Showing posts with label ZOOM Platform. Show all posts
Showing posts with label ZOOM Platform. Show all posts

Intrepid Izzy & Rush Rush Rally Reloaded are now available on ZOOM Platform

Well this is a nice little surprise. Intrepid Izzy and Rush Rush Rally Reloaded (or R4, to those in the know) - two of Senile Team's most highly regarded Dreamcast titles - are now available for the PC via ZOOM Platform, while a third Senile Team release, HypnoTiles, has also made the jump to everybody's favourite DRM-free storefront.

If you've been around the Dreamcast scene for any length of time, you'll no doubt be familiar with Senile Team's pedigree. They are the studio responsible for some of the Dreamcast's finest post-mortem moments, with the Beats of Rage engine signalling their arrival in the indie space on Sega's final console back in 2003; before going on to release Polyko's Super Jelly Bean Quest in the Sketchbook of Illusion in 2012, and more recently Rush Rush Rally Racing in 2009 and 2017 (in the form of the updated Reloaded) and Intrepid Izzy, also in 2017.

We were/are big fans of both titles, stating in our glowing review of Izzy: "...the game has everything a great action platformer should have: great gameplay and controls, charming artwork and beautiful animation, varied and well-themed levels, and a great sense of humour...The many years of development experience that Senile Team have under their collective belts shines through here - resulting in an incredibly polished final product."

Similarly, we gushed the following about R4: "Rush Rush Rally Racing is a fantastic title even if you don't have the option of playing the multi-player games on offer. The vehicle handling is amazingly intuitive, it sounds great and the game is peppered with numerous imaginative details (just don't hit the cows!); and while it's very difficult if you're generally shit at games like I am, with perseverance there's a lot of fun to be had." We even spoke to the man himself Roel van Mastbergan, Senile Team's lead designer, artist and programmer back in 2017 - check out the interview here.

Intrepid Izzy launched to overwhelming critical acclaim on Dreamcast.

To celebrate the re-release of both Intrepid Izzy and Rush Rush Rally Reloaded on ZOOM Platform (and the release of puzzle title HypnoTiles), there's currently a special offer of 25% off the asking prices. Naturally, we asked Roel for his thoughts, alongside ZOOM Platform's Jordan Freeman, who is a former colleague and business partner of the late, great Bernie Stolar and someone who is known to enjoy a bit of Dreamcastic action in his down time:

"Well, what can I say? It's always exciting to bring a game to a new audience, and now it's three games at once! Thrice the fun! Jordan and ZOOM Platform in general have been a pleasure to work with, so I hope this marks the beginning of a long and fruitful collaboration."

- Roel van Mastbergan, Senile Team

"It is our pleasure to announce that Senile Team’s legendary catalog has come to ZOOM Platform. Roel and his team, like us, hold Dreamcast near and dear to their hearts. It’s a match made in Heaven. Tremendous classics such as Intrepid Izzy and Rush Rush Rally Reloaded combined with exciting new releases like HypnoTiles are exactly why the incredibly fertile Dreamcast indie scene remains alive and well to this day!"

- Jordan Freeman, ZOOM Platform

If you enjoyed 16-bit Micro Machines, you'll love Rush Rush Rally Racing.

If you've never played either Rush Rush Rally Reloaded or Intrepid Izzy on your Dreamcast (there's no excuse, to be honest), then now is the perfect time to give them both a whirl on your computing device of choice. As long as it's a Windows PC. And don't forget HypnoTiles, which looks like a fun variant on the Tetris formula with a bit of Lumines thrown in. Find out more over at ZOOM Platform.

Disclaimer for anyone interested: this isn't a paid or sponsored post or anything like that. I just like Intrepid Izzy and Rush Rush Rally Reloaded so if more people get to experience them, that's a bonus. Cheers me dears!

