Dream Disc 25 is Here! - Key Details and an Interview with the Organisers

Guess who’s back? Back again? Dream Disc’s back. Tell a friend. Guess who’s back, guess who’s back, guess who’s back, guess who’s back un-nuh-nuh….

Emboldened by the stonking success of their inaugural Dream Disc game jam in 2024, today (1 December 2025) Psyops Studios and Orc Face Games launch this year’s iteration of the competition ‘Dream Disc '25: Monster indie hits to grind until your eyes bleed’. Ok… I made that subtitle up. But if the outputs from the jam are anything like last time, then its sentiment will hold true.

For those new to this project, here is a basic run-down. The small but mighty development outfit Psyops Studios and the publishing maestros of Orc Face Games team up to organise a game jam (like a musical jam, but with coding) in which creatives of all hues are invited to collaborate and compete to produce games, applications, or even hardware for our beloved Dreamcast. The idea being that, with a supportive atmosphere and a clearly defined deadline to keep to, those involved will be motivated to produce new material that may otherwise have failed to materialise. Not convinced? Well, there are also the much more tangible incentives of cash prizes and a potential spot on a physical professionally produced demo disc. 

Pop in Dream Disc 24 and zone out to the trippy menu screen. You won't be disappointed.

Last year’s jam brought forth 24 software submissions, many of which were staggeringly well polished given the circumstances. The top ten made it onto a demo disc which is still available at the extremely generous price of shipping alone, but some of my personal favourites (Dream Ride and Big "Mfkin" Drill) didn’t make it past the crooked esteemed judging panel, and so I would still highly recommend checking out the full range of entries which we covered on the blog and the pod

Dream Disc '24 winner: Sky Pirates of Etalmar

Get the gist? Alright, on to the important points about this year’s game jam: 
  • It begins today (1 December) and runs all the way through until the end of February 2026, after which the public can review entries, and the judges begin the arduous task of whittling down the winners.  
  • Everyone is welcome, from beginners to old hands. Think you fancy producing something for the Dreamcast? Then check out the jam’s itch.io page, read the rules over on the Orc Face website and drop into the Orc Face discord server to meet up with others. 
  • The jam has a super wide remit. Aside from software and hardware for the DC, applications that run on other platforms which are directly related to Dreamcast development or gaming are welcome. However, all submissions must be based on original content or content you have the rights to use, which rules out most mods and fangames.
  • Lacking in time or creative thoughts (I feel you), but want to support the jam? Consider throwing a few quid into the prize pool – every penny counts!
Here at the Junkyard we are delighted to be sponsoring the Dream Disc jam once again. In practice that means one or two of us from the editorial collective will offer up our meticulous and fair-minded judging services, and that we will endeavour to give the game jam entries the coverage they deserve. OK, maybe they deserve better, but we will try our best…

Alright enough rambling from me. Here are a few words from the keystones of the whole shebang, Cypress from Psyops Studios and Ross from Orc Face Games.

DCJY: Thanks for taking the time to speak with us. We know you’re busy, so we’ll keep this sweet and to the point. Its great to see the Dream Disc game jam return for a second round. Presumably the inaugural competition must have been good fun if you are back for more?!

Cypress: For me, it was the most fun I’ve had with a jam, so it’s a no brainer to attempt to host it every year for my own interest. That being said, when we were originally coming up with the idea for Dream Disc, we envisioned it as a yearly jam, but understood that the deciding factor would be whether or not the year one event actually went successfully. Back then there was a point where we were worried we wouldn’t even get 10 submissions to fill up the disc!

Ross: Indeed! There were way more submissions than we anticipated last time and this year it’s looking to be nearly double that again! Orc Face Games’ contribution will be the same as last time: to compile and manufacture the physical CD-ROM with the top 10 submissions and provide it free of charge (at the cost of shipping) to anyone who wants one. Our belief is that the indie Dreamcast scene will become more interesting and vibrant with organised jams like this, and hopefully it will encourage more developers to consider making full releases for the platform. That’s where we’d be happy to provide publishing services.

The jam is being organised by Psyops Studios and Orc Face Games. Practically speaking does that mean Cypress and Ross, or is there a broader network of people involved?

Cypress: At least on the Psyops side, it’s just me (Cypress) handling it. The rest of the Psyops team is going full steam ahead on our next game, with Haikuno handling his libGumball UI library for our game, Nupi working on game and engine code for our Dream Disc submission, and Chao-Etta working on her VMU games.

Ross: Although the jam belongs to the community, it does fall to Cypress and myself to handle the organisation side of things. Generally the work is split between us with me handling the rules, the submission format, the promotional assets and the physical disc production side, and with Cypress handling the promotion and outreach side - getting more people involved in the jam, looking for judges, setting up the itch.io page and nudging me to get things done in between my very busy schedule.

The timeframe for the jam seems to have been extended quite significantly this time around, running over a 3 month period. What was the reasoning behind that choice?

Ross: Last year there were at least three people who said they would be unable to participate because they were travelling or seeing family over the holidays. Running the jam over the winter break is a great idea for many people as they have enough time to dig in and get some work done, but it was a shame to exclude those with other commitments. We hope extending the time will give more people a chance to contribute.

Are there any other changes to the format or approach? Anything you’re hoping to achieve that differs from the inaugural jam?

