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

Why does this Paw Patrol toy sound like a Sega Dreamcast web browser?

I was in Bath this week. Not in the bath, you understand. I mean in Bath. The city of Bath. In Somerset. You know, the place that looks like it was built by Charles Dickens and Isambard Kingdom Brunel while they were both off their faces on opium. Also famous for being the home of many of Future Publishing's gaming magazines in the 90s and 2000s. Anyway, I was in Bath, and while I was there I visited the local branch of TK Maxx (that's TJ Maxx to you Americans) to see what kinds of useless, overpriced tat they had on sale. I didn't find anything I wanted, so I started to make my way to the exit, and as I did so, I heard a familiar sound. 

I couldn't tell where it was coming from initially, but I heard it again...and again. Not sure if I was hallucinating or in the prelimary stages of a Dreamcast-themed fugue state, I looked around a bit to see where these sounds were coming from; and there, around a corner was a small child sat in pram holding a toy dog in a cardboard box. Said child was repeatedly mashing the buttons on the toy dog, and the sounds which were emanating from it were unmistakable - they were the sounds a Dreamcast web browser makes as you navigate around the menus.

Everything you need to surf the Information Superhighway.

These sounds are etched into the very folds of my brain, as I spent countless hours using my Dreamcast as a web browsing device back in the late 1990s. They are as recognisable to me as the 'door opening' sound in DOOM, or the 'select' effect used in the Sega Rally menu. I couldn't quite believe what I was seeing or hearing, so I tried to get a look at what the toy was called before security was radioed directly to my location, and then turned to Google to see if this thing was legit. Turns out the 'Storytime with Marshall' toy is a real thing that kids apparently play with, and lo and behold it is readily availible from all good toy stores. And TK Maxx.

The toy in question, replete with box.

Now, if you search for this toy, you'll discover that it is a plastic dog called Marshall which is a character from a hugely popular animated children's series called Paw Patrol. The toy is manufactured by LeapFrog, a company which specialises in educational toys and has some pretty recognisable brands in its arsenal - think Peppa Pig, Dora the Explorer and so on and so forth. Anyway, this Marshall thing is modelled after a character who is a fire and rescue dog, and somehow it has the same sound effects included as the Dreamcast web browser. Specifically, the Dreamkey/Dreamarena browser which shipped with PAL Dreamcasts. Here's a mashup of the Paw Patrol 'Storytime with Marshall' sound effects and the Dreamcast browser sounds, courtesy of my fellow Junkyarder Jaz (credit for the original Paw Patrol video goes to Pup Toys):

Now, my best guess is that these effects are from some kind of licensable stock library and it just so happens that Sega Europe used them back in the day for Dreamkey/Dreamarena; and they have subsequently gone on to be used by LeapFrog in their Paw Patrol toys. And that's the story. There's no big reveal here, I just thought it was quite random that I was in TK Maxx, heard Dreamcast web browser sound effects, and then discovered that they were coming from a plastic toy dog. Just another day in the ghetto (Bath).

I know it was technically 'Dreamkey,' but I couldn't find a good PNG.

Are you a Dreamcast-owning parent who has had the Dreamkey browser effects drilled into your brain via the medium of Paw Patrol toys? If so, please feel free to let us know about your anguish in the comments.

These AI-generated Dreamcast posters are comedy gold

Not too long ago, our friends over at Time Extension looked at the spate of AI-generated 'historic' posters for games and consoles of yesteryear - essentially nostalgia soaked, but totally fake pseudo period-correct gaming advertisements which never actually existed during the epoch they're meant to have come from. It sounds weird, and that's because it is. 

As mentioned in Time Extension's article, it seems that many people have been duped by these images, and have been left lamenting, nay pining, for the sunlit uplands of a late 90s or early 2000s that never really happened. I believe the term 'hauntology' could fit in somewhere here, but I may be barking entirely up the wrong tree.

Were you fooled...? (Credit: Time Extension)

Anyway, while perusing eBay recently, I started to see Dreamcast-flavoured variations of these 'authentic' 1990s advertisements and magazine covers pop up for sale, and I thought it would be fun to take a quick look at some of them, point out their errors and laugh at the utter slurry the model that shat them out thinks Dreamcast screenshots look like.

Exhibit A

Click to embiggen (if you dare).

First up we have this specimen. A dashing hunk of a bloke in a Dreamcast-branded leather jacket thrusts forth a Dreamcast controller with the familiar swagger and confidence of a late '90s Sega. The poster, described as 'Dreamcast 9.9.99 US Launch Retro Gaming Console A3 Artwork Poster Art Print' proudly boasts that the Dreamcast is the ultimate gaming system; and that the next generation has begun. Not much wrong there, to be honest. But look closer. What's going on with that keyboard in the bottom left? I don't recall any variant of the Dreamcast keyboard coming with its own plinth. Also, what's up with that SegaNet logo?

Free display stand with every keyboard!

