A Closer Look At The Dreamcast Memory Card 4X
Dreamcast Graveyard: Websites We Miss from the Post-Sega Era
While logging into Phantasy Star Online the other night, with my GD-ROM screeching away under the immense pressure of having to load a lobby with three other players, it struck me that my character is now 18 years old. That’s a bloody long lifespan in gaming terms, and in fact, means that this morsel of code stored on my VMU is now quite a bit older than I was when I first brought it into existence.
Flicking through the guild cards (effectively virtual business cards) my character has amassed, and especially the early ones, I was presented with a snapshot of the Dreamcast scene of yesteryear. In the notes of these cards, aside from the frequent appeals for cannabis legalisation made by idealistic teenage stoners, the URLs of a multitude of Dreamcast fan websites cropped up - the majority of which are sadly now ceased or in a moth-eaten state.
The Grubensau of 18 years ago would be pleased to hear how his dream has now turned into a reality in some parts of the world. |
So, instead of tackling one of the many unfinished D.I.Y. jobs that are strewn though my house, I’m scribbling this post and inviting you to celebrate the good times that these fallen virtual-comrades-in-arms gave us. A blog post that contains a list based on nostalgia might be a worn out trope, but that's what I'm serving up, so strap in. In no particular order...
Dreamcast-Scene.com (2002-2018)
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The final Dreamcast-Scene website header image. |
The project of Max Scharl and a close knit team of associates, Dreamcast-Scene was a bit of a powerhouse back in the day. As their initial moniker of ‘Dreamcast-Petition’ would suggest, their roots lie in directing campaigns for GD-ROM production to continue, and for Dreamcast ports of late-stage Naomi arcade games to be made. How influential these campaigns were is hard to gauge, but the demonstration of consumer demand certainly can’t have hurt, and the subsequent flow of shmup releases on the Dreamcast between 2003 and 2007 no doubt exceeded expectations.
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The DCS crew sticking up for the Dreamcast alongside now defunct import store, Lik-Sang.com, at a gaming conference in 2003. Image courtesy of jeuxvideo.com. |
Rapidly expanding beyond their founding purpose, the website morphed into a place for Dreamcast news to be reported at a time when mainstream outlets had halted their coverage, and to act as a kind of life-raft for those who didn’t wish to give up on the console after Sega pulled the plug. With in-person events, contests, press releases, t-shirts, and the rest, Dreamcast-Scene was a flame that burned brightly; the website is still online, but has not been updated for five years. Founder Max Scharl would go on to establish indie publisher RedSpotGames that delivered several top quality indie games, including Wind and Water: Puzzle Battles and Sturmwind, which, alas, has also since bit the dust.
A Quick Look At Free-DC
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Dreamarena went through a flamboyant midlife crisis. |
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Garish enough for ya?! |
The Dreamcast Games We Want Back Online the Most
In the late 1990s, with the bitter taste of the Saturn's commercial flop lingering in their mouth, and the looming presence of a gargantuan new competitor on the scene, the folks at Sega rallied round the idea that they could revive their financial fortunes by getting a new home console onto the market. In that moment, high-stakes decisions needed to be made about the characteristics that would define what came to be known as the Dreamcast. What would the technical architecture of the hardware be? How would developers be brought on board? What direction would the branding take? How comically loud could the operation of the disc drive possibly be?
One concept that Sega firmly hung their hat on was online gameplay. The Dreamcast was to be the first home console to be online out of the box, a distinction which Sega hoped would have punters flooding forth with a much-needed cash injection into the company's coffers. Online gameplay was a central pillar of the Dreamcast brand, featuring front and centre in the console's marketing campaigns. In the States, Sega called on nu-metal titan Fred Durst to push SegaNet. Here in Europe, a range of tongue-in-cheek adverts were published that played to nationalistic jockeying (think harmless English-French banter, rather than the disintegration of Yugoslavia). Japan didn't miss the memo either, although a big chunk of their marketing eschewed the macho competitive aspect in favour of pushing the Dreamcast's internet capabilities to a female demographic.
