Showing posts with label cosmic smash. Show all posts
Showing posts with label cosmic smash. Show all posts

C-Smash VRS Review: A Cosmic Revival in ReVRie


Past works are lost when they stop conversing with the present. Honoring old games requires us to continue engaging with them, of course, but the onus is also on them to reciprocate. To enrich their legacy, revivals and follow-ups must do more than pander to us old fucks who were already there for them. They must also find relevance with new generations of players and creators who may be inspired to shepherd their ideas into the future. Or else let them die. Celebrating those experiences can mean reinterpreting and recontextualizing them, if not reinventing them altogether.

In this essay, I will—

And so it goes for Cosmic Smash, Sega Rosso’s modest game of intergalactic, block-breaking racquetball. The NAOMI title saw limited distribution in Japanese and European arcades in 2001, plus a stint on Japanese Dreamcasts. Following an initial run in obscurity, it has since rallied a cult following – that is, assuming the Junkyard community’s Top 200 rankings weren’t fraudulent.

At #64 overall, Cosmic Smash was voted the #5 ranked Japanese exclusive and the #1 game about swatting balls around a shipping container.

For many fans – including the creative teams at RapidEyeMovers and Wolf & WoodCosmic Smash’s resonance endures. Unearthing the license from under the sofa cushions at Sega’s IP lawyers’ offices (I imagine), they have developed C-Smash VRS, an unlikely reimagining of Rosso’s space station sportsball.

I’ve long respected Cosmic Smash for its melding of Rez-ish vibes and Virtua Tennish feel, but I’ve always felt detached from its primary hook. In virtual reality, though? Immersing players in the kineticism of physically swinging paddles at balls at walls in space makes immediate sense. Titles like Sparc, Holoball, and Proton Pulse have also poked at the edges of this concept in VR, albeit with mixed success. At the very least, they’ve helped buoy cyber squash as an accredited genre.

Meanwhile, the recent wave of Sega-inspired remakes/sequels/homages has set ample precedent on the nostalgic front. Yet, in the rising sea of Sega-likes, it’s easy to float adrift. Many rehash the most superficial aspects of their inspirations but fundamentally misunderstand — or fail to coherently capture — the core of why folks love them in the first place. This keeps them from fully evoking or advancing those concepts, or replicating their magic in any meaningful way.

Refreshingly, C-Smash VRS is deliberate and confident in its homage, and it wastes little time laying a foundation of its own.

VRS shares Cosmic Smash’s premise in all its minimalist glory. It has you rally a ball against a wall of blocks/panels to clear them within a time limit. As you progress, the configurations grow more layered and complex, and glimpses of puzzle elements begin to emerge. Some panels will move in patterns. Unbreakable panels will obstruct portions of the field. Special panels will clear adjacent rows, freeze panels in motion, or extend your time limit. Over time, successful hits will recharge your Power Smash ability, which can clear stacks of panels in a single shot.

The racket work feels remarkably natural. Its nuanced tracking and physics afford a wide gamut of shots, shanks, and whiffs. If you’re experienced at real-life racket sports, a few of the principles you’ve learned – like squaring yourself for forehands and backhands, anticipating timing and trajectories, etc. – will certainly help you here. If you suck at such sports in real life, though, then the learning curve will be a bit steeper. Either way, it is innately intuitive and rewarding to learn.

For their part, the PSVR2’s Sense controllers never struggle to keep up. In the game and real life, I flail in parity. And whenever I fuck up, it’s just about always my fault. The technology – or VRS’s exceptional implementation of it – simply works. That I never have to think about it is probably the best compliment I could give.

There are drawbacks, however. VRS binds several actions to the other controller, with limited options for button mapping. A Force-pull gesture serves the ball towards you, crouching helps reach low-bouncing balls, and the analog stick moves you horizontally along the baseline. It would be great to be able to remap all of these actions as needed, especially to a single controller.

Interestingly, VRS also helps me appreciate aspects of Cosmic Smash I had taken for granted. In its shift to first-person, it loses the flair of its wireframe avatar and all the cool shit they could do: The leaping volleys. The wall jumps. The aerial flips. The unlimited trick shots. The stylish replays. The celebratory flexing. They’re necessary omissions, but I underestimated their collective contribution to the original’s vibrancy and charm. Realistically, C-Smash VRS is feasible because it eschews those verbs, and players prone to motion sickness will be thankful for their absence. In that sense, VRS helps celebrate Cosmic Smash by contrast of its own sacrifices.

