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.
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| 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.
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| 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.
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| 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.




