Showing posts sorted by date for query VMU Video. Sort by relevance Show all posts
Showing posts sorted by date for query VMU Video. Sort by relevance Show all posts

Let's Take a Look at Replacement Dreamcast VMU Shells - Kickstarter from VGNYsoft

 

Back on the 14th of March, VGNYsoft (aka Videogamesnewyork) launched their Kickstarter for replacement Dreamcast VMU (Visual Memory Unit) shells. These new VMU shells are formed of five parts, will be injection moulded, and available in a variety of colours. For more information, including a talk with Dan of VGNYsoft, check out our previous article about the campaign. The campaign has already reached its funding goal, and at time of writing has five days left to go.

VGNYsoft were kind enough to send us some samples of the upcoming VMU shells; a clear one and a silver one. It took me about 10 minutes to put the shells on two of my grubby old VMUs, and, well, the result is amazing. The build quality of the new parts is frankly rock solid, and held up during the replacement process. If it wasn't for the lack of Dreamcast logo and text above the buttons, these could easily be mistaken for the original Sega VMU shells. 

For a more detailed overview, check out the video below that I slapped together, where I um and ah a lot.


A big thanks goes out to VGNYsoft for sending us these shells. Are you excited for these replacement VMU shells? Have you backed the Kickstarter? Let us know in the comments below, or via one of our many social media pages.

10 Very British Games for the Sega Dreamcast

The British are an odd bunch. We're not really a country (look we're not, you have to admit it. It's like someone got a bunch of nations together who don't really like each other all that much, told them the same rich pricks are in charge of them all and everyone was like "oh okay" and went on about their business. Other than the Irish, obviously), but we have contributed far more than our share towards modern culture (partly by being real arseholes to just about everyone else and insisting they consume our culture whilst invading them), have terrible cuisine, terrible weather and a really, really shit flag. Yet the internet (and by "the internet", I mean Americans on the internet) views all of us Brits as a bunch of posh people who live in country estates who apologise to each other every other second; generally a bunch of genial, mostly nice and horribly polite people with bad teeth. Of course, the Europeans don't see us like that, and instead see us for our true selves - a bunch of gammon-faced troublemaking binge-drinking tourists who invented the sport they're now better than us at. And of course by "us" I mean "the English" because somehow the Welsh and Scottish get a free pass from everyone else despite them both sitting right alongside us when we were arseholes to the rest of the world. So yeah, we're not really a very nice country all in all, if you can even call us a country. What has this to do with the Dreamcast? Absolutely nothing - other than the fact that there are several games on this little Japanese 128-bit wonder that try and come close to truly capturing the real essence behind "being British" - and those games are my target for the latest in my ongoing series of lists about Dreamcast things.

So, without further ado, let's take a look at the ten most "cor blimey, fish n' chips, bottla wateh, tea and crumpets, god save the king" games on the Dreamcast.


Disney's 102 Dalmatians: Puppies to the Rescue

Set mostly in London (aren't all UK-based video games?), this Disney adaptation contains Big Ben, posh English people and dogs. All quintessentially British. The little canine stars travel to various locations either directly modelled after real-life locations (or at least as far as "modelled" can be attributed to a Dreamcast-era movie tie-in) as well as some more generic locations with a British feel. As the game is based on a live action movie and not an actual Disney animated film (which was always a bit of a weird mix), there is some definite artistic license taken, especially as developer Toys for Bob are based in the distinctly un-British state of California, along with Prolific Publishing, who dealt with the Dreamcast port. This all results in a "Disneyfied" Britain that will be familiar to most of us but doesn't quite reflect the hard streets of London or the rubbish-strewn, annoying middle class walker-infested countryside we all love. At times, you half expect Mary Poppins to emerge from a chimney with a hopping Dick Van Dyke singing some ridiculous song behind her. Disney's bastardisation of British culture is something we should all bemoan, especially if you've ever visited the city of Bath and had to contend with the culture-shocked American tourists despondently trudging the streets who thought that everything would be posh, cultured and historic but instead have to contend with crackheads trying to sell shit-stained PS2 games from a carrier bag to people on the street. And that's just Bath - can you imagine their reaction if they visited Swindon?

This is Piccadilly Circus. Sort of. Points for the phone box, but it's slightly less busy than I remember it.

The first appearance of a red double decker in the article. Surely more will come?

The British countryside in all its glory. Sort of.

Britishness Rating: As British as Dick Van Dyke in Mary Poppins. Dancing chimney sweeps should, however, make a return.

British Town it Best Represents: London, I suppose. If you're American, anyway. 

Replacement VMU Shells head to Kickstarter - VGNYsoft give us the Lowdown!

 

Based out of New York video game boutique Videogamesnewyork, publisher VGNYsoft have been well known in the Dreamcast scene for a long time now for publishing a whole load of indie games stateside for our beloved Sega console. For a list of what they have released in the past, check out Mike's Complete Guide to Commercially Released Dreamcast Indie Games.

I was particularly excited last year to see them venture into releasing custom VMUs, starting with a limited edition of Hermes featuring a Hermes-branded VMU, which I showcased on the blog back when it came out. This was then followed by a Blockbuster-branded VMU (actually authorised by the Blockbuster's owner Dish) which was offered as a prize for the fourth World Video Game Championship at the Portland Retro Gaming Expo. I rightly presumed these two VMUs were a sign of more to come, and today at 12pm EST VGNYsoft will launch their campaign for replacement VMU shells in a variety of unique colours.

We got a chance to talk with Daniel Mastin of VGNYsoft and get the scoop on this brand new Kickstarter campaign, along with some teases about upcoming indie releases.