Ross: It was a struggle to get all the games working correctly on the compilation disc last time - so much so that it ended up taking me maybe two weeks of full-time work days including the time to build and optimise the menu and get the disc in the right format for pressing. I even had to modify the code for some submissions to fix bugs and get them to play nice on the final disc. This time around we’ve learned our lesson and are giving very strict submission format requirements. While this does mean a little more work for participants, the end result will be quicker to put together with fewer bugs. If this goes well, it will be our standard format for future years too.

The roster of entries last year was pretty special. Do you think enough time has passed for devs to cook up new projects?

Cypress: At least for Psyops team, the amount of steep competition has only driven us to work even harder on this year’s entry. I hope other developers feel the same heat, and bring some fire this time around. 

Ross: Even though the jam hasn’t formally started yet at the time of writing, we already have nearly double the submissions compared to last year. It looks like developers are really inspired to build something awesome for the Dreamcast and that’s everything we wanted for this project.

What’s the reception been like so far to the physical disc for Dream Disc ‘24?

Ross: Incredible! The quantity of orders of the physical CD-ROM has eclipsed our previous releases and this has pushed me to streamline our approach to picking, packing, labelling and shipping. It also boosted sales of our existing published Dreamcast titles, The Storied Sword and Chew Chew Mimic, plus an increase in preorders for our first in-house title HarleQuest! There are still a few copies of Dream Disc ‘24 left but we’re quickly running out. We don’t intend to manufacture another run, so if you haven’t got yours yet, I’d suggest ordering soon!

Cypress: It’s been big enough that it’s the first time I’ve heard people randomly talking about Psyops studios in the wild, as well as bringing up Orc Face Games too. Not only that, but seeing people online talk about it and introduce it to others - it feels surreal.

Producing a physical disc is quite the endeavour - are the time and resources available to manage that while keeping other projects on track?

Ross: For Dream Disc ‘24, the answer is no. Our other projects at Orc Face Games definitely took a hit as we had to divert time, money and energy into overcoming unforeseen problems. I felt a sense of guilt as HarleQuest! is already running quite behind our planned schedule from 2023, but at the same time I saw Dream Disc as a good investment for the company’s future and for the health of the scene.

It’s a tough balance trying to build a company with a strong presence in the indie Dreamcast world while also staying focused on the quality of our own releases. At the end of the day there isn’t a lot of money to pay people and so everything has to be done on a shoestring budget, with as much work as possible landing on a very small number of people (2 or 3 at a time maximum). The good news is that with all the lessons learned and processes in place, Dream Disc ‘25 will be much easier to put together and won’t have the same impact on our other work.

We’ve heard whispers that Murph’s big screen debut is in the works with Spielberg directing it… can you confirm or deny these rumours?

Cypress: Really? I’m going to have to grill my team and find out who the leaker is.

* * *
Thanks go out to Cypress and Ross for gracing us with a fresh edition of the Dream Disc game jam. As and when any other jam-related news drops we'll have it covered here on the blog. Of course, we're always interested to hear the views of our readers too. You've made it this far, so why not leave us a comment below?

Silence Your Sega Dreamcast's Old Grinding GD-ROM Drive with a Fancy New Brass Gear

Right you lot, it’s time to get your five-quid soldering iron out, dust off that 30-year-old tin of flux, and bodge a good old-fashioned down-and-dirty modification to your Dreamcast. I’m not talking about the mainstream mods for the casuals out there like the Noctua fan, PicoPSU, or GDEMU. No, I’m talking about something you truly may not have heard of before. Something more nuanced. Something for the purist Dreamcast owners among you.

Errrrr, eeuurrrrrr, euurrreeerrrrrr… that glorious operatic groaning you hear when your GD-ROM drive is trying to load the inside of Ryo Hazuki’s gaff or desperately rendering the next corridor in Soldier of Fortune. It’s a wonderful sound. Deep. Rich. Textured. Central to the nostalgia of that white dreamy box.

However, I’ve recently discovered you can swap one of the plastic gears in the disc-drive mechanism for a fancy new one made of brass — British balls-of-brass. And the result is honestly astounding. That rattly, grumbling rumble transforms into a sleek, nimble, almost printer-esque hum.

I stumbled across this gem in an old Reddit post by user PacmaniaX_01, who detailed how they’d searched high and low to find the perfect replacement brass gear. The part you need is a ‘14-tooth brass pinion, 1.48 mm’ and you can grab a pack of five down your local AliExpress for three quid fifty including postage. So I ordered some from the Far East and patiently waited 13 weeks for delivery.

All you need is a fresh pack of nice British brass balls (gears)

I’ve written a step-by-step guide below but in essence you need to remove the motor from the disc drive, take off the old plastic gear, heat up the new brass gear, place the motor shaft in the hole on the gear and give it a few firm hits with a small hammer to get the gear on the motor shaft. Then, pop it back in and presto! It is so quiet and sexy sounding, it’s like a brand new console.

Phwoaarrrrrr!

Bear in mind that getting the gear onto the motor is quite tricky. If you’re not so handy, some total legend on eBay is selling the replacement motors with the brass gear already fitted making this mod plug and play (sort of).

One thing to note as well is when I first booted the console up after applying the mod, for a second I thought the console was broken. The fan starts to whir, the disc spins up, but there was no horrid disc drive grinding noises?! My brain didn't quite know how to compute this... It was like one third of a symphonic orchestra called in sick and the remaining two thirds were left to play. It was unsettling. The Dreamcast suddenly feels… modern? Mature? Dare I say… polite?

