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

Ian Micheal has released a Christmas Collection for Dreamcast!

Cover by The Sega Guru

On the 23rd day of Christmas, Ian Micheal gave to the community... a Christmas collection for the Sega DC.

Ever since his work on the Sega Powered demo disc, homebrew extraordinaire Ian Micheal has really been experimenting with the idea of Dreamcast "collections" using the same UI. Around this time last year, he released the much anticipated (unofficial) Dreamcast version of Teenage Mutant Ninja Turtles: The Cowabunga Collection, which featured a wide range of old-school Turtles games, ROM hacks, cartoon episodes, music, and more, to peruse and enjoy on your Dreamcast. 

In October, Ian decided to put a seasonal twist on this concept with a Halloween collection, and now, in a similar vein, Ian has released a Christmas-themed collection for play on the Dreamcast, which he’s been teasing since the beginning of the month. There's so much packed onto it, I'm not even sure where to start...

He stares into your soul as he asks "have you been a good boy this year? HMM?!"

Let's start with the games. This collection is chock full of Christmas-themed games to play, from the Europe/Australia exclusive Mega Drive title Daze Before Christmas, to the Home Alone games, to Christmas ROM hacks of Sonic, Mario, Pokémon and even Wolfenstein 3D! There's nothing quite like a festive spin on old favourites to get you in the mood for the season. Just don't let Santa know we shot him in the Wolfenstein mod…

The longer you look…

But of course, the most important reason why you'd want to download and boot this collection up on your Dreamcast, is to hear Ian sing his own renditions of classic Christmas songs, such as Jingle Bells and Chris Rea's "Driving Home For Christmas", along with many others. This man really is multi-talented. Sadly, he didn't cover blink-182's "Happy Holidays, You Bastard" this time round, but let's hope he does that on a 2024 edition of this collection.

With interactive and musical delights covered, this collection wouldn't be complete without something to watch. How about the 1964 stop-motion classic Rudolph the Red-Nosed Reindeer? Well here it is, on your Dreamcast. Sorted, mate.  

The ultimate Christmas question: are we listening to George Michael or Ian Micheal?
To play Ian's Christmas collection, head over to the Dreamcast-Talk forums to download the CDI. There's even a video to watch of Ian showcasing it. I definitely think this'll make an excellent addition to the Junkyard's usual Dreamcast-related Christmas traditions, which include Blue Stinger, the Sonic Adventure DLC and that one Toy Commander DreamOn demo where you zoom about as Santa on a jetpack.

Are you going to download this? Let us known in the comments below or via one of our many social media pages! Either way, we here at the Junkyard wish you a very Merry Christmas!

New Jet Set Radio and Crazy Taxi Games Announced by Sega!

If you are a Sega enthusiast, I'm sure you are already well aware of the big announcement they made last night at The Game Awards. If you still need filling in, then here's the news: Sega have announced new games based on some long-neglected IPs, and much to our delight here at the Junkyard, two of them are Dreamcast staples: Jet Set Radio and Crazy Taxi! You can view Sega's teaser trailer below.


While not a whole load is known about these two new games other than the brief flash of footage shown in Sega's teaser trailer, they do look really cool. The Jet Set Radio game shown is actually the one which had images leaked following a July 2022 survey from Sega. The footage shows Beat tricking - and also parkouring - around Tokyo-To. The game looks to still retain the series' distinctive cel-shaded look, but appears to opt for more realism in its graphical style. A brand new take on Jet Set Radio's very own DJ Professor K is shown off too. In an interview with Washington Post, Sega of America CEO Shuji UtsumI confirms that “the original creators” are involved in some regard.
The Crazy Taxi game looks great too. The gameplay looks as energetic and flashy as any modern take on Hitmaker's arcade classic should be. The teaser shows a taxi being chased by the police, drifting around large, open streets. The footage also seems to imply that players may also be able to take control of the police car, which makes me wonder if there will be some kind of multiplayer mode involved where some players ride the taxis while others chase them down as the cops... perhaps even the dreaded "games as a service" model based on Fornite that was mentioned back in 2022? Of course, I will save any judgement until I know more, but let's hope that Sega know who the real audience is for these reboots.
The other games announced include some very awesome-looking 3D Golden Axe and Streets of Rage reboots (makes me wish we'd got that cancelled Street of Rage for Dreamcast!), which look very much like they'd be a lot of fun as co-op experiences. The last game showed off is a new entry in the Shinobi series which utilises an absolutely stunning 2D art style. 

