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

It's Thinking: An Interview With Brian Bacino - The Man Behind The Iconic Dreamcast Slogan

The Dreamcast's North American launch was one of the most successful console launches of all time. It boasted a line up of games that was unmatched in terms of variety and quality, and an air of untouchable swagger and confidence swirled around Sega that hadn't been seen since the days of the Genesis. Key to the success of the Dreamcast's introduction to the lucrative American market was undoubtedly the bombastic and memorable advertising campaign that supported the console.


The iconic 'It's Thinking' TV commercials and the memorable launch date of 9.9.99 were powerful weapons in Sega's arsenal when waging a marketing war against Sony and Nintendo for consumer dollars. However, these two components of marketing collateral did not come about by pure coincidence. They were thoughtfully constructed prongs of the same pincer movement strategy, and arguably helped to propel the Dreamcast into millions of American homes in those first few months post launch.
Here, in an exclusive interview we talk to Brian Bacino, the man behind the North American advertising campaign. As former Creative Director at respected advertising house Foote, Cone & Belding (FCB) of San Francisco, Brian was instrumental in the creation of the Dreamcast brand and the system's early success...

DCJY: Brian, first allow me to thank you for taking the time to answer our questions. The Dreamcast console really was a game-changer when it was released (pun intended!) and still holds a dear place in the hearts of a lot of gamers. To kick things off, could you give us a brief description of what your role was at FCB and specifically with the Sega Dreamcast commercials?

Brian Bacino: Hi Tom – thanks, I’m totally psyched to talk about the Dreamcast launch. It was an epic adventure in advertising, full of drama, plot twists and explosions! I was FCB San Francisco’s SVP Group Creative Director/Writer in charge of the launch and roll out of The Sega Dreamcast. My partner, Steve Fong, and I conceived and created the ‘It’s Thinking’ campaign and the ‘Apocalypse’ launch film – heralded in 1999 by several video game magazines as “the most epic video game commercial ever created!” Steve and I would not argue.

WAVE Game Studios – an interview with the indie publisher keeping the Dream alive


WAVE Game Studios is a name you will be familiar with if you recently bought a copy of Senile Team's excellent Dreamcast platformer-cum-beat 'em up Intrepid Izzy, and has recently announced that they will also be publishing Yeah Yeah Beebiss II in Europe. The UK-based outfit has been busy establishing itself as the hottest new label in Dreamcast indie game publishing, and we thought it would be cool to catch up with WAVE as they start to make a splash in the community. Splash? Wave? See what I did there? I almost went for 'dipping a toe in' but pulled myself back from that particular cringeworthy literary cliff edge with mere keystrokes to spare.
Anyway, if you're not familiar with WAVE Game Studios, their history, and what they have planned for the future; hopefully you will be by the end of this interview. Furthermore, if you're an independent developer working on a Dreamcast game and you have dreams of putting your game in a physical case and into the GD-ROM drives of Dreamcasts the world over, then read on...


DCJY: Hi, thanks for agreeing to talk to us about WAVE Game Studios. Before we begin, can you give us little bit of background about who makes up the team?

WAVE Game Studios: It’s our pleasure! WAVE is primarily made up of two brothers, Daniel and Nick. We’re based in Norwich, Norfolk, UK.

Norfolk, known for Alan Partridge, mustard...and now WAVE Game Studios! So, when was WAVE Game Studios established and what was the reasoning being the creation of the label?

WAVE has a fairly long history, but the most recent incarnation stems back to 2015 which is when we started distributing games to UK based retailers. We really started to ramp up our efforts this year, which is when we began publishing games in addition to just distributing them.

That’s interesting – this might sound like a daft question, but what is the main difference between distributing and publishing a game?

It’s a very good question. The role of a publisher is to, in short, take a game and turn it into a saleable product. Usually the publisher will help with artwork, marketing, production, and various other tasks such as providing review copies to magazines and influencers.

The distributor, on the other hand, deals primarily with ensuring the product is available for sale in as many appropriate places as possible. In the indie games world, these two roles are often (but not always) filled by the same company or person.

A Beginner's Guide to Visual Novels on the Dreamcast

Avid fans of the Dreamcast are most likely already aware that the console enjoyed a much longer life in its home country of Japan (the last officially licensed Dreamcast game, Karous, was released in 2007). For this reason, as well as the fact 90s console developers had a track record of thinking Western gamers were frightened of anything even slightly unconventional, there is an extensive list of Japan-only Dreamcast games just waiting for fans to import. The best part is that so many are playable without knowledge of the Japanese language. All you need is a boot disc or a modded Dreamcast and voilà! you've unlocked another section of the Dreamcast library. Check out our A to Z of Dreamcast Games if you want to know the best Japan-exclusives to get your mitts on.