Credit: Adam Koralik

DCJY: Hi Dan! Thanks for chatting to us about your Kickstarter. I think we can speak for a lot of Dreamcast fans when we say that we are excited for the prospect of replacement VMU shells. What can people expect from the Kickstarter? And what was your reasoning for going to Kickstarter as opposed to just selling them via your normal store?

Dan: The Kickstarter is a way to connect with the community before all of the production numbers become finalized. The initial production is set to include six colors, with stretch goals and a community vote to help add additional colors. Each VMU shell includes five injection-molded parts: the front, back, cap, battery door, and the D-Pad, and will have an MSRP of $16. In future productions, we will continue to introduce new colors as we produce more. 

Where did the inspiration come from to produce replacement VMU shells?

The idea came to light as a culmination of circumstances. Our retail store handles a considerable number of repairs and shell swaps for customers. Additionally, our publishing company (VGNYsoft) continues to produce and release numerous indie games for the Dreamcast, and our warehouse happened to have an abundance of new, sealed clear green VMUs. With some creativity, we pieced together the concept of elevating Dreamcast indie releases to the next level! 

So were the Hermes and Blockbuster VMUs early tests for this idea?

Hermes was our proof of concept, we used new [official] VMUs for that production. The Blockbuster VMUs were a very small batch built using some of our early production samples.

You are based in the USA, will fans overseas be able to get hold of these VMU shells?

The Kickstarter will ship to most international countries, and we will also collaborate with international retailers to offer additional overseas solutions once the production is complete. 

You previously released a Hermes-branded VMU. Can we expect to see more custom VMUs to tie in with other Dreamcast indie releases?  

Custom VMUs are the secret sauce behind the entire production and the foundation for funding the very expensive injection molding process. We have a lineup of future limited edition releases that will feature custom-printed VMU shells. The first one will be announced in just a few weeks before the VMU shell Kickstarter is finished! 

That's exciting to hear! Finally, is there anything else that Dreamcast fans can expect from VGNYsoft in 2024?

VGNYsoft recently released North American versions of Ploid and Reknum from Nape Games (who also has a new game currently on Kickstarter). We have a few titles in the works for 2024 as well, which will be announced soon. In general, we are always looking to build deeper engagement with Dreamcast indie developers. Our goal is to help uplift their projects and bring them to a wider audience through high-quality physical productions.

***

Thanks to Dan for giving us the lowdown on the Kickstarter campaign. Click here to go check it out for yourself, and be sure to let us know in the comments below which colours you'd like to see VGYNSoft produce next.

Fragmented Almanac: Teaser Trailer and an Interview with Developer Roby Provost

Last month, the Junkyard office was abuzz with excitement when we caught wind of the news that Fragmented Almanac, a compilation of two eerie narrative-based puzzle games, was soon due to be released by fledgling indie studio ANTIRUINS on our beloved Sega Dreamcast. Alas, we don't actually have an office (yet), but the flurry of activity on our Discord and WhatsApp channels did a commendable job of emulating an exuberant water cooler experience nonetheless.

The duo of games contained within the Fragmented Almanac wrapper, The Hideout and Summoning Signals, have been in gestation for many years now, and whenever we had the opportunity to sample the work-in-development, our appetites for more only grew. At times it looked like the projects were sadly destined to join the extensive list of cancelled Dreamcast games, and so it was particularly sweet to hear that they are in fact now complete, and due for both physical and digital release in March of 2024.

Of course, after a lengthy session ogling the artsy ANTIRUINS website, I only wanted to learn more. Fortunately, lead developer Roby Provost has been kind enough to spill the beans in the following interview that covers everything from the conceptual foundations of Fragmented Almanac, down to the nuts and bolts of the game's printing and distribution. To put the cherry on top, Roby also provided us with a new teaser trailer that we are delighted to reveal for the first time here on the Junkyard.

* * *

DCJY: Thanks for taking the time to speak with us Roby. To kick things off, can you tell us what players should expect from The Hideout and Summoning Signals, the two games that are being released together as Fragmented Almanac?

Roby: They are quite unique games. They're not shmups, that's for sure! I honestly think that Fragmented Almanac might be one of the most polished indie Dreamcast releases we've seen so far. As I tried to explain on our website, it is at the intersection of video game, art and alchemy. It's a game that makes you dream, or at the very least, makes you think. We wanted to make a project that lingers in the back of your mind, trying to decode the meaning of "scroll". The whole release is designed like a puzzle: full of secrets, truths and symbols. 

This being said, they are not long games. We wished we could have made the full version of Reaperi Cycle, a game which The Hideout was initially a demo of, but it was way too ambitious - especially when we first started back in 2016. Still, we think that people who enjoy strange, narrative-driven games with some puzzles will enjoy Fragmented Almanac. It's definitely a unique proposition, as games like Seaman or Seventh Cross Evolution were. Of course, I really think Seventh Cross Evolution could have been way better. Maybe we'll have to make Eighth Cross Evolution one day 😉.

And if you had to categorise them by genre, would it be fair to say they are "point-and-click" adventures, or is that too restrictive?

I honestly struggle to find the proper term for these games! You don't even click to move around, so perhaps it's more like a cursor adventure? But even that doesn't have a great ring to it. Maybe they are puzzle games? Strange, narrative-based puzzle games?

Whatever they are, they have a distinctive eerie and mysterious style. What is the inspiration behind that?

