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Soulcalibur II on Sega Dreamcast: Who Would the Exclusive Character Have Been?

One of my earliest memories as a Dreamcast owner was playing Soulcalibur and frankly being amazed at how it looked and played. I had never even heard of the "Soul" series before, let alone seen the arcade game it was based on. My purchase had been entirely fuelled by magazine reviews in all their static glory, so finally seeing it running was one of those special moments of awe you'd get as a gamer during that era.

Despite not being a Sega game, it is a title that is culturally linked to the Dreamcast by many. Yet by the time the sequel hit in 2002, the Dreamcast had sadly stepped out the ring (RING OUT!), leaving the follow-up to find its new home split between the Xbox (Dreamcast 2) the GameCube (the other Dreamcast 2) and the PlayStation 2 (Dreamcast stand). 

Each edition came with an additional fighter exclusive to that console. For the GameCube it was Link from the Legend of Zelda series, Xbox had Spawn, and the PS2 had Heihachi Mishima, who is apparently from Tekken (who I had to look up for this article as I honestly had no memory of the PS2 special guest).

The point of this whole preamble is actually to set me up to share a question that I've long pondered...

"If the Dreamcast had actually received Soulcalibur II, which character would have been the console-exclusive fighter?" 

In an alternative timeline where the Dreamcast had powered through and continued to succeed where we saw it fail, it would've ultimately received Soulcalibur 2 and other Soulcalibur sequels on follow-up Sega consoles. Also in that universe, there is a fan blog of PS2 fans moaning that if only people had been more into DVDs as a concept, the PS2 could have succeeded and Sony would still be making consoles today, rather than eventually being acquired by Philips Electronics...

Anyway, let's get to looking and speculating at the Dreamcast-exclusive characters that we might have had a chance to play as. 


Obvious characters tier

Ryo Hazuki from Shenmue

Given that Shenmue was based on Virtua Fighter tech and design principles, it's perfectly conceivable that Namco would've just did the obvious and slotted Ryo straight into the game. The only problem is that Soulcalibur is a weapon-based fighting game and Shenmue is more about advanced fisticuffs, but Ryo does find a sword guard in the first Shenmue, so maybe he could've just pivoted to using a sword? Failing that, he could even just have used one of the forks from the front of his forklift if needed, or the handle bars from a Hang-On arcade machine. To be fair, the PS2-exclusive Heihachi was weaponless in that version of Soulcalibur 2, although this does seem at odds with the rest of the roster to me.

Every bout could have ended with "I won't let you down, Father" or some other stoic phrase about loss and regret, or maybe a "Maybe I'll have some more fun?" This would've opened the way for having Lan Di potentially as a boss too, similar to what they would later do with Yoda, Darth Vader and Starkiller in Soulcalibur 4.

Chew Chew Mimic - Dreamcast Edition Now Available for Pre-Order from Orc Face Games

Image shows the game's four knight characters and the stylised title
Chew Chew Mimic, one of the latest efforts from renowned UK-based developer Lowtek Games, has taken a step closer to reaching the Dreamcast with pre-orders opening on the Orc Face Games website over the Easter weekend. For the princely sum of £15 (inclusive of shipping until the end of April), you can pick up a physical copy of the game, which comprises a professionally pressed disc and eight page full-colour manual enclosed within a sealed jewel case. Fortunately for the those who have long since switched their disc drive for an optical disc emulator, a complementary digital version is included too, to be accessed via a QR code on the manual. Also of significance is that those pre-ordering will not have a lengthy wait either, as Orc Face have informed us that they are aiming to have copies out the door by the end of May 2025.

GIF showing gameplay from Chew Chew Mimic

So what is Chew Chew Mimic all about? Well, in a nutshell, it’s a bright and breezy puzzle game where the player is tasked with placing tiles in a formation that will allow one of four knights to reach the end of each of the 100 levels. Following on from the likes of Flea! and Tapeworm Disco Puzzle, the game maintains numerous signature Lowtek elements, including a distinctive art style, pun-heavy cutscenes, and a chiptune soundtrack from composer Tuï. The story goes that the game, which takes inspiration from a certain cat-and-mouse (and spaceship) Dreamcast classic, was first conceived by retro gaming YouTube personality John Riggs (who previously also brought us Yeah Yeah Beebis II) and Alastair Low after a couple of fateful encounters at gaming conventions. 

GIF showing gameplay from Chew Chew Mimic

Right from the off, although being primarily developed for the NES, Chew Chew Mimic was touted for a Dreamcast release. Indeed, when we first got wind of the project in 2023, it was looking likely that a version for our beloved Sega console would be made available simultaneously with, or at least soon after, the NES version, as arrangements had been made with prolific Dreamcast publisher Wave Game Studios. Alas, versions for the NES, Evercade and Playdate came and went, whereas the DC edition entered a state of limbo when Wave seemed to enter an indefinite publishing hiatus as the months of 2023 rolled by with little progress. Thankfully though Orc Face Games, founded in 2024 by HarleQuest’s lead developer Ross Kilgariff, has picked up the thread, and will now be ensuring that Chew Chew Mimic isn’t added to the Dreamcast’s voluminous directory of cancelled indie titles.

