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

An Interview with Kenji Tosaki: How the Sega Dreamcast and its Beloved Peripherals Came to Be

One day we realised that The Dreamcast Junkyard account on Twitter (or X, as it is now known...) was followed by none other than Kenji Tosaki, the peripheral development manager at Sega of Japan from the 1990s until 2001, when he retired. He led the design process for classic Sega Saturn peripherals like the 3D Control Pad and the Virtua Gun, but perhaps most importantly to us here at the Junkyard, he was heavily involved with the design of the Dreamcast console hardware, its controller, the Visual Memory Unit (VMU), and even the Samba de Amigo Maracas Controller, to name a few. To have such an important figure from Sega's heyday follow usof all peoplewas truly an honour. We knew we had to reach out and try and arrange some sort of opportunity to speak with him.

What followed was a whole lot of machine-translated correspondence, and we must thank Tosaki-san for answering all our questions, as well as his time and patience throughout this process. Another thank you also goes out to Brian Vines and Laurence Goodchild for assisting me with the decision on which questions to ask, as well as Derek Pascarella for some technical explanations.

Of course, we couldn't just let the resulting interview you see below remain machine-translated, so this is where I must extend a huge thanks to translation extraordinaire (and my former Nakoruru fan translation comrade-in-arms) Duralumin, who graciously translated Tosaki-san's original Japanese answers into English.

What was revealed from our conversation with Tosaki-san is a whole lot of great insight into how the Dreamcast hardware and many beloved peripherals came to be. We also thought it was important to use this opportunity to try and dig deeper into some of the more esoteric Dreamcast-related lore, to try and get some light shone on topics that have fuelled debates within Sega fan communities for decades. Why was a second analog stick a no show on the Dreamcast controller? What was Sega's view on adopting the almighty DVD format that would've supposedly helped the Dreamcast go toe-to-toe with Sony's PlayStation 2? We also made sure to pick Tosaki-san's brain about some cancelled Dreamcast peripherals, such as the VMU MP3 player, with the hopes of unearthing new information about them.

While our interview does touch on the Sega Saturn somewhat, it is mainly referenced to assist the explanation of points relating to the Dreamcast's own design. If you'd like to hear Tosaki-san get more in-depth about the Saturn, I highly recommend you go check out his interview with our friends over at SEGA SATURN, SHIRO!

Credit: Sega Retro

DCJY: Thank you for agreeing to talk with us about your career at Sega, Tosaki-san. We have read that you were involved with the design of the Dreamcast console. The design was definitely more compact than its predecessor, the Saturn, and very futuristic-looking for the time. When you and your team set out to design the console, what inspired the design?

Kenji Tosaki: The lead director and producer on the design of the Dreamcast was actually Mr. Oikawa [Akitoshi Oikawa], who also handled the design of the Sega Saturn. For the Dreamcast, the design of the console itself was contracted out, but Mr. Oikawa personally handled the controllers and other peripherals.

Now, when the Saturn was still in development, we ended up drawing up the design ahead of finalizing how much space all the internals would need. Stuff like the main board, the CD drive, power supply unit, all of that. The original design was quite a bit smaller than what the Saturn finally became. As development progressed, we added more components, and the footprint grew larger.

The preliminary designs for the console couldn't accommodate all the changes, so we had to go back to the drawing board, and it ended up quite a bit different from what we had originally envisioned. It had to be made larger, so we also had to redesign some of the finer details of its appearance to match.

With the Saturn, the technical development —the main board, the drive unit, etc.— and the product design had been sort of progressing on different fronts, and that disconnect caused us a lot of issues. Plus, the technical design turned out to be more complex than expected, so the production and assembly was more complicated. We learned from all of that when we were working on the Dreamcast. 

Our top priorities in designing the Dreamcast were to optimize the internal layout and heat dissipation. I think the internal design turned out really nice and clean. Of course, keeping it simple also helped with assembly. We also waited to plan out the console design until the technical design had been locked in to a certain extent, so we didn’t have to go back and rework a lot of things.

Regarding the design itself, we shopped the job around to a wide variety of outside agencies for proposals;  not just Japanese companies, but even American design houses. Mr. Oikawa reviewed a ton of ideas. 

Ultimately, Mr. Oikawa went with a relatively minor Japanese company’s proposal. They did a very good job of taking Mr. Oikawa’s asks into account when building their approach.

On the conceptual approach, I’ll quote Mr. Oikawa himself:

"The Dreamcast design is made up of simple shapes; squares, triangles, and circles. The point of the triangle points toward the player, representing how the games and online content were to be player-focused. From the console, straight to the player. But then the start button on the controller points towards the Dreamcast. That represents how, in response, the players reach out and connect with the console."