However, for every playable game, there are just as many that are unplayable for anyone who isn't fluent in Japanese. Anyone who is insane enough to try and collect a full Japanese set will soon realise that there is plenty of "filler" - the kind of stuff you only buy for the sake of checking another game off the list and not because you are actually going to be able to play it. You know, those games with the anime girls on the front. Games like this:
 
Some might mistakenly call these things "dating simulators", but that's a different kettle of fish entirely. No, these are "visual novels", and they do exactly what they say on the tin, they are novels with visual elements. The term was coined by developer Leaf, with their "Visual Novel Series" of text-based adventure games (source). Boot up any game like this and you'll be greeted with nothing more than walls of Japanese text and images of anime characters making various expressions. They are a very niché style of game that have never had a big following outside of Japan, especially back in the early 2000s (hence their Japanese exclusivity). Some may debate whether or not they are actually games at all, but they're still something I'd recommend to keen readers and anime fans alike. 

Their "gameplay" more or less consists of reading text and (in the case of the most common type of visual novel) occasionally answering a multiple choice question on how the main character should react or respond in a certain situation. That might not sound all that interesting to some, but I like to look at visual novels as a more visual version of a choose your own adventure book, and being a fan of anime, the artwork contained within is something I'm familiar with. A lot of the stories are enjoyable, and believe it or not, the plots aren't always romantic; there are visual novels that focus on genres like sci-fi and mystery, for example.

Title Defense: Dreamcast's lost boxing sim

Think boxing on the Dreamcast and no doubt your mind will be instantly transported to the cacophonous auditoria of Midway's infamous Ready 2 Rumble; an ebullient Afro Thunder pacing around the ring with the kind of swagger only normally reserved for arcade boxers that looked - through a contemporary lens, at least - like playable CGI creations.

Yes Ready 2 Rumble and its sequel Ready 2 Rumble: Round 2 pretty much had the boxing genre sewn up on the Dreamcast; so while other systems before and since have enjoyed a wealth of options when it comes to digital pugilism, Sega's own great white (now possibly yellowing) hope only played host to the two Midway propositions. This is especially curious since previous Sega systems offered an embarrassment of riches when it came to boxing titles, with games like Greatest Heavyweights on the Mega Drive and Victory Boxing on the Saturn being two particular highlights from my own sordid youth. Arguably the most famous boxing franchise of all time is Punch-Out!!, but seeing as I was a Sega kid, I never really dabbled with those games until later on.

At the risk of turning this into a stroll down my personal memory lane of boxing games, it's time to take a detour through a lesser-travelled ginnel. See, the Dreamcast may have only received the two Ready 2 Rumble titles as officially released boxing games, but there was scheduled a mandatory challenger to face Midway's undisputed champion. In the opposite corner to Ready 2 Rumble, and hailing from the south coast of England, wearing superlative hi-res visuals and offering an impressive array of inventive gameplay modes, stood Climax Studios' Title Defense

Or at least it did, before the camera panned back around and it had vanished from the ring leaving nought but the faint whiff of Ralgex and dissappointment.

Source: DC-UK / Out of Print Archive

Announced in March 2000 by Portsmouth, Hampshire based Climax Studios, Title Defense promised a more realistic simulation style approach to boxing for the Dreamcast. Acutely aware of the long, muscle-bound shadow cast by Ready 2 Rumble, the game's designers were keen to distance Title Defense from Midway's arcade rooted punch fest at seemingly any and every opportunity. While not a Dreamcast exclusive, the fact that the Dreamcast was the only 'next-gen' console gamers could actually purchase at the time of Title Defense's announcement meant that it was the lead platform in many ways; and also presumably the reason Sega's system was the focus for a lot of the early media.

"Climax today announced it has begun development on Title Defense, a cutting-edge boxing game for PC, Dreamcast, Nintendo Dolphin, PlayStation 2 and X-Box. As addictive as a pure arcade game, but as detailed as a serious simulation, Title Defense is being designed to provide the all-round thump-'em up experience that previous boxing games have failed to deliver. 

"Making full use of the power in PCs and next-gen consoles, Title Defense will use high-resolution 3D graphics to bring TV-style mug-punching to glorious life. It promises to be a heavyweight game in every respect, weighing in with a fluid control system, advanced AI and punch-by-punch interactive commentary."

- Climax Studios, 9th March 2000

In the months following the initial press release, various members of Climax Studios' development team were interviewed by the gaming press, extolling the virtues of their Ready 2 Rumble-killer, and detailed the various features and gameplay modes that Title Defense would offer over the competition. The game was also featured in magazines of the era, with UK Dreamcast magazine DC-UK printing a four page spread focussed solely on Climax Studios' upcoming Dreamcast releases in the June 2000 edition. Naturally, this feature included a 'first look' at Title Defense, which showcased the game's impressive graphics and detailed some of the modes players could look forward to.

Source: DC-UK / Out of Print Archive

These modes included a sparring session, an exhibition fight mode, a curious sounding 'shadow boxing' mode (in which players would spar against a 'ghost' version of their own fights, apparently), and of course a full on career mode. 

Speaking to IGN in May 2000, Climax Studios' Business Development Manager Chris Eden said: "There's a career mode in there, yeah. The plan is, in terms of game modes, there will be a sort of straightforward arcade style mode where you'll go through and you'll fight 'X' many fighters, yeah? That's something we really need to do to keep the arcade gamers happy. But what we plan to do is put in a career mode, that'll require so much progression into the game. And that's something people hadn't really thought about before. For example if you look at real life how many fights does a boxer have? What's the level of opponents they fight? Things like that. Boxing isn't a sport where you fight anybody all the time, and games like Ready 2 Rumble don't show the hard work behind a boxing career or anything like that. Something we're sort of looking at as well is a small management mode where you'd be able to manage a stable of boxers and you'd be able to take part in the fight itself."

DC-UK's Climax Studios feature, July 2000

It wasn't just the variety in gameplay options that impressed though. The visuals, from the scant screens that were available looked truly outstanding. While clearly very early, the shots that were shared with magazines and websites of the era depict some excellently detailed character models - somewhat reminiscent of the superb models seen in Ultimate Fighting Championship - and some large (albeit empty) venues which would no doubt have eventually have been filled with roaring crowds. 

Again speaking to IGN, Chris Eden stated: "Title Defense is mainly really nice technology. People talk about physics as the new Rock and Roll in games and that's true, we've got a very detailed physics model in Title Defense and it allows us to model where the muscles work, and stuff like that. When the characters move, the muscles bulge and deform realistically, that's essentially how it works. And that is what will set us apart from games like Ready 2 Rumble, this total realism, like watching a boxing match, the movement the physics of it all."

What's especially interesting about the visuals of Title Defense is that the fighters were apparently not animated using motion capture of real boxers, but instead relied on manual hand animation. This time speaking to Game Interviews, Chris Eden said: "The game is fully hand animated at the moment. We did toy with the idea of using motion capture but to us the benefits of animation outweighed those of mo-cap."

Alas, there is no known video footage of Title Defense in motion, so quite how well this animation style held up is something of a mystery at this point, but still an interesting little fact to note.

Source: DC-UK / Out of Print Archive

While Climax were quick to point out that Title Defense was at the opposite end of the spectrum to Ready 2 Rumble when it came to gameplay and feel, the one similarity both games would share would be the lack of any official boxing license, with EA Sports having the exclusive rights to real world fighters tied up in its pre-Fight Night era Knockout Kings franchise. 

"EA has most of the boxing licenses sewn up, I think. As we've seen with Ready 2 Rumble and other games, a license isn't necessary for boxing as it is for like football, yeah? If you look down the line and looking at a boxing game, we've got this idea of this game with a player to interact with, and an awful lot of the people you meet are going to be other players," Chris went on to explain during his interview with IGN. "In a game world like we envisage people will generate their own reputations and careers. Licenses are essentially about having pre-generated reputations that you're up against, yeah? But if you start thinking about a boxing universe then reputations get generated by players, which I think is far more interesting."

Dreamcast Collectors Unite! Exploring your collections - Part 3

We put the call out for collectors willing to show off their collections, and the responses have come thick and fast. After showing off our first 5 contributors earlier in the week, we're back again for part 3 of the Dreamcast Collector's Unite! series, with 4 more fans of the Dreamcast letting us take a peek at their cherished collections.

So take a seat, grab yourself your favourite beverage (in a Dreamcast mug, of course) and come with us as we explore the collections of 4 wise men who go by the names of Adam, Brandon, James and Mike.

Adam

Hello fellow Dreamer! Tell us a little about yourself!

My name is Adam, better known on YouTube under "TechnicalCakeMix". I'm a Brit who has found himself in the United States for... reasons? I think?

You obviously have a love for the Dreamcast; when did that start?

For years I've been a fan of Cammy White, from Street Fighter - and as it turns out, she has a spin-off game of her own, called "Cannon Spike" that was exclusively on Dreamcast. While living in the homeland, I never found it for a reasonable price, and so sadly it never came to fruition - cut forward to 2014, the year I moved to the United States, and my now wife (then fiancee) gave me a huge surprise with a gift of not only my own Dreamcast console, but also a copy of Cannon Spike. From there, the rest as they say, is history.

So your current collection – can you give a brief description of what you have, what you collect (i.e. games only, games and console variants etc.) and what your 'end goal' is, if you have one?