At the end of the teaser trailer it is clarified that all the games announced are still in development, so it's probably going to be a bit of a wait before we finally get to play them, or even find out more information, like which platforms they'll be available on (hopefully not mobile exclusives!). The Sega fan community have also picked up on the fact that after the announced games are listed, it reads "and more", meaning there is a potential for even more games (hopefully all reboots!) to be unveiled from Sega at some point. Maybe a HD rerelease of Skies of Arcadia? Shenmue 4? The much anticipated Floigan Bros. Episode 2? Only time will tell...
For now, though, this announcement has made the Sega fan community very happy indeed. It's good to see Sega have finally pulled their finger out after countless years of shrugging off the passionate cries of fans asking them to revisit their abandoned IPs.
They finally did something!
What do you think of these new reboots? Which ones are you most excited for? Let us know in the comments section below or via one of our various social media pages!

Celebrating 25 Years of the Dreamcast and the Kaiju Monster it Rode in on

Well, shit. It’s been 25 years…or 300 months…or over 13 million minutes. That’s how long it’s been since Godzilla Generations was unleashed in Japan.

And the Dreamcast, too, for that matter.

In our house, it's always November 27th, 1998.

I was a tween when I first learned of Sega’s swansong console. Undeterred by President Shoichiro Irimajiri’s creepy disembodied head at the initial Dreamcast reveal, it was ultimately Sonic Adventure which ignited my hype for the platform and all the ambitious and imaginative experiences that would come to define it.

(From EGM #112 November 1998)
Don’t tell tween me that middle-aged me kept this tattered mag. He’d think it was weird and sad and he’d probably be right.

But the blue ‘hog was just the tip of the spear. With unprecedented visual and aural fidelity, groundbreaking online capabilities, intuitive hardware architecture, and a supplemental operating system, the Dreamcast fancied itself as both a developer-friendly haven and bleeding-edge forerunner of gaming’s future.

(Preserved by Unseen64.net)

Elsewhere on the software front, Virtua Fighter 3tb, Get Bass/Sega Bass Fishing, and Sega Rally 2 signaled a renewed commitment to Sega’s iconic arcade experiences at home. Blue Stinger, Pen Pen TriIcelon, and Climax Landers (eventually released as Time Stalkers in the West) flaunted their vibrancy and helped crystallize the Dreamcast’s aesthetic. AM2’s Shenmue – known as 'Project Berkley' at the time – promised to help reimagine how players might inhabit dense and bustling virtual spaces. Meanwhile, the presence of Biohazard: Code Veronica and D2 hinted at resurgent third party support from large and small game makers alike. And Godzilla Generations…was also there.

Although most of Sega’s in-house projects had yet to be unveiled in depth, they’d go on to spark a creative and innovative renaissance that continues to endear the Dreamcast to us a full 2.5 percent of a millennium later.

(From EGM's 1999 Video Game Buyer's Guide)
Some of the other games I was looking forward to.

In the meantime, Sega faced hurricane-force headwinds as it prepared to get the thing off the ground. The community has expressed no shortage of anecdotes for all the challenges stacked against the company at the time. Among them, people often blame the following:

  • Sega’s dwindling financial resources (i.e. capitalism*);
  • A merciless competitive landscape amid Sega’s diminished command of industry trends (also capitalism*);
  • The upcoming launch of the PlayStation 2 (capitalism strikes again!*);
  • Intracompany divisions over the direction and priorities for the Dreamcast across regions;
  • Sega's squandered goodwill with publishers, manufacturing partners, retailers, and consumers through several generations of missteps;
  • Minimal time to prepare for the Japanese launch, yielding a meager day one lineup and delays for several would-be launch window titles;
  • Shifting tides in consumer sentiment (sometimes people just like other things, you know?)
  • Sega being Sega;
  • Obama.

* I mean, maybe Sega just sucked at capitalism and that's totally OK. Would we really love the Dreamcast as much today if it had been managed by a more fiscally responsible and risk-averse company?

To me, Sega’s biggest challenges of the era were inseparable from its identity. The company’s deep-rooted stubbornness and rebelliousness – while enabling its uncompromising creativity and ambition – led it to hang its fortunes on innovations the public was not yet ready to embrace (e.g. online console gaming). At the same time, Sega continued to cling to established conventions which had fueled its past success and legacy but were falling swiftly out of vogue, globally (e.g. its arcade-centric ethos). In straddling the future and past, Sega found itself awkwardly out of step with gaming's present.  Sega was a perpetual pioneer yet it struggled to meet people where they were, or adapt enough to counter its competitors’ most basic strategies to woo them. Sadly — insomuch as we can feel sad for a for-profit corporation — the world was growing ambivalent to Sega’s presence and there wasn’t much anyone could do about it.

(From the What's Shenmue? Dreamcast demo)

In many ways, the Dreamcast’s Japanese launch reflected the history of this turmoil. And charmingly, Sega owned it. The company responded by promoting the platform in perhaps the most human way imaginable. Senior Managing Director Hidekazu Yukawa (R.I.P.) became the literal face of the Dreamcast to the point his image was emblazoned on a later edition of the console’s retail box. People knew him as Mr. Sega.