Credit: Sega Retro

When you and your team were designing the Dreamcast's controller, what were the most important features or aspects that you knew it had to include? It is well known that the Dreamcast controller shares some design similarities to the Saturn's 3D Control Pad, which you also worked on. How much did that controller inspire the Dreamcast's controller?

When we were developing the Saturn 3D Controller, that was the first time we had ever tried to design an analog-input controller. We looked at how we could best make an analog controller, and spent a lot of time working on the basic design, control methods, layouts, and all the associated design questions.

We also looked into all kinds of additional features; stuff like integrated displays, paddle wheel controls, mouse input, motion sensing, infrared, rumble, haptics, voice recognition... many different things. Most of these features proved too costly to have natively on the Saturn 3D pad, but we made sure to design the controller to include an expansion port so those features could be added later.

We had actually planned out a motion sensor and vibration pack, and even made a prototype. We made sure that the controller's cord ran out of the back, since anything to do with motion sensors that you would have to tilt or shake around would be harder to use with the cord coming out of the front of the controller. 

For the analog inputs, we felt it was essential to use a sensor that wouldn't experience any change in the analog signal from drift or wear. To accomplish that, we used "Hall" elements. We knew we definitely didn’t want resistive sensors. We didn’t add them for the sake of having a selling point, we just saw it as the obvious choice. It wasn’t until 2020 that we saw other companies start making controllers with those same Hall elements. I guess the market finally caught up to the Sega 3D Control Pad, and it only took 25 years.

When it came to the Dreamcast controller, we applied a lot of what we had learned from the Saturn 3D pad.

As I mentioned, the idea behind the Dreamcast ecosystem was “play and communication.” The console could go online, but the concept extended beyond just that. There were also four controller ports, so you could have four people at once all playing together. Then, we decided we would try putting an individual display on each controller. We had originally conceived it as something like a personal monitor for each player for sports games, with individual displays. The VMU was our solution.

Connecting the VMUs directly to the console would have meant we would have to add four pretty big ports for four players’ VMUs, which wasn’t a great solution from either a cost or design standpoint. So, we decided to explore plugging the VMUs into the controllers instead. Every VMU would be like a memory pack, but with an LCD screen and control buttons; it could have its own independent apps, and when it was plugged into the controller, the screen would serve as an additional display.

Away from the controller, you could connect VMUs together to swap data with your friends, or play games against each other. That was another facet of the “communication” concept. For us on the peripherals team, we figured it wasn’t likely that every kid would have an internet connection they could use to play online, so we focused on ways we could build “play and communication” through controllers and accessories.

We also planned out a built-in gyro sensor, so you could control games by moving the controller, as well as built-in vibration, and a built-in light gun pointing device. It turned out to be too expensive to implement those features natively, so we decided to build two expansion slots into the controller. That would leave room for us to release expansion units after the fact. We expected one slot would usually be occupied by the VMU, so we needed to have one more for other expansions.

The most important decision made regarding the controller was to have memory units connect to it instead of the console. We designed the VMUs for that purpose.

The controllers themselves were developed to work with an interface device [MapleBus] that could also support VMUs and any expansion packs. MapleBus proved essential, as it had the kind of scalability we needed.

For the expansion slots, we had to think about what sort of functionality we would need in the future. For instance, if we put out a rumble pack, the vibrations from that accessory would travel down to the slot and the connector. That’s not necessarily healthy for the components, and we expected these to be used long-term. So, we had to come up with a design for the connectors that would be durable and reliable.

The analog input was also much more advanced than the 3D Control Pad. We improved the precision, and allowed wider strokes. At the same time, the units could be made smaller, and needed less space to install internally.

I really would have liked to have seen the gyros, vibration, and wireless pointing built-in on the controller, but it just would’ve been too expensive.

The original US patent for the VMU. Credit: Sega Retro

Dream Disc '24 Dreamcast Game Jam - A Showcase of All 24 Entries!

The entry period for the first ever Dream Disc game jam —a homebrew jam for the Sega Dreamcast— came to an end on January 3rd. Organised by Cypress of PsyOp Studios, and Ross Kilgariff of Orc Face Games, the jam was created with the aim of uniting the talented developers of the Dreamcast homebrew scene behind the shared challenge of developing new software for the console in a short space of time — and boy, did they deliver! 

Although judging is still yet to take place, each entry is already available to download from the Dream Disc '24 itch.io page for free. While the majority of submissions take the form of bitesize game demos for play on the console itself, there are also VMU games and some other miscellaneous pieces of software to check out too.

As detailed in Lozz's article from October (check it out for more details on the jam), the top ten entries chosen by the judges will go on to be featured on a physical compilation disc from Orc Face Games. While we intend to talk in more detail about those chosen games on an upcoming episode of our DreamPod podcast, for now I wanted to showcase every submission here so you can learn more about them and choose your own personal favourites from the bunch! 

Update (08 March 25): the judges have made their decisions! Click here to see the top ten.