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A selection of advertising materials focusing on the Dreamcast's online functionalities, from left to right: USA, France, Japan. |
Of course, during it's official lifetime, the Dreamcast never got close to fulfilling the upper limit of its "up to 6 billion players" tagline. However, Sega did erect a superb online architecture that allowed hundreds of thousands to experience online competitive and cooperative gameplay for the first time. Compared to the lifespan of the official servers of some contemporary games, many titles in the Dreamcast's online library had a damn good innings too. The official PAL and Japanese servers for the OG grandaddy of online RPGs, Phantasy Star Online, were maintained well into 2007, with hundreds of players logging on to say emotional goodbyes in the final couple of days (I'm not crying, you're crying). Others lasted even longer. The official servers for Starlancer, hosted by GameSpy, held on all the way to 2014, although we cannot be sure whether that was a deliberate stay of execution or some admins simply forgetting that the things still existed.
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Source for dates: Online Consoles (dreamcast.onlineconsoles.com); DreamCast Online Gaming (dcog.netfirms.com, available via Wayback Machine); dreamcastlive.net; Sega press releases; sleuthing around old forums; and a smidge of informed guesswork. |
However, regardless of the staying power of some, eventually every single online Dreamcast game had its official servers switched off. Luckily for us though, the scene has persistently had a cohort of skilled and generous technicians working in the shadows to revive these online functions through unofficial measures (shout out to the likes of bluecrab, Flyinghead, ioncannon, petter3k, and Shuouma). More recently, they have even been bolstered by developers bringing brand new titles online, such as the indie smash-hit Driving Strikers, or freely distributed homebrew projects like ClassiCube, NuQuake and even Counter Strike.
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'There's an interesting story behind this Dreamcast game. In 1999 I remember it was. I got up in the morning and made myself a piece of toast. I set the toaster to three - medium brown...' |
Bokomu No Tatsujin Translation Project Released!
In my last article I talked about how I discovered a trailer for an unreleased horror game for the Dreamcast hidden within a game called Bokomu No Tatsujin. This is an obscure life sim that released with little to no fanfare in early 2002 by the equally unknown Fujicom Co, creators of only one other Dreamcast game: Bomber Hehhe!
I mentioned that I found said trailer by pure accident while poking around in the games files. The reason why I was doing so was because... I was in the middle of translating the game for a laugh?? I should probably explain how this new found hobby came about, despite actually having next to zero knowledge of Japanese!
The Escapist features an interview with Cryptic Allusion
http://www.escapistmagazine.com/articles/view/issues/issue_139/2993-Interview-Cryptic-Allusion-on-Keeping-the-Dream-cast-Alive
Even though Cryptic Allusion seems to be trying to move in new directions the vast bulk of the interview had to do with the white wonder machine.
Including the following tidbit...
"I don't see the homebrew scene really opening up unless Sega decided to get involved with KallistiOS to help it along, filling in the gaps and, in the process, recreating it as a true dev-kit. I don't see this happening in the near future, but I suppose an old Dreamcast engineer could pop up somewhere. I want to point out that I do not know of anyone out there even considering this. Don't think of it as a rumor." -"Hot Rod" Roddy Toomim (Escapist, 139 March 4th 2008)
TOO LATE! It's out on the interwebs and is now FIRMLY A RUMOR. It's as real as the Dreamcast 2. Accept it Toomim. Just accept it...
In any case they seem to think that there will be a Dreamcast revival in about 10 years. I had my estimates for about 5-6. We will just have to wait and see who is closer.
It was mentioned they felt the Dreamcast was somewhat of a fickle machine, prone to breaking down. I heard this so often I now have like 5 Dreamcasts as backups but none of them have broken to the point of no return. In fact the only problem I have had (control board fuse) was easily fixed. Maybe I am just not as "hardcore" as other gamers???