Sega’s Japanese Dreamcast advertising campaign was unconventionally humble and earnest, a likely reflection of Yukawa-san himself. Abandoning the brutish bluster of Segata Sanshiro’s salesmanship, Yukawa wore a friendlier face and carried a more genuine demeanor. Acknowledging the dire situation Sega found itself in, he made a gentler appeal to players. He was simply grateful for the chance they may invite the Dreamcast into their homes.

(via Advermax on Youtube) 
Yukawa-san was just doing his best.

The Yukawa TV ads rolled with the punches with humility if not grace. In an early spot, demon children haunted Yukawa’s nightmares, exclaiming they didn’t need Sega just before a rift opened and swallowed him into an abyss. And when production challenges hobbled Sega’s ability to produce enough Dreamcasts to meet retail targets, Yukawa-san dedicated an ad to apologizing for the stock shortages while fans pelted him with trash (gamers, amirite?). Meanwhile, his wife wondered when he’d be done with making all these stupid commercials. It was a pitiful ad campaign in that Yukawa-san and Sega actively solicited our pity.

So yeah. Sega was having a rough time even without a new generation of competition looming in the next millennium. As such, the company aimed to seize as much of a head start as possible, hastening the Dreamcast to the Japanese market just to get it out into the world. No doubt Sega of Japan needed to start generating revenue and building a user base sooner rather than later. So as a byproduct of that, there was little time to develop games ahead of the Japanese launch. In fact, the Dreamcast rolled out with four whole titles on day one.

The Dreamcast lobster

I recently revisited those Japanese launch games, so I'll ramble about them next...

New Dreamcast Compatible Arcade Fight Stick heading to IndieGoGo!

We've seen a lot of new indie hardware teased or released for the Sega Dreamcast in the last few years - such as the VM2 and a number of new controllers - but what with the popularity of fighters on the system, it was only a matter of time before someone produced an arcade/fight stick for it. Well, that is exactly what is going to happen as Turkish company TR Fight Stick are heading to IndieGoGo on November the 18th to pitch their "Octopus" arcade fight stick to the world.

Based in Istanbul, Turkey, TR is known for producing precision quality fight sticks and other arcade accessories, but it was not for these products that they previously crossed the radar of the Junkyard. Back in 2018, TR advertised the "Dreamcase", a metal shell that could house your GDEMU in the interest of keeping everything compact and sleek. While this idea wasn't one I noticed taking off much with Dreamcast owners, TR's latest Dreamcast-related project is definitely sure to. I mean, who doesn't love a nice arcade stick? 

TR reached out to us the other day to inform us about this upcoming project, and I must say the Octopus looks like a really nice bit of kit, and that's just from seeing prototype images (like the one above), as well as the trailer the company put out to promote their campaign. See listed below all of the bells and whistles we can expect from this upcoming controller:

  • Compatible with the Sega Dreamcast, Nintendo Switch, PlayStation 3, PlayStation 4, PC, MiSTer, and more. 
  • Custom built Dreamcast Encoder PCB: this arcade stick offers a built-in next-gen backlit VMU and 10 separate internal memory cards. You can swiftly swap the internal VMUs with a combination of buttons.
  • Connection is wired for microscopic latency.
  • A layout inspired by the ergonomic Vewlix layout, which is designed for lengthy gaming.
  • Non-slip padding ensures the controller is comfortable and stays put during intense gaming sessions.
  • Both analogue and digital control modes available. 
  • Changeable artwork for personal flair. 
  • Activate Turbo button for turbocharged game sequences. 
  • Start button on the rear and a tournament lock switch to prevent unauthorised changes. 
  • Uses the Open Stick Community's GP2040-CE multi-platform gamepad firmware.
  • SOCD Remover. 

While I'm not exactly quite sure what an "SOCD remover" is, I'm sure some fighting game buff somewhere just nodded their head with satisfaction upon hearing that information. Just giving you all the facts I can, folks. Anyway, check out the teaser trailer below to see some cool 3D renders of this potential product.

The IndieGoGo campaign for the Octopus launches on Saturday the 18th of November, at 8AM PST. A portion of the funds will go to aid recovery efforts for the earthquake that struck Turkey back in February of this year. TR can be found on Twitter if you want to follow them for further updates about this campaign.

Do you like the look of this fight stick? Do you think it's exactly what you need to enhance your Capcom vs. SNK gameplay experience? Let us know in the comments below or on one of our many social media pages.

A Metal Gear Solid 2: Sons of Liberty Prototype is Running on the Dreamcast!