Step-by-Step Guide

  1. Remove the top shell of the console
  2. Push the laser module all the way back on the rails (makes the following steps easier)
  3. Unclip the wires from the black clips on the side of the drive
  4. Lift the top GD-ROM drive out and flip it over (I use the top of the Dreamcast’s shell as a stand as it's the perfect height)
  5. Unscrew the motor (one single screw)
  6. Desolder the motor wires and remove the motor (make a note of which one is positive and which is negative)
  7. Slide the plastic gear off the motor shaft
  8. Heat the brass gear (I used a chef’s blowtorch, a lighter should work too) while holding it with tweezers
  9. Place the hot gear on a hard surface, align the motor shaft, and give it a few firm, controlled taps with a small hammer
  10. LEAVE THE BRASS GEAR A FEW MINUTES TO COOL. Do not re-install gear when it's hot as it will melt the adjacent plastic gears - big sad if this happens! F*CK, THAT’S HOT! Don’t touch it either.
  11. Re-solder the motor wires and screw the motor back in
  12. Optional: apply a light layer of silicone grease to all the gears
  13. Reassemble the drive and console.

What You Gain

  • Reduced motor strain
  • Slightly quicker seek times (No, it can't run Crysis)
  • Almost no mechanical chatter
  • Lower chance of disc-read errors
  • A GD-ROM drive that feels 20 years younger

As a bonus, my Dreamcast had never reliably booted my PAL copy of Rez on the first try… until now. After this mod it boots instantly. Coincidence? Maybe. More on that here.

Final Thoughts

This mod isn’t glamorous. It won’t blow up YouTube, and it won’t get you a million likes on  TikTok. It’s a tiny hunk of metal that quietly brings the Dreamcast one step closer to modern times and keeps those old drives alive for years to come.

Just be warned: Your Dreamcast may never growl at you again... and you might actually miss it.

Bang Bang Busters 2 Kickstarter Goes Live — a Sega Dreamcast Indie Sequel!

Have you finished the last puzzle on Chew Chew Mimic and are now finding yourself hungry for your next Dreamcast fix? Well, PixelHeart might have you covered with their latest Kickstarter campaign for Bang Bang Busters 2.

As the "2" in the title might infer, this is the sequel to the 2010 Visco-developed Neo Geo title Bang Bang Busters (also stylised as Bang² Busters), a single-screen arcade title akin to the likes of Bubble Bobble and Snow Bros where you clear stages by grabbing the enemies and hurling them at other enemies to build up combos and boost your score.

Bang Bang Busters 2 sees cutesy space bunnies Lazy and Refia return to once again defeat Emperor Honey and stop his evil plan to transform the kings of the universe into giant mascots and imprison them all in a planetary amusement park called Happy Universe. 

Okay, so the plot may have been ripped straight out of a 90s quarter-munching cabinet, but if you enjoy classic action platforming, Bang Bang Busters 2 could be well worth a look.

Although the lead platforms for the project are the Neo Geo MVS and AES cartridges, PixelHeart have confirmed that the Dreamcast version is a dedicated native port for the platform, and will sport improvements over the base game including a larger colour palette and refined visuals. The audio is also going to be improved with stereo sound and a CD-quality soundtrack. This is a definite improvement over the Dreamcast release of the original Bang Bang Busters, which was effectively just an emulated ROM on a disc.

As with other PixelHeart titles, regional packaging design options are available for Dreamcast, including our favourite love-to-hate option of a PAL jewel case (priced at €50) as well as US and Japanese themed versions (priced at €35) to best fit your current collection.

You can check out the Kickstarter here, where as of writing, the project is £15,042 towards its goal of £30,845. The Kickstarter runs until the 30th of November so it's looking promising that the goal will be achieved. There are also downloadable demos available for free for both Dreamcast and Neo Geo, if you want to test out an early build to see if it's up your street. 

Have you played the original Bang Bang Busters? Are you looking forward to a sequel? Let us know in the comments or on social media.

DCJY welcomes Andrew Fisher


In episode 146 of our podcast, the DreamPod, Lozz and Lewis are joined by freelance video game writer Andrew Fisher to discuss his career and everything Dreamcast homebrew.

With decades of experience in video game journalism, Andrew’s work spans publications such as Wireframe, ZZAP! 64, ZZAP! Amiga, Commodore Force, Commodore Format, Fusion, and of course, Retro Gamer magazine — where he pens his monthly column, “The Homebrewer’s Kit.” With the Sega Dreamcast having become such a prolific console for independent development in recent years, it’s only natural that our scene has crossed Andrew’s radar. In fact, in issue 277 of Retro Gamer, this year’s biggest Dreamcast projects featured prominently in Andrew’s column.

You can listen to this episode of the DreamPod and all of our previous episodes on Buzzsprout, along with all great podcatchers.

Street Fighter III: 3rd Strike Meditations

Street Fighter III: 3rd Strike expertly blends fighters of martial arts —both fictitious and real— with its environments.

Released in 1999 on the Sega Dreamcast, Street Fighter III: 3rd Strike is considered a sophisticated fighter. I started up the 25-year-old game with the intention to find out why.

What first grabbed my attention about 3rd Strike is not its sophistication in precision fight mechanics, but its late-night Hong Kong shopping district stage. In this stage, fighters face off on a building rooftop illuminated by neon shopping lights, as well as artificial light reflections and refractions from the rain-soaked environment. It is a serene and layered scene of blue and purple hues to simulate the moonlit buildings; a scene where animated rain droplets fill the screen as two fighters compete and negotiate to see whose martial arts are superior and which discipline will prevail in a given exchange, round, or match.