They were also somewhat understandably skeptical about the future of Sega making hardware. I chose to ignore that paragraph just like I ignore reality since the year 2000.
The Escapist has great articles on gaming to read if you are bored.
All Hail the Undead Console.
All Hail the Dreamcast.
Retrospective: Bang! Gunship Elite
I love a good sci-fi shooter. The massive scope of interstellar wars, huge capital ships blasting the crap out of each other and swarms of nimble little fighters darting between the carnage. It's every kid's dream scenario and one above being a fighter pilot. Why settle for flying a jet through a planet's boring old atmosphere when you can pilot a warp speed space fighter through the stars, dodging asteroids and putting plasma torpedos down the exhaust chute of a small moon space station? No brainer, really.
I've played loads of these types of games over the years, on an assortment of consoles, and for the most part they all adhere to a familiar template. Usually played from a cockpit view, with a useless 3D radar display, 360 degree movement that can prompt the evacuation of one's stomach via the oral cavity, and some honest to goodness blasting action. Colony Wars, Rogue Squadron, Darklight Conflict, Starlancer, X-Wing, Yager, Spirit of Speed 1937, Battle Engine Aquila, Star Fighter 3000, Elite Dangerous, Star Wars: Squadrons...I could go on. Note I also used the term 'sci-fi' and not 'space' shooter. That's because some of these games take place within the atmosphere of a planet and thus render my opening paragraph null and void. But y'know. I'm just looking out for the pedants among us. And the fighter pilots I probably enraged with my flippant comments on their awesome jobs.
Anyway, the point of this is that the Dreamcast played host to a number of sci-fi shooters, with one of them even taking place not in the vacuum of space, but under the waves of some unnamed digital ocean (see Deep Fighter). I did take a brief look at the various sci-fi shooters on the Dreamcast several years ago, but I thought it was a good time to take a more in-depth look at one of those titles, and one which doesn't really get a lot of air time these days. Air time. Space. Geddit? Sigh. Anyway, let's take a gander at the rather oddly titled Bang! Gunship Elite.
I find it interesting that enigmatic developer Rayland Interactive decided to call their game Bang! Gunship Elite, rather than just Gunship Elite. The addition of the exclamation hints that they may have been expecting you to actually shout "Bang!" before pronouncing the rest of the title like a normal human would. To be honest I'm fine with that, and from now on any time I say the name of this game aloud, I shall indeed either be bellowing "Bang!" at the top of my voice (socially distanced and from behind a mask, of course); or inflating a balloon before popping it with a pin.
If nothing else, that'll cement Bang! Gunship Elite in the psyche of anyone who knows me; or indeed anyone who sees me walking down the street with a handful of balloons in one hand and copy of the game in t'other. Actually, the more boring explanation for the addition of the Bang! bit is that the game was - judging from an early Rayland Interactive page I found on the Wayback Machine - originally going to be titled 'Big Bang' or something similar.
I feel I've gone off on a bit of a tangent here, so let's get back on the correct flight vector. Bang! Gunship Elite is a space-based sci-fi shooter for the Dreamcast and Windows that was only released in North America. This is especially curious because developer Rayland Interactive was based in France. If anything you'd have thought the game would have been a PAL exclusive if nothing else, but no. It was published in the US in December 2000 by Red Storm Entertainment and received fairly average reviews, and to be honest having spent a few hours playing the formulaic campaign it's not hard to see why.
Before we move on to the game itself though, it's worth talking about Rayland Interactive some more, simply because there is virtually no information about the fate of this outfit anywhere online. It seems that prior to Bang!, Rayland developed a vehicular combat title called Mad Trax that was released on PC in 1998. This was followed in 2000 by Bang! Gunship Elite and a nomination for 'best start-up' at the Milia 2001 interactive media expo. According to the remnants of their website on the Wayback Machine, a further title called ZooLooz was also in production, but I can find no information on it or further evidence that this game was ever finished or released. After May 2001, Rayland Interactive simply ceases to exist.
