Showing posts with label WAVE Game Studios. Show all posts
Showing posts with label WAVE Game Studios. Show all posts

The Top 25 Dreamcast Indie Games... Voted by You! (2024 Edition)

At the beginning of the year, we put the call out to the community to vote for their favourite indie releases for the Sega Dreamcast, and, as always, you have all responded in a big way! We had more than double the number of respondents than the last time we did this vote way back in 2016, with 71 different titles receiving a vote and Dreamcast fans from 17 countries over five continents participating. Well, we've now counted up all your votes, and can finally reveal the results of the 2024 Top 25 Dreamcast Indie Games poll!

As well as our Top 25 indie game ranking, we also asked you to name your favourite Dreamcast indie developer, favourite Dreamcast indie publisher, and most anticipated future Dreamcast indie release, and these results too are presented below. As an added bonus, and because of the sheer number of replies we received, I've also been able to give out some regional awards for the favourite indie games in different locales - so we can present the US, UK, European and Rest of the World regional awards for best indie games alongside everything else... which is exciting if you're a bit of a nerd like me!

My thanks goes out to everyone who took the time to respond and share in our common love of the Dreamcast indie scene - it's been a really, really interesting period of voting, with positions shifting daily and some big surprises to announce!

Without further ado, let's head straight into the Top 25 - if you'd like to follow along with the Junkyard crew (along with The Sega Guru and a return appearance from founder Tom Charnock) as we reveal these positions in "real time", then you can check out episode 128 of the DreamPod podcast on your podcast platform of choice, or on Buzzsprout.


25. Fast Striker

2010 - NG:DEV.TEAM

18 places down on 2016 poll ranking

The first entrant in this year's Top 25 and the first real surprise. Fast Striker may be getting on a bit now (14 years since its initial release), but it remains a technically competent and good-looking vertical shooter that is both accessible for the novice, while also packing some challenge for the veteran shooter fanatic. Whilst it peaked at the number seven spot in the 2016 indie poll, it's never managed to break into any of our Top 200 Dreamcast games lists, and only just makes it onto this Top 25 indie list - which feels a little unfair for it, really. If you're looking to pick this one up you'll have to rely on eBay or other online sales, as copies are no longer able to be purchased new. Ripe for a re-release though, surely?

24. Rocketron 

2021 - Astro Port / JoshProd

New entry

A criminally low ranking for this one. Astro Port and JoshProd's epic sci-fi Metroidvania-style platforming adventure is a hugely enjoyable title that sees you flying around levels via a rocket pack, taking down an array of imposing enemies and exploring an expansive world. Unfortunately, it may be the case that this one was lost in the mix of other numerous JoshProd releases at the time, and despite reaching a very respectable position of 117th in our 2023 Top 200 games list, it struggled to get much attention in this indie poll. Those who have played Rocketron, however, tend to love it, so I will encourage anyone reading this to pick up a copy from the PixelHeart store and give it a try.

The Complete Guide to Commercially Released Dreamcast Indie Games

The fact that we're still blathering on about the Dreamcast some 20 odd years after the console's demise is testament to two things - the fact that we're sad little people still holding on to a mere glimmer of nostalgia about our youth as we rapidly approach middle age, and also the fact that the community will just not let this console die. We obviously don't talk about the first of those points much (we don't want to remind ourselves that we're becoming less and less culturally literate with every rotation of this damn rock around the sun), but we do talk about how "alive" the system is all the time. Probably too much, to be honest, as many people like to put the Dreamcast firmly in the "past" folder in their brain, preferring to remember what it was like when it was new and current. This is completely understandable, to view the console solely through a sense of nostalgia especially now that we have so many ways of experiencing the console's library which don't rely on having shelves full of games (or spindles full of CD-Rs). We're in that stage of the console's post-life cycle that has many people who left their video gaming behind when they were young dipping into the console once more, stirring up their memories of happier times, and no doubt probably quite confused as to why some of us never left the machine in the past and have continued to be fascinated by Sega's last great home endeavour to this very day.

Whilst the nostalgia is to be expected, it is the vitality of the current Dreamcast scene which keeps us writing about it. In between the tired posts of social media influencers asking people if they remember Sonic Adventure or Crazy Taxi, there has been an incredibly active scene covering every element of the Dreamcast for years. We have new hardware and controllers, games with online modes re-activated, more translations of Japanese games than I can actually keep track of, books, magazines, an entire series of arcade titles ported to the console, and a strong homebrew community that is creating some astonishing things. And it's that last point that allows me to pivot, finally, towards the point of this article. Alongside homebrew ports of classic titles (as I write this, the recent demo of the Metal Gear Solid 2 port is literally mind blowing) and fun little projects, we've now had 20 years of "proper" retail-released indie titles for the Dreamcast. My aim here is to document all of these in one article. I do love a long article...

I love Dreamcast indie titles. While they are not officially licensed by Sega, there is something very special about receiving a physical version of a game to be played on a console a quarter of a century old. The quality of the Dreamcast indie scene varies, which is to be expected, but even when a game is a bit crappy, I still have a certain sense of respect that it has been released on the console at all. Of course, I am a big weirdo, and will pick up anything you slap a "Dreamcast" label on, but for those who want to be a bit more selective with their hard-earned cash when expanding their Dreamcast library, a subjective view is always useful. In this article I hope to do just that - as well as take a look back at the various versions of the games that were released, where you can pick them up today, and any other interesting things that I can cram in before losing all excitement about writing this already massive article. This will also be constantly updated (hello, future people!) with my views on any new indie release, which will hopefully allow it to be a one-stop-shop for anyone interested in the broad DC indie scene - this will of course sit alongside our regular indie reviews from the entire DCJY team (I can also recommend Laurence's superb roundup of the indie scene in this article, if you want a slightly different perspective). It's also worth checking out our directory of indie developers and publishers, where you'll find direct links to all those involved in the indie scene.

