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Interview: Out of Print Archive

Many gamers of a certain age will no doubt recall those halcyon days when the only way to really get your fix of gaming news, was to await the monthly publication of your favourite magazine. The internet of the early '90s was far removed from the internet of present year, and as such watching video of new releases or flipping through hi-resolution images direct from developer on social media wasn't something you could do. Indeed, most of my early memories of using the internet to find out about new game releases involve sneaking into the school IT suite at lunchtimes to employ Alta Vista in my insatiable quest for knowledge. Oh, and using Game Sages to get cheats. Does anyone else remember Game Sages or am I just making that website up?

Kids these days will never know the anticipation of that illuminated N *shakes fist at cloud*

Yes, back in the day, the magazine was king and it was through reading those printed materials that I took an interest in pursuing games journalism as a profession. Nowadays, I'm actually quite glad that I am not a professional games journalist, such is the the way online discourse has morphed, but for a period back in the late '90s and early 2000s it was all I wanted to do with my life. I'm pretty sure I'm not alone in that ambition either. 

Magazines of that period, and more to the point - the people who created them, were our heroes. They were the influencers of their day. Gus Swan, Marcus Hawkins, Caspar Field, Les Ellis, Jaz Rignall, Radion Automatic, Zy Nicholson, Wil Overton, Paul Davies, Keith Stuart, Simon Phillips, Ed Lomas, Tim Weaver, Mean Yob...just a few of the names I can instantly rattle off as an avid reader of a plethora of UK magazines from the 90s and 2000s. And I'm sure those in other parts of the world, and of a certain age can name the authors of their favourite magazines too.

The point I'm trying to make is that magazines were a huge part of many gamers' formative years, and the popularity of podcast Maximum Power Up's superb series of interviews with journos of yesteryear proves this. Furthermore, one website which encapsulates the magic of print media and preserving those memories is the excellent Out of Print Archive. A repository for digitised copies of print magazines of a bygone era, the Out of Print Archive has cemented itself as one of the premier online destinations for anyone who is looking to re-read those magical tomes of their childhood and take a walk down memory lane.

For this reason, we thought it would be pretty cool to speak to the people behind Out of Print Archive, ask them where the inspiration for the site came from, their digitisation process for various Dreamcast-related (and other format) magazines, and to find out what makes them - and the Archive itself - tick. Enjoy...


DCJY: Thanks so much for agreeing to speak to us about all things magazines! Could you tell us a bit about who you are, and what your roles are at Out of Print Archive?

Andy: Hello, my name is Andy (meppi64), I’m from Belgium and I’m working my way through scanning all my UK magazines, editing and restoring them. I also do all the coding and design work on the website itself and I run the Twitter account.

Neil: Hi, I'm Neil, I'm from the United Kingdom (Scotland) and I am one of the admins at Out of Print Archive. One of my initial roles when starting the project was to reach out to the UK publishers in an effort to obtain permission (officially and unofficially) to archive their back catalogue of gaming magazines. 

This allowed us to archive classic video gaming magazines without the nagging feeling that a publisher might come along with a cease and desist order. I have also written the odd article on classic magazines and have caught up with a few important people from the magazines in questions for an interview or input for a feature.

What’s the origin story of the Out of Print Archive? When and why did you decide to set up the site?

Neil: I have always been a fan of classic gaming magazines which lead me to create my own digital retro gaming magazine called Retroaction in 2008. After the release of the first issue, Carl, a fellow retro gaming magazine fan commented on how the ‘zine reminded him of the classic magazine GameFan, particularly its design and layout. 

He asked if he could post the news of the release with a small write up on the retro gaming forums where he was one of the admins along with Andy. This in turn introduced me to the world of magazine archiving and to Andy and his fantastic method of archiving Official Sega Saturn Magazine. I knew then that I wanted my own magazines to be archived in a similar way.

By 2009, we felt we needed to start our own archiving project. One that was totally transparent: free from ads, donations, or any other hindrance. Our main reason for this was to follow on from one of our main goals, in that to reach out to the publishers from yesteryear and get their permission to archive their back catalogue of magazines.

Andy: Originally I came across just 3 digital scans of the Official Sega Saturn magazine online, this must have been somewhere around 2004-2005. No matter how hard I looked, I couldn’t find any more. Reading through these made me remember just how incredible this magazine was and how it was seemingly lost to time, hardly 6 years after the final issue was released.


So this set things in motion for me. I started the hunt down a complete set, with the goal to scan them (in a rather poor fashion at that time) and looking for various ways to get them into peoples hands again. From here, it snowballed into collecting a lot more magazines.


