Showing posts sorted by date for query the games that never were. Sort by relevance Show all posts
Showing posts sorted by date for query the games that never were. Sort by relevance Show all posts

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”

Title Defense: The True Story of Why it Never Came to Dreamcast

Some time after the publication of our article on the lost boxing sim "Title Defense" last year, I was contacted by friend of the Junkyard and all-round Dreamcast super-sleuth PC Wizard. Intrigued by the promise of Title Defense after reading that very article, PC Wizard tracked down a member of the development team (who shall remain anonymous, as we weren't totally sure if any of this was still under some arcane NDA) and made them talk. No doubt with a lamp in their face, CIA style. That’s how I like to imagine how things went down, anyway. 

In reality, PC Wizard sent a polite email asking what our source remembered about Title Defense, and to our pleasant surprise, they actually replied and explained to us what the deal was with that particular pugilism sim, Climax Studios, some of the other canned Dreamcast projects, and why we never saw Title Defense on our Dreamcasts - or any other contemporary platform, for that matter. With all that out of the way, over to our informant...
How mysterious...
"OK, so the first thing to do is to frame this appropriately. At the time, Climax was a work-for-hire developer, which meant most of our work was either porting (often PC to console conversions such as Warcraft II, Diablo, Populous: The Beginning, Sim Theme Park/Theme Park World, etc.) or pitching for projects that publishers were looking for developers to do on their behalf. In addition to this we had our own original concepts that we would pitch to publishers and see if they were prepared to fund. 

So, on to Title Defense. I think the tl;dr on this - and which will probably be most disappointing to know - is that Title Defense as an actual game never really existed. From memory it was a fairly non-interactive PC tech demo to show physics-based dynamic mesh deformation - in this case the changing muscle shape of the boxers as they threw and received punches. 

Once we saw it internally, we decided that it could be the basis of a boxing game and came up with a high-concept design document. We then put out a press release to say that we had started development, naming every high-end system we could think of (including Dreamcast, naturally), as a way of gauging publisher interest and hoping to encourage a few of them to come to talk to us about the game and hopefully sign it. 

We’d just signed a PR agency to represent us to the press so a lot of it was their work, and to be fair to them, they did get us a lot of press! Also, given the interest in Dreamcast at the time, anything that mentioned it as a potential platform was guaranteed to generate hype.
I didn’t have much to do with the concept design of Title Defense as I had doubts about the viability of the project. At the time sports games really needed official licenses to work and Electronic Arts had all of the boxing licenses sewn up with their Knockout Kings series; a lot of the work was done by our Development Director - it really became his 'baby' from an internal championing point of view. 

I think I just gave some feedback, edited and generally knocked it into shape so we could give it to interested publishers. Beyond that we pushed the project to the press and potential publishing partners and the larger management team put detailed business proposals together. 

We did have some discussions with a few publishers and some of them came to see the demo, but in the end none of the discussions got very far. As I suspected, a game like Title Defense really did need official licenses to make much sense. We sent a few proposals out to Acclaim and possibly a few others, but certainly conversations never really advanced beyond that, so eventually the project was shelved as we moved on to other things. So yeah, not much of a story from a Dreamcast point of view but at least now you know why it never saw the light of day!
If memory serves, pretty much all of the titles in the DC-UK feature you showed existed in some form or another, either as paper design docs or demos, or were actual in-development titles on other platforms that either publishers requested or that we were trying to convince them to make. Stunt Driver was a playable PC demo that we pitched as a Dreamcast (plus other ‘next-gen’ platforms) title that came to be responsible for the formation of Climax Brighton, which was then sold to Disney and turned into Black Rock Studios - home of Split/Second.
Of the other titles in that article, Austin Powers Mojo Rally was a project we'd been asked to pitch to Rockstar who had the Austin Powers license at the time - I kid you not! Roswell Conspiracies was an in-development title on the Nintendo 64 for Red Storm based on an animation series, and I think Red Lemon Studios (who were involved in the cancelled Dreamcast shooter Take the Bullet) were doing a game for the Sony PlayStation that may have seen the light of day. Anyway, they asked us to pitch an enhanced Dreamcast port and shortly after cancelled the N64 game. As I recall through the mists of time, there were quite a few Dreamcast titles that we were asked to pitch for - we had very early access to Dreamcast dev-kits that nothing really happened on, mainly as the Dreamcast failed to take off in the way that everyone hoped - oh, what might have been!
I heard much later through the grapevine that was because someone at SEGA Europe thought we were related to the Japanese company Climax Entertainment (known for LandStalker, Time Stalkers and some of the Shining games), and so we were delivered kits in the first wave by mistake!"