Now, I need to add some context and "rules" here. The scope of this article will not include every single homebrew port or project - the first rule of the article is that it had to have been released physically and could be purchased by anyone. Of course, you can pick up a copy of any of the homebrew ports with nice printed inlays on Etsy - so that's when the second rule comes in: the physical release must have been officially sanctioned by the developer or rights holder. Finally, only full releases will count - so no demos, hacks or mods will be included, although total conversion mods that became standalone games in their own right do count. For the context of this article, only the games that meet the criteria I've just established will be called "indie releases". Will I probably end up breaking these rules to include something that I probably shouldn't? You betcha. Welcome to the wonderful world of "Mike doesn't stick to his own rules". 

Enough of my nonsense (well, enough of this opening bit of nonsense, there's a lot more nonsense that lies ahead, I'm afraid!)  - on with the article!

Driving Strikers Review - The First New Online Dreamcast Game in 20 Years

With Driving Strikers, LD-2K and Reality Jump have taken Sega’s iconic “why don’t we play together?” slogan to heart, producing the first online multiplayer Dreamcast game since 2002. Whatever your assessment of the gameplay itself may be, this is a monumental achievement - probably about as significant a leap as we are likely to see within our niche community. Commercial indie releases have been hitting the shelves for two decades now, and although there have been some phenomenal entries made to the Dreamcast’s library during that time, no one had mustered the courage to tackle what is probably the keystone of the console’s identity; online play. That is, until recently.

Luke Benstead and David Reichelt, the former of which invented the popular DreamPi method for connecting your Dreamcast to the internet, have been plugging away at the development of Driving Strikers, a fast-paced ‘car football’ game, for several years now (Rocket League? Never heard of it, mate). The duo, assisted by a handful of others, and with WAVE Game Studios on board as publisher, finalised the game back in June and physical copies have recently begun landing on doormats. Regular scene-watchers may already be familiar with the fundamental concept and overall design given that several demos have been dropped during the game’s developmental lifespan. For those that are still uninitiated though, it’s really quite simple: you take control of a car in a football match, and are tasked with scoring more goals than your opponents within rounds of a few minutes at time. You drive. You strike. It’s all in the name! Well actually, you can boost and jump too, but Boosted-Jumping-Driving Strikers would’ve been a bit of a mouthful.

All screenshots provided by Luke Benstead.

Those who have played the demos will immediately notice that the final commercial release of Driving Strikers is significantly expanded and improved upon when compared to those earlier builds. The most important change is undoubtedly in the handling of the cars, which are directed via your analog stick or D-pad. To be honest, in the demos I found controlling my vehicle to be virtually impossible, resulting in a chaotic experience replete with own goals that would make Frank Sinclair blush. In the final product though, the cars are much more manoeuvrable, allowing for more clearly defined defensive and attacking plays which are greatly rewarding when they pay off - especially so when you can rub it in the face of a human opponent. Matches are still quite hectic in nature, but now to a degree that suits, and while the gameplay is intuitive enough for total beginners it also has space for the development of skill from practice.

The arenas available to players, four regular and two unlockable, are diverse in their design, ranging from a serene beach (which looks more Seychelles than Skegness) to a dingy cobblestone castle. The distinct earworm-laden music that accompanies each stage is a particular highlight, with the Christmas stage track acting like a homage to the classic Dubstep Santa. If the stadia had differed a little more in their shape and terrain, and if the teams you choose from had material differences in their operation (speed, boost, strength etc.), then that may have helped spice things up a little more, but understandably for a game like this, boundaries need to be kept manageable.

The ‘league’ mode featured in the commercial release definitely adds a little longevity to the game (and must be traversed if you want to unlock one of the arenas) but fundamentally Driving Strikers is all about multiplayer - whether that be in person or online. What can at times be a bit of a dull experience when played solo becomes infinitely more fun when the competitive human connection is thrown in. If you are blessed enough to be able to call on four friends to cram round a screen, then Driving Strikers will easily give you the same vibes as local multiplayer classics of old. 

Best game ever. No bias, or anything.

Of course, if your Dreamcast is connected to the internet, then playing online is a must. However, as much of a watershed achievement as this feature is, it does come with some caveats. When it runs smoothly, the online multiplayer experience is fantastic, and you’ll find yourself happily burning through half a dozen rounds before you need to take a breather. Unfortunately though, the lag experienced by DreamPi users can disrupt things, and it seems to be a bit of a lottery as to whether you have no lag, a noticeable yet serviceable level, or a big fat dose. LD-2K and WAVE do acknowledge this, recommending in the manual that hosts should be using a Broadband Adapter wherever possible. The times I have played with a BBA have certainly been noticeably better, but the reality is that this peripheral remains expensive and far less widely used than the DreamPi. Aside from the lag, the game’s online mode does have other occasional hiccups too, whether that be freezing (requiring a console reset) or potential difficulties with the login screen.

No doubt some folks may feel a little aggrieved by these issues, which is understandable. After all, everyone is entitled to an opinion, especially so when the exchange of hard-earned money is involved. However, I personally feel that a more rounded perspective is warranted, and can be arrived at if we account for a couple of contextual factors. Firstly, lag and other snafus aren’t unknowns in the realm of playing your Dreamcast online. Those of us who play regularly will all have had jittery slideshow-like rounds of Mobile Suit Gundam, sessions of DeeDee Planet that desync, or pulled our hair out as a match of Worms World Party fails to start for the third time in a row. Secondly, Luke and David are the first to attempt the feat of getting an indie release online, without being able to follow pre-existing guidelines or rely on the support of a large well-resourced team.