An Interview With Bernie Stolar

There are few people who are more intrinsically linked with the history of the Dreamcast than Bernie Stolar. Along with personalities such as Peter Moore and Hidekazu 'Mr Dreamcast' Yukawa, Bernie Stolar is extremely well known and was the man who kicked the whole party off. Here, in this candid interview we welcome Bernie to the Junkyard and pick his brains on the history of our favourite console and the current trends in the Dreamcast community.

DCJY: Hi Bernie, firstly let me just say how much of an honour it is to have you grace our site with your virtual presence! As huge fans of the Dreamcast, it’s quite awesome to have the opportunity to speak with you first hand. Never did I think way back in late 1999 when I picked up my first Dreamcast, that in 20 years' time I'd be conversing with the man who helped create the console!

Bernie Stolar: No problem, thanks for asking me. I consider it an honour that a product I helped create still has a loyal fanbase to this day. Thank you for keeping the 'Dream' alive.
Bernie delivering the Dreamcast keynote at GDC 1999
To kick things off, I wondered if you could enlighten those readers who may not be familiar with who you are and what your role was with the Dreamcast?

I was President and Chief Operating Officer at SEGA of America from July 1996 to August 1999. I was hired by SEGA of Japan CEO, Hayao Nakayama. I conceived the idea of Dreamcast and hired Peter Moore, Chris Gilbert, and the entire product development team.

You were at Sega of America from 1996 to 1999, all the way through the Dreamcast’s most important and formative years - can you recall the very first time you heard the name ‘Dreamcast’?

I believe it was called 'Dural' and later 'Katana' at one point. I want to say May of 1998 was when I first heard the term 'Dreamcast.'
On the topic of the early days of Dreamcast, can you recall which came first - Dreamcast or NAOMI? Or were they developed in tandem?


I believe NAOMI was released first. If I remember correctly, Dreamcast came about at a time when we were switching from Model 3 arcade hardware to NAOMI. I remember this because, I was disappointed with the fact that the Dreamcast would not really be able to support ports from both arcade units. I had wanted ports of several licensed units, including Star Wars Trilogy and The Lost World: Jurassic Park series. I felt these would be very popular, especially in the American market. To answer your question though, yes they were developed in tandem, definitely with the thought in mind that many of the games such as Crazy Taxi and House of the Dead 2 would be ported to Dreamcast. As a side note, I believe we also licensed the NAOMI architecture to Capcom, Namco, and Taito.
Early Dreamcast concept designs
Just sticking with the origins of the Dreamcast, were there really two different concepts for the Dreamcast in development? There are plenty of forum posts and articles online that state that there were competing projects - one from SEGA of America called Black Belt which was 3Dfx based, and another from SEGA of Japan called Dural which was NEC PowerVR based. Can you comment on these projects and how it was decided that the Dural concept was the one that won? If so, how different do you think the 3Dfx system would have been?

I believe SEGA of America wanted the 3Dfx version and SEGA of Japan wanted the NEC PowerVR. Both made sense for different reasons. With 3Dfx, there were more resources and documentation available for development in the US and Europe. That and it was understood that development would be easier, especially for PC ports. The NEC PowerVR made NAOMI ports simple and was easy to program, however, it was not as well supported (yet) in the US. I doubt Model 3 games would have worked too well on either. Although there was a PowerVR chip shortage when the Dreamcast launched in Japan, both chips had their pluses and minuses. In the end, I'm not sure it would have made too much of a difference.
Famously, you moved from Sony’s PlayStation division to work with SEGA of America in 1996. You're quoted in a VentureBeat interview as stating that the Saturn needed to be killed off as soon as you arrived. What were your initial thoughts on the fledgling successor to the Saturn? Did you envisage that the Dreamcast would become a huge success based on the hardware specs?

When I went to SEGA, they needed a new hardware system because the systems that they had were not selling – all eight of them. Saturn was not being supported by SEGA the way it should have been. When I showed up, it was my idea to develop a new hardware system that had the ability to play online. Before signing with SEGA, I racked my brain on a way to salvage Saturn, but it was just too far gone and too expensive and difficult to develop for. SEGA was nearly bankrupt, they needed a new console and they needed it quick. The only options were to go big or go home.