Dreamcast Collectors Unite! Exploring your collections - Part 4
We're bringing you a quartet of collectors today, with a range of collecting habits, desires and goals - so without further waffling from me - let me introduce you to our latest fab 4, who go by the names of Ser Flash, Chris, Lee and James!
Hello fellow Dreamer! Tell us a little about yourself!
STG fans around the world know me as Ser Flash. I make up half of Studio Mudprints, and we create and host Bullet Heaven, the world's longest-running shmups review show.
You obviously have a love for the Dreamcast; when did that start?
More or less since it came out. As a staunch Nintendo player, the Dreamcast really captured my interest, especially against the PlayStation and Nintendo 64 at the time. It would become my first-ever Sega console in 2000.
So your current collection – can you give a brief description of what you have, what you collect (i.e. games only, games and console variants etc.) and what your 'end goal' is, if you have one?
We don't really refer to it as a "collection" so much as a "Library", meant to be accessed, not merely displayed. We acquire games from all regions, though North American and Japanese games make up the vast majority of our titles. In the early days, we bought all kinds of different titles, from RPGs to Fighters to shooters. These days though, it has been almost exclusively shooters, which was ultimately my end goal: Acquire and feature every Dreamcast shmup and border-liner.
Why did you start collecting for the console, and if you still are, what makes you continue?
We never really collected for the system per se; we just got games we wanted to play at first, and later just those that we thought would review well on our show. It became a more directed effort when it come to tracking down and procuring a complete set of shooting games for a large-scale video compendium. The only one requirement was that all Japanese games needed their OBI spine-cards. Now that they have been completely obtained, we still get the odd title every now and again as more new titles are made, but our focus is now almost entirely PlayStation One exclusive shooting games.
Where do you get new additions to your collection? Are you still able to find them 'in the wild' or is it online only now?
Almost exclusively online, predominantly on eBay. It sounds lazy, but scouting out and stalking the best deals on specific games can take a long while; all of the ones we have gotten were in great condition for comparatively bottom dollar, but some took time and planning. We sometimes find neat things at local shops though.
What's the favourite part of your collection, and why?
Probably Yu Suzuki Game Works Vol.1. I had no idea it existed, then I suddenly needed it more than anything else in the world. So basically it marked the time I completed a game set with a book. My favourite Dreamcast game is probably Bangai-o, though. So nice, I bought it twice.
We all love bargains, any in particular stand out for you whilst amassing your collection?
Grabbing a bunch of games on $10 Clearance in the early days was definitely nice. The used market was excellent until relatively recently then it suddenly exploded, especially for shmups. This kind of makes it hard to pick out a really good deal for its time. There have been several times we were able to get new, sealed games for well-under the typical used price in the last couple of years, so those would count, I guess.
You Can Now Access The Original Jet Grind Radio Website From Your Dreamcast
As detailed in this story over at Dreamcast Live, the Jet Grind Radio website has been resurrected in (almost) its entirety, meaning that you can once again hook your Dreamcast up to the internet and browse the various pages that could be accessed from the game's main menu. Hidden away in this treasure trove from yesteryear are a graffiti gallery and ranking page, along with a hints and tips section that actually corrects some of the information printed in the physical manual. This isn't the first time a game's bespoke website has been revived, as the Sonic Adventure and Sonic Adventure 2 sites were both brought back online recently too.
Dreamcast Light Gun title Death Crimson 2 has been Translated into English!
For a console that famously championed peripheral use, the Sega Dreamcast sure had slim pickings when it came to games that utilised the light gun. Most notably, the console received arcade-perfect ports of both The House of the Dead 2 and the severely underrated James Bond 'em up Confidential Mission; but what else was there? Those who dared to discover were met with Silent Scope without light gun support, a port of Virtua Cop 2 that was stuck on a disc with a load of poorly emulated Genesis games (unless you imported the standalone Japanese release), a hidden light gun mode in Demolition Racer: No Exit (yes, really), and the Death Crimson series.