Junkyarder Mike Rogers also took the time to record some footage of all the Dreamcast software entries, which we have uploaded as a nice compilation to YouTube, which you can watch below. I also recommend checking out The Sega Guru's great coverage on each entry as well.

So without further ado, let's get into the entries — all 24 of them. 24 entries for Dream Disc ‘24. How fitting!

Game Entries

Each of the 20 games submitted to Dream Disc '24 is unique, with an eclectic mixture of gameplay, graphical styles, and game engines on offer — there's something here for everyone to enjoy. 

While compatibility can vary, you should be able to burn all of these games onto a CD-R, stick them on an ODE (i.e. GDEMU, MODE), or play them on an emulator like Flycast.

A-Blaster by PrOfUnD Darkness

Mashing up ideas from classic space shooters Astro Blaster (Gremlin/Sega) and Megamania (Activision), A-Blaster is the first of many entries that will be challenging your dexterity. You get a single life to shoot down nine single-screen levels’ worth of alien invaders, as they move quickly across the top of the screen. To help overcome their barrage and be within a chance of staying in the game, you have a “warp” ability at your disposal (a feature made famous by Astro Blaster), which slows down enemy movements and lasers for a few seconds.

Download A-Blaster

Beach Box by PsyOp Studios

A complete remake of a Summer Jam 2024 entry, Beach Box is the first of two submissions to Dream Disc '24 by jam organiser Cypress, aka PsyOp Studios. This summery romp may be made up of simple shapes, but its gameplay is addictive. Taking control of a little square, the aim is to dodge larger rectangles by jumping or shifting dimensions, collecting coins as you go. It's sort of like Flappy Bird, except if Flappy Bird was actually fun. You also don’t have to give yourself carpal tunnel to play it.

It's a nice touch to see such a simple game have such a surprising range of unlockable power-ups and characters. I'm still trying to collect enough coins to get the little sock dude, Murph.

Download Beach Box

Big Drill by captkuso

Big Drill is what trendy internet pundits would call an "idle" game (wait, does that make me one of them?), in which you are in charge of a... big drill. It does what it says on the tin, really. 

Basically, the 3D blocks on screen are mined away automatically, with your resource numbers —which are listed on the right-side of the screen— increasing as you go. When your resources total specific amounts, it's time to take charge and buy upgrades for your drill. Upgrades include speeding up the drill, making it more durable, and increasing the amount of resources it collects. Pick the correct upgrades at the best time to see how deep you can drill.

For those looking to challenge themselves further, there is also a "prestige mode" to unlock, which resets any current progress and starts you again at a higher difficulty. 

Keep your eye out for a video detailing Big Drill's development coming to captkuso's YouTube channel in the next couple of weeks.

Download Big Drill

Revenge of Video Games New York


Last year I chronicled a trip to New York, specifically the video game mother load that is Video Games New York. Well warm weather has returned and so another trip to New York seemed in order! While the trip consisted of a number of non-gaming related activities (I'll save you from stories of glowing lobster heads), I'll just detail the the video game moments. Unless you'd like to see a glowing lobster head.

Last time I visited the shop, I was overwhelmed by the amount of games. Literally shelves and shelves devoted to each console! Used games were out in the open, while hundreds of sealed games sat behind glass. The last time I had seen that many sealed Dreamcast games in one place was GameStop in 2001. Still, I had a sneaking suspicion that the reason why so many games go unsold is because of another factor. I ruled out ghosts and assumed the games were marked up to insane prices. After checking the tags, I was mostly correct.

VGNY is great, don't get me wrong, but the prices were and still are selectively insane. I can understand why a sealed 'Capcom vs. SNK" is priced at $60, but do they really have to charge $10 for used copies of NFL2k when they clearly have over two dozen of them? A new in box late production model Dreamcast went for $160, used VMUs (sans cap) were $15, used lightguns were $50 to $60. For the most part, $10 is the lowest used game price, even for the crappiest of crappy games. A disc-only copy of the first 'Tony Hawk' might be $7, but that's as low as they'll get. So forget about picking up 'Razor Freestyle Scooter' for a few bucks as a laugh.

Having this knowledge of inflated prices, I came prepared with a list of games that I had my eyes on as well as the average ebay prices for said games. That way, if I were to spot 'Stupid Invaders' for $25, I'd know that on ebay it can be found for $30 and I'd be making a wise choice to pick it up at VGNY. Unfortunately, I didn't encounter anything from my list at VGNY that I couldn't get for a half to three quarters of the price on ebay.

