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Showing posts sorted by date for query the games that never were. Sort by relevance Show all posts

Show Report: Nottingham Video Games Expo 2026

Back in 2022, The Dreamcast Junkyard travelled to the fair city of Nottingham to take part in Nottingham Video Games Expo '22. Nary four years later we were back to our old shenanigans, once again gracing Robin Hood's stomping ground with our collective odious presence. That's because on Saturday 18th July 2026, NottsVGE returned with gusto, in a plush new city centre venue to welcome hoards of rabid enjoyers of electronic games to the hallowed event space hidden within the bowels of the (actually pretty nice) Crowne Plaza hotel.

Armed with a plethora of slightly dodgy display screens (some of which were salvaged from charity shops), and an overflowing Lidl carrier bag of Dreamcast consoles, we trudged through the back alleys of Nottinghamshire to set up our encampment in a small corner of the event space. The scene was set, the hangovers were negligible and the monitor connection issues were overcome by the crack team of weary Dreamcast apologists which staff this very blog. Eventually, the doors were flung open at 10:00 and we greeted our expectant audience.

Early drama during the setting up process, as Lewis and Brian discuss whether Jaz should be allowed to run another Spirit of Speed 1937 competition.
Multi-player Mario Kart 64 running on a Dreamcast seemed to go down well. 
Marvel Vs Capcom 2 was a particular crowd favourite while I played Suzuki Alstare. Um.

To be fair, there were probably far too many of us manning the 12 foot table as myself (Tom), Lewis, Andrew, Lozz, Brian, Kev, Jaz and Harvey (aka Pizza Hotline and composer of our podcast's epic outro tune) were on hand to bellow uncontrollably at anyone who dared come near our stand. But by the grace of Zeus we were there to spread the Gospel of Dreamcast™ to all who would heed our words...and I don't believe anyone was left disappointed.

The event was very popular with those seeking gaming goodies.
One of the talks, this one being an interview with Ocean Software's Gary Bracey.
Sega Bass Fishing was popular with everyone. Because it is class.

Throughout the day we welcomed all and sundry to experience the delights of Under Defeat and Radirgy in proper TATE mode; unreleased Atomiswave gems such as Kenju, Maximum Speed and Faster than Speed; CRT-enabled joy in the form of House of the Dead 2 with light guns; slightly unhinged prancing with Samba De Amigo and maracas; and a whole host of competitions with titles such as Crazy Taxi, Sega Bass Fishing, Power Stone 2, ChuChu Rocket!, and Virtua Tennis 2. 

There was an online-enabled Dreamcast showing off Phantasy Star Online, Quake III: Arena and web browsing functionality through the unbridled power of DreamPi; and we also managed to showcase some of the work of the Dreamcast community, with the excellent ports of GTA III, Mario Kart 64 and Super Monkey Ball all going down a storm.

As you can probably appreciate, many a conversation about the awesomness of Dreamcast was had and many a round of Soulcalibur was lost and won. We even managed to rope gaming royalty like Wil 'Super Play and N64 Magazine' Overton into a doubles tournament on the aforementioned Virtua Tennis 2/Tennis 2K2.

Several generations of Dreamcast enjoyers in one shot.
That is one sexy modded Dreamcast system, I think you'll agree.
Ignore the yellowed controller on the right. Cheers.
Wil Overton is actually pretty good at Virtua Tennis. Who knew?!

Away from The Dreamcast Junkyard's set up, there were numerous traders hawking their glittering warez. YouTuber TootyUK and the ever-present Sore Thumbs Retro Games were selling hardware and software; our good friend Marc Jowett (aka The Gaming Newsagent) had a massive assortment of games magazines and books on sale - I even grabbed a copy of Chris Scullion's excellent Dreamcast Encylopedia for an unbeatable price.

Elsewhere, the Derby Computer Museum had a whole array of classic consoles and computer hardware on display which were fully playable; Arcade Club had a range of classic arcade cabs availiable set to free play mode; Debug and Secret Mode had a pretty massive area showing off a range of brand new indie games (I was quite partial to SUPER 56 from Onion Soup Interactive - think WarioWare, but even more unhinged); and the UK Amstrad Group had an entire room filled with Amstrad games, hardware and slightly musty nostalgia.

I grew up with an Amstrad. Not this one. I had a proper
CPC 464+ though, not a CPC464+ monitor connected to a povo CPC 464. Cough.
Roland Perry (right, obvs) is royalty in the Amstrad scene.
Obligatory Atari Jaguar mention. This one was £300, 
but can you really put a price on being able to play Club Drive on native hardware?

