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Segagaga has Finally Been Translated into English — Here's How to Play It (and How it was Achieved!)

The headline you see above is not some form of freaky clickbait, nor is it a two-month-early April Fool’s prank. It is, however, signalling one of the biggest pieces of Sega Dreamcast news that we will probably ever report here on this website. Some thought it would never happen, but the day has finally arrived: Segagaga is now playable in English, thanks to the work of a team of dedicated fans led by Exxistance. If you just want to know how to play the translation, skip to the end of this article, where you will find a link to a download and instructions on how to apply the patch to your existing disc image of Segagaga. But we felt it was important to document the technical feats which made this holy-grail translation possible — and to ensure that those responsible receive the recognition they deserve. So read on if you want to learn more!

If you’ve spent more than ten minutes in Dreamcast fan circles, you’ll undoubtedly be aware of Segagaga, a 2001 Japan-exclusive RPG that tasks players with running Sega as it tries to regain market share against its main competitor, DOGMA (Sony, basically). Developed by Hitmaker and published by Sega, the game is well known for its wacky humour (much of it at Sega’s own expense) as well as its abundance of references to the company’s past IPs. Because of this, Segagaga has retained an almost mythical quality among Western Dreamcast fans, and from the moment it became clear the game wouldn’t be released outside of Japan, it has without a doubt been the most anticipated English translation of any game in the console’s library.

But as I'm sure you're aware, Segagaga's translation journey has been wrought with roadblocks. Many projects have started up over the years, only to inevitably fizzle out. But as we previously mentioned at the top of our interview with Segagaga’s creator, Tez Okano, the reason for the game’s multiple-decade stint in translation hell wasn’t due to a shortage of skilled translators capable of handling its distinctly Japanese humour, but rather a series of daunting technical hurdles.

The primary challenge stemmed from Segagaga's use of the Dreamcast’s BIOS font, as editing it was thought to be impossible for the longest time. What's more, the game only supported Shift-JIS encoding for text, a common two-byte format for Japanese language that was widely used in video games of the era (and still is today, though typically alongside ASCII or UTF support). Without changing the game to retrieve narrower Latin alphabet characters from the BIOS instead, the original Shift-JIS would leave the in-game text looking horrible, and too big to fit in numerous places.

Demonstration of Shift-JIS encoding, provided by Derek Pascarella.

By contrast, many other Japanese Dreamcast titles rely on their own internal font sheets, unique to each game, meaning that savvy hackers can go in and swap a Japanese font sheet for an English one, adjusting spacing between characters, along with other necessary tweaks. Because of this, these games were able to see successful translations much sooner, and form the majority of past fan translations we've seen for the console over the years. 

After two decades of unsuccessful attempts at translating Segagaga, it was time to bring in the big guns. Cracking a technical nut this tough required a meeting of some of the most talented minds the Dreamcast scene has to offer, including megavolt85, mr.nobody, VincentNL, Derek Pascarella, and madsheep. If it weren’t for them, I can only imagine how much longer it would have taken for us to see this translation become a reality… perhaps another decade?

In steps megavolt85, hacker extraordinaire, who was one of two previously responsible for making it possible for Atomiswave games to be ported to Dreamcast. On megavolt's input, Derek Pascarella explains:

"megavolt85 modified Segagaga to interpret ASCII, the single-byte encoding commonly used for the Latin alphabet. Not only that, but he modified the game to read from the ASCII section of the BIOS font, rather than the Shift-JIS section."

The next step was to make it so that ASCII from the BIOS could be edited. This was where Derek worked his magic, and shares how he made it happen:

"Segagaga speaks directly to the Dreamcast’s BIOS when it comes time to render text on screen. After megavolt85 did all of the assembly hacking to force the game to interpret ASCII-encoded text and then pull from the ASCII section of the BIOS font (rather than Shift-JIS), I started poking around a bit to see how it all worked. What I discovered is that the game actually copies the entirety of the BIOS font into RAM pretty near the location where the game executable ends! So, I disabled the assembly code that performed this copy, then also disabled the code that null’d out that portion of RAM before doing the copy. I then appended the BIOS font to the end of the game executable, and just like that, the font data was precisely where the game expected it to be, and it could be modified! This came in handy a number of times as font glyphs needed tweaking for optimal appearance."

