Showing posts with label indie dreamcast. Show all posts
Showing posts with label indie dreamcast. Show all posts

The Top 25 Dreamcast Indie Games 2024 - Voting Now Closed

It's been eight years since we last went to readers, viewers, listeners and followers of The Dreamcast Junkyard to ask YOU what the best indie games for the Dreamcast are... and what an eight years it's been! Incredibly, no less than 43 new indie games have seen release for the console in that time - and that is just those that received actual physical versions.

As we're officially in the Dreamcast's 25th year of celebrations (I am now dubbing the time between the Japanese launch in 1998 and the PAL release in 1999 "the Dreamcast anniversary year"), it seems only fitting to bring this vote back and see what the current fan favourite indie games are, especially considering the increased number of releases since we last did the vote. Pier Solar topped the charts last time, just beating out Sturmwind, but a lot has happened since then!


How to vote:

Simply click on the form at the bottom of the page (or here, if its easier!) and name your selection of a minimum of three indie releases, with a maximum of 10. There's no need to order them, however you will be asked to select one of your choices as your absolute favourite on the second page of the form. I will then have the Junkyard gremlins work their magic, run the spreadsheets, click the dials and receive brown paper envelopes in dark parking lots so that we end up with the definitive Top 25 list of indie games.

That's not all though. As well as using this chance to work out the Top 25 indie games, we've also got a few additional votes that you can take part in, namely Best Indie Developer, Best Indie Publisher and Most Anticipated Future Indie Release.


Criteria:

I suppose we better clarify what an "indie release" is. Any commercially released or free game that runs on the Dreamcast that was not officially licensed by Sega but was sanctioned for release by its developers or rights holders, qualifies. This includes all the games listed in my Complete Guide to Commercially Released Dreamcast Indie Games article, along with any other game that can be downloaded digitally for play on the Dreamcast for either a price or free, as long as it was allowed by its developer or rights holders.

The only titles that don't qualify for this voting would be unofficial ports of games, such as the Atomiswave ports, or unofficial mods or hacks of existing games (including any Beats of Rage mods, although Beats of Rage itself does qualify). Basically, if the developers or rights holders didn’t authorise it for play on the Dreamcast, it doesn’t qualify. Also, any unreleased games from the Dreamcast's official lifespan (such as Millennium Racer or Propeller Arena, for instance) don’t qualify either.

You have until the 31st of January 2024 to vote, and once we have closed the polls and had the time to write up the results we'll be announcing the final list on the blog and across social media.

Voting has now closed.

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!

10,000 Twitter Follower Competition - Win Andro Dunos 2 and a DCJY T-Shirt!

Jumping on to Twitter in 2013, The Dreamcast Junkyard has enjoyed ten years of tweeting about all kinds of Dreamcast-related nonsense. Over the years, we've had many funny moments running the account, and have made many great mutuals too.

Earlier today we finally reached that huge 10,000 follower milestone. For an account that tweets about what I respect is a fairly niche retro console, that's an incredible achievement. With that being said, in one of Elon Musk's many big brained changes since taking ownership of Twitter, inactive accounts will now be removed if no activity is detected for 30 days. Check back with us 30 days from now and you may find our follower count has plummeted down to 10 or whatever. 

Anyway, while our follower count still sits at that almighty 10,000, we're running an exciting competition! We've got two copies of PixelHeart and Visco's brand new Dreamcast shooter Andro Dunos 2, along with two Dreamcast Junkyard controller t-shirts to give away. Thanks to PixelHeart for supplying the copies of the games for this competition!
That's a good lookin' shirt.
To be in with a chance of winning, simply retweet the tweet below (also linked here) and make sure you're following the Junkyard Twitter account, as well as @DreamcastPics and @PixelHeart_eu. Two winners will each receive a copy of Andro Dunos 2 and a t-shirt. Worldwide entries welcome. The competition will end on the 24th of May, a week from the competition's announcement and winners will be announced and tagged on our Twitter. Good luck!

Update: this competition has now ended.

Review: Flea!