The latest Genesis album was poorly received.

We already know this is a fake poster which never existed in 1999, but the dead giveaway (apart from the hallucinations already described, and the spurious taglines) is the game 'screens.' The Shenmue one appears to feature a Temu Ryo Hazuki flanked by a melting waxwork, Sonic is tripping over his own feet, NFL 2K features matches between three different teams, and Crazy Taxi seems to be a game more about buying a used sedan than making crazy money. Elsewhere, the hardware looks fairly accurate on first glance, but on closer inspection the console has two 'B' ports, a built-in high heel and the 'Compatible with Microsoft Windows CE' logo is reduced to a blurred line; while the controller has three 'B' buttons and the D-pad has divots that don't exist on actual hardware.

Exhibit B

Click to embiggen.

This one is advertised as 'Dreamcast Japan 1998 Launch Retro Console Japanese A3 Artwork Poster Art Print,' and is similar to the previous example in that it purports to be a contemporary advertisement for the impending launch of the Dreamcast, albeit this time in its native Japan. If you just glance at it, it looks fairly authentic and could quite easily be the sort of thing you might have seen slapped up in the window of a shop in Akihabara in the weeks and months leading up to November 1998. But it's when you start to scrutinise it, that the slop mask falls. This time, the Dreamcast console features not two but four 'B' controller ports, while the 'Designed for Windows CE' marking is reduced to an illegible smear. The plastic continuation of the LED lens on the disc lid is solid gray and not the variant-correct NTSC-J clear plastic lozenge. The controller also has three 'B' buttons, the Start button has something engraved on it, and the familiar divots appear on the D-pad.

"Kill...me..."
The Muskehounds were always ready.

I used Google Translate's camera function to check what the Japanese text says, and it's all fairly standard stuff, so no real issues there, but that VMU in the bottom left is beyond funky, and the SegaNet stuff in the middle is just plain wrong - the Japanese service was Dricas. But let's have a gander at those 'screenshots.' Oh boy. First up, Sonic (sorry, 'Soniic') Adventure features a version of the titular hedgehog whose body has succumbed to the forces of non-euclidean geometry and collapsed in on itself, transforming our favourite blue spikey lad into something that looks like it crawled out of Seth Brundle's teleporter.

Next, Virtua Fighter 3tb's Akira has grown an extra finger (useful for all those 'B' buttons on the controller). Shenmue's Temu Ryo Hazuki returns, and is once again joined by an unfortunate soul who has become one with the very fabric of reality; and Ulala looks like she's just got off the night bus after a particularly heavy session on the tequila. The real star of the show here though, is Power Stone. I'm guessing what used to be Falcon/Fokker has transmogrified into an armless Ghibli character being chased by the bastard offspring of Dogtanian, all three Muskehounds and Garfield. I mean, I wouldn't mind playing that version of Power Stone, truth be told.

Exhibit C

Embiggeny-click!

Not really sure where to even start with this one. It's different from the other two as it purports to be depicting the cover of a contemporary Dreamcast-centric magazine titled 'DC Zone' and is advertised as 'Sega Dreamcast 1999 Retro Gaming Magazine Cover A3 Poster Classic Games Art,' and once again it looks quite authentic if you only look at it for about three seconds. Through a telescope. During a blizzard. But the devil is in the detail, and that's what AI always fucks up. So, the first thing is that the magazine cover states that it's issue 17, from September 1999. That means that issue 1 of DC Zone would have launched in April 1998 - seven months before the Dreamcast launched in Japan. That's keen. The orange swirl points to it being an NTSC-centric publication, but the lead price is £2.50 sterling, and if you want to get really nit-picky, £2.50 was actually $4.05 in September 1999, not $4.95...but historically accurate exchange rates are the least of the problems here.

I can't wait to play Academy of Champions.

The Dreamcast hardware featured in the centre of the image seems quite faithful, apart from the weird shoulder buttons on the controller, but otherwise there's just so much wrong with this. Games that weren't even released at the supposed time of this faux magazine are apparently reviewed inside, with Daytona USA 2001, Illbleed and Skies of Arcadia achieving not only great scores and nonsensical imagery, but also the power of time travel. Temu Ryo Hazuki is back, this time sporting Robbie Rotten's arse-chin, while Jet Grind Radio's Beat has had an unfortunate accident with a tin opener. Oh, and Virtua Fighter has apparently totally skipped the third installment of the franchise and gone straight to Virtua Fighter 4. There's just so much to see, that it just gets better (worse) the longer you gaze upon it. I think the best bit though, is the promised review of Academy of Champions - a Dreamcast launch title that apparently garnered a review score of 87%, but also has the added characteristic of having never existed on this plane of reality. There's more to see, but I'll let you discover the rest of the cock-ups for yourself.

There's a joke here about Jensen Huang, leather jackets and DLSS 5.
Beat has five kids to feed. 