See how much better ASCII looks in comparison:

Demonstration of ASCII encoding, provided by Derek Pascarella.

It appeared that the first-documented Segagaga translation patch project —which began in 2006— did manage to make progress in this regard, but unfortunately wouldn't see an update past 2013. While nothing technical from that previous project would make it into this one, project lead and texture artist Exxistance reveals that he was still able to utilise a wealth of other archived community resources.

"What was helpful [...] were the various artefacts people left on the internet, including the FAQs on GameFAQs that were created back in the mid-00s. Those were especially useful in helping me get my bearings as I initially worked through the game. Other helpful resources included The1Ross’ Open Source Translation Project, as well as various YouTube videos like Korone’s full playthrough of the game."

It was actually on a Dreamcast-Talk forum thread initially created to share The1Ross' project, where Exxistance would post his English-translated edits of Segagaga's textures. From there, mr.nobody —who previously worked on the English fan translation of Dreamcast horror title Seven Mansions— would get in contact with Exxistance.

Tokyo Xtreme Racer - Dreamcast vs PlayStation 5

Tokyo Xtreme Racer (or Tokyo Highway Challenge as most European players would remember) returned in 2025 for the PC, which we covered extensively in Episode 142 of The Dreamcast Junkyard DreamPod.

On the 25th February 2026, the game was released on PlayStation 5 and it felt like a great opportunity for me to rejoin the Shuto Expressway in Tokyo for a quick comparison.

If you’re familiar with the Dreamcast game, then part of the course you race on in the modern remake will feel instantly familiar; the Tokyo C1 Loop. As it’s all based on the real expressway in Japan, the route is identical in both versions.

As one of the nicest looking Dreamcast racing games in the launch window, it’s interesting to look back and compare it to what modern hardware can achieve.

I’d been playing the Dreamcast original pretty extensively over the past few weeks for a separate Dreamcast-related project (of which you’ll hear more about in the coming months), so it immediately felt like home when I booted up the latest incarnation on the PS5.

I made a video of the entire C1 loop, switching between Dreamcast and PS5 gameplay; mixed with the soothing beats from our very own Pizza Hotline. Take a look below:

Personally, I had a lot of love for Tokyo Xtreme Racer and its grindy nature; I’m still convinced it is one of the more underrated hidden gems in the Dreamcast’s pretty vast racing library. The 2025 game is giving me all the same vibes and with over 400 unique rivals to take on, I am strapping myself in for a long night-time ride.

What are your thoughts on the Tokyo Xtreme Racer series? Did you play the original? Are you planning on playing the newest installment? Let us know below, on socials or join us on Discord!

This Peter Moore interview from E3 2000 features some intriguing background details

As I was trawling YouTube t'other day, an interesting video appeared on my feed. Amongst the usual walkthroughs on how to check motorcycle valve clearances and (totally warranted) rants about the rising price of PC hardware, an intriguing compilation of interviews from E3 popped up. Titled simply 'E3 2000 Los Angeles,' the video is a collection of interviews and rushes shot at the Electronic Entertainment Expo which took place between the 11th and 13th May 2000 at the Los Angeles Convention Centre. The video was uploaded by a channel named The RAW Footage, which seems to publish unedited 'behind the scenes' clips from a range of media events, conventions, movie promotions and the like.

Where the magic happened. Image credit: SEGA Retro 

The thing that makes this video particularly interesting to me, apart from it being shot at E3 in the early, hope-filled days of the Dreamcast's natural lifespan, is a segment which begins at 20:25 and features an interview with Sega of America head honcho (and one-time DreamPod special guest) Peter Moore. The video doesn't say which outlet conducted the interview, and there is no watermark or any other identifying information - as the name of the channel suggests, this really is raw footage. In the segment, which you can view below, Peter talks candidly about the threat of the PlayStation 2 and the importance of online gaming to Sega's strategy for the Dreamcast in the face of such stiff competition from Sony's impending juggernaut. What really caught my attention though, is the big screen visible over Peter's right shoulder.