As with the original game, VRS’s style is integral to its substance. It preserves its clean, minimalist aesthetics and adds new flourishes of its own. It depicts a similarly optimistic future where humankind has channeled its ambitions into interstellar sports courts. VRS then expands on its setting with livelier and less claustrophobic arenas. Windows have now been installed, unveiling orbiting planets, little space guys, and other nuggets of world(s)building.

In its scope, C-Smash VRS is laser-focused on the minimum viable product, for better or worse. It practically flaunts its simplicity in its pair of solo modes. Among them is Challenge, where you progress through dozens of stages under a strict, continuous time limit to clear as many as you can as quickly as you can (i.e. Cosmic Smash). Alternatively, Zen mode works the same except failing stages doesn’t end your run and you can replay them as desired to improve your times and rankings. If that motivates you, you’ll get substantially more out of VRS’ solo-play. If not, you may be done with it after a run or two.

The World's SMALLEST Dreamcast Games!

A minature scale model of the Dreamcast by Retroldtech

The Dreamcast's GD-ROM format was a strange beast, being ever so slightly bigger than a CD-ROM but nowhere close to the capacity of the impending, mighty DVD-ROM. Packing in 1GB per disc, a majority of the Dreamcast's retail game library barely even tapped into this extra available space. As we will explore here, storage space isn't everything though: you can squeeze some pretty darn good games into not even a tenth of a GD-ROM's space!

Screenshot of the GD MENU Card Manager application
In this day and age of being able to store Dreamcast games on many different kinds of hardware, like SD cards or hard drives, it is possible to strip these games of any blank data that is used to fill up the rest of a GD, leaving just the necessary files to save space. This can be a risky move, as doing so can break games if they're not optimized correctly, but there are "means" to find games that have already been shrunk down to be used on a optical drive emulator such as GDEMU or MODE.
Photo of a 256gb SD card
My entire shelf of Dreamcast games and more fit on this! What a time we live in!
It's via this technique that I have been able to put together this list of games that are all less than 100MB! Take note, I am not including indie releases, prototypes, unreleased games, Atomiswave ports or software like web browsers and Fish Life. Also I haven't downloaded every game ever released so there are probably some visual novels out there that are tiny in size for all I know.

15. Silent Scope - 96.91MB

Photo of the Silent Scope game case
Konami's Dreamcast output was kind of disappointing. When they weren't busy cancelling Castlevania games for the system, they did throw out the odd bone with some arcade ports such as this here sniping-romp. It's a real shame the Dreamcast wasn't blessed with a sniper light gun like the Xbox, as the game played with a standard controller feels like it's missing something. Much like Samba De Amigo, though, it is playable enough this way but you can't help feeling like it's a lesser experience. Oh well.

14. Ooga Booga - 91.49MB

Photo of the Ooga Booga game case
This very unique collection of mini-games, with an emphasis on online multiplayer, released exclusively in North America and was touted as one of the big hitters during the push to sell people on SegaNet. Luckily, this is one of those games where online play has been revived, though even if that wasn't the case, this would still be worth checking out as there is nothing else quite like it on the Dreamcast.

13. Evangelion Typing Project E - 71.59MB

Photo of the Evangelion Typing Project E game case
I won't go into too much detail about this one as it has been discussed here at length in the past after Derek Pascarella treated us all to an English translation! Evangelion Typing Project E gives us another game to practice our touch-typing skills on, but instead of gunning down zombies with words you er...do Evangelion stuff! Like the anime! I dunno, I haven't really had a chance to play much of it yet, but definitely give it a shot if you're a fan of the show! There are in fact two translated Evangelion typing games, but I couldn't properly shrink the other one without it breaking, so I assume if optimized well it'd probably be a similar size to this one.

12. SEGA Tetris - 62.56MB

Photo of the Sega Tetris game case
This was the first Japanese import Dreamcast game I ever purchased from eBay, if I recall correctly! Why this one stayed in Japan is beyond me, but the console rights for Tetris have always been a bit of a confusing ride as Sega themselves found out when their Mega Drive/Genesis release had to be recalled... But this is Sega Tetris, not to be confused with Tetris...by Sega. Got it?

I really dig the presentation in this game. It's also kind of notable for being one of the last arcade Tetris games before the new rules came into play like swapping, hard drops and now legendary T-spins. The gameplay of this one gets ridiculously fast-paced, making it one of the harder Tetris games out there, though there are plenty of modes to mess around in, including a UFO catcher claw game with cute Sonic 1 remixes!