Just three weeks ago, a video went up on YouTube from a creator called Frogbull showing off their very own prototype of Metal Gear Solid running on the Sega Saturn. Seemingly looking to prove wrong the naysayers claimed MGS could never have run on the Saturn, the results looked very impressive, and definitely had many Sega fans intrigued to see what was next from Frogbull. Little did I expect, however, that next we'd see Metal Gear Solid's sequel, Sons of Liberty running on the Dreamcast. But don't just take my word for it, see it for yourself below!

Seeing this game in action on the Dreamcast is simply mind blowing. It was also really cool to learn that this homebrew prototype build was developed using Luke Benstead's Simulant Engine (with tools from Jayveer and SecaProject). I also loved the tribute at the end of the video to the late Hidekazu Yukawa. Excellent job, Frogbull.

While this prototype build isn't currently available to download to play for yourself, we here at the Junkyard will definitely be keeping an eye on Frogbull's future work. If you want to do so as well, go follow them on Twitter here. They also have a Patreon that you can support here.

Dreamcast-Themed Ale Spotted!

Credit to Anthony DeCenzo on Untappd
A post from T-Rodge on Twitter yesterday showcased the existence of a Dreamcast-themed ale from the Maine, USA brewery “Odd By Nature”. 

While I’m not an alcohol drinker, I do appreciate some of the fun pop culture themed ales I see from time to time on social media, and Odd By Nature’s output is no exception. Their designs cover everything from video games like Contra, Super Mario Bros. and Grand Theft Auto V, to the music of rapper Mac Miller (R.I.P.), Sublime and Limp Bizkit.

But the reason why you’re here: back in May, Odd By Nature released a cream ale themed after the Dreamcast. Its name? Creamcast.
Credit to Eric Latulippe on Untappd
Presumably not a reference to the parody console from Rent-A-Hero No. 1, but a comment on the type of ale it is, Creamcast has 4.3% units and is described as a “light and refreshing cream ale, with a smooth creamy taste and a slightly sweet finish”.

If you want to try Creamcast for yourself, it unfortunately appears to just be something that locals can get hold of. The Brewery itself is located in Cape Neddick, Maine. We did find this place to purchase it online but they don't ship alcohol 'cause laws, so that'd be a pickup in Portland or Gorham, Maine.

Update: GGDreamcast went to the brewery yesterday to track down this ale and said it was nowhere to be found, so it must have sold out! Who knows if it’ll be reproduced again?
The Creamcast's full label/wrap. Again, credit to Untappd.
Maybe we Brits can't get our hands on a can, but it's always good fun to take a look at some Dreamcast novelty items. For more drunken Dreamcast shenanigans, check out Tom's post from 2015 about the person who made a Dreamcast controller beer tap. Matter of fact, that could be the perfect tap to dispense Creamcast from... Odd By Nature should track one down...

Prototypes of Retro-Bit's Upcoming Dreamcast Controllers Finally Revealed

Photo courtesy of SHIRO!

Let's face it, the Dreamcast controller isn't exactly beloved. Sure, it was the tool that granted us the ability to experience some of the best games to ever exist, but unfortunately suffers from a not very ergonomic shape, a single uncomfortable analog stick, a funky D-pad (no, not the Jet Set Radio kind of funky), and a wire that comes out of its butt. Probably it's best attribute is the fact that it is compatible with a variety of accessories like the VMU memory unit, the rumble pack and the microphone, but those don't make up for how sore your hands feel after an intense sesh of Maken X.

Anyway, those who frequent the Dreamcast community may recall that Retro-Bit, a manufacturer of all kinds of aftermarket retro gaming accessories, including officially licensed recreations of Sega controllers, announced a redesigned Dreamcast controller in 2020 with an ETA for later that year. In 2021, they provided an update to say that due to manufacturing shortages, the controller had been delayed. Finally, at this year's Portland Retro Gaming Expo, Retro-Bit finally offered us a glimpse of these much anticipated pads.

Photo courtesy of SHIRO!

Thanks to our friends at Sega Saturn, SHIRO!, those who didn't attend the convention were able to get a look at these in progress prototypes of both a wired and wireless variant of Retro-Bit's controllers via some photos they uploaded to Twitter. Matching the original designs presented to us in 2020, these upcoming controllers feature a more comfortable-looking recessed analog stick (compared to the dome design of the original), a Sega Saturn style D-pad, redesigned trigger buttons, and six face buttons that are laid out in a slanted orientation more suited for fighting games, with the C and Z buttons doubling to mirror the L and R triggers. On the wired version, the wire comes out of the top. This means there is now only one VMU slot available, however the controller does include built-in rumble, and if you're anything like me, the rumble pack is all that second slot gets used for anyway.