Throughout the interview, Dreamcast game footage plays out and anyone on the show floor who took the time to glance up at the gigantic display would have no doubt been mesmerised by the awesome lineup of titles being beamed into their retinas. Seaman, Space Channel 5, Deer Avenger, Half-Life, SWAT3, Game Room...hold up! Yes you read that right - this promo video shows footage of Dreamcast games that never actually released, yet they were being shown at E3 to try to garner interest in the system. 

Now, some of these games we have featured here at the Junkyard over the years, and some of them have actually been dumped online since those halcyon days: Dreamcast Half-Life is freely available online at this point; Deer Avenger gained some notoriety several years ago when a disc containing the game was discovered in a box in a basement and it eventually ended up in the hands of our good friend Adam Koralik; and SWAT 3 was announced for Dreamcast and subsequently cancelled (and as far as I know, a playable build has never seen the light of day). 

The one game shown on that screen presents the biggest question mark, is Game Room. In development by Sierra Sports (a subsidiary of Sierra Entertainment) it was intended to be a compendium of online-compatible mini games, with pool, darts and pinball featured, similar to the PAL exclusive microphone-bundled Planet Ring. 

Marvel Vs Capcom 2 there. Nice.

From what I can tell, Game Room was actually released on PC and utilised the Maximum Pool engine, but the Dreamcast port was cancelled along with the majority of the other Sierra properties that were announced. Like SWAT 3, whatever actually exists of Game Room for Dreamcast has never been leaked online, and there's very little information about how far along the game was before it was hoofed spectacularly into the gaping maw of gaming anti-history. Here's a better look at the footage shown in the background of uncle Peter's interview segment:

It's pretty clear that Sierra Entertainment had big plans for the Dreamcast, and had a number of titles in development before they ditched support for the platform. There are numerous games, including Game Room listed in this press release from around the exact time of E3 2000, and they did actually release two titles for the Dreamcast in Maximum Pool and Hoyle Casino. Indeed, the back cover of the Hoyle Casino manual even features a full page promo for Game Room, so you'd be forgiven for thinking its release was pretty much nailed on before the proverbial plug was pulled.

The back page of the Hoyle Casino NTSC-U manual.

As an aside, after Peter Moore's section there follows an interview on the E3 show floor with John Golden, former Director of Product Marketing at Sega of America, during which he waxes lyrical about the majesty of Samba de Amigo and the Dreamcast maraca controllers. The man clearly has exquisite taste (as well as an absolutely ballin' moustache, specs and tie combo), and the segment is well worth a modicum of your attention.

John was only 19 when this photo was taken. True story.

Anyhow, I hope you enjoyed this rather fascinating and whimsical glimpse into the past. This video literally popped up on my feed by pure chance, so if you ever needed proof that we live in a simulation, this is it. Probably. Anyway, if you know anything about Game Room, or indeed what became of it (information on the Dreamcast port - as mentioned ad nauseum - is very hard to find), please do pipe up in the comments!

Special thanks to Lewix Cox for his help in digging up some of the sources in this article.

Project Justice's Japanese-Exclusive Board Game Mode Has Been Translated into English

Despite Capcom's Project Justice: Rival Schools 2 being one of the pricier Sega Dreamcast games, that hasn’t stopped fans from finding other ways to experience its 3D brawling action. These days, it can be enjoyed for a far more reasonable price by picking up Capcom Fighting Collection 2. For those who want to keep it strictly Dreamcast, the much cheaper Japanese version (known as Moero! Justice Gakuen) is an option.

Players who did pick up that Japanese release for their Dreamcasts will have encountered an exclusive “board game” mode that was stripped from Western versions, likely due to the extensive work it would have required to localise. This mode lets players create their own character and explore a giant game board, occasionally getting into bouts determined by their character's stats.

Recently, a fan translator known as Billy Monks announced he was working on translating this unique mode into English, and has released the first version of his patch today. Some text and textures are still to be worked on, but he says the mode has been translated to a state that is easy enough to play through for those who want to finally give it a try. Of course, this is the only part of the game Billy has translated into English, but if you want to play any of the other modes, you can simply switch to the US or PAL version.

To play this translation, simply head to the project's GitHub page, download the patch, and use Derek Pascarella's Universal Dreamcast Patcher to apply it to your existing Japanese disc image of Project Justice.