Showing posts with label DVD. Show all posts
Showing posts with label DVD. Show all posts

An Interview with Kenji Tosaki: How the SEGA Dreamcast and its Beloved Peripherals Came to Be

One day we realised that The Dreamcast Junkyard account on Twitter (or X, as it is now known...) was followed by none other than Kenji Tosaki, the peripheral development manager at SEGA of Japan from the 1990s until 2001, when he retired. He led the design process for classic SEGA Saturn peripherals like the 3D Control Pad and the Virtua Gun, but perhaps most importantly to us here at the Junkyard, he was heavily involved with the design of the Dreamcast console hardware, its controller, the Visual Memory Unit (VMU), and even the Samba de Amigo Maracas Controller, to name a few. To have such an important figure from SEGA's heyday follow usof all peoplewas truly an honour. We knew we had to reach out and try and arrange some sort of opportunity to speak with him.

What followed was a whole lot of machine-translated correspondence, and we must thank Tosaki-san for answering all our questions, as well as his time and patience throughout this process. Another thank you also goes out to Brian Vines and Laurence Goodchild for assisting me with the decision on which questions to ask, as well as Derek Pascarella for some technical explanations.

Of course, we couldn't just let the resulting interview you see below remain machine-translated, so this is where I must extend a huge thanks to translation extraordinaire (and my former Nakoruru fan translation comrade-in-arms) Duralumin, who graciously translated Tosaki-san's original Japanese answers into English.

What was revealed from our conversation with Tosaki-san is a whole lot of great insight into how the Dreamcast hardware and many beloved peripherals came to be. We also thought it was important to use this opportunity to try and dig deeper into some of the more esoteric Dreamcast-related lore, to try and get some light shone on topics that have fuelled debates within SEGA fan communities for decades. Why was a second analog stick a no show on the Dreamcast controller? What was SEGA's view on adopting the almighty DVD format that would've supposedly helped the Dreamcast go toe-to-toe with Sony's PlayStation 2? We also made sure to pick Tosaki-san's brain about some cancelled Dreamcast peripherals, such as the VMU MP3 player, with the hopes of unearthing new information about them.

While our interview does touch on the SEGA Saturn somewhat, it is mainly referenced to assist the explanation of points relating to the Dreamcast's own design. If you'd like to hear Tosaki-san get more in-depth about the Saturn, I highly recommend you go check out his interview with our friends over at SEGA SATURN, SHIRO!

Credit: SEGA Retro

DCJY: Thank you for agreeing to talk with us about your career at SEGA, Tosaki-san. We have read that you were involved with the design of the Dreamcast console. The design was definitely more compact than its predecessor, the Saturn, and very futuristic-looking for the time. When you and your team set out to design the console, what inspired the design?

Kenji Tosaki: The lead director and producer on the design of the Dreamcast was actually Mr. Oikawa [Akitoshi Oikawa], who also handled the design of the SEGA Saturn. For the Dreamcast, the design of the console itself was contracted out, but Mr. Oikawa personally handled the controllers and other peripherals.

Now, when the Saturn was still in development, we ended up drawing up the design ahead of finalizing how much space all the internals would need. Stuff like the main board, the CD drive, power supply unit, all of that. The original design was quite a bit smaller than what the Saturn finally became. As development progressed, we added more components, and the footprint grew larger.

The preliminary designs for the console couldn't accommodate all the changes, so we had to go back to the drawing board, and it ended up quite a bit different from what we had originally envisioned. It had to be made larger, so we also had to redesign some of the finer details of its appearance to match.

With the Saturn, the technical development —the main board, the drive unit, etc.— and the product design had been sort of progressing on different fronts, and that disconnect caused us a lot of issues. Plus, the technical design turned out to be more complex than expected, so the production and assembly was more complicated. We learned from all of that when we were working on the Dreamcast. 

Our top priorities in designing the Dreamcast were to optimize the internal layout and heat dissipation. I think the internal design turned out really nice and clean. Of course, keeping it simple also helped with assembly. We also waited to plan out the console design until the technical design had been locked in to a certain extent, so we didn’t have to go back and rework a lot of things.

Regarding the design itself, we shopped the job around to a wide variety of outside agencies for proposals;  not just Japanese companies, but even American design houses. Mr. Oikawa reviewed a ton of ideas. 

Ultimately, Mr. Oikawa went with a relatively minor Japanese company’s proposal. They did a very good job of taking Mr. Oikawa’s asks into account when building their approach.