The shadowy water colors combined with the down-pouring rain exemplifies why 3rd Strike's Hong Kong district scene can survive a quarter-century of innovations in technology and art, yet still hold its place as pure video gaming perfection. In a world of 3D, hyper-realistic graphics and player models, 3rd Strike distinguishes itself with its saturated and even color tones, where fighters incredibly camouflage into the scene.

Born in an era that shifted both games and movies towards 3D animation, Capcom’s artists held firm and double and tripled down on perfecting its 2D mixed-martial arts. The game introduces nuanced fight mechanics and defensive counter-strikes and refines every aspect of the game, from its hand-drawn art style to its soundtrack, from its animations to its fight rhythms. It is almost as if Capcom’s artists purposely built environments that only could be filled with equally arcade-perfect fight gameplay.

I pick up the controller and decide to fight with Dudley, the dapperly-dressed boxer from England. Dudley arrives to the street fight in a polished Rolls-Royce-like ride, sporting a 1920s fade with a side-parted slick-back, fit for a scene of Peaky Blinders. I do not know much about Dudley, or why a scholarly gentleman in sleek dress shoes and suspenders might find joy in a brutal sport, but I am drawn to the powerful punches he throws. His hooks and uppercuts wind up and then land with a punishing smack. What’s more, Dudley’s moveset allows for freedom and promotes spontaneity, almost lifelike – a reminder of my days in the boxing gym where I would circle and weave and then let go flurries on the heavy bag as the combos came to me. Whatever felt natural. And fighting with Dudley – chaining together lefts into rights, hooks from highs and lows into powerful specials – feels natural.

In 3rd Strike, a well-fashioned power counter is just as gratifying as landing a flurry of shots. I’m a counter-fighter at heart, and so the game speaks my language while the rain continues to pound the concrete rooftops. It reminds me of what it was like to once be able to train: the fear of not being good enough, the meditative wrapping of the hands, and the pop of the glove when it meets a training pad. Determination and exhalations defined those sessions. And for fleeting moments with 3rd Strike, I remember what the endorphins once felt like, what they meant to me in trying times of my life  — to have a trainer in Kru Niel to encourage me to keep going when I did not know that I could, to keep improving my technique, and more than anything, to let go of my thoughts and to let the gloves go. Martial arts training helped me out of a deep depression and catapulted me to be brave enough to take on challenges I never would have dared. It gave me self-confidence in who I am, which gave me peace.

Credit: the2dstagesfg
And so for some of us, to play 3rd Strike is to profoundly become one with the game’s scenic stages, blending in, even if just for a few moments of dreaming so. The sound of the rain on this bespoke Hong Kong rooftop is a reliable companion for any game player to find peace of mind — and if nothing else, the rooftop is a cozy place to pay visit.

Dreamcast Collection Oddities - A Gallery as Submitted by Readers

A selection of the many superb collection items submitted by readers for this article.

Back in July we put out a call for readers to submit photos of items from their personal Sega Dreamcast collections that are unusual, unique, custom, weird, odd, obscure, esoteric, rare or overlooked. And of course, the network of international Dreamcast afficionados didn’t let us down. When placed together, all the submissions we received offer a great spread across the Dreamcast-weirdness spectrum that I’m delighted to now present here in this article.

Before we delve in though, a few words on the inspiration for this task. Firstly, exploring the esoteric nooks and crannies of Sega’s swansong console is something that can (occasionally) bring me joy, and, considering that the Junkyard has maintained a readership for two decades now, I guess that is the case for others too. Secondly, given that having more than a passing interest in the Dreamcast is clearly a niche affair, most are unlikely to have ‘real life’ friends or family that genuinely wish to hear about odd collectibles, so sharing with an internet community is where it's at. Lastly, in the context of auction bidding wars and inflationary prices, I thought it would be nice for folks to be able to share with each other, not in a boastful way, but in a spirit of mutual appreciation.

Fed up with this pretentious justification? I hear you. Here are the photos of cool Dreamcast stuff that you’ve come here for…

Not Your Average Console

I imagine most of you reading this know what a Dreamcast looks like (a sleek machine that can perfectly offset the offensive ugliness of the PS2 that it is designed to sit atop). The console wasn't around for long enough for second or third iterations which vary considerably in terms of physical appearance or technical features. Even so, a wide variety of special or limited editions were released (mainly in Japan), and now and then we get glimpses of D.I.Y. customisations that can vary in looks from, uh, shall we say "homely", to professional-grade perfection. The aesthetic variations of the Dreamcast have always interested me, and so I was pleased to see that we received five contributions that scratch that itch.

First of all, we have two official variants of the console, both of which have peculiar origin stories. According to a sketchy internet source, the CSK Dreamcast, a photo of which was kindly sent in by JoeEardley77, was distributed by the health insurance arm of Japanese conglomerate CSK to Sega employees under the impression that they would use it to digitally connect with healthcare providers from home. Whether that actually occurred on a widespread basis is unclear. Using a DreamEye to consult with a doctor is definitely no longer possible (or advisable), but the console itself, whose origins are only given away by a sticker placed atop the console shell and packaging, is a neat artifact nonetheless. 

CSK Dreamcast submitted by JoeEardley77.

The Regulation 7 Dreamcast, a photo of which has been submitted by Rosewood, was supposedly distributed to Japan's pachinko (slot machine) parlours, presumably to be used as either as a demo kiosk or perhaps a cheap internet browsing device. I seem to recall folks explaining that, because gambling for cash is illegal in Japan, this variant was also offered as a prize to parlour customers, although Google is now telling me that it was made available for mail order in 2001 too. Whatever the exact answer may be, the console looks lush.