***
 

So there we are - straight from the horse’s mouth (well... keyboard)! Title Defense was never really anything more than a glorified tech demo. And it's somehow linked to Rockstar so maybe also Grand Theft Auto. Yeah, I'm really reaching here. Anyway...mystery solved!

Huge thanks to both PC Wizard and our source for helping us shine a light on some of these forgotten Climax Studios games that never were. Maybe somewhere out there in the wilderness, playable builds of Austin Powers Mojo Rally and Roswell Conspiracies are waiting to be unearthed like priceless relics from some forgotten era. The truth, as they say, is out there. Cue X-Files music...

Celebrating 25 Years of the Dreamcast and the Kaiju Monster it Rode in on

Well, shit. It’s been 25 years…or 300 months…or over 13 million minutes. That’s how long it’s been since Godzilla Generations was unleashed in Japan.

And the Dreamcast, too, for that matter.

In our house, it's always November 27th, 1998.

I was a tween when I first learned of Sega’s swansong console. Undeterred by President Shoichiro Irimajiri’s creepy disembodied head at the initial Dreamcast reveal, it was ultimately Sonic Adventure which ignited my hype for the platform and all the ambitious and imaginative experiences that would come to define it.

(From EGM #112 November 1998)
Don’t tell tween me that middle-aged me kept this tattered mag. He’d think it was weird and sad and he’d probably be right.

But the blue ‘hog was just the tip of the spear. With unprecedented visual and aural fidelity, groundbreaking online capabilities, intuitive hardware architecture, and a supplemental operating system, the Dreamcast fancied itself as both a developer-friendly haven and bleeding-edge forerunner of gaming’s future.

(Preserved by Unseen64.net)

Elsewhere on the software front, Virtua Fighter 3tb, Get Bass/Sega Bass Fishing, and Sega Rally 2 signaled a renewed commitment to Sega’s iconic arcade experiences at home. Blue Stinger, Pen Pen TriIcelon, and Climax Landers (eventually released as Time Stalkers in the West) flaunted their vibrancy and helped crystallize the Dreamcast’s aesthetic. AM2’s Shenmue – known as 'Project Berkley' at the time – promised to help reimagine how players might inhabit dense and bustling virtual spaces. Meanwhile, the presence of Biohazard: Code Veronica and D2 hinted at resurgent third party support from large and small game makers alike. And Godzilla Generations…was also there.

Although most of Sega’s in-house projects had yet to be unveiled in depth, they’d go on to spark a creative and innovative renaissance that continues to endear the Dreamcast to us a full 2.5 percent of a millennium later.

(From EGM's 1999 Video Game Buyer's Guide)
Some of the other games I was looking forward to.

In the meantime, Sega faced hurricane-force headwinds as it prepared to get the thing off the ground. The community has expressed no shortage of anecdotes for all the challenges stacked against the company at the time. Among them, people often blame the following:

  • Sega’s dwindling financial resources (i.e. capitalism*);
  • A merciless competitive landscape amid Sega’s diminished command of industry trends (also capitalism*);
  • The upcoming launch of the PlayStation 2 (capitalism strikes again!*);
  • Intracompany divisions over the direction and priorities for the Dreamcast across regions;
  • Sega's squandered goodwill with publishers, manufacturing partners, retailers, and consumers through several generations of missteps;
  • Minimal time to prepare for the Japanese launch, yielding a meager day one lineup and delays for several would-be launch window titles;
  • Shifting tides in consumer sentiment (sometimes people just like other things, you know?)
  • Sega being Sega;
  • Obama.

* I mean, maybe Sega just sucked at capitalism and that's totally OK. Would we really love the Dreamcast as much today if it had been managed by a more fiscally responsible and risk-averse company?