The wireless Bluetooth version shown off does not have a built-in VMU slot, and instead opts for the use of a VMU receiver dongle, which is similar to what we've seen from the upcoming Retro Fighters StrikerDC wireless controller. A possible reason we're seeing this workaround from companies like Retro Fighters and Retro-Bit was explained to us in our Discord by our pal Derek Pascarella (not affiliated with either company, just a bit of a tech whizz), who explained that not only can Bluetooth connections be interrupted which can lead to save data being corrupted, but also the "madness of trying to synchronise timings of a Bluetooth signal with strict MAPLE bus timings for Dreamcast input peripherals". Very good, what he said. So far, the only person to pull off this technical feat of allowing VMU support in a wireless controller is Chris Diaoglou with his DreamConn, and we can only imagine how much time and effort that took him to pull off.

Retro-Bit's dongle connects from USB-C to the Dreamcast controller port, stands vertically, and even has a little kickstand for extra support. Retro-Bit's wireless controller will also ship with a compatible USB dongle for compatibility with PC, Mac and an array of modern consoles.

Photo courtesy of SHIRO!

At the expo, SHIRO! also filmed an interview with Retro-Bit's Marketing and Product Specialist Andreas Ordonez, where he showed the controllers off a bit more, and also answered some very important questions. Andreas confirmed that various aspects of the controller are still being improved and ironed out, such as the form-factor, and how the VMU receiver will operate. With this in mind, he said we may hear more in 2024 depending on how everything progresses. As for pricing, he speculated that it would possibly by in the $49.99 range and not much more than that, with the wired version obviously being cheaper, although an idea of price wasn't given for that one.

I do like the idea of having a Saturn-style D-pad and an improved analog stick, but I'm personally not as keen on the drastic change to the layout of the standard A, B, Y, Z button layout, and perhaps wished they'd opted more for something like that of the Mad Catz Dream Pad, that preserves their original position (I never thought I'd praise something Mad Catz made). Also, while it's not so much an issue for me, the form factor still looks very similar to that of the original controller, which many have criticised for being unergonomic, so to have all these potential improvements but keep that original shape seems a bit of a misstep. But of course, these are just prototypes, so are subject to change from what we should expect from the final product.

Anyway, let us know what you think of these prototypes in the comments section below, or via one of our many social media channels. A big thanks goes out to Sega Saturn, SHIRO! for their coverage of these controllers. Be sure to go check out their website.

Dreamcast shooter Trizeal has been Translated into English!

Only days after reporting the news that an English fan translation patch has been released for one Dreamcast shoot 'em up (Under Defeat), we've already received another, and this time it's for Triangle Service's 2005 vertical-scrolling shmup Trizeal. The patch was created by the one and only Derek Pascarella, and I must say, I'm feeling a bit of deja vu...

Fact about this game: the head of its tiny development team begged fans to purchase it upon release because the arcade game it is a port of didn't do that well financially. Despite this, Trizeal is definitely not a title to sniff at. While it isn't often brought up in conversations about Dreamcast shmups, and lacks some of the gimmicks seen in other more acclaimed DC shooters, it is still a high-octane romp that can be enjoyed by any seasoned genre fan.

While the game doesn't have anything in the form of a storyline, Derek's patch translates all Japanese in-game text/graphics, and even improves some instances of English text. Something cool that Derek has also added to this patch is a new unlimited continues option that can be toggled on and off during gameplay by pressing the L and R Trigger buttons simultaneously. A small asterisk will appear next to "1P SCORE" during gameplay to indicate unlimited continues is on.

To download Derek's fan translation patch, just head to its dedicated GitHub page to download it. For detailed steps on how to apply the patch for your desired method of play (i.e. burning to a CD-R, playing on an ODE), see the patching instructions section of the README.

Are you a fan of Trizeal, or are you going to give it a go now this patch has been released? Let us know in the comments below, or by hitting us up on one of various social media channels!

Dreamcast shooter Under Defeat has been Translated into English!

Thanks to TapamN, who previously brought us a whole slew of helpful VGA patches, comes an English translation of the shoot 'em up Under Defeat.

Under Defeat was what we in the West would call a "late release" for the Dreamcast. Considering the Dreamcast was cancelled in 2001, it's mindboggling to acknowledge that over in Japan, games like this one were still coming out for many years. This one even came late enough to be acknowledged on this very blog upon release! 

Developed by G.rev, Under Defeat has been praised for its smooth controls and challenging but fun gameplay. Most notably, however, are its excellent graphics: with attractive 3D throughout, the level of detail on display in this game is astonishing. It's not one for genre fans to overlook, and now with TapamN's translation patch, English Dreamcast fans can now have some insight into the game’s plot too.