I met Neil as well as Carl, who has since moved on to other projects, on a message board and after a lot of trial and error, as well as seeing how several scanning projects handled things in ways we didn’t agree with, we decided to set up our own site. Focussing on putting quality above everything else, but also doing things with respect towards not just the publishers, but also the editors, writers, designers, etc.

Basically all the people who originally created these magazines we all fell in love with at one point of our lives.


Wow, so we effectively owe the creation of the Out of Print Archive in some way to the Official Sega Saturn Magazine. Not what I was expecting! You clearly have a love of print media - what are your earliest memories of print magazines?

Andy: My earliest memories of a print magazine has to be Club Nintendo. Not quite sure how I found out about it, but I believe there was some kind of postcard included with certain NES games, which you could send in to Nintendo to request a subscription. Once you were signed up, every 2 months you would receive a free copy of Club Nintendo magazine, which lasted from 1989 to 1993.

Neil: My earliest memory of print magazine is picking up C+VG in 1988. I was fairly late to notice magazines, considering I had been playing games for at least three years up until that point, but C+VG opened my eyes to the wonders that were out there. I eventually reserved a copy of C+VG and continued to receive a copy of it until the early 2000s. My other earliest memory is of grabbing a copy of Amstrad Action in 1989. It was an anniversary issue where they gave away a cover-mounted cassette tape with demos and freeware stuff. This issue also reviewed one of my favourite computer games of all time, Laser Squad.

Trapped on Dreamcast: 10 exclusives that never left

In the dog days of the Dreamcast's reign, it became somewhat obvious and inevitable that Sega would take many of its most beloved franchises and port them to other systems. The pivot into becoming a major third party publisher was pretty much written in the stars, and Sega had the catalogue to pull off such a previously unthinkable task. The Sega of 2001 had a glittering array of first party gems that were screaming out to be unleashed onto the PlayStation 2, Xbox and Gamecube (and beyond), and nobody can deny that those first few years after the Dreamcast bit the dust were truly epic for Sega, as it left the hardware business and forged ahead as a major publisher.

"Sega is a company that has always dared to innovate and push this industry forward. Sega will continue to do so with its new strategy, and the result for consumers will be what you would always expect from a 'rules-breaker' like Sega - a library of pioneering, jaw-dropping content now available any way you want to play."

- Peter Moore speaking to IGN, February 2001

As well as arcade ports and first party games that were originally destined for the little white box, Sega took many of the Dreamcast's most iconic titles and either ported them to other platforms in-house, or farmed out responsibility to third parties. For the most part, this worked out pretty well for Sega and the games that made the leap often ended up having extra features imbued upon them. Sonic Adventure and its sequel, Skies of Arcadia, Ferrari F355, Crazy Taxi, Sega GT, Shenmue II, Rez, The House of the Dead, Space Channel 5...the list reads like a veritable smorgasbord of 'triple A' (Jim Sterling voice optional) experiences and franchises. Of course, this could also be said of the myriad third party releases that debuted on the Dreamcast; with esteemed titles such as Dead or Alive 2, Soul Calibur, MDK2, Headhunter and Resident Evil Code: Veronica all being ported. In the case of the latter, ported to death...which is ironic.

What I'm getting at is this - if you were a Dreamcast owner when the power cord was pulled from the console on that fateful day back in early 2001, you could quite easily have gone and bought a competing platform from any of the other major manufacturers and continued the Dreamcast party like it was 1999 (or 1998 if you were, y'know, in Japan). But what about the Dreamcast titles not only from Sega, but from third parties, that never made the leap from the sinking ship like so many digital rats? The titles that still to this day have never been ported to alternative platforms and can still only really be played on a Dreamcast, or an emulated Dreamcast, at the very least? Let's take a little look at 10 titles (in no particular order) that are effectively trapped on the Dreamcast, and never left for pastures new...


1. Seventh Cross: Evolution

We covered this little oddity a while back here at the Junkyard, so if you'd like to read a more in-depth analysis please feel free to check it out here. For brevity though, Seventh Cross is a game quite unlike anything else on the Dreamcast, in that you begin the game as a helpless organism that must adapt to survive the harsh alien landscape it is born into. 

