Showing posts with label KallistiOS. Show all posts
Showing posts with label KallistiOS. Show all posts

Doom 64 for Dreamcast: Impressions and Developer Interview

See, before I got my Dreamcast in November 1999 I owned a Nintendo 64. I couldn't get a Dreamcast at launch because my dear old mother (God rest her soul) forbade me from owning more than one console at a time. Consoles, she wagered (and therefore games of all types) led to a malady known simply as "brain rot." Her words, not mine. 

Regardless, I tell you this to set the scene of my pre-Dreamcast gaming habits. I wasn't what you'd call a hardcore Nintendo fan, you understand - the Nintendo 64 was actually the first Nintendo system I had owned at that point, having been a devout Saturn apologist immediatley prior and before that one of the 7 people in the UK who owned an Atari Jaguar (Jag reference: check). No, I got a Nintendo 64 because I simply had to have 'the fastest, most powerful games console on Earth,' which was ironic, seeing as that's how Nintendo's platform was officially marketed at one point.

Oooh...a Sonic the Fighters preview? Sold!

In the very early days of the Nintendo 64's existence, it was known as the Ultra 64, which apart from being possibly the sexiest moniker ever to grace a games console, also invited many a developer to prefix their upcoming titles with the word 'ultra.' With this in mind, one of the games that piqued my interest very early on was Ultra Doom. 

By the time the magazines were teasing Ultra Doom, I had already played the original Doom on the PC (a slightly decrepit 386 that even at the time was wheezingly obsolete, what with its Windows 3.1 operating system and lack of CD-Rom drive), and had then sampled Doom's delights/horrors on the Atari Jaguar and the Sega Saturn respectively. But Ultra Doom - which was later renamed Doom 64 - now...that held a certain fascination and morbid curiosity. It was Doom, but not as we knew it. Side note: I was also very much looking forward to the Ultra 64 port of Red Baron, but we'll probably never know what happened to that particular footnote of gaming history. Moving on...

Give GT Interactive a ring on that number bottom left. I dare you.

From the first time I saw those pink plasticine (clay) demons, foreboding sky boxes and brand new levels reproduced in tiny low resolution magazine preview shots, I knew I would one day play Doom 64. Quite simply, it was my destiny. Lo and behold, the prophecy was eventually fulfilled and Doom 64 was a constant inhabitant of my Nintendo 64's cartridge slot once I managed to get hold of a copy in late 1997 or early 1998. I can't quite remember exactly when I got Doom 64 because it was 27-odd years ago...and now I feel the crushing weight of middle age gripping my soul. Thanks for that.

Still banging on about Turok nine months later. Boring!

What I do remember though, is the magazine reviews. The journos of the era, I seem to recall, while not crushingly negative, weren't exactly enamoured with Doom 64: some reviews slagged off the sprite based visuals, puzzle design and complete lack of multiplayer options. Turok Dinosaur Hunter had also been out for a while by the time Doom 64 released, and many reviews were lukewarm on Midway and GT Interactive's Doom update for its reliance on 'old fashioned' visuals and gameplay tropes. 

That didn't bother me, though - I thought Doom 64 was excellent and I can clearly remember being awestruck the first time I saw that darkened corridor in the second level where the neon arrows are painted on the floor and ceiling. It was just mesmerising and fresh to me, especially having played other versions of 'normal' Doom to death. I should also mention at this point that I had also played the PlayStation port of Doom on a friend's console and I loved the colourful lighting...but, y'know, I didn't have a PlayStation. It is what it is.

It's about to kick off. Nice candles though.

By now, you're probably wondering what any of this tripe has got to do with the Dreamcast, and I think you'd be well within your rights to demand a refund of your internet data considering you came here to read about Dreamcast stuff. But here's the bait and switch: Doom 64 is now available on the Dreamcast...and it's possibly the best way to play 1997's Doomiest release in the present year...

A Dreamcast port of Postal appears!

Back in 2016 Postal developer Running With Scissors released the source code for their blood-soaked isometric shooter. Alongside this release, an appeal was made for a developer to step forward and create a Dreamcast port, should anyone be so inclined. Fast forward to December 2021 and a beta version of Postal for Dreamcast has now been released.

Coming from developer Dan Redfield, with a little help from fellow Dreamcast developer Ian Michael and members of the Simulant Engine Discord and Dreamcast-Talk forum, Postal for Dreamcast is free to download and play on actual hardware...and it runs really well.

Before booting this beta, I had never previously played Postal. I was familiar with the game's rather unsavory premise, reputation and legacy (and the fact that there's an Uwe Boll movie based on the franchise), but I was pretty much going in blind. What I discovered though, is a fairly playable isometric shooter with a definite leaning towards the 'mindless running around with the trigger held down' gameplay style. And gore. Lots of gore. And shooting. And explosions. 

The Dreamcast port, as stated, is a beta; and the intro does say to expect crashes, although I didn't experience any personally (I'm using a GDEMU enabled console with a DCHDMI fitted). Controls are well mapped to the Dreamcast controller and other than when the screen is absolutley filled with characters running around in terror (understandable, considering the nature of the game), there's hardly any noticeable slowdown or hitching. Here's some gameplay I grabbed while playing the first three levels (badly):

Thanks to Dan Redfield and the other community members who contributed to yet another Dreamcast release. The full version of Postal for Dreamcast is pencilled in for an early 2022 release and we'll no doubt have a full review of the game once it lands.

Dowload the Dreamcast Postal beta here, and be sure to follow both Dan Redfield on Twitter here and Running With Scissors on Twitter here.

History of Independent Dreamcast Development

This article is taken from the work-in-progress second issue of the free fanzine, Dream On Magazine.

It's hard to believe that Sega released the Dreamcast twenty years ago! It feels like only yesterday. Luckily, the indie developers have been busy these past decades, so there's lots of dreamy goodness to cover. 

The second issue has taken a long time to come out due to huge mistakes on my part, and I sincerely apologize for that. However, the wait should be worth it, as I've had some awesome help. The DC Evolution crew, the same folks who put together the excellent compilation disc, "The Sandman #1", is helping to make sure that this issue will be the best it can be. 

So, feel free to dive in, and read up on the creation of the independent Dreamcast movement. I hope you find as much enjoyment out of it as we've had creating it. 

Dream On #2, and by extension, this article, would not have been possible without the help of BlueCrab, Christuserloeser, Idarcl, DCDayDreamer, and lyonhrt.

Bernie Stolar opens the floodgates to rumors of Saturn's successor.

On 23 June, 1997, Sega's Chief Operating Officer announced "the Saturn is not our future", publicly revealing for the first time that they were working on a successor. This console would use a
Hitachi SH-4 for its CPU and an ARM processor for sound. The code name for the console was Katana, but it was given the name Dreamcast by the time it hit retail. It was released in Japan on
27 November, 1998, in North America on 9 September, 1999, in Europe on 14 October, 1999, and in Oceania on 30 November, 1999. It was discontinued just a scant few years later when
Sega announced that it was discontinuing the console on 23 January, 2001. Production of new
games continued in North America until spring 2002, in Europe and Oceania until winter 2002,
and in Japan until 2007. However, it continues to have an active commercial life among
independent game developers.

A collection of official MIL-CD enhanced music discs.

The Dreamcast continues to be attractive to indies because the games can be sold on CD without having to obtain a license from Sega, which drastically reduces the overhead that is usually present in commercial game development for consoles. This ability actually stems from a vulnerability discovered early on in the lifespan of the Dreamcast. Sega of Japan developed a multimedia system called the MIL-CD, or Music Interactive Live-CD.