The UK Amstrad Group's area was of particular interest to me, as my very first gaming device was an Amstrad CPC 464+, so speaking to people who are as passionate about the Amstrad platform as I am about the Dreamcast was very, very cool. I even got to meet Roland Perry, the visionary architect behind the whole Amstrad CPC range. Not sure he was too thrilled when I said I wasn't a fan of his eponymous Roland series...but I digress/cringe.

Look at it! It's pure art. The thing in the middle, I mean.
Is this basically Inception?

Back at The Dreamcast Junkyard's area, we welcomed one of the OG members of the editorial team, Aaron 'The Gagaman' Foster, where he was presented with one of the amazing objets d'art created by VGNYsoft - an acrylic sign of his own artwork, a visual representation of the beginnings of this very blog. By all accounts he was very humbled, but that was short-lived as he was press ganged into a session of Samba de Amigo. On the topic of VGNY though, we also had on display some of the very special, very limited edition Dreamcast Junkyard 20th Anniversary Dreamcast console shells...and they looked (look) absolutely superb, even if I say so myself.

Old favourites like Crazy Taxi still command so much attention.
Note the DCJY console shell on the left, courtesy of VGNY.
ChuChu Rocket! 4-player went down a storm.
We won't talk about the fights that ensued after a Cat Attack.
Soulcalibur on a crisp CRT won't ever not draw a crowd.
The Pokemon toys weren't ours, btw.

I think it's safe to say that NottsVGE 2026 was the biggest and best yet, and full respect goes to Alex (aka The Sega Guru) and his team for putting on yet another stellar event. Personally, my thanks go to the DCJY team for their outstanding efforts throughout the day, and also to the people who came to speak to us, share their love for the Dreamcast and play some quality games. 

Never, ever accept a donut (or a cupcake) from this man.

Had to keep a tight watch on Jaz, lest he sneak off and subject
the entire event to more janky racing games.
Another highlight was that Jaz didn't get to re-run his disgusting Spirit of Speed 1937 competition on a giant screen (see the 2022 event for that blasphemous display of hubris); meanwhile Kev forgot to bring his customary petrol station cupcakes to hand out to unsuspecting event goers. He did go to Wendy's and buy some tiny donuts (most of which he consumed himself while grunting feverishly under a table), but to be honest I think the less said about that, the better.

From left to right: Pizza Hotline, Lozz, Kev, Jaz, Andrew, Brian, Tom, Lewis and Aaron
So there we have it. NottsVGE 2026 was a resounding success, and no doubt we'll be there again in years to come. See you there!

Were you at Nottingham Video Games Expo 2026? Did you encounter any of the reprobates in the image above? Are you mentally scarred? Let us know in the comments!

The Tragic Fate of DC-UK Magazine and Its Unreleased Issue 21 — Four Lost Reviews Found!

These days, typing "DC-UK" into your search engine of choice will lead you to the UK web stores for an American comic giant, a classic skate shoe brand, or even a company that makes delightful wooden duck sculptures. But for British Dreamcast fans of a certain age, those four letters still spark memories of one of the best unofficial magazines to ever cover Sega's final console. DC-UK was Future Publishing's cheeky, offbeat stab at covering the Dreamcast, and it struck the perfect balance between solid game coverage and creative features, without ever taking itself too seriously.

In 2026, Future stands as one of the few remaining large-scale UK magazine publishers, having gobbled up many of its competitors over the past decade. But back at the turn of the millennium, many more publishing houses were vying for a slice of the magazine market, and for a time, a magazine dedicated to Sega's exciting new Dreamcast console seemed like a fair punt. We previously had the pleasure of chatting about the creation of DC-UK with its first editor, Caspar Field, on our podcast, but today we're fast-forwarding to the end of its run.

How DC-UK introduced itself in its debut issue.

Echoing the fate of the console it was created to celebrate, DC-UK would end not with a bang, but with a whimper. Just like Dennis Publishing's Official Dreamcast Magazine, DC-UK would be killed off seemingly overnight — no final farewell within its pages, and a promised next issue that would never materialise. 

If you, like me, believe a magazine as great as DC-UK deserved a more dignified send off, then read on, because I've found out why it didn't get one. I even spoke with three former members of the DC-UK editorial team, whose insights help shed light on the circumstances behind the mag's untimely end. And, as you may have noticed from the title of this article, I've also managed to recover and preserve four unreleased reviews that were originally intended to appear in DC-UK's cancelled issue 21... Pretty exciting, right? It only took 25 years for them to see the light of day!

