Announced back in June 2019 and successfully Kickstarted a month later in July, Arcade Racing Legends is a brand new Dreamcast title originally due for release at the end of 2019, but was subsequently delayed until later this year. My Dreamcast Junkyard colleague Mike Phelan wrote a great article documenting the initial project and what it’s all about, so rather than regurgitate that information I’ll direct you here if you want to know the background story for JoshProd and PixelHeart's Arcade Racing Legends.
It’s no secret that I’m a pretty big fan of the racing genre, and nostalgic arcade racers have always been high on my list, so naturally I was quick to back the project in the hope it would turn into a reality. As a backer, one of the most recent perks offered was a downloadable demo, so I grabbed it and thought it would be a great opportunity to let you all know how the game is shaping up.
Graphically, Arcade Racing Legends ticks all the boxes. No, it isn’t a “realistic” setting like you might find in something like Tokyo Highway Challenge but the game screams 90’s arcade racer at you, which is literally the whole point of this release. A bold colourful palette, plenty of variety from one course to the next (there are three available in the demo: Arctic, Desert and Forest), and a lovely garage menu system meant I was very pleased with what my eyeballs were treated to. It certainly looks like a game that could’ve been released back in the day, and a beautiful one at that.
Handling-wise, I was pleasantly surprised. It was my most feared element of Arcade Racing Legends even when I originally backed the project. After watching a few videos of early footage, the car handling looked a bit suspect, but after getting some hands-on time with the demo I was thankful that your car doesn’t constantly feel like you’re driving on ice. It’s still a bit floaty, sure, but the developers seem to have found a good balance here and kept it feeling arcadey without it being too ridiculous. It's actually really enjoyable to play and - for me at least - feels better to play than some original arcade racers.
Available to try in the demo are Career and Time Trial modes. I headed straight to start my Career mode and was presented with a day by day set of challenges as you advance towards turning yourself into a “professional arcade racer”. The challenges do a great job of easing you into the game step by step. On day one, for example, you just have to drive to the goal without any time pressures, just to get a feeling for the car. Day two sees you tackle a different circuit, this time against the clock, in a race to the finish. Day three puts you in the daunting position of not being allowed to use your brake pedal and yet still complete the course within a set time, and so on. It's a nice way of building things up and adding a bit of variety.
Three different cars are available in the demo, all of which have basic tuning options affecting their overall performance on the track. Followers of the Kickstarter will know there are going to be a whole load of different cars in the full release, many of which are based on vehicles from classic Sega arcade driving games like Sega Rally and Crazy Taxi, which is one of my most anticipated things about playing the full version.
The one thing I think really hurts Arcade Racing Legends, from both a gameplay and visual perspective, is that the circuits are all blocked off on both sides by continuous rows of sponsor boards. It very much lessens the experience quite a bit as you’re never in a position where you can run wide, and a mistake is rarely punished as you can just ride along the walls with very little slowdown. It all feels, and looks, just a bit bland and very lazy.
Original screenshots from the Kickstarter showed a few tracks where these sponsor boards did not appear right next to the asphalt or racing surface itself, so I really hope the full release has some wider play areas - I’d go so far as to say it’s the most important thing that PixelHeart need to address between now and the final release. The game won’t have much replayability if it remains as-is, simply because the challenge of learning the layouts of the circuits just isn’t there with the current setup.
Despite this, I’m still really looking forward to the release of Arcade Racing Legends and getting stuck into the Career mode proper when the game does finally get released. The demo did a great job of easing my concerns about the handling, and I just hope they take feedback onboard around those pesky track barriers. If they do, this could be a genuinely enjoyable game to play frequently on Dreamcast in 2020.
For those who missed the original Kickstarter campaign, pre-orders are now available here.
How about you, are you going to pick this up? Let us know in the comments below or on Twitter.
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Fun with (Dreamcast) flags: a study on the accuracy of flags in Dreamcast games
By
Spaceturnip
Hi, I'm Mike, chairman of the 'Junkyard Geographical Society,' Dreamcast department (JYGS for short) - the world's leading authority on the geography in Dreamcast titles. We here at Dreamcast JYGS have one mission in our lives: to investigate, promote and generally get a bit weird about real life geographical elements that find their way into Dreamcast games. We're a relatively new organisation but, if like us, you like to criticise minuscule details on flags, point out incorrectly placed landmarks, or otherwise just generally like to be a bit of a dick when it comes to tiny details in Dreamcast games, then we may very well be an organisation that would appeal to you.
I've had conversations with Tom (I think he's blocked me now, I don't know why, I only sent him 43 messages), reputable creator of The Dreamcast Junkyard, and he agreed to let me have this space to talk to you all about this vitally important sub-sector of the Dreamcast scene. For too long have my fellow JYGS members been hiding away in their musty rooms, afraid of making their presence known amongst all you cool kids with your talk of 'fast cars,''alien space ships' or 'epic Japanese martial arts revenge story/capsule toy simulators.' The times, like that Bob bloke said, they are a changin' – we draw the line here, this far, and no farther! It is time for us to make our presence felt. Geography Nerds of the (Dreamcast) world...unite!