From slopping about in a primordial pool trying not to become lunch for other lifeforms, to escaping the aquatic cradle and embracing a more land-lubber-esque (yep, just made that term up) approach to this crazy little thing called life, Seventh Cross is a truly bizarre experience. The game was localised in English but never received a PAL release, and it's not really very difficult to see why. I can't imagine many people would have been champing at the bit to give this a go during the early years of the Dreamcast's life when stuff like Pen Pen TriIcelon was vying for attention on store shelves. Um.


2. Gundam Side Story 0079: Rise from the Ashes

The Dreamcast isn't lacking when it comes to games featuring mechs head butting each other after spilling each other's pints, and Gundam Side Story is one of the better 'simulation' style offerings. Unlike the arcade brawlers like Tech Romancer, and the battle arena shenanigans of Virtual On and Frame Gride (see below), Gundam Side Story allows the player to slip inside the cockpit of a building-sized mech and take part in a first person tactical battle against enemy units on sprawling maps.

Cast your mind back to stuff like Iron Soldier on the Atari Jaguar, but add vastly superior graphics and a really quite engaging storyline and you're on the right track. While Gundam Side Story may look like a pretty basic military shooter, there's a huge amount of tactical play involved, and giving orders to your fellow mechs on the battlefield is an integral part of proceedings. Add to the mix a healthy dose of ranged combat and hand-to-hand mech fisticuffs and this is about as close to Pacific Rim as you can get on Dreamcast. Sort of.


3. Armada

Armada is a game that's quite difficult to categorise. In some ways it's an arcade shoot 'em up, in other ways it's almost an RPG, while in others it could be classed as a multiplayer couch co-op experience. Either way, it is an intriguing title that never experienced much in the way of success due to the fact that it was only released in the United States. A PAL release was scheduled and cancelled, as was the planned sequel. We have looked at Armada briefly in the past, check out our article featuring it here.

Essentially a top down space opera style adventure, in Armada you spend your time traversing the vast distances of the cosmos, plotting courses with co-ordinates and battling marauding alien fleets on the way. You can hire allies to help you fight off the alien threats you encounter throughout your journey and the game is playable by up to four people on one Dreamcast. It's almost like a couch co-op forerunner to stuff like Helldivers, where having some human comrades to assist you will make the game much more manageable (and enjoyable). It's also worth mentioning that Armada was originally conceived as an online multiplayer experience, but that option appears to have been removed during development. Still, it's an interesting and ambitious title that could have been way more popular had it been released with an online component as originally intended.


A Quick Look At Summoning Signals (Demo)

Summoning Signals is but one of a handful of new games heading to the Dreamcast in the near future, and it also happens to have a demo version freely available to download, burn to a CD and play on actual Dreamcast hardware.

Naturally, we thought it only proper to grab the demo and give it a whirl, and to give our impressions of this early build here at the Junkyard. Just to clarify, this new demo is not the same as the old demo - the old demo being a sort of mini game that featured a two-headed serpent with a penchant for Soul Calibur quips. No, this new demo is a demo of the actual Summoning Signals game, in all its point and click, photogrammetry-enabled glory.

So what is Summoning Signals then? Well, in time honoured fashion, it appears that indie developer 12db.soft have crafted a slightly esoteric sci-fi point and click adventure game, which relies pretty heavily on the sort of eerie, technology focused strangeness you're likely to find in a Mark Z. Danielewski novel. Lots of abstract music and sound effects, very little hand holding, and a leaning on the player to work it out for themselves...imagine that in this day and age!

The game starts with a fairly bizarre cutscene that depicts you crashing your ship on some alien world. There's lots of arcane symbolism and almost Lynchian aesthetic cues as the ship loses power and descends; and you are left to work out how to use your damaged radio to make contact with a benevolent stranger and follow their instructions to get out of your predicament. That predicament being, y'know, that you're stranded on an alien world.

Due to the nature of Summoning Signals' reliance on the abstract, it's probably an intentional design choice that it's all a bit baffling to begin with. You move a crosshair around the screen and focus on items in the world, selecting them as you go - the VMU will beep and display icons when you happen to hover over a point of interest (which is a nice touch). 

You can also pull up an inventory of sorts and activate a radio through which you communicate with the stranger (who goes by the name Copper) and you can move between screens by hovering over arrows that appear at the screen edge and selecting them. Check out the short video I put together of the first few minutes of the demo below.

Overall, from what I've played of this demo I'm even more intrigued by how weird 12db.soft can make this game. Apart from the unique visual style which mixes interesting photogrammetry with a rudimentary day/night cycle, the oddness of Summoning Signals really appeals to me.