But before we get into all that, let's first see how DC-UK bowed out. The magazine's final issue, issue 20, hit shelves on the 15th of February 2001...

All scans in this article were sourced from Sega Retro.

The front cover of what would turn out to be DC-UK’s final issue would certainly look good, but the game featured so prominently was an unremarkable one: Fighting Vipers 2, the often-forgotten sequel to a Sega Saturn fighting staple. Considering the online multiplayer-RPG phenomenon that was Phantasy Star Online was also getting a review inside, you'd think that might have gotten pride of place over fiery helmet guy (or whatever he's called) from Fighting Vipers, but it was instead demoted to a secondary coverline just below it. With Official Dreamcast Magazine running a big PSO cover that same month (issue 17) and promoting its own review as "the first in the UK", it appeared that DC-UK's response was to counter by securing a UK-first review for Fighting Vipers 2 instead.

The editor for the issue was Lee Hart, as long-time editor Keith Stuart —who'd been in the role since issue seven— had moved on to greener pastures (although he did provide some freelance writing for this issue). And greener pastures they were, as Lee's first port of call as the new editor of DC-UK was to announce that Sega was to become a third-party developer.

Despite the change of editor, and a reduced page count (100 pages, down from around 130 pages at the magazine's peak), issue 20 of DC-UK was still a decent read, although the kind of off-the-wall features and cutaways the mag had become known for were largely absent. Where were Nostradamus' Dreamcast predictions? The hungover fishing trips? Instead, readers got four pages at the front of the issue dedicated to Toy Commander developer No Cliché's then-upcoming Agartha — and that game didn't even release! Surely that space would've been better filled with a spread showcasing photos of the DC-UK team's body parts? (That was actually a genuine reoccurring DC-UK feature. I'm not being weird!)

All jokes aside, the Agartha feature is certainly interesting, and offered a staggering amount of behind-the-scenes content considering the piece's short page count, including screenshots, concept sketches, work-in-progress renders, and a conversation with former head of No Cliché, Frédérick Raynal. Reading it in 2026 feels somewhat surreal, knowing what ultimately would (or wouldn't) become of the game.

Being that the issue released in February of 2001, there were still enough upcoming releases on the horizon to give worried Dreamcast fans reason to keep the faith. Previews this month included Sega heavy-hitters Daytona USA 2001 and Skies of Arcadia, alongside a number of titles that would ultimately end up as Japanese and US imports for us here in old Blighty. The Last Blade 2 and Giga Wing 2 promised niche thrills for arcade connoisseurs, while The Typing of the Dead and Illbleed lay in wait to deliver their own uniquely quirky brands of horror.

Launching the Dreamcast on 9/9/99 - An Interview with Electronics Boutique's Alexander Danielian

Dreamcast launch night on 9/9/99 at Electronics Boutique, Las Vegas.
(Image credit: Next Gen Magazine, November 1999)

Serendipity is a thoroughly wondrous phenomenon. I'm happy and confident to make this statement, as the parameters which lead to the following could quite easily be laid firmly at the door of said concept. See, a couple of weeks ago, I happened upon a fabulous interview conducted by The Retro Hour with one Alexander Danielian. Alexander was the store manager of the Electronics Boutique store at Sunset Galleria, Henderson, Las Vegas - the store which was selected by Sega of America as the flagship location for the launch of the Dreamcast on 9/9/99.

In that interview, Alexander explained how he was a pivotal cog in the Sega machine unleashing the Dreamcast on the expectant American public, and it was a truly fascinating glimpse behind the scenes. A few days after hearing the episode, a mutual friend, Jordan Freeman of Zoom Platform fame, reached out to me and asked if we here at the Junkyard would also like to speak to Alexander...and naturally I enthusiastically accepted.

Who even are you if you don't listen to The Retro Hour?

I want to make it clear that you should absolutley also listen to or watch The Retro Hour's fantastic interview with Alexander (think of this interview as a supplementary piece), but I simply couldn't pass up the opportunity to really drill down into some specific Dreamcast-related insider info on that hallowed launch night, and pick Alexander's brain about some of the more esoteric aspects of the Dreamcast's brief tenure as the hottest new games console around.

Alexander was featured in Business Week for his outstanding Dreamcast sales performance.

The following interview is pretty in-depth and therefore quite lengthy, but naturally all of it is exquistely interesting, so I encourage you to read every word. You might even learn something about one of the enduring urban legends about special edition Dreamcast consoles and Electronics Boutique...


DCJY: Hi Alexander. It’s a pleasure to be able to speak with you. Could you give a brief introduction as to who you are and how you are linked to the story of the Dreamcast?