Fortunately, and this is the HUGE positive I have about VGNY, there is always a treasure to be found. Something that slipped through the cracks and avoided a crazy price. Last year I snagged 'Illbleed' and 'Floigan Bros', this year I found a PAL copy of 'Headhunter' for $25 and the XBOX version of 'Sonic Riders' for $9. VGNY also stocked a number of copies of 'Wind & Water Puzzle Battles', 'Rush Rush Rally Racing', 'DUX' and 'Last Hope Pink Bullets'. For the most part, the indy games were on par with their online prices. Though $60 was a bit much for the 'Rush Rush Rally Racing Deluxe Edition'.

While I didn't leave VGNY with the pirate's bounty I was hoping for, I did leave knowing I was a smart shopper. Not as cool as a pirate though...

eBay eXtra

After my visit to VGNY, I hit up eBay on my iPod and went shopping. I couldn't end the day with buying only one Dreamcast game! I found a sweet Dreamcast game lot and placed a bid. Four days passed and the auction countdown began, and so too began a bidding war. In the end my top asking price became too much for them and I won a lot of three games I didn't have: 'Tech Romancer' (complete), 'Record of Lodoss War' (complete) and 'Bangai-O" (disc only). I also won two games I already had: 'Soul Reaver' (complete) and 'Sonic Adventure' (disc only). Total price: $39.

I had once rented all three games, and loved each of them. It's nice to have them in the permanent collection. 'Tech Romancer' especially. I've always loved games that truly take advantage of the VMU. Capcom seemed to have been masters at VMU utilization, whether it be mini-games in 'Tech Romancer', item trading in 'Power Stone 2' or the health bar display in 'CODE: Veronica'.

You Can Still Use Dial-Up To Surf The Internet With A Dreamcast

In recent times much has been written about the Dreamcast's ability to get online with a Raspberry Pi and a few other easily available components. The DreamPi method has single handedly revitalised the online gaming scene on the Dreamcast, and sites like Dreamcast Live have made it their mission to breathe new life into titles such as Chu Chu Rocket and Worms World Party. But what if you don't have a DreamPi or you just don't play online games in general? What other things can you still do in 2017 with a Dreamcast when it comes to exploring its online abilities? Well...um...you can still browse the internet with a dial up connection if you so wish.
Line Di. See?
I already know what many people are going to say or write in the comments sections without actually looking at this article: what's the point? What's the point in using a dial up connection and a 33k or 56k modem to go online with a Dreamcast in 2017? It's slow, most of the sites won't load anymore and it's expensive. The point is that we can. And that's the only excuse I need, to be honest.
Don't act like you've never Googled yourself!
While it is true that all of these hypothetical points are valid, there's just something cool about once again firing up Dreamkey, and throwing information through those long redundant wires and circuits that reside inside the plucky little dial-up modem stuck to the side of the console. And the best bit is that you can do it right now, with very little effort if you so desire...

What? More Bleem?

I have a confession to make.

I, the GagaMan(n), anti-Playstation extraordinarie, have bought myself a PSone.

Before you all come charging down to my house with pitch folks and axes, I have my reasons. First, it wasn't the butt ugly early model, but the cute as puppies smaller model that looks a little bit like the Dreamcast. Second, it was in next to brand new condition. Third, it came in a cool little official carry case, and forth, and most importantly, it only cost me five quid.

Now I would give any console a go for that kind of price, so here I am, plugging up a console I swore I would never own, but hey, I already have games for it, remember? The one's I bought dirt cheap to try on the Bleemcast beta emulator? Yeah, those. Now I can actually save my progress for them! Sadly, I can't run the burned discs of rare Japanese games I've got, as I'd need to get a mod chip in it to run them, but at least I can compare how the games look on the console they were made for and the console they weren't. I had gotten used to the smoothness of Time Crisis running on Bleem, so sticking the game into the PSone gave me a bit of a shock as everything is much, much more pixellated. It's all to do with the fact that in Bleem the games run at twice the resolution they do on the PSone and even the PS2 (and, by the sounds of recent news, the PS3 as well). Haha!

Now don't get me wrong, the Playstation had some true classics and under rated gems on it, but you try finding proper copies of them. Browsing through Gamestation and GAME in various towns, it seems that everyone has held onto these gems and given these shops nothing but football games. I swear to god, the PSone has about a million of them, even one just focused around David Beckham! Compare this to the six or seven that the Dreamcast has. Not being a fan of Football myself, I'm kind of glad I don't have to bury my way through every month's FIFA release when searching for good Dreamcast games, but it could have had at least one really good one, like Worldwide Soccer 98 on the Saturn. If it's not football, it's some other sports sim, wrestling, or one of the early racing games like Porsche Challenge and RIIIIDGE RACER. Sigh.

I was lucky to find one gem last week, however, at a boot sale for £1. R-Type Delta, a rather lovely 2.5D (Read: 2D game with 3D graphics) shump. Although I am a big shump fan, I never really got into the R-Type series, so this is a first go at it. For the fun of it I ran it through the Bleem Beta and, what do you know, it worked almost perfectly in it! With it being an arcade game and all, you don't really need to save this game unless you want to keep your rankings, so it's the prefect kind of game to run well in Bleem. Here's the clip I ripped from it, in which I do pretty terribly.