There are plenty more of these laughable retro-inspired posters on eBay and elsewhere, and I'm not singling any one seller out...but we now live in an era where nostalgia is easily harnessed to rage bait scam people out of a their hard earned cash. The moral of the story is to look twice before parting with cash for stuff like this...but if you can get a laugh out of these products along the way, then it's all good.

Have you been on eBay/Etsy et al and actually bought any of this guff? Admit it in the comments below!

The NAOMI Games That Deserved Dreamcast Ports

Ask your average gamer with a passing interest in the Dreamcast to name their favourite titles for the system, and there is a good chance that you might hear answers like Shenmue, Skies of Arcadia, or Resident Evil CODE:Veronica. The console certainly had a healthy crop of long-form, narrative-driven sagas like this which remain an enduring part of its identity to this day. However, it’s probably just as likely that the answers you’ll receive are replete with brash, high-tempo classics such as Crazy Taxi, Power Stone, or The House of the Dead 2. Titles in this vein, which were so obviously shaped by their arcade roots, also played a huge role in making the Dreamcast what it was – and some of them shifted big numbers too (OK, big numbers for the Dreamcast).

In retrospect, given what was just around the corner for video gaming, it is not uncommon to hear the opinion that Sega’s swansong console was overly reliant on arcade ports. If it were to serve evolving tastes, so the argument goes, perhaps it needed to have attracted more games that were divorced from the arcade scene. Considering the multitude of factors that coalesced to make the Dreamcast a commercial flop, it is impossible to say with any certainty whether this theory holds much weight. Personally, I suspect it may have the tiniest grain of truth to it. If so, then daydreaming about how the console’s release library could have been packed out with even more arcade titles is perhaps a little bit perverse, but this is the Dreamcast Junkyard after all, and pontificating on this type of nonsense is our jam.

The NAOMI-Dreamcast Connection

For the uninitiated, I should probably explain that, in the same year that Sega launched the Dreamcast to the home market (1998), they also launched the New Arcade Operation Machine Idea (NAOMI) system for the arcade market. And, barring a handful of differences which made the arcade system marginally superior, the two were practically twins. 

The front page of a NAOMI press release from 1998, with the Dreamcast swirl incorporated into the logo (later to be dropped in favour of clarity). Image courtesy of Sega Retro.

I am not at all technically minded, and plenty of other articles by highly knowledgeable authors have been written about the affinities between the two systems, so I won’t feign expertise and start talking about chips and memory. For now, it is sufficient to say that because of the similarities between the NAOMI and the Dreamcast, porting games from the former to the latter was a fairly simple affair. Naturally then, masses of NAOMI titles were brought over to the home market using this route - or were they?

Relying on the data assembled by the wonderful archivists of Sega Retro, by my count 159 titles were released for the NAOMI, either on ROM cartridge or GD-ROM, but only 60 of these made it over to our beloved Dreamcast. Sure, among those 60 there are many, many, stone cold classics, ranging from blockbuster hits like Crazy Taxi through to lower-profile titles that have garnered a cult following over the years, such as Ikaruga. As thankful as I am for ports like these, those numbers mean that 99 NAOMI games didn’t make the jump over to the Dreamcast, and indeed, many never left the arcade full-stop.

In certain instances, this is understandable. The Dreamcast had its fair share of bizarre accessories, but would anyone out there really have wanted to cram a StarHorse terminal into their living room? Probably not.

OK lads, back to mine for a few hours of StarHorse?

For other reasons, games like Dragon Treasure, where players sought out ‘medals’ in a thinly veiled gambling loop, were probably not well suited to the home market either. You can’t lose money to yourself after all. Yet there are plenty of other games that could have feasibly made it onto the Dreamcast, brightening up its library, bringing us hours of joy, and getting savaged by a grumpy and short-tempered reviewer in the Official Dreamcast Magazine. So, in no particular order, here are the NAOMI games that I feel should have been blessed with releases on the Dreamcast.

Monkey Ball

Landing in arcades with aplomb in July 2001, Monkey Ball had that upbeat, blue-skies aesthetic that Sega development teams of the era seem to have mastered. On the face of it, rolling a twee monkey character around maze-like platforms to collect bananas and reach an end goal is very simplistic, but the combination of platforming and puzzle elements proved to be a big hit, and the opportunity to master the controls and beat prior scores lent the game a degree of depth and replayability. 

Monkey Ball screenshot courtesy of the Video Games Museum.

Before the end of the year, the game was ported to the Gamecube as Super Monkey Ball - the first game Sega published on a Nintendo home console following their exit from the hardware market. To the delight of an ailing Sega, it was a commercial hit, spawning a quick sequel and a franchise that has remained active to this day. But really, this game’s first home console destination should have been the Dreamcast, and had it hit the arcades a year earlier, I don't doubt that I could have been clasping a well-used copy of Monkey Ball in a battered PAL case right now. Fortunately though, thanks to the dedication of Memorix101, an unofficial port is in the works, and we may well see a fully working version in the near future.