What has been delivered is a meticulously thought out online architecture, compatible with all current Dreamcast internet connection methods and featuring cross-platform functionality with the PC. Granted, there are flaws, but in my view at least, they are forgivable. And, as the online code will be publicly shared, the door for other future online indie titles has finally been smashed open. Given that the battering-ram used for this progress is a vibrant, well-designed, and fun little game leaves me feeling that the £20 I forked over was well spent. The finishing touches such as multiple language options, in-game VMU icons, and a plentiful options menu (that aren’t always present on DC indie releases) only reinforce this perspective.

The three styles of physical copy available from WAVE on release - from Mike's A to Z account!

Here’s hoping that LD-2K return in the future with another online outing for our beloved little white box - after a well earned break of course. In the meantime, check the Dreamcast Live and Sega Online schedules to join us for some rounds of Driving Strikers.

Driving Strikers is available now in physical or digital format from WAVE Game Studios.

Have you played Driving Strikers yet? If so, have you had the chance to enjoy playing it online? Let us know in the comments below or via our various social media channels!

Driving Strikers: The First Online Dreamcast Game in 20 Years Is Up for Pre-order!

The Sega Dreamcast is alive and well, my friends, and today's announcement not only solidifies that fact, but also marries together two of the most unstoppable forces of the Dreamcast's modern day indie scene: new software and online play. Upon its release next month on July 24th, Driving Strikers will be the first Dreamcast game release to support online multiplayer in 20 years.

Developed by Reality Jump (a team made up of Luke Benstead and Dave Reichelt), Driving Strikers is a 3D action-sports game where up to four players zoom around an arena in cars playing a giant game of football. The gameplay has obviously drawn comparisons to Rocket league, although the perspective is top-down rather than following your car from behind. Also Rocket League can't go online on the Dreamcast, so sucks to be that game. 

Anyhow, considering Luke developed DreamPi, a popular means to get your Dreamcast online, it was only natural that one of the games he'd eventually go onto develop would include online play. You will be able to enjoy Driving Strikers' gameplay in person or over the internet with full modem and broadband adapter compatibility. It also supports cross-play between Dreamcast, Windows, and even Linux!
Blue skies... definitely Dreamcast.
Wave Game Studios are in charge of Driving Strikers physical release, and as we've always said here at the Junkyard, their quality is consistent and can be trusted. Now up for pre-order, the release is available in three styles, all indicative of official Dreamcast box styles: European blue, American white and Japanese orange. A cool addition from Wave on the game’s artwork is the "online gaming" banner and "online multiplayer" oval as seen on original European and American Dreamcast releases, respectively. 

For a limited time, the game is being sold for an early-bird price of £19.99 (full price £29.99), so go grab it at this cut price while you still can from the Wave Game Studios store! There is also a digital version available for those who are rocking an ODE like GDEMU in their Dreamcast.
If you're interested in learning more about Driving Strikers' development, give our interview with Luke Benstead a read. Also, if you've stumbled upon this article and are asking "What? You can play the Dreamcast online in 2023?", check out Dreamcast Live's connection guide to get started!

Are you excited for Driving Strikers? Will you be playing it online when it's released? Let us know in the comments below or via one of our many social media channels.

HarleQuest! - A new 3D Dreamcast Game launches on Kickstarter!

HarleQuest! Kickstarter artwork
A game that I know myself and the other members of the Junkyard team have definitely been excited for is HarleQuest!, which started its life as a prototype called Dungeon Ross for a Global Game Jam event that was held back in late 2016 in Dundee, Scotland. The developers were a two-man team made up of Ross Kilgariff (also known as ross.codes) and Alastair Low (of LowTek Games). We covered a more fleshed-out build later in 2017, and it was looking mighty impressive, even back then.

Since those days of yore, Ross went on to  work on contract with LowTek Games, porting Alistair's NES games Flea! and Tapeworm: Disco Puzzle to the Dreamcast, both of which have gone on to be regarded as DC indie staples in their own right. This gave Ross a taste of the process of bringing a new game to the Dreamcast, and along with being introduced to WAVE Game Studios (who re-released Flea!), it also inspired him to turn his and Alastair's 3D prototype into a new independent game!
Dungeon Ross being demoed
Dungeon Ross being demoed
We've been following along with Ross' development progress on Twitter for quite some time now, and it's fair to say the footage of HarleQuest!'s work-in-progress gameplay has never failed to wow us. While we champion Dreamcast indies of all shapes and sizes here at the Junkyard, there's nothing quite like seeing a fantastic-looking 3D game for our little box of dreams, and HarleQuest! is exactly that. This top-down roguelike dungeon crawler boasts a distinctive style too, with character designs that almost hark back to games like MediEvilJersey Devil (does anyone remember Jersey Devil? No one?) or 40 Winks. With all this going for it, no wonder we were buzzing to learn it was coming to Kickstarter on April 1st.
HarleQuest artwork of its main character
And no, before you say it, this isn't an April Fool's prank. On this wretched day of fools (which has only been amplified to insufferable levels by the very internet with which I am beaming you this very information), I am happy to tell you that HarleQuest! has launched on Kickstarter, with a goal of £11,250. Let's take a look at it.

The game's pitch reads as follows: 
"HarleQuest! is a tough-as-nails roguelike with technical combat, randomised dungeon layouts and tons of weapons and loot! Combat encounters require precise control and care, enemies lurk around every corner and bosses guard your only exit. Death is permanent. This is not a game for the faint of heart.

"The unlikely hero of our story is Estienne, a jester who has been thrown into the dungeon by a cruel and capricious king. He must run, spring, tumble and sneak his way through the twisted depths below the castle. Can you help Estienne regain his freedom and put an end to the King's tyrrany?