Regulation 7 Dreamcast submitted by Rosewood.
Next up, we have two variants of the Dreamcast console that definitely aren't official. The custom-painted Illbleed-themed Dreamcast submitted by waynejamesp will undoubtedly appeal to devotees of the quirky horror game which has amassed a bit of a cult following in recent years. With an average NTSC-U copy of Illbleed now costing above $200, painting your console might actually be a more affordable way to demonstrate your love for this particular game. 

Illbleed console submitted by waynejamesp.

The black Treamcast, submitted by le_Pot_de_Mayo, isn't quite as unique, but is still legitimately worthy of the "L@@K RARE" eBay label, and has bizarre origins that are perfect for the scope of this article. First produced in 2002 or 2003 by a Hong Kong-based manufacturer, the Treamcast is essentially a modified Dreamcast, repackaged into a smaller shell with an integrated fold-out screen. Despite arriving after the console's official death, this transportable Dreamcast allegedly sold quite well, even despite the fact that its distribution to Western markets was hamstrung thanks to Sega's disapproval. 

Treamcast submitted by le_Pot_de_Mayo.
The last console that we are to feature is one which, on the face of it, might look pretty ordinary. OK, admittedly the packaging for this first launch variant featuring eight photos of the then-President of Sega Japan, Hidekazu Yukawa, is cool — but those of you that have browsed internet auction websites will know they are fairly common. What makes this particular edition stand out though is that it features stamps confirming it was purchased on the original Japanese release day of November 27, 1998. Thanks go to The SegaHolic of the Sega Guys for submitting these photos. Next you need to track down and interview the person who bought this exact console... How hard could it be?

Launch edition Dreamcast submitted by The SegaHolic.

Dream Disc '24 Compilation Goes up for Preorder! Dream Disc '25 also Announced!

The Dream Disc '24 Game Jam —which ran from December 20th to January 3rd— was a huge success, showcasing a wide range of fantastic new software from the Sega Dreamcast's passionate coding community. It was also an absolute blast to cover here at the Junkyard, and we did so at any opportunity we could — our podcast episode discussing the winners with organisers Ross Kilgariff and Cypress was a particular highlight. 

As fabled in the jam’s original press release, the top ten entries —as selected by a panel of judges— were promised a spot on a physical demo disc. Perhaps this is the titular "Dream Disc"? (We’ll have to wait for Ross and Cypress to officially confirm that particular piece of Dream Disc game jam lore.) Well, Ross's publishing outfit Orc Face Games has finally announced that preorders are open for the physical Dream Disc release. The best part about this whole arrangement? The only thing you need to pay is the shipping fee. In my case, it only cost three measly Great British pounds, which is an absolute steal. If you're not based in the UK, though, Orc Face Games also ships internationally. 

The games featured on this compilation will be Rizzo Island Remix by Dreameater Games, dRxLaX by dRxL_dk, Murph's Big Puddle Fishin' by PsyOp Studios, Order of Titan by bertholet and Ajaxpigeon, Trick Truck and Sky Pirates of Etalmar by WufSoft, Starship Madness by yomboprime, Black Hole Descent by Frogbull, The Eternal Sleep by Locked Door Puzzle, and Defuseball by Freakdave.

For those who have consigned their Dreamcast to a digital-only fate, there is also a digital .cdi version of this release which you can download right now, totally for free. Of course, all of the Dream Disc '24 entries were available digitally for free anyway, but this still gives you the chance to experience the glorious landing screen that Ross has put together, which is a loving homage to the magazine demos of old.

Orc Face also announced on their Twitter account that the disc should arrive with them this month, so if you pick up any other games alongside your Dream Disc preorder, they can be shipped out all at once. Perhaps a perfect opportunity to double up with a copy of the upcoming Chew Chew Mimic, which is now imminently due for release following a video update Ross provided towards the end of last month.

The final version of Chew Chew Mimic we will be recieving.

So, with the final echoes of Dream Disc ‘24 fading, the question on everyone’s mind is… will there be a Dream Disc ‘25 this December? The answer is yes! The organisers are still working out the details, but it’s definitely happening. In the meantime, feel free to stare longingly at this sleek new logo that Ross designed for the event.

Will you be preordering one of these Dream Disc '24 compilations? Are you looking forward to Dream Disc '25? Let us know on our socials or leave a comment below.

Dream Color Plus — New Controller Mod Turns the Sega Dreamcast's VMU Screen Full Colour

Dream Color Plus being tested with Resident Evil: Code Veronica. Credit: Costenaro

There's been a lot of buzz within the Dreamcast fan community as of late over Dream Color Plus, a new controller mod from Brazil-based developer Nai Adventure, which converts your controller to show VMU graphics in full colour, as opposed to its typical monochrome display. The idea with the mod is that by taking apart an existing Dreamcast controller, and removing the existing PCB, you can pop the Dream Color Plus in, and voilà, you now have a wireless Dreamcast controller that has a built-in, backlit VMU screen that displays in full colour. The mod will also include on-board save game storage. You can watch the mod in action below. It's looking very impressive indeed...

Many of our followers have been tagging us under social media posts about the Dream Color Plus in the past week — don't worry, we've been paying attention, and since a crowdfunding campaign has been confirmed, we thought it was time we spoke with the dev to get the lowdown on this exciting project.

