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

Stick It to the Man: Playing Games That Aren’t Fighters With the Dreamcast Arcade Stick

As with everything Dreamcast, the official arcade stick is something I have noticed has increased in price in the last so many years. Having been looking to add a second stick to my setup, I've discovered its average listing price on eBay now clocks in at well over £80 (close to double what I paid for mine back in 2018 when I finally decided I should get one for my beloved white box), although at the time of writing, it appears UK second hand retail chain CEX are currently selling them at a much more respectable £65!

Despite being a fighting game fan, I am the sort of fan that doesn’t actually fully understand the concepts of blocks, cancels, charge characters, spin characters or laser tappers. Okay, I made those last two up, but they definitely sound like the sort of things I imagine people on modern online fighting lobbies mutter to themselves as I lose my 115th game in a row: ‘this guy is trying to play a spinner like a lazerT, the idiot!’ Probably.

Anyway, I do own a number of different sticks - mainly for Xbox consoles, but also for some others - but not because I'm some sort of fighting purest as evidenced in the intro. It’s mainly because of my love for arcade games, which leads me back to the Dreamcast. With its focus on arcade conversions or at least arcade-style home gaming, I decided to bypass the merit of discussing the DC's fighters and go straight to discussing the games of other genres in my collection that offer arcade stick compatibility, which is normally indicated by a handy logo on the back cover of the game (thanks, Sega). However, this isn't always the case, I'm looking at you, Midway. Come see me after class, please...
I hope this piece proves to be useful for anyone who hasn't yet purchased an arcade stick and wants to know if it's 'worth it' for games other than fighters. Or maybe if you have one sat in a cupboard collecting dust, hopefully this article will give you the drive to get it out and give it another go, as it's frankly a glorious piece of kit.


Virtua Tennis 
This was one I was instantly drawn to try when I first got my own arcade stick. Its inclusion here offers a rare chance for me to give a shout-out to anyone who ever played the Virtua Tennis arcade machine that was in the Scream pub "The Pulpit" in Cheltenham during the years of 2001 and 2003. Unless you are the person who broke the lob button on the player two side, in which case I hope all the hinges fall off your PAL Dreamcast cases because you are a monster.

My first ever experience of Virtua Tennis was on said arcade machine, and I remember actually being disappointed when it appeared in the pub, as it was a replacement for my beloved Virtua Striker. I reluctantly had a go anyway, and then another, and then the next thing I knew, I'd bought Virtua Tennis for the Dreamcast (later that day, if my memory is correct).

The arcade stick is obviously perfect for this game. I’ve always felt the standard Dreamcast controller was a tad unwieldy for the game and that this is one of the very few drawbacks that the Virtua Tennis series has against it. But with the arcade stick, the smooth movement of the stick and the really effective yet simple amount of buttons offers a perfect way to play, to the extent I now want a second one for the rare chances I have a second person in the house willing to play Dreamcast. The arcade stick also has the added benefit of not causing D-pad indentation on your hand like the standard controller can. Surely that alone makes it worthy of purchase?

Final verdict: Get your stick on! Stick > Controller > Fishing rod (in that order).

Virtua Striker 2 ver 2000.1
I am overly fond of this game. Even though it has numerous flaws and actually plays a terrible game of football, I still love it. I love playing it on the arcade stick even more than the standard controller as it controls in the same stuttering and janky way that the arcade did. Oddly, the game itself would only let you use the D-pad when using the standard controller and not the analogue stick, so getting to control the game with the stick is a much nicer feeling all round, and is a clear improvement over the controller, as long as you can forgive the game for all its other issues.

Final verdict: GOOOOAAAALLLLLL!!! *ba da bum ba*
DIRECT SHOOT!

Virtua Athlete 2K
Those who know me, know I love track and field games. I can see that they are ultimately dumb and shallow, yet still they have been responsible for some of my best competitive and multiplayer memories on virtually every console up to the Xbox 360, which was when those kinds of games (and the people who’d play them with you in person) all seemed to vanish.

Prior to officially joining the staff for the Junkyard, I made an overly elaborate comparison of the three athletics games that found their way onto the Dreamcast and that was actually the first time I ever played Virtua Athlete 2K.

I was not overly surprised to see it had arcade stick support, as it is effectively a more serious reskin of the Sega Saturn great Athlete Kings/DecAthlete (originally of the arcades). So is it any good with the arcade stick? Well, not really no. The button mashing is more satisfying on the arcade stick due to the larger buttons, but the game is significantly harder with this control method. I tried to adjust to compensate, thinking this might be from my many years of using the standard controller for these kinds of games, making me unfamiliar with the arcade controls, but it isn’t. For the quick precise nature of this sort of game, the wider spread of the buttons and control on the arcade stick isn’t ideal.

