Showing posts with label DCJY Features. Show all posts
Showing posts with label DCJY Features. Show all posts

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! 

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.

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 aliens 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

An Interview with Tetsu "Tez" Okano - the Mastermind behind Cult Dreamcast RPG Segagaga

There isn't a day that goes by in the Sega Dreamcast community where someone doesn't ask when an English fan translation of Hitmaker's 2001 Japan-exclusive Segagaga —the RPG simulation title where you run Sega— is releasing. Since the mid-2000s, a handful of translation projects have been announced, only to inevitably fizzle out, leading some to go as far as to brand the game as "cursed" (see also: “the final boss” and “the Half-Life 3” of Dreamcast translations). But what many may not realise is that rounding up the perfect group of persevering translators to see a translation through to fruition is the least of Segagaga's problems. The biggest hurdle facing any translation patching attempt is actually the way the game was originally programmed to draw text from the Dreamcast's BIOS, as opposed to using a font sheet, like many (successfully translated!) Dreamcast games do. While the core of this issue has been solved by some exceptionally talented hackers in the Dreamcast fan community, there is still much to be worked on.

Photo of the regular Segagaga release. Photo: doceggfan.

But it's only natural that out of all the games, an English translation of Segagaga would be the most sought after by fans of Sega and the Dreamcast alike. Segagaga satirises Sega itself, providing an entertaining tribute to its diverse and beloved back catalogue of franchises and characters, while also not pulling any punches in its portrayal of the then-struggling corporation's various business missteps. Some great tributes have followed since, such as the animated series Sega Hard Girls, and ensemble games like All-Stars Racing Transformed. However, through its brutal honesty and self-awareness, it is Segagaga which stands out the most, not only as a fitting love letter to Sega, but also as a prime example of the rebellious nature the corporation was known for during its time as a console manufacturer.

When it came to masterminding Segagaga, there was truly only one man for the job. Step up Tetsu Okano, aka Tez Okano, aka "Zolger Tetsu", aka "Ichizou Zoruge", aka the director of the best Astro Boy game. Known for his unconventional approach to everything from video games to manga, Okano-san truly took a risk when he set out to create a game that poked fun at the very company he worked for, and we are elated to reveal that we recently got the chance to talk to him all about his career, and of course, Segagaga.

Screenshot of Segagaga. Credit: CDRomance.

Translator extraordinaire Duralumin —who previously assisted with our Kenji Tosaki interview— returns once more to translate Okano-san's answers from Japanese. Laurence Goodchild also deserves a shout out for assisting with the questions and supplying the lovely photos of the Segagaga launch event, scanned from issue 16 of Italian Dreamcast magazine Dreamcast Arena.

But this wouldn't be an interview with Tez Okano if it didn't diverge from the traditional format in some way! When asking Okano-san about his earliest memories of video games, his reply was... a comic? Well, in case you didn't know, in Japan, Okano-san published an autobiographical manga called "8-Bit Chronicles" which covers his formative years as a child discovering the burgeoning world of video games. He supplied us with the first two chapters in Japanese, and Duralumin —who translates manga professionally— proceeded to translate them into English. We have uploaded them to a Google Drive folder so you can read them, which is something I implore you do. The comic is not only an awesome homage to the golden age of video games, but also very amusing.

A small preview of the first page of 8-Bit Chronicles, as translated by Duralumin.

Finally, Okano-san wanted us to stress to you, our audience, that the answers you see below from him are his recollections of events that happened over two decades ago. He wanted to make sure that we clarify that he is not speaking officially on Sega's behalf, just recounting his own memories of the time. With that disclaimer out of the way the interview!

Photo of Tez Okano. Credit: Sega Retro.

DCJY: Thank you for talking with us, Okano-san! We thought it was only right to start at the beginning, so what are your earliest memories of video games?

Tez Okano: When this is published, I hope you'll share the first chapter of my manga, 8-Bit Chronicles. It covers Space Invaders, Galaxian... I could talk about those games all day! But this is probably the easiest way to understand the story of why I, as well as many other Japanese kids in the late '70s, fell in love with video games.