I think eerie and mysterious is just in our DNA! More seriously, most of the inspiration for our games is drawn either from ideas of the past, or visions of the future - and in particular, things that have been forgotten or that are not bound to happen. The concept of the almanac, a book or document that predicts the time, felt like a great starting point. It's interesting to think about what motivated the creation of almanacs. Were their authors trying to create a system to anticipate the future? Were they trying to provide a guide, a sense of security? Some almanacs are based on the words of religious texts while others get their predictions from the stars. It was interesting to research the many forms that almanacs take, both visually and in the information we provide.

For us, the Almanac is used to somewhat guide and inform the player. As you play the game, you'll unlock fragments and access more lore and art from the game. Muet (Simon Chiasson Greffard), one of our team members, is the one who infused The Hideout with most of its alchemical philosophies. We dug deep within alchemical imagery and symbols and tried to craft something out of it.

Dreamcast Light Gun title Death Crimson 2 has been Translated into English!

For a console that famously championed peripheral use, the Sega Dreamcast sure had slim pickings when it came to games that utilised the light gun. Most notably, the console received arcade-perfect ports of both The House of the Dead 2 and the severely underrated James Bond 'em up Confidential Mission; but what else was there? Those who dared to discover were met with Silent Scope without light gun support, a port of Virtua Cop 2 that was stuck on a disc with a load of poorly emulated Genesis games (unless you imported the standalone Japanese release), a hidden light gun mode in Demolition Racer: No Exit (yes, really), and the Death Crimson series.

Developed by Ecole and released exclusively in Japan in 1999, Death Crimson 2: Meranito no Saidan has the very distinct privilege of being the sequel to a game so notoriously bad that it had a particularly masochistic set of Japanese fans gluing the game's disc into their Sega Saturn so as to make sure the console could never play any other game. Luckily, Ecole did improve, and Death Crimson 2 was received better than its predecessor. Perhaps the most intriguing part about this sequel was the inclusion of a full story mode with almost Resident Evil-esque free-roaming sections where you explore in a third-person perspective outside of the light gun gameplay. While an "improved" version of Death Crimson 2 called Death Crimson OX did receive a Western release (in the USA, at least), it completely dropped the story sections, meaning non-Japanese speakers never got a chance to experience this weird mishmash of gameplay in the English language. 

Well, fret no more, as a fan translation of Death Crimson 2 has just released today! And who translated this Dreamcast light gun oddity, you ask? Well, it's the same guy who did the last English Dreamcast fan translation, too, and many before that! That man being - of course - the ever-busy Derek Pascarella.

With Derek's patch, everything in the game is now translated into English. This includes everything from the story sections, to cutscenes, to textures and graphics; with misspelled English place names (such as street signs) also being corrected to match the official Western release of Death Crimson OX. 

As always with Derek's releases, he's gone above and beyond with extras and enchantments. First up, Derek has added a VMU icon for the game, because Ecole were too lazy to implement one themselves. Next, he added a cheat function, which can up your lives and reset any countdown clock with a simultaneous press of the Dreamcast controller's left and right triggers. The reasoning for this is to allow players to experience the game's story without being having to endure going through numerous difficult stages repeatedly.

Then you have the bonus content section, which is accessible from the game's main menu. Utilising a modified version of the Dream Passport browser, players can access a variety of extras from the series, including a video of composer Kunitaka Watanabe tearing it up on the keyboard as he plays the original Death Crimson theme, along with an archive of fan support messages from Ecole's now-offline official Death Crimson 2 website, which have been machine-translated into English.

So, to download Derek's fan translation patch for Death Crimson 2, just head to its dedicated GitHub page to download it. For detailed steps on how to apply the patch for your desired method of play (i.e. burning to a CD-R, playing on an ODE), see the patching instructions section of the README. While the game does support the standard controller, if you're going to be using a light gun I recommend consulting the section on light gun compatibility. Make sure you report back to Derek if you experience any issues with a particular light gun setup, as he will aim to try and resolve such compatibility bugs in the future.

Are you going to crack out the light gun and give this English fan translation a go? Let us know in the comments below, or by hitting us up on one of various social media channels!

Fragmented Almanac: Unique Dreamcast Puzzle Collection goes up for Pre-order!

One of my favourite memories from when I first got involved with The Dreamcast Junkyard happened towards the end of February 2020, when I played the demo for "Reaperi Cycle" in preparation for an episode of our podcast, the DreamPod. Interesting extra tidbit: I'd got engaged to my now-wife just the day before! 

Upon booting up the Reaperi Cycle demo, I was met with a point-and-click game in an isometric style, with really compelling pre-rendered graphics indicative of 90s PC titles, such as Sanitarium. This was not a style of game I ever expected to hit the Dreamcast, but something that I'm so glad I played. The mission of the demo was to solve puzzles in an alchemist's study to try and unlock a strange floating cube in the middle of the room. Not being that smart a puzzle game aficionado, I found some of the puzzles quite tricky to solve, which had me turning to fellow Junkyarders Tom, Mike and James for help, as they were also playing the game in prep for the podcast. 

Reaperi Cycle

In this age of instant information, even if we'd tried to look for a walkthrough to this demo, we would've come back empty handed, so what followed was something I'd not experienced in a long time: we started exchanging hints and tips with one another about what we'd each managed to figure out. With everybody's help (particularly Mike's, if I recall correctly), I eventually managed to get that cube open and complete the demo, and it felt awesome. It took me back to my playground days of yore, when my friend who was a year older than me would effectively function as a walking walkthrough guide, helping me out with advice whenever I got stuck on Pokémon Red. Reaperi Cycle reminded me of that, and it was amazing to feel that same buzz once again of utilising the advice of friends to finally beat a game. 