DCJY: Nai Adventure, thanks for chatting with us. The Dream Color Plus project looks awesome — it’s wild to see VMU graphics of games we’ve been playing for decades suddenly brought to life in full colour. Can you explain how it all works? And with such a huge library of Dreamcast games, how do you plan on colouring every VMU graphic?

Nai Adventure: The controller has three modes:

  • Monochrome, like the original Dreamcast. 
  • Palette mode, [which is] similar to what the Super Game Boy does with Game Boy games. To switch palettes, you hold the analog stick (which works as a new button) and press A to change line colors, B to change background colors, and the start button to invert them (like a photo negative). Here’s a quick demo: 

  • Full color mode: for new games, devs can send pixel-by-pixel colors directly to the controller (I’m preparing some sample code for that). For older games, the process is more manual. We capture the frames that the games send to the VMU, color them, and whenever the VMU calls for that frame, the controller swaps it.

It sounds crazy, but we already have a good list of games converted. Of course, coloring the whole Dreamcast library is almost impossible, but the main games will get full color support. Since the PCB has an SD card slot, new games can be added little by little over time.

Left: Dream Color Plus showing off a coloured-version of the Sonic Adventure 2 VMU graphic.
Right: The Dream Color Plus PCB.

Sounds great! So is swapping the stock Dreamcast controller board out for the Dream Color Plus easy?

Yes! The whole idea is for it to be plug and play. You just open the controller and replace the PCB. That’s actually why we didn’t make a version with a second analog stick (something people ask for a lot). If we can get a partner to make new shells in the future, then a dual-stick version would totally be possible.

That potential dual-stick mod is something the community would go crazy for, I'm certain. So, with the Dream Color Plus, as it is effectively a VMU built into the controller, how much storage for saving can we expect to see?

Right now we’ve got eight VMU pages by default, but that number can be changed with a config file on the SD card. The controller also comes with built-in rumble. You lose the external VMU slots, but the main features are all there.

New Dreamcast Game "Verdict Guilty Clash" up for Pre-Order — Exclusive Details Revealed!

While the Sega Dreamcast homebrew scene has been busier than ever as of late, the same sadly cannot be said for the console's commercial indie scene. Releases have slowed down considerably in the last few years, and the closure of WAVE Game Studios has left many questioning the future of the scene altogether. Fortunately, there are still reasons for optimism: upcoming titles from Orc Face GamesHarleQuest!, Chew Chew Mimic, and the Dream Disc '24 demo disc— promise fresh indie experiences, while publishers like VGNYsoft continue to keep the platform alive with new releases. Still, it’s become increasingly slim pickings for those eager to add brand new physical Dreamcast games to their collections.

Still soldiering on after all these years is PixelHeart (also known as JoshProd). Once known for releasing multiple Dreamcast titles each year, their output on the console has also slowed, but if their recent release GladMort is anything to go by, the quality is stronger than ever. 

On Friday we learned that the next release in the PixelHeart gameography —Retro Army's Verdict Guilty Clash— is now available for pre-order. This 90s arcade-style one-on-one fighter with a law enforcement vs. criminals theme, and a gritty, neon aesthetic, first saw a release in 2016 on Steam, with releases on the PlayStation, Xbox and Nintendo Switch eventually appearing in 2023. Now the game is coming to the Dreamcast with the "Clash" subtitle, and will feature exclusive content, unique to this port. During my research, I found that this game had actually been touted for release on Dreamcast all the way back in 2019, with a Saturn version also mentioned. Well, good things come to those who wait, I guess, although I doubt we'll be seeing that Saturn version any time soon.

The Dreamcast port of Verdict Guilty will include new stages and four exclusive fighters, each with their own unique story mode. Among the newcomers are Sho Kamui and Tia Langray from Breakers (another of JoshProd’s previous Dreamcast releases), as well as Saizo Tobikageno from Breakers Revenge. Rounding out the roster is perhaps the most intriguing addition: Ken Anderson, a genuine real-life professional wrestler who goes by the ring name Mr. Kennedy.

We can also reveal that this port is running natively on Dreamcast, and is not emulated in any way. This seems to be something PixelHeart have been prioritising going forward, as some of their previous releases to Dreamcast —such as their Neo Geo releases— were powered by emulation.

Verdict Guilty Clash's physical release will be available in three region-themed variants familiar to Dreamcast collectors, with the PAL-style edition coming in a PAL case with a certificate of authenticity. As with all of PixelHeart's Dreamcast releases, it will be professionally pressed on MIL-CD.

To pre-order yourself a copy of Verdict Guilty Clash, head over to PixelHeart's store, where you can pre-order your preferred edition for a cost of €39.90 (about £34.52), plus shipping. The game has an expected release date of October 24th 2025.

Mute Crimson DC Releases for Sega Dreamcast – Play It Now for Free!

 

Well, this was a nice surprise! To mark the 26th anniversary of the Sega Dreamcast’s North American launch (the iconic 9.9.99), two-person indie studio Iced Lizard Games has released a Dreamcast port of their stylish ninja platformer Mute Crimson DX, fittingly renamed Mute Crimson DC. And the best part: it's totally free to play!

Mute Crimson can already be found on all the usual modern platforms (Steam, Xbox, PlayStation 5, and Nintendo Switch) — so to see the Dreamcast being added to a lineup like that is wild. The Dreamcast's weak copy-protection may have been one of many factors that hindered its commercial success, but it's also the reason the console gets to live on more than two decades later, continuing to receive a steady stream of new indie titles and homebrew constantly.