There's no set release date for the final game yet, but you can grab this demo from the Summoning Signals website and play it either on a PC or on Dreamcast hardware. I did have a few instances where the demo froze, but that's forgivable in this early state.

Let us know if you've played the demo in the comments or on Twitter.

Review: Xeno Crisis

It's hard to know whether even the most optimistic of us would of believed that, more than 15 years after it's inception, the Dreamcast Junkyard would still be reviewing new titles for the console which we all share a passion for. Yet here we are, in a year many of us believed we'd be living on the moon and driving flying cars, still hungering after more releases, and our appetites being sated with a steady supply of some of the finest Indie releases we've ever had. Our childhood fantasies of space-age dwellings and hoverboards, neon lit utopias and colonisation of other planets may not have been met - the steady diet of science fiction fueled expectations of our youth replaced instead with social media, disappointing Sega announcements and a global pandemic - but our consolation prize seems to be an incredibly healthy independent development scene, far removed from the 'yet another Shmup' days of old.
I can only imagine Bitmap Bureau grew up with the same dizzying expectations of our future. For them, the future was clearly 'out there', rather than 'stay at home', and in this new release for the Dreamcast, it seems mankind has indeed ventured away from our terrestrial origins, and made a life for ourselves amongst the stars. Of course, for every Utopian prediction that science-fiction gave us, there was a darker, grimmer dystopia waiting around the corner. For every Star Trek, there's an Aliens, after all. It's safe to say, that the universe that Bitmap Bureau believes mankind will inhabit may have just a touch of the latter - even the title of this new release hints at that. Xeno Crisis - not 'Xeno family picnic' you'll notice, paints a universe in which the Earth's best and brightest must deal with a threat of the extra-terrestrial kind. A distress call is received, and our guys at a research station seem to be dropping like flies due to a serious bit of unwanted alien violence. Step forward Commander Darius and his elite marines, our best hope at beating this off-world menace, now tasked with taking on whatever nasties the galaxy throws at them.


It's a classic sci-fi scenario, one we've probably heard many times before, but there's a reason for it's popularity - we all want to be the saviour of the planet against a horde of ugly, puss-ridden, vomit belching aliens, whilst shooting a completely infeasible amount of ammunition and shouting out Arnie-like quotes in a terrible Austrian accent. It's violent, it's action packed, it's all shouty, sweary and loud, and most of all, it's bloody good fun.
Bitmap Bureau promised to deliver this with Xeno Crisis during a highly successful kickstarter back in 2017, with plans to release the game on various consoles, both current gen and classic, and as well as bringing us glorious 80's action flick silliness, it was going to take a not-inconsiderate amount of inspiration from classic twin stick shooters of old as well. It felt like it was ticking all the right boxes, and now it's the Dreamcast's turn to experience the games delights after various other versions had their time to shine. The important question though, as always, is, well... is it any good?

You're damn right it is...

Hands on with the 'RetroFighters DC Striker' Pad

I dislike the term Retro gaming, as a label I feel like it's too simplistic a term and not anyway near tangible enough when people try to define what it actually means. Does a game or console need to be from a certain console generation? Does it need to have been released during a certain year or have other technological parameters to be defined as retro? Do you have to be at a certain age or experience level to be able to use the term? And why do other forms of media not have the same fascination with the term that gamers do?

For me a better way to describe 'retro gaming' is as something that is historically important to your age group or own personal life. Space Invaders and Pacman are still great games I am interested in playing, whereas I dislike others from the same period and will give up on them after about 45 seconds, similarly in cinema terms I would just call 'Jaws' a masterpiece and recommend it to anyone despite it coming out 7 years before I was even born, but I don't value or label all films from that era in the same way, there is no retro in other mediums as contentious as in Video games.

Xeno Crisis for Dreamcast has gone gold!

Bitmap Bureau have announced via a Kickstarter update that the long-awaited Dreamcast version of their 16-bit styled, Alien-inspired shooter has finally gone gold! This means that the game has been finished and production is due to start imminently; and means it will undoubtedly join the line up of Dreamcast games heading our way in 2020. For the uninitiated, Xeno Crisis was a funded on Kickstarter back in 2018 and the Dreamcast version was added as a stretch goal alongside the standard Mega Drive, Switch, PS4 and Xbox releases; with a NEO-Geo port also on the way.
We've kept an eye on Xeno Crisis ever since it was announced, and several members of the team here at the Junkyard have played the game to death on other formats...but the wait for the Dreamcast version is almost finally over.

