Happy 9.9.99 anniversary! Check out this massive video featuring DC youtube fans!


The Dreamcast launched in America on this day 14 years ago. Blimey! A friend of mine at his Youtube channel DreamcasticChannel has just released this epic 53 minute long video where he has gathered a assortment of youtube Dreamcast fans together to give us their take on the launch and what games they enjoyed. These include SegaCDUniverseAdam KoralikTheGamesShedCartridgeBrosChipstursFarmhouseMedia3000ThePractitioNERDUltraproWarriorRazor as well as both me and my mate Murry Curry from our collaboration channel LuckyHit!

Meanwhile the thing I'm planning for the anniversary is taking much longer than I was anticipating, hopefully it should be up soon. For now though you have this brilliant video above!

SEGAbits interviews Official Dreamcast Magazine's Simon Cox and Francesca Reyes, and Gamespot's former editor-in-chief Ricardo Torres



To celebrate the 50th episode of our Swingin' Report Show podcast, SEGAbits admin George and I invited three legends of video game journalism to join us for a celebration of the Dreamcast's 14th anniversary in the United States. Not to get too deep into fanboy waters, but Francesca Reyes has been a personal hero of mine when it comes to covering video games. Francesca served as a writer for the United States Official Dreamcast Magazine (ODCM for short) throughout the magazine's thirteen issue run (issue zero through twelve) and went on to become editor-in-chief for the Official Xbox Magazine.

Simon Cox is a video game magazine veteran, serving as editor-in-chief for the first seven issues of ODCM. Simon's career also includes working on EDGE, GMR, Xbox Nation (a personal favorite of mine), 1UP.com, GameQ, and NVision.

Also joining us was Ricardo Torres, who worked for CNET Gamecenter throughout the Dreamcast's lifespan and went on to be editor-in-chief of Gamespot until 2011. Ricardo had some awesome stories from the Dreamcast days and had, as Francesca points out, an amazing memory of events that occurred 14 years ago.

I could write a whole essay on the things we covered with them for the 2 hour podcast, but why spoil the fun? Give it a listen now! If you don't wish to go the YouTube route, you can download the MP3 file from the SEGAbits article or subscribe to our show on iTunes (the show will be added to iTunes soon).

A few tidbits to get you excited: Simon reveals that he named the game Rez and there is a very funny story featuring Bernie Stolar (President of SEGA of America at the time).

Tahi - The Arocean War

This project is actually pretty old news on most Dreamcast sites and forums, but it is totally new to me so I thought it may have passed quite a few others by as well. So what is it? Apparently, Tahi - The Arocean War is a new(ish) action RPG that is/was being developed for the Dreamcast by an independent outfit called Reticon Entertainment Technology. The thing that piqued my interest is that Tahi appears to be a fully 3D adventure game, using polygonal characters in an explorable environment. True, there have been several high profile indie releases for the DC over the last few years, but in the main they've been 2D shooters, 2D driving games or puzzlers. A totally new adventure title breaks this mould and I'm very intrigued to see what a late 2000s polygonal game looks like on the antiquated hardware.

I say late 2000s because all the evidence suggests that Tahi started its development cycle in 2009, but since then there appears to be very little new info on the game. I emailed the team at Reticon asking for further info but the email bounced back, and the form on the site doesn't work...so for now I guess we'll either have to wait for more info (they appear to have updated their site earlier this month so I guess there's still something going on there)...or just accept that development has halted and Tahi has gone to the great vapourware graveyard in the sky.

Here's a bit of info on the game taken from the dev's website:

Since Tahi was originally for the SEGA Dreamcast, we had physical hardware limitations --
  • 200MHz - SH4
  • 16MB RAM
  • 700-900MB storage medium

When the project was first started in 2009, it was originally programmed procedurally as a 'guess and check' style as we explored the functionality of the Dreamcast and its limitations.  The first attempts were difficult since there was no perfect IDE to use or methods for debugging compiled code, which made (and still makes) for an extremely slow testing environment.

As the project continued, we had to stop coding the game in a procedural fashion, since the code was becoming 'too patched' to function well and the idea of an engine was brought to the table. 

The original engined titled 'ION Engine' was to pack the lower level functions into a much more abstract and easier to use and maintain source code.  

The largest challenges are that of compile testing and programming for the Dreamcast platform.  The Dreamcast has no easy 'how-to' guide to program a game for its platform other than KallistiOS, and even with KallistiOS, there is not much support available for it and how to optimize and really use the Dreamcast's features.  So programming has been a very slow and experimental process of trial and failure.

The next largest challenge for this project is man-power.  A game of this scope and size is difficult for a small team to develop, many of us have to wear 'multiple hats' during this production in order to see to certain goal completions, which does slow down a production significantly.

Here are a few images and a Youtube clip of what has been put out about the game:






On a slightly different note, The Dreamcast Junkyard seems to have vanished from Google's results if you search for us. I've looked at the settings in the Blogger dashboard and everything looks fine...so we're a bit baffled as to why this has happened. The 'Yard still pops up on Bing (all is forgiven!) and other search engines (yep, they do exist!)...so if anyone has any suggestions, be sure to let us know what you think might be the problem! Thanks.