Thanks to that Portable Video thingy I won last week, it's now easier for me to rip this stuff. before I had to record it to video, then record that video through a DVD recorder, then rip that DVD footage onto the PC, which took bloody ages. Now, I can just plug this little device into my telly, rip the footage, and drag it onto my computer! Hurrah!

Another game I burned for the PSX recently with Bleem self boot built in was, funnily enough, another 2.5D shooter from a series I never got into when it started out: G-Darius. This game has the odd music issues, like most games in this emulator, but looks perfectly fine. Playing it on super easy mode so I don't look like a plonker blowing up a lot, which commenter's on YouTube would soon point out, as they always do. Here the clip:



Finally, there's been some interesting news recently at dcemu.co.uk abouts developments with another Playstation Emulator, known as PSX4ALL, which is in it's beta stages and is looking great so far. The post at the forum shows some screen shots and videos of it's current progress. It's slower than Bleemcast at the moment, but it does have the potential to surpass it. For starters, it looks like it may be able to run those dreaded video files Bleem hates so much, and it may, after some tinkering about, be able to save memory card files to the VMU too, in he future. Keep your eyes on this!

Official Mega Drive Emulator For Dreamcast Discovered

Mega Drive/Genesis emulation is nothing new on the Dreamcast, and Sega even went as far as releasing an official emulator (of sorts) with the Sega Smash Pack compilation that was only launched in the US. Since the death of the Dreamcast, various emulators have sprung up, some of which were based on the very code found on the Smash Pack GD. It's a really cool story and well worth checking out if you have the time.

It appears that there was an alternative Mega Drive emulator being worked on as a joint venture between Sega Japan and Sega Europe, and - like most stories about vapourware - this has never been substantiated with hard facts. Mentions of PAL versions of Sega Smash Pack with a better and more varied library, twinned with superior emulation can be found in Dreamcast magazines of the era but nothing concrete has ever been seen. Until now, that is.
This is all thanks to a Dreamcast fan called Comby Laurent, who recently found a mysterious GD-Rom in a bunch of discs he acquired. He posted a short video and a few images on the Dreamcast Junkyard Facebook group and I recognised the Mega Drive emulator as the same one I had played when I visited an ex-Sega employee some time ago to record footage of the unreleased Take the Bullet and Colin McRae Rally 2.0. I did record some video of the emulator back then, but my MacBook went into meltdown about a week later and the footage was lost.

Hands on with the 'RetroFighters DC Striker' Pad

I dislike the term Retro gaming, as a label I feel like it's too simplistic a term and not anyway near tangible enough when people try to define what it actually means. Does a game or console need to be from a certain console generation? Does it need to have been released during a certain year or have other technological parameters to be defined as retro? Do you have to be at a certain age or experience level to be able to use the term? And why do other forms of media not have the same fascination with the term that gamers do?

For me a better way to describe 'retro gaming' is as something that is historically important to your age group or own personal life. Space Invaders and Pacman are still great games I am interested in playing, whereas I dislike others from the same period and will give up on them after about 45 seconds, similarly in cinema terms I would just call 'Jaws' a masterpiece and recommend it to anyone despite it coming out 7 years before I was even born, but I don't value or label all films from that era in the same way, there is no retro in other mediums as contentious as in Video games.

PlayStation Emulation, Silent Hill 3, Metal Slug, New Indies and more on Dreamcast! - Dreamcast News Round-Up July 2024

It's 2024, we’re now into July, and the SEGA Dreamcast is still not dead. Critics are baffled. "It was supposed to have been declared dead in 2001, dammit!" - some PlayStation 2 owner, probably. In fact, there's been so much Dreamcast news recently that I've found it hard to keep up with it all, so in an effort to convince you all that I'm still in the loop (perhaps not sanity-wise), I've rounded up all the best items of recent news into one post. So, here's everything that has happened in the world of Dreamcast recently...

Indie and Homebrew

Or "bedroom coders" as people used to apparently say back in the '80s. I wouldn't know, as I literally didn't exist. Anyway, this supremely talented bunch are doing some cool stuff with software on the Dreamcast. Let's take a gander.

A huge breakthrough in Dreamcast development...

Credit: Orc Face Games

A few weekends ago, Ross Kilgariff, the Dundee-based maestro behind the highly anticipated Dreamcast indie HarleQuest and head of Orc Face Games, dropped the Junkyard a DM about a big breakthrough in Dreamcast development which will result in a significant performance upgrade for new games being developed for our beloved platform. Take it away, Ross... 

"We (Orc Face Games) recently hired TapamN to get the HarleQuest! engine running as fast as possible. For those who don't know, he's one of the best programmers in the unofficial Dreamcast scene, with over 20 years of experience and he's helping elevate everyone's understanding of the platform. 