Developed by Ecole and released exclusively in Japan in 1999, Death Crimson 2: Meranito no Saidan has the very distinct privilege of being the sequel to a game so notoriously bad that it had a particularly masochistic set of Japanese fans gluing the game's disc into their Sega Saturn so as to make sure the console could never play any other game. Luckily, Ecole did improve, and Death Crimson 2 was received better than its predecessor. Perhaps the most intriguing part about this sequel was the inclusion of a full story mode with almost Resident Evil-esque free-roaming sections where you explore in a third-person perspective outside of the light gun gameplay. While an "improved" version of Death Crimson 2 called Death Crimson OX did receive a Western release (in the USA, at least), it completely dropped the story sections, meaning non-Japanese speakers never got a chance to experience this weird mishmash of gameplay in the English language.
Well, fret no more, as a fan translation of Death Crimson 2 has just released today! And who translated this Dreamcast light gun oddity, you ask? Well, it's the same guy who did the last English Dreamcast fan translation, too, and many before that! That man being - of course - the ever-busy Derek Pascarella.
With Derek's patch, everything in the game is now translated into English. This includes everything from the story sections, to cutscenes, to textures and graphics; with misspelled English place names (such as street signs) also being corrected to match the official Western release of Death Crimson OX.
As always with Derek's releases, he's gone above and beyond with extras and enhancements. First up, Derek has added a VMU icon for the game, because Ecole were too lazy to implement one themselves. Next, he added a cheat function, which can up your lives and reset any countdown clock with a simultaneous press of the Dreamcast controller's left and right triggers. The reasoning for this is to allow players to experience the game's story without having to endure going through numerous difficult stages repeatedly.
Then you have the bonus content section, which is accessible from the game's main menu. Utilising a modified version of the Dream Passport browser, players can access a variety of extras from the series, including a video of composer Kunitaka Watanabe tearing it up on the keyboard as he plays the original Death Crimson theme, along with an archive of fan support messages from Ecole's now-offline official Death Crimson 2 website, which have been machine-translated into English.
So, to download Derek's fan translation patch for Death Crimson 2, just head to its dedicated GitHub page to download it. For detailed steps on how to apply the patch for your desired method of play (i.e. burning to a CD-R, playing on an ODE), see the patching instructions section of the README. While the game does support the standard controller, if you're going to be using a light gun I recommend consulting the section on light gun compatibility. Make sure you report back to Derek if you experience any issues with a particular light gun setup, as he will aim to try and resolve such compatibility bugs in the future.
Are you going to crack out the light gun and give this English fan translation a go? Let us know in the comments below, or by hitting us up on one of various social media channels!
ElysianVMU - A Brand New VMU Emulator From Elysian Shadows
The game is also launching on PC and Mac however, and due to the game's reliance on the humble VMU for certain aspects of the adventure, Falco took it upon himself to develop a brand new and totally bespoke VMU emulator for Elysian Shadows; thus allowing computer-based players to get the full experience. Not only that, the emulator - titled ElysianVMU - will allow gamers to take the myriad mini-games away from their computer and play them on Android and iOS devices. To this end, I'm extremely excited to allow Falco Girgis himself to explain in his own words what this new VMU emulator is all about and what it means for the Dreamcast indie dev community going forward. Falco, over to you...
Developer Interview: Retro Sumus' Carlos Oliveros
DCJY: Could you tell us a little bit about Retro Sumus? Who makes up the team and what are your roles?
Carlos Oliveros: Retro Sumus is both our name and our tag line, so to speak. It's Latin for "we are back," or "we are retro" which in my humble opinion makes for a nice Twitter hashtag, don't you think?