So, what's Mute Crimson DC like? Well, it's a lot of fun! It's a one-hit death kind of platformer (like Super Meat Boy, Celeste, that kind of thing). You know, the kind with instant respawns and no fear of running out of lives, but a focus on timing precise jumps to reach the next platform. Miss a beat and you’ll be spectacularly splatted, but a second later you're back into the action. I’m also happy to report that the controls are tight and responsive as you slash, double jump and wall-climb through the game's various levels. If the challenge does prove to be slightly too much for you though, there's always an easy mode with more checkpoints. Oh, and there's also a save system.

The retro-inspired monochrome graphics, with their accents of crimson, look lovely on the Dreamcast, and the game runs fast, flawlessly, and with surprisingly little compromise. To achieve this level of performance, the developers did have to scale back a few things: particle effects were reduced, audio bitrate was lowered, rumble support was removed, and the modern versions’ rewind system was cut. These are all relatively minor concessions, however, and they do nothing to diminish the gameplay experience — especially if, like me, this Dreamcast version is your first time playing Mute Crimson.

Oh, and the cutscenes are charming and well illustrated, too.

If you want to play Mute Crimson DC, simply head over to the game's itch.io page and download the available .cdi file for play on your ODE (such as GDEMU or MODE), or for burning onto a CD-R.

Hopefully we will see more from Iced Lizard Games on the Dreamcast in the future, but if you do enjoy what you play of Mute Crimson DC, they have other games available on other platforms, including one planned for release in 2026.

Star Fox 64 Port for Sega Dreamcast is Now Available!


Update (Friday 5th December 2025): The Star Fox 64 port for Sega Dreamcast is now available to play! Visit the project’s GitHub page to find a download as well as instructions on how to compile your own version for play on your Dreamcast.

In January, we asked the question: is 2025 the year of the Dreamcast port? 

Yes. Yes it is. And undoubtedly the biggest force behind this trend is developer Jnmartin84, who has already brought extra-polished ports of both Doom 64 and Wipeout to the Sega Dreamcast. Now, as the Dreamcast community eagerly awaits the alpha release of his Mario Kart 64 port (which is apparently in its final bug-testing phase), Jnmartin has only gone and got another Nintendo 64 classic running on the system: Star Fox 64. Absolute mad lad.

I'm sure I don't need to explain what Nintendo's fifth-generation classic Star Fox 64 is — unless you're a European who entered a coma at the end of 1997, in which case, Lylat Wars is Star Fox 64. That trademark issue is no longer a thing. Oh yeah, and Sega's next console was called the Dreamcast... but it was a commercial failure, and it had issues with software piracy. But in a way that commercial failure is just one of many factors that still empower the passionate fan community to keep its legacy alive, and that piracy problem was actually what made homebrew development a lot more accessible than on other consoles of its era... Anyway, check out the footage below of Jnmartin84's impressive 48-hour Dreamcast StarFox 64 port.

So yeah, it's looking like Jnmartin84 has firmly set his sights on StarFox 64. This means that once his Mario Kart 64 port finally releases publicly in the coming weeks (or likely days, at the speed he works), work will then begin on porting Star Fox 64. And just like his previous porting projects, we can expect another top-notch job.

What do you think of all these ports to the Dreamcast? Let us know in the comments below or on our socials!

Sovietborgs on IndieGoGo, El Dorado Gate Translation, Outtrigger Back Online - Summer DC News Round-Up

 Credit to Dreamcast Enjoyer for the Virtua Fighter 3TB background.

The scorching summer heatwave has finally dissipated, providing me with the opportunity to sit here and type up a Dreamcast news round-up without melting into my creaky computer chair. Fortunately though, while I've been lounging around outside, Mr Freeze in hand and with the neighbours clingy cat at my feet (Trevor, generally chill, occasionally bitey), others in the scene have been busy cooking up all sorts of goodness. And, really, given the variety on display, there should be something here to suit everyone's tastes...

One of the few consumer goods to have avoided the savage inflation of recent years. I'm still waiting for a response to my enquiry about a DCJY edition though - call me back Mr Freeze!

News from the Indie Front

The stream of commercial indie releases on Sega's swansong console has definitely slowed over the last year or two. During the frenetic period that roughly coincided with the COVID-19 pandemic, dozens of titles were being published each year, and the pipeline of forthcoming games was packed. In hindsight, maybe that was never sustainable in the long-run, and it is feasible that the market became a little oversaturated. Who knows, maybe I'll scribble a deeper dive into the phenomenon soon, but regardless, the indie market is certainly far from finished and there is still plenty to look forward to.

Undoubtedly deserving of top billing here is the launch of the Sovietborgs crowdfunder by Dreamcast scene heavyweights Retro Sumus. After blessing us with the sublime Xenocider in 2021, this European development outfit took a well deserved break, but thankfully, last year we began to hear them stirring again. This time around they are pitching a top-down run 'n' gun game set in a parody world where the Soviet Union won the Cold War (and Gorbachev didn't end up starring in Pizza Hut adverts). Ample detail is available on the IndieGoGo page, so I won't regurgitate it all here. The campaign has around three weeks left to run, and the crew are 57% of the way towards their £41k funding goal. Here at the Junkyard we're hoping Retro Sumus are successful - if anyone is deserving of backing, then it is scene-stalwarts like them!