While optimising the code, he found a critical bug in the operating system that's used as a basis for many unofficial projects including HarleQuest!, Simulant Engine, Spiral 3D and more. This operating system, KallistiOS, is a community-driven effort to provide re-usable code that makes Dreamcast development easier for everyone.

The issue is quite technical but I'll try to keep it simple. There's a special kind of memory inside the CPU called the cache. It's way faster than RAM, but also way smaller (only 16KB in the Dreamcast's case). Normally the cache works automatically and doesn't need any special programming - it just stores things you've accessed recently so it's faster to get them next time. However, the Dreamcast's CPU has a special feature called OCRAM that lets you take control of half the cache manually. This can let you get great performance, but you need to actually program it. It's not on auto-pilot anymore. 

The bug is that since November last year, OCRAM mode was being enabled by default in KallistiOS. This meant every game was saying "give me manual control over half of the cache" on startup, then simply not using it - in effect being left with only 8KB of automatic cache instead of the full 16KB. 

As soon as we made the KallistiOS community aware of this they got straight to it and fixed the bug within a few hours. Falco Girgis identified the cause and worked with darc and BBHoodsta to coordinate the fix. The developer responsible for the Doom 64 port (jnmartin84) verified the fix and reported that with this change along with another optimisation, the busiest areas of the game don't chug any more and play much more smoothly. 

On one hand, it's unfortunate that the bug occurred in the first place, but the benefit is that all those cool 3D demos and games we've been seeing recently will be able to pull the latest version of KallistiOS and might get an automatic speed boost. 

Hopefully this is one step closer to seeing more high-quality games on the platform. I have a good feeling about 2025."

Thanks to Ross for letting us in on this big development and for supplying us with an explanation. The future sure is bright for Dreamcast game development! Speaking of Ross, last month he put out the first part of a video series showcasing the results of his "What Dreamcast Gamers Want" survey, which is well worth a watch.

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.

Wipeout Ported, Segagaga Fan Translation Breakthroughs, Speed Devils now Online - Dreamcast News Round-Up April 2025

I must confess, there’s been a flurry of Dreamcast news these last couple of months that has largely passed me by. Distracted by the day job, some new(ish) part-time studies, and about a billion hours of pointing up the ugly paving slabs in my back garden (still somehow unfinished), I’d taken my eye off the ball. Fortunately though, a rainy Sunday has presented me with the opportunity to get caught up, and rather than taking notes just for my own benefit, I thought I may as well draft a news round-up for the Junkyard.

So, after dusting off my keyboard, pinching a list off Lewis, and conducting a systematic desktop review of relevant sources (skimming Dreamcast Talk), this is what I’ve managed to drum up. In no particular order, here’s what’s been happening in the Dreamcast scene lately.

Get in loser, we’re playing Dreamcast online

I know some folks take little interest in this aspect of Sega’s swansong console, but I MUST urge them to reconsider at every available opportunity, as 2025 is arguably the best time to be playing the Dreamcast online since its commercial heyday. We’re only in April and online multiplayer modes for several titles have already been launched or revived this year.

Most recently, in March, Speed Devils Online was brought back online thanks to the sterling work of Shuouma and flyinghead. As explained by PC Wizard in his Dreamcast Live blog post, Shu started work on this title way back in 2017, with some of us hoping that it could be cracked reasonably easily given that the game shares server code with the likes of POD 2 and Monaco Grand Prix Online (all developed by Ubisoft). Alas, it wasn’t as simple as that, but thankfully, eight years on, flyinghead has picked up Shu’s groundwork and managed to finally solve the puzzle.

Opening screen of Speed Devils Online for the Sega Dreamcast
Speed Devils Online opening screen, courtesy of Sega Retro.

Rewinding back a little further, in January the Dreamcast ports of two colossal PC titles were brought online. First of all, NuQuake, a version of Quake ported to the Dreamcast (thanks to mrneo420, dreameatergames, Ian Michael, BERO and Kazade), was brought online out of nowhere by a fellow called Maximqad. Why would you want to play the original Quake when the sublime Quake III Arena is available I hear you ask? Well, for one thing, NuQuake supports up to 16 players in a single match, far more than any of the officially licensed Dreamcast titles were able to manage. Fair warning though, if you do try NuQuake out, then a Dreamcast Broadband Adapter is highly recommended, as performance via dial up is currently still pretty sketchy.

The second port of a monster PC title that was brought online for the Dreamcast in January was no less than Counter Strike. Granted, unlike NuQuake which is publicly available, this title is still very much a work in progress and remains in a closed testing phase for now. Nevertheless, footage has been published by The Sega Guru showing the online multiplayer mode functioning via real hardware which is tantalising in and of itself. So, who’s responsible for this development? Maximqad of course. They’ve come out of left field, are rapidly stacking up big wins, and we’re all for it. God speed.