Mike Tucker of Bitmap Bureau says in his May 2020 update: 

"We’re sorry that this update has been delayed several times, but these updates often take a few days to put together and we thought we’d push on whilst the development of the Dreamcast version was going well, and the good news is that it has gone gold and has been sent for manufacturing! We’ve tested the gold build thoroughly on all of the Dreamcast variations we have, using a range of controllers and peripherals, and everything seems extremely solid - thanks in particular to Tom Charnock and Mike Phelan of The Dreamcast Junkyard for supplying us with various bits for testing."
- Mike Tucker, Bitmap Bureau

In the name of transparency, the various bits mentioned include an Ascii control pad and a Dreamcast Twin Stick controller, the latter of which can be seen in the video Mike posted on Kickstarter and YouTube:


Personally, I've only played the Switch version of Xeno Crisis so far, and it really is a corking retro style shooter. As alluded to earlier, it does lean heavily on the 'space marines kicking alien ass' tropes laid down in popular works of fiction we probably don't need to name check; and for that it should be applauded. It's a no-nonsense nostalgia trip, which takes you back to when games were hard as nails and there were no save points.
The premise is a simple one - enter the infested base, shoot alien scum in the head, rescue civilians and escape with your life. Power-ups and additional weapons can be collected along the way, and the stats of your chosen marine can be boosted between stages to help level the playing field when taking the fight to the xenomorph hoards and their huge end of level overlords. It's rollicking good fun and is tough as old boots...and that's part of the appeal.
The Dreamcast version in particular looks to make great use of the unique features of the system, with VMU screen logos (above), support for VGA monitors and the aforementioned Twin Stick and Ascii pad compatibility. It looks like we won't have long to wait until Xeno Crisis starts landing in GD-ROM trays around the world, and we'll be sure to give it a thorough play test here at the Junkyard when it hits.
Excited for another new Dreamcast title? Have you played Xeno Crisis on other formats? Let us know in the comments or on Twitter.

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Shenmusings of Dobuita, Community, and the Friends We Stalked Along the Way

In better times, my neighborhood reminds me of Dobuita, the vibrant business district setting of Sega and AM2’s pedestrian stalking simulator, Shenmue. It bustles with life as people pack the restaurants, bars, shops, parks, arcades, and the streets in between. I can take a quick jaunt down the road and be surrounded by patrons, workers, shop owners, cooks, bartenders, barbers, and even sailors (well, commercial fishermen, actually). These folks are more than cursory non-player characters. They are my neighbors. They are my friends. They are the very fabric of my community.

But for now, they are gone.
These days, walking through my neighborhood feels like I’m in a typical late '90s video game town. Clusters of buildings line the street but the developers were unable to render more than a handful of NPCs to populate it.

Taking a step back: My heart goes out to everyone struggling through this uncertain and challenging time. If there’s a silver lining, it might be that we’re fortunate to have a hobby like video games to help bide our time as our non-virtual world lies in stasis.

It also helps that gaming is a uniquely personal medium. Through our interaction and immersion, games invite us to co-author a broad range of experiences which we can enjoy on a multitude of levels. Games can bring welcome moments of reprieve and distraction. We can find comfort in their escapism and nostalgia. Whether from across the couch or the internet, we can share experiences with old friends and make new friends of strangers. Beyond that, games can challenge us – and not only in terms of precision, reflexes, or strategy. They can push us to expand our understanding, grow our perspectives, and stretch our imaginations through memorable experiences that we carry with us long after we’ve put down the controller.
In its own way, this situation is a unique opportunity to slow down and consider what is most important to us, whether that's friends, family, community, altruism…and video games, of course. Lately, I’ve been reflecting on my time with gaming, what I appreciate most about the hobby, and what I really want out of it going forward. I’ve also thought about the games that significantly shaped how I engage with the medium. In that sense, I can’t help but keep coming back to the Dreamcast’s library.

Nostalgic attachment aside, Sega’s swansong console simultaneously defined and challenged my perceptions of video games. Although the Dreamcast initially drew me in on its promise of more-than-faithful arcade conversions and the triumphant return of a blue childhood icon, it ultimately forged its legacy by striving to redefine gaming’s future more than rehash its past. It showed me how games can be more unique, interesting, and meaningful experiences well beyond their fun factor and replay value. Through its culture of unbounded creativity, the Dreamcast was refreshingly unorthodox and innovative in ways the industry rarely allows.