Here's a list of everything translated in this patch:
  • Opening text 
  • Ending text 
  • The tutorial 
  • End of level results screen 
  • VMU selection text 
  • Menu descriptions 
  • VMU Save file descriptions (seen in the console's BIOS)
  • In-game VMU text translated 

To download the patch, head over to the Dreamcast Talk forum post, and if you have an account, be sure to thank TapamN for this translation! Also thanks to Derek Pascarella on Twitter for the heads up.

Have you played and enjoyed Under Defeat before? Are you excited to get a chance to experience its story in English? Let us know in the comments below, or by hitting us up on one of various social media channels!

StrikerDC Wireless Controller Announced by Retro Fighters

Last week Retro Fighters, the US-based producer of peripherals for retro consoles, revealed the 'StrikerDC Wireless' to the world. As the name suggests, this is a wireless version of their StrikerDC controller that aims to provide Dreamcast aficionados with an experience that is in-line with contemporary expectations.
Photo of the StrikerDC Wireless controller and VMU dongle
Despite its ergonomic form factor and elegant design, the original StrikerDC had a mixed reception within the Dreamcast Scene. Many users complained that the trigger mechanisms in their controllers broke after only moderate usage, and although Retro Fighters were quick to fulfil requests for replacements or refunds, the presence of this problem was a significant enough drawback to ward off many a potential buyer.

Fortunately, Retro Fighters have reported to the DCJY that the triggers on the StrikerDC Wireless have been completely redesigned, taking into account the problems that the original wired iteration had. Of course, we'll only be able to tell whether the necessary durability is present after some testing, but, if Retro Fighters have in fact cracked this issue, then the StrikerDC Wireless could be quite special.
Photo of the StrikerDC Wireless controller in blue
The controller features modern wireless technology that functions at a distance of up to 30 feet, a USB-C rechargable battery with a life of up to 10 hours, built-in rumble, and a shape that promises to be more comfortable than that of the original DC controller. Notably, the VMU slot, which we've been told is fully compatible with the 4X memory card, is not present on the controller itself, instead being located alongside the wireless receiver that plugs into the console's controller port. Retro Fighters purportedly opted to go this route as trying to get a VMU to function wirelessly was causing latency and communication problems during their initial testing. Having the slot at arms length could be an issue for those sick Seaman addicts who need to tenderly whisper into a Dreamcast microphone held in close proximity, but admittedly, there is probably only a small pool of such folks out there. Importantly, given the plentiful bounty of local multiplayer gems on the little white box, Retro Fighters claim that multiple controllers can work together without interference.
Photo of the StrikerDC Wireless VMU dongle in blue
If the StrikerDC Wireless delivers all that it promises, and overcomes the aforementioned trigger flaw, then the price of $49.99 sounds reasonable. It's also quite competitive when compared with other wireless options currently on the market, such as the $45 Brook Wingman adapter, or the $200+ DreamConn

Once the StrikerDC Wireless drops, we'll be putting it through its paces and providing readers with a comprehensive review. We'll also be sure to report on any other news from Retro Fighters given that they have hinted that more Dreamcast products could be coming down the line...

Until then, you can find out all you need to know about the StrikerDC Wireless over at the Retro Fighters website.

Will you be giving the StrikerDC Wireless some consideration or are you loyally clinging to the iconoclastic OG controller? Let us know in the comments section below.

Cool Cool Toon has been Translated into English!

Cool Cool Toon characters
For years, Cool Cool Toon, a Japanese-exclusive rhythm title from SNK, has been considered a must-have for import Dreamcast gamers everywhere due to its easily accessible gameplay (which many have compared to that of Space Channel 5) and zany cel-shaded comic visuals by illustrator Ippei Gyoubu (of Gundam fame). But despite its gameplay being so accessible, many who cannot read Japanese have had to miss out on the game's delightful storyline... until today, because community workaholic Derek Pascarella and his talented team have finally released their English fan translation patch for Cool Cool Toon!

Completed over the span of a year, this project's team was comprised of the following individuals:
While I am not familiar with the translation work of rio de popomocco, Cargodin's work on Napple Tale: Arsia in Daydream is stellar, with that project standing as one of the very best Dreamcast translations, so I have no doubt that this game's script will be of similar quality.

Everything in the main game has been translated - from menus to cutscenes to graphics - meaning that Cool Cool Toon is now fully accessible to English speakers. To get a taster before you play, check out this trailer for the project put together by GGDreamcast.
Screenshot from the trailer for Cool Cool Toon
As seen before with Derek's other hacks, he's made sure to go above and beyond when it comes to bonus content. The option on the main menu titled "INTERNET GATE" is inaccessible to those who've never configured ISP settings on their Dreamcast, so Derek has removed this in favour of a Bonus Content page, powered by the Dream Passport browser, in a similar fashion to that seen in his previous translation project Nakoruru: The Gift She Gave Me.