This is another one on the "someone get it translated and back online if at all possible" wish list!

11. Plus Plumb - 62.53MB

Photo of the Plus Plum game case
No, I wasn't going to pop down the shops just to buy a plum to photo this with. That'd be silly.
Only 3kB less than Sega Tetris, we have another Japan-only puzzle game! Plus Plumb is a pretty obscure one as far as I know. I discovered it back in around 2000 when a car boot sale I went to every week had a store of bootleg games (oh no! ☠️). These bootlegs were incredibly low effort, literally just plain CD-Rs with the game's titles penned on them, most of which were random Japanese games I'd never heard of until I took them home and fed them to the rotating Utopia reindeer.

Plus Plumb is a pretty standard match 3 versus game with some Pokémon-looking mofos chatting in between stages (with full voice acting!). I played quite a bit of this back in the day (did eventually buy a legit copy, don't worry) so the music from this is one of those earworms that has stuck with me for 20+ years!

10. Planet Ring - 62.44MB

The cover artwork for Planet Ring
Also within the 63MB range is this PAL exclusive, online-only mini-game collection that was given away on the front of magazines and the like. I never got around to trying this one out when the original servers were up, but luckily it's one of those games that is back online today! It even has voice chat so you can talk to someone other than your mutant human-faced fish for a change!

Hands on with C-Smash VRS

You may recall a recent post here at the Junkyard in which I was somewhat apathetic towards Cosmic Smash, the painfully stylish retro-futuristic squash-cum-Breakout NAOMI port that graced the Dreamcast during its final days as a living, breathing platform. The point of that post wasn't to bash Cosmic Smash though; it was to point out that a reimagining of Sega Rosso's quirky, super-niche bat-and-ball 'em up was being worked on for the impending Sony PlayStation VR2. Since then I have been lucky enough to be invited to sample this title - C-Smash VRS - for myself. 

While my lukewarm opinion of the inspiration for C-Smash VRS hasn't really changed (indeed even contemporary reviews - of which there are precious few - weren't overly gushing), I would now like to explain why this pseudo sequel to Cosmic Smash is probably about as close to a next-gen Dreamcast game as we're likely to see for some time.

The fridge had backup.

In order to sample C-Smash VRS, I travelled to the fair city of London and to a rather nice venue called Icetank in the trendy Covent Garden district. In retrospect, the venue couldn't have been more appropriate, with its minimalist whitewashed rooms and open spaces plastered with the familiar lurid orange concentric 'C' motif. 

If a venue was ever going to be perfect for showing off a game like C-Smash VRS, Icetank is surely it. Well, unless there's a retro-futuristic space station available for hire somewhere. The open plan nature of the venue lent itself well the multiple PS VR2 systems set up; I can only imagine the carnage which could have ensued if there had been tables full of drinks and food dotted about the place as idiots like me jumped and waved their arms and hands around while wearing a VR headset. 

Her Converse are better than mine.

Fittingly, an original Cosmic Smash arcade cabinet was positioned out of harm's way in a corner - a cabinet I naturally had to play on and which belongs to C-Smash VRS game director Jörg Tittel. I understand this particular cabinet was originally housed at Sega World in London's long lost Trocadero entertainment centre, and the story goes that if you listen closely to the speaker grill at night you can still hear the frantic pulse rifle fire and screams of the colonial marines from Alien War, trapped forever like tormented, ethereal echos of the past. Actually, I just made that up. Hudson, run a bypass. What? Where am I?

A Cosmic Smash arcade cabinet sat quietly in the corner, minding its own business...
So I played on it. Note my inferior Converse.

Props must go the PR agency 4media group for their running of the C-Smash VRS preview event, and also to Lost in Cult for their production of the rather nice Cosmic Smash themed press kits that were handed to attendees. Full disclosure here though - I was invited to the event by my Dreamcast Junkyard colleague Andrew Dickinson, who also heads up the gaming periodical [Lock-On]...which is produced by Lost in Cult. So yeah, now that little disclaimer is out of the way, let's get down to business: C-Smash VRS is a fucking disaster of a game. What were they thinking?! Of course, I jest.

I can't believe Edge is £6.50 now. It was 75p last time I bought it. Inflation in action, folks.