So then... why did I share this sentimental little tale? Because developer of Reaperi Cycle, ANTIRUINS, is finally releasing definitive versions of not only Reaperi Cycle (now known as The Hideout), but also Summoning Signals, another excellent demo that they also showcased back in 2020. And what's more, they're both combined into one release, called the Fragmented Almanac, with enhanced visuals and audio. That's two really unique games for the price of one, and you can pre-order them today, for an expected release date of March 2024.

Fragmented Almanac will be available digitally for $14.99 (for play on emulator, ODE, etc), with disc copies costing $29.99. The physical game comes in two editions with different cover art, and they both look absolutely sick. You'd be forgiven for mistaking them for some underground band's short-run release on some boutique indie label's Bandcamp. "Dude, I really hope they release Fragmented Almanac on vinyl next!"

On ANTIRUINS' store page for this release, the collection is described as follows:

"The Fragmented Almanac is a strange document, an oddity even amongst Dreamcast games.  At the junction of video games, art and alchemy, this project is the culmination of 7 years of Dreamcast development, spread over 5 different games. The Fragmented Almanac re-unites two of these experimentations under a multifaceted and complex timeline."

And the games contained within:

"THE HIDEOUT : This place is filled with alchemical knowledge, old tales and mystical symbols. It's the hidden path in the forest, seen by very few. Can you unlock its secret?

"SUMMONING SIGNALS : Sprinter-2 crashed on an Unknown Planet. Help the Pilot and figure out a way to leave the labyrinth. Discover this strange world where new technology and old ruins coexist."

The games also boasts such features as a "new Almanac system [which] guides you through the complex world", an "eerie soundtrack composed by Gabriel Ledoux" and the useful extra of "hints [being] displayed on the VMU". Nice.
The developers of Fragmented Alamanac are Canada-based, but did confirm in our Discord that they are currently working to try and get a distributor arranged for Europe, although $11 to get one of these sent to the UK (where I'm based) isn't too bad a delivery cost. Once again, you can pre-order the game here.

Are you going to check out The Hideout and Summoning Signals as part of the Fragmented Almanac? Let us know in the comments below, or on our socials.

The Complete Guide to Commercially Released Dreamcast Indie Games

The fact that we're still blathering on about the Dreamcast some 20 odd years after the console's demise is testament to two things - the fact that we're sad little people still holding on to a mere glimmer of nostalgia about our youth as we rapidly approach middle age, and also the fact that the community will just not let this console die. We obviously don't talk about the first of those points much (we don't want to remind ourselves that we're becoming less and less culturally literate with every rotation of this damn rock around the sun), but we do talk about how "alive" the system is all the time. Probably too much, to be honest, as many people like to put the Dreamcast firmly in the "past" folder in their brain, preferring to remember what it was like when it was new and current. This is completely understandable, to view the console solely through a sense of nostalgia especially now that we have so many ways of experiencing the console's library which don't rely on having shelves full of games (or spindles full of CD-Rs). We're in that stage of the console's post-life cycle that has many people who left their video gaming behind when they were young dipping into the console once more, stirring up their memories of happier times, and no doubt probably quite confused as to why some of us never left the machine in the past and have continued to be fascinated by Sega's last great home endeavour to this very day.

Whilst the nostalgia is to be expected, it is the vitality of the current Dreamcast scene which keeps us writing about it. In between the tired posts of social media influencers asking people if they remember Sonic Adventure or Crazy Taxi, there has been an incredibly active scene covering every element of the Dreamcast for years. We have new hardware and controllers, games with online modes re-activated, more translations of Japanese games than I can actually keep track of, books, magazines, an entire series of arcade titles ported to the console, and a strong homebrew community that is creating some astonishing things. And it's that last point that allows me to pivot, finally, towards the point of this article. Alongside homebrew ports of classic titles (as I write this, the recent demo of the Metal Gear Solid 2 port is literally mind blowing) and fun little projects, we've now had 20 years of "proper" retail-released indie titles for the Dreamcast. My aim here is to document all of these in one article. I do love a long article...

I love Dreamcast indie titles. While they are not officially licensed by Sega, there is something very special about receiving a physical version of a game to be played on a console a quarter of a century old. The quality of the Dreamcast indie scene varies, which is to be expected, but even when a game is a bit crappy, I still have a certain sense of respect that it has been released on the console at all. Of course, I am a big weirdo, and will pick up anything you slap a "Dreamcast" label on, but for those who want to be a bit more selective with their hard-earned cash when expanding their Dreamcast library, a subjective view is always useful. In this article I hope to do just that - as well as take a look back at the various versions of the games that were released, where you can pick them up today, and any other interesting things that I can cram in before losing all excitement about writing this already massive article. This will also be constantly updated (hello, future people!) with my views on any new indie release, which will hopefully allow it to be a one-stop-shop for anyone interested in the broad DC indie scene - this will of course sit alongside our regular indie reviews from the entire DCJY team (I can also recommend Laurence's superb roundup of the indie scene in this article, if you want a slightly different perspective). It's also worth checking out our directory of indie developers and publishers, where you'll find direct links to all those involved in the indie scene.

Now, I need to add some context and "rules" here. The scope of this article will not include every single homebrew port or project - the first rule of the article is that it had to have been released physically and could be purchased by anyone. Of course, you can pick up a copy of any of the homebrew ports with nice printed inlays on Etsy - so that's when the second rule comes in: the physical release must have been officially sanctioned by the developer or rights holder. Finally, only full releases will count - so no demos, hacks or mods will be included, although total conversion mods that became standalone games in their own right do count. For the context of this article, only the games that meet the criteria I've just established will be called "indie releases". Will I probably end up breaking these rules to include something that I probably shouldn't? You betcha. Welcome to the wonderful world of "Mike doesn't stick to his own rules". 