I have around thirty games so far in my collection, which does not sound like a lot - however I've been focusing mainly on the higher $$ titles and the harder to find items before the market inevitably explodes. My eventual goal is to get as close as I can to 100% of the NA library, and also get some region exclusive oddities (some of which like Frame Gride, I already own). I've also been on the hunt for promotional merchandise, as well as oddities from the era.

Expanding the Dreamcast Collection: Part 4 - Atomiswave

“Welcome back to the stage of history.” It's been a long time coming, and for that I can only apologise, but this mammoth article has finally been completed so let's take a look at the fourth system in the Dreamcast family of hardware: the Sammy Atomiswave. Out of all the hardware in the family, the Atomiswave is perhaps the most similar to the Dreamcast on a technical level and was supported by three names in gaming synonymous with the console's library: SNK, Sammy and Sega. With this in mind, if you consider yourself a fan of the Dreamcast, or the Neo Geo for that matter, you’d be doing yourself a great disservice by overlooking it.

The Dreamcast sealed games niche






The story of the Dreamcast’s demise has been told countless times, and countless times have fansites and journalists alike, explored the many great and innovate features that have seen the Sega Dreamcast ascension to the cult status that it now holds. However something that I know myself, and others, are fascinated by is the sealed games market that the DC scene seems to support.

Among the many great things about the Dreamcast, the cases, or more specifically the PAL cases, are quite frankly an abhorrent crime against design and manufacturing standards.

Turning Japanese (And Possibly American)

My very first experience with a Dreamcast came in early 1999 when a friend who was earning suspiciously large amounts of money for doing a menial warehouse job decided he wanted a new games console. Tired of playing Buck Bumble and Rush 2 on N64 in his cramped bedroom, we took a trip to an import store in nearby Manchester's Chinatown district where my friend handed over several hundred pounds for a Japanese Dreamcast and a few games. The games were Virtua Fighter 3tb, Dynamite Deka 2 and Shutokou Battle - a game we had no idea was a racing title because there were no screens on the back of the case and no English text at all (time must have muddied my memory - all three apparently have screens). Since then, I have played (and obviously own) all three of those games in their PAL guises: Virtua Fighter 3tb, Dynamite Cop and Tokyo Highway Challenge...but you no doubt already guessed the English title of the first game mentioned there.

It was really cool getting to play on my friend's DC back before the PAL release, and even cooler because everything was covered in Japanese text and we really had no idea what we were doing in most of the menu screens. It was literally a case of 'push A until the game starts.' One other cool thing was the Project Berkeley video that came on one of the GDs, but I forget which one it was - possibly Virtua Fighter 3...but I digress. As a side note, it turned out that my friend had been fiddling the till at the warehouse/timber yard he worked at and that's how he'd been able to afford the Dreamcast in the first place. He was eventually rumbled and the police were involved...but that's a different story.

The World's SMALLEST Dreamcast Games!

A minature scale model of the Dreamcast by Retroldtech

The Dreamcast's GD-ROM format was a strange beast, being ever so slightly bigger than a CD-ROM but nowhere close to the capacity of the impending, mighty DVD-ROM. Packing in 1GB per disc, a majority of the Dreamcast's retail game library barely even tapped into this extra available space. As we will explore here, storage space isn't everything though: you can squeeze some pretty darn good games into not even a tenth of a GD-ROM's space!

Screenshot of the GD MENU Card Manager application
In this day and age of being able to store Dreamcast games on many different kinds of hardware, like SD cards or hard drives, it is possible to strip these games of any blank data that is used to fill up the rest of a GD, leaving just the necessary files to save space. This can be a risky move, as doing so can break games if they're not optimized correctly, but there are "means" to find games that have already been shrunk down to be used on a optical drive emulator such as GDEMU or MODE.
Photo of a 256gb SD card
My entire shelf of Dreamcast games and more fit on this! What a time we live in!
It's via this technique that I have been able to put together this list of games that are all less than 100MB! Take note, I am not including indie releases, prototypes, unreleased games, Atomiswave ports or software like web browsers and Fish Life. Also I haven't downloaded every game ever released so there are probably some visual novels out there that are tiny in size for all I know.

15. Silent Scope - 96.91MB

Photo of the Silent Scope game case
Konami's Dreamcast output was kind of disappointing. When they weren't busy cancelling Castlevania games for the system, they did throw out the odd bone with some arcade ports such as this here sniping-romp. It's a real shame the Dreamcast wasn't blessed with a sniper light gun like the Xbox, as the game played with a standard controller feels like it's missing something. Much like Samba De Amigo, though, it is playable enough this way but you can't help feeling like it's a lesser experience. Oh well.

14. Ooga Booga - 91.49MB

Photo of the Ooga Booga game case
This very unique collection of mini-games, with an emphasis on online multiplayer, released exclusively in North America and was touted as one of the big hitters during the push to sell people on SegaNet. Luckily, this is one of those games where online play has been revived, though even if that wasn't the case, this would still be worth checking out as there is nothing else quite like it on the Dreamcast.