I'm sure like me you are all fans of the wonderful sitcom 'Fun with Flags' (we weren't a fan of the fluff around it with those other people though) - so to announce our arrival, we thought we'd take an idea from one of my personal heroes, Dr. Sheldon Cooper, and delve into the world of vexillology within the Dreamcast games. Vexillology - as I'm sure you all know - is the study of flags.
Whilst some may talk about gameplay, depth, graphics or - God forbid - 'fun' as being the most important part of gaming on Sega's last console, we hope you agree with us at the JYGS that flags are really the most important element in any video game. Would Mario have ever reached his princess if it wasn't for that flag pole? Were first person shooters any good until we got 'capture the flag' modes? We know the answer, and you do too, so let's not beat around this particular bush any longer.
I'm here today to take you on a short journey through a carefully curated selection of games on the Dreamcast, in which I will painstakingly look at how each title depicts flags, praising the very best with years of unwarranted fan-mail and possible restraining orders from the developers, whilst condemning to the fiery pits of Hell those that dare take a relaxed attitude in vexillology matters. The much coveted JYGS ribbon will be awarded to those games who take flag matters seriously – multiple ribbons if a game goes above and beyond.
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Our flag. Merchandise coming soon. Possibly... |
I'm sure like me you are all fans of the wonderful sitcom 'Fun with Flags' (we weren't a fan of the fluff around it with those other people though) - so to announce our arrival, we thought we'd take an idea from one of my personal heroes, Dr. Sheldon Cooper, and delve into the world of vexillology within the Dreamcast games. Vexillology - as I'm sure you all know - is the study of flags.
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An inspiration to us all. |
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Look at him, loves a good flag does Mario. |
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.
Streets of Rage 4 is out now...but do you remember the cancelled Dreamcast version?
By
Tom Charnock
Streets of Rage 4 has finally hit the...er...streets, and it absolutely rocks. The 2D scrolling beat 'em up genre has played host to some fairly decent pretenders to the throne in recent years (Wulverblade is probably the best of the bunch), but nothing has really ever come close to knocking Sega's iconic franchise off the top spot. Until now that is. And it is quite ironic that the latest instalment of Streets of Rage is not only that game, but arguably the best in the series yet.
Sublime visuals, nostalgic nods to the original games, superlative controls and addictive as hell gameplay. The music isn't bad either, with lots of toe tapping techno tunes and deep bass lines accompanying the ass-kicking action. But did you know the original Streets of Rage 4 was intended to launch on the Dreamcast? A tech demo is all that remains of Dreamcast Streets of Rage 4 (see the video below), and our friends over at SEGABits showed off some interesting concept artwork a few years ago (also pictured below).
Streets of Rage 4 for Dreamcast never saw the light of day beyond this tech demo though, and some may say that's a good thing. 3D polygonal beat 'em ups did come to the Dreamcast in the form of Zombie Revenge, Soul Fighter and Cannon Spike et al, but they didn't really set the world alight. We'll never know if Dreamcast Streets of Rage 4 could have bucked that trend, but from these images and video it looks like Sega were toying with the idea of implementing features such as co-op combo moves for multiplayer, and even a first person mode.
This tech demo has never been leaked online, and we don't even know if there's actually a playable build; but it's still interesting to see what Sega had in mind for the then-dormant franchise on the 128-bit system after it totally skipped the Saturn. The fact that Fighting Force almost became a Streets of Rage game makes us breath a deep sigh of relief, too. Urgh. As it stands, the actual real Streets of Rage 4 is out now on all platforms and is truly a great continuation of the series from Dotemu, Lizardcube and Guard Crush Games. I would suggest you snap it up asap and indulge your inner vigilante post haste!
Have you picked up Streets of Rage 4? What are your thoughts on this latest instalment of the franchise that rocked a million Megadrives back in the day? Let us know in the comments or on Twitter.
Sublime visuals, nostalgic nods to the original games, superlative controls and addictive as hell gameplay. The music isn't bad either, with lots of toe tapping techno tunes and deep bass lines accompanying the ass-kicking action. But did you know the original Streets of Rage 4 was intended to launch on the Dreamcast? A tech demo is all that remains of Dreamcast Streets of Rage 4 (see the video below), and our friends over at SEGABits showed off some interesting concept artwork a few years ago (also pictured below).
Streets of Rage 4 for Dreamcast never saw the light of day beyond this tech demo though, and some may say that's a good thing. 3D polygonal beat 'em ups did come to the Dreamcast in the form of Zombie Revenge, Soul Fighter and Cannon Spike et al, but they didn't really set the world alight. We'll never know if Dreamcast Streets of Rage 4 could have bucked that trend, but from these images and video it looks like Sega were toying with the idea of implementing features such as co-op combo moves for multiplayer, and even a first person mode.