If battling it out over a phone line isn’t your vibe, then there are plenty of other reasons to get your Dreamcast online. For one, you could browse through the hundreds of thousands of internet radio stations available via the refreshed DCPlaya software released by Delux in February. Or, maybe you want to back-up your VMU saves, but don’t have a VM2 or one of those wacky cables Lik-Sang pushed back in the day? Well, now there is a web browser-based option in the wonderful Cloud VMU produced by Robert Dale Smith.

2025: year of the port

The last few months have seen an unprecedented wave of hefty high-quality ports released for our beloved little white box. Sometimes this blog may come across a little hyperbolic, but in this case I reckon there are reasonable grounds for getting hyped, and each of the following deserve your attention for varying reasons:

Wipeout box art snippet nabbed from Laced Records.

This month (April 2025) jnmartin84 released a port of the eternally cool Wipeout to the Dreamcast, which commentators such as The Sega Guys are (reasonably) touting as the best version of the game to date. Feature complete, running at 60fps, and with input remapping to allow for the Dreamcast controller, this is exactly the kind of work that we love to see. Check out the project’s GitHub page for more details.

Jnmartin84? Doesn’t that username ring a bell? Ah yes, that’s because in January, they also released a virtually perfect port of Doom 64 that features a whole suite of enhancements, some of which are exclusive to the Dreamcast edition, including real-time lighting. A gushing overview and interview with the developer from the Junkyard's founder, Tom Charnock, can be found here

Unless you’ve been entirely cut off from civilization lately, you’ll probably know that an alpha port of Grand Theft Auto 3 for the Dreamcast (yes, that still seems ludicrous to type) was released to the world on New Years Eve 2024. Without being paid a penny, a phenomenal international team of volunteers led by skmp achieved what many had thought would be impossible, thereby resolving a debate that has been running ceaselessly in the scene for nearly a quarter century. Oh, and as if that wasn’t impressive enough, they followed it up with a port of Grand Theft Auto: Vice City in April, as covered by Lewis for the Junkyard.

Altered screenshot of a Ken Rosenberg quote from GTA Vice City: "I poke my head out of the gutter for one freaking second, and fate shovels Dreamcast ports in my face."
Ken Rosenberg upon reading this blog post...

Unwilling to let the momentum fade, skmp is now beavering away at porting a more contemporary title, The Liquid Jet, to the Dreamcast too. In fact, Sad Mask Party’s “slimy and psychedelic” PC adventure game is so fresh that only a demo is available right now. It is hoped that the first level will be playable by the end of this month – stay tuned for further updates.

Digital Artists Create Jet Set Radio Tags For New York Yami-Ichi 'Internet Black Market'

The second self-styled Internet Yami-Ichi was held in New York on the 6th November 2016, and was a celebration of all things 'internet-ish.' For those not in the know, The Internet Yami-Ichi in NY2 was a sort of flea market where creators of predominantly digital art and crafts gathered to sell their wares, and to me at least looks like a really cool and intriguing concept. From the official website:

The Internet Yami-Ichi (Internet Black Market) is a flea market which deals "Internet-ish" things, face-to-face, in actual space. Both flea markets and the Internet are fanatical and chaotic mixes of the amazing and useless.  In the Internet Yami-Ichi both the wills and desires which brought us to create the Internet, and the wills and desires we picked up are salvaged to be shared in a social space.
Everything from art based on popular memes to the more bizarre aspects of internet folklore are on display for visitors to the free event to purchase, with many items created as one-offs solely for this gathering. The reason we're reporting on this event (apart from the fact that it sounds really cool) is that a collective of digital artists got together to create something truly special for Internet Yami-Ichi in NY2: a VMU full of bespoke graffiti tags for use in Jet Set Radio for the Dreamcast.

Dreamcast Vs Wii U: Which Failed Harder?

Nintendo has finally revealed that the successor to the Wii U will be released worldwide in March 2017. This is good for two reasons. The first is that my birthday is in March so I might try to coerce my nearest and dearest to contribute some cash towards an NX as a present. That said, I usually don't get much more than a card written in feces/blood and a voicemail reminding me that I owe somebody a tenner when the anniversary of my birth rolls around, so I won't get my hopes up too much.

Update: we now know this console will be called Switch, so probably ignore the NX logo below. Ta.
The other good thing about this announcement is that finally, the Wii U has been handed a respite and the agonisingly slow death of the console looks to be coming to an end - euthanised, even.  Let's not beat around the bush here - the Wii U has been a bit of a disaster for Nintendo in comparison to past hardware releases, and while the system does play host to some fantastic games that simply ooze typical Nintendo quality, no-one can deny that the thing clearly occupies the 'also-ran' spot in both of the console generations it straddles.