Final verdict: Controller or bust if you want to go fast.

Dreamcast: Year Two shipping, HarleQuest! funded, Phantasy Star Collection, Sapphire Hotel - Dreamcast News Round-Up May 2023

Title image featuring a pixel art image of Space Channel 5's Ulala with The Dreamcast junkyard logo and the text "Dreamcast News Round-Up May 2023
Pixel art credit: Xtreme Retro

Spring is now well and truly upon us here in the UK. My central heating has finally been switched off, the nights are drawing out, and the air is alive with the sounds of songbirds, neighbourhood kids, and the obnoxiously loud engines of boy racers. The departure of winter typically does wonders for my mood, but this year my nerves are uncharacteristically shot to pieces as my boyhood football club is flirting with the prospect of imminent relegation. Rather than spend another afternoon anxiously inspecting the league table and fixtures list once again though, I thought I’d try to distract myself by penning a DCJY news round-up. The Dreamcast scene continues to bloom, delivering a bountiful harvest all year round, and there are some vigorous green shoots sprouting up too which are likely to bear fruit later in the year. So, dear readers, settle down, get comfy, and feast your eyes upon all the latest from the world of the Dreamcast.

Homebrew Happenings


The Dreamcast has long been blessed with a dedicated cast of coders who love nothing more than cooking up homebrew offerings of all shapes and sizes. The degree to which homebrew efforts have extended the console’s software library and capabilities is truly remarkable and the selfless souls who deliver these goods deserve our thanks (thank you!).

Lately it seems that Ian Michael’s Teenage Mutant Ninja Turtles: The Cowabunga Collection has become a trend-setter, as several other ‘collection’ type projects are now in the works. First of all is Ian’s own follow-up, a Phantasy Star collection, which allows the classic Master System, Game Gear and Mega Drive titles to be played on the Dreamcast in seamless fashion, complete with a menu system that pulls everything together, and extras such as separately playable soundtracks and videos. Sega produced a package of this sort for the Saturn, but its release was limited to Japan. If Ian’s previous work is anything to go by, then we anticipate that this follow-up will be well worth your attention.

Cover image for the Phantasy Star Collection for Dreamcast.
Cover image for Ian Michael's Phantasy Star Collection created by 'caruse'.

Shindougo has joined Ian in flaunting their chops in the DC homebrew collection space too, releasing Castlevania and The Simpsons collections in December and April respectively. Neither of these franchises ever saw official representation on the Dreamcast - exclusive titles were in development, but never made it past their fledgling stages. Leaked builds of both are available but are pretty bare bones. Those who want to scratch that itch they’ve been having for a Castlevania or Simpsons experience on their little white box should check out Shindougo’s releases, both of which are available via the links posted above. Video demonstrations of these collections have also helpfully been produced by friend of the Yard, gamesreup.

Screenshot of Hydro Thunder working in VGA mode.
Hydro Thunder working in VGA mode, as shown by Derek Pascarella (ateam).

Another homebrew project of a different ilk has also surfaced in recent weeks. Dreamcasters who have (justifiably) clung to VGA as their preferred video output option will be pleased to hear that TapamN appears to have delivered a method for playing virtually any DC game via VGA. Until now there have been a few dozen games that have stubbornly resisted efforts to force them into outputting VGA, but thanks to the elbow grease of TapamN, a comprehensive solution seems to be at hand. TapamN first demonstrated the new patching method in action with Bangai-O. A frenzy of further contributions have quickly followed from others within the community demonstrating that the method works for games such as Airforce Delta, Deadly Skies, and Hydro Thunder. A full list of the VGA patches created by TapamN are available on the console mods wiki.

Online Optimisations

Putting your Dreamcast’s modem to work really should be mandatory. If you aren’t swimming in the warm crystal-clear waters of the console’s online capacities then you are missing out - especially so, given that the experiences available keep expanding.

Screenshot of the Crazy Taxi 2 website replay upload function.
Hey hey hey, it's time to upload some CRAZY replays. Crazy Taxi 2 website screenshot courtesy of Xiden.

In mid-April, Xiden announced that the replay upload function of the Crazy Taxi 2 website has been revived. Now, as if it were 2001, that means you can upload replays of your lucrative fare-maximising runs, and find out how paltry they are in comparison to those of your compatriot taxi drivers by downloading their replays. Baggy jeans are recommended for the fully immersive turn-of-the-millennium experience. All you need to know can be found in Xiden’s Dreamcast-Talk post.

In other online news, Johne, a stalwart of Brazil’s DC online community, has launched a Dreamcast Now Android phone app. Dreamcast Now, of course, being the website that provides a live summary of who is currently online on their Dreamcast and what game they are playing. With the app, users are able to set a variety of notifications for different events, including when designated friends have come online, and when favourite games have currently active players.