On the conceptual approach, I’ll quote Mr. Oikawa himself:

"The Dreamcast design is made up of simple shapes; squares, triangles, and circles. The point of the triangle points toward the player, representing how the games and online content were to be player-focused. From the console, straight to the player. But then the start button on the controller points towards the Dreamcast. That represents how, in response, the players reach out and connect with the console."

Credit: SEGA Retro

When you and your team were designing the Dreamcast's controller, what were the most important features or aspects that you knew it had to include? It is well known that the Dreamcast controller shares some design similarities to the Saturn's 3D Control Pad, which you also worked on. How much did that controller inspire the Dreamcast's controller?

When we were developing the Saturn 3D Controller, that was the first time we had ever tried to design an analog-input controller. We looked at how we could best make an analog controller, and spent a lot of time working on the basic design, control methods, layouts, and all the associated design questions.

We also looked into all kinds of additional features; stuff like integrated displays, paddle wheel controls, mouse input, motion sensing, infrared, rumble, haptics, voice recognition... many different things. Most of these features proved too costly to have natively on the Saturn 3D pad, but we made sure to design the controller to include an expansion port so those features could be added later.

We had actually planned out a motion sensor and vibration pack, and even made a prototype. We made sure that the controller's cord ran out of the back, since anything to do with motion sensors that you would have to tilt or shake around would be harder to use with the cord coming out of the front of the controller. 

For the analog inputs, we felt it was essential to use a sensor that wouldn't experience any change in the analog signal from drift or wear. To accomplish that, we used "Hall" elements. We knew we definitely didn’t want resistive sensors. We didn’t add them for the sake of having a selling point, we just saw it as the obvious choice. It wasn’t until 2020 that we saw other companies start making controllers with those same Hall elements. I guess the market finally caught up to the SEGA 3D Control Pad, and it only took 25 years.

When it came to the Dreamcast controller, we applied a lot of what we had learned from the Saturn 3D pad.

As I mentioned, the idea behind the Dreamcast ecosystem was “play and communication.” The console could go online, but the concept extended beyond just that. There were also four controller ports, so you could have four people at once all playing together. Then, we decided we would try putting an individual display on each controller. We had originally conceived it as something like a personal monitor for each player for sports games, with individual displays. The VMU was our solution.

Connecting the VMUs directly to the console would have meant we would have to add four pretty big ports for four players’ VMUs, which wasn’t a great solution from either a cost or design standpoint. So, we decided to explore plugging the VMUs into the controllers instead. Every VMU would be like a memory pack, but with an LCD screen and control buttons; it could have its own independent apps, and when it was plugged into the controller, the screen would serve as an additional display.

Away from the controller, you could connect VMUs together to swap data with your friends, or play games against each other. That was another facet of the “communication” concept. For us on the peripherals team, we figured it wasn’t likely that every kid would have an internet connection they could use to play online, so we focused on ways we could build “play and communication” through controllers and accessories.

We also planned out a built-in gyro sensor, so you could control games by moving the controller, as well as built-in vibration, and a built-in light gun pointing device. It turned out to be too expensive to implement those features natively, so we decided to build two expansion slots into the controller. That would leave room for us to release expansion units after the fact. We expected one slot would usually be occupied by the VMU, so we needed to have one more for other expansions.

The most important decision made regarding the controller was to have memory units connect to it instead of the console. We designed the VMUs for that purpose.

The controllers themselves were developed to work with an interface device [MapleBus] that could also support VMUs and any expansion packs. MapleBus proved essential, as it had the kind of scalability we needed.

For the expansion slots, we had to think about what sort of functionality we would need in the future. For instance, if we put out a rumble pack, the vibrations from that accessory would travel down to the slot and the connector. That’s not necessarily healthy for the components, and we expected these to be used long-term. So, we had to come up with a design for the connectors that would be durable and reliable.

The analog input was also much more advanced than the 3D Control Pad. We improved the precision, and allowed wider strokes. At the same time, the units could be made smaller, and needed less space to install internally.

I really would have liked to have seen the gyros, vibration, and wireless pointing built-in on the controller, but it just would’ve been too expensive.

The original US patent for the VMU. Credit: SEGA Retro

FuZzCasT Home Entertainment - Dreamcast Video Returns!

Cast your mind back to the dawn of the new millennium. Like everyone else, you were probably still happy enough renting VHS video tapes, but at the same time were also covetously envious of those shiny new (and expensive) DVD players displayed prominently in the high street stores. You were keen to kickstart your foray into the digital video future, and even though Sony was promising to deliver DVD to the masses with its looming PS2 juggernaut, your blood bleeds blue and your loyalty to Sega and the Dreamcast could not be shaken. But what to do?
Ooooh, shiny.
You had heard rumours of a video card for your venerable Sega Saturn but you could never find one. Whispers from the orient described some strange voodoo witchcraft involving burning movies to CD-ROM, but after you endured the interminable age that it took to download the file over your 33.6k dial-up modem on your Windows 98 machine, the experience was underwhelming. Watching a movie on your 13" CRT monitor just didn't have the right pop-corn munching vibe. 