Ten Years of the Dreamcast Junkyard DreamPod Podcast

A decade of DreamPod? Who would've thought? Well, apparently not us, because we completely missed the fact that April the 11th marked ten years since the introductory episode of our podcast —episode 0— first went live! Thankfully, a kind listener on Twitter gave us a much-needed reminder of this major milestone.

To celebrate, Dreamcast Junkyard and DreamPod founder Tom Charnock joins Lewis for a special retrospective episode. They dive into the podcast’s humble beginnings, and reminisce about some of its greatest guests and funniest moments. Be sure to let us know yours on social media or in the comments below!

Three cheers for Ten years!

Listen to the episode below, or via your preferred podcast app.

A heartfelt thank you goes out to everyone who has tuned into the DreamPod over the years, and for continuing to keep the Dreamcast dream alive!

Wipeout Ported, Segagaga Fan Translation Breakthroughs, Speed Devils now Online - Dreamcast News Round-Up April 2025

I must confess, there’s been a flurry of Dreamcast news these last couple of months that has largely passed me by. Distracted by the day job, some new(ish) part-time studies, and about a billion hours of pointing up the ugly paving slabs in my back garden (still somehow unfinished), I’d taken my eye off the ball. Fortunately though, a rainy Sunday has presented me with the opportunity to get caught up, and rather than taking notes just for my own benefit, I thought I may as well draft a news round-up for the Junkyard.

So, after dusting off my keyboard, pinching a list off Lewis, and conducting a systematic desktop review of relevant sources (skimming Dreamcast Talk), this is what I’ve managed to drum up. In no particular order, here’s what’s been happening in the Dreamcast scene lately.

Get in loser, we’re playing Dreamcast online

I know some folks take little interest in this aspect of Sega’s swansong console, but I MUST urge them to reconsider at every available opportunity, as 2025 is arguably the best time to be playing the Dreamcast online since its commercial heyday. We’re only in April and online multiplayer modes for several titles have already been launched or revived this year.

Most recently, in March, Speed Devils Online was brought back online thanks to the sterling work of Shuouma and flyinghead. As explained by PC Wizard in his Dreamcast Live blog post, Shu started work on this title way back in 2017, with some of us hoping that it could be cracked reasonably easily given that the game shares server code with the likes of POD 2 and Monaco Grand Prix Online (all developed by Ubisoft). Alas, it wasn’t as simple as that, but thankfully, eight years on, flyinghead has picked up Shu’s groundwork and managed to finally solve the puzzle.

Opening screen of Speed Devils Online for the Sega Dreamcast
Speed Devils Online opening screen, courtesy of Sega Retro.

Rewinding back a little further, in January the Dreamcast ports of two colossal PC titles were brought online. First of all, NuQuake, a version of Quake ported to the Dreamcast (thanks to mrneo420, dreameatergames, Ian Michael, BERO and Kazade), was brought online out of nowhere by a fellow called Maximqad. Why would you want to play the original Quake when the sublime Quake III Arena is available I hear you ask? Well, for one thing, NuQuake supports up to 16 players in a single match, far more than any of the officially licensed Dreamcast titles were able to manage. Fair warning though, if you do try NuQuake out, then a Dreamcast Broadband Adapter is highly recommended, as performance via dial up is currently still pretty sketchy.

The second port of a monster PC title that was brought online for the Dreamcast in January was no less than Counter Strike. Granted, unlike NuQuake which is publicly available, this title is still very much a work in progress and remains in a closed testing phase for now. Nevertheless, footage has been published by The Sega Guru showing the online multiplayer mode functioning via real hardware which is tantalising in and of itself. So, who’s responsible for this development? Maximqad of course. They’ve come out of left field, are rapidly stacking up big wins, and we’re all for it. God speed.

If battling it out over a phone line isn’t your vibe, then there are plenty of other reasons to get your Dreamcast online. For one, you could browse through the hundreds of thousands of internet radio stations available via the refreshed DCPlaya software released by Delux in February. Or, maybe you want to back-up your VMU saves, but don’t have a VM2 or one of those wacky cables Lik-Sang pushed back in the day? Well, now there is a web browser-based option in the wonderful Cloud VMU produced by Robert Dale Smith.

2025: year of the port

The last few months have seen an unprecedented wave of hefty high-quality ports released for our beloved little white box. Sometimes this blog may come across a little hyperbolic, but in this case I reckon there are reasonable grounds for getting hyped, and each of the following deserve your attention for varying reasons:

Wipeout box art snippet nabbed from Laced Records.

This month (April 2025) jnmartin84 released a port of the eternally cool Wipeout to the Dreamcast, which commentators such as The Sega Guys are (reasonably) touting as the best version of the game to date. Feature complete, running at 60fps, and with input remapping to allow for the Dreamcast controller, this is exactly the kind of work that we love to see. Check out the project’s GitHub page for more details.