Enough of my nonsense (well, enough of this opening bit of nonsense, there's a lot more nonsense that lies ahead, I'm afraid!)  - on with the article!

The Best Dreamcast Merchandise: a Post-Christmas Breakdown

As a group of proudly obsessed Dreamcast fans here at the Junkyard, we don't simply leave our admiration for Sega's 128-bit box of wonders at talking endlessly about the games, hardware or accessories that most people associate with the console. For us, the Dreamcast is life, and we need little encouragement to escalate our borderline obsessive behaviour by purchasing as much plastic tat merchandise associated with the console as our little wallets can handle. Genuinely, we would buy a bin full of sick if Sega printed a swirl on the side and called it the “DreamBin” (Lewis, copyright that shit right now).

But of course, we don't actually need to stock up on vomit-filled metal containers, because Sega, and the various publishers of Dreamcast games, have seen fit to release or provide their license to a whole assortment of items related to the console and the games that made it great. Some of these are awesome… so awesome in fact that this article will mark the start of what will become a long-running series of “Mike's Random Dreamcast Top Tens”, with this first one looking at some of my favourite pieces of merchandise that you too can buy and put on a shelf, and admire from a distance with a tear in your eye as you realise you'll never have enough time to play all those games you've bought, but purchasing mass-produced nonsense for display like your 80 year old grandmother’s collection of porcelain dolls is now your life. 

Enough waffle. Let’s get on to today's random list, and too late for you to be able to get these in your stocking for Christmas! A pre-emptive warning - I may have my tongue firmly in my cheek for much of this article.

Dreamcast Socks

I write this as the full charade of Christmas is upon us. There are the sounds of happy little children outside, seasonal songs fill the airwaves and I can catch a glimpse of a tinsel and fairy light bedecked tree from my games room. I hate it. The children are little arseholes, the songs are shit and that tree is a fire hazard. No one remembers the true meaning of Christmas anymore - no, not Jesus (hail Satan), but family members you see for one day a year giving you shitty socks because they are bereft of ideas and refuse to indulge you in your childish love of gaming. 

But here's an idea - get those family members to buy these snappy little numbers and everyone's a winner! When Sega remember they have licenses they haven't used for decades they release some cool stuff, and this selection of two different Dreamcast sock designs fulfils both our collective need to keep buying Dreamcast stuff while also allowing us to be all grown up and shit at the same time. 

You can get these in traditional festive sock grey with a swirl on them or in a slightly wrong coloured approximation of the controller. They obviously missed a trick by not putting some kind of hilarious message in the VMU window, such as “I wanted a new Skies of Arcadia game but all I got were these socks”, but who cares when you can proudly display your love of the 128-bit wonder to your significant other every night with these?

The fetching grey of the socks on the right doesn't quite embody the blue-sky aesthetics.
A pile of socks! Christ - what a time to be alive.

Dreamcastic Christmas 2023: Heart-warming Tales from DreamPod Listeners

Ahead of recording episode 125 of the DreamPod, which first aired as part of RadioSEGA’s illustrious Winterfest and is now available in all the regular places, we appealed to our listener base to send us their festive Dreamcast-related ideas, memories and musings. And thankfully, in generous Christmas spirit, our mailbag promptly filled-up with a hefty slab of responses ranging from the witty, to the heart-warming, to the downright impressive. Quite a few were discussed on the pod, but many are undoubtedly worth sharing on the blog too, and so here we are. 

Thanks to all the wonderful Junkard-ers (yardies?) who made submissions, tuned into the podcast or are currently reading these hungover scribblings of mine. The Junkyard wouldn't be what it is without you and we are blessed to have such a wonderful community gathered around the site eighteen years on from its founding. 

So, if you'd like to amplify your festive cheer, pour yourself a glass of Creamcast ale, and read on.

 Our guest on DreamPod 125, Pat from Sega Saturn, SHIRO!, lovingly embracing the Dreamcast that Santa brought him as a child.

Christmas Cracker Extravaganza

In typical parochial British fashion, I had assumed that Christmas Crackers were a widespread phenomenon, when in fact, it turns out they are pretty much contained to the shores of the UK. Nevertheless, we had some fantastic responses from all over the world to our call for Dreamcast-themed Christmas cracker ideas, several sent in by folks who had no prior familiarity with the concept (but evidently got with the programme quite rapidly).

Horror host extraordinaire Uncle Clutch knocked it out of the park, delivering a set of eight sublime watercolour paintings. Feast your eyes on their magnificence below, and, if you ever happen to meet the dude in person, be sure to buy him a drink (or three) on us.

Copyright Uncle Clutch, 2023. Not to be reproduced without permission of the creator.

Copyright Uncle Clutch, 2023. Not to be reproduced without permission of the creator.

Drum and Bass superstar Pizza Hotline delivered a detailed pitch for some garish Hello Kitty crackers: “A mixture of pink and blue semi-transparent non-recyclable plastic Hello Kitty crackers, like the consoles. There’s confetti inside that consists of mini plastic hello kitty faces and Dreamcast swirls which gets everywhere, sticks to your carpet and clothing, and no matter how much you brush or hoover it, it won’t come off. The prizes in the crackers are any of the capsule toys from Shenmue 1 or 2. You might get a poorly formed Sonic or Virtua Fighter character, or, better yet some dice or a mini forklift. It’s a Christmas miracle! When you pull each cracker, they don’t go BANG. Instead, they make the annoying VMU beeeep sound, and, instead of jokes you get awful one-liners from Shenmue. However, if you’re lucky you might get the odd inappropriate line from Blue Stinger’s Dogs Bower too. ‘Years ago I was Chinese’, ‘Try asking Chinese people about Chinese’, ‘Ugly like the worst sin’, or perhaps ‘Our jackets are too cool for that scum. I want guys like you to wear them’”. 