The Tragic Fate of DC-UK Magazine and Its Unreleased Issue 21 — Four Lost Reviews Found!

These days, typing "DC-UK" into your search engine of choice will lead you to the UK web stores for an American comic giant, a classic skate shoe brand, or even a company that makes delightful wooden duck sculptures. But for British Dreamcast fans of a certain age, those four letters still spark memories of one of the best unofficial magazines to ever cover Sega's final console. DC-UK was Future Publishing's cheeky, offbeat stab at covering the Dreamcast, and it struck the perfect balance between solid game coverage and creative features, without ever taking itself too seriously.

In 2026, Future stands as one of the few remaining large-scale UK magazine publishers, having gobbled up many of its competitors over the past decade. But back at the turn of the millennium, many more publishing houses were vying for a slice of the magazine market, and for a time, a magazine dedicated to Sega's exciting new Dreamcast console seemed like a fair punt. We previously had the pleasure of chatting about the creation of DC-UK with its first editor, Caspar Field, on our podcast, but today we're fast-forwarding to the end of its run.

How DC-UK introduced itself in its debut issue.

Echoing the fate of the console it was created to celebrate, DC-UK would end not with a bang, but with a whimper. Just like Dennis Publishing's Official Dreamcast Magazine, DC-UK would be killed off seemingly overnight — no final farewell within its pages, and a promised next issue that would never materialise. 

If you, like me, believe a magazine as great as DC-UK deserved a more dignified send off, then read on, because I've found out why it didn't get one. I even spoke with three former members of the DC-UK editorial team, whose insights help shed light on the circumstances behind the mag's untimely end. And, as you may have noticed from the title of this article, I've also managed to recover and preserve four unreleased reviews that were originally intended to appear in DC-UK's cancelled issue 21... Pretty exciting, right? It only took 25 years for them to see the light of day!

But before we get into all that, let's first see how DC-UK bowed out. The magazine's final issue, issue 20, hit shelves on the 15th of February 2001...

All scans in this article were sourced from Sega Retro.

The front cover of what would turn out to be DC-UK’s final issue would certainly look good, but the game featured so prominently was an unremarkable one: Fighting Vipers 2, the often-forgotten sequel to a Sega Saturn fighting staple. Considering the online multiplayer-RPG phenomenon that was Phantasy Star Online was also getting a review inside, you'd think that might have gotten pride of place over fiery helmet guy (or whatever he's called) from Fighting Vipers, but it was instead demoted to a secondary coverline just below it. With Official Dreamcast Magazine running a big PSO cover that same month (issue 17) and promoting its own review as "the first in the UK", it appeared that DC-UK's response was to counter by securing a UK-first review for Fighting Vipers 2 instead.

The editor for the issue was Lee Hart, as long-time editor Keith Stuart —who'd been in the role since issue seven— had moved on to greener pastures (although he did provide some freelance writing for this issue). And greener pastures they were, as Lee's first port of call as the new editor of DC-UK was to announce that Sega was to become a third-party developer.

Despite the change of editor, and a reduced page count (100 pages, down from around 130 pages at the magazine's peak), issue 20 of DC-UK was still a decent read, although the kind of off-the-wall features and cutaways the mag had become known for were largely absent. Where were Nostradamus' Dreamcast predictions? The hungover fishing trips? Instead, readers got four pages at the front of the issue dedicated to Toy Commander developer No Cliché's then-upcoming Agartha — and that game didn't even release! Surely that space would've been better filled with a spread showcasing photos of the DC-UK team's body parts? (That was actually a genuine reoccurring DC-UK feature. I'm not being weird!)

All jokes aside, the Agartha feature is certainly interesting, and offered a staggering amount of behind-the-scenes content considering the piece's short page count, including screenshots, concept sketches, work-in-progress renders, and a conversation with former head of No Cliché, Frédérick Raynal. Reading it in 2026 feels somewhat surreal, knowing what ultimately would (or wouldn't) become of the game.

Being that the issue released in February of 2001, there were still enough upcoming releases on the horizon to give worried Dreamcast fans reason to keep the faith. Previews this month included Sega heavy-hitters Daytona USA 2001 and Skies of Arcadia, alongside a number of titles that would ultimately end up as Japanese and US imports for us here in old Blighty. The Last Blade 2 and Giga Wing 2 promised niche thrills for arcade connoisseurs, while The Typing of the Dead and Illbleed lay in wait to deliver their own uniquely quirky brands of horror.

G-Cube Returns! — New Versions of the PlayStation 2, GameCube and Xbox-Themed Dreamcasts Discovered

Long-time readers may remember our 2023 feature about G-Cube, a Japanese group of artists and model builders who put their skills to work creating custom modifications of things like model kits, toys and yes, even Sega Dreamcasts. At the time we focused on the recent rediscovery in Thailand of the mysterious PlayStation 2 and GameCube case mods for the Dreamcast, pictures of which have been circulating on the internet since the early 2000s.