Jnmartin84? Doesn’t that username ring a bell? Ah yes, that’s because in January, they also released a virtually perfect port of Doom 64 that features a whole suite of enhancements, some of which are exclusive to the Dreamcast edition, including real-time lighting. A gushing overview and interview with the developer from the Junkyard's founder, Tom Charnock, can be found here

Unless you’ve been entirely cut off from civilization lately, you’ll probably know that an alpha port of Grand Theft Auto 3 for the Dreamcast (yes, that still seems ludicrous to type) was released to the world on New Years Eve 2024. Without being paid a penny, a phenomenal international team of volunteers led by skmp achieved what many had thought would be impossible, thereby resolving a debate that has been running ceaselessly in the scene for nearly a quarter century. Oh, and as if that wasn’t impressive enough, they followed it up with a port of Grand Theft Auto: Vice City in April, as covered by Lewis for the Junkyard.

Altered screenshot of a Ken Rosenberg quote from GTA Vice City: "I poke my head out of the gutter for one freaking second, and fate shovels Dreamcast ports in my face."
Ken Rosenberg upon reading this blog post...

Unwilling to let the momentum fade, skmp is now beavering away at porting a more contemporary title, The Liquid Jet, to the Dreamcast too. In fact, Sad Mask Party’s “slimy and psychedelic” PC adventure game is so fresh that only a demo is available right now. It is hoped that the first level will be playable by the end of this month – stay tuned for further updates.

Grand Theft Auto: Vice City has been Ported to the Sega Dreamcast

Custom artwork by NRU07

Little Jimmy the Dreamcast fan sits in the school cafeteria at lunchtime. All his buddies sitting with him at the lunch table are exchanging enthusiastic stories of their experiences playing their new favourite video game, Grand Theft Auto: Vice City.

‘And then I got 6 stars on my wanted level and I was on the run from the military in a golf cart!!!’

Little Jimmy nods and feigns laughter, pretending that he too can relate to all the hilarious tales of virtual carjacking and mass murder that his friends —who really shouldn’t be allowed to play the game for at least seven more years— relay at the lunch table. But Jimmy’s friends all own Sony’s newfangled PlayStation 2 console. Grand Theft Auto: Vice City didn’t release for the Sega Dreamcast. In fact, it seemed there hadn’t been any new releases for the console since his mom bought him NHL 2K2 back in February. 

He holds back tears as he stabs at his mac and cheese with his fork. There, floating in the luminous yellow sauce, the macaroni noodles resemble a broken swirl.

***

Alright, alright. Dumb introductory story aside, the news that Grand Theft Auto: Vice City has been ported to the Sega Dreamcast and the fact that you can play it today of all days is no April Fools gag. In fact, if you’ve been anywhere near the Dreamcast scene in the last few months, it is highly likely that you already knew it was being worked on, with results being produced at an astonishing rate, especially considering the same talented team —led by developer skmp— only just released their port of Grand Theft Auto 3 (known as "DCA3") back on New Year’s Eve.

The reason we're able to see a port of Vice City only four months later is because the majority of the groundwork was done when porting GTA3 previously, which used reverse-engineered source code from the RE3 project as a base. We caught up with skmp to get the lowdown as to how their new Vice City port came about so fast:

"Vice City uses the same engine (RenderWare) and the codebase is very similar to GTA3. We were able to use our RenderWare backend as is - with a few fixes, as well as most of the repack tools and in general apply changes from [GTA3] to the [Vice City] codebase. The main challenge was the memory usage of animations, as Vice City has much bigger animations that barely fit on memory. We ended up using a slightly more advanced way to compress animations  using hopf coordinates for rotations and delta encoding for the data. We had to separate animation players from animation sequences as players have decompression logic and state now. [...] Apart from that, it has been smooth sailing!"

skmp also mentioned that all of these new optimisations will be backported to DCA3 as well. Moving forwards, that means that him and his team will try to "keep the two codebases in sync", so whenever a fix or an optimisation lands for one, they will make sure it is applied and released for the other.

Credit to SWAT for these screenshots

So, how do you play the best sixth-gen Grand Theft Auto game on Sega's swan song console? (In my opinion, of course. Yes, I know that one mission with the RC helicopter was really awful.) Well, like with the previous port of Grand Theft Auto 3, you'll need to compile your own version from an original PC copy of Vice City that you've purchased. Head over to the project's GitHub page to download the files you need (the “Miami” folder), and if you need some compiling instructions, you can find them here. Once you have the CDI image created, you can finally play Vice City on a Dreamcast that can play burned discs, or if it has an optical drive emulator installed, load the image on your SD card and you'll be committing virtual felonies in no time.

Definitive English Translation of Capcom Vs SNK 2 releases for Dreamcast!

The Sega Dreamcast just went from being the only sixth-generation console to not have an English localisation of the excellent fighter Capcom Vs SNK 2, to having the best English translation the game has ever seen. This brand new patch comes courtesy of scene stalwart Derek Pascarella, as well as translators Duralumin, Jesuszilla, Tortita, Justin Gibbins, hasnopants, with graphics by rob2d.