In some ways, the Dreamcast was as much an art collective as it was a consumer product. Nowhere was this clearer than in the unchecked (and frankly, fiscally reckless) authority Sega gave its development studios and publishing partners to create whatever the hell they wanted for its wacky white box. In that spirit, this essay could've been about any one of the Dreamcast’s unabashedly inventive works: Rez, or Jet Set Radio, or L.O.L.: Lack of Love, or the VMU, or Illbleed, or Maken X, or Chu Chu Rocket, or D2, or Roommania #203, or Seaman, or Samba de Amigo’s maracas, or…you get the idea.

But this is about Shenmue, because of course it is.

Dreamcast Collectors Unite! Exploring your collections - Part 4

Hello fellow Dreamers, and welcome back to our ongoing 'Dreamcast Collector's Unite!' series of articles, taking a closer look at the collections of Dreamcast fans from across the globe. So far we've uncovered rare controllers, heard people's fondest memories of the console, the game and the merchandise that make up their collections, and seen some of the rare - and not so rare - pieces that make collecting for this console such a passion for so many people.

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!

Ser Flash

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.

Dreamcast Collectors Unite! Exploring your collections - Part 3

We put the call out for collectors willing to show off their collections, and the responses have come thick and fast. After showing off our first 5 contributors earlier in the week, we're back again for part 3 of the Dreamcast Collector's Unite! series, with 4 more fans of the Dreamcast letting us take a peek at their cherished collections.

So take a seat, grab yourself your favourite beverage (in a Dreamcast mug, of course) and come with us as we explore the collections of 4 wise men who go by the names of Adam, Brandon, James and Mike.

Adam

Hello fellow Dreamer! Tell us a little about yourself!

My name is Adam, better known on YouTube under "TechnicalCakeMix". I'm a Brit who has found himself in the United States for... reasons? I think?

You obviously have a love for the Dreamcast; when did that start?

For years I've been a fan of Cammy White, from Street Fighter - and as it turns out, she has a spin-off game of her own, called "Cannon Spike" that was exclusively on Dreamcast. While living in the homeland, I never found it for a reasonable price, and so sadly it never came to fruition - cut forward to 2014, the year I moved to the United States, and my now wife (then fiancee) gave me a huge surprise with a gift of not only my own Dreamcast console, but also a copy of Cannon Spike. From there, the rest as they say, is history.

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?

I have around thirty games so far in my collection, which does not sound like a lot - however I've been focusing mainly on the higher $$ titles and the harder to find items before the market inevitably explodes. My eventual goal is to get as close as I can to 100% of the NA library, and also get some region exclusive oddities (some of which like Frame Gride, I already own). I've also been on the hunt for promotional merchandise, as well as oddities from the era.

Dreamcast Collectors Unite! Exploring your collections - Part 1


We put out the call to our fellow Dreamcast collectors, and my word, didn't we get a response! We've had such a quantity of replies, it's going to warrant several articles to cover you all - great for us, as there's more glorious Dreamcast goodies to gaze at!

So join us, as we delve into the games rooms of our first set of featured Dreamcast fans. There's a wide range of differing approaches to this collecting lark, and we have a selection of those on offer today. Without further ramblings from me, let's meet our first 4 collectors - say hello to Tristan, Mike, James and Stephen!

Tristan


Hello fellow Dreamer! Tell us a little about yourself! 

Hello! I’m Tristan (@Infiniteque) from Cleveland, OH and I run gaming and Esports events in the city that are free and open to everyone. I’ve been a huge fan and collector of the Dreamcast since it was released and it remains my favourite console. I love sharing my collection with others so they can experience games they may not have had the chance to play before! 
You obviously have a love for the Dreamcast; when did that start? 
  
So, I remember going to the mall arcade with a buddy of mine and we happened to walk by a game store's display where they had a Dreamcast playing Sonic Adventure. I remember being absolutely stunned and stopped in my tracks, not expecting to see it, and was blown away by the high-res screen and graphics. As I think back, they must have had it connected via VGA because more than anything, I just remember how sharp the visuals were! 
  
I didn't get my own until I set off for college when my younger sister got me a Dreamcast as a going-away gift! Who could ask for anything better? 
  
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? 
  
Within my collection, I have a wide variety of original Dreamcast titles, arcade ports, and lots of peripheral-based games. Over time, I began to focus on those games that required special peripherals (arcade sticks, dance mats, fishing rod controller, light guns, etc) to get the full experience of, and my end goal is to find and acquire all of those games! 
Why did you start collecting for the console, and if you still are, what makes you continue? 