As part of the previous feature, G-Cube was interviewed and confirmed that they would even accept new commissions for these unusual Dreamcast modifications decades later, though it seemed such an order would appeal only to the most dedicated of Dreamcast fans as conditions included paying a substantial upfront fee, providing necessary materials (including a Dreamcast console and accessories) and agreeing to Japanese domestic shipping only to receive the finished work.

An astute reader of the Junkyard from Japan recently tipped us off about some interesting posts on the G-Cube website. Over the last few years since the publication of our feature, it appears that G-Cube has been preparing multiple brand-new versions of their PS2, GameCube, and Xbox-themed Dreamcast case modifications. The links below to G-Cube’s website show some of the build process and many in-production photos of these new creations.

PlayStation 2 case mod: https://g-cube.cocolog-tnc.com/gcube/2024/03/post-7ab347.html

GameCube case mod: https://g-cube.cocolog-tnc.com/gcube/2024/12/post-c9f426.html 

Original Xbox case mod: https://g-cube.cocolog-tnc.com/gcube/2026/01/post-b80f55.html 

A new Xbox-style Dreamcast comes together in 2026!

While the new versions of the modifications look very much like they will turn out to be highly reminiscent of the original case modifications from the early 2000s, G-Cube has identified certain improvements to the designs on its website, such as using a magnetic attachment for the Gamecube case handle rather than the glue used in the old version (indeed, when the old Gamecube modification resurfaced in Thailand, the handle had been broken off from the case).

A new GameCube-style Dreamcast takes shape in G-Cube's mysterious workspace!

It is fantastic to see these complex designs come to life again and to know that there are more than one example of each out there. G-Cube appear to be masters of their craft and their Dreamcast designs have led to much discussion over the years. To close the story for now, I’d just like to point out that it is quite the coincidence that these elaborate Dreamcast designs are being made by a group called "G-Cube", since, as confirmed by IGN in its reporting from the year 2000, Sega itself had once considered “G-Cube” as a potential name for the Sega Dreamcast!

Memories of One Last Dream — Sneak Peek of Continue Magazine Vol. 88

The cover of Vol. 88 of Continue Magazine featuring the design classic Dreamcast swirl.

Although the Junkyard is almost an entirely online operation, our editorial collective has always harboured a love for print media. Sure, broadcasting your ramblings to a global audience via the world wide web is neat, but there is also something undoubtedly special about holding a book or magazine in your hands - the texture of the paper, the smell of the ink, the coffee mug rings on the cover and all that jazz. As laid bare in my prior Junkyard posts, and our latest DreamPod episode, I too am afflicted by a borderline unhealthy obsession with Dreamcast magazines. Therefore, when I was trawling eBay looking for old issues to scan and happened to lay eyes on the latest issue of Continue magazine, with its tantalisingly minimalist cover advertising a Dreamcast special feature, I knew I had to get my grubby mitts on a copy.

Of course, as this is a contemporary magazine which is still very much alive and kicking, scanning the entire mag or even the special section is out of the question. However, following a long honoured Junkyard tradition (sometimes titled “Let’s take a look at”), I am able to share my humble thoughts on its contents, along with a few choice snapshots and info on where readers can purchase this product themselves. 

So, here we go. Let’s take a look at Continue Volume 88…

Continue: The Story so Far

Continue, or Continue Motion Graphic to use the full title, is a Japanese magazine that describes itself as “the world's greatest otaku, subculture, and entertainment magazine”. Its first issue was published in March 2001, arriving on newsstands at a time when the Dreamcast was in a peculiar state of limbo - officially discontinued, but with several more years of software releases ahead of it (in Japan, at least). Published by Ohta Publishing Company on a quarterly basis through until the end of 2002, it then picked up pace, publishing bimonthly through until February 2010 when what would appear to be its final issue appeared. 

Top: Three covers from the initial run of Continue (2001-2010).
Bottom: Three covers from the revived run of Continue (2018-Present).
Cover artwork © Continue Motion Graphic.

Fortunately that wasn’t the case. In 2018, Ohta decided to shake Continue out of its lengthy hibernation, spruce it up, and put the magazine back to work, with little change in terms of its scope. Since its revival, the magazine has been published continually on a bimonthly basis, with each issue containing coverage of contemporary and retro gaming (among other 'otaku' topics) over a span of 120 pages or so. 

As someone who has only just come across the mag, my understanding of it, beyond what I’ve been able to glean from internet sources, is admittedly shallow. According to the blurb on RetroMags, right from its early days Continue was characterised by an avoidance of “fluff” previews, in favour of more considered coverage of games and the gaming industry, along with in-depth interviews. And, flicking through Volume 88, that description seems to hold up…

Volume 88: Memories of One Last Dream

The first pages of the special feature with a snap of one fine looking Dreamcast. 
Magazine content © Continue Motion Graphic, 2026.