This brand new translation patch goes above and beyond simply lifting existing translations from the English PlayStation 2 version. Many of those translations have been fixed and cleaned up, with some replaced entirely for the sake of accuracy. Some character names have also been changed to a combination of Japanese and Western variants, for example, the well-known "Vega", "Balrog" and "M. Bison" mixup has been reflected here to conform with the Western naming conventions we're familiar with. Later-established Western naming conventions for mechanics have also been implemented too, so "blocking" and "original combo finish" have been changed to the much better "parrying" and "custom combo finish" respectively.

But this patch also includes translations for something that never made it outside of the Japanese version: post-battle dialogue. All 48 characters had unique interactions with their team-mates or opponents upon winning a battle. There are around 5,100 instances of this dialogue which were left out of the official English translations in favour of several generic quotes for each character instead.

Of course, because this is a Derek patch, it of course includes a "bonus" section. Replacing the now-defunct "Network Mode" on the menu, it will launch a modified version of the Dream Passport web browser where you can find some extra goodies, including a 100% unlocked save file that can be downloaded directly to your VMU to unlock all special characters, modes, etc. There's also an original Japanese TV commercial to watch, which is fully subtitled in English. Then finally, you can read some interviews with the development team that worked on the game, which have been translated into English by Benjamin Roodberg. Neat!

If you've downloaded any of Derek's patches before, you know the drill by now, but if you don't, it's as simple as going to the GitHub repository to download the patch and using his Universal Dreamcast Patcher tool to apply the patch to an existing GDI file of the game. Instructions are there for CDI too. It's all there in the ReadMe. Once patched, you can put it on your Dreamcast's ODE or burn it onto a CD-R.

While I appreciate Capcom Vs SNK 2 is a game that is easily playable without knowledge of Japanese, 2025 is truly a year of turning "what ifs?" into reality for the Dreamcast scene, and we should've got an English localisation of this game for the Dreamcast back in 2001, dammit! Well, better late than never, as they say, and this patch is so good that I've even heard rumours that it may become the de facto version of the game used in tournament circuits... Maybe Capcom should push the May release of their Capcom Fighting Collection 2 back to ensure this version is included!

Intrepid Izzy to return in "Izzy's Arcade" - Dreamcast release Likely!

Senile Team's 2021 Dreamcast action-platformer Intrepid Izzy is the definition of an "indie darling" in the Sega Dreamcast world, as evidenced by the fact it secured first place in the Top 25 Dreamcast Indie Games community vote that we ran in 2024. I reviewed it back when it came out, and was really impressed by its vibrant hand-drawn 2D graphics and its mix of "Metroidvania" and beat 'em up gameplay. The level of polish on display was awe-inspiring, but there was no surprise there, considering Senile Team's pedigree in the Dreamcast indie/homebrew scene, with their open source beat 'em up engine Beats of Rage (which has spawned countless community-developed mods) first releasing more than two decades ago. 

Well, we here at the Junkyard have all been eagerly awaiting Senile Team's next release, and today they have announced a new spin-off of Intrepid Izzy titled "Izzy's Arcade". It's currently only 100% confirmed for Steam, but they have said a Dreamcast release is "likely" with a wink emoji. Oh, how they play with us!

This upcoming release will tap into one of the original game's more underrated features: an optional arcade that provided players with an opportunity to take a load off from Izzy's intrepid adventures by playing some fun mini-games. "Izzy's Arcade", appears to elaborate further on this concept, with the game's premise appearing to be based around exploring an even bigger arcade packed with "strange, funny, quirky and experimental little games". Updated versions of the arcade games from the original will return, alongside fresh new titles, rounding out what is looking to be a large mini-game collection set in the Intrepid Izzy universe —hopefully— for our beloved Dreamcast. So like... IntrepidWare Inc? ...IzzyioWare? There's probably a pun there somewhere. I'll leave you to come up with one.

A selection of screenshots of the arcade games on offer.

Izzy's Arcade is currently in early development, but we'll be keeping a beady eye out for more details as they are revealed... particularly surrounding that potential Dreamcast release. For more information, and to add it to your Steam wishlist, click here.

Dreamcast Millennium Cup - The Celebrity Football Competition Lost to Time

I love a bit of footy. I also love the Dreamcast. When the two collide, I sit up and take notice. Indeed, over the years here at the Dreamcast Junkyard, we've pored over the various digital representations of the beautiful (and not-so-beautiful) game pressed to GD-ROM, as well as the somewhat questionable sponsorship deals SEGA Europe entered into with football clubs across the continent. Hell, we even looked somewhat briefly at the Dreamcast Beach Football Challenge which was held in July 2000 in the exotic environs of...erm...Richmond, Surrey.

Richmond was the natural choice for beach football. 

But there was another Dreamcast-themed footy event which preceded the Dreamcast Beach Football Challenge; an event which until very recently had completely passed me by, and an event which is almost impossible to find any real information on, even though photographic evidence confirms it was pretty well publicised, featured quite a few celebrity competitors and was even shown on Sky TV.