I started to collect Dreamcast stuff mostly because of the fact that I could not believe how amazing so many of the games were! Game after game, I was in absolute awe of the library every time I saw something new in a magazine or in-person. It got to a point where I thought to myself “Alright, I’m just going to get everything I can for this console!” Currently, I don’t consider myself to still be collecting technically, but I do not pass up opportunities when I come by them! 
  
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? 
  
Interestingly enough, it’s a mix of both when it comes to buying offline and online! Of course, online is best but every so often I will wander into a used game store and stumble upon something. 
  
What's the favourite part of your collection, and why? 
  
Within my collection, nothing beats setting up and playing Virtual-On: Oratorio Tangram with others on two Dreamcasts, VS Link Cable, two sets of Twin Sticks, and both connected to monitors via VGA. That’s my absolute favourite for sure! When introducing new players to this game and playing it this way, seeing the joy on their faces is the best.
Also, sidenote; shout-outs to all the Phantasy Star Online fans! PSO was probably the single greatest gaming experience I've had in my life!

Book Review: Sega Dreamcast: Collected Works

Full disclosure before I delve betwixt the pages of this Dreamcast-flavoured slab of goodness: I - along with several other members of the Junkyard team - backed Sega Dreamcast: Collected Works on Kickstarter. Now that's out of the way, let's begin.
320 pages of Dreamcast loveliness
Sega Dreamcast: Collected Works is the latest book release from Read-Only Memory, the outfit responsible for such highly regarded tomes as 2014's Sega Megadrive/Genesis: Collected Works and 2016's The Bitmap Brothers: Universe. The Dreamcast-themed wad of paper we have here was originally funded on Kickstarter back in 2017, and was slated to be delivered to backers in November 2018, but for various reasons was delayed for the best part of a year. If you'd rather watch a video and listen to my horrendous voice instead of read my words, you can do so here:


Regardless, Sega Dreamcast: Collected Works has started shipping to backers across the globe (as of December 2019), and we decided it was only right and proper that we cast a critical eye over what those cool dudes Darren Wall and Simon Parkin have delivered for Dreamcast fans who love a good read/like to gawp at pictures.
The cover has a real air of quality
The version being looked at in this article is the standard backer's edition of Sega Dreamcast: Collected Works, but there are some fancier iterations, such as the Jet Set Radio, Phantasy Star Online and Shenmue themed ones; along with copies signed by Sega and Dreamcast visionaries such as Naoto Ohshima (Sonic), Tetsuya Mizuguchi (Rez) and Yu Suzuki (the kitchen sink). These were available at higher tiers than I could realistically afford to spend, but I'm sure whoever got them will be very happy with their purchases. That's not to say that the standard backer's edition is anything other than top drawer in terms of quality and content though - far from it, in fact.
Naturally, Shenmue features heavily
This standard edition comes with a solid, white hardback cover, complete with embossed lettering and a fantastic Dreamcast swirl hidden beneath a rather nice holofoil sleeve (emblazoned with a Dreamcast console, naturally). The book just oozes quality, and from the moment you peel off the shrink wrap you know you're holding a premium product. The book weighs in at 320 pages, and the hard cover and thick, glossy sheets of papyrus contained within are hallmarks of Read-Only Memory's consistently top notch offerings...

Retro Fighters 'Next Gen Dreamcast Controller' Kickstarter Update

Image from the Retro Fighters Kickstarter update
Retro Fighters have just posted an update on their progress on the Next Gen Dreamcast Controller they are working on (via Kickstarter). While brief, the post does state the analogue stick 'feels great' and that there is a video of it in action is on the way, (we'll link to it once it's up).

In the questions section of the update, they confirm the pad will work with the microphone attachment, which added with the rumble and VMU support, makes the pad as fully featured as possible.

We are always fans of new work Dreamcast related, so I reached out to the Retro Fighters crew and they agreed to answer a few additional questions for us folk here at The Dreamcast Junkyard.

DCJY - Hi guys, thanks for taking the time to answer some questions for us, having previously worked on different systems, what made you choose the Dreamcast this time for your project?

Retro Fighters - We chose the Dreamcast because it holds a special place in our retro gaming collection. We at Retro Fighters are avid retro gamers and the Dreamcast has many gems in its library of games. Secondly, we saw that there wasn’t many companies making products for Dreamcast (especially controllers), we felt that there was a need for a new controller for the Dreamcast gaming community.

What has been the biggest challenge so far?