13. Evangelion Typing Project E - 71.59MB

Photo of the Evangelion Typing Project E game case
I won't go into too much detail about this one as it has been discussed here at length in the past after Derek Pascarella treated us all to an English translation! Evangelion Typing Project E gives us another game to practice our touch-typing skills on, but instead of gunning down zombies with words you er...do Evangelion stuff! Like the anime! I dunno, I haven't really had a chance to play much of it yet, but definitely give it a shot if you're a fan of the show! There are in fact two translated Evangelion typing games, but I couldn't properly shrink the other one without it breaking, so I assume if optimized well it'd probably be a similar size to this one.

12. SEGA Tetris - 62.56MB

Photo of the Sega Tetris game case
This was the first Japanese import Dreamcast game I ever purchased from eBay, if I recall correctly! Why this one stayed in Japan is beyond me, but the console rights for Tetris have always been a bit of a confusing ride as Sega themselves found out when their Mega Drive/Genesis release had to be recalled... But this is Sega Tetris, not to be confused with Tetris...by Sega. Got it?

I really dig the presentation in this game. It's also kind of notable for being one of the last arcade Tetris games before the new rules came into play like swapping, hard drops and now legendary T-spins. The gameplay of this one gets ridiculously fast-paced, making it one of the harder Tetris games out there, though there are plenty of modes to mess around in, including a UFO catcher claw game with cute Sonic 1 remixes!

This is another one on the "someone get it translated and back online if at all possible" wish list!

11. Plus Plumb - 62.53MB

Photo of the Plus Plum game case
No, I wasn't going to pop down the shops just to buy a plum to photo this with. That'd be silly.
Only 3kB less than Sega Tetris, we have another Japan-only puzzle game! Plus Plumb is a pretty obscure one as far as I know. I discovered it back in around 2000 when a car boot sale I went to every week had a store of bootleg games (oh no! ☠️). These bootlegs were incredibly low effort, literally just plain CD-Rs with the game's titles penned on them, most of which were random Japanese games I'd never heard of until I took them home and fed them to the rotating Utopia reindeer.

Plus Plumb is a pretty standard match 3 versus game with some Pokémon-looking mofos chatting in between stages (with full voice acting!). I played quite a bit of this back in the day (did eventually buy a legit copy, don't worry) so the music from this is one of those earworms that has stuck with me for 20+ years!

10. Planet Ring - 62.44MB

The cover artwork for Planet Ring
Also within the 63MB range is this PAL exclusive, online-only mini-game collection that was given away on the front of magazines and the like. I never got around to trying this one out when the original servers were up, but luckily it's one of those games that is back online today! It even has voice chat so you can talk to someone other than your mutant human-faced fish for a change!

Dreamzone Magazine: First 15 Issues now Digitally Preserved

 

Parles-tu français? No, me neither. Languages weren't a strength of mine at school, and despite some derisory attempts to pick up Spanish during adulthood, I remain a stereotypically monolingual Brit. Nevertheless, last year I took up the task of acquiring and scanning a whole heap of Dreamcast magazines from across the globe that had yet to be digitally preserved. A handful of those missing from the internet are in English, but the vast majority are in the Romance languages of my European neighbours, Japanese and even varieties of Chinese. 

Why on earth would I bother doing this? Well, for one, I'm hopeful that the pages of these mags might contain some information that is useful to hobbyists, journos and potentially even the more rigorous varieties of gaming historians.

Fortunately the Junkyard crew's attitudes towards our French neighbours are much more comradely than that shown in this Dreamarena chat snippet...

Secondly, it seemed a shame that masses of material was only available to those who were fortunate enough to hold private collections. And lastly, given that there is no profit to be made from it, it was unlikely that digital preservation of this sort was going to happen unless I (or other volunteers) took it up. Oh, and the biggest reason of all - I'm a big dork and get a kick out of dorky endeavours.

Ok, enough with the prelude and on to the main event. The primary purpose of this post is to announce that the first 15 issues of the French magazine Dreamzone are now available for your viewing pleasure, hosted by the virtual Aladdin's cave that is Sega Retro. That is, over 2,000 pages of retro gaming journalism, brought back to life kicking and screaming from the dark depths of the turn of the Millennium. 

Feel free to browse the scans for yourself, or, for an introduction to the magazine and a run-down of its contents, read-on.

Dreamzone: Stalwarts of the French Scene (1998-2002)

Launched by the prolific FJM Publications in December of 1998, Dreamzone was the first magazine of its ilk to appear in Europe. Understandably enthused by the Japanese launch, their early start meant that the first few issues of the mag were dominated by salivating previews and reviews of exotic Japanese imports, as well as extensive pondering over what the coming European launch may entail. Once the wait was over in late 1999 a substantial proportion of the page budget was duly turned over to a PAL-specific focus, though coverage of the many, many Japanese releases still remained a mainstay until the bitter end.