Alexander Danielian: Sure, it’s great to speak to you Tom. My name is Alexander Danielian, and I was the district trainer and store manager at Electronics Boutique at Sunset Galleria, Henderson, a suburb of Las Levas, Nevada - which was the flagship location for the official North American launch of Sega's Dreamcast console, back on 9/9/99.

An Interview with Midnight Scribe — Retro Game Collecting in Portrait

I learned recently that social media platform TikTok has nearly 2 billion users. That's more people than ever bought the Sega Dreamcast, not that that's exactly a high bar. It also turns out that it's not just all dancing videos on TikTok either. In fact, from a purely algorithmic standpoint, the TikTok gremlins' ability to present me with snappy videos in portrait that match my interests to a tee definitely outshines similar services provided by Instagram and YouTube. My "For You" feed is frequently filled with a generous helping of great short-form retro game collecting coverage, and one creator who caught my attention in particular was Midnight Scribe.

Midnight Scribe creates chilled, uplifting videos covering their many game-collecting adventures. I first discovered their account through a video documenting their mission to collect the entire PAL PlayStation 3 library, and from there it wasn't long until I'd watched everything else too, from videos on the Wii U and Nintendo 64 to the original Xbox and PlayStation, and, of course, the Dreamcast — a system Scribe is particularly fond of.

DCJY: Hello! Thanks for joining us here at the Junkyard, Midnight Scribe. For starters, how would you describe the videos you make for those who haven't seen them?

Midnight Scribe: I’m a Scottish retro gamer and collector, yakking away about all the fun and wonderful things gaming has to offer. I talk about a bunch of different consoles including the N64, original Xbox and Dreamcast. I'm probably mostly being watched for my videos tracking my efforts to complete the UK PS3 game library and a PS1 challenge I'm doing, where I try to build a PS1 collection without going to CEX or eBay, to show there are still deals to be found.

When did you start making videos, and what made you gravitate to TikTok specifically?

I only started making videos in January 2026, I’m very much a baby creator right now! Between the dark nights and some very stressful days at work, I needed something to perk me up after the work day was done, and I thought it would be fun to film a video about a Sega Saturn game I’d bought recently, Pebble Beach Golf Links. I have a lot of fondness for the game, even if I’m very bad at playing it! I don’t think I’ve ever gotten a birdie in that game yet.

I've had TikTok for a few years but I was very much a lurker, and never really did any videos or commented much. I had the itch to do something creative to raise my mood and give me something to focus on and I loved the immediacy of being able to record and publish a video and the community aspect that exists on TikTok. I didn’t have any expectations of how it would go or the reception I'd get, but a couple videos blew up about my attempts to collect the full UK PS3 library very quickly and everything snowballed from there!

It was actually your PS3 videos that brought me to your TikTok. It always felt like a bit of an underdog system to me, despite finishing second place that generation!

I feel the same about the PS3 too. When it was first announced and the first few years it was around, I really wasn't a fan of it and definitely felt Sony were taking their fans for granted, while the 360 was offering great online play and the Wii was bringing gaming to everyone and their gran! I did eventually pick one up in late 2009 and I come around on it. Despite it selling more than the 360, it does feel like it was really stuck in third place, but it’s an amazing machine to play and collect for. It’s been the most fun console to explore for me since the original Xbox.

So how did you feel when your videos starting to gain traction?

Shock, and a fair bit of confusion! It was the third video I did that blew up, getting around 8000 views. I went to bed with a couple hundred views and had answered a few questions, but overnight I woke up to dozens of comments asking about if I had certain PS3 games, how cool it was to see a collection like this, if I could curate a PS3 collection list for them, just lots and lots of positive feedback. Amazing way to wake up while having a morning coffee!

About a week later, another PS3 collection video shot past 20000 views and everything went into overdrive from there. I was having fun making videos and it really quickly became apparent that people were actually enjoying hearing me ramble on about games and my collection! I didn’t expect anything close to this to happen; I had no expectations at all, so it’s really been a joyride for the last three months. It definitely encouraged me to keep going and it’s made my evenings so much more fun. I get to chat with all sorts of gamers around the world about the games we like, show love for systems like the Wii U and PS3 and just have a really chill and positive chat together!

Considering I started doing these videos to basically help get me out of a rut, it honestly makes me so happy knowing that my little videos and chats with fellow gamers is being received so well and bringing them a little bit of joy too. I can’t honestly ask for any more than that, I’m extremely grateful for how kind and nice everyone has been, it means a heck of a lot.