To me, Sega’s biggest challenges of the era were inseparable from its identity. The company’s deep-rooted stubbornness and rebelliousness – while enabling its uncompromising creativity and ambition – led it to hang its fortunes on innovations the public was not yet ready to embrace (e.g. online console gaming). At the same time, Sega continued to cling to established conventions which had fueled its past success and legacy but were falling swiftly out of vogue, globally (e.g. its arcade-centric ethos). In straddling the future and past, Sega found itself awkwardly out of step with gaming's present.  Sega was a perpetual pioneer yet it struggled to meet people where they were, or adapt enough to counter its competitors’ most basic strategies to woo them. Sadly — insomuch as we can feel sad for a for-profit corporation — the world was growing ambivalent to Sega’s presence and there wasn’t much anyone could do about it.

(From the What's Shenmue? Dreamcast demo)

In many ways, the Dreamcast’s Japanese launch reflected the history of this turmoil. And charmingly, Sega owned it. The company responded by promoting the platform in perhaps the most human way imaginable. Senior Managing Director Hidekazu Yukawa (R.I.P.) became the literal face of the Dreamcast to the point his image was emblazoned on a later edition of the console’s retail box. People knew him as Mr. Sega.

Sega’s Japanese Dreamcast advertising campaign was unconventionally humble and earnest, a likely reflection of Yukawa-san himself. Abandoning the brutish bluster of Segata Sanshiro’s salesmanship, Yukawa wore a friendlier face and carried a more genuine demeanor. Acknowledging the dire situation Sega found itself in, he made a gentler appeal to players. He was simply grateful for the chance they may invite the Dreamcast into their homes.

(via Advermax on Youtube) 
Yukawa-san was just doing his best.

The Yukawa TV ads rolled with the punches with humility if not grace. In an early spot, demon children haunted Yukawa’s nightmares, exclaiming they didn’t need Sega just before a rift opened and swallowed him into an abyss. And when production challenges hobbled Sega’s ability to produce enough Dreamcasts to meet retail targets, Yukawa-san dedicated an ad to apologizing for the stock shortages while fans pelted him with trash (gamers, amirite?). Meanwhile, his wife wondered when he’d be done with making all these stupid commercials. It was a pitiful ad campaign in that Yukawa-san and Sega actively solicited our pity.

So yeah. Sega was having a rough time even without a new generation of competition looming in the next millennium. As such, the company aimed to seize as much of a head start as possible, hastening the Dreamcast to the Japanese market just to get it out into the world. No doubt Sega of Japan needed to start generating revenue and building a user base sooner rather than later. So as a byproduct of that, there was little time to develop games ahead of the Japanese launch. In fact, the Dreamcast rolled out with four whole titles on day one.

The Dreamcast lobster

I recently revisited those Japanese launch games, so I'll ramble about them next...

Bomb Rush Cyberfunk Review or: How I Learned to Stop Worrying and Love this Spiritual Successor to Jet Set Radio

Jet Set Radio (or as it was known in North America, Jet Grind Radio) came skating onto the scene in the year 2000. Developed by Sega's in-house studio Smilebit, the flagship Dreamcast release saw players enrol in the rollerblading GGs gang to claim their turf back from their rivals, one graffiti tag at a time, all whilst evading the clutches of the law. A platformer at heart, JSR was fun gameplay-wise, but what kept me and many others coming back for more was undoubtedly its revolutionary cel-shaded graphics, along with its premise, style and music - all a loving tribute to hip-hop and street culture. The exceptional soundtrack, the majority of which was composed by Hideki Naganuma, combined elements of hip-hop, J-pop, funk, electronic dance, rock, acid jazz, and trip-hop, and has been lauded by fans the world over to the point where it's almost taken on a life of its own outside of the game.

North American magazine ad for Jet Grind Radio

In the years following Jet Set Radio's release, Sega stopped making consoles and moved to being a third-party developer. Initially things were pretty good, with a wide range of their IPs receiving new titles or reboots, including Jet Set Radio, which received a beloved sequel/re-imagining on the original Xbox in the form of 2002's Jet Set Radio Future.

But, with series developers Smilebit closing their doors in 2004, and Sega's attention to any IP that wasn’t Sonic slowing to a drip feed over the following decade, the possibility of a new entry into the JSR series became less likely with each passing year. We did see a HD remaster during the seventh generation, which was cool, but the fully fledged third instalment many players have been waiting for just never happened.