This tech demo has never been leaked online, and we don't even know if there's actually a playable build; but it's still interesting to see what Sega had in mind for the then-dormant franchise on the 128-bit system after it totally skipped the Saturn. The fact that Fighting Force almost became a Streets of Rage game makes us breath a deep sigh of relief, too. Urgh. As it stands, the actual real Streets of Rage 4 is out now on all platforms and is truly a great continuation of the series from Dotemu, Lizardcube and Guard Crush Games. I would suggest you snap it up asap and indulge your inner vigilante post haste!
Have you picked up Streets of Rage 4? What are your thoughts on this latest instalment of the franchise that rocked a million Megadrives back in the day? Let us know in the comments or on Twitter.
Sakura Wars Returns with Flying Colours (PS4 Review)
By
Lewis Cox
The Sakura Wars (aka Sakura Taisen) series is possibly Sega's worst-kept secret, at least for us in the West. Most Dreamcast fans have probably encountered it at some point, but without the ability to understand the Japanese language, most have not proceeded further. This Japanese steampunk-themed tactical RPG series was a massive hit in its country of origin, spawning sequels and spin-offs, as well as crossing into other forms of media. As I'm writing this, the Sakura Wars multi-media franchise has surpassed over 4 million units shipped in Japan.
Despite the series' massive success, Sakura Wars was probably deemed too culturally-different for Western gamers, probably due to its heavy use of unfamilar (at least, back in the late '90s and early 00's), visual novel/dating simulation-style gameplay. The only Sakura Wars game from the original batch to be localised into English was the fifth game in the franchise, Sakura Wars V: So Long, My Love (released on the Wii and PS2). Most would probably agree that it wasn't the best entry the series had to offer, but hey, at least it was something. The series would then remain untouched for many years.
But Sakura Wars has stepped back onto the stage and into the limelight once again. Sega have blessed us with a worldwide (albeit, staggered) release of a flashy modern-gen reboot of Sakura Wars, exclusively for PlayStation 4. Developed by Sega's CS2 R&D department, Sakura Wars saw involvement from new and returning staff; including veteran Sega producer Tetsu Katano, director Tetsuya Otsubo and music composer Kohei Tanaka. Tite Kubo, the creator of manga ultra-hit Bleach was responsible for the designs of the main cast of characters. Guest artists BUNBUN (Sword Art Online), Ken Sugimori (Pokémon) and Shigenori Soejima (Persona) contributed their talents towards the designs of various supporting characters. It's clear from such star studded pedigree that Sega really pulled out all the stops for this one, and as an owner of a pre-order copy that turned up three days early, I'm happy to confirm that it resulted in a big success. If you're a fan of Sakura Wars, you'll be happy to know Sega have done the franchise the justice it deserves. If you're new to Sakura Wars, this is the perfect entry point.
Despite the series' massive success, Sakura Wars was probably deemed too culturally-different for Western gamers, probably due to its heavy use of unfamilar (at least, back in the late '90s and early 00's), visual novel/dating simulation-style gameplay. The only Sakura Wars game from the original batch to be localised into English was the fifth game in the franchise, Sakura Wars V: So Long, My Love (released on the Wii and PS2). Most would probably agree that it wasn't the best entry the series had to offer, but hey, at least it was something. The series would then remain untouched for many years.
But Sakura Wars has stepped back onto the stage and into the limelight once again. Sega have blessed us with a worldwide (albeit, staggered) release of a flashy modern-gen reboot of Sakura Wars, exclusively for PlayStation 4. Developed by Sega's CS2 R&D department, Sakura Wars saw involvement from new and returning staff; including veteran Sega producer Tetsu Katano, director Tetsuya Otsubo and music composer Kohei Tanaka. Tite Kubo, the creator of manga ultra-hit Bleach was responsible for the designs of the main cast of characters. Guest artists BUNBUN (Sword Art Online), Ken Sugimori (Pokémon) and Shigenori Soejima (Persona) contributed their talents towards the designs of various supporting characters. It's clear from such star studded pedigree that Sega really pulled out all the stops for this one, and as an owner of a pre-order copy that turned up three days early, I'm happy to confirm that it resulted in a big success. If you're a fan of Sakura Wars, you'll be happy to know Sega have done the franchise the justice it deserves. If you're new to Sakura Wars, this is the perfect entry point.
Preview: Xenocider
By
Tom Charnock
It was in June 2015 that we first learned of Retro Sumus' ambitious Dreamcast exclusive shooter Xenocider. Back then, we didn't really know much about what was to become something of a labour of love for lead programmer Chui and his team based over in Spain, but now, almost five years later were are very close to having the final product in our hands, and - most importantly - in our Dreamcast consoles. Xenocider has undergone several revisions over the years, but here we are privileged to share with you details of the latest beta build, and our overall impressions of what we have played so far.
What was initially pitched as a sort of homage to 'into the screen' shooters of yesteryear such as Space Harrier, Planet Harriers and Sin & Punishment, Xenocider places the player in control of Xara, a cybernetic heroine tasked with travelling from planet to planet, basically wiping out all life and ultimately causing said planet to self destruct. As you do.
If you'll allow me to be a bit wanky for a moment, this does actually bring up some questions of ethics for me. Why is Xara so hellbent on destroying these alien creatures and the very worlds they reside on? If she didn't come blazing through the atmosphere in her ship and then start marauding around the landscapes shooting everything and setting off nukes, surely these innocent lifeforms could just continue going about their daily routine of floating around and minding their own business? I'm sure the answers will be revealed in the final game's story mode, so we'll leave this aspect of Xenocider alone for now. Wanky mode: off.
The similarities with the aforementioned properties from Sega and Nintendo/Treasure are quite clear to see from a visual and gameplay standpoint, but Xenocider does have its own identity too. The aesthetic is very much one of a sort of corrupt artificial life form being directed by a mysterious commander via a communications codec. You travel to various worlds killing stuff, you collect upgrade points that can be spent on your health, armour, weapon strength etc. This is done via a rather excellent between-level hub section aboard Xara's ship - a ship you also get to control in one of the mid-stage bonus areas that reminded me a little of something like Soul Star on the Sega Mega CD, but is actually based on Galaxy Force.
What was initially pitched as a sort of homage to 'into the screen' shooters of yesteryear such as Space Harrier, Planet Harriers and Sin & Punishment, Xenocider places the player in control of Xara, a cybernetic heroine tasked with travelling from planet to planet, basically wiping out all life and ultimately causing said planet to self destruct. As you do.
If you'll allow me to be a bit wanky for a moment, this does actually bring up some questions of ethics for me. Why is Xara so hellbent on destroying these alien creatures and the very worlds they reside on? If she didn't come blazing through the atmosphere in her ship and then start marauding around the landscapes shooting everything and setting off nukes, surely these innocent lifeforms could just continue going about their daily routine of floating around and minding their own business? I'm sure the answers will be revealed in the final game's story mode, so we'll leave this aspect of Xenocider alone for now. Wanky mode: off.
The similarities with the aforementioned properties from Sega and Nintendo/Treasure are quite clear to see from a visual and gameplay standpoint, but Xenocider does have its own identity too. The aesthetic is very much one of a sort of corrupt artificial life form being directed by a mysterious commander via a communications codec. You travel to various worlds killing stuff, you collect upgrade points that can be spent on your health, armour, weapon strength etc. This is done via a rather excellent between-level hub section aboard Xara's ship - a ship you also get to control in one of the mid-stage bonus areas that reminded me a little of something like Soul Star on the Sega Mega CD, but is actually based on Galaxy Force.
DreamPod: Celebrating 5 Years of Dreamcast Podcasting!
By
Tom Charnock
April 2020 marks 5 years since we started our podcast DreamPod, and with this in mind we thought it was only right to celebrate this milestone with a special anniversary episode. The DreamPod has had a changing cast of presenters over the years, and they have all brought a unique personality and perspective to the podcast, be it on current Dreamcast news, opinions on games or just their tales of how they got into the Dreamcast scene in the first place.
For this episode though, we thought it would be good to bring together the original hosts from episode zero - Tom, Rob and Aaron - to catch up, share memories of that pilot episode and see how, even after 5 years, not a lot has changed after all!
In this episode, we also have some rather nice congratulatory messages from some familiar voices in the Dreamcast scene, so make sure you listen to the end. You can find all the previous episodes on Apple Podcasts, Spotify, Buzzsprout and pretty much any other podcast service you might use simply by searching for 'DreamPod.' For ease though, please find episode 75 embedded below.
Thanks all for listening, and here's to 5 more years of the DreamPod!
For this episode though, we thought it would be good to bring together the original hosts from episode zero - Tom, Rob and Aaron - to catch up, share memories of that pilot episode and see how, even after 5 years, not a lot has changed after all!
In this episode, we also have some rather nice congratulatory messages from some familiar voices in the Dreamcast scene, so make sure you listen to the end. You can find all the previous episodes on Apple Podcasts, Spotify, Buzzsprout and pretty much any other podcast service you might use simply by searching for 'DreamPod.' For ease though, please find episode 75 embedded below.
Every Dreamcast game featuring a Toyota Celica...because why not?
By
Tom Charnock
I recently bought a Toyota Celica. When I showed a picture of it to my sister, she asked if I was having a mid-life crisis. I enthusiastically replied that I'm having a whole-life crisis, but that the purchase of this automobile had nothing to do with it. I just happened to see it going quite cheap and was looking for a replacement for the old diesel estate that had trustily transported me and all my Dreamcast crap to countless gamings expos over the years. So yeah, I'm now a member of the Celica owner's club. Not an actual club - although I'm sure something like that exists for conscientious drivers who like nothing better than adding gigantic spoilers, furry dice, diamond encrusted wheels and go faster stripes to their cars.