What led you into a career in the games industry, and how did you eventually join Sega?

When I was still in my college years, I made my debut as a manga artist through Kodansha. However, working as a manga artist, you don't really have any security once your series is over, so I found myself enticed by the gleam of the rising star that was the gaming industry. And of course, Sega at the time was still young, and seeking unconventional talent.

"Morning" magazine, where Tez Okano's early manga work was published. His name can be seen at the top of the woman's right shoulder.

So let's get into Segagaga. It has been documented that you developed the game in secret for two years before presenting it to Sega. What was your reasoning for keeping it a secret?

Many places have a particular culture around satire, parody, and irony, Japan included. However —I understand you’re from England irony is much less familiar to us in Japan than it is in the UK. And while Sega was a pretty big umbrella, it had no shortage of people who would take issue with self-deprecating parody. You'll also notice there's never been any effort to make, say, a Namcococo or Nintendododo, for example, and that should tell you something. That being said, Sega has always prided itself on doing the crazy stuff that no one else could pull off, and the Segagaga project explored that philosophy to the limit. But, it just wasn't the kind of thing that you wanted to make a show of around the company, and invite all that scrutiny and risk the project's survival.

Merry 'Castmas! - The Festive Games of the Sega Dreamcast

This time last year, I had almost no time to enjoy the holiday festivities. I was unable to put up a tree or lights, let alone restore holiday cheer to Twin Seeds City. Rather, we were swamped with uprooting our lives, dog, and 15 years’ worth of belongings as we prepared to move across the Atlantic. It made for a hellishly stressful shitmas.

This year is the opposite, mercifully. So far I’ve enjoyed relaxing and rekindling the holiday spirit. I’ve indulged in some longstanding traditions, while adopting several new ones from this side of the pond. The Christmas markets, Sunday roasts, and excessive pints at my locals have helped make this season all the merrier. Of course, I’ve also been playing a bunch of Dreamcast games to help celebrate the season.

Sega’s final console imparted us with a multitude of titles that could be considered festive in one sense or another. Of course, these games will resonate with different folks in different ways. Some are dusted in snowscapes, some are lit with Christmas decor, and some just have festive vibes. Whichever the case, the following games have helped restore my holiday spirit in their own odd and unique ways…


Blue Stinger 

I’ve spilled plenty of ink championing Blue Stinger as a highlight of the Dreamcast’s festive offerings, and its library in general. We’ve also rambled about the game in several of our podcast episodes by this point. In fact, you can listen to our latest DreamPod dedicated solely to Shinya Nishigaki and Climax Graphics’ holiday classic.

Ditching any semblance of survival horror, Blue Stinger teeters a balance of action/beat ‘em up, B-movie camp, and festive vibrancy. Yet that understates how hard it goes on all counts.

Whether you crave gory fisticuffs or holiday cheer, Blue Stinger indulges in both and spares us from all nuance. If you want to obliterate Dinosaur Island’s mutant folk, its vending machines offer a buffet of shotguns, stun rods, rocket launchers, and lightsabers for your destructive delight. And if you want Christmas cheer, it will bury you in an avalanche of neon snowman, chipper earworms, and festive/bizarre Pen Pen cameos. 

Blue Stinger embodies holiday excess and it will charm the shit out of you if you let it.

Christmas moral: We can capture the magic of Christmas with just a little brute force...and tequila.

Beverage pairing: Mistletoe Margaritas

Dessert pairing: Hassy pudding

Song pairing: My friend Angela’s metal karaoke rendition of “Feliz Navidad” followed by this song on loop for 10 hours


Cool Boarders Burrrn! (NTSC-J) / Snow Surfers (PAL) / Rippin’ Riders (NTSC-U)

As a game without a consistent title between regions (for legal reasons), I at least appreciate their alliteration.

Frankly, I’ve always wished I enjoyed UEP System’s Dreamcast snowboarding game more than I traditionally have. I still return to it every couple years thinking that maybe it will finally click. It never fully does but we’ll muddle through somehow.