The album cover for 2 Mello's "Memories of Tokyo-To"

During the series' absence, a cult community of fans slowly began to form around Jet Set Radio, with its art style and music finally being appreciated for how excellent it really is. A fan developed a whole website to stream JSR tunes 24/7, while artists like 2 Mello made entire albums in the style of the JSR sound. Many new indie titles like Umarangi Generation and Hover aimed to emulate that funky cel-shaded feeling we were sorely missing. Seeing this community of fans and creators blossoming around JSR really got me thinking... with the series' strongest suit undoubtedly being its aesthetic style and music, and with aspects such as the story and character's personalities taking a backseat (with perhaps the exception of DJ Professor K), it made me wonder: could someone else make Jet Set Radio? We'd witnessed it in the indie space for years, with titles like Bloodstained: Ritual of the Night, Shovel Knight and Cities: Skylines filling the void left behind by the neglect of bigger developers. For me, Jet Set Radio’s best asset is not that it was made by Sega. Sure, the genius minds of Dreamcast-era Sega gave it its best assets, but the fact that Jet Set Radio's winning formula has been abandoned for so long, that it hasn't had the chance to be developed further, to become bigger and better with the power of modern systems, to be re-introduced to a new generation of gamers, is criminal, frankly. As long as the right people were involved, Jet Set Radio could come back in style, even if it meant sacrificing the name.

Lethal League Blaze

The answer to my prayers came in 2020, when Dutch indie developer Team Reptile teased Bomb Rush Cyberfunk. Having previously worked on Lethal League, an excellent series of fighting games that feature cel-shading and character designs reminiscent of Jet Set Radio, and with the second game, Lethal League Blaze, even featuring a song from Hideki Naganuma, it was no surprise that Team Reptile were going to attempt a spiritual successor to Jet Set Radio for their next release. From their short teaser alone, I immediately knew they were the right people for the job. Bomb Rush Cyberfunk looked so much like a new Jet Set Radio game that I would've forgiven you for thinking it was made by Sega themselves. The teaser even featured a Naganuma track. It was finally happening!

Despite this, I still saw a fair amount of scepticism online. Some loyalists said they'd just wait for Sega's Jet Set Radio. Some even went as far as to accuse Team Reptile of "plagiarism". C'mon guys, it has been more than 20 years since Sega released an original entry into the Jet Set Radio series. To bastardise that famous lyric from John Lennon:

"All we are saying is, give Bomb Rush Cyberfunk a chance"

On the day it released, I bought Bomb Rush Cyberfunk for the Nintendo Switch, as that was the only console it was available for initially, and I don’t have a gaming PC, so that option was out. From the outset, the game's cel-shaded look, music and sound effects all felt familiar to me. It was great to jump back into that grinding and tagging gameplay I loved so much, to be transported right back to those special moments of playing the original JSR and Future for the first time. But Bomb Rush Cyberfunk is quick to remind you that while it remains incredibly faithful to its source material, it isn't completely derivative of it. Instead, Team Reptile are here to build and improve, which is exactly what I wanted to see from a spiritual successor to Jet Set Radio. I've always sung the praises of the gameplay refinements that Jet Set Radio Future introduced to the series, and Bomb Rush Cyberfunk is no different, picking up where that game left off but now with the benefit of twenty years of hindsight in its arsenal. Throughout this review, I will be calling back to JSR and Future many times to explain how BRC successfully builds on - or even improves - the formula, but please don't understand this as me disparaging the JSR series at all. Both Jet Set Radio and Jet Set Radio Future will forever remain two of my most favourite games of all time.

Bomb Rush Cyberfunk's plot, while still containing the appropriate dose of hip-hop and street culture references you'd expect, is crazy, and immediately more involved than either of the JSR games. Rather than functioning as stylish avatars for your rollerblading escapades, the main set of characters of the Bomb Rush crew have unique personalities and converse with each other in cutscenes, much of which is humorous and often eccentric. The main character, Red, has a purpose - to get his head, which was chopped clean off his shoulders in the game's prologue, back, while also looking to investigate the past of his replacement head (I said the plot was crazy, didn't I?).

The rival crews, still serving as your opponents throughout the game, also have more purpose in the plot, as Red and his crew not only look to defeat them to become "All City" (to claim all turf in the city), but also to gain information to aid in their hunt for Red's origins. While I won't spoil the plot here, all I'll say is the whole idea of Red being a character patched together from the body and head of two different characters, and the duality that brings, is one of the more refreshing plot ideas I've had the pleasure of experiencing in a video game as of late. There are plenty of surprising twists and turns you may not have been expecting from a game that many will be turning to primarily for its aesthetic qualities, and it is certainly refreshing to see.

Bomb Rush Cyberfunk's cast of characters are all varied in design and dripping with style, with their clothing combining the aesthetics and fashion of not only hip-hop and its b-boy subculture, but also the skate culture of the early 2000s, with some sci-fi flair thrown in for good measure. Characters like Red, with his crimson "cyberhead", and the angel-winged crash dummy Solace stand out as the coolest of the bunch, while story characters like the "oldheads" are more amusing, looking like caricatures of golden age hip-hoppers with their maroon tracksuits and over-sized Kangol-esque hats. One of them even has a cyberhead that looks suspiciously like the mask of the late MF DOOM. DJ Cyber's cold cybernetic mask and long stylised lab coat really set him apart as the menacing antagonist he is and the Dot EXE crew just look fresh as hell with their pool ball cyberheads and two stripe tracksuits. Team Reptile really knocked it out of the park when it came to matching the imaginative character design seen in the games BRC takes influence from, so much so that you will undoubtedly be searching around the game's city to track down more peeps to add to your posse.

Depending on how you look at it, one potential flaw of BRC's playable characters could be that none of them have any stats, meaning that your decision on who to play as solely comes down to how cool you think they look. Jet Set Radio did assign stats to each character, which meant there was a bit of strategy involved when making your choice of whom to tackle a particular level with, but I suppose ultimately it's probably better to be able to play as your favourite character without their weaker stats holding back your enjoyment, and it does feel great to be able to constantly switch between BRC's aesthetically pleasing cast of characters just 'cause.

Credit: JREEL on YouTube

So we've got a great storyline and some cool characters, but how's the gameplay?

Prototypes of Retro-Bit's Upcoming Dreamcast Controllers Finally Revealed

Photo courtesy of SHIRO!

Let's face it, the Dreamcast controller isn't exactly beloved. Sure, it was the tool that granted us the ability to experience some of the best games to ever exist, but unfortunately suffers from a not very ergonomic shape, a single uncomfortable analog stick, a funky D-pad (no, not the Jet Set Radio kind of funky), and a wire that comes out of its butt. Probably it's best attribute is the fact that it is compatible with a variety of accessories like the VMU memory unit, the rumble pack and the microphone, but those don't make up for how sore your hands feel after an intense sesh of Maken X.

Anyway, those who frequent the Dreamcast community may recall that Retro-Bit, a manufacturer of all kinds of aftermarket retro gaming accessories, including officially licensed recreations of Sega controllers, announced a redesigned Dreamcast controller in 2020 with an ETA for later that year. In 2021, they provided an update to say that due to manufacturing shortages, the controller had been delayed. Finally, at this year's Portland Retro Gaming Expo, Retro-Bit finally offered us a glimpse of these much anticipated pads.

Photo courtesy of SHIRO!

Thanks to our friends at Sega Saturn, SHIRO!, those who didn't attend the convention were able to get a look at these in progress prototypes of both a wired and wireless variant of Retro-Bit's controllers via some photos they uploaded to Twitter. Matching the original designs presented to us in 2020, these upcoming controllers feature a more comfortable-looking recessed analog stick (compared to the dome design of the original), a Sega Saturn style D-pad, redesigned trigger buttons, and six face buttons that are laid out in a slanted orientation more suited for fighting games, with the C and Z buttons doubling to mirror the L and R triggers. On the wired version, the wire comes out of the top. This means there is now only one VMU slot available, however the controller does include built-in rumble, and if you're anything like me, the rumble pack is all that second slot gets used for anyway.

The wireless Bluetooth version shown off does not have a built-in VMU slot, and instead opts for the use of a VMU receiver dongle, which is similar to what we've seen from the upcoming Retro Fighters StrikerDC wireless controller. A possible reason we're seeing this workaround from companies like Retro Fighters and Retro-Bit was explained to us in our Discord by our pal Derek Pascarella (not affiliated with either company, just a bit of a tech whizz), who explained that not only can Bluetooth connections be interrupted which can lead to save data being corrupted, but also the "madness of trying to synchronise timings of a Bluetooth signal with strict MAPLE bus timings for Dreamcast input peripherals". Very good, what he said. So far, the only person to pull off this technical feat of allowing VMU support in a wireless controller is Chris Diaoglou with his DreamConn, and we can only imagine how much time and effort that took him to pull off.

Retro-Bit's dongle connects from USB-C to the Dreamcast controller port, stands vertically, and even has a little kickstand for extra support. Retro-Bit's wireless controller will also ship with a compatible USB dongle for compatibility with PC, Mac and an array of modern consoles.

Photo courtesy of SHIRO!

At the expo, SHIRO! also filmed an interview with Retro-Bit's Marketing and Product Specialist Andreas Ordonez, where he showed the controllers off a bit more, and also answered some very important questions. Andreas confirmed that various aspects of the controller are still being improved and ironed out, such as the form-factor, and how the VMU receiver will operate. With this in mind, he said we may hear more in 2024 depending on how everything progresses. As for pricing, he speculated that it would possibly by in the $49.99 range and not much more than that, with the wired version obviously being cheaper, although an idea of price wasn't given for that one.

I do like the idea of having a Saturn-style D-pad and an improved analog stick, but I'm personally not as keen on the drastic change to the layout of the standard A, B, Y, Z button layout, and perhaps wished they'd opted more for something like that of the Mad Catz Dream Pad, that preserves their original position (I never thought I'd praise something Mad Catz made). Also, while it's not so much an issue for me, the form factor still looks very similar to that of the original controller, which many have criticised for being unergonomic, so to have all these potential improvements but keep that original shape seems a bit of a misstep. But of course, these are just prototypes, so are subject to change from what we should expect from the final product.

Anyway, let us know what you think of these prototypes in the comments section below, or via one of our many social media channels. A big thanks goes out to Sega Saturn, SHIRO! for their coverage of these controllers. Be sure to go check out their website.

The Hunt for the PlayStation 2, GameCube and Xbox versions of the Sega Dreamcast

Over the years, fans of the Sega Dreamcast have had the opportunity to see many interesting and artistic case mods, but some of the oldest to make a splash in the Dreamcast scene were the ones you see below; case mods designed to look like the Dreamcast's sixth generation competitors: Microsoft's Xbox, Nintendo's GameCube and Sony's PlayStation 2.
Cool designs? Or heresy against the Dreamcast? These case mods have had many fans and detractors over the years.
Long-time fans may dimly recall seeing pictures of these customised Dreamcasts making the rounds on Dreamcast forums and fan websites as early as 2002. The pictures have continued to show up over the last 20 years on various forums, fan sites and social media pages across the internet (including a 2006 post on this very blog), although genuine information about their origin has tended to be scarce. Given their relatively polished-looking designs and their appearance around the time of the Dreamcast’s commercial death, theories and rumors have spread that a Japanese gaming magazine or even Sega themselves may have commissioned them to use in conjunction with a story or announcement about Sega’s decision to create games for third party systems. Some critics have even gone as far as to argue that the images were mere Photoshop creations and never even truly existed.

After being reminded of these designs through a chance encounter with a fan who had found the GameCube design for sale on an online marketplace, I set off on the complex mission of discovering the truth about these mysterious custom Dreamcasts. I searched my own memory, trawled through defunct websites of yesteryear on the Internet Archive, and even managed to track down and discuss the case mods with the original Japanese creator. After all of this, I can finally provide the authentic story of these early and unusual custom designs.

The Creator

Enter G-Cube – the name of a group of Japanese model kit builders. In the early 2000s, G-Cube was a group of three people who would get together and use their extensive modeling, graphic design and painting skills to cosmetically enhance existing model kits, toys and other items. 
One of many logos used by G-Cube
Their projects involved assembling things such as retail model kits with highly detailed custom paint jobs, some of which would also have significant modifications, including custom fabricated parts, to make finished products that were substantially different from their original design. The group’s work often included designs for mecha, figures, spaceships, and other vehicles from anime and video games. Over the years, G-Cube’s creations would be profiled in Japanese hobby magazines, and the group would even display their work at public exhibitions and festivals. The group would also take commissions from customers, and to this day, G-Cube puts recent creations up for sale on Yahoo! Auctions Japan from time to time.
Various older works by G-Cube
I was fortunate enough to find contact information for a Mr. Fuminori of G-Cube, who as luck would have it, was the designer behind all three of the Dreamcast case mods shown above. The following is a summary of information about each of the case mods...

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. 

C-Smash VRS Review: A Cosmic Revival in ReVRie


Past works are lost when they stop conversing with the present. Honoring old games requires us to continue engaging with them, of course, but the onus is also on them to reciprocate. To enrich their legacy, revivals and follow-ups must do more than pander to us old fucks who were already there for them. They must also find relevance with new generations of players and creators who may be inspired to shepherd their ideas into the future. Or else let them die. Celebrating those experiences can mean reinterpreting and recontextualizing them, if not reinventing them altogether.

In this essay, I will—

And so it goes for Cosmic Smash, Sega Rosso’s modest game of intergalactic, block-breaking racquetball. The NAOMI title saw limited distribution in Japanese and European arcades in 2001, plus a stint on Japanese Dreamcasts. Following an initial run in obscurity, it has since rallied a cult following – that is, assuming the Junkyard community’s Top 200 rankings weren’t fraudulent.

At #64 overall, Cosmic Smash was voted the #5 ranked Japanese exclusive and the #1 game about swatting balls around a shipping container.

For many fans – including the creative teams at RapidEyeMovers and Wolf & WoodCosmic Smash’s resonance endures. Unearthing the license from under the sofa cushions at Sega’s IP lawyers’ offices (I imagine), they have developed C-Smash VRS, an unlikely reimagining of Rosso’s space station sportsball.

I’ve long respected Cosmic Smash for its melding of Rez-ish vibes and Virtua Tennish feel, but I’ve always felt detached from its primary hook. In virtual reality, though? Immersing players in the kineticism of physically swinging paddles at balls at walls in space makes immediate sense. Titles like Sparc, Holoball, and Proton Pulse have also poked at the edges of this concept in VR, albeit with mixed success. At the very least, they’ve helped buoy cyber squash as an accredited genre.

Meanwhile, the recent wave of Sega-inspired remakes/sequels/homages has set ample precedent on the nostalgic front. Yet, in the rising sea of Sega-likes, it’s easy to float adrift. Many rehash the most superficial aspects of their inspirations but fundamentally misunderstand — or fail to coherently capture — the core of why folks love them in the first place. This keeps them from fully evoking or advancing those concepts, or replicating their magic in any meaningful way.

Refreshingly, C-Smash VRS is deliberate and confident in its homage, and it wastes little time laying a foundation of its own.

VRS shares Cosmic Smash’s premise in all its minimalist glory. It has you rally a ball against a wall of blocks/panels to clear them within a time limit. As you progress, the configurations grow more layered and complex, and glimpses of puzzle elements begin to emerge. Some panels will move in patterns. Unbreakable panels will obstruct portions of the field. Special panels will clear adjacent rows, freeze panels in motion, or extend your time limit. Over time, successful hits will recharge your Power Smash ability, which can clear stacks of panels in a single shot.

The racket work feels remarkably natural. Its nuanced tracking and physics afford a wide gamut of shots, shanks, and whiffs. If you’re experienced at real-life racket sports, a few of the principles you’ve learned – like squaring yourself for forehands and backhands, anticipating timing and trajectories, etc. – will certainly help you here. If you suck at such sports in real life, though, then the learning curve will be a bit steeper. Either way, it is innately intuitive and rewarding to learn.

For their part, the PSVR2’s Sense controllers never struggle to keep up. In the game and real life, I flail in parity. And whenever I fuck up, it’s just about always my fault. The technology – or VRS’s exceptional implementation of it – simply works. That I never have to think about it is probably the best compliment I could give.

There are drawbacks, however. VRS binds several actions to the other controller, with limited options for button mapping. A Force-pull gesture serves the ball towards you, crouching helps reach low-bouncing balls, and the analog stick moves you horizontally along the baseline. It would be great to be able to remap all of these actions as needed, especially to a single controller.

Interestingly, VRS also helps me appreciate aspects of Cosmic Smash I had taken for granted. In its shift to first-person, it loses the flair of its wireframe avatar and all the cool shit they could do: The leaping volleys. The wall jumps. The aerial flips. The unlimited trick shots. The stylish replays. The celebratory flexing. They’re necessary omissions, but I underestimated their collective contribution to the original’s vibrancy and charm. Realistically, C-Smash VRS is feasible because it eschews those verbs, and players prone to motion sickness will be thankful for their absence. In that sense, VRS helps celebrate Cosmic Smash by contrast of its own sacrifices.