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

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

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

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

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

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

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

Radirgy De Gojaru! - Radirgy's Terrible 3DS Spinoff

The cover character of Radirgy on a 3DS screen

Ah, Radirgy. One of a handful of high-quality shoot 'em ups developed by MileStone Inc. to grace the Dreamcast in Japan, Radirgy boasts a colourful cel-shaded anime style, and a ridiculous plot that follows a protagonist who is allergic to radio waves. It's as Japanese as these shooters come, really, and I bloody love it. Radirgy has enjoyed a quiet cult following over the years, and has received various sequels and offshoots.

A few years ago, I was browsing Wikipedia (as neurodivergent gentlemen like myself tend to do), when I discovered that, sometime in 2014, Radirgy came to the 3DS. "Wow!" I probably thought to myself, "Handheld Radirgy! I need this right away!" When I investigated further, I sadly discovered that it was only available for purchase on the Japanese 3DS eShop, and there was no way for me to access that on my European region locked 3DS (thanks, Nintendo).

A meme where Sonic is showing Tails his hacked 3DS
Credit: Depressed Sonic

Roll on March 2023, and the 3DS eShop was about to shut down for good, with its final day being the 27th of March. The Wii U eShop has now also shut down too; news I'm sure was received with a resounding whimper (no, it doesn't matter how many times a day retro Twitter tweets it, the Wii U is not "the next Dreamcast"). In this hustle and bustle, I learnt about a certain homebrew application that aims to collect and preserve 3DS eShop games, applications and DLC from many different regions - something which Nintendo clearly has no interest in facilitating (thanks, Nintendo). Using a Wi-Fi connection, the app granted me the ability to download any of this content for free, straight to my hacked 3DS that has the means to install .cia files.

As the app collects games from various regions and bypasses any region locking on your console, I immediately headed to the Japanese section, and lo and behold, there is was: Radirgy De Gojaru!. A moment later, it was downloaded onto my 3DS.

Screenshot of the main menu for 'Radirgy De Gojaru!'
Screenshots taken with Luma3DS.

I booted up the game, and everything looked good at first. The startup menu screen featured the same bouncy electronic music and flat, 2D graphic stylings indicative of Radirgy. But this positive first impression all came crashing down when I actually started the game...

What I was playing looked liked Radirgy. It sounded like Radirgy. I was in control of a ship in a cel-shaded world, shooting at a painfully slow trickle of approaching enemies with the A button, or hacking at them up close with the sword by using the B button. For some reason, though, the background wasn't scrolling. Isn't your ship in Radirgy supposed to gradually move through a variety of constantly changing locales? Instead, I was just locked to a single static background, one which featured nothing exciting; just a load of trees and a grey building at the bottom of the screen. I thought at first that I was playing a tutorial level or something, but no matter how long I played for, this scenery never changed.

Screenshot of 'Radirgy De Gojaru!' on the 3DS
On the 3DS' touchscreen, amongst a variety of icons, I could select one of four different weapon options: a wide shot, an x-shot, a shot that shoots from both the front and sides, then finally, the "sword" option, which would make the sword attack more powerful than the bullets I was shooting. While I could freely switch between these options, doing so was weirdly unresponsive, and I often found myself having to hammer the touchscreen just to register my choice. Turns out I needn’t have exerted myself so much, as I soon figured out that just sitting at the bottom of the screen and mindlessly spamming the default wide shot takes care of oncoming enemies with ease. It didn’t take me long to decide I’d had enough. What on earth was I playing?

For you see, dear reader, this game was, in fact, not a port of MileStone's shmup for the 3DS (which is something I would've known if I'd spent just a few minutes with Google), but instead a small, eShop-exclusive spinoff game. Think something in the same vein as DSiWare or PlayStation Minis. This release was not developed by MileStone, but by Klon Co. Ltd., a company formed by ex-MileStone employees after the company closed due to the president getting arrested for violating Japan's Financial Instruments and Exchange Act (he was being shady with money, basically). Klon acquired the rights to previous MileStone properties, and this title, Radirgy De Gojaru!, was released as a result of that.

Screenshot of 'Radirgy De Gojaru!' on the 3DS
I'd love to give you a better variety of screenshots. But this was all the game had to offer!
So Klon had the Radirgy license, and they produced... this? Radirgy is beloved for its high energy and zaniness, but what they created here is frighteningly dull. I'm not sure what "Radirgy De Gojaru!" translates to in English, but I can only imagine it means something like "Radirgy: Shed Defender!" Because that's all you do here. Defend a shed. Or a bunker. Or whatever the hell the grey cube at the bottom of the screen is. The game is basically one of those old flash tower defence games with a Radirgy skin, although even those flash games were more enjoyable than this… and they ran better too. I hate to say it's true, but even on my New Nintendo 3DS (the more powerful, upgraded 3DS) this game suffers from slowdown. When the larger enemies are on screen and bullets are flying, the game chugs. Badly. Not even Ryo Hazuki running through Pigeon Park on a rainy day had frames dropping like this.