Perhaps my expectations were overblown by my love for other turn-of-the-millennium snowboarding games. I always balked at Snow Surfers’ stifling rigidity. It offers limited potential for exploration and improvisation, which contrasts unfavorably with the likes of SSX, Amped, and even Steep Slope Sliders. But in its own charming way, that also makes Rippin’ Surfers a unique kind of grind. Countdown timers are unforgiving and tricks are limited to specific launch points (as with other Cool Boarders games). There are just a few viable approaches to each course, which I was compelled to practice ad nauseam to improve my best scores and inch towards more optimal runs.

Unmoored from the expectations of its contemporaries, I found a merry little game in Burrrn Riders. With a little persistence, carving the slopes feels surprisingly serene, and is further bolstered by the chill beats and nifty set pieces. It’s not an expansive game but its simplicity makes it feel oddly cozy.

Christmas moral: Sometimes it’s nice to enjoy games for what they are.

Beverage pairing: Jingle Juice with Mountain Dew

Dessert pairing: Christmas crumble or something with alliteration

Song pairing: Merry Muthafuckin’ Christmas” by Eazy-E


Shenmue

AM2’s classic Santa stalking simulator needs no introduction here. I’ll just say that — with Shenmue’s dynamic weather system — I had to load through all my Xbox saves, all my PS5 saves, and a dozen VMUs before I finally found a save state where it was actually snowing in Dobuita. After that, I had a jolly time crunching through the snow and following Santa around town as he peddled local boozers to underage teenagers before imbibing at them himself. We couldn’t stay out too late, though. Ryo still had to show up for his forklift job on Christmas Day. 

On a side note, Mark's mandatory, pre-shift forklift races do not pay overtime and that’s fucking bullshit.


Christmas moral: Unionize.


Beverage pairing: Milk

Dessert pairing: Nothing. Ryo doesn’t eat food in Shenmue 1 because he is a ryobot

Song pairing: Sometimes You Have to Work on Christmas (Sometimes)” by Harvey Danger


The Time a Bus Company tried to get Jet Set Radio Banned in the United Kingdom

While modern Sega tends to stick to the straight and narrow (i.e. reboot Sonic every other year, say they'll give us a new Crazy Taxi but only if it's some live service guff), they've certainly had some contentious moments throughout their history. At this point we've all heard about the United States Senate hearings concerning Night Trap. Throw a stone at YouTube and it's bound to land on a video covering the topic for the umpteenth time, not to mention countless deep dives into the Japanese multinational's various crappy business decisions. If you want to talk real controversial Sega history, how about the time they threatened a poor, innocent Dreamcast fansite with legal action? We're not still bitter or anything...

During the Dreamcast era, Sega found themselves in the sights of the city of Milwaukee's Common Council, who petitioned them to cancel the release of Smilebit's Jet Set Radio (or Jet Grind Radio, as it was known there in the US). The council claimed that the game would glamorise the act of graffiti tagging, with the fear being that it would encourage the young bucks of Milwaukee (geddit?) to transfer their petty vandalism from the virtual walls of Tokyo-To to the streets of Milwaukee itself. Ultimately, the game wasn't cancelled, but Tom's article on the whole saga is definitely worth a read.

The youths are going to graffiti your gran!

For a long time, we here at the Junkyard thought that was the extent of the concern surrounding Jet Set Radio's apparent mission to turn the youth of 2000 into mindless paint-spraying zombies. This was until Antosk8er in our Discord shared something very interesting that we'd never seen before. Turns out there were some powers that be attempting to get Jet Set Radio withdrawn from sale here in the United Kingdom too...

What Antosk8er found was a PDF of a report dated May 2002 from the London Assembly Graffiti Investigative Committee titled "Graffiti in London". The committee in question, which was comprised of three politicians - each from one of the three main political parties (Conservative, Labour, Liberal Democrats) - was established in 2001 with the goal to “investigate graffiti across London, examining examples of best practice in its prevention and removal".

To be fair, those tags are pretty shit.