Front and centre in this issue (or should I say volume?!) is a special 48-page feature on Sega’s swansong console aptly titled “Memories of One Last Dream”. The remainder of the issue has a variety of other neat features too, including a 2025 Game of the Year section, but given our remit, I will exclusively focus on the former item. Broken down into its constituent parts, the Dreamcast feature encompasses:

  • Brief reviews of 24 games;
  • Two full page panel comic strips (including one where the Dreamcast meets the PS5);
  • An interview with Akira Nishino and Takaharu Terada (focused on Sakura Taisen, aka Sakura Wars);
  • An interview with Yosuke Okunari (Dreamcast and Sega-wide discussion);
  • An interview with Tadashi Takezaki ((Dreamcast and Sega-wide discussion); and
  • A reproduction of Sega of Japan's 31 Jan 2001 "To everyone who supports Sega" message addressing the end of the Dreamcast and the shift to third-party software development.
All of the above is laid out beautifully, with the text interspersed between some extremely clean shots of the console and its paraphernalia, some interesting photos of Sakura Wars sketches and concept artwork, and of course, some shots of the interviewees during their in-person interviews (photography by Kazuki Ohashi and Hiroyuki Matsuzaki).

Left: Examples of the brief game reviews. Right: Sketches and concept artwork for Sakura Taisen.
Magazine content © Continue Motion Graphic, 2026.

The 24 games that are selected to be reviewed/highlighted are invariably bangers and would make a decent menu for those new to the console. They include the iconic titles that were big hitters in western markets like Sonic Adventure, Crazy Taxi and Jet Set Radio, as well as a smattering of more understated delights like Death Crimson 2, Segagaga, and The Typing of the Dead. For incorrigible DC obsessives like us though, these reviews are unlikely to be of much interest. After all, we have probably played the featured titles many times over, and have little desire for our stubbornly held views on them to be challenged (ok, maybe that last part is just me). 

The mag's main hook then, beyond the admittedly gorgeous aesthetics, is its interviews with those who helped make Sega tick during the Dreamcast era. For those of us who don’t comprehend Japanese, an extremely rough inkling of what is said can be ascertained using a translation app of one sort or another. Of course, this method is replete with potential issues, and cannot match the touch of a skilled human translator. We're hopeful that Ohta may permit us to translate and publish one of the three interviews in English, but until then, here is a rough synopsis of each:

Akira Nishino and Takaharu Terada are interviewed about the Sakura Taisen series, whose multiple releases on the Dreamcast were central to the identity of the console in Japan. They have both been employed by Sega since the 90s and took up key roles in the creation of the Sakura Taisen game series. They speak about the creative process; the generosity of other Sega colleagues; brainstorming over late night beers; their desire to ensure Sakura Wars 3 utilised everything the Dreamcast hardware had to offer; and much much more. Perhaps the most poignant moment discussed is when the news arrived that Sakura Wars 4 would be developed as a proper-finale for the Dreamcast, despite the fact that Sega had already ceased production of the console.

Akira Nishino and Takaharu Terada proudly pose with an extensive range of Sakura Taisen/Sakura Wars games released for the Dreamcast, along with the special edition version of the console. 
Magazine content © Continue Motion Graphic, 2026. 

Yosuke Okunari, a Sega employee since 1994 who is renowned for his knowledge of the company, gives a wide ranging interview about the Dreamcast as "one last dream". He speaks about the period between the end of the Saturn and the start of the Dreamcast when hard decisions had to be made about whether games in development should shift to the new consoles; about Sega's self-reflective (self-deprecating?) advertising campaigns of the era; the split between Sega's different development arms (Overworks, Smilebit, Sonic Team); and Phantasy Star Online representing "the dream come true", among many other topics. 

Yosuke Okunari giving it the big 'un in a suave Sega jacket. 
Magazine content © Continue Motion Graphic, 2026.

Tadashi Takezaki, a marketer for Sega between 1993 and 2015, provides insights into a whole host of topics that are regularly mulled over by Sega enthusiasts including: the decision to cease the Saturn (despite it performing well within Japan) in a bid to return Sega to global success; the strategic choices made regarding the Dreamcast's hardware, aesthetics and its launch date; the lack of a "killer app" among Japan's four launch titles; and the prominence of innovative and cutting-edge games in the Dreamcast's library. Perhaps the key detail though, is where Takezaki explains how, once Sega had decided to discontinue the Dreamcast, he arranged for Sega to directly and warmly address its fans in what is referred to as the "To everyone who supports Sega" message, instead of only publishing a matter-of-fact press release.

Snaps of Tadashi Takezaki in mid-flow during his interview.
Magazine content © Continue Motion Graphic, 2026. 

Those seeking to get their hands on Continue Magazine Vol. 88 should visit its dedicated page on the publisher’s platform, which gives numerous options for it to be bought physically or digitally at a price of 1,980 yen (roughly a tenner). 