Now, this all stems from a listing that recently appeared on eBay for a football shirt listed as a 'genuine rare 1999 Dreamcast Millennium Cup celebrity retro football shirt' (thanks to my eagle-eyed Dreamcast Junkyard colleague Kev Mason for the heads up). Intrigued, and initially a little skeptical of the title of the listing, I looked deeper into the background of this shirt, and I feel I may have inadvertently slipped down yet another Dreamcast rabbit hole of lost media. Buckle up for the tale of the Dreamcast Millennium Cup 5-a-side football tournament.

Screenshot in case someone with £50 to spare sees this before I cash my giro.
Update: Kev bought the shirt.

Before I continue, I must warn you that everything I've gleaned about this competition is derived from the scant information I can find online and so there's some guesswork included, but I thought I'd document my insanity search results here for posterity. Where else than the internet's premier repository for useless Dreamcast nonsense that only seven people on Earth care about? That's a rhetorical question, by the way.

Anyhow, here's what I discovered. It appears that the Dreamcast Millennium Cup was a nationwide 5-a-side football tournament held across the UK in 1999 and 2000 which was sponsored by SEGA. It's odd to me that the competition wasn't called the SEGA Millennium Cup or something similar, but I suppose that's in keeping with the company's desire to remove almost any reference to the SEGA name from the Dreamcast's branding in Europe at that time. As mentioned, I had never heard of this tournament prior to seeing the eBay listing, but a cursory Google search (other search engines are available) resulted in a few Getty Images/Alamy results and a brief mention over at Sega Retro.

The Sega Retro entry reads: 

Dreamcast Millennium Cup

A British celebrity five-a-side tournament was sponsored by the Sega Dreamcast during 1999 and 2000. Thousands of teams took part, with the last 16 having their matches broadcast on Sky Sports in early 2000.

Heavily armed with that information, I looked at the metadata held for the few snaps which appear on the photo-hosting sites that still have images available and it appears that the vast majority of them were snapped on Sunday 13 August 2000 by a photographer named Tom Hevezi. Now, looking for information on Tom Hevezi will show that he was a sports photographer who covered some major sporting events back in that time period, most notably several FA Cup Final games, along with many Premier League matches. So far, so good. 

The curious thing about the photos of the Dreamcast Millennium Cup though, is that there are no images of the actual games being played, only shots of some of the celebrities who took part. These include such titans as members of 2000s pop group 911 (one of them wearing the very shirt listed), Quadrophenia star Phil Daniels, Lily Allen's dad and vindaloo worrier Keith Allen, TV presenters Angus Deayton and Bradley Walsh and even the international heart throb and superstar Dean 'Wellard' Gaffney. Oh, and Borat's ex Isla Fisher was there too. Disclaimer: other than Isla Fisher, I'm aware that many of our international readers will have no fucking idea who any of those late '90s and early 2000s British 'stars' are/were, but trust me. They were well known...ish.

Dream Disc '24: Dreamcast Homebrew Game Jam Top Ten Revealed!

It's been a couple of months since Dream Disc '24 —a brand new homebrew development jam for the Sega Dreamcast— wrapped up, providing us with a variety of awesome new software for our favourite white Sega box in the process. Well, co-organiser of the jam, Ross Kilgariff of Orc Face Games, has finally announced the top ten

A panel of judges made up of well-known names from our scene —including Ross himself, Derek Pascarella, The Sega GuruFalco Girgis and Alastair Low— each submitted lists of their top 10 entries, and points were awarded to those chosen games based on each one's position (10 for 1st, 8 for 2nd, 6 for 3rd, and 3 for any other position), with frequency on each judge's list deciding a tie breaker for third place.

This resulted in the list you see below of the judge’s overall top ten Dream Disc '24 entries. All ten games will be featured on an upcoming physical Dream Disc '24 compilation disc from Orc Face Games, and the developers of the top three will each receive cash prizes from a prize pool accumulated from donations by Orc Face and other generous souls.

I will effectively just be reiterating the results from Ross' post on the Orc Face blog, but to get a full rundown of every game each talented dev produced for Dream Disc '24, check out the article I put out back in January. We also have an episode of the DreamPod coming your way soon that will go over each of the winners in more detail with organisers Ross and Cypress (PsyOp Studios). So watch this space! (Update: here’s the episode!)

Every Dream Disc '24 entry is available to download for free on the jam's itch.io page


Seventh place (tie): 
Rizzo Island Remix by Dreameater Games
dRxLaX by dRxL_dk
Murph's Big Puddle Fishin' by PsyOp Studios
Order of Titan by bertholet and Ajaxpigeon


Sixth place: 
Trick Truck by WufSoft

Fifth place: 
Starship Madness by yomboprime

Fourth place:
Black Hole Descent by Frogbull

Third place:
The Eternal Sleep by Locked Door Puzzle

Second place:
Defuseball by Freakdave

First place:
Sky Pirates of Etalmar by WufSoft

So those are the winners of Dream Disc '24! Congratulations to everyone who made it onto the judge's top ten list, and thank you to all the talented developers who took part. We here at the Junkyard loved playing through each entry.