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I've blanked out my number plate so ne'erdowells don't do ne'erdowell stuff with it. |
After owning the Celica for a couple of weeks, something odd slowly dawned on me as I mindlessly played various entries in the racing genre on Dreamcast. No, it wasn't the realisation that nothing even comes close to Spirit of Speed 1937 in simulating the thrills of driving a real race car. It was actually something far less interesting to pretty much everyone who isn't me: the Toyota Celica features in quite a few Dreamcast racing titles...and I'm not just talking about the famous GT-Four rally car either.
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The Celica GT-Four as seen in Sega Rally 2 |
No, I'm specifically talking about the seventh generation Toyota Celica coupe, the final model Toyota released before killing off the iconic marque in the mid 2000s. A car that - for me at least - has taken on baader-meinhof properties since I started driving one. Seriously - I see them everywhere now. I suppose the answer as to why the seventh generation Celica appeared in so many Dreamcast games is quite obvious when you really think about it though.
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The real deal... |
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...the digital deal |
Anyway, join me, dear reader, as we look at all the titles on Dreamcast that feature the seventh generation Toyota Celica, and a few that feature the iconic GT-Four...
Metropolis Street Racer
Bizarre Creations' seminal driving game has a surprising number of real world vehicles you can sample the delights of, and though you start small with some fairly low-specced runabouts, as you progress through the chapters more and more powerful cars are revealed; their well-rendered showroom blankets thrown off to reveal the glistening virtual paint beneath. The Celica featured in Metropolis Street Racer is ranked with a modest 4.0 CPF (Car Performance Rating), meaning it's not quite the top end of the stable, but does the job for the chapters in which it becomes available.
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MSR's vehicle selection screen is pretty cool |
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It's the favoured 190bhp model used in MSR |
It handles well (like most cars in this game to be honest) and has a decent top speed. The model is very faithful too, although it does lack the interior details seen in some other games listed here. Due to MSR's lack of any real tuning or visual detail options, you can't really change much apart from the tint of the windows, the colour of the paint and the registration plate, but that's OK.
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This is taken from the 'Exhibition' mode |
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Doing a bit of sightseeing in London of an evening |
Metropolis Street Racer's Celica is a fine representation of the real thing, and as you'd expect it features the standard 6-speed gearbox found in the real vehicle (7-speed if you count reverse), but to be honest you'd kind of expect this level of authenticity in a game where the developers measured the actual height of curbs in London to make sure everything looked as accurate as possible. It would have been nice to be able to add spoilers or change the alloy wheels, but that wasn't really a thing with any of the cars in MSR, so I'm happy to give it a pass on that front.
Dreamcast Printer Prototype Discovered
By
James Harvey
Whilst flicking through the second issue of Official Dreamcast Magazine, I noticed on the letters page a keen reader had written in asking if Sega had any plans to release a printer for the Dreamcast so that they could print out web pages they’d found. Sega’s response to this particular letter sounded like it was something they’d already been considering:
This was enough to make me curious. Were Sega working on a printer add-on for the Dreamcast? It’s not as crazy as it sounds -- don’t forget, back in the late 90’s/early 00’s, not everyone owned a PC and so browsing the web on their Dreamcast was the only way possible for a lot of people to get online. The Dreamcast already had a keyboard and mouse, so having a printer just seemed too obvious not to be true in my eyes.
I also knew that Sega were not afraid to work with other hardware manufacturers for PC-like peripherals, such as the ultimately unreleased Zip Drive from Iomega. So, I sent some emails. Through various contacts, I fired off a few speculative enquiries to various sources who were working for major printer manufacturers back at the turn of the millennium.
Amazingly, weeks later, one individual who had previously worked for Canon’s R&D department in Uxbridge, in the UK, got back to me with this amazing reply:
Even more amazing, attached to the email was a photo of the prototype for this printer from my source’s personal collection. Known only by its internal model number at the time, 5L-00FLIRPA, here she is: the Sega/Canon Dreamcast Printer Prototype:
Note the modified cord with a Dreamcast controller plug added to it, allowing you to simply use one of the available controller ports on your console to attach the printer.
Unfortunately, the current whereabouts of this prototype are unknown but my source does not believe it has been destroyed. This means there is still hope we can enjoy printing out our favourite web pages and Spirit of Speed screenshots directly from our Dreamcast at some point.
It’s incredible that here we are, over 20 years since the Dreamcast launched and we’re still uncovering new and unknown things about our beloved system. Would you have bought this printer had it actually been released in 2000?
Let us know in the comments below, or on Twitter.