No, from the small snippet I played of RapidEyeMovers and Wolf & Wood's reimagining of Toshiaki Miida et al's original vision, I can honestly say I was left thoroughly impressed by the experience. This is in no small part due to the fact that the Sony PlayStation VR2 is undoubtedly one of the most impressive pieces of consumer hardware I've ever had the pleasure of sampling; but then that's probably to be expected considering the price of the thing. I've already moaned about that though, so I'll spare you the sob story again here.

Why won't they...play with me?

As this was a preview event, only two modes (three if you count the two player versus mode) were available from the C-Smash VRS main menu - a tutorial and a practice mode. Both in theory make sense in the modern era, especially since VR controls do take a bit of getting used to if you're unfamiliar with how they generally work. After a fairly intuitive calibration (where you're invited to reach out and grasp a small cuboid doodad), you get into the game. 

Cosmic Smash in VR or something

Cosmic Smash is set to 'return' to consoles in February 2023. I emphasise 'return' because Cosmic Smash is a game few people outside Japan ever really got to play; and the usual (predictable) swarm of attention is now in full swing. Sega knows what it is doing with this type of release. It can't have gone unnoticed that anything even remotely connected to the Dreamcast gets vast swathes of gushing real estate on pretty much every gaming or tech blog now; and this latest Cosmic Smash related news will no doubt have people foaming into their cornflakes. 

There is a whole new generation of gamers (spenders) out there who want to know more about these enigmatic Dreamcast games which are - in the main - really poorly documented outside of fan blogs and forums. Luckily, this fan blog is still going.

Back in 2015 we covered Cosmic Smash, and I also wrote about it in issue 179 of the physical magazine Retro Gamer. Ultimately though, what you need to know is that it is a take on Pong or Breakout, where you control a humanoid player with a racquet, smashing a ball against a wall and various blocks that form ahead of you. It also looks like Rez. A bit. Using the parameters of the court, you can fling your character into multiple impossible shapes, hitting the ball back and advancing though the stages via the Passageway as a passenger on the Cosmic Bus. I've used this piss-poor 'joke' before but I'll be damned if I'm not using it again: you wait for one Cosmic Bus, and then two turn up at once. Literally just after you've received the Call of Chuthlu and realise it's a wrong number. I refuse to be stopped.

Right then, Cosmic Smash is apparently coming back as a VR game, titled C-Smash VRS. As an exclusive for the PlayStation VR 2. Sony or Sega or someone tweeted a countdown timer a few weeks ago but we already knew what it was after glancing at it for about 3 milliseconds. And now there's been some sort of official announcement. If I'm honest, I don't really care. Cosmic Smash on the Dreamcast was/is alright, but only in a sort of 'Virtua Tennis against a wall' type way. I don't really know what else to say about it to be honest. It's certainly not a game worth all the hype it is currently (at the time of writing) getting.

I find Cosmic Smash to be a pretty boring experience personally. Once you get over the fact that you're controlling a transulcent person who appears to have no small intestine or anus (would have been way more interesting if he did - I'd love to know what he had for his tea), then you mainly spend your time trying to hit a ball back and forth against a wall and jumping round experimenting with ways you can hit a ball back and forth. People only play squash for a finite amount of time because it isn't that interesting. But this is purely my opinion, and I am wrong on many occasions.

That said: Cosmic Smash in VR could be very cool. The virtual reality tennis games I have had the pleasure of waving a paddle/shoe around in have been enjoyable. Leaping from couch to wall and then onto the ceiling while wearing a VR headset; and being generally athletic could be just the thing needed to give the VR scene the kick up the arse it needs. Oh, and C-Smash VRS looks to include a multiplayer option too (Cosmic Smash on Dreamcast is a single player affair). C-Smash VRS might be the very title VR needs to put a fire under it.

It's nice that Sega is finally looking to games in its back catalogue that aren't Sonic or Mega Drive titles; but can we be honest here? Yes lets. Sega needs to license/resurrect Sega GTDaytona USA, Fighting Vipers, Jet Set Radio, Spirit of Speed 1937, NiGHTS, Burning Rangers, Skies of ArcadiaVirtua Cop, Golden Axe...before looking to Cosmic Smash. Even the most diehard Dreamcast fans don't really consider Cosmic Smash a Dreamcast classic. Might as well revive Soul Fighter or Hoyle Casino.

Go and get hyped over at Polygon or Eurogamer or Reddit if you're that bothered. I'm not, because I can barely afford my electricity bill, let alone a PlayStation VR 2. That said, do feel free to check out our previous article on Cosmic Smash and the multiple hidden characters only revealed 16 years later by Jeremy Hobbs.