#Yes
Right now, the team is made up of four fine gentlemen: Daniel aka Chui, Abel, Juanjo and yours truly. Chui is like Cypher from the X-men and understands any computer language you throw at him, or like Cypher from the Matrix now that I think of it, as he seems to see the world in code. Abel is our 3D designer and the owner of the brain behind Project Q (we'll get to that). Juanjo is in charge of the sound department, and I'm the main writer/translator and the communication guy.
For our first announced project AMEBA, we're recruiting a 2D artist and two more screenwriters to help us put everything together, as it's quite a big story for such a small team.
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The original AMEBA teaser artwork |
In short, yes. I was one of the translators for Watermelon's Pier Solar and, after the Mega Drive release and the fans asking for a PC and a Dreamcast conversion, I introduced Chui to Tulio from Watermelon, as they were looking for a capable programmer to port the original Mega Drive code to more modern platforms. Being the awesome fella that he is, and the creator (or co-creator) of so many emulators and tools for the Dreamcast and other machines, he jumped at the chance and has become Tulio's right hand since, as far as I know. I only knew Chui for his emulators and had talked to him a few times before that, but we began working closer and chatting every other day from then on, as he worked on porting the game and I translated all the new content.
I think Chui brought Abel with him to Pier Solar. There was a Mode7 level in the original game which had to be remade from scratch for the conversion, so he did the 3D for that stage. That initial work was in fact the germ for Project Q.
Juanjo had never worked on any videogame related project. He's a piano teacher and producer, and the current keyboardist for spanish bands Efecto Mariposa and Los Aslándticos. When I told him about my ideas for AMEBA, he didn't even let me finish and said he wanted in. I was honoured, as he knew I couldn't possibly pay him (for now anyway) and didn't care at all. He immediately improvised a beautiful piano tune that will become one of the main themes for the game.
FuZzCasT Home Entertainment - Dreamcast Video Returns!
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Ooooh, shiny. |
6 Games that Scratch the Shenmue Itch
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Image credit: New Game Network |
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Image credit: New Game Network |
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Image credit: New Game Network |
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Image credit: New Game Network |
A Beginner's Guide To Aero Dancing & AeroWings
So sang the patriarchal Mr Banks in Walt Disney's 1964 classic horror Mary Poppins. And, oh how we flew our kites and wore the shit out of our pinstripe suits while we did so (I for one can't wait for the upcoming sequel, which reportedly features a dubstep remix). But let's be honest - while kites are fun, they aren't a patch on F-15 Aggressor fighter jets; and happily, the Dreamcast has those in abundance. Yes, the Dreamcast is a console that wasn't left wanting when it came to flight games, both of the simulation and arcade varieties. Indeed, some of the first games I ever played on Sega's final console involved two-winged harbingers of death - namely the Japanese releases of Incoming and Air Force Delta.
Alongside those two, others came: Toy Commander featured some aerial combat missions, while Iron Aces/Imperial No Taka - Fighter of Zero was a pseudo World War II flight sim, complete with a totally fictional theatre loosely based on the events of 1939 - 1945. Later, Propellor Arena promised pure arcade dogfighting thrills before being cancelled - allegedly - due to the horrific events of 9/11, although it's available online if you know where to look. The one series that really grabbed the genre by its horns though, was undoubtedly CRI's Aero Dancing franchise. A series that began primarily as a skill-based jaunt through the clouds as an aerial acrobatics pilot; but which ended with players earning their wings as full blown combat pilots, engaging in aerial dogfights, taking out warships and destroying ground units with well placed missiles and bombs. Quite the turnaround, no?
Join us as we dissect this intriguing and well regarded series of flight sims, and take a look at the dedicated hardware released for the Aero Dancing games; as well as the individual entries in this rich and engaging franchise. Dig our your flight suit, don your helmet and strap in as we get ready to engage in some Aero Dancing at supersonic speeds...
Scraping the Bottom of the Barrel
Damn you Mike Phelan! |