What was your Dream Disc ‘24 top ten? Let us know in the comments below, and hopefully we'll see you again for Dream Disc '25!

The Dreamcast Games We Want Back Online the Most

In the late 1990s, with the bitter taste of the Saturn's commercial flop lingering in their mouth, and the looming presence of a gargantuan new competitor on the scene, the folks at Sega rallied round the idea that they could revive their financial fortunes by getting a new home console onto the market. In that moment, high-stakes decisions needed to be made about the characteristics that would define what came to be known as the Dreamcast. What would the technical architecture of the hardware be? How would developers be brought on board? What direction would the branding take? How comically loud could the operation of the disc drive possibly be?

One concept that Sega firmly hung their hat on was online gameplay. The Dreamcast was to be the first home console to be online out of the box, a distinction which Sega hoped would have punters flooding forth with a much-needed cash injection into the company's coffers. Online gameplay was a central pillar of the Dreamcast brand, featuring front and centre in the console's marketing campaigns. In the States, Sega called on nu-metal titan Fred Durst to push SegaNet. Here in Europe, a range of tongue-in-cheek adverts were published that played to nationalistic jockeying (think harmless English-French banter, rather than the disintegration of Yugoslavia). Japan didn't miss the memo either, although a big chunk of their marketing eschewed the macho competitive aspect in favour of pushing the Dreamcast's internet capabilities to a female demographic. 

A selection of advertising materials focusing on the Dreamcast's online functionalities,
from left to right: USA, France, Japan.

Of course, during it's official lifetime, the Dreamcast never got close to fulfilling the upper limit of its "up to 6 billion players" tagline. However, Sega did erect a superb online architecture that allowed hundreds of thousands to experience online competitive and cooperative gameplay for the first time. Compared to the lifespan of the official servers of some contemporary games, many titles in the Dreamcast's online library had a damn good innings too. The official PAL and Japanese servers for the OG grandaddy of online RPGs, Phantasy Star Online, were maintained well into 2007, with hundreds of players logging on to say emotional goodbyes in the final couple of days (I'm not crying, you're crying). Others lasted even longer. The official servers for Starlancer, hosted by GameSpy, held on all the way to 2014, although we cannot be sure whether that was a deliberate stay of execution or some admins simply forgetting that the things still existed.

Source for dates: Online Consoles (dreamcast.onlineconsoles.com); DreamCast Online Gaming (dcog.netfirms.com, available via Wayback Machine); dreamcastlive.net; Sega press releases; sleuthing around old forums; and a smidge of informed guesswork.

However, regardless of the staying power of some, eventually every single online Dreamcast game had its official servers switched off. Luckily for us though, the scene has persistently had a cohort of skilled and generous technicians working in the shadows to revive these online functions through unofficial measures (shout out to the likes of bluecrabFlyingheadioncannonpetter3k, and Shuouma). More recently, they have even been bolstered by developers bringing brand new titles online, such as the indie smash-hit Driving Strikers, or freely distributed homebrew projects like ClassiCube, NuQuake and even Counter Strike

'There's an interesting story behind this Dreamcast game. In 1999 I remember it was. I got up in the morning and made myself a piece of toast. I set the toaster to three - medium brown...'

Alas, despite all this wizardry, there are still 64 games with online functions which have not been used since the day their official servers closed, 55 of which had fully fledged online multiplayer modes. Some of these titles, such as Unreal Tournament, are highly recognised and the status of their online multiplayer modes are asked after time and time again. Yet, I would contend that there are others which are actually worthy of more attention, and that is exactly what I hope to achieve with this article. So, with the customary rambling introduction over, let's get into it. Here are the Dreamcast games whose online revival I am anticipating the most...

Hands On with the Retro Fighters D6 Wireless Dreamcast Fighting Game Pad

The Sega Dreamcast's library is home to a lot of exceptional games, but one of its biggest strengths is undoubtedly fighters. Such standouts as Power Stone, Marvel vs. Capcom 2 and Soulcalibur immediately spring to mind. While my technical ability with most fighters is probably akin to that of a caveman banging a rock against the ground, I do really enjoy the Dreamcast's celebrated library of fighting titles.

While the Dreamcast's predecessor, the Saturn, came packaged with a stock pad that many consider to be one of the finest entry level controllers for fighting games, the Dreamcast's standard controller pales in comparison, with most complaints being levelled at its D-Pad. This issue resulted in many picking up Sega's excellent Dreamcast arcade stick back in the day. Play styles differ, however, and those who wanted something that they could grip with both hands sought out the ASCII Pad FT. This lovely controller is probably the closest any officially licensed controller got to mimicking a Saturn controller, and it even came with built-in rumble. Build-wise, it was a slightly chunkier recreation of what the Saturn controller originally offered, but that wasn't necessarily a bad thing. It does get deducted points for having no shoulder buttons, however.