For me, the Wii U was cursed from the start simply because it confused the fuck out of the casual market Nintendo was aiming it at; those people who bought the original Wii thought it was an add-on, and those who had Xbox 360s and PS3s were shown a system with a dinner tray for a controller and a bunch of launch titles that were already available (for the most part) on the console they already owned. Now though, Nintendo has pretty much signalled its intent by announcing the NX (or whatever it ends up being called) and so, just four years after introduction the Wii U looks like it'll be put out to pasture quite soon. Inevitably this has lead to forum threads such as this one, where the question is asked: which system enjoyed a better time during it's contemporary lifespan - the Sega Dreamcast or the Nintendo Wii U?
Source: ZhugeEX Blog
The news came out recently that it took the Wii U nearly 3 years to match the 10 million Dreamcasts Sega flogged in 18 months, and there have been many, many comparisons drawn between these two glorious console failures. However, we wanted to go step further and take a more in-depth look at the Dreamcast vs Wii U topic. While it's obvious that the Wii U hasn't really made a dent in Nintendo's $10 billion fortune (whereas the Dreamcast pretty much killed Sega), the question remains: which console pushed more boundaries, had a better games and excited the gaming world the most?

Colin McRae Rally 2.0 Revealed

Colin McRae Rally 2.0 for Dreamcast is a game that vanished from release schedules faster than Lord Lucan disappeared after his children's nanny was bludgeoned to death. As a massive fan of driving games, and rally games in particular, when it was canned I really did feel dejected. The PlayStation Colin McRae games are still some of my favourites in the genre (we don't talk about DiRT: Showdown) and the thought of being able to enjoy a graphically superior port with added gameplay modes excited me no end.
Alas, Codemasters decided that work on the game would be cancelled and with that the dream of a proper rally simulation on the Dreamcast died. Widely thought to be a 'lost' Dreamcast game, Colin McRae Rally 2.0 for Dreamcast has been the stuff of forum rumours ever since, but I am thrilled to announce I have had the pleasure of sampling the game...and I took footage to prove it. It's in no way complete (around 30%) and there's not a lot to it - just one track and some options (plus it requires a specific VMU to run) - but it is playable and apart from some slowdown is every bit as good as you would expect.

New DCJ Video: VMU Wonders


There really hasn't been too many interesting videos of note popping up on Youtube recently, so I skipped Fideo Friday again this week. To make up for it, I've put together a new video of my own for the Dreamcast Junkyard Youtube. Remember that VMU Wonders article I wrote a while back? This is very much a compliment to that, featuring clips of dozens of VMU games, including instructions on how to get your hands on them all.

Photos and Video Footage of the VM2 Revealed!

In 2022, Dreamcast fans the world over were buzzing at the announcement of a “next-gen” Visual Memory Unit - the VM2. The news even reached the likes of Yahoo! Japan. Created by Chris Diaoglou, who brought us the very impressive DreamConn Bluetooth controller back in 2016, the VM2 blasted past its goal on IndieGoGo. Congratulations, Chris! 

Including a backlit LCD screen with higher resolution, along with Micro-SD storage internal storage of 128KB (200 blocks), and a rechargeable high-capacity internal battery with USB-C charging; the VM2 looks to be the VMU to end all VMUs. No more having to swap VMUs around when you run out of space, or running through CR2032 batteries every two seconds. Woo!

Anyhow, our friend Derek Pascarella shared some photos on our Discord (as well as his Twitter), courtesy of Chris, of the first test production run of the VM2, and it's looking damn good. Note the larger screen that includes icons for the battery and the SD card, along with a power button (instead of a sleep button).

If you still want to get your hands on a VM2, all hope is not lost despite the campaign having ended. The project has moved to "InDemand", meaning you can still order yourself one. Just head on over to the campaign page and select the VM2 perk you want! It will also be available on Chris’ website DreamMods at some point.

Update: Since putting this article up, Chris has returned to wow us yet again, this time with video footage of the early production units in action. Donning surgical gloves, Chris shows off the many bells and whistles of the VM2. He starts off showing the VM2's many settings options, before diving into some games, all presented on the beautiful backlit display. Some of the options that stood out to me the most included the ability to turn the backlight on and off, view the files contained on the SD card, increase VMU game speed, and change the system's region/language. One of the most notable options that grabbed my attention is one that allows you to turn off the VMUs sound (including toggling the famous startup beep on/off!), which is interesting as it wasn't really made clear if the VM2 was going to include a speaker. While I'm sure many wouldn't miss the VMU's death knell of drained CR2032 batteries, games like Skies of Arcadia use the speaker as a sonar, so good to know one is included on the VM2. Check the footage out below!


Anyway, thanks again to Derek and Chris for the photos and videos. Have you ordered or are planning to order a VM2? Let us know in the comments below!