2020. It's not been great, has it? But whilst we all seclude ourselves in our homes, proclaiming how bored we are whilst ignoring our game backlogs, something has been stirring in the Dreamcast Indie scene. The year kicked off with the rather glorious Xeno Crisis - perhaps the finest Indie game yet on the DC, and we've got some delights on their way with the high speed thrills of Arcade Racing Legends from JoshProd, the wonderful Xenocider in all it's 3D glory from Retro Sumus, and Indie masters Senile Team back with the fantastic looking Intrepid Izzy. That's not even mentioning the impending release of Summoning Signals, JoshProd's Indie onslaught with 8(8!) more titles, and almost certainly others that we've simply forgotten to mention! It's a never ceasing cause of amazement for all of us here at the Junkyard that we could see more than a dozen titles added to the library in a matter of months.


It seems though, that even more is on the horizon - including a game which has come as somewhat of a surprise - Flea! which is out now and available from the developers own Etsy page here. A successfully funded Kickstarter project this year, the game was designed for the NES, but has jumped it's way onto our chosen platform, caught us all by surprise, and left us itching to tell you more. I promise that's the last awful Flea pun I'll be making...

Playing as your cute little Flea protagonist Henry, your task is to collect blood from the games 80 levels, blood which is being horded by the greedy King, and is desperately needed by the Refu-fleas. To that end, each unit of blood you collect can, at certain points, be converted to extra lives. It means that very quickly you'll rack up substantial numbers of lives - but that's something you'll most certainly need here. The game creator, Alastair Low (featured on the DCJY before, for the very cool Dungeon Ross), clearly has a fondness for tough NES era platformers, as Flea! is designed with plenty of tricky sections and death is frequent. Luckily, such death is not permanent in Flea's world, for a few seconds later you're back on the hunt for blood at the beginning of the level. Just as quickly as you build the life stock up though, you'll see the numbers going down when you get to one of the games tougher stages.

The game's deaths don't come by way of Uzi wielding parasites or anything so extreme though - here, death will come by way of your continually jumping little critter finding his way into a particularly nasty obstacle. These litter the stages, and whilst only a few syringes seem to be your issue early on, you soon come face to face with other creatures and more extravagant obstacles. Not every creature you meet is a bad guy though - there are plenty of colourful and interesting characters throughout the game to interact with as well.

The game is a tough one to master, in the time honoured 8-bit fashion. However, this toughness doesn't come with unfairness - if you die, it's due to a mistake you've made. Control is generally simple - Henry jumps continually, but you can press the A button to keep his jumps lower (a skill you will require early on in the game), and later on you can dash as well (although I've got to be honest, I've not actually got that far yet! I've never said I'm any good at games...). The main challenge here is to maximise your blood collection whilst navigating the obstacles with well timed jumps. The instant restart of the single screen levels makes any frustration minimal, luckily, but the game does induce a feeling of rage when your life supply dwindles as you fail at a decidedly crafty stage for the umpteenth time - but there's a not insignificant amount of satisfaction when you finally make it. It's a classic risk-reward strategy of gaming of yore, tried and tested, and it works well here, a tribute to the games developer once more.

At times the game does mix things up a little, ditching the single screen approach and going for a forced scrolling platforming experience - a sort of endless runner type affair, only, er, it ends. It shows a little bit of versatility off that makes for a nice change of pace, and again technically, it runs smoothly.  

Visually, it's not going to blow anyone away. It's clearly a NES game, with chunky pixels and bright colours, a look evocative of an age before the Dreamcast, but one which is very much back in fashion. Of course, it looks this way through functionality (being an actual NES game) rather than style alone, but it's competent, cute, fun and cheery. In fact, I'm officially starting a campaign to get Flea! to become the official mascot of the DC indie scene, as I look at his cute little face looking at me from my VMU during the game. The stages vary in their colour schemes - different beasts that the fleas infest - but all have that 8-bit colour and brightness to them, which is very visually appealing. 

There's no denying the games NES roots though. The pixels are colourful, the action is smooth, but this isn't the sort of title that's going to push the hardware. That doesn't matter at all, of course, as the core gameplay is fun and challenging enough to justify itself a place in the library, but we know there will be some out there who will baulk at the idea of a Dreamcast game looking this way. To them, we blow a giant raspberry. Personally, it's a style of game we've not had much of on the console, and I welcome it's arrival. 

I also welcome the chiptune music, so insanely catchy that I found myself humming it to myself on the bus this morning. It perfectly captures the fun, nostalgic retro-ness of the game, and deserves special mention just for that. The packaging is also great - a US style look (despite Lowtek Games being a Scottish based developer), it has a great disc image, and full colour manual (although it's only 2 pages), and the cover is great. For a game none of us were expecting, it's level of professionalism in design was surprising but most welcome. 