As with the original game, VRS’s style is integral to its substance. It preserves its clean, minimalist aesthetics and adds new flourishes of its own. It depicts a similarly optimistic future where humankind has channeled its ambitions into interstellar sports courts. VRS then expands on its setting with livelier and less claustrophobic arenas. Windows have now been installed, unveiling orbiting planets, little space guys, and other nuggets of world(s)building.

In its scope, C-Smash VRS is laser-focused on the minimum viable product, for better or worse. It practically flaunts its simplicity in its pair of solo modes. Among them is Challenge, where you progress through dozens of stages under a strict, continuous time limit to clear as many as you can as quickly as you can (i.e. Cosmic Smash). Alternatively, Zen mode works the same except failing stages doesn’t end your run and you can replay them as desired to improve your times and rankings. If that motivates you, you’ll get substantially more out of VRS’ solo-play. If not, you may be done with it after a run or two.

Review: Tapeworm Disco Puzzle

2022 began much as 2021 ended - with a bumper crop of healthy Dreamcast indie games for us all to enjoy. It seems the answer to the question "what did you do in lockdown" for many in the scene was "make a new Dreamcast game" and you know what? If the only positive thing to come out of that whole ordeal was more Dreamcast games, then that’s a small win for us here at the Junkyard. Give us more indie games! 

In January 2022, one Tapeworm Disco Puzzle arrived at the Junkyard headquarters. I say "headquarters", it's actually just a wooden shed in the New Forest that we initiate new members in, using a combination of audio-visual psychological warfare techniques, a pair of secateurs, a copy of Spirit of Speed 1937 and a signed picture of Peter Moore. I may have said too much. Forget you read that. Anyway, Tapeworm Disco Puzzle is one I'd been looking forward too for some time, as it was announced as a "spin-off sequel" to Lowtek Games' title Flea! which had released a couple of years earlier. I previously reviewed Flea! here on the blog and thought it was rather good. Tapeworm Disco Puzzle, just like its predecessor, is an 8-bit title that, whilst limited technically due to its Nintendo Entertainment System origins, packs a whole lot of game and bags of charm onto its disc.
Much like the Dreamcast version of Flea! I reviewed previously, Tapeworm Disco Puzzle is a NES game that has been ported to the Dreamcast. Lowtek games originally ran a Kickstarter for the title back in December 2020, which was successful funded - probably thanks in no small part to the positive reception that Flea! had garnered previously. A Dreamcast and a PC port were also listed alongside the NES cartridge as part of this initial campaign, and it finally made its way out to backers within a little over a year's time, which is a quick turnaround time by Kickstarter standards.
If you've ever played Lowtek Game's first outing Flea! (which is probably a fair few of you now, since its re-release by WAVE Game Studios), you'll be familiar with the colourful pixel world that designer Alastair Low has created. A world of greedy, blood-hoarding monarchs, "refu-fleas" and undeniably cute, hopping heroes; it was a credit that for such a simple title, it created a genuinely charming little in-game universe. This world is expanded upon in Tapeworm Disco Puzzle, in a rather odd way. Your main character this time is the tapeworm, proprietor of the local night club where all the fleas like to hang out. Problem is, something strange is happening to his parasitical patrons, so as well as making sure there's plenty of banging party tunes and enough blood to go around, you'll have to try and work out just what is going on. Along the way, you'll come across some other club-owning worms, as well as all manner of other denizens of this surprisingly well-crafted mini-universe that Alastair has created.
Whilst inhabiting the same universe as Flea!, Tapeworm Disco Puzzle - as its name may suggest - takes an altogether different approach when it comes to gameplay. This is a grid-based puzzle title, in which you must collect musical notes and blood with your tapeworm. Our hero, however, is limited in size, so to collect all the elements, you need to work out the best way to navigate the stage, as well as collecting tapes which will increase your worm's length (ahem...) which will allow you to reach areas that you'd otherwise be unable to. It sounds simple - and to be fair, the core concept here is - but the game quickly throws all manner of different elements in. Wormholes see our hero popping up in other areas of the stage, fleas will often be present in stages (the only way to collect blood) and it's your task to assist them, buttons need to be covered by your extended worm body to open doors, and there's plenty of bad guys spread throughout the stages too, which you'll need to avoid contact with.