The C-Smash VRS website is here.

Cosmic Smash Secret Characters Discovered After 16 Years

Cosmic Smash: simply the finest minimalist squash game where you get on a 'cosmic bus' and whack a glowing ball at neon cubes. No, I haven't been at the vodka again - that's just the best way to describe Sega's 2001 NAOMI and Dreamcast release. The game was only ever released in Japan and has become quite a sought-after title for the Dreamcast, and not least because of the unorthodox packaging - it being one of the only official Dreamcast games to be released in a DVD-style case.
We covered Cosmic Smash quite some time ago here at the Junkyard, and I also heaped praise on it when I wrote a Dreamcast-themed Minority Report for Retro Gamer Magazine a couple of years back (issue 146 if you're interested). One thing I certainly missed in all my time playing the game though, was the inclusion of several secret characters. Secret characters that until now have pretty much never been seen or even mentioned anywhere on the internet.

Enter fellow blogger Jeremy Hobbs, curator of Ribbon Black. As he explains in his excellent article, Jeremy inadvertently unlocked a secret playable character he had never seen before - one of the 'worker' characters seen in the intro sequences. Initially, Jeremy thought he had unlocked the new avatar because he'd followed a certain route through the game, but this wasn't the case.
After going down a rabbit hole to discover just how he did it, Jeremy then learnt (after much internet and forum digging) that there are several other secret characters locked away in that retro-futuristic neon subway system of nightmares. One of them is a bear holding a fish (see above), but I won't spoil the story any further. As someone who knows what it's like to stumble upon something and then become embroiled in trying to find the answers (remember the whole 'Dreamcast Barber' thing?), this topic really piqued my interest; that a game - albeit one as obscure as Cosmic Smash -  can withhold its secrets for almost 16 years is nothing short of staggering to me.

Head over to Ribbon Black here to read the whole fascinating story, and also how you too can unlock the wacky extra characters. Thanks to my Junkyard co-writer Aaron Foster for alerting me to this.

Having A Blast With Cosmic Smash

There are some games on the Dreamcast that I'm pretty sure would not have translated well from their original Japanese to the West. Only recently we looked at a dating sim from the land of the rising sun, and while it did look intriguing, I think it's safe to say that it would probably have sold less units than a DVD boxset of a wall of wet paint drying. With this in mind, let us turn our attention to another title that never saw the light of day outside of it's native homeland - Cosmic Smash. The reason I draw a comparison between it and the aforementioned dating sim is that Cosmic Smash is a game that by it's very nature transcends all of the usual barriers for localisation, and yet it is glaringly absent from both PAL and NTSC-U libraries.

Cosmic Smash making a comeback?

As I have been saying all along, the Dreamcast's line up of games seems to keep showing up in some form or another on the current generation of consoles at an alarming and increasing rate. By the year 2022 gamers who never owned a Dreamcast may have finally caught up with its entire line up across dozens of systems. At least for now, it looks like one more could be on it's way, and this is a game even many Dreamcast owners have missed out on.

Siliconera are reporting of a new trademark registered by Sega of America for Cosmic Smash, a game released on the Dreamcast in Japan only. For those who have yet to play it, it's like a mix between Virtua Tennis and Super Breakout, with the visual flair of Rez. The game was released in limited numbers in a fancy DVD case for a budget price (about £20), and was a direct port of a even harder to find arcade cabinet of the game, with no console extras. Short, but very, very sweet. I still need to make a article about it at some point.



Yes, we know what happened last time: Sega got out a new trademark for "Dreamcast" just so they could sit on the name for longer without anyone using it for a dishwasher or something, and we have had rumors of Sega franchise revivals up the wazoo in recent years, many of which have gone unfulfilled (New Space Channel 5 and Skies of Arcadia games being the most painful to not get) so don't get your hopes up for this just yet until we hear more. Stranger things have happened though, and Sega do seem to be on a remake sugar rush at the moment.

If this does end up being on Sega's upcoming production schedule, the real question lays in what system will it land on? Cosmic Smash was quite a short game to begin with on the Dreamcast, so my bets is going to go on one of the many download services out there like X-Box Live Arcade, the Playstation network or Wiiware. There's no doubt the gameplay style would just suit some motion controls, but a HD version of the game ala Rez HD wouldn't go a miss either. I'm personally rooting for Wiiware myself, seeing as I probably won't be buying a HD console any time soon. We shall see!