The game is available for £30 from Lowtek Games Etsy store, limited to just 200 numbered copies,  and you can find the games creator Alastair on Twitter  so go give him a follow!


 

Developer Interview: Duranik

Sturmwind is widely regarded as one of the most impressive independently developed titles on the Dreamcast, and having played it extensively I would be inclined to agree. Published in 2013 by RedSpotGames, Sturmwind was released to almost worldwide critical acclaim and popular website and YouTube/Dailymotion channel Classic Game Room even went as far as naming it as their Game of the Year.

I admit that I came to the party a little late, having only played Sturmwind for the first time earlier in 2015, but I thought it would be cool to catch up with Johannes Graf of developer Duranik to find out a little more about the team, the Atari Jaguar CD origins of Sturmwind and to ask more about the mysterious upcoming title Midsummer.
DCJY: Hi Johannes, thanks for taking the time to answer our questions. First off, could you tell us a little bit about Duranik? Who makes up the team and what are your roles?

Johannes Graf: We are two brothers. Each one is doing a different part, more or less split into coding and graphics/level and game design. For Sturmwind, there were also a couple of other people contributing in different areas. For example 505 did the soundtrack and we were also happy for the help of a very enthusiastic DC fan who did endless testing and a lot of other things.

Developer Interview: Alice Dreams Tournament

Alice Dreams Tournament hit its Kickstarter goal in little more than a day, and it isn't really a surprise. This homage to local multi-player games of yesteryear has outstanding 2D visuals, a multitude of inventive game modes and a brand new use for the humble VMU. The Dreamcast Junkyard backed the project almost immediately and we look forward to being able to play (and review) Alice Dreams Tournament when it launches. In the meantime however, we caught up with lead programmer Julien Desquenne to ask a few questions about the history of the game, the Bomberman series and (naturally) if he knows the identity of the legendary Dreamcast barber...
The likeness is uncanny!
DCJY: Could you tell us a little bit about who makes up the Alice Dreams Tournament team and how you got together? 

Julien Desquenne: Our team consists of Nicolas Pochet the graphic designer and me, Julien Desquenne the programmer.  We met in 2003. In fact, I began to program a platform game and I was looking for a graphic designer to help me on the graphic parts. I really wanted to realize this game on Dreamcast. So I posted my research of a graphist on a Dreamcast French forum (dcreload.fr) and Nicolas replied very quickly and introduced me to his drawings. I was very impressed by his artistic talent and we decided to work on a common project.

New Dreamcast Kickstarter To Launch - Alice Dreams Tournament


Hey does anyone remember that awesome demo for Alice Dreams?  I certainly was disappointed that it never launched.

But now those same guys are making a NEW game.  And it will BLOW YOU AWAY!


Did you see that Dreamcast VMU Support!? Amazing!

Full details can be found here!

James & Watch: Arm

As we've mentioned ad nauseum here at the Junkyard, we are massive advocates of the efforts of the myriad independent developers still supporting our favourite white box of joy. There have been some stunning post-mortem releases for the Dreamcast (2013's Sturmwind could easily pass as a PSN game, for example) and there are many more heading our way too. Elysian Shadows, Hypertension, SLaVE, AMEBA...they all look great and we're excited to see how they all turn out. However, here's an indie release you may not have seen before. James & Watch: Arm is a fun little title developed by Ben Lancaster and is slightly different to the other indie games mentioned here in that it eschews flashy visuals and in-depth story lines for a much more simple aesthetic - namely that of a Nintendo Game & Watch.

The Elysian Shadows Kickstarter has launched, bringing a new RPG to the SEGA Dreamcast!

 

The Elysian Shadows Kickstarter has officially launched. Dubbed a “next-gen” 2D RPG, the game is slated to hit a number of platforms including our beloved SEGA Dreamcast. The Dreamcast release starts at the $49 level in the Standard Edition which comes in two flavors, signed and unsigned. The signed edition is limited to 100 copies. The $125 level features a Collector’s Edition of the game with several physical goodies that are only digital in the lower tiers.

As far as stretch goals, should the project hit $400,000, the team plans to create a monster training VMU mini-game, while $500,000 will open to game up to the modding community (Dreamcast included).

Make sure to check out the project, and if it appeals to you, show your support!