Update: If you've read this far, your reward is the knowledge that yes, this was an April Fool! Look at the date in the photo; and the model number of the printer. We do like a good April Fool here at the Junkyard, as was seen back in 2017 when everyone lost their shit when we announced DreamStream - a Switch streaming service for Dreamcast games. One that didn't go down too well was when we announced on 1st April 2016 that we had become the 'PlayStation 2 Junkyard.' We don't mention that. Thanks for playing along...and remember - it's all just a bit of fun!
“Dreamcast is an evolutionary product with flexibility built into the whole design. If enough people develop a need for a printer, then we will look into releasing one in Europe.”
This was enough to make me curious. Were Sega working on a printer add-on for the Dreamcast? It’s not as crazy as it sounds -- don’t forget, back in the late 90’s/early 00’s, not everyone owned a PC and so browsing the web on their Dreamcast was the only way possible for a lot of people to get online. The Dreamcast already had a keyboard and mouse, so having a printer just seemed too obvious not to be true in my eyes.
I also knew that Sega were not afraid to work with other hardware manufacturers for PC-like peripherals, such as the ultimately unreleased Zip Drive from Iomega. So, I sent some emails. Through various contacts, I fired off a few speculative enquiries to various sources who were working for major printer manufacturers back at the turn of the millennium.
Amazingly, weeks later, one individual who had previously worked for Canon’s R&D department in Uxbridge, in the UK, got back to me with this amazing reply:
“Sega approached us (Canon) in early 2000 to make an inkjet printer for their Dreamcast console. It was early days but we had a fully working prototype that, as long as you had a keyboard connected to the console, would allow you to print whatever was currently displayed on the TV by a simple press of the “Print Screen” key. Amazingly, this worked during gameplay as well, so you could print off screenshots if you wanted to. During testing, we had numerous copies of printed screenshots all over the office -- I think gamers would've loved it.”
Even more amazing, attached to the email was a photo of the prototype for this printer from my source’s personal collection. Known only by its internal model number at the time, 5L-00FLIRPA, here she is: the Sega/Canon Dreamcast Printer Prototype:
Unfortunately, the current whereabouts of this prototype are unknown but my source does not believe it has been destroyed. This means there is still hope we can enjoy printing out our favourite web pages and Spirit of Speed screenshots directly from our Dreamcast at some point.
It’s incredible that here we are, over 20 years since the Dreamcast launched and we’re still uncovering new and unknown things about our beloved system. Would you have bought this printer had it actually been released in 2000?
Let us know in the comments below, or on Twitter.
Update: If you've read this far, your reward is the knowledge that yes, this was an April Fool! Look at the date in the photo; and the model number of the printer. We do like a good April Fool here at the Junkyard, as was seen back in 2017 when everyone lost their shit when we announced DreamStream - a Switch streaming service for Dreamcast games. One that didn't go down too well was when we announced on 1st April 2016 that we had become the 'PlayStation 2 Junkyard.' We don't mention that. Thanks for playing along...and remember - it's all just a bit of fun!
The lost Dreamcast port of Heroes of Might and Magic III has been released!
By
Tom Charnock
We recently covered the fundraiser that was set up to release the long lost Dreamcast port of Heroes of Might and Magic III for the Dreamcast. If you're not sure what that last sentence even means, here's an info dump: Heroes of Might and Magic III was a best-selling PC strategy game featuring a fantasy setting in which players could command armies across a vast campaign and was scheduled for a Dreamcast release back in the early 2000s before Sega ditched the Dreamcast, everything was cancelled and the entire house burnt down...or so you might think.
According to the developer it was actually because the game was too big for the Dreamcast system to handle:
"Heroes of Might and Magic III was not canceled because the Dreamcast was discontinued or anything, but because it failed due to the technical limitations. The game was technically too big for the Dreamcast, and since 3DO / NewWorldComputing and thus Ubisoft only wanted to see it published as a 1:1 conversion on the Dreamcast, eventually a point was reached at which the Dreamcast was basically just technically overwhelmed."
Read the full thread at Dreamcast Talk here. Regardless, Heroes of Might and Magic III was once categorised as one of the most famous 'lost' Dreamcast games - of which there are many - but now, thanks to the awesome Dreamcast community, it is now available to sample (in beta form, that is).
This is down to the work of Dreamcast collector and YouTuber FatalistDC and Dreamcast expert Jan Baumgartner. We salute them both, naturally. After a small fundraiser (which was achieved, again due to the Dreamcast community), Heroes of Might and Magic III has been dumped online after 20 years in the wilderness. And you, dear reader, can download it and play it either in your actual Dreamcast console, or using an emulator. Unfortunatley, I'm unable to run the game myself through an emulator as I use an Apple Mac, and lxdream seems to have been abandoned (it doesn't run on Catalina); while ReDream doesn't recognise the GDI or CDI version. Maybe you'll have better luck.
Update: As the links previously featured in this article have since gone dead, please go to the Dreamcast Talk thread about this release to get all the latest links.