The biggest challenge with the Dreamcast controllers has been engineering the ergonomics while maintaining functionality. Everything from the controller shape and analog stick size was put into consideration to make sure we deliver nothing but the best playing experience for the Dreamcast. We started the initial ideas & designs for the Dreamcast controller about 2 years ago, so you can see that we are taking our time on getting everything right for you guys!

How have you found working with the Dreamcast community compared to the fan bases of the other products you have done so far?

Honestly we really haven’t noticed much of a difference between the two different communities. They both have a loyal following, we have gotten a lot of positive feedback, support and comments. We feel that the N64 community has been great with their response on the Brawler64. Both N64 and Dreamcast gamers have been very positive about what we are trying to do for the gaming community, we are trying to make fun and innovative products (that we also want to use) for all gamers.

What are the teams personal experiences with the Dreamcast?

One of the owners personal experience: “The very first game I played on Dreamcast was Sonic Adventure back in 99, the graphics and gameplay were impressive and fun, even the VMUs were innovative, being able to be used for other things besides saving files. Some favorite titles: Sonic Adventure, Power Stone, RE: Code Veronica, Shenmue, Soul Calibur, to name a few!” Another team member expresses her love for the Hello Kitty Edition and hopes that we might consider a future transparent pink color.
The Retro Fighters Brawler64 for Nintendo 64
A big thanks to the team at Retro Fighters for taking the time to answer these questions for us. If you are interested in checking out their previous work for the N64 and the PC and NES, then head over to their site here. Find the Kickstarter here.

If you own any of their products then let us know what you think in the comments, and also let us know your thoughts on their upcoming Dreamcast pad.

Dreamcast pad working on Nintendo Switch


We here at the Dreamcast Junkyard love our sometimes unfairly maligned controller, however have you ever wished you could use your beloved VMU housing beaut on your Nintendo Switch? Well, no me neither, but now you can anyway.

Forced to use a screen shot of a YT video? You betcha!

20 Years Of Dreamcast: The Past, Present & Future

It's hard to believe that the Dreamcast has been with us now for two whole decades. Twenty years since that November day back in 1998 when Sega finally unleashed its successor to the Saturn on the world. I can't recall a console launch prior to the Dreamcast launch where fever pitch was at such a level, and the initial reports - at least the ones I read in magazines, being a young oik at the time - all pointed to a system that heralded the dawn of a new age in gaming.
The Dreamcast reveal at The Sega New Challenge Conference 1998
An age of arcade perfection in home ports, and one which ushered in the widespread adoption of online console functionality. As the Dreamcast reaches this milestone, we thought it would be appropriate to celebrate the coming of age of the system with the a brief look at the past, the present and the future of the Dreamcast scene. Happily, this will not include the coming of three ghosts, and will not include one of those ghosts having two small children under his coat. Also, you're well within your rights to feel like a bonafide old git when it sinks in: yes, the Dreamcast really is twenty.

The Past
I think at this point most people are pretty well versed in the history of the Dreamcast. As alluded to earlier, it was launched on 27th November 1998 in Japan, and the following year in the rest of the world. Initial sales were strong, and the system had an air of technological prowess about it. Graphics were far ahead of the console competition at the time, and in some cases superior to what PC gamers were enjoying too. But it wasn't just about the graphical capabilities; as the hardware too was new, fresh and exciting. The VMU in particular turned the humble memory card into a standalone console in its own right, and the controller, while it still to this day splits opinion was interesting, with its analogue triggers and aperture for a second screen of sorts. And of course, the modem that came packaged with the console as standard (apart from some very early editions) opened the door to a whole new way of playing on consoles - against people over the internet.
Eager gamers spy a delivery of Dreamcasts on the morning of the launch
The modem also offered access to the Dreamcast's Dricas service, which was an online portal designed to allow Dreamcast owners to communicate, earn loyalty points and even see on a primitive map where other gamers were located. All of these services are pretty much the norm in today's climate, but back in 1998 these online options were a huge deal. Of course, we now know how the whole party turned into a bit of a shit show after the initial wave of euphoria, and the Dreamcast wasn't long for this world as a fully-supported hardware platform.

The utterly boring debates still rage to this day about why the console failed, and why Sega decided to ditch the console after a relatively short period in the west at least (the last official game was released for the Dreamcast in 2007 in Japan); but the main reason is that many people were more interested in the PlayStation 2 and waited for Sony's new machine rather than buy a Dreamcast. Yes, there are boring debates about software support from certain publishers, and there are boring debates about the ease with which games could be pirated and the lack of a DVD player...but the main reason is that the PlayStation 2 came along and stole the Dreamcast's thunder. It happened, let's all move on.