Watching your videos, I can see that you have a very impressive collection. How long have you been collecting games for?

I used to collect a lot in the late 2000s and early 2010s, especially during my university days! That’s when I got the Dreamcast games and a good chunk of my N64 library. However, I sold off most of my collection to fund moving in with my partner and to get funds for a house. The majority of my current collection though has been built up in the last 3 and a half years, so I’ve been very busy… or obsessive, there’s a very thin line there! The Wii U ignited my passion for retro games again in a big way, I feel it’s a very under-appreciated console. I do have a thing for underdog systems, something the Wii U and Dreamcast have in common for sure. 

So let's talk Dreamcast! In a recent video, you spoke very fondly about the all-important moment you first got yours.


I never knew of the Dreamcast growing up. None of my friends had one, so it completely passed me by. In the summer of 2004, I went on holiday to Scarborough with my family and we visited the local Gamestation branch while we were there. I remember seeing a boxed Dreamcast and a shelf of games and I knew I was leaving there with it. I’d got an N64 the Halloween previous so I was just beginning to explore consoles I’d missed out on.

I left with the Dreamcast and two games, Sonic Adventure and Tomb Raider: the Last Revelation. However, I remember not liking Tomb Raider when I first played it so we went back and swapped it for Sega GT, which I definitely preferred. I remember commandeering the hotel room TV, hooking up the Dreamcast and playing the first couple stages in Sonic Adventure, the summer vibes of Station Square and the beach level mirroring the lovely weather and sandy beaches outside the window in Scarborough. That was basically all my money I saved for the holiday gone, but worth every penny. I think I carried the console in my arms in-between train stops on the way back home, it was my baby!

The Sega Dreamcast Controller is Getting a Second Analog Stick — Dream Color Plus Mod Update

The Sega Dreamcast was the only console of the sixth generation to have a controller with a single analog stick. (Yes, the GameCube did technically have a second analog stick, you’ve just got to squint a bit.) This lack of a second stick is a criticism often directed at the Dreamcast’s controller, and is even sometimes erroneously cited as a reason for the console’s downfall. Sure, having two sticks might have greatly improved a few first-person shooter games for those without Sega’s own mouse and keyboard, but the dual-analog control scheme that is now standard in modern gaming wasn’t really popularised until Halo: Combat Evolved came out on the Xbox (I know it came earlier with Alien Resurrection, but have you seen how much reviewers hated the way that game controlled upon release?)

Quake III Arena. Credit: Dreamcast Live

For those who want to play games like Quake III Arena with a regular pad the modern way, methods have existed for years to connect and remap dual-analog controllers —like those of the PlayStation 4 and Xbox One— to the Sega Dreamcast. But what about a standard Dreamcast controller with dual sticks? A few months back, we reported on an upcoming mod for the Dreamcast’s controller called Dream Color Plus, which not only makes it wireless but also allows it to display Visual Memory Unit graphics in colour, simply by replacing the existing PCB with a new one. While chatting with one of the fine gents involved in the project, Nai Adventure, he gave us a full rundown of the features the DC+ would include, so check out that interview to learn more about the specifics of all these. One thing he did mention during that conversation was the possibility of the DC+ accommodating dual sticks. Well, the developers revealed their prototype build demonstrating exactly that. Thanks to Rapaz in our Discord for bringing it to our attention.

The Dream Color Plus prototype controller board with a second stick. 

During a livestream last night, Angelo Pontes, designer of the DC+ PCB, showed off a revised prototype version that includes a second analog stick. Of course, to accommodate this brand new (ahem) appendage, a new front shell for the controller would need to be created, and so this was 3D printed. You can see the 3D printed shell below. From what I understand, the print model will be open-source, meaning it will be available to the masses to print themselves, although backers of this project’s upcoming crowdfunding campaign will get the option to request one.

Dream Color Plus plus second stick plus 3D printed shell (plus, plus)

Most importantly, the team confirmed they’ve got the second stick working. The Dreamcast's maple protocol actually supported two analog sticks officially, it's just that the console never had a controller that had them! Believe it or not, both Quake III Arena and Unreal Tournament were actually programmed to natively support two analog sticks, and will reportedly work with the DC+'s dual-stick setup straight out of the box. For games that don't have this compatibility, some button remapping will need to be done by the player in-game, or changed on the Dream Color Plus’ VMU display. The DC+'s dual sticks will also work with games that support the Dreamcast Twin Stick peripheral, like Cyber Troopers Virtual-On Oratorio Tangram, and even indies like Xeno Crisis and Postal.

I did wonder if the placement of the stick so close to the face buttons could pose a usability issue, but Nai Adventure has said the final version won’t have the analog stick so close (Update 23/03: a much improved stick position can be seen here). He also confirmed that for those just wanting to get a Dream Color Plus with a single analog stick, the option will also be available. Additionally, he let me know that the final version will include a built-in microphone, so the list of features just keeps on growing.

Here's a great clip Nai Adventure put on Twitter of the prototype Dream Color Plus' dual-analog control in action, being used with the Dreamcast port of Grand Theft Auto III. Two things we thought would never be possible on Dreamcast!

It really seems like the Dream Color Plus is looking to course-correct some of the limitations of the original Dreamcast controller. Dual-analog controls, colour VMU graphics, wireless connectivity, on-board memory, built-in rumble, a microphone, and with no soldering? That all sounds great on paper. It’ll be interesting to see how everything works once we get our hands on it. Nai Adventure has confirmed a crowdfunding campaign will launch for Dream Color Plus this Saturday.

Show Report — Bristol Video Games Expo 2026

This past weekend I once again attended Bristol Video Games Expo; a gaming event hosted by friend of the Junkyard, Alex "The Sega Guru". Alex and his team have been hosting retro gaming events for a while now (you might remember our report of Nottingham Video Games Expo back in 2022) and every show just seems to get bigger and better.

If you've never attended an expo like this before, you can expect to enjoy a whole load of retro gaming goodness all crammed into one place. You've got retro game sellers (some independent, some bigger resellers), cosplay areas, retro game machines to play, new indie releases being demonstrated, and some really great talks and panels from different industry people.

Bristol Video Games Expo in full flow.

The Bristol show didn't disappoint. There was far too much goodness amongst the various tables in the hall for me to mention everything, but outside of the many traders, it was great to see John Riggs from Rigg'd Games there with Dreamcast copies of the excellent Chew Chew Mimic up for grabs. Debug were also in attendance, with a bounty of magazines and Dreamcast indie titles for sale. There was a great selection of brand new indie games from different systems being shown off, with Crisis Island —a twin-stick shooter that takes inspiration from Time Crisis— being my personal "best indie game of the show" winner.

One of my particular highlights of the entire event was seeing Duncan Gutteridge —the original artist of Sonic the Hedgehog— onsite to not only sell some brilliant signed Sonic artwork prints, but also give a live talk about how he got into the industry and ended up working for Sega; all whilst live illustrating Sonic on stage. Fantastic.

 Duncan Gutteridge, the original Sonic artist, during his live illustration.

As well as Duncan, the VGE team had lined up talks on the main stage from the likes of James Hannigan (BAFTA award winning game composer who worked on the likes of Runescape, Harry Potter, and Command and Conquer), Frank Gasking (author of the Games That Weren't book) and The Oliver Twins, who need no introduction! An eclectic mix of gaming personalities, all offering some great insight into the industry.

As for me, I picked up a few things; some retro reading material from The Gaming Newsagent, a few racing games on various consoles that I didn't already own, and two Dreamcast games for the collection; a PAL copy of Incoming and the Japanese version of Sega GT

My personal pickup haul from Bristol VGE.

As an aside, I'm constantly amazed at how well the Japanese seem to look after their games. Most I've picked up are always in incredible condition and when I popped open Sega GT, I was very happy to find some really cool stickers amongst the many original inserts as well!

Free car stickers with Sega GT!

All in all, I had a great day at Bristol VGE and I'm looking forward to the next one. VGE have events planned in Norfolk and Nottingham in the coming months, and it's worth checking out their website as they often add new events as the year rolls on.

If you're a retro gaming fan and you've yet to experience an expo like this, I'd wholeheartedly recommend attending one. Entry tickets are around the cost of a couple of cups of coffee, and you'll have a blast playing some games, adding a few trinkets to your collection and, perhaps the best thing: meeting a whole load of likeminded people.

Marc, The Gaming Newsagent, with a selection of magazines and books.

The Oliver Twins take centre stage.

Indie developers showing off their latest releases to the public.

Segagaga has Finally Been Translated into English — Here's How to Play It (and How it was Achieved!)

The headline you see above is not some form of freaky clickbait, nor is it a two-month-early April Fool’s prank. It is, however, signalling one of the biggest pieces of Sega Dreamcast news that we will probably ever report here on this website. Some thought it would never happen, but the day has finally arrived: Segagaga is now playable in English, thanks to the work of a team of dedicated fans led by Exxistance. If you just want to know how to play the translation, skip to the end of this article, where you will find a link to a download and instructions on how to apply the patch to your existing disc image of Segagaga. But we felt it was important to document the technical feats which made this holy-grail translation possible — and to ensure that those responsible receive the recognition they deserve. So read on if you want to learn more!

If you’ve spent more than ten minutes in Dreamcast fan circles, you’ll undoubtedly be aware of Segagaga, a 2001 Japan-exclusive RPG that tasks players with running Sega as it tries to regain market share against its main competitor, DOGMA (Sony, basically). Developed by Hitmaker and published by Sega, the game is well known for its wacky humour (much of it at Sega’s own expense) as well as its abundance of references to the company’s past IPs. Because of this, Segagaga has retained an almost mythical quality among Western Dreamcast fans, and from the moment it became clear the game wouldn’t be released outside of Japan, it has without a doubt been the most anticipated English translation of any game in the console’s library.

But as I'm sure you're aware, Segagaga's translation journey has been wrought with roadblocks. Many projects have started up over the years, only to inevitably fizzle out. But as we previously mentioned at the top of our interview with Segagaga’s creator, Tez Okano, the reason for the game’s multiple-decade stint in translation hell wasn’t due to a shortage of skilled translators capable of handling its distinctly Japanese humour, but rather a series of daunting technical hurdles.

The primary challenge stemmed from Segagaga's use of the Dreamcast’s BIOS font, as editing it was thought to be impossible for the longest time. What's more, the game only supported Shift-JIS encoding for text, a common two-byte format for Japanese language that was widely used in video games of the era (and still is today, though typically alongside ASCII or UTF support). Without changing the game to retrieve narrower Latin alphabet characters from the BIOS instead, the original Shift-JIS would leave the in-game text looking horrible, and too big to fit in numerous places.

Demonstration of Shift-JIS encoding, provided by Derek Pascarella.

By contrast, many other Japanese Dreamcast titles rely on their own internal font sheets, unique to each game, meaning that savvy hackers can go in and swap a Japanese font sheet for an English one, adjusting spacing between characters, along with other necessary tweaks. Because of this, these games were able to see successful translations much sooner, and form the majority of past fan translations we've seen for the console over the years. 

After two decades of unsuccessful attempts at translating Segagaga, it was time to bring in the big guns. Cracking a technical nut this tough required a meeting of some of the most talented minds the Dreamcast scene has to offer, including megavolt85, mr.nobody, VincentNL, Derek Pascarella, and madsheep. If it weren’t for them, I can only imagine how much longer it would have taken for us to see this translation become a reality… perhaps another decade?

In steps megavolt85, hacker extraordinaire, who was one of two previously responsible for making it possible for Atomiswave games to be ported to Dreamcast. On megavolt's input, Derek Pascarella explains:

"megavolt85 modified Segagaga to interpret ASCII, the single-byte encoding commonly used for the Latin alphabet. Not only that, but he modified the game to read from the ASCII section of the BIOS font, rather than the Shift-JIS section."

The next step was to make it so that ASCII from the BIOS could be edited. This was where Derek worked his magic, and shares how he made it happen:

"Segagaga speaks directly to the Dreamcast’s BIOS when it comes time to render text on screen. After megavolt85 did all of the assembly hacking to force the game to interpret ASCII-encoded text and then pull from the ASCII section of the BIOS font (rather than Shift-JIS), I started poking around a bit to see how it all worked. What I discovered is that the game actually copies the entirety of the BIOS font into RAM pretty near the location where the game executable ends! So, I disabled the assembly code that performed this copy, then also disabled the code that null’d out that portion of RAM before doing the copy. I then appended the BIOS font to the end of the game executable, and just like that, the font data was precisely where the game expected it to be, and it could be modified! This came in handy a number of times as font glyphs needed tweaking for optimal appearance."

See how much better ASCII looks in comparison:

Demonstration of ASCII encoding, provided by Derek Pascarella.

It appeared that the first-documented Segagaga translation patch project —which began in 2006— did manage to make progress in this regard, but unfortunately wouldn't see an update past 2013. While nothing technical from that previous project would make it into this one, project lead and texture artist Exxistance reveals that he was still able to utilise a wealth of other archived community resources.

"What was helpful [...] were the various artefacts people left on the internet, including the FAQs on GameFAQs that were created back in the mid-00s. Those were especially useful in helping me get my bearings as I initially worked through the game. Other helpful resources included The1Ross’ Open Source Translation Project, as well as various YouTube videos like Korone’s full playthrough of the game."