Of course, we assume that the emphasis on plastic-heavy construction is in fact a tongue-in-cheek throwback to the excesses of the late '90s and not something for David Attenborough to be worried about. 

The Hello Kitty Dreamcast has certainly become a bit of a style icon in recent years.

Bobby (purveyor of the magnificent Wandering Through Shenmue YouTube channel) provided an equally detailed pitch for some crackers that we would love to see on our tables – and gets top marks for including a bad joke: “I believe the cracker itself should be in the shape of a VMU. They could even come in different colours seeing as we had so many to pick from when the Dreamcast was originally released. To open it, you put your fingers where the finger grip traditionally is and pull the protective dust cap right off. In addition, the VMU screen will have traditional Sega images that are slightly altered. Sonic wearing a Christmas hat. Amy with mistletoe above her head. Nozomi wearing a scarf.

All of the hats will bear the traditional Dreamcast swirl logo. I suppose if the cracker is released in Great Britain the swirl will be blue, whereas if it's released in Japan or North America, it will be the traditional orange. But what's inside? How about some rubber erasers in the shape of different character heads from Sega franchises. One of them could have Skies of Arcadia characters. Another one would have Sonic characters of course. Maybe the other would have Virtua Fighter characters.”

And how about that bad cracker joke? Make sure you are seated for this one folks.

“Q: What do you tell your friend when the laser on your Dreamcast is having a hard time reading a disc because it's dirty?

A: It's thinking”

Daytona USA back Online, Dreamcast: Year Three, Samba De Amigo in VR, and more! - Dreamcast News Round-Up July 2023

Summer is here... not that you'd know in the UK, though, because it's been raining nonstop for two weeks straight. At least the forecast for new developments in the Dreamcast community is looking promising, so much so that I thought I'd round it all up for you in this handy post. There's an overarching theme of homebrew wizardry this month, whether that be in the form of new software or hacking old software, so be sure to thank all the talented individuals mentioned for their hard work.

Dreamcast: Year Three announced!

This piece of news is one I have no shame plugging first! Last month saw the release of Dreamcast: Year Two, a book edited by Andrew Dickinson that features many written collaborations from The Dreamcast Junkyard team and others in the Dreamcast community. Well, for those who were wondering, Andrew confirmed in a tweet that Dreamcast: Year Three is coming, revealing its awesome cover, illustrated by KinkySketch, as well as saying to "expect a [Kickstarter] campaign mid-2024". The plan with this one will be to launch the campaign with much of the content already produced to avoid long waiting times for backers.
Front cover art for Dreamcast: Year Three
For more information on The Dreamcast Junkyard's book releases, check out our dedicated section on the website.

Debug Indie Sampler, Vol. 3

Wave Game Studios have already given away two great demo samplers, each featuring snippets of the latest and greatest in Dreamcast indie games and homebrew. Anyway, here's a heads-up to say that Debug Indie Sampler, Vol. 3 has gone up on Wave's store for pre-order, and as before, the only ask if that you pay for shipping. None of the demos have been confirmed yet (as represented by the anonymous coloured squares on the cover below), but Wave have said that "[we] won't be disappointed". Exciting! The sampler is limited to 2,000 copies and won't be reprinted, so make sure you go and grab one!
Cover art for debug indie sampler, vol. 3
This modern art is getting out of hand...

Reinvigorating the games of old...

While you sleep, talented hackers in the Dreamcast community toil away, tweaking the inner workings of your favourite Dreamcast games to make them more accessible in various ways. You may never have knew you needed hacks like the ones discussed below until this article, so let us know if they went straight onto your GDEMU or a CD-R after reading.

VGA Dreams
This follows on from a topic brought up in Lozz’s last Dreamcast News Round-Up. TapamN has been doing some amazing work making a whole load of Dreamcast games compatible with VGA output. A bugbear of many a DC fan is the seemingly random assortment of games that don’t natively work with this oft preferred method of video output, so what TapamN is doing is a godsend. 

The most recent title to receive TapamN's VGA treatment is the The King of Fighters '99 - Evolution, the Japan-exclusive Dreamcast remake/port of The King of Fighters '99. Here's to enjoying Neo Geo-quality bouts in beautiful VGA on the best console ever made.
Screenshot of King of Fighters '99 working via VGA
The King of Fighters '99 - Evolution working in VGA mode, as shown by Derek Pascarella (ateam).
Also hacked to work with VGA is survival horror title Seven Mansions - Ghastly Smile, another Japan-exclusive game that received an English fan translation thanks to SnowyAria and MrNobody back in 2019. This one is particularly handy, as I'm pretty sure it was the only fan translated game available for the console that lacked VGA compatibility, so this hack is a great addition to GDEMUs everywhere.

A full list of the VGA patches that are available and where to download them can be found on the console mods wiki. With these most recent additions, the number of Dreamcast games that remain incompatible stands at a surprisingly slim 24. 

Nakoruru: The Gift She Gave Me - Samurai Shodown Spin-Off for Dreamcast Translated into English!

After nearly two years of hard work, I am absolutely elated to inform you that a team consisting of Derek Pascarella, Duralumin, Marshal Wong and myself have completed our English translation of Nakoruru: Ano Hito kara no Okurimono for the Sega Dreamcast, and today you will be able to play it.

Being a fan favourite character of SNK’s beloved Samurai Shodown fighting franchise (known as Samurai Spirits in Japan), it’s only natural that Nakoruru would get her own spin-off game. SNK granted developer Inter-Let's the privilege of crafting a story that explored her character in finer detail, with the result being Nakoruru: The Gift She Gave Me (as we’ve decided to dub it), a Japan-exclusive visual novel game released for Windows in 2001, with an improved Dreamcast version releasing a year later in 2002. To take a source material known for its intense arcade fighting thrills and adapt it into a quiet, heartfelt text-based adventure was definitely intriguing, so much so that it made us want to produce an English translation almost two decades later! 

To translate the game into English was no small feat, however. With over 12,000 lines of text, our translation of Nakoruru was going to take us more than a year to produce. But it honestly feels like that time has flown by, because the more we worked on translating the scripts, the more we fell in love with the game's plot and characters.

Mikato meets Nakoruru for the first time.

The game’s story is told from the perspective of seven-year-old Mikato, an orphan who is taken in by the people of the snowy village Kamui Kotan. She is selected by the village's chief to serve as assistant to the shrine maiden Nakoruru, somebody the people of Kamui Kotan admire for her strength, dependability, and outward positivity. Mikato soon realises, however, that deep down, Nakoruru is harbouring an intense sorrow. 

While Nakoruru is based in the world of Samurai Shodown, it can be played without any prior knowledge of the franchise, but if you are a Shodown fan, there are quite a few playful references to other characters in the franchise sprinkled throughout the game's script.

Nakoruru's childhood friends Yantamu and Manari.

The gameplay of Nakoruru is simple, and familiar to those who have played a visual novel before. Advance the story with a button press, and occasionally make choices, some of which greatly affect the game’s narrative.

Also included throughout the story are several basic but charming mini-games. These include quizzes, fishing, dodging enemy attacks, playing music, and more. 

While Nakoruru may lack the 3D graphics and arcade action many associate with the Dreamcast, it still boasts gorgeous, crisp, hand-drawn 2D artwork, and its beautiful coming-of-age storyline will pull at your heart strings as it deals with topics of friendship, loss and insecurity. The Dreamcast received over 100 visual novel titles in Japan, and in terms of quality, Nakoruru is up there with the best the system has to offer. For those new to the visual novel genre, you can learn more about them in this fantastic video by Bowl of Lentils.

Combat training mini-game where you dodge left or right to escape attacks.

We adopted an assembly line process to translate the game’s script. First, dialogue for an individual scene would be translated by Marshal and Duralumin, then the editors - both myself and Derek, would check over the translations for any spelling or grammatical errors, but primarily to ensure they read as naturally as possible in English. Once the script edits were complete, Derek would insert them back into the game. Working together and seeing the story come to life, and by our own making, was incredibly rewarding. 

Making an important decision in the heat of combat.  
But our translation would have been for nothing if it wasn’t for Derek’s hacking wizardry. The Dreamcast is still in an immature state when it comes to debugging and hacking, unlike other systems, such as PlayStation, which is more streamlined. A project like this for the Dreamcast required a slew of different tools to achieve. Along the way, Derek had to make many tweaks to the game so it worked with our translation, such as modifying mini-games, ensuring the character’s voice audio persisted across multiple textboxes, reallocating where RAM data was written to make room for larger text data, and more. But the biggest challenge Derek faced was implementing a half-width font (as Japanese characters are wider than English ones), which took him months, but felt incredible when he finally pulled it off. The end result of Derek's hard work is fantastic-looking English text displayed in game.

Rent-A-Hero No. 1 has been Translated into English for Dreamcast!

The beauty of the Dreamcast is that when you think you've played everything the console has to offer, something new lands in your lap. These days, that often comes in the form of a brand new indie game, or in the case of what we have here today: a Japanese game from back in the day being playable for the first time in English on the Dreamcast thanks to the hard work of fans.

Many of us had a good feeling about Rent-A-Hero No. 1, some possibly even since the early 2000s, when muddling through the game with a translation guide was the way for non-Japanese speakers. Those wanting to truly experience the game were thrown a bone in 2008 when an unreleased officially-translated Xbox prototype leaked onto the internet, but those wanting to experience the game on its original platform, the Dreamcast, were still stuck with guides and translation apps... until today.

Thanks to the hard work and perseverance of VincentNL and his talented team of "Rent-A-Modders", Rent-A-Hero No. 1 is now fully playable in English on the Dreamcast! But this is no ordinary fan project, because the lengths this team had to go to in order to bring us this high-quality translation is an entire topic of conversation in and of itself. Before we go into all that, though, a bit of background on the game first...

The first Rent-A-Hero was developed by Sega-AM2 and released exclusively in Japan for the Mega Drive in 1991. The Rent-A-Hero character next saw an appearance as an unlockable character in 1996’s Fighters Megamix for the Sega Saturn. The game we’re talking about today, Rent-A-Hero No.1, released for the Dreamcast in Japan in May 2000. A remake of the Mega Drive original, it shares the same quirky and humorous tone of the game it is based on, but brings the gameplay into the world of 3D. The game is effectively an action-RPG that has you assuming the role of 16-year-old Taro, a budding hero for hire. As Taro, you run around town doing odd jobs and missions assigned by SECA to build his way up the ranks of herodom. The game also has beat 'em up style combat that uses the same fighting engine as that used in Sega's arcade game Spikeout.