But now, in 2025, controller manufacturer Retro Fighters have dropped their latest take on a Dreamcast fight pad, the D6, and it's looking very Saturn pad-shaped! In fact, it clearly takes cues from both the Saturn pad and the ASCII Pad FT, looking like an amalgamation of the too. It even features the exact same circular convex D-Pad.

While some Dreamcast fighting game aficionados have praised Retro Fighters' StrikerDC Wireless controller, it was originally designed to be more of a good all-rounder, whereas the D6 aims to satiate fans of that genre specifically. This controller is available in both black and white, and is compatible with the Dreamcast, Switch and PC. It went up for pre-order in September of last year for a price of $49.99 (about £38). Retro Fighters were kind enough to send us one to review.

Top: StrikerDC Wireless
Bottom: The D6

If you're unfamiliar with Retro Fighters' previous Dreamcast outing, it achieved its wireless functionality with a receiver that connects into the controller port, and the D6 does exactly the same. This does mean that the only option for Dreamcast with the D6 is wireless, although the controller can function wired with Switch and PC by using the supplied USB to USB-C cable.

As the StrikerDC Wireless and D6 controllers don't have VMU slots on them, this receiver is also where you put your VMU. The D6 receiver has additional compatibility with the 4x memory Card, and the upcoming VMU Pro by 8BitMods. It does not currently work with the VM2.

While Sega didn't originally intend for us to squint across the room at our VMU screens, this is the method that companies like Retro Fighters, along with Retro-Bit, have opted to go for to keep their price points down. It also removes the risk of wireless connections being interrupted, which can lead to save data on VMUs being corrupted.

This technical hurdle has been overcome by Chris Diaoglou with his DreamConn and upcoming DreamConn S, but those controllers are —understandably— much higher in price.

Upon plugging the receiver into your Dreamcast, you need to press the triangle button on it, along with the pairing button on the top of the D6 to get the two to pair. While this seems like a relatively simple process, it did take me a few attempts before I could get them to sync together. Despite this quibble, now I've got the controller paired, simply pressing the button on the top of the controller will connect it to the receiver instantly whenever its plugged in.

Dream Disc '24 Dreamcast Game Jam - A Showcase of All 24 Entries!

The entry period for the first ever Dream Disc game jam —a homebrew jam for the Sega Dreamcast— came to an end on January 3rd. Organised by Cypress of PsyOp Studios, and Ross Kilgariff of Orc Face Games, the jam was created with the aim of uniting the talented developers of the Dreamcast homebrew scene behind the shared challenge of developing new software for the console in a short space of time — and boy, did they deliver! 

Although judging is still yet to take place, each entry is already available to download from the Dream Disc '24 itch.io page for free. While the majority of submissions take the form of bitesize game demos for play on the console itself, there are also VMU games and some other miscellaneous pieces of software to check out too.

As detailed in Lozz's article from October (check it out for more details on the jam), the top ten entries chosen by the judges will go on to be featured on a physical compilation disc from Orc Face Games. While we intend to talk in more detail about those chosen games on an upcoming episode of our DreamPod podcast, for now I wanted to showcase every submission here so you can learn more about them and choose your own personal favourites from the bunch! 

Update (08 March 25): the judges have made their decisions! Click here to see the top ten.

Junkyarder Mike Rogers also took the time to record some footage of all the Dreamcast software entries, which we have uploaded as a nice compilation to YouTube, which you can watch below. I also recommend checking out The Sega Guru's great coverage on each entry as well.

So without further ado, let's get into the entries — all 24 of them. 24 entries for Dream Disc ‘24. How fitting!

Game Entries

Each of the 20 games submitted to Dream Disc '24 is unique, with an eclectic mixture of gameplay, graphical styles, and game engines on offer — there's something here for everyone to enjoy. 

While compatibility can vary, you should be able to burn all of these games onto a CD-R, stick them on an ODE (i.e. GDEMU, MODE), or play them on an emulator like Flycast.

A-Blaster by PrOfUnD Darkness

Mashing up ideas from classic space shooters Astro Blaster (Gremlin/Sega) and Megamania (Activision), A-Blaster is the first of many entries that will be challenging your dexterity. You get a single life to shoot down nine single-screen levels’ worth of alien invaders, as they move quickly across the top of the screen. To help overcome their barrage and be within a chance of staying in the game, you have a “warp” ability at your disposal (a feature made famous by Astro Blaster), which slows down enemy movements and lasers for a few seconds.

Download A-Blaster

Beach Box by PsyOp Studios

A complete remake of a Summer Jam 2024 entry, Beach Box is the first of two submissions to Dream Disc '24 by jam organiser Cypress, aka PsyOp Studios. This summery romp may be made up of simple shapes, but its gameplay is addictive. Taking control of a little square, the aim is to dodge larger rectangles by jumping or shifting dimensions, collecting coins as you go. It's sort of like Flappy Bird, except if Flappy Bird was actually fun. You also don’t have to give yourself carpal tunnel to play it.