While I can definitely appreciate the artistry behind graffiti (no, this does not confirm that I am in fact Banksy), I can sympathise with the reasoning behind the establishment of this committee. In the foreword of the report, a 2001 survey is cited, which said that 77% of Londoners listed graffiti as “a quality of life concern". The report also mentions that "local authorities, transport organisations, businesses and private individuals [were] spending millions of pounds each year trying to prevent and remove it." But who needs money when you've got graffiti soul?

The report also painted a dreary picture of the effect graffiti was having on Londoners. "Graffiti has a negative effect on the lives of the thousands of Londoners who travel in vandalised, unpleasant buses and trains, and live in areas blighted by graffiti." And this, my sweet soul brothers, is where Jet Set Radio came into the picture.

Ordering a Pizza Online on a Sega Dreamcast in 2024

A few months ago, fellow Junkyard compatriot Harvey Jones notified me of a cool thing he'd seen in the Sega Online Discord. Considering Harvey's online/musical alias is Pizza Hotline, it was no surprise that what he wanted to share was, of course, pizza-themed...

Those of you in the loop may be aware that a sizeable section of our scene has been indulging in multiplayer gaming via fan-hosted servers for many years now, yet although it doesn't often get discussed, the ability to browse the web via the Dreamcast never disappeared either. Of course, given that the composition of your average website has changed dramatically since the turn of the Millennium, your mileage may vary while surfing the web via Sega's aging hardware. Many contemporary websites simply will not load, and to the dismay of geeks like us, few administrators are enlightened enough to produce Dreamcast-friendly versions of their sites, such as that created by Reye for the Dreamcast Junkyard (http://dcjy.reye.me).

But what if, after an exhilarating session of Phantasy Star Online, you are feeling hungry? Maybe you have a hankering for a piping hot pizza? You could reach for your smartphone and open your preferred delivery app... but no. Real Dreamcast gamers should order their pizza on the Dreamcast.

Well, that is exactly what "Delux" has proven to still be possible in the year of 2024. While ordering a pizza from Domino’s was actually possible on Dreamcast back in the day, Delux has been forced to think outside the box to acquire his favourite pizza pie. In the video that he has kindly prepared for us below, you can see the lengthy but very impressive process that is taken to place an order for two 12" pizzas with extra pepperoni - one pan style, one New York style - on the Domino's website.

So I suppose I should try and provide some kind of explanation for what is going on in the video... Okay, so basically, Delux is able to access the Domino's website on his Dreamcast by using a tool known as a "WRP", or "Web Rendering Proxy", which Google describes as a tool that's designed to "render web pages for use in antique web browsers". Wow... antique, huh? I'm not sure if I should be offended or not.

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... 

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.

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.

Dreamcast Gaming on the High Street Stock CEXchange

This article is not endorsed by or sponsored by CeX.

With it being harder and harder to find retro games in the wild, especially PAL Dreamcast titles with an intact case, retro gaming is becoming an increasingly online-only affair.

Here in the UK, all but one of the brick-and-mortar gaming chains (GAME) have died out. There are some excellent independent game shops still soldiering on, though they are sparse and dwindling in number too. Fortunately though, we do have one last bastion of the high street in CeX (formerly Computer Exchange, and yes, it’s pronounced “sex”) where it is still possible to walk into a store and find surprisingly well-priced Dreamcast games on the shelves.
Better still, if you are looking for particular games, their website tells you exactly what they have in stock and where, allowing you to plan your very own road trip to secure your next classic. Or, if you don’t fancy the effort of leaving your house, you can order direct to your door, oblivious to the condition your purchased game is in, and running the risk of a brittle old PAL case being obliterated in the rough and tumble of the postal service.

Recently, the risks of what has become known amongst retro circles as “the CeX lottery” have been reduced marginally, as the retailer now distinguishes between games with and without their manuals (though you may still be left guessing whether or not the manual has ketchup stains). The other useful thing CeX provide is regularly refreshed pricing which tracks the current market, and, here at the Junkyard, we have meticulously studied these to bring you some small insights into the current PAL Dreamcast market.