This bonus content page contains all kinds of extra goodies. As per usual, Derek offers a downloadable save file that unlocks all in-game content. "On-Disc Extras Page" grants you access to artwork which was originally part of a webpage that could be accessed when putting the retail GD-ROM into your computer, including character portraits, artwork development pieces, title screens, wallpapers, and a lot more. As a cool bit of history, you can also access Cool Cool Toon's original Dricas website, preserved in its untranslated form. Finally, Derek has included some instructions on how to use the Dreamcast maracas with Cool Cool Toon. It turns out the game is actually compatible with this shakin' peripheral, so much so that the developers actually included instructions on the disc explaining how to use them with the game, which is what you see fully translated here!
Cool Cool Toon's new bonus content internet page
Another awesome extra that has been preserved and translated for this patch release is the functionality that allows the game to connect to Cool Cool Jam for the Neo Geo Pocket Color using the Dreamcast's Neo Geo Pocket link cable. Points earned in Cool Cool Jam can be transferred to Cool Cool Toon on the Dreamcast, allowing players to unlock more costumes and characters, and vice versa. This is definitely niche as heck, but still appreciated nonetheless, as I love me some Neo Geo Pocket Color! Paying upwards of £100 for that cable, on the other hand...
Photo of the Neo Geo Pocket Colour connected to a Dreamcast
Cool Cool Toon's Neo Geo Pocket Color link cable functionality in action, as shown by Derek.

So, without further ado, head over to the dedicated GitHub page to download the Cool Cool Toon translation patch. As always, for detailed steps on how to apply the patch for your desired method of play (i.e. burning to a CD-R, playing on an ODE), see the patching instructions section of the README.

Download Patch (v1.1)

A big thank you goes out to all involved with the creation of this translation. Your hard work is helping to keep the dream alive!

Screenshot of Cool Cool Toon gameplay
Have you played Cool Cool Toon before? Are you excited to give this English translation a go? Let us know in the comments below, or by dropping us a line on one of our social media channels!

Daytona USA back Online, Dreamcast: Year Three, Samba De Amigo in VR, and more! - Dreamcast News Round-Up July 2023

Summer is here... not that you'd know in the UK, though, because it's been raining nonstop for two weeks straight. At least the forecast for new developments in the Dreamcast community is looking promising, so much so that I thought I'd round it all up for you in this handy post. There's an overarching theme of homebrew wizardry this month, whether that be in the form of new software or hacking old software, so be sure to thank all the talented individuals mentioned for their hard work.

Dreamcast: Year Three announced!

This piece of news is one I have no shame plugging first! Last month saw the release of Dreamcast: Year Two, a book edited by Andrew Dickinson that features many written collaborations from The Dreamcast Junkyard team and others in the Dreamcast community. Well, for those who were wondering, Andrew confirmed in a tweet that Dreamcast: Year Three is coming, revealing its awesome cover, illustrated by KinkySketch, as well as saying to "expect a [Kickstarter] campaign mid-2024". The plan with this one will be to launch the campaign with much of the content already produced to avoid long waiting times for backers.
Front cover art for Dreamcast: Year Three
For more information on The Dreamcast Junkyard's book releases, check out our dedicated section on the website.

Debug Indie Sampler, Vol. 3

Wave Game Studios have already given away two great demo samplers, each featuring snippets of the latest and greatest in Dreamcast indie games and homebrew. Anyway, here's a heads-up to say that Debug Indie Sampler, Vol. 3 has gone up on Wave's store for pre-order, and as before, the only ask if that you pay for shipping. None of the demos have been confirmed yet (as represented by the anonymous coloured squares on the cover below), but Wave have said that "[we] won't be disappointed". Exciting! The sampler is limited to 2,000 copies and won't be reprinted, so make sure you go and grab one!
Cover art for debug indie sampler, vol. 3
This modern art is getting out of hand...

Reinvigorating the games of old...

While you sleep, talented hackers in the Dreamcast community toil away, tweaking the inner workings of your favourite Dreamcast games to make them more accessible in various ways. You may never have knew you needed hacks like the ones discussed below until this article, so let us know if they went straight onto your GDEMU or a CD-R after reading.

VGA Dreams
This follows on from a topic brought up in Lozz’s last Dreamcast News Round-Up. TapamN has been doing some amazing work making a whole load of Dreamcast games compatible with VGA output. A bugbear of many a DC fan is the seemingly random assortment of games that don’t natively work with this oft preferred method of video output, so what TapamN is doing is a godsend. 

