Sonic Adventure Soundtracks Getting The Vinyl Treatment

I don't own any vinyl. Come to think of it, I only own a few CDs (the last one I bought was Liam Gallagher's new album, you should check it out). Instead, like most digital whores I buy most of my music on the iTunes; but if I was a trendier type I'd probably buy my music on vinyl. Simply because it makes you look cool when you go to an actual record shop and buy an actual record. Anyway, as with a lot of trends these days that look to the past, the release of game soundtracks on vinyl has become very popular and now the Sonic Adventure soundtracks are getting the same treatment.

Coming from Brave Wave, these two LPs take the original Sonic Adventure and Sonic Adventure 2 track listings and package them up in lovely looking sleeves full of officially licensed artwork. There'll also be booklets with interviews and such like:

The first pressing will contain special vinyl colors that represent the essence of both games: blue and white 180-gram vinyl for SONIC ADVENTURE and blue and red 180-gram vinyl for SONIC ADVENTURE 2. All pressings after the first will contain standard black 180-gram vinyl. All versions of both albums will include a comprehensive booklet featuring a reflective interview with Jun Senoue and head of Sonic Team Takashi Iizuka, as well as Liner Notes by John Linneman of Digital Foundry, song lyrics and character art.
- Brave Wave website

The recent glut of retro video game soundtracks being released on vinyl shows just how popular these collections are getting, with Shenmue, Streets of Rage and other classic titles all having their audio tracks released on the format to critical and commercial acclaim. Will you be picking either of these up? Let us know in the comments, in our Facebook group or on Twitter.

Find out more information on these two releases by visiting the Brave Wave website here.

Source: SEGAbits

Spooky Happenings In Ready 2 Rumble

One of the most interesting and useful components of the Dreamcast's operating system is that it features an internal calendar and clock function. While this may seem pretty standard today, back in the late 1990s this wasn't the case, with many preceding platforms (and even contemporary hardware, such as the N64) eschewing such features at a system level. The Dreamcast was by no means the first console to employ an internal clock and calendar, but I'd wager it was the first one to make meaningful use of it in a way that actually had any significant importance in gameplay.

Games like Metropolis Street Racer use the clock to set the time of day in the various cities, while Seaman uses it to help dictate the incubation time of your grotesque, aquatic man-faced mutants. One other nice little feature that the internal clock and calendar allowed for, was time-sensitive bonuses and two particular titles make interesting (albeit minor) visual alterations should you set the date to 31st October, All Hallows' Eve.

If you fire up Midway's Ready 2 Rumble on this most macabre of dates, you'll notice some extra spooky spectators in among the cheering fans during the bouts:
See? It doesn't end there though, for if you fire up the sequel Ready 2 Rumble: Round 2 you'll be treated to a fairly grotesque new canvas in the ring - one which is again adorned with a quartet of skellingtons, along with the ambiguous text 'Plays well with others. Well, most of the time':
There are plenty of other downloadable bonuses for Dreamcast games (see Sonic Adventure for the main ones), and plenty of Halloween and horror themed games and levels within said games, but we thought it was worth giving this fairly obscure little bonus an airing on this most spooky of days.

Found any more? Let us know in the comments, in our Facebook group or on Twitter. Pumpkin Hill doesn't count, by the way.

The Sega Dreamcast Software Creation Standards Guidebook

There are certain aspects of game development that, unless you're in the business, you probably wouldn't ever be aware of. Just like every industry, there are rules and procedures that must be followed, specifications and standards that must be adhered to. I'm sure everyone reading this who works in a particular sector will know things about their own line of work that others outside would be completely unaware of; rules that need to be followed, boxes that need to be ticked and all manner of bespoke forms and checklists that need to be filled in appropriately in order to meet the requirements of the particular field. As stated, the games industry is no different and by extension the Dreamcast falls inside this remit.
Ever wondered why certain Dreamcast games allow you to hide the pause menu with X + Y but others don't? Or why it doesn't matter which controller port the keyboard is plugged into? Or even why the splash screens that appear when you power on a Dreamcast appear in a particular order? Well, it's because Sega - like every console manufacturer - set out all the rules of producing games for its system in a 'developers guidebook.' A precise set of do's and don't's for putting software out on the Dreamcast. And now, you can download and have a read through this fascinating publication.
Weighing in at over 100 pages, the Sega Dreamcast Software Creation Standard Guidebook goes into minute detail explaining how developers should order game intro screens and demo modes, how the software should react if a controller is removed during gameplay, best practices when including violence and gore in Dreamcast games, and how best the VMU should store save data. There are schematics and flow plans of how boot sequences should work, and even offers guidance on the reasons why the official Dreamcast light gun from PAL and NTSC-J regions is hardwired not to work with US light gun compatible games.

As you can probably tell from the images dotted throughout this article, the guide is very much a utilitarian publication, eschewing fancy graphics and images for pages of text meant to be used by developers. That said, it does have some nice incidental graphics (such as the orange triangle motif which echos the US Dreamcast packaging) and is very clean in overall layout.