CeX is actually how I unintentionally ended up re-entering the rabbit hole of all things SEGA Dreamcast back in 2016, when I stumbled upon a very nice condition Virtua Tennis for a mere £3.50 - which was possibly one of the most expensive “bargains” I’ve ever had.
How it all started (again)!
Believe it or not, despite what many say, the Dreamcast does still have a good selection of affordable games. Sadly, the console is also beginning to see an increasing number of titles with three-digit prices. We’re all aware of the MoHos and the Cannon Spikes, but 2024 seems to have ushered in more unexpected additions to the high-stakes ranks, and seeing as I have little else to do on this rainy British bank holiday Monday, I figured what better time to delve in to this than now?

The Dreamcast Directory: Websites We Love in 2024

Late last year, in a gratuitous act of procrastination, I authored a piece for the Junkyard that surveyed the hefty range of Dreamcast websites that had sprung up in the console’s “post-Sega” era but which had sadly since bit the dust. In reality that piece was an excuse to indulge in some nostalgic daydreaming about the period when I first came across the console as a nerdy teen: a bizarre time when the burgeoning unofficial world (Goat Store, Beats of Rage, Treamcasts) sat alongside the last vestiges of Sega’s official involvement (idiosyncratic Japan-only shmups and surprisingly resilient online game servers).

As this list of deceased Dreamcast websites was pretty lengthy—and could have been even lengthier if not for a couple of oversights—readers could be forgiven for assuming that the hobby of maintaining websites dedicated to a 25-year old console was fading away. Fortunately though, they would be badly mistaken, and therein lies the purpose of this follow-up: to shine a light on the plethora of websites that are alive, kicking, and proudly serving the Dreamcast scene in 2024.

In no particular order, I present to you the Junkyard’s comrades-in-arms:

Dreamcast-talk (https://www.dreamcast-talk.com

Founded in 2004, and thereby pre-dating the Dreamcast Junkyard by a year, Dreamcast-talk is undoubtedly the lodestar of the scene. The website’s founders set out to establish a forum where DC-heads of various stripes could converge to chew the fat, sans what was perceived to be the overly restrictive administrative practices of certain prior forums. Dreamcast-talk quickly achieved that goal, and has continued to do so persistently and reliably for two decades now. Theoretically it's a fairly easy gig: set out a bunch of themed boards where relevant topics can be discussed, weed out spam or egregious flaming, and undertake technical maintenance from time to time. In practice though, maintaining a forum can be a bloody nightmare, and the fact that a day rarely goes by without fresh posts being made or a new member signing up is a testament to how important Dreamcast-Talk remains. 165,348 posts made and not out: as solid an innings as you are likely to see from an internet forum. When the gold anniversary hits in 2054 I promise I’ll deliver a better present than a couple of paragraphs in a rambling blog post…

DCEmulation (https://dcemulation.org

DCEmulation is another of the scene’s OGs that is still trucking in 2024. Actually, screw that. Given that it was founded in September 2000 (!), and is by my estimation the oldest Dreamcast-focused website to grace the worldwide web today, it would only be fair to say that DCEmulation is the OG of the scene. When the historians finally turn their academic gaze to our beloved little white box, DCEmulation will probably be mentioned in every other footnote. 

As the name suggests, DCEmulation’s initial focus was on documenting and discussing the development of emulators designed to run on the Dreamcast. Naturally, due to the type of audience and contributors that flocked to it, this focus quite quickly broadened out to cover Dreamcast homebrew development in its entirety. A few years in, spats between admins resulted in some splitting (which is succinctly summarised by our German brethren at Sega-DC.de), but thankfully this behaviour wasn’t endemic. In fact, efforts turned from splitting to amalgamation in 2010, when DCEmulation incorporated the forum for the unofficial Phantasy Star Online server, Sylverant.

Although the DCEmulation Wiki has now been mothballed, the forum, which alongside the Simulant Discord server is home to some of the most knowledgeable Dreamcast coders out there, is still in active service after 729,068 posts. Props to [darc], Bluecrab, and the whole DCEmulation community for keeping the show on the road all these years.