Screenshot of the scoreboard on 'Radirgy De Gojaru!'
Believe it or not, this wasn't Klon's only game for 3DS to feature a previous MileStone license. They also released a spinoff of Karous, called Karous: The Beast of Re:Eden, which was actually a more fully-fledged release, featuring multiple levels and modes. It even went as far as to receive a physical release, exclusively in Japan. While I haven't played this one myself, I did find a very informative video about it by Briareos Kerensky, and, despite Klon's best efforts to flesh it out a bit more, Karous: The Beast of Re:Eden is pants too.

Klon folded in 2016, before being succeeded by RS34, Inc., who went on to release the excellent Radirgy Swag for Nintendo Switch in 2019, which is a much more faithful Radirgy title. If you're really looking for a portable Radigy experience, I'd probably just go play that instead. Or, for the diehards, there will always be the original on Dreamcast...
Photo of Radirgy for the Dreamcast

Have you played Radirgy De Gojaru! before? Had you even heard of it? Let us know in the comments below, or by dropping us a line on one of our various social media pages.

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HarleQuest! - A new 3D Dreamcast Game launches on Kickstarter!

HarleQuest! Kickstarter artwork
A game that I know myself and the other members of the Junkyard team have definitely been excited for is HarleQuest!, which started its life as a prototype called Dungeon Ross for a Global Game Jam event that was held back in late 2016 in Dundee, Scotland. The developers were a two-man team made up of Ross Kilgariff (also known as ross.codes) and Alastair Low (of LowTek Games). We covered a more fleshed-out build later in 2017, and it was looking mighty impressive, even back then.

Since those days of yore, Ross went on to  work on contract with LowTek Games, porting Alistair's NES games Flea! and Tapeworm: Disco Puzzle to the Dreamcast, both of which have gone on to be regarded as DC indie staples in their own right. This gave Ross a taste of the process of bringing a new game to the Dreamcast, and along with being introduced to WAVE Game Studios (who re-released Flea!), it also inspired him to turn his and Alastair's 3D prototype into a new independent game!
Dungeon Ross being demoed
Dungeon Ross being demoed
We've been following along with Ross' development progress on Twitter for quite some time now, and it's fair to say the footage of HarleQuest!'s work-in-progress gameplay has never failed to wow us. While we champion Dreamcast indies of all shapes and sizes here at the Junkyard, there's nothing quite like seeing a fantastic-looking 3D game for our little box of dreams, and HarleQuest! is exactly that. This top-down roguelike dungeon crawler boasts a distinctive style too, with character designs that almost hark back to games like MediEvilJersey Devil (does anyone remember Jersey Devil? No one?) or 40 Winks. With all this going for it, no wonder we were buzzing to learn it was coming to Kickstarter on April 1st.
HarleQuest artwork of its main character
And no, before you say it, this isn't an April Fool's prank. On this wretched day of fools (which has only been amplified to insufferable levels by the very internet with which I am beaming you this very information), I am happy to tell you that HarleQuest! has launched on Kickstarter, with a goal of £11,250. Let's take a look at it.

The game's pitch reads as follows: 
"HarleQuest! is a tough-as-nails roguelike with technical combat, randomised dungeon layouts and tons of weapons and loot! Combat encounters require precise control and care, enemies lurk around every corner and bosses guard your only exit. Death is permanent. This is not a game for the faint of heart.

"The unlikely hero of our story is Estienne, a jester who has been thrown into the dungeon by a cruel and capricious king. He must run, spring, tumble and sneak his way through the twisted depths below the castle. Can you help Estienne regain his freedom and put an end to the King's tyrrany?

"Go it alone, or invite a friend to play couch co-op!"
Working on versions for both Dreamcast and PC, Ross states that with the help of backers, he can take HarleQuest! from being a "simple, fun" game, to a "fuller,  more feature-packed" title, and potential stretch goals of £15,000 and £20,000 even hold the promise of digital versions for the Nintendo Switch and PlayStation/Xbox respectively. Ross' goal is to deliver the game by October 2024.

But we're here for Dreamcast, and with the help of WAVE Game Studios, HarleQuest! can be delivered to our doorsteps in the professional, high-quality DC packaging that WAVE are very much known for. This means proper pressed discs (CD-ROMs) that are region-free, a full colour instruction manual, and your choice of EU Blue, US White or JP Orange theming in a standard CD jewel case. To get yourself this physical Dreamcast release, the lowest you