I'm not totally sure if this document has ever previously been made available online for us - the great gaming proletariat - to cast our unwashed eyes over, but by hitting that lovely download link below you can now grab a copy for yourself. Naturally, this appears to be a US-centric document but I'm sure the PAL and NTSC-J arms had their own versions. In any case, maybe print this one out and keep it on a shelf or something.
Our thanks go to the anonymous former Dreamcast developer who supplied this for sharing.

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Intrepid Izzy Reaches Kickstarter Funding Goal

It looks like there'll be at least one new game coming to the Dreamcast in 2018, as Senile Team's Intrepid Izzy hit its €35,000 Kickstarter funding goal with mere hours to go. The impressive 2D platformer is also due to come to both PS4 and PC, and will feature Metroid style gameplay and a central character who can acquire different abilities depending on the costume being worn.
Senile Team recently released a playable demo of Intrepid Izzy for Dreamcast, and you can grab the burnable file here. You can also check out our preview article here. I spoke to lead designer Roel van Mastbergen about the project and how running a Kickstarter project affected his nerves:

"It wasn't easy, that's for sure! Managing the Intrepid Izzy campaign was the first thing I did in the morning and the last thing before I went to sleep, with few breaks in between. And with the funding advancing only very slowly most of the time, staying motivated was a real challenge as well. But we made it in the end, so we are all feeling very thankful, excited to complete the game and hopeful to make it exceed everyone's expectations."
- Roel van Mastbergen, Senile Team

Having played the demo, and looking at Senile Team's previous output on the Dreamcast (Rush Rush Rally Racing and Beats of Rage) we're pretty confident that Intrepid Izzy will be yet another highly polished indie title for the system.
I was also lucky enough to take part in episode 115 of the SEGA Nerds podcast, the SEGA Nerdcast in which Roel was also a guest, and he spoke openly about the Kickstarter and the influences other games have had on the development of Intrepid Izzy. Check it out here.

Did you back Intrepid Izzy? Are you excited for the future of the Dreamcast? Let us know in the comments, on Twitter or in our Facebook group.

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Atomiswave Dev Kit 'SystemX' Discovered, Contains Fragments Of Unreleased Game 'Chicago 1929'

Ah, the Atomiswave. A beloved arcade system developed by Sammy that has its roots firmly planted in the fertile foothills of the NAOMI system heartlands, the Atomiswave is viewed by many as something of an extension of the Dreamcast family - indeed, our own 'Expanding the Dreamcast Collection' series goes into great depth looking at the Atomiswave, its hardware, some of its finest games and the link to the Dreamcast family.
The Atomiswave arcade system
With this connection in mind, a recent discovery may excite those interested in both the Dreamcast and the Atomiswave - an innocuous white box that looks for all intents and purposes like a standard Dreamcast dev unit; but one with the label 'SystemX' stuck over the familiar Dreamcast logo.
The Atomiswave dev kit, SystemX
After further investigation of the SystemX, owner Brian Hargrove has deduced that this is pretty clearly a Dreamcast development unit converted into an Atomiswave development kit...and even more intriguing is that it appears to contain fragments of a game that never saw a final release - Chicago 1929. Here, Brian explains how he came to own the SystemX and what he's discovered about the technical side of things:

POD 2 / POD Speedzone Online Multiplayer Highlights

As I'm sure you're aware, POD 2 (aka POD Speedzone) is the latest Dreamcast title to be restored with its full compliment of online functions. Thanks to the stellar work of programmer Shuouma and the assistance of Pcwzrd at Dreamcast Live, POD 2 can now be enjoyed as it was meant to be - with four players battling it out over the internet, across any of the futuristic circuits that are littered with hazards and weapon pickups.
This past weekend, I was lucky enough to be able to take my Dreamcast back online via the DreamPi and get involved with an online gaming session organised by the folks from the Dreamcast-Talk forum, and I have to admit - it was pretty awesome. My only prior experience with POD 2 was in its offline guise, and I found the game to be pretty lacklustre. Chuck in a grid of human controlled adversaries though, and the game is transformed into something quite special. Below you'll find a little video detailing the session I was involved in.

Thanks to everyone who made it a really positive online gaming experience. If you'd like to know more about DreamPi or playing online with your Dreamcast, be sure to check out Dreamcast Live or the blog of Luke Benstead, creator of the DreamPi.


Thoughts? Let us know in the comments or join the discussion in our Facebook group or on Twitter.

Artist Owns Inktober With Series Of Shenmue Watercolours

Inktober is an online initiative which challenges the more artistic among us to pick up a pen (or a pencil/brush/pile of elephant dung) and create a new work for every day of the month of October. It seems to be a really popular endeavour and social media is usually awash with all manner of awesome drawings around this time every year. You can find out more about Inktober here.

The reason I bring Inktober up though, is because one rather talented artist (who also happens to be a wrestler, by the way) has been steadily tweeting watercolour renditions of scenes from Yu Suzuki's epic Shenmue. The scenes will no doubt be familiar to anyone with more than a passing interest in Ryo Hazuki's adventure, and there are lots of references to some of the more humorous aspects - as well as the more poignant moments - of the game.
Artist Joe Klander - also known by his wrestling alter ego Uncle Clutch - kindly allowed us the reproduce his sterling efforts here, and we also asked him about why he chose to bring Shenmue to life through the power of watercolours: