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

Developer Interview: Orion

Orion has been creating indie games for retro consoles for quite some time, and is behind the latest title to be announced for the Dreamcast: Zia and the Goddesses of Magic, out in September 2016. Orion's impressive back catalogue also includes recent Atari Jaguar to Dreamcast ports such as point and click adventures Elansar and Philia, and platformer Alice's Mom's Rescue. The Dreamcast Junkyard recently caught up with Orion to find out a bit more about this elusive indie dev and ask what is coming next from the French outfit...
DCJY: Hi, thanks for taking the time to speak to us and the Dreamcast community at large! Could you explain just who makes up the Orion team?

Orion: There is no team - just me! Orion is my internet nickname, I'm just one guy on my own trying to create games as a living.
Zia comes to Dreamcast in September 2016
A true one man outfit then! How did you get started in indie game development, and what are your earliest memories of wanting to be a developer?

My earliest memories are when I was playing games on my Atari STe computer at the age of 8, looking at those nice graphics and thinking to myself "I want to do the same!" From there, I quickly began to learn the Basic language by myself, and finally made my first 'game' when I was 12 years old. When the internet became popular, I started learning other programming languages, and continued making small games as a hobby. Later, I worked for 5 years at a small game company in Paris, and finally I decided to go solo and start my own company. It's been 3 years now that I've been creating commercial games on my own for various retro platforms.

Developer Interview: Yuan Works

Yuan Works wowed the gaming community in 2007 with the release of their first indie game Wind and Water: Puzzle Battles. A charming mix of tile-based puzzling, role playing and mini games, Wind and Water blew many away with its outstanding pixel art visuals, catchy music and cutting sense of humour. The game went on to be a massive hit on the Dreamcast as well as the other platforms it graced, and recently received a re-print through publisher Dragonbox Shop.
We've documented our love and admiration for Wind and Water: Puzzle Battles many, many times here at The Dreamcast Junkyard and fellow Sega Network site Dreamcast Hub recently published a review of the game. We wanted to go a bit deeper though and find out more about Yuan Works, the developer behind one of the Dreamcast's most highly regarded indie gems; and so we got together to interrogate them about the history of Wind and Water, the future of Dreamcast indie dev and to ask if they know the identity of the elusive Dreamcast barber...
DCJY: First off - thanks very much for taking the time to talk to us and the Dreamcast community at large! Could you tell us a little bit about Yuan Works? Who are you and how did Yuan Works start as a developer?

Yuan Works: We are an independent game company founded by brothers Yuan-Hsi and Yuan-Hao Chiang. Although we have received help from others before, 90% of the work we do was pretty much done fully by ourselves. Yuan-Hsi is in charge of the art, aesthetics, music and sound, while Yuan-Hao focuses on programming and testing, as well as other parts of design (think website, manual). As for the gameplay and direction, we worked together by designing a concept and sending it back to the drawing board as many times as we needed. We grew up with all kinds of classic games, which inspired us to create our own.

Small fact about us: We are half Costa Rican, half Taiwanese and in Chinese culture, siblings and cousins sometimes share the first character of the name — in our case, Yuan. Yuan-Hsi is better known as 'Yuan' while Yuan-Hao is better known as 'Hao,' which can get very confusing at times.

Dreamkey's Hidden Video

This probably won't mean much to you if you're not familiar with the European internet browsers for Dreamcast, but allow me to explain. Dreamkey was the PAL equivalent to SegaNet and Dream Passport and represented the default method of connection to online portal Dreamarena back in the day. Now we've established that, I'll continue. I was randomly browsing YouTube t'other day when I happened across a rather strange video. Upon closer inspection, the video appeared to have been uploaded by regular Junkyard commenter and MSR aficionado RJAY63 and was actually posted in 2011...but until now I'd never seen anything about this.
Apparently, by inserting the Dreamkey 1.0 internet browser disc into your Dreamcast, going to the address box and simply typing 'about:' you can view a secret video crediting the creators of Dreamkey. The video isn't really all that special - it's basically the European 'Shave' advert with credits laid over the top and the Robbie Williams song removed, but it's an interesting discovery nonetheless. I watched intently hoping it might credit the actors in the video, thus solving the riddle of who Player One / The Barber actually is (you can read out that little quest here); but alas it does not. Enough preamble though - here's the hidden video (click 'continue reading' if on the main page):

Total Control: Issues 6 to 11

As discussed in the first part of this feature, Total Control was a multi-format games magazine from Rapide Publishing which lasted for only 11 issues. These ran between November 1998 and September 1999 and in that short window the Dreamcast hype train was fully boarded, had left its native Japan and was headed at full speed toward the US and Europe.
Because of this, Total Control - more than any other contemporary UK-based magazine - was very liberal with its Dreamcast coverage. Indeed, sometimes this was to it's detriment, as evidenced by the levels of reader vitriol in the letters relating to over-enthusiastic reporting on Sega's fledgling system. PlayStation 2 fanboys transcend both time and space, it seems. Naturally, I jest.

The first half of this feature explores the Dreamcast content contained within issues 1 to 5 of Total Control and can be found here. Now though, we turn our attention to the final six editions of this short-lived publication with issues 6 to 11. If you'd like to see bigger versions of the scans below, feel free to right click and download them to your device - I know Blogger's image viewing thingy is pretty rubbish for text-based stuff.

Enough procrastinating...let's do this!

Developer Interview: KTX Software

The first Dreamcast game of 2016 - Leona's Tricky Adventures - is on sale now and currently making its way to longtime supporters who pre-ordered the game way back in 2013. The game's developer, KTX Software, graciously accepted our invitation for an interview to talk about the release, and we got a chance to sit down (ok, exchange emails, but sit down sounds more professional so just go with it) with the company's CEO Thomas Musal, and Chief Technical Officer Robert Konrad.
It's out now! Go buy it!
DCJY: Tell us a bit about KTX Software, who are the people behind the scenes? Is it a one person band or a team? How did you come together to work on Leona?

KTX is a subsidiary of European company SyA, which is basically an agency working on graphical products for more than 30 years, based in Spain since 2005 and represented in UK and Germany. At the end of 2009 there was a meeting with respect to a German software project when it was decided to create a department for software development at SyA.

Developer Interview: Duranik

Sturmwind is widely regarded as one of the most impressive independently developed titles on the Dreamcast, and having played it extensively I would be inclined to agree. Published in 2013 by RedSpotGames, Sturmwind was released to almost worldwide critical acclaim and popular website and YouTube/Dailymotion channel Classic Game Room even went as far as naming it as their Game of the Year.

I admit that I came to the party a little late, having only played Sturmwind for the first time earlier in 2015, but I thought it would be cool to catch up with Johannes Graf of developer Duranik to find out a little more about the team, the Atari Jaguar CD origins of Sturmwind and to ask more about the mysterious upcoming title Midsummer.
DCJY: Hi Johannes, thanks for taking the time to answer our questions. First off, could you tell us a little bit about Duranik? Who makes up the team and what are your roles?

Johannes Graf: We are two brothers. Each one is doing a different part, more or less split into coding and graphics/level and game design. For Sturmwind, there were also a couple of other people contributing in different areas. For example 505 did the soundtrack and we were also happy for the help of a very enthusiastic DC fan who did endless testing and a lot of other things.

Developer Interview: Alice Dreams Tournament

Alice Dreams Tournament hit its Kickstarter goal in little more than a day, and it isn't really a surprise. This homage to local multi-player games of yesteryear has outstanding 2D visuals, a multitude of inventive game modes and a brand new use for the humble VMU. The Dreamcast Junkyard backed the project almost immediately and we look forward to being able to play (and review) Alice Dreams Tournament when it launches. In the meantime however, we caught up with lead programmer Julien Desquenne to ask a few questions about the history of the game, the Bomberman series and (naturally) if he knows the identity of the legendary Dreamcast barber...
The likeness is uncanny!
DCJY: Could you tell us a little bit about who makes up the Alice Dreams Tournament team and how you got together? 

Julien Desquenne: Our team consists of Nicolas Pochet the graphic designer and me, Julien Desquenne the programmer.  We met in 2003. In fact, I began to program a platform game and I was looking for a graphic designer to help me on the graphic parts. I really wanted to realize this game on Dreamcast. So I posted my research of a graphist on a Dreamcast French forum (dcreload.fr) and Nicolas replied very quickly and introduced me to his drawings. I was very impressed by his artistic talent and we decided to work on a common project.

Developer Interview: Isotope SoftWorks' Coraline Annis

Isotope SoftWorks is a developer with a plan - a plan to bring independently developed first person shooting action to the Dreamcast. Isotope currently has two such titles in development - SLaVE and Hypertension: Harmony of Darkness. Both are FPSs, and both are coming soon via GOAT Store...but they really couldn't be further apart in terms of aesthetics and narrative. The Dreamcast Junkyard really wanted to know more about what makes Isotope tick, and so we got together with founder and lead programmer Coraline Annis to discuss the exciting projects currently under way and due for release in the near future.

DCJY: Hi Coraline, thanks for taking the time to talk to us. Could you give a little bit of background to Isotope SoftWorks and TDG Mods? Who are you and how did you form as a developer?

Coraline Annis: My name is Coraline Annis (Corbin) and I’m the founder and lead programmer for Isotope SoftWorks. TDGMods stands for “The Doom Gods Mods” and was the name of my first independent mod team that formed Hypertension. The name change was done to move away from the “mod” and “Doom” mindset, and to differentiate that the current team working on Hypertension is completely different from the previous. The TDGMods monikor is only kept on to honor the previous developers throughout the lifetime of the game itself.

I was very small when I figured out I wanted to work on computer games. I got my start through a utility called DeHackED for DOOM, and BUILD for Duke Nukem 3D in my early years. It was awhile before I tried bigger things, but I got my start pretty much like everyone else in the 90’s industry. Determination led to the formation of TDGMods in high school, and many failed projects later, we are where we are today. Isotope SoftWorks is the ultimate culmination of all of our hard work to get where we are now, and believe me, it was very hard and complicated. None of this was started with a plan, we just kept rolling with it until we had enough to say “Hey, check us out!”
Hypertension features some impressive lighting effects
If you notice, historically, we have always presented our games with actual media, and not a bunch of concept art or babbling to a camera. In the end, I think that’s why people still believe in us, because we have never been big on ‘talk now, show concept art later’ - it’s always like, here’s in-engine material, suck on that! Haha!

And, despite my formal name being Corbin, I underwent a transition and now go by Coraline, but you’ll see my legal name accredited simply because it seems to confuse a lot of people or they don’t have the maturity to show respect towards me. I’ve never really addressed that part of myself publicly in detail, so there might be a time when I will, but for now it’s not important. I’m still the same person that’s worked on these things all these years anyway. Just prettier ;)
Isotope SoftWorks' new logo.

Developer Interview: Hucast Games' René Hellwig

Based in Germany, Hucast is quite possibly the most prolific publisher and developer of indie Dreamcast games on the planet right now. Since Sega officially abandoned the system, no other outfit has published more games and done more to keep the dream alive for those wishing to purchase new titles for their favourite white box. In our latest developer interview, we caught up with René Hellwig to discuss the latest announcements from Hucast, the appeal of the Dreamcast, and Hucast's stance on the porting of Atari Jaguar games...

DCJY: We’re pretty sure that most people reading this will know who Hucast are, but for those who maybe aren’t familiar, could you give us a bit of an insight into the history of Hucast and what you're all about?

René Hellwig: Hucast started in 2008 right after Last Hope was released for Sega Dreamcast by Redspotgames. I started this because I felt the need to make a modern shmup which was impossible to realize with the Neo Geo. The result was DUX.

Speaking of DUX, Hucast’s shmups are very well known - which shooters of yesteryear did you enjoy playing and where do you draw your inspiration from when designing a new game?

I love R-Type Delta and DoDonPachi Daifukkatsu. But a lot of retro shmups inspired me for my games. For Ghost Blade, I was also inspired by Halo 4 for the look of the game. I'm not sure if anybody would notice this but I chose a very modern sci-fi look. However, in the end I always make my own graphical style, and I hope Ghost Blade looks as unique as DUX looked in back 2009.
Ghost Blade is released in September 2015

In Search Of The Barber

The various Dreamcast advertising campaigns hold a certain fascination for me. The It's Thinking and Mr Sega/Yukawa campaigns from the US and Japan respectively were massively successful and we've looked at them in the recent past (just don't mention the Spud Dive). Before you groan 'not another advertising post' though, please bear with me. This is slightly different for reasons which will become apparent. The European advertising campaign for the Dreamcast launch was made up of several different TV and cinema adverts, but the one most people will be familiar with is this one:


The advert is known as Shave, and I'm sure you've seen it before or possibly even remember when it was shown on (European) TV and in cinemas back in that brief period in 1999/2000 when the world was gripped by Dreamcast-mania.

So let's break it down. Robbie Williams' Let Me Entertain You blares, rather appropriately from the speakers as a bunch of fresh-faced Foreign Legion recruits are lead into the barbers studio of some form of military installation. Three barbers await, and are labelled as players one, two and three and then quickly set about engaging in a battle to see who can shave their conscript's head the fastest. Player Two comes out on top as the guard looks on, the younger competitors beaten by the experience of their older adversary. Victorious, the character whom we will henceforth refer to as The Barber, gives a wry smile to the camera as the story comes to a close. It's not a bad advert by any means, and sets the scene perfectly - the Dreamcast was all about multi-player competition after all, what with all the online gubbins. There are some negative points, such as the way no game footage at all was used (and likewise in the other advert from this campaign entitled Buoy) but that's a different story.

Now, I did do a post fairly recently where I looked briefly at the (slightly xenophobic) European campaigns, but this time I want to focus solely on something that has been bugging me for a while: just who is the winning barber in this advert? For a very short period between 1999 and 2000, this gentleman's face was plastered all over TV and cinema screens; a poster showing him posing with a barber's chair and hair clippers could be found in pretty much every games shop in the land, and the vast majority of Dreamcast games came with a 'coming soon' pamphlet in the rear compartment with this guy all over them. But do a Google search for 'Dreamcast barber' or words to that effect...and do you know what you'll find? Nothing. Not a bean, other than a few images like this - most of which come from this very site:
So the question remains: just who is the actor who portrays The Barber? What is his name? Did he appear in any other productions and what did he make of his five minutes of fame? In the famous words of Sherlock Holmes, the game is afoot...

Why Don't We Play Together?

The American Dreamcast launch has gained something of a mythical status in this zeitgeist period of celebratory retro-overindulgence. The whole 9.9.99 campaign was a major success as far as console launches went up until that point, and the advertising slogan (It's Thinking) was a fairly interesting tagline that implied that the system was so advanced that it could become self aware at any moment, unhook itself from the TV and bludgeon you to death with an iron while you slept soundly in your cosy warm bed. Happily, reports of this type of occurence were swept under the rug by Sega of America's black ops dept and so life just went on as normal for the vast majority of us. The UK release of the Dreamcast was intended for the first half of September 1999, but due to British Telecom's testing of the Dreamcast network running over deadline, the system didn't launch until October. That's not really relevant here though - what I want to look at in this post is the marketing stategy Sega Europe employed in place of the mighty 'It's Thinking' campaign waged by their US colleagues. The story behind the Dreamcast's various UK and EU advertising campaigns is a muddled one, and involves a plethora of different agencies fighting for a slice of Sega's reported £60m marketing war chest.
This man will happily eat your soul. With Cianti.

The Greatest Story Ever Told...


I'm sure this title was originally reserved for the film version of the birth of Christ, but I'd beg to differ... For me its the story of Ryo Hazuki, and the murder of his father, you know the day the rain turned to snow...


I'm fairly sure there has never been a proper Shenmue 2 post here on the 'Yard, so here goes....Where do I start? Let me tell you about my own Shenmue 2 experience... I knew nothing about this game, nothing! I walked into Gamestation, looking for the usual £2.50 Dreamcast bargain and saw a title that warranted the price tag of £25.00... It was a double disc title as well. OK the price hinted at something big, and the two disc package hinted at something epic...


And epic it was! This game has probably consumed more of my life than any other! As I tentatively placed the first disc into my Dreamcast, I was greeted by a glorious visual feast... Something akin to a movie, with titles, the name Yu Suzuki attached to it, and a boy, on a ship sailing towards Hong Kong...

And so it started, off the boat, there were the most beautifully bedecked characters... Every person was dressed in beautiful silks... The lines on their faces, so fabulously rendered, speaking in unintelligible Japanese... (That sounded so right, with its subtitles...)


And so it continued... Graphically, this game still outstrips Red Steel, the Wii launch title (and why shouldn't it?) This is the most expensive game in developers history! AM2 seriously depleted Sega's budget producing this game! But lets get back to Ryo's journey...


As you wander round Hong Kong, you're gonna have your bag stolen by those pesky Heavens gang... But your bag contains that all important mirror so central in unravelling the mystery of your father's death? So you're gonna have to get it back by executing some VF3 fighting moves... (apart from the wandering round, you'll have to fight enemies and competitors on a regular basis and as you fight your repertoire of killer moves increases!) The story unfolds beautifully, as you pick up clues and explore your environment talking to key characters...


The timescale of Shenmue, is in real time, you're affected by the weather, your finacial responsibilities and so on.... You'll have to find lodgings, employment or gamble to make money and there can be a lot of waiting round! But you can just go and explore every, barber shop, temple, warehouse building, cafe and caged bird shop you want to!

That's the great thing about Shenmue! it rains, its sunny! Wanna kill some time? Go and work at the docks shifting crates! Go and play gambling 'Lucky Hit' games, or just waste some cash down at the arcade playing 'After Burner', 'Super Hang On' or 'Outrun' (all previous AM2 titles) which are secreted within the game...

The people that populate the Shenmue world are all interactive - by that I mean they will all talk to you (some are helpful in your quest, some indifferent and some hostile). The game unfolds at a very gentle pace and will take lierally days to complete. I'd highly reccomend a walkthrough, as the game can be frustrating if you get stuck with unravelling part of the plot... There's one here if you need it... Without a walkthrough you might miss the hidden treasures like the ever beguiling duck race (you can find your own racing duck within the grounds of the Man Mo Temple, but where do you race it????)
The characters you meet are fabulous - Shenhua Ling, Joy, Ren Of Heavens, Lan Di, Xiyung Hong - check them out here...

The game just gets you hooked and there is the first title (the very badly voice acted Shenmue) to play afterwards! And that's the way it was for me! I played them back to front, playing Shenmue 1 second. It's great, but the terrible wooden English voice acting make it a much leser experience... The world you can explore is considerably smaller, and the colours less vibrant. If you're only going to play one title, make sure its Shenmue 2...

The story unfolds, you've got to find out about those creeps that killed your Dad right? You'll find yourself hooked into the drama that connects you with a story that exists within China and Japan, Yakuza, gangs, Buddhism and Taoism...

As you span those two discs, you'll uncover fighting moves, mystery, spirituality and more...

I could spout on forever about the wonder of this game, but the greatest way to experience it is to play it yourself! Oh and the QTE's (or Quick Time Events) see you mash buttons at crucial moments, in response to the game's demands... Allowing cinematic events to unfurl before you if you're quick enough to meet their demands...

And the side/mini games/activities such as collecting bargainable capsule toys... Wonderful! Spend your hard earned dollars on capsule toy collections, and you'll have money to spend when you really need it! Just go to a pawn (not pr0n) shop and you'll be quids in!

The game never reached the US, being released in Europe and Japan only, but it did re-emerge on the XBox, bundled with a DVD of the story of the first Shenmue, allowing those who had never played the first title, so they would be up to speed when Ryo stepped off the boat... Sadly there never has been a conclusion to the story, no Shenmue 3. Reputedly in full development, the theory goes that it would be fincially disastrous to release and promote it, just bad economic sense... Despite the hopes of Shenmue addicts like myself, it's unlikely it will ever see the light of day. One thing is for certain, if it came out on the Xbox 360 or PS3, it would see me getting one on the day of its release!

I'm waffling a bit, so I suggest you check out a proper review here, here, here and here... Oh and for every Shenmue resource you'll ever need look here...



Doppelganger

I've recently been trying to get into Shenmue after a friend raved about it to me for literally 3 minutes. I've been giving it a chance and have discovered the mystery of the '3 Blades' and am now wandering around the picuresque 80s town of Dobuita asking perfect strangers where Sailors hang out. Hmmm. Anyhow, Ryo was being a pestering nosey bastard in a barber's shop when I noticed a familiar face festooned on the wall...It's non other than injury prone, semi-decent nineties Tottenham Hotspur & England footballer Darren Anderton!