DVD Support Heading To Dreamcast

Artist's impression. Um.
DVD is the one that got away when it comes to discussing the Dreamcast and the age-old reasons for its failure to go stratospheric. One of the many reasons people held out for a PlayStation 2 was because it offered the consumer the opportunity to try out new-fangled digital versatile discs, and it was an inspired tactic if you look at it from a business perspective. Yes, the Dreamcast was (and still is) a hoofing system and plays host to some of the finest vidya gaemz known to humanity; but back at the turn of the century the promise of owning a console that could also play movies out of the box was too great to resist for the majority.
An IDE modded Dreamcast is required at present
Anyway, it seems that the ever-inventive Dreamcast community has worked out a way to allow the Dreamcast to 'see' an external DVD drive as a storage medium and attempts to run games stored on DVDs have been successful. At present, the DVD drive is being used as an alternative to a standard IDE HDD with consoles modified to accept such a storage device, but with more development time it appears that running DVD movies on a Dreamcast is entirely plausible.

The original thread over at Assembler Games tells us a little more, and I also spoke to programmer Luiz Nai who is assisting the DreamShell developers in this quest. Here's what he told me:

"If you have the IDE-Mod in your Dreamcast just connect a DVD-IDE drive on your Dreamcast. You put the ISO files on the DVD and select them as you do on the HDD. At present, games files in CDI or GDI format are incompatible as games that use CDDA (Compact Disc Digital Audio) would not work. Also, the Dreamcast certainly has the power to run DVD movies but at the moment the priority is to get the DVD drive to read games. At present, the project is in the debug phase and the game Millennium Soldier has already been tested successfully."
- Luiz Nai

Probably don't start getting your DVDs in out of the garage just yet then, folks. And if you do you can probably just play them on literally any other device in your house (including some fridges, apparently). However, for another example of how the Dreamcast community strives to add new functionality for no reason other than it can, look no further.

Source: Assembler Games

IO SATVRNALIA, er... I mean Dreamcastalia?

It's the most wonderful time of the year, when we honour the ancient Roman goddess Saturn for her bountiful harvests and superlative 2D software library. Where masters and slaves come together to eat, get drunk, puke, eat some more, puke again and then eat some more. Don't worry about the mess, the slaves only get one day off a year.
She's the reason for the season. No joke.
But I digress. An equally important aspect of this time of year is gift giving, and more importantly, gift receiving. And lucky for you, I've been beavering away on a little surprise for you all, our fantastic community, with a little Dreamcast related gift this year. Note: if you're a Sega lawyer, you can skip to the last couple of paragraphs now.

Bonus Feature: The Corpse Bride – Deleted Scenes

While researching for my previous two-part article (Part 1, Part 2), I stumbled across something interesting that I hadn't encountered before. It ended up on the cutting room floor due to space, but I thought it was worth exploring further in this diverting little side topic. If you could just scooch over a bit closer and allow me to whisper conspiratorially in your ear: the MIL-CD enhanced audio disc might not have been the only special multimedia format that Sega invented especially for the Dreamcast - they may have also toyed with the idea of snubbing the DVD Consortium by producing their own proprietary digital video disc format for movies and films. Hush, stifle your gasp, they'll hear you.
N-n-no Mr. Bighead, I didn't tell them. Honest.
You may have noticed some logos during the start up sequence of many Dreamcast games for ADX and Sofdec. These are the CRI developed middleware tools for sound compression and multi-streaming video respectively. ADX allowed for CD quality audio to be compressed and encoded into the high-density GD-ROM layer (as opposed to standard 'red book' audio tracks). Sofdec was an enhanced version of the MPEG-1 video standard which not only encoded standard FMV cut-scenes into games, but was also tailored towards providing 3D game designers with access to some pretty swish graphical trickery. Video files could be rendered as textures over 3D objects and they could also utilise full alpha blending for effects such as explosions, fire and smoke. Multiple video files could be played synchronously or asynchronously and they could also be looped and stitched together seamlessly. All in all, Sofdec is probably a substantial reason as to why Dreamcast games looked so good (and have aged well like fine wines too). CRIWARE, as they are now known, continue to flog their wares to this day, proudly waving their flag in recent games like Bungie's Destiny.