The FJM Publication team circa 2000, featuring two chaps who took up the Editor-in-Chief role for Dreamzone: Vincent Maulon (issues 7-15) and Cedric Devoyon (issues 16-29).

Dreamzone featured everything you might expect from a magazine of its genre and age: a copious letters section, interviews with game industry heads, reporting from events, boisterous editorials, competitions, game tips, reviews and previews, and of course, crass slobbering over a digital Lara Croft. What was perhaps a little more odd was their persistent coverage of the Neo Geo Pocket - seemingly adopted as an unofficial companion for the Dreamcast, perhaps in spite of the console war rivals over at Nintendo. Looking at it through the lens of 2024, the haphazard reporting on movies and websites that filled the back end of the mag seems rather twee too, but may well have added some value for readers at a time when internet access was limited.

"I'm not BOY". Vive la Neo Geo Pocket!

Despite lacking the GD-ROM giveaway of its official competitor, Dreamzone still packed a lot of bang for it's buck (or Franc to be more precise), coming in at 132 pages per issue on average. And, from what can be established through some rudimentary internet sleuthing, the mag appears to be fondly remembered by many a French millennial - more so than its other national competitor, Game Dream, which was bizarrely ran by the same publishing house. Whether Dreamzone ever actually made it to the shores of distant Francophone territories mentioned in the small print of its cover (Martinique, Guadeloupe, Quebec) is a question for another day... 

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.

The Top 200 Dreamcast Games: Voted by you!


Happy 15th anniversary of the Dreamcast! The votes have been counted so now here is the final Top 200 Dreamcast games! Thanks to everyone who joined in on the voting!

Before we get started, some random facts about the final list:

- There is a total of 235 releases within this top 200: that's because in many case and game and it's sequel is one entry, and in the cases of a few, 3 or 4 games in the same series (NFL 2K, Pop n. Music) are one entry. The bottom 18 entries would have missed the list if I had not done this.

- Of those 48 were Japan only, 10 America only, 2 PAL only and were 11 indie releases.

- Release years are based on where they debuted.

- Of these 4 were released in 1998, 49 in 1999, 107 in 2000, 39 in 2001, 9 in 2002 and 20 in any year beyond that.

- Sega Smash Pack is not included, but Sega Swirl and Virtua Cop 2 from that collection are listed.

- I own 165 of the games featured, yikes!

Just a note: the article is a bit incomplete at the moment. All the poll positions are there but a few of the games do not have descriptions yet. I'm out all of today (in fact I'm celebrating the Dreamcast anniversary in style!) so I will be coming back to finish it off tomorrow.

So without further ado, beyond the jump is the complete list from last to first. Enjoy!

Stampede: The Lost Dreamcast Sheep Herding Sim

Of all the aspects of being a Dreamcast fan, discovering lost and cancelled games is by far the most fascinating to me. Yes, the games we actually got are numerous; and a large proportion of them are pretty darn good, but the merest glimpse at titles that never made it give us a tiny peek into an alternative reality. A reality where the Dreamcast was the commercial success it could have been, and a reality in which all those titles that were unceremoniously shelved received full retail releases.
There are some cancelled games that are widely known about and that have even been released in some form or another. Half-Life, Propeller Arena, Hellgate, Geist Force and PBA Bowling are famous examples; and more recently titles such as Agartha, Deer Avenger and Millennium Racer: Y2K Fighters have shown us that there are still lost games waiting to be discovered. We can now add another to that ever growing list: Stampede.
You'd be forgiven for scratching your head at this point, as Stampede is likely a title you've never heard of. But there's a reason to be excited about this one - Stampede for Dreamcast was running well on Dreamcast hardware when it was cancelled, and now a playable build has found its way into the hands of Xeno Crisis developer Bitmap Bureau. What's even more interesting, is that the guys who make up Bitmap Bureau (developers of the upcoming Xeno Crisis) were part of the development studio that originally worked on Stampede all those years ago.

With this in mind, there's a very real chance that Stampede could finally see the light of day, nearly 20 years after it was canned. But what exactly is Stampede? And why should you care? Read on for the answers, and an exclusive interview with the game's creative director...