"Go it alone, or invite a friend to play couch co-op!"
Working on versions for both Dreamcast and PC, Ross states that with the help of backers, he can take HarleQuest! from being a "simple, fun" game, to a "fuller,  more feature-packed" title, and potential stretch goals of £15,000 and £20,000 even hold the promise of digital versions for the Nintendo Switch and PlayStation/Xbox respectively. Ross' goal is to deliver the game by October 2024.

But we're here for Dreamcast, and with the help of WAVE Game Studios, HarleQuest! can be delivered to our doorsteps in the professional, high-quality DC packaging that WAVE are very much known for. This means proper pressed discs (CD-ROMs) that are region-free, a full colour instruction manual, and your choice of EU Blue, US White or JP Orange theming in a standard CD jewel case. To get yourself this physical Dreamcast release, the lowest you'll be paying is £35 (excluding postage), although a genuine EU PAL case “upgrade” is on offer for the purists at an additional charge of £10.
A photo showing a Dreamcast controller, keyboard, and two versions of the physical HarleQuest! Dreamcast game
A lower tier that includes both digital versions (Dreamcast and PC) is available, for those who run ODEs, etc. There is also a £10 "goodies pack" tier, which gets you an enamel pin, a sticker and badge pack, as well as an embroidered patch (to sew onto your battle jacket, of course). It doesn't get you the game by itself, but could definitely be added onto the physical game tier to get you some extra goodies.
HarleQuest! gameplay footage showing the main character about to fight a hoard of skeletons
If you're looking for the real deal stuff though, look no further than the collector's and developer's editions. Including the physical Dreamcast game, the collector's edition includes a metallic print inlay, enamel pins, stickers, badges, an embroidered patch, a branded beanie (to wear while you rock your HarleQuest!-branded battle jacket), a personalised letter of thanks from the developer, as well as the ability to help "shape the game as it’s being developed". This basically means people who back this tier get priority on the feedback and ideas they share with the development team. 
HarleQuest! gameplay of the main character fighting a knight
The developer's edition includes everything from the collector's edition, but also grants you full access to the game's source code, art files, audio files and tools, as well as a copy of the game's design document with extensive details on every aspect of the game. This edition would also grant you permission to distribute a modified version of the game on the HarleQuest! website (non-commercial), and it even says that if you do make something great with the HarleQuest! assets, engine, etc., Ross would maybe consider it for a commercial release! Let's hope this could be the start of more special things to come from the Dreamcast indie scene.

Wrapping up these two editions, if the campaign reaches a stretch goal of £25,000, vinyl figures of in-game characters will be added to them! This would be really awesome to see, and I sincerely hope the campaign can reach this stretch goal.

If you want to try the game before you back the Kickstarter, Ross has released a demo .CDI which can be burnt onto a CD-R or put on an ODE. In this demo, you have to defeat all the enemies in each room to win! You can download the demo here.

Finally, and this is the most important bit: we have until Sunday the 30th of April to get this Kickstarter fully backed (and reach those stretch goals), so in order to get that "fuller, more feature-packed" version of HarleQuest!, the Dreamcast community will need to get backing! Again, you can back the Kickstarter here.

Let's take a look at Hermes: Limited Edition - the first indie-branded VMU!

If you have dabbled in anything Sega Dreamcast in the last so many years, you'll most likely be aware that the modern indie game scene for the console is bustling, with no signs of slowing down any time soon. Despite the abundance of new indie software releases for the Dreamcast, there was one physical indie release in particular that seemed to peak my interest recently for an entirely different reason unrelated to the game itself, that being Hermes: Limited Edition, and its included Hermes-branded Visual Memory Unit (VMU). 

Hermes is a fun indie platformer developed by Retroguru with a glorious chiptune soundtrack where you play as a chef chasing after a chicken. Mike has already reviewed it on the blog a long while back, and you can check out his review here. In this post, though, I wanted to focus on that special VMU, because it is pretty much the first of its kind: the first indie-branded Dreamcast VMU. The only thing that would have come remotely close to something like this was the VMU lamp for Alice Dreams Tournament, which seems to have have been a Kickstarter-exclusive backer reward, as Adam Koralik and James from Shenmue Dojo both told us they own one.

Released by Video Games New York (aka VGNYSoft), Dreamcast diehards across the globe were understandably eager to get their hands on one of these cool VMUs. Unfortunately, dwellers of the United Kingdom like myself couldn't order from Video Games New York's website as they don't ship here. Luckily, Wave Game studios put a very small batch (ten, I think) of the limited edition up for sale on their website, so I snatched up one of those. Thanks, dudes!

The transparent green VMU is printed with the Hermes logo, as well as the chicken you play as, and the chef's meat cleaver. It actually comes packaged in an official American VMU box, which is stored inside the larger Hermes: Limited Edition box. It is pretty obvious that the VMUs used for this release are leftover brand new official VMU stock, but the printing on the VMU is such high-quality, you'd be mistaken for thinking it could have actually been an official release from Sega back in the day. Also, VGNY made a great choice in using the transparent green VMU!

Because I was so excited to receive my Hermes VMU, I actually mustered up some courage and decided to record a short clip showcasing the VMU, so check that out below! Apologies if I say “erm” a lot, I was ad-libbing!

If you want to get yourself one of these VMUs, there is currently stock available on VGNYSoft's website and Canadian site Video Games Plus. As for whether or not either will ship to your country, I'm not quite sure. Either way, let's hope this is the first of many indie-themed Dreamcast peripheral releases to come!

Let's take a look at SEGA Powered issue 5: Dreamcast special

SEGA Powered issue 5 is out now, and it's a bit of a treat for Dreamcast fans. The magazine is a full on homage to all things Dreamcast, and is packed full of features and reviews that focus on the history of the console and some of the finest games to ever grace a GD-ROM drive. Priced at £6.50 for a physical print edition and £3.00 for a digital PDF, this is a must-buy for anyone with even a passing interest in the little white (or more probably yellow) box of tricks.