Rent-A-Hero No. 1 looks and plays great on the Dreamcast, and if it wasn't for the incredibly eccentric Japanese humour that it wears like a bejewelled bangle on its sleeve, questions about the game's lack of a Western Dreamcast release would definitely be flying around. Oddball humour is this game's strongest suit, and with an abundance of Sega references throughout, Rent-A-Hero No. 1 is a game every fan of the house of hedgehog should spend some time with. Whether it be the inclusion of Segata Sanshiro or the "Creamcast" console you access in the game, the tributes to our favourite ex-console manufacturer throughout are hardly subtle.

So, back to the translation. This translation patch required many heavy lifts to get to what you’re seeing in this final release. A deep analysis and understanding of numerous original Katana SDK libraries was needed in order to reverse-engineer and interact with a slew of the game's already-compiled assembly code.

Witching Hour: Indie Horror on the Dreamcast?

I could hear the wind and rain lashing at my bedroom window, like a cruel temptress in the night, wailing its cries of anguish through the tempest. I hunkered down, my hands shivering with cold and the fear of the evil lurking outside; my face dimly lit by the pale light of the television screen in front of me. Below it sat the white Sega machine, which I had turned on in a feeble attempt to distract myself from the nightmares swirling around my head, but I just found myself sitting there, staring mindlessly at the screen, unable to focus my attention long enough to decide which of the discs in front of me would be my attempt to escape the maelstrom. 

And then, a knock. At least, it sounded like a knock. The thunder rumbled in the distance, a flash of blue in the sky accompanying it, but I'm sure there was a knock. A timid, almost distant, tapping on the glass of the front door. I waited, anxiously, my mind tripping between scenarios - a visitor? At this hour? No. No one would be brave enough to face the violent storm battering the town tonight, surely? A creature, seeking shelter from the weather, perhaps? Nonsense. What type of creature would gently rap on my front door? No, it was definitely my imagination running wild. I was just hearing things in the dark. I needed to focus. Needed to find something to distract from the nightmares. The discs in front of me gave me portals to untold worlds of mystery, if I just picked one, I could have some relief.

The tapping again. Stronger this time, loud enough to jolt me to attention, audible over the howling wind and piercing rain on the window. There was no doubt this time. There was something, someone, at the front door. Fear very nearly overtook me, but somehow I managed to muster enough courage to investigate just what manner of visitor was calling upon me. As I walked, trembling with every slow, careful step, down the dark stairs, the room lit up with the furious bright light and cracking roar of another strike of lightning. My heart must have skipped a beat - or two - but in that momentary illumination, I saw something on the floor. A package? What ungodly courier would deliver me a package, at this hour, in this storm? I moved as slowly as I could, fearful of my nocturnal visitor still being present, but there seemed to be nothing there. Dare I open the door and seek the stranger? Nay, thought I. Besides, the presence of this mysterious package now occupied more of my thoughts. The brown paper of the parcel was shimmering wet, no doubt a result of the weather outside... although, in the dark, I momentarily thought I could see a tinge of red sprinkling this most unwelcome of deliveries. I needed to get this into the light, and quickly.

I hurried back up the stairs, another flash of lightning and whip crack of thunder punctuating my ascent, and into the relative safety of the bedroom, still dimly lit by that television screen. I no doubt could have turned the main light on, giving some warmth to my surroundings, but my desire to see what was in this parcel overwhelmed me. I sat down in front of the screen, and for the first time could make out the package clearly. The brown paper was wet, but not from the rain as I had thought. My throat dried, my heart beat faster, for it was now obvious that upon this unrequested bundle delivered to my door, was the unquestionable imprint of a bloodied hand. Blood. On a parcel delivered to me in the middle of the night, in a storm like this. I froze, my mind not quite capable of grasping the reasons why. Was it really blood? Maybe not. Maybe, this was a joke, played on me by an unseen trickster in the night. It couldn't be blood, I tried to reason.

It felt like an age, just sitting there, staring at the brown paper and that bloodied handprint. I had played out reasons why in mind, but every attempt at explanation just took me down more darker trails of thought. One thing was for certain though - I had to open this. I had to see what horrors - for horrors they surely were - lurked inside that parcel. My hands were sweating and my lips were dry as I carefully tore at the paper, being careful not to destroy what was in front of me. As the paper peeled away, its contents became clear. A plastic case, cold to the touch, was the first thing that caught my eye. A game? There was no doubt, the red quarter circle with a white swirl contained within caught my eye immediately. A Dreamcast game. A new world to explore. There was another crack of thunder in the distance, but by this point, the skipping of my heart beat was solely due to the possibilities that this game now presented me. The strange skeletal features on its front cover, the title written in blood. What unthinkable horrors could be contained within this disc? In the still dimly lit darkness, I peered at the cover - “Witching Hour” seemed to be the name of this new arrival, and its entrance into my life heralded dark things. 

That was not all, though. Underneath the cold plastic, there was a piece of card, no doubt a message to me from my unknown benefactor. I held it up, illuminating it in the light of the TV screen in front of me. What words would it contain? 

"Mike. No luck with that creative writing course, then."

How dare they.

---

There's nothing quite like the arrival of a new Dreamcast game. Sure, the sheer number we're currently receiving may make the unique specialness of such an arrival a slightly less exciting experience than it once was, but for those of us involved with the Dreamcast community at large, it's still a heart warming feeling when you tear open the plastic, open that case and start up a brand new title for the little console that won't die. Sega's zombie box of dreams had a great 2022, and one offering in particular promised to bring some horrified first-person gaming to the system - something which is particularly close to my heart. Step forward Witching Hour