If I manage to get the game working, rest assured you'll get a post-mortem review very soon! Have you downloaded the game and played it? Have you got it to run in an emulator or on Dreamcast hardware? If so, what are your thoughts? Let us know in the comments or on Twitter.
According to the developer it was actually because the game was too big for the Dreamcast system to handle:
"Heroes of Might and Magic III was not canceled because the Dreamcast was discontinued or anything, but because it failed due to the technical limitations. The game was technically too big for the Dreamcast, and since 3DO / NewWorldComputing and thus Ubisoft only wanted to see it published as a 1:1 conversion on the Dreamcast, eventually a point was reached at which the Dreamcast was basically just technically overwhelmed."
Read the full thread at Dreamcast Talk here. Regardless, Heroes of Might and Magic III was once categorised as one of the most famous 'lost' Dreamcast games - of which there are many - but now, thanks to the awesome Dreamcast community, it is now available to sample (in beta form, that is).
This is down to the work of Dreamcast collector and YouTuber FatalistDC and Dreamcast expert Jan Baumgartner. We salute them both, naturally. After a small fundraiser (which was achieved, again due to the Dreamcast community), Heroes of Might and Magic III has been dumped online after 20 years in the wilderness. And you, dear reader, can download it and play it either in your actual Dreamcast console, or using an emulator. Unfortunatley, I'm unable to run the game myself through an emulator as I use an Apple Mac, and lxdream seems to have been abandoned (it doesn't run on Catalina); while ReDream doesn't recognise the GDI or CDI version. Maybe you'll have better luck.
Update: As the links previously featured in this article have since gone dead, please go to the Dreamcast Talk thread about this release to get all the latest links.
If I manage to get the game working, rest assured you'll get a post-mortem review very soon! Have you downloaded the game and played it? Have you got it to run in an emulator or on Dreamcast hardware? If so, what are your thoughts? Let us know in the comments or on Twitter.
Retro Surge Games announces new Dreamcast title Summoning Signals
By
Tom Charnock
Remember the awesome Reaperi Cycle demo we looked at recently? If not, check it out here. Well, after we were wowed by the clever puzzling elements shown in that game we were quickly brought back down to Earth when it was revealed that Reaperi Cycle is actually on hiatus. But all is not lost - the reason for the hiatus is that developer 12db.soft is currently working on another Dreamcast exclusive puzzle game: Summoning Signals.
Summoning Signals is pencilled in for a Winter 2020 release on Dreamcast, and will be released by Retro Surge Games, the publishing arm of online retailer The Bit Station. From the press release:
Summoning Signals is an experimental narrative game. You play as Bertholet, an antique collector with a passion for old technology. As you are making a delivery across the galaxy, your ship starts behaving erratically and crash on an unknown planet. Get to know the planet's strange inhabitant, repair your ship and escape before the fabled Minotaur finds you.
Use your radio to call for help and communicate with the galaxy's inhabitant. Make sure to charge your battery and keep the signal alive! Bertholet will need to find spare parts on this new planet to repair his ship. Break apart old machines and dig for circuits in computers! Make use of your tools to get your ship running again.
The world’s inhabitants like to speak in riddle. Are you wise enough to understand them? Use your wits to find the clues and progress through the game. The game's unique world is made using photogrammetry, a technique used to create 3D models from pictures. The result are unlike anything you have seen on the Dreamcast.
Imagine if this tech had been available to Shockwave Assault's devs back in the day; those flat pixellated landscapes would've looked so much less like you were flying over a bowl of vegetable soup while blasting alien invaders. Pretty sure my 3DO would have melted into a pile of black plastic though. I'm waffling, let's get back on track. Photogrammetry is certainly an interesting technique and will definitely give Summoning Signals a unique look on Dreamcast.
We'll bring more info on Summoning Signals as we get it, and you can follow 12db.soft, Retro Surge Games and The Bit Station on Twitter for updates as they happen.
What do you think? Are you intrigued by Summoning Signals? And did you play the super cool (and brain meltingly difficult!) Reaperi Cycle demo? Let us know your thoughts in the comments or on Twitter.
Summoning Signals is an experimental narrative game. You play as Bertholet, an antique collector with a passion for old technology. As you are making a delivery across the galaxy, your ship starts behaving erratically and crash on an unknown planet. Get to know the planet's strange inhabitant, repair your ship and escape before the fabled Minotaur finds you.
Use your radio to call for help and communicate with the galaxy's inhabitant. Make sure to charge your battery and keep the signal alive! Bertholet will need to find spare parts on this new planet to repair his ship. Break apart old machines and dig for circuits in computers! Make use of your tools to get your ship running again.
The world’s inhabitants like to speak in riddle. Are you wise enough to understand them? Use your wits to find the clues and progress through the game. The game's unique world is made using photogrammetry, a technique used to create 3D models from pictures. The result are unlike anything you have seen on the Dreamcast.