But that's not all. See, as discussed in our recent DreamPod episode with Daniel of WAVE Game Studios and SEGA Powered editor Dean Mortlock, issue 5 of this fantastic tome comes complete with a demo disc full of indie releases. This is the first time in over 20 years a physical magazine has come with a Dreamcast demo disc, and it features playable demos and game trailers - just like they did back in the day. Oh, and the menu music is banging.

But don't just take our (written) word for it. Below is a video that includes a quick flick through the pages of the magazine, and then a look at the demos on the disc which incidentally was created by Ian Michael - the same bodacious dude responsible for bringing the Turtles Cowabunga Collection to the Dreamcast. Check it out:


If you want to purchase a copy of SEGA Powered issue 5, visit the website here. You should also follow them on Twitter, and give WAVE Game Studios and Ian Michael a follow too, while you're at it. 

So - did you buy a copy of SEGA Powered issue 5? If so, let us know what you thought of the magazine and the demo disc in the comments.

Review: Shadow Gangs

So here we are, halfway through 2022, a year that seems to have come around exceptionally fast, probably due to the disorientating effects of the grim COVID-19 pandemic which has been looming over us. 2022. That sequence of digits, whether typed out or spoken aloud, sounds spookily futuristic, and so perhaps it is fitting that phenomena which were hitherto safely contained within the realms of dystopian fiction are now not too far from reality. Somewhat less foreboding, but still hard to believe, is the fact that the Dreamcast has just received its fifth commercial indie release of the year (not to mention numerous re-releases on top of this). If you are disconcerted by signs that Google’s AI may be taking inspiration from the eery “It’s Thinking” Dreamcast slogan, then what better way to soothe your nerves than to immerse yourself in a game for an oh so familiar console?

Shadow Gangs, developed by Isle of Wight-based JKM Corp, and published by the increasingly prolific WAVE Game Studios, has long been anticipated by those in the know. Since the first hints of a potential Dreamcast port surfaced in 2016, the community has been regularly updated on progress by the game’s lead developer Ali Jakamy via the Dreamcast-Talk forums. It has not been smooth sailing from there on out though - an initial Kickstarter campaign launched in 2021 failed, most likely due to the setting of an overambitious six-figure funding target. To their credit, JKM Corp dusted themselves off and returned with a realistic funding goal of £25,000 which was met in March 2022. The fact that the developers have persevered through to the point of delivering the game into the hands of Dreamcast owners - and have done so within the space of three months since the close of the successful Kickstarter campaign - is no mean feat and is worthy of our kudos.

All this backstory is a little tangential to the main issue at hand though; what can Dreamcast enthusiasts expect from the game itself? Shadow Gangs is essentially a side-scrolling beat em’ up with platforming elements. You take up the role of ‘Master Dan’, one of a cohort of international agents whose purpose is to operate in the shadows, maintaining the global balance of power, and thereby ensuring peace. With world peace secure, Dan gets his P45 in the post, leaving you to direct him around his house as he traverses the punishing job market and mooches on the couch eating Pop Tarts...

Alas, that probably wouldn’t be much fun, would it? Of course, the fragile global order maintained by Dan and his comrades is under threat from the dastardly ‘Shadow Gangs’; groups of rogue ninjas who have destructive aims. It’s your age old good vs. bad, save the world scenario, where righteous protagonists have an excuse to beat seven bells out of hordes of despicable enemies. 

Shadow Gangs takes a mammoth dose of inspiration from the iconic Shinobi, and this shows in the fundamental gameplay mechanics. The player directs Dan across 10 more-or-less linear levels, making liberal use of ranged and melee attacks (get ready for sore thumbs) to vanquish his opponents, and precise use of the ducking and jumping functions to avoid incoming fire and hits. 

Your arsenal is spiced-up by the inclusion of powerful but sparsely numbered landmines and ‘ninja magic’ attacks (imagine the screen-clearing special attacks from the Streets of Rage series), as well as occasional power-ups that switch out Master Dan’s shuriken for a much heftier combo of samurai sword plus sub-machine gun. Six boss fights are interspersed throughout the regular levels, as well as shooting-range style bonus stages, providing a decent amount of content in all.

Although I lack the technical know-how to test it, I have no reason to doubt the publisher’s claim that Shadow Gangs runs at 60 frames-per-second on the Dreamcast. The silky-smooth performance certainly seems to bear this out, and the customisable controls feel tight, responsive and map nicely to the standard Dreamcast controller. The large, detailed sprites and varied backgrounds, with colour schemes that pop without becoming too garish, look gorgeous outputted over VGA. Shadow Gangs is well polished when it comes to its audio features too.

The music is well composed, catchy and suits the character of the game down to a tee, and although the voiceover (which sounds like it was recorded by a stereotypical classically trained British actor) is undeniably cheesy, it brought a smile to my face which can only be a good thing. A word of warning though: avoid taking a big slurp of tea just before ‘COLLIN!’ is blurted out of your speakers, unless you intend on redecorating in the near future. In sum, the porting of Shadow Gangs from the PC to the Dreamcast has been executed extremely well—something which is perhaps not too surprising considering the who’s who of experienced Dreamcast programmers that are thanked in the game’s credits. The care and attention that has been afforded is evident throughout, from the VMU icons and rumble pack compatibility, through to the four language options. 

DCJY welcomes WAVE Game Studios & SEGA Powered

Episode 106 of our podcast DreamPod has landed, and it's a rather special one. This time, your regular hosts Tom and Andrew welcome Daniel from WAVE Game Studios and Dean Mortlock, editor of SEGA Powered magazine.

Anyone visiting this here blog will undoubtedly be aware of WAVE Game Studios as they are the Norwich-based publisher which is single handedly revitalising the indie publishing scene right here in 2022; while those who have more than a passing interest in SEGA magazines of yesteryear (and the present!) will recognise the name Dean Mortlock, as he was editor of the legendary SEGA Power and later Saturn Power before returning with SEGA Powered magazine in 2021.