An Interview with Tetsu "Tez" Okano - the Mastermind behind Cult Dreamcast RPG Segagaga

There isn't a day that goes by in the Sega Dreamcast community where someone doesn't ask when an English fan translation of Hitmaker's 2001 Japan-exclusive Segagaga —the RPG simulation title where you run Sega— is releasing. Since the mid-2000s, a handful of translation projects have been announced, only to inevitably fizzle out, leading some to go as far as to brand the game as "cursed" (see also: “the final boss” and “the Half-Life 3” of Dreamcast translations). But what many may not realise is that rounding up the perfect group of persevering translators to see a translation through to fruition is the least of Segagaga's problems. The biggest hurdle facing any translation attempt is actually the way the game was originally programmed to draw text from the Dreamcast's BIOS, as opposed to using a font sheet, like many (successfully translated!) Dreamcast games do. While the core of this issue has been solved by some exceptionally talented hackers in the Dreamcast fan community, there is still much to be worked on.

Photo of the regular Segagaga release. Photo: doceggfan.

But it's only natural that out of all the games, an English translation of Segagaga would be the most sought after by fans of Sega and the Dreamcast alike. Segagaga satirises Sega itself, providing an entertaining tribute to its diverse and beloved back catalogue of franchises and characters, while also not pulling any punches in its portrayal of the then-struggling corporation's various business missteps. Some great tributes have followed since, such as the animated series Sega Hard Girls, and ensemble games like All-Stars Racing Transformed. However, through its brutal honesty and self-awareness, it is Segagaga which stands out the most, not only as a fitting love letter to Sega, but also as a prime example of the rebellious nature the corporation was known for during its time as a console manufacturer.

When it came to masterminding Segagaga, there was truly only one man for the job. Step up Tetsu Okano, aka Tez Okano, aka "Zolger Tetsu", aka "Ichizou Zoruge", aka the director of the best Astro Boy game. Known for his unconventional approach to everything from video games to manga, Okano-san truly took a risk when he set out to create a game that poked fun at the very company he worked for, and we are elated to reveal that we recently got the chance to talk to him all about his career, and of course, Segagaga.

Screenshot of Segagaga. Credit: CDRomance.

Translator extraordinaire Duralumin —who previously assisted with our Kenji Tosaki interview— returns once more to translate Okano-san's answers from Japanese. Laurence Goodchild also deserves a shout out for assisting with the questions and supplying the lovely photos of the Segagaga launch event, scanned from issue 16 of Italian Dreamcast magazine Dreamcast Arena.

But this wouldn't be an interview with Tez Okano if it didn't diverge from the traditional format in some way! When asking Okano-san about his earliest memories of video games, his reply was... a comic? Well, in case you didn't know, in Japan, Okano-san published an autobiographical manga called "8-Bit Chronicles" which covers his formative years as a child discovering the burgeoning world of video games. He supplied us with the first two chapters in Japanese, and Duralumin —who translates manga professionally— proceeded to translate them into English. We have uploaded them to a Google Drive folder so you can read them, which is something I implore you do. The comic is not only an awesome homage to the golden age of video games, but also very amusing.

A small preview of the first page of 8-Bit Chronicles, as translated by Duralumin.

Finally, Okano-san wanted us to stress to you, our audience, that the answers you see below from him are his recollections of events that happened over two decades ago. He wanted to make sure that we clarify that he is not speaking officially on Sega's behalf, just recounting his own memories of the time. With that disclaimer out of the way the interview!

Photo of Tez Okano. Credit: Sega Retro.

DCJY: Thank you for talking with us, Okano-san! We thought it was only right to start at the beginning, so what are your earliest memories of video games?

Tez Okano: When this is published, I hope you'll share the first chapter of my manga, 8-Bit Chronicles. It covers Space Invaders, Galaxian... I could talk about those games all day! But this is probably the easiest way to understand the story of why I, as well as many other Japanese kids in the late '70s, fell in love with video games.

What led you into a career in the games industry, and how did you eventually join Sega?

When I was still in my college years, I made my debut as a manga artist through Kodansha. However, working as a manga artist, you don't really have any security once your series is over, so I found myself enticed by the gleam of the rising star that was the gaming industry. And of course, Sega at the time was still young, and seeking unconventional talent.

"Morning" magazine, where Tez Okano's early manga work was published. His name can be seen at the top of the woman's right shoulder.

So let's get into Segagaga. It has been documented that you developed the game in secret for two years before presenting it to Sega. What was your reasoning for keeping it a secret?

Many places have a particular culture around satire, parody, and irony, Japan included. However —I understand you’re from England irony is much less familiar to us in Japan than it is in the UK. And while Sega was a pretty big umbrella, it had no shortage of people who would take issue with self-deprecating parody. You'll also notice there's never been any effort to make, say, a Namcococo or Nintendododo, for example, and that should tell you something. That being said, Sega has always prided itself on doing the crazy stuff that no one else could pull off, and the Segagaga project explored that philosophy to the limit. But, it just wasn't the kind of thing that you wanted to make a show of around the company, and invite all that scrutiny and risk the project's survival.