In other recent news, Gladmort, the 2D action-platformer that pays homage to titles like Ghouls 'n Ghosts, Metal Slug and Magician Lord, has been landing on the doormats of nerds all around the globe. Lewis was enamoured with the game's visual panache when he covered its KickStarter launch last year, and now we'll get to see if it lives up to his (and others) expectations. Those who missed the pre-orders but are now interested can pick up a copy from Pixelheart should they wish. I didn't take the plunge on this one, but a couple of our other writers-at-large did - hopefully one will turn out a review (yeah, Mike, that means you, buddy).

The PAL edition of Gladmort. Photo courtesy of MikeRox.

Elsewhere, occasional updates continue to arrive about the handful of other indie titles that are in the oven. A few days ago, the good folks at JKMCorp let us know that Shadow Gangs Zero is making steady progress and that the Dreamcast version is expected to be ready in early 2026. Orc Face Games, who published The Storied Sword earlier this year, are juggling several projects. In late April they announced that Chew Chew Mimic was available to pre-order (for a mere £15 a piece), but their latest news is that the Dream Disc '24 build is tested and "good to go", which hopefully means that discs will be printed soon. Ross of Orc Face has admitted that development of their key title HarleQuest! has slowed as a result of these other initiatives, but nevertheless, transparent KickStarter updates continue to arrive on a steady basis, and the latest post (May 2025) notes that the aim is to get the game to a content-complete state by the end of Q3 2025. Personally, as long as the game gets there in the end, I wouldn't begrudge a few delays - Orc Face are doing a lot of good for the scene and are worthy of some patience...

A work-in-progress version of the Dream Disc '24 demo disc cover.

Patience? Patience?! But Lozz, I here you cry, where is the news on Izzy's Arcade and Terminator 2D No Fate? Well, since Senile Team playfully hinted that Izzy could make a return to the Dreamcast, Roel and his posse have been tight lipped. We really must see that semi-sequel on our beloved console, though. Ditto for Terminator 2D NO FATE, which Bitmap Bureau have declared will be coming to retro consoles (without specifying which).

Whopping Big Translations

Anyone with even a passing interest in the Dreamcast will know that the Japanese market received swathes of titles that never saw the light of day over here in Europe or across the pond in the States. However, thanks to some plucky and selfless people who dedicate hours to producing translations, this disparity has been gradually chipped away at over the years.

Most recently, bigbanana23 (look, that it a perfectly good username alright?) announced that they have begun translating Capcom's multi-volume RPG El Dorado Gate. Spanning seven(!) entries on the Dreamcast, which, if you are lucky enough, you can pull together in a neat slipcase, this title has undoubtedly been high on the wishlists of many for a long time now. Clearly it is still early doors on this project, but the initial signs are looking positive. 

A complete set of El Dorado Gate, including the snazzy green slipcase.

It also fills my heart with joy to see that Exxistance is inching ever closer to being able to release their translation of the iconclastic Segagaga. This month they released a new video which demonstrates how far the project is progressing. Word has it that the aim is to drop this muther as a 25th anniversary patch, which would suggest that 29 March 2026 should be booked off work (and maybe a few days after that actually). Of course, we don't want to apply any undue pressure - when it's ready, it's ready. For now, if you've got Segagaga on the mind, be sure to check out our interview with its creator Tez Okano.

Oh, and how could I make a blog post without mentioning the Italian Stallion himself, Derek Pascarella?! Those with an interest in the technical side of translations should check out his recent social media posts exploring some problem-solving in action on the Love Hina: Suprise Engagement translation (W.I.P).

Dreamcast Curios and Oddities - Show Us What You Got!

A selection of reader submitted photos from last time around.

A lot has changed in the 20 years that the Junkyard has been in existence, yet our obsession with exploring the obscure and weird aspects of the Dreamcast and its scene has remained constant. Sure, we reminisce about the console's big hitting titles, and cover contemporary developments that attract attention from outside our niche community, but third-party fishing rods, potato-focused marketing events, and Chinese VCDs are also firmly within our wheelhouse. 

One way our passion manifests itself is in the collecting of esoteric Dreamcast-related items - little nick-nacks like this fan that Lewis cracks out during the (now worryingly common) sweltering British summer days. Should he have saved that money instead? Maybe. But now he has the perfect accessory that is coveted by all those who lay eyes upon it. 

We know full well that thousands of such items are tucked away in private collections over the globe... But why hide what your fellow nerds would love to see? Back in 2017 we published an article highlighting readers rare and unusual items, and a sequel is long overdue. 

So, we're making a call to the Scene. By no later than Saturday 16 August please send us photos and descriptions of any Dreamcast goodies in your possession that are unusual, unique, custom, weird, odd, obscure, esoteric, rare or overlooked. 

Update 17th August - the period for submissions has now ended.

Setting clear boundaries is going to be difficult, but to help, here are some examples of the types of things we're looking for:
  • Promotional items (VHS tapes, CDs, posters, flyers, clothing)
  • Third-party rarities (Treamcasts, controllers, memory cards)
  • Obscure accessories (link cables, MIDI cables, karaoke units)
  • Development stuff (dev kits, GD-ROMs, manuals)
  • Autographed items (bonus points if it's Freddy D)
  • Lesser-spotted indie releases (Frog Feast, Witching Hour, Geist Force)
  • "Display Only" or "Not For Sale" goods
  • Any unique items with a backstory

What we're not looking for:
  • Photos of pristine "full sets" 
  • Items that are expensive but not unusual (a PAL copy of Cannon Spike is cool, but too vanilla)
Our bar isn't set high, so don't be shy. We look forward to seeing what the community can muster and will feature submissions (with credit) in a forthcoming article.