Why have we got both of these fine gentlemen on one episode? Well, that's because issue 5 of SEGA Powered magazine (set to be avaliable in early July 2022) will feature a cover mounted Dreamcast demo disc, full of bitesize (and bespoke) game demos and videos! This partnership between WAVE and SEGA Powered represents the first time a Dreamcast demo disc has come on the front cover of a magazine since the early 2000s - and you won't want to miss it.

A look at the demo disc sleeve!

Listen to our chat using the embedded player above, or you can grab the episode over on Buzzsprout, Apple Podcasts, Spotify, Google Podcasts...or wherever else you usually get your podcasts from.

Follow SEGA Powered on Twitter here (and look out for our gander at issue 5 here in the near future); and follow WAVE Game Studios here.

Review: Postal

For gamers of a certain age, Postal is a powerfully evocative title. Those who played it will not have easily forgotten their experience, and indeed, even those who haven’t played the game (myself included until recently) will likely recognise the name due to its notoriety. At its core this is because the entire raison d'être of Postal is to entertain its players through on-screen representations of unflinching gratuitous violence. Not violence in the context of a justifying purpose, or under circumstances that bear no semblance with reality, but remorseless mass shootings by a lone gunman.

Therefore, understandably, Postal will not be to everyone’s tastes. However, even those who find the game hard to stomach may have some appreciation for its developers who, whether intentionally or not, pushed back against those who sought (and still seek) to stifle the artistic freedom of game creators. Developed by Running With Scissors and originally released for PC and Mac in 1997, Postal arrived in the midst of ill-founded outrage directed towards video games by self-appointed moral arbiters and sensationalist sections of the media. Rather than focusing their ire on any of the other obvious causes of society's ills (say massive global inequalities, persistent unemployment, or chronically underfunded public services), the narrative being pushed by some was that video games were an exceptionally dangerous source of moral corruption. Within this context, Postal struck a defiant tone. 

A mere 25 years on, Postal has now finally made its way to the Dreamcast, thanks to the meticulous work of Dan Redfield, who took on the challenge of porting the game after Running With Scissors released the source code to the public in December 2016. When the original developers jokingly asked for a Dreamcast version to be produced, I seriously doubt that they expected this outcome: a near flawless port running at a solid 60 frames per second, packed with features, and published professionally in a physical medium. The latter aspect is down to Norwich-based WAVE Game Studios, an outfit who have quickly cemented their reputation within the Dreamcast scene since publishing their first title for the console, Senile Team’s Intrepid Izzy, in August 2021.

Ok, enough with the pretentious preamble, what about the game itself? For those unfamiliar with it, Postal is an isometric shooter, with a smattering of top-down sections, in which the player takes on the role of an unnamed protagonist (simply referred to as ‘Postal dude’). As alluded to above, the premise of the game is quite simple: you roam from level-to-level taking down as many enemy combatants as possible. And although it isn't a prerequisite for progress, the player is presented with ample opportunities to slaughter seemingly innocent civilians too. There really isn’t a great deal of plot: each stage is preceded by a cryptic and often foreboding message, presumably stemming from the pen of the main character, which along with the visuals suggests that Postal dude is gripped by some kind of madness. This lack of plot depth doesn’t necessarily detract from the game though—the no-nonsense approach is focused on dropping you straight into the action and keeping you on your toes at all times. This lends itself nicely to short bursts of gameplay, and the dry sense of humour that occasionally rears its head ensures that the mood isn't as depressing as the subject matter might suggest at first glance.

To facilitate your mission, Postal dude is equipped with a range of weapons with varying characteristics (range, damage, shot frequency), from the low-powered sub-machine gun, through to the more outlandish and spectacular napalm launcher. As with any shooter the aim is to hit your targets while avoiding taking damage. On the face of it, the gameplay of Postal can appear to be quite invariable and a little shallow. On the easier modes it can certainly be played in a mindless manner, with your character capable of tearing through stages while soaking up incoming fire to little effect. However, at its heart, the gameplay is rooted in strategic thinking – something which becomes mandatory if you wish to progress in the harder difficulty settings. Making careful use of terrain, being mindful of your inventory, and deciding when to fight and when to run, all need to be brought into play if you want to actually do well.


Review: Yeah Yeah Beebiss II

In this age of sprawling role playing games and mechanic-heavy shooters, it's sometimes easy to be a little overwhelmed not only by the sheer choice of games that we have at our fingertips; but just how confusing they can be to play. 

Now, I'm aware I type this as somebody who has recently entered the fourth decade of his life, but hear me out. Sometimes I want to just kick back, crack open a cold one and play a game that requires very little in the way of cognitive gymnastics. Sometimes I'm not in the mood to try to re-learn complex control schemes, or how to decipher an ever-filling map screen that needs its own Rosetta Stone to decipher. I just want something simple. And engaging. And addictive. That also sounds good and leaves me with a smile on my face. It's not a lot to ask for, is it?
Luckily, Yeah Yeah Beebiss II has arrived on the Dreamcast and it checks all of the aforementioned hypothetical boxes. If you think the name of this charming little indie offering sounds familiar, it's because it is a pseudo sequel to a NES game that never actually existed - Yeah Yeah Beebiss I. That game is a mystery in and of itself, and if you do a cursory search on YouTube you'll find a whole host of excellently produced videos explaining the whole rabbit hole - was Yeah Yeah Beebiss a copyright trap? A poor mistranslation? Did it ever really exist as a playable title? The answers to all those questions (and more) are but a Google or YouTube search away, dear friend. 