The most recent title to receive TapamN's VGA treatment is the The King of Fighters '99 - Evolution, the Japan-exclusive Dreamcast remake/port of The King of Fighters '99. Here's to enjoying Neo Geo-quality bouts in beautiful VGA on the best console ever made.
Screenshot of King of Fighters '99 working via VGA
The King of Fighters '99 - Evolution working in VGA mode, as shown by Derek Pascarella (ateam).
Also hacked to work with VGA is survival horror title Seven Mansions - Ghastly Smile, another Japan-exclusive game that received an English fan translation thanks to SnowyAria and MrNobody back in 2019. This one is particularly handy, as I'm pretty sure it was the only fan translated game available for the console that lacked VGA compatibility, so this hack is a great addition to GDEMUs everywhere.

A full list of the VGA patches that are available and where to download them can be found on the console mods wiki. With these most recent additions, the number of Dreamcast games that remain incompatible stands at a surprisingly slim 24. 

Nakoruru: The Gift She Gave Me - Samurai Shodown Spin-Off for Dreamcast Translated into English!

After nearly two years of hard work, I am absolutely elated to inform you that a team consisting of Derek Pascarella, Duralumin, Marshal Wong and myself have completed our English translation of Nakoruru: Ano Hito kara no Okurimono for the Sega Dreamcast, and today you will be able to play it.

Being a fan favourite character of SNK’s beloved Samurai Shodown fighting franchise (known as Samurai Spirits in Japan), it’s only natural that Nakoruru would get her own spin-off game. SNK granted developer Inter-Let's the privilege of crafting a story that explored her character in finer detail, with the result being Nakoruru: The Gift She Gave Me (as we’ve decided to dub it), a Japan-exclusive visual novel game released for Windows in 2001, with an improved Dreamcast version releasing a year later in 2002. To take a source material known for its intense arcade fighting thrills and adapt it into a quiet, heartfelt text-based adventure was definitely intriguing, so much so that it made us want to produce an English translation almost two decades later! 

To translate the game into English was no small feat, however. With over 12,000 lines of text, our translation of Nakoruru was going to take us more than a year to produce. But it honestly feels like that time has flown by, because the more we worked on translating the scripts, the more we fell in love with the game's plot and characters.

Mikato meets Nakoruru for the first time.

The game’s story is told from the perspective of seven-year-old Mikato, an orphan who is taken in by the people of the snowy village Kamui Kotan. She is selected by the village's chief to serve as assistant to the shrine maiden Nakoruru, somebody the people of Kamui Kotan admire for her strength, dependability, and outward positivity. Mikato soon realises, however, that deep down, Nakoruru is harbouring an intense sorrow. 

While Nakoruru is based in the world of Samurai Shodown, it can be played without any prior knowledge of the franchise, but if you are a Shodown fan, there are quite a few playful references to other characters in the franchise sprinkled throughout the game's script.

Nakoruru's childhood friends Yantamu and Manari.

The gameplay of Nakoruru is simple, and familiar to those who have played a visual novel before. Advance the story with a button press, and occasionally make choices, some of which greatly affect the game’s narrative.

Also included throughout the story are several basic but charming mini-games. These include quizzes, fishing, dodging enemy attacks, playing music, and more. 

While Nakoruru may lack the 3D graphics and arcade action many associate with the Dreamcast, it still boasts gorgeous, crisp, hand-drawn 2D artwork, and its beautiful coming-of-age storyline will pull at your heart strings as it deals with topics of friendship, loss and insecurity. The Dreamcast received over 100 visual novel titles in Japan, and in terms of quality, Nakoruru is up there with the best the system has to offer. For those new to the visual novel genre, you can learn more about them in this fantastic video by Bowl of Lentils.

Combat training mini-game where you dodge left or right to escape attacks.

We adopted an assembly line process to translate the game’s script. First, dialogue for an individual scene would be translated by Marshal and Duralumin, then the editors - both myself and Derek, would check over the translations for any spelling or grammatical errors, but primarily to ensure they read as naturally as possible in English. Once the script edits were complete, Derek would insert them back into the game. Working together and seeing the story come to life, and by our own making, was incredibly rewarding. 

Making an important decision in the heat of combat.  
But our translation would have been for nothing if it wasn’t for Derek’s hacking wizardry. The Dreamcast is still in an immature state when it comes to debugging and hacking, unlike other systems, such as PlayStation, which is more streamlined. A project like this for the Dreamcast required a slew of different tools to achieve. Along the way, Derek had to make many tweaks to the game so it worked with our translation, such as modifying mini-games, ensuring the character’s voice audio persisted across multiple textboxes, reallocating where RAM data was written to make room for larger text data, and more. But the biggest challenge Derek faced was implementing a half-width font (as Japanese characters are wider than English ones), which took him months, but felt incredible when he finally pulled it off. The end result of Derek's hard work is fantastic-looking English text displayed in game.