It's a nice touch to see such a simple game have such a surprising range of unlockable power-ups and characters. I'm still trying to collect enough coins to get the little sock dude, Murph.

Download Beach Box

Big Drill by captkuso

Big Drill is what trendy internet pundits would call an "idle" game (wait, does that make me one of them?), in which you are in charge of a... big drill. It does what it says on the tin, really. 

Basically, the 3D blocks on screen are mined away automatically, with your resource numbers —which are listed on the right-side of the screen— increasing as you go. When your resources total specific amounts, it's time to take charge and buy upgrades for your drill. Upgrades include speeding up the drill, making it more durable, and increasing the amount of resources it collects. Pick the correct upgrades at the best time to see how deep you can drill.

For those looking to challenge themselves further, there is also a "prestige mode" to unlock, which resets any current progress and starts you again at a higher difficulty. 

Keep your eye out for a video detailing Big Drill's development coming to captkuso's YouTube channel in the next couple of weeks.

Download Big Drill

Segagaga Encore: A Fan Recreation for PC - Alpha Footage Released!

Back in June, while scrolling the paragraphs of conversation that populate the Dreamcast-Talk Segagaga forum thread, I came upon a post from a developer known as Rengundo, who mentioned that he was working on recreating the first chapter of Segagaga in Unreal Engine 5. Sharing a short 27-second clip of some gameplay, it looked surprisingly faithful to the original. It was on PC, as opposed to the Sega Dreamcast, but —perhaps most importantly— it was in English!

After getting the chance to recently talk with Tez Okano about Segagaga, my appreciation for his game was at an all-time high. But I was soon hit with the sobering reminder that an English fan translation patch for the game continues to remain a non-starter, despite the community's best efforts. As detailed in the introduction to that interview with Okano-san, technical issues with in-game text hacking has been the main hurdle that has prevented any fan translation patch project of the game from reaching completion.

That was when I found myself wondering about Rengundo's project once again. Replying to a comment on his original video, it turned out he was still working on it. He had encountered some issues with Unreal Engine 5, but had since switched the project over to Godot, and confirmed that an update was due imminently.

A cutscene from Segagaga Encore, which uses Ross O'Reilly's open source translation of Segagaga.

On January 5th, alpha footage of what Rengundo was now calling "Segagaga Encore" appeared on YouTube, and well, it's looking really impressive! In the new engine, Rengundo had not only managed to effectively recreate the game's distinct graphical look and "Development Studio A" area, but also its opening cutscenes (complete with English dubbing), and its RPG battle system — all in widescreen. This remake will also feature modern quality-of-life improvements like free movement and cinematic camera angles. If you want to see it for yourself, I have embedded the video below.

While we all obviously want a fan translation patch of Segagaga to be released someday for the Dreamcast, this outside-the-box approach of delivering at least something playable in English —in this case the first chapter— is certainly not something to be sniffed at, especially when it looks this good. Intrigued to learn more, I got in touch with Rengundo to ask him all about the Segagaga Encore project.

DCJY: Hi Rengundo, thanks for agreeing to answer our pressing questions about your Segagaga Encore project. We're really loving what we've seen so far, and are excited to get into the ins and outs of the project with you. First though, we must ask: when was the first time you encountered Segagaga? What was it that drew you to the game?

Rengundo: Thanks for inviting me to answer these questions! I first heard about Segagaga in early 2023 while looking around forums for interesting games to potentially translate. The strange name immediately caught my attention, and the more I learned about it, the more intrigued I became. I’m not sure there’s anything quite like it. It’s this wonderfully self-deprecating, meta take on Sega’s own struggles at the time, where two high schoolers are tasked with saving the company from bankruptcy. 

What truly fascinates me is the way Segagaga blends humor and commentary on the gaming industry. For instance, its “battle system” revolves around arguing with Sega employees. After each battle, there’s a chance to negotiate salaries with the employees, trying to bring them onto your team at the lowest possible rate to maximize your budget. A lot of its jabs at industry practices, like rushing out unfinished titles to boost sales during high demand, still feel very relevant today. It’s such an interesting little game that it’s impossible for me to ignore.

Various technical hurdles with hacking Segagaga have been blamed for why we don't have an English fan translation patch for it already. Was your recreation of Segagaga on PC an attempt to take matters into your own hands and bypass the roadblocks that face the Dreamcast version?

Absolutely. By the time I learned about Segagaga, there was some decent progress on many of the hurdles, though there were notable issues that still remained. As someone new to the Dreamcast modding scene, and seeing the nearly two decades of failed attempts to make an English version, I didn’t feel confident in my ability to create a translation patch. I had the idea of making the game in Unreal Engine, as it didn’t seem too logically complicated if I only focused on the RPG parts. I decided to recreate the first chapter of the game, hoping that part of the game being playable in English could build interest and support for patch efforts. 

For the earliest version, I ripped the player’s sprites from VRAM to make a sprite sheet for him and put some basic movement code together. I shelved the project when new people announced they were working on a translation patch. But after more than a year with no updates from them, I decided to pick it back up and have been making progress since.