPG!

Credit: fuperslizzle

"Farnation" is a name that is probably more familiar to the most diehard of SEGA Dreamcast fans. The game's existence was first revealed in August 2000 by GameSpot. The site's staff would then go on to be shown the game in private at the end of the same year, and were impressed by the amount of gameplay mechanics that were shown off, along with the visuals. Confirmed to be an online-based massively multiplayer role-playing game (MMORPG) that was to serve as SEGA’s answer to EverQuest, the game's development was eventually confirmed to have been shifted from the Dreamcast to another console in 2001 (with sources within the industry believing the new console in question to be the Xbox). For a great summary of all information known about the game, I highly recommend checking out this Reddit thread by Useitorloseit2.

A whole 23 years later, footage has finally surfaced of this long-lost MMO, courtesy of a Reddit user called "fuperslizzle". About four months ago, they posted a photo of the title screen, which you can see above. When asked for more, they replied with "I'll be blowing your collective minds shortly with actual video." Today fuperslizzle has released not one, but two videos of Farnation; one showing off the gameplay, and the other showing off an in-game menu that displays all the different textures available for use in the game.

Credit: OG_JoeCain (YouTube)

In a Reddit post that was posted early this morning (UK time), fuperslizzle explains that the footage "is from a legit disc belonging to a friend of [theirs] who worked at Sega during the time Farnation was in development." They finally sign off their post with the words "rest assured, more is coming!" You can see both of the gameplay videos below.



Update: a third video has been uploaded, this time showcasing some character movement and exploration.


Well there you have it. We've finally got to see a taste of what those GameSpot employees got to see all those years ago. Maybe one day we can get our mitts on the game’s disc image to play for ourselves. What do you think of the footage shown off? Let us know in the comments below, or via one of our many social media pages.

PlayStation Emulation, Silent Hill 3, Metal Slug, New Indies and more on Dreamcast! - Dreamcast News Round-Up July 2024

It's 2024, we’re now into July, and the SEGA Dreamcast is still not dead. Critics are baffled. "It was supposed to have been declared dead in 2001, dammit!" - some PlayStation 2 owner, probably. In fact, there's been so much Dreamcast news recently that I've found it hard to keep up with it all, so in an effort to convince you all that I'm still in the loop (perhaps not sanity-wise), I've rounded up all the best items of recent news into one post. So, here's everything that has happened in the world of Dreamcast recently...

Indie and Homebrew

Or "bedroom coders" as people used to apparently say back in the '80s. I wouldn't know, as I literally didn't exist. Anyway, this supremely talented bunch are doing some cool stuff with software on the Dreamcast. Let's take a gander.

A huge breakthrough in Dreamcast development...

Credit: Orc Face Games

A few weekends ago, Ross Kilgariff, the Dundee-based maestro behind the highly anticipated Dreamcast indie HarleQuest and head of Orc Face Games, dropped the Junkyard a DM about a big breakthrough in Dreamcast development which will result in a significant performance upgrade for new games being developed for our beloved platform. Take it away, Ross... 

"We (Orc Face Games) recently hired TapamN to get the HarleQuest! engine running as fast as possible. For those who don't know, he's one of the best programmers in the unofficial Dreamcast scene, with over 20 years of experience and he's helping elevate everyone's understanding of the platform. 

While optimising the code, he found a critical bug in the operating system that's used as a basis for many unofficial projects including HarleQuest!, Simulant Engine, Spiral 3D and more. This operating system, KallistiOS, is a community-driven effort to provide re-usable code that makes Dreamcast development easier for everyone.

The issue is quite technical but I'll try to keep it simple. There's a special kind of memory inside the CPU called the cache. It's way faster than RAM, but also way smaller (only 16KB in the Dreamcast's case). Normally the cache works automatically and doesn't need any special programming - it just stores things you've accessed recently so it's faster to get them next time. However, the Dreamcast's CPU has a special feature called OCRAM that lets you take control of half the cache manually. This can let you get great performance, but you need to actually program it. It's not on auto-pilot anymore. 

The bug is that since November last year, OCRAM mode was being enabled by default in KallistiOS. This meant every game was saying "give me manual control over half of the cache" on startup, then simply not using it - in effect being left with only 8KB of automatic cache instead of the full 16KB. 

As soon as we made the KallistiOS community aware of this they got straight to it and fixed the bug within a few hours. Falco Girgis identified the cause and worked with darc and BBHoodsta to coordinate the fix. The developer responsible for the Doom 64 port (jnmartin84) verified the fix and reported that with this change along with another optimisation, the busiest areas of the game don't chug any more and play much more smoothly. 

On one hand, it's unfortunate that the bug occurred in the first place, but the benefit is that all those cool 3D demos and games we've been seeing recently will be able to pull the latest version of KallistiOS and might get an automatic speed boost. 

Hopefully this is one step closer to seeing more high-quality games on the platform. I have a good feeling about 2025."

Thanks to Ross for letting us in on this big development and for supplying us with an explanation. The future sure is bright for Dreamcast game development! Speaking of Ross, last month he put out the first part of a video series showcasing the results of his "What Dreamcast Gamers Want" survey, which is well worth a watch.

You Had One Job! - European Dreamcast Game Box Screw-ups

Since the beginning of time - well, gaming - video games have come in boxes with artwork. The artwork was put there to sell the experience to you, to convince you why the game inside that box was the game you needed to leave the shop with that day more so than any of the others. By the time our beloved little white SEGA box came onto the market, it was the sixth generation of gaming. Even games released for the microcomputers of the '80s had box art, so, by the late '90s, it was very much an established norm.

On the Dreamcast, there was a clear template for each region of how the box artwork should look. In Europe, you had the nice blue base template and logos; a front cover, a spine, and the back cover. So simple and elegant, everything looking uniform on a shelf... what could possibly go wrong?

Well, quite a lot it turns out...


Tokyo Highway Challenge

Right from day one, Dreamcast game publishers found sticking to simple templates difficult. Tokyo Highway Challenge (known as Tokyo Xtreme Racer in the USA) is actually one of the Dreamcast’s more under-appreciated titles. Leaning heavily into an Initial D vibe, the game places you onto Tokyo’s C-1 “highway” and tasks you with challenging and beating all the other illegal street racers in a quest to become the ultimate import racer. Quite how you do that in what are domestic cars in Japan I never did figure out, but that’s not what we’re here to discuss! So, how exactly did Crave fail on the console's European launch day with their game packaging?

Clearly using the white arc of the US theme.

Mistake: Using the US Dreamcast template on the front cover. Although it does at least look like they tried, seeing as they went to the effort of removing the little orange triangle that represents the console's power LED...


NFL Blitz 2000

Also on day one, it wasn’t just Crave who were struggling with the idea of box art. Step forward, Midway! In their defence (“DEFENSE!!!”), they did have more boxes to get right at launch with Hydro Thunder, Ready 2 Rumble and Mortal Kombat Gold all releasing alongside NFL Blitz 2000.

NFL Blitz 2000 is an arcade sportsball game. I hear it's good fun, but I won’t lie, I’ve never understood a sport called football where most of the game has the players holding the ball and running. Anyway, having graced us with multiple launch titles, I can confirm that Midway got the front and back of the game perfect. So far, so good. So what on earth could possibly go wrong from here?

Just the Dreamcast logo and the code on the spine.

Putting the game on a shelf only emphasises the issue even more... 

Mistake: Forgot to put the game's name on the spine.