Created by indie developer and YouTuber John Riggs (with a little help from Mega Cat Studios and Bit Ink Studios), and published by WAVE Game Studios, Yeah Yeah Beebiss II is a Dreamcast port of a NES title that tasks the player with ridding the numerous single-screen stages of 'evils' before the timer runs out. You get to play as either of the game's protagonists - named Haoran and Li Jing on the game's title screen, but as Kyonshi Hui and Jiangshi Bo elsewhere in the packaging - who appear to be based on the Jiangshi (hopping vampires) of Chinese folklore. Quite why these two are out of their coffins, hopping about and zapping said evils is not really divulged, but we all need a hobby. 

Joking aside, these character designs are a nice/incredibly esoteric little nod to Rai Rai Kyonshis: Baby Kyonshi no Amida Daibouken, the game which is theorised to actually be the enigmatic Yeah Yeah Beebis I (many thanks to my learned colleague Lewis for that nugget of info).
Gameplay is refreshingly uncomplicated here. Essentially you are presented with a single play screen, the construction of which gets more architecturally complex as you progress through the 10 stages. Playing as either Haoran/Kyonshi or Li Jing/Bo (or both, if you play with a friend) you are then tasked with hopping around the place avoiding hazards (such as fire (I think it's fire...it doesn't animate)) and zapping the floating nasties that appear. 

Each level has a set number of enemies that must be dispatched before the timer runs out, and they can appear pretty much anywhere in the level so things do get a bit frantic as time limits become more stringent and levels start to incorporate more platforms and ladders and such. What can be annoying with this model is that due to the random nature of enemy appearance, sometimes they will appear right where you are stood and deal unavoidable damage...but swings and roundabouts. Some enemies will simply float about minding their own business, waiting to be bitch-slapped out of existence; while others are a bit more malevolent and will deal out ranged attacks of their own. Most of them only take a few hits though, so they never really offer much in the way of resistance.
Offing these baddies (again, I have to emphasise that they are brilliantly referred to by the game as 'evils') will sometimes result in bonus items being dropped; an extra life here or a bit of extra time there. There's also an item in the form of a clock that stops time and makes all the enemies freeze in place, but also stops new enemies from appearing while in effect so if you are short on time it's not a good idea to collect it - you can have that tip for free.

Being a game for the NES at heart (indeed, this Dreamcast iteration is powered by NesterDC), Yeah Yeah Beebiss II does not in any way test the Dreamcast's hardware, but conversely that's totally not the point. Like many other retro-themed titles released on Dreamcast (see Flea!, Hermes, Ghoul Grind et al) it is a game that plays to a certain audience and to a certain era in gaming, and it does it remarkably well. 

The music which plays throughout is a mix of classical overtures recreated with aplomb by chiptune composer ChipsNCellos and it never gets annoying - if anything it is actually quite impressive to hear these renditions of stuff like In the Hall of the Mountain King being played by a Dreamcast doing an impression of a Nintendo Entertainment System. The nods to the NES roots of Yeah Yeah Beebiss II are also depicted by the NES cartridge motif that displays on the VMU screen while you play.
There's not a great deal of depth to Yeah Yeah Beebiss II, but that really is part of the appeal - for me at least. It looks like a game directly out of the late 1980s or Early 1990s, with the limited colour palette and basic enemy designs, but at the end of the day it is aiming for that aesthetic and Yeah Yeah Beebiss II nails it. Authentic 8-bit visuals, a catchy soundtrack and simple and addictive gameplay. That's Yeah Yeah Beebiss II in a nutshell.

As a bit of trivia, when Yeah Yeah Beebiss II was first announced by John Riggs on his website, the clamour for a new Dreamcast indie title was so great that it sold out in little more than a few hours. WAVE Game Studios then stepped in to help publish and distribute the game and it can - at the time of writing - now be purchased for the princely sum of just £10.
To wrap this back around, then - if you yearn for a simplistic and rather endearing retro experience on your Dreamcast, you could do much, much worse than picking up a copy of Yeah Yeah Beebiss II. The only real negative (if you can even call it that) is that as this game comes on a nice printed disc in a lovely jewel case with some excellent artwork provided by Yoshi Vu, if your Dreamcast happens to have had its GD-ROM drive extracted in favour of some other method of operation, then you're out of luck. Well, unless you grab a NES emulator for your Dreamcast and run the NES rom file which is supplied on the disc...ways and means people, ways and means. Adapt and overcome and all that jazz.

Anyway, you can grab a copy of Yeah Yeah Beebiss II from WAVE Game Studios here, and check out John Riggs on YouTube here.

Demo Discs, Indie Releases, Translations, Bed Covers and Mega Ducks? - Dreamcast news round-up April 2022

A lot has happened recently. Twitter is considering adding an edit button, NFTs seem to have retreated back into obscurity (phew), Will Smith slapped Chris Rock, and of course, the Dreamcast scene continues to keep our beloved (supposedly dead) console relevant. As the team are busy counting the votes for the The Dreamcast Junkyard Top 200 Dreamcast Games 2022, I thought I'd give y'all a Dreamcast news round up. Hold on to your VMUs, because I'm rounding up a lot of things today.

A tidal WAVE of Dreamcast indie activity

You should all know WAVE Game Studios by now, but if you don't, check out our interview with them to get the scoop on why they're the one to watch in the Dreamcast indie release scene! Then, if reading all about all their previous endeavours wasn't evidence enough, here's all the stuff they've just done recently:

- The first Dreamcast demo disc in 21 Years!

This one's really damn cool. If you're not in the know, SEGA Powered is a cracking Sega-focused magazine that launched earlier this year off the back of a successful Kickstarter campaign. Helmed by Sega gaming mag veterans, every issue that has been released so far have been widely praised by Sega fans everywhere. We had a look at the first issue on the blog a while back, so check that out if you want to learn more.

So we've got a cool new Sega magazine to sink our teeth into, but you know something about the old gaming magazines that we really wish would come back? Cover discs filled to the brim with exciting demos! Well, seeing as the Dreamcast is getting so many new games released for it these days (making it a modern gen console - will box anyone who disagrees), it's only right that an issue of this modern Sega mag would eventually come bundled with some kind of free demo disc featuring tasters of the latest and greatest Dreamcast indie games! The disc will exclusively feature demos of WAVE titles, and will be released with issue 5 of SEGA Powered, due June 2022. It will be be the first Dreamcast demo disc to be released in 21 years! We recommend following the magazine's Twitter account to learn more details as the release gets closer.

- Shadow Gangs is getting a WAVE release!

After a somewhat rocky Kickstarter campaign (that involved the original campaign being cancelled to make way for another with a more reasonable goal), JKM Corp's Shadow Gangs was eventually fully funded. As the game was known to be pretty much near completion, many scratched their heads and asked why Shadow Gangs couldn't just work out a deal with a distributor like WAVE or JoshProd, and skip the Kickstarter all together, but the developers stuck by their campaign.

Well, looks like WAVE are now going to be distributing the game anyway, as announced in a Twitter post posted by WAVE on the 4th of April. This means WAVE will be manufacturing the Kickstarter copies and any future copies that will be sold through WAVE's web store. They've also confirmed that backers will be getting some "super cool extras" with their games, so that's something to look forward to!

- Postal will have local co-op!

WAVE are still on track to release the officially-sanctioned Dreamcast port of Postal on the 2nd of June, and you can still pre-order a copy on their web store. Dan Redfield, the gent responsible for porting the game, revealed at the end of March that he's successfully implemented a 4-player co-op mode into the game's campaign. It's only right that a port of Postal to a console known for its excellent party games would have such a mode!

Translations

Other than the bustling indie scene, another reason for the second wind the Dreamcast is experiencing (at least for us English speakers) are the many translations of Japanese games that have previously been inaccessible to us due to the language barrier. Here's some more! 

- Former Managing Director Yukawa's Treasure Hunt has been translated into English!

The Dreamcast game we never knew needed an English translation has finally been translated, thanks to the talents of SnowyAria (who previously translated Seven Mansions: Ghastly Smile). This simple promotional game has you play as former Sega of Japan head Yukawa Hidekazu as he digs up various pieces of Dreamcast-related memorabilia, with the idea being that for a month in 1999, you could submit your victory online to be entered into a raffle to win said memorabilia in real life. Obviously, you can no longer win any prizes, but you can at least experience this odd morsel of Dreamcast history in English now. Go here to get the translation patch, and for some further reading, check out Tom's article on the game here.

Me after playing Spirit of Speed 1937 for five minutes 

- New gameplay footage of the Nakoruru translation!

Derek Pascarella's project to translate the visual novel Nakoruru: The Gift She Gave Me into English started in August of last year. I am working as an editor on the project and all I'll say is that it has been a blast to work on so far! Anyway, Derek has put together a great preview video showcasing a test-build of the translation, which you can find here. You can find out more about everything Derek does by visiting DreamcastForever.com. Watch this space!

The odd stuff!

This is the part of our news round-up where we take a look at some things that verge on the side of kooky or obscure. These are the Dreamcast equivalent of those lighthearted cutaway reports on the real news that show you a Pug that can do a pop shove-it on a skateboard or something. Anyhow...

- The Mega Duck is now playable on the Dreamcast..?

Mega Duck... that's like Rubberduckzilla from that old Oasis advert, right? Nope. It was actually a Game Boy rip off from Hong Kong. It was also released in South America with the equally ludicrous name "Cougar Boy"... You can't make this shit up.

Anyway, the Mega Duck had a not-so-mega library of games (quantity-wise) and the majority of them were developed by Taiwanese company Sachen. When the Mega Duck could no longer be kept afloat (geddit?), Sachen ported a load of its Mega Duck games onto the Game Boy in the form of unlicensed multicarts, presumably to recoup some of their losses. Well, veteran Dreamcast homebrew coder Ian Michael has stripped each individual game from their respective multicarts and packed them all together as a bootable ISO (you need to use DreamShell to boot it) that uses a Game Boy emulator Gnuboy to emulate them. The package contains a total of 21 playable titles. Sadly, Snake Roy is not one of them... Maybe one day.

That is game art only a Mother could love...

Go to this Dreamcast-Talk forum thread for more information and a link to download the Mega Duck ISO. Edit: since I published this article, Derek Pascarella has converted the ISO into a .cdi image, meaning it can now be booted up on ODEs like GDEMU and MODE. The link for this is also in the Dreamcast-Talk forum thread. Thanks Derek! 

Now, go fourth and play some Mega Duck on your Dreamcast! Now there's a sentence I never thought I'd say...

- You can now cast dreams from the comfort of your very own Dreamcast bed...

Yeah, some company called "MoonLambo" is selling Dreamcast-themed bedding. The company predominately sells clothing featuring a lot of cyberpunk and vaporwave designs, but it looks like they've also branched out into selling home goods. Their trademark infringement-avoiding "Dreams Last" range includes a console duvet cover, VMU pillow cases, and a controller cushion. It's all a bit pricey, with the duvet cover ranging from £73 all the way up to £113 depending on the size you want. I also have no idea if it would even be good quality, as the site looks worryingly similar to one of those dropshipping clothing stores you'd get advertised to you through Instagram-ads, who steal people's designs and print them on crap shirts that shrink after one wash. But if you're a bachelor with a lot of disposable income who thinks a Dreamcast bed would look cool in your pad, then purchase at your own risk.

That's all for now, folks! Which of these news items excites you the most? It's the Mega Duck on Dreamcast, isn't it? Fair enough. Anyway, let us know your second favourite in the comments below!