- Summoning Signals press release
The visuals on show are looking quite fabulous even at this stage, and as described in the press release, it will be the first game on the Dreamcast that employs photogrammetry. I suppose the best current analogue to this visualisation technique would be something like Google Maps' ability to turn flat 2D satellite images into fully rendered 3D locations when you zoom down to ground level. Below is a Google Maps 3D mode shot of Manchester, the Greatest City on Earth™to show what I mean:Imagine if this tech had been available to Shockwave Assault's devs back in the day; those flat pixellated landscapes would've looked so much less like you were flying over a bowl of vegetable soup while blasting alien invaders. Pretty sure my 3DO would have melted into a pile of black plastic though. I'm waffling, let's get back on track. Photogrammetry is certainly an interesting technique and will definitely give Summoning Signals a unique look on Dreamcast.
We'll bring more info on Summoning Signals as we get it, and you can follow 12db.soft, Retro Surge Games and The Bit Station on Twitter for updates as they happen.
What do you think? Are you intrigued by Summoning Signals? And did you play the super cool (and brain meltingly difficult!) Reaperi Cycle demo? Let us know your thoughts in the comments or on Twitter.
Hark! The lost Dreamcast port of Heroes of Might and Magic III could be released soon...
By
Tom Charnock
Heroes of Might and Magic III is another one of those PC ports us Dreamcast owners were promised back in the day, but which was then pulled from release lists and chucked into the big wheelie bin in the sky. As with any wheelie bin, this hypothetical trash receptacle was raided and the contents squirrelled away into a private collection. And there Heroes of Might and Magic III stayed for several years until Dreamcast collector FatalistDC purchased it for $600 back in 2005.
For those not in the know, Heroes of Might and Magic III is a turn based strategy game that features armies of the fantasy/Medieval persuasion, lots of knights of the realm and horses and stuff. And probably trumpets. And shields. Oh, and knaves. Probably.
It transpires that FatalistDC is now looking to release this long lost Dreamcast port of Heroes of Might and Magic III, and is about to launch a fundraiser in order to do so. This is most probably because he paid $600 for the disc in the first place and while this is likely to incense some people, we'd rather see a fundraiser than see the disc go back into another private collection.
Update: the fundraiser is now live on GoFundMe, with a target of €250.
All things considered, the Dreamcast port of Heroes of Might and Magic III is - not unlike Ron Burgundy - kind of a big deal, and is one of those mythical cancelled games that hitherto has never seen the light of day. Here's some Dreamcast gameplay FatalistDC uploaded to YouTube:
The game FatalistDC is looking to release is actually a beta version and as such isn't 100% complete and not totally free of the odd bug (random crashes and freezes), but for many Dreamcast fans the opportunity to get their hands on yet another 'lost' game is a pretty exciting prospect, regardless of how complete the build is.
The full story of this potential release can be read over at the Obscure Gamers forum, and you can find the fundraiser at GoFundMe. There's also talk of FatalistDC releasing a very early build of the similarly 'lost' Test Drive Cycles, which will apparently also be released following a fundraiser. More on that when it happens, though.
Thanks go to Jan Baumgartner, creator of the Compact Flash-modded Dreamcast, for this information.
Will you be backing this fundraiser? Let us know in the comments or on Twitter.
For those not in the know, Heroes of Might and Magic III is a turn based strategy game that features armies of the fantasy/Medieval persuasion, lots of knights of the realm and horses and stuff. And probably trumpets. And shields. Oh, and knaves. Probably.
It transpires that FatalistDC is now looking to release this long lost Dreamcast port of Heroes of Might and Magic III, and is about to launch a fundraiser in order to do so. This is most probably because he paid $600 for the disc in the first place and while this is likely to incense some people, we'd rather see a fundraiser than see the disc go back into another private collection.
Update: the fundraiser is now live on GoFundMe, with a target of €250.
All things considered, the Dreamcast port of Heroes of Might and Magic III is - not unlike Ron Burgundy - kind of a big deal, and is one of those mythical cancelled games that hitherto has never seen the light of day. Here's some Dreamcast gameplay FatalistDC uploaded to YouTube:
The game FatalistDC is looking to release is actually a beta version and as such isn't 100% complete and not totally free of the odd bug (random crashes and freezes), but for many Dreamcast fans the opportunity to get their hands on yet another 'lost' game is a pretty exciting prospect, regardless of how complete the build is.
The full story of this potential release can be read over at the Obscure Gamers forum, and you can find the fundraiser at GoFundMe. There's also talk of FatalistDC releasing a very early build of the similarly 'lost' Test Drive Cycles, which will apparently also be released following a fundraiser. More on that when it happens, though.
Thanks go to Jan Baumgartner, creator of the Compact Flash-modded Dreamcast, for this information.
Will you be backing this fundraiser? Let us know in the comments or on Twitter.
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