How to Enter Our Competition

This competition has now ended.

Of course, one lucky reader could also get their hands on a physical copy of the mag by winning our competition. Entrants simply need to email us and tell us which of the three interviews featured in Continue Vol. 88 they would most like to see published in English and why (in less than 50 words). They must do so by no later than Sat 28 March, and be located in the UK or Europe only (apologies, delivery costs elsewhere are too high for this rag-tag non-profit outfit). 

Our hope is that Ohta Publishing will give us permission to translate and publish one of the interviews featured in Continue Vol. 88 here on the Junkyard blog. Once we know what readers preferences are we will crack on with pleading for permission.

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.

The Final Days of Official Dreamcast Magazine (UK) and What Happened to Issue 22

As I bid 2025 farewell to the tune of the traditional New Year's Eve song Auld Lang Syne, I contemplated the lyrics and their theme about leaving things in the past. I promptly disregarded that message and continued to write for a blog about a console that was discontinued 24 years ago. 

But that idea of "farewells" sparked an idea — one that taps into a new collecting obsession I fell into in 2025. You see, I developed a bit of a bug for tracking down old Dreamcast magazines, specifically ones that were published in the UK. Although I was able to frequently play the Sega Dreamcast during its commercial heyday round a friend's house, I was probably too young for the magazines of the time to cross my radar, and even if they had, I probably would've been too busy reading the Beano and Dandy to care.

Anyhow, last year I managed to pick up several bundles of assorted issues of Official Dreamcast Magazine, Dreamcast Magazine (the unofficial one), and DC-UK. I quickly noticed a common thread with these lots, however. While I did manage to acquire some earlier issues in them, the majority consisted of each magazine's final entries. It seemed that the sellers were particularly keen to offload these last issues — and upon reading them, it was easy to see why.

As the death knell rang for the Dreamcast with Sega’s announcement of its discontinuation and their intentions to develop games for rival systems, there was a clear scramble from these magazines to reassure their readers that the console still had plenty of epic games on the horizon. As the issues wore on, however, the cracks began to show. The number of games reviewed in each issue dwindled, features became steadily less inspired, and page counts shrank. In the most egregious cases, past reviews were simply reprinted in a desperate attempt to pad out pages.

Of course, this strange editorial limbo couldn't last forever, and eventually each of these magazines would come to accept that the Dreamcast’s fate was a doomed one, and sail off into the sunset — most of them rather unceremoniously. Next issues were promised, but never came. Only one publication, Paragon Publishing's unofficial Dreamcast Magazine, managed to last long enough to earn itself the privilege of a proper send-off.

In what I hope to be an ongoing series, I will be taking a look at how each of the UK's Dreamcast magazines said their farewells —or didn’t— with an additional goal of uncovering what went wrong behind the scenes for those that ended prematurely. You know we love solving a mystery here at the Junkyard.

To start off, I'll be taking a look at Dennis Publishing's officially licensed offering, Official Dreamcast Magazine. Its final issue, issue 21, was released in June 2001.

My scan!

The issue hit newsstands sporting a rather fitting PAL-blue cover featuring Sega’s iconic spiky mascot. Like the rest of the magazine, the cover is clean as hell — and perfectly timed to coincide with the mag’s review of Sonic Adventure 2. Readers would have also found Volume 22 of the Dream On demo disc adorning this issue's cover, which was responsible for its premium £4.99 price tag.

Depending on where you were in your Dreamcast journey, this demo disc may have proved to be either a blessing, or slightly disappointing. Rather than including playable previews of the latest upcoming titles, the 22nd instalment of Dream On served as a "best-of" compilation, packing in demos for nine Dreamcast bangers. These included Jet Set Radio, Metropolis Street Racer, Sonic Adventure, Virtua Tennis, Space Channel 5, Toy Commander, Tony Hawk’s Pro Skater 2, Ready 2 Rumble, and Ultimate Fighting Championship. Seeing as all nine of these games were voted into our Top 200 Dreamcast games list, with the majority of them ranking inside the top 30, it was a well-curated selection, and maybe even well timed for any new Dreamcast adopters who had picked up the console following its price drop to £99.99 earlier that year. If you were a long-time ODM reader, though, you may well have played a fair few of these titles already thanks to the magazine’s high review scores, and were perhaps instead expecting demos for the brand-new Sonic Adventure 2 or Crazy Taxi 2. If that were the case, you might have been left feeling a bit miffed.

Credit: Chromagi

The magazine's editor, Warren Chrismas, made the reasoning for this demo selection clear in his note at the front of the issue. While he began by calling out the "gloom merchants" for insisting the Dreamcast was dead and buried months before —citing the high quality of both Sonic Adventure 2 and Crazy Taxi 2 as a reason for fans of the console to remain excited— this positive tone was soon contradicted by the sobering reality of Sega's situation.

Dreamcast New Years Resolutions 2026

Console photo credit: 20th Century Video Games

It’s nearing December as I sit down to write this at my typewriter... an opening that is actually just two lies as I am obviously not using a typewriter and I am actually lying in bed.

However, as the year is drawing to a close, I am reminded that I once made a deal with the Devil to be part of the Dreamcast Junkyard team and in 2025 I have contributed less than Floigan Bros did to the 3D mascot platformer genre.

So to appease the Devil and make sure I meet my yearly quota of content to satiate Dreamcast fans, here are my Sega Dreamcast 2026 resolutions that I wish to share with thee...

Credit: Sonic Wiki Zone

The Dreamcast Junkyard video game book club will return!

Yes, okay, that was a stupid name for an entirely video-based chat about video games and not books, but the premise itself was a sound one. We would announce the game we were going to discuss ahead of the actual stream and then people would join the chat to share their memories and ask questions. It’s actually been four years since the 11th —and as of now, final episode— which was actually just a badly lit stream of me playing Sonic Adventure badly, without any game audio. Anyway, I plan to make at least one more episode in 2026. Feel free to tell your loved ones it's back!

“Hey, Honey! Guess what? That thing no one wanted is returning!”

From our Sega GT stream

To Play Crazy Taxi 2 for at least 30 minutes. 

Is that a weird one? It might be. Crazy Taxi is one of my most beloved Dreamcast games and is responsible for some of my favourite memories with the console. The Dreamcast is actually the only console that has been an ever-present fixture of my gaming setup since I got it. I played it constantly from receiving it at Christmas to leaving for university in September 2000, and it joined me throughout my three years living in Cheltenham at various places, even as I regularly moved other consoles back and forth between student life and my parents' home on a whim. When I did finally return home in 2003, the Dreamcast was a key part of battling what I now see was a form of depression fuelled by a lack of direction. Then it was packed up once again to join me for my move to Sheffield in 2005 where it, and I, have remained since. That original Dreamcast was actually packed away for a few years as it wasn’t working, but it has since been revived and continues to loudly and proudly play discs to this day.

Despite all this, and having now owned several different copies of Crazy Taxi 2, I’ve never played it for longer than about 10 minutes before ultimately stopping and just returning to the original. Will 2026 be the year I finally give this sequel an actual shot? Especially as it’s not like I am actually any good at the original, it's merely familiarity and memories that bring me back, so maybe it's finally time to make some new ones.

Credit: LaunchBox Games Database

To buy the Hello Kitty Dreamcast...

The Hello Kitty Dreamcast is an insanely ace looking console that I have loved since I first laid my eyes upon it, despite still not really knowing what Hello Kitty actually is. I have seen the video where the creators claim she is actually not a cat but a little girl, and that seems like fantastic banter to me to say about something that is quite clearly a cat — and that honestly just adds to its charm a little.

The Dreamcast and its many variants aren’t getting any cheaper. In fact, it is probably cheaper now to buy even a fully modded Dreamcast than any modern consoles, so would I rather have a PlayStation 5 I don’t have time to play on, or the Hello Kitty Dreamcast? I look forward to constantly telling people “she isn’t actually a cat a you know…” when they ask me what the hell it is. 

Credit: Hit-Japan

...and play Giant Killers Season 2 on it!

It’s dawning on me that a huge amount of my contributions to the Junkyard are things nobody wanted, but did anyone say Giant Killers career playthrough Season 2?! Someone somewhere must have… maybe you there in the back? For those unaware, this was a series of YouTube videos I fired out a few years ago known as "The Premier League Replacement service" as it was while the World Cup was going on. Apparently, I don't see the need for brevity with my naming conventions. I probably won’t dress as a goal keeper again for one of the episodes this time, mind. It’s pretty much led to my new life predominantly playing Football games and sims over on YouTube, so I think it makes sense that I return to my roots and do it here for a spell again. Don’t act like that hasn’t already made your 2026!

I actually don't remember why I dressed like this.

Play the top 25 games of the Top 200 Dreamcast Games list.

Okay, specifically five of them. I famously don’t particularly like Rez, but there are five games in the top 25 that I have basically never played. I've tried Grandia II in the past and it didn’t click with me, but am counting it here as I can never remember if that’s the game with a talking parrot that I hated or not, which is probably a sign I didn’t give it a proper chance.

The other games include Sonic Adventure 2 and Skies of Arcadia, both of which feel a bit crazy to admit I've never played as someone who is constantly beating the drum for Dreamcast.

Credit: LaunchBox Games Database

***

So there we have it. Would you ever get an article this obtuse and all over the place from Ai? Well, probably actually, but it wouldn’t be able to so easily back it up with links to previous videos and works, plus added memories of handing out cupcakes at events.

So with 2026 nearing, what are you looking forward Dreamcast wise? Regardless of if you are a die hard, new fan, or returning to the scene, what would be your resolutions to make sure you are still Dreamcasting in 2026?