It was actually on a Dreamcast-Talk forum thread initially created to share The1Ross' project, where Exxistance would post his English-translated edits of Segagaga's textures. From there, mr.nobody —who previously worked on the English fan translation of Dreamcast horror title Seven Mansions— would get in contact with Exxistance.

This Peter Moore interview from E3 2000 features some intriguing background details

As I was trawling YouTube t'other day, an interesting video appeared on my feed. Amongst the usual walkthroughs on how to check motorcycle valve clearances and (totally warranted) rants about the rising price of PC hardware, an intriguing compilation of interviews from E3 popped up. Titled simply 'E3 2000 Los Angeles,' the video is a collection of interviews and rushes shot at the Electronic Entertainment Expo which took place between the 11th and 13th May 2000 at the Los Angeles Convention Centre. The video was uploaded by a channel named The RAW Footage, which seems to publish unedited 'behind the scenes' clips from a range of media events, conventions, movie promotions and the like.

Where the magic happened. Image credit: SEGA Retro 

The thing that makes this video particularly interesting to me, apart from it being shot at E3 in the early, hope-filled days of the Dreamcast's natural lifespan, is a segment which begins at 20:25 and features an interview with Sega of America head honcho (and one-time DreamPod special guest) Peter Moore. The video doesn't say which outlet conducted the interview, and there is no watermark or any other identifying information - as the name of the channel suggests, this really is raw footage. In the segment, which you can view below, Peter talks candidly about the threat of the PlayStation 2 and the importance of online gaming to Sega's strategy for the Dreamcast in the face of such stiff competition from Sony's impending juggernaut. What really caught my attention though, is the big screen visible over Peter's right shoulder.

Throughout the interview, Dreamcast game footage plays out and anyone on the show floor who took the time to glance up at the gigantic display would have no doubt been mesmerised by the awesome lineup of titles being beamed into their retinas. Seaman, Space Channel 5, Deer Avenger, Half-Life, SWAT3, Game Room...hold up! Yes you read that right - this promo video shows footage of Dreamcast games that never actually released, yet they were being shown at E3 to try to garner interest in the system. 

Now, some of these games we have featured here at the Junkyard over the years, and some of them have actually been dumped online since those halcyon days: Dreamcast Half-Life is freely available online at this point; Deer Avenger gained some notoriety several years ago when a disc containing the game was discovered in a box in a basement and it eventually ended up in the hands of our good friend Adam Koralik; and SWAT 3 was announced for Dreamcast and subsequently cancelled (and as far as I know, a playable build has never seen the light of day). 

The one game shown on that screen presents the biggest question mark, is Game Room. In development by Sierra Sports (a subsidiary of Sierra Entertainment) it was intended to be a compendium of online-compatible mini games, with pool, darts and pinball featured, similar to the PAL exclusive microphone-bundled Planet Ring. 

Marvel Vs Capcom 2 there. Nice.

From what I can tell, Game Room was actually released on PC and utilised the Maximum Pool engine, but the Dreamcast port was cancelled along with the majority of the other Sierra properties that were announced. Like SWAT 3, whatever actually exists of Game Room for Dreamcast has never been leaked online, and there's very little information about how far along the game was before it was hoofed spectacularly into the gaping maw of gaming anti-history. Here's a better look at the footage shown in the background of uncle Peter's interview segment:

It's pretty clear that Sierra Entertainment had big plans for the Dreamcast, and had a number of titles in development before they ditched support for the platform. There are numerous games, including Game Room listed in this press release from around the exact time of E3 2000, and they did actually release two titles for the Dreamcast in Maximum Pool and Hoyle Casino. Indeed, the back cover of the Hoyle Casino manual even features a full page promo for Game Room, so you'd be forgiven for thinking its release was pretty much nailed on before the proverbial plug was pulled.

The back page of the Hoyle Casino NTSC-U manual.

As an aside, after Peter Moore's section there follows an interview on the E3 show floor with John Golden, former Director of Product Marketing at Sega of America, during which he waxes lyrical about the majesty of Samba de Amigo and the Dreamcast maraca controllers. The man clearly has exquisite taste (as well as an absolutely ballin' moustache, specs and tie combo), and the segment is well worth a modicum of your attention.

John was only 19 when this photo was taken. True story.

Anyhow, I hope you enjoyed this rather fascinating and whimsical glimpse into the past. This video literally popped up on my feed by pure chance, so if you ever needed proof that we live in a simulation, this is it. Probably. Anyway, if you know anything about Game Room, or indeed what became of it (information on the Dreamcast port - as mentioned ad nauseum - is very hard to find), please do pipe up in the comments!

Special thanks to Lewix Cox for his help in digging up some of the sources in this article.