A Metropolis Street Racer Treasure Trove

OK, this is the third Metropolis Street Racer related article I've posted here in the space of a fortnight, but this time I think you'll thank me for it, rather than shake your head in disgust before falling to your knees and screaming at the sky as dark, ominous thunder clouds gather and threaten to unleash a maelstrom of biblical proportions. After the preceding articles about some of the more interesting track side details to be found in Bizarre Creations' epic racer; and the follow up article detailing the hidden 'missing persons' posters dotted around the San Francisco and Tokyo circuits, comes this third instalment in which I will showcase some images and documents I'm pretty confident have never previously been published online.
A few days ago, I was contacted by somebody on Twitter (a person who wishes to remain anonymous) who asked if I was interested in a Dreamcast-related disc. Naturally I was, and a few days later the disc turned up in the post with no letter and no return address. Very strange, I'm sure you'll agree. Being the kind of person who risks infecting his computer with malware first and asking questions later, I threw the disc into my drive and explored the shit out of it with wanton abandon. I was met with things, most wondrous things...but mainly a treasure trove of Metropolis Street Racer screenshots, artwork, logos, shots of the game's wire frame models and development screens, as well as some press releases and a developer interview.

Personally, I have never seen a disc that looks like this before. I've seen all manner of GDs and prototype discs in my time, but never one of these blue and white Sega Europe branded 'confidential material' discs. That said, I do know that several collectors in the community have these, and their contents vary wildly, and some even contain the Dreamcast SDK on them.
There's over 250MB of stuff on the disc, and for something produced in 2000 that's pretty hefty. On closer inspection, it appears to be the type of high quality, pressed CD-R that would be sent to magazines of the era or other media outlets, and the documentation included reinforces this theory. However, for the preservation of your sanity's sake I'll only be reproducing some of the most interesting stuff here, so the main developer interview and some of the previously unseen wire frame/development screens and hi-res computer generated artwork. If you really want to see the press releases etc., then let me know in the comments.
Are you ready? OK - let's kick things off with some nice shots of the 'behind the scenes' stuff...

The Coolest Game On Dreamcast: The NHL 2K Series

My first encounter with NHL ice hockey came in the form of EA Hockey on the Mega Drive. The purity of the top-down, fast-paced gameplay just worked, and the game provided hours of entertainment. Later, EA Hockey was replaced with NHLPA Hockey '93 in the cartridge slot and my love affair with the exotic, ultra-violent sport of American hockey was born. A succession of annual updates during the 16-bit era allowed my knowledge base of popular players and teams to grow, and while the games on the Mega Drive reached their zenith with the spectacular NHL '96 my affection for the rough-and-ready sport came with me to the 32-bit Saturn and beyond.

NHL All Star Hockey and the successive NHL games from Electronic Arts kept me going on the Sega Saturn; and during my time as a Nintendo 64 owner games such as Wayne Gretzky's 3D Hockey, NHL '99 and NHL Breakaway '98 allowed me to keep an iron in the fire, so to speak. They were instrumental in teaching me the names of the stars of the day - Jaromir Jagr, Keith Tkachuk and Dominik Hasek; along with the franchises sporting such alien-sounding names as the Red Wings, Bruins, Penguins and Flyers. Naturally, there was a hockey league in the UK at that time (and there still is), but it never got the same coverage and was never really reported on in the news (my local team was Manchester Storm, but as far as I know they folded some time ago now) so games really represented the best way to get to know the rules and the stars of the sport.
This looked like a TV broadcast in 1993
Basically, the hockey games I played in my youth were the only real glimpse I got into the world of professional ice hockey, its best players and its culture, and whenever a new title was released it always caught my attention. They taught me what 'icing' was, that fights were normal, the strange makeup of the NHL with its weird divisions and playoffs and the oddness of the trades system when compared to something like football (soccer) and the Premier League. I've mentioned a few here already, but I played pretty much every major hockey game released on consoles between EA Hockey and NHL Breakaway '99. However, it was when the Dreamcast arrived that ice hockey games really reached a new level in terms of visuals, quality of commentary and gameplay. These advancements all came in the form of NHL 2K from Black Box.

It's actually pronounced "Ull"
What's interesting about the original NHL 2K for Dreamcast is that its developer - the aforementioned Black Box - was eventually acquired by Electronic Arts and renamed EA Black Box. As most Dreamcast fans will no doubt be aware, Electronic Arts famously ignored the Dreamcast and refused to publish any of its sports titles on Sega's platform. The reasons for this are subject to much conjecture but one of the more convincing stories to come out of the whole saga was that EA wanted exclusive rights to publish sports games on the platform. Sega refused EA's request and thus FIFA, NHL, NFL et al were not ported. In some ways this lead to a gaping hole in the Dreamcast's library, but in other ways it opened the door for Sega to introduce its own 2K series and a whole new franchise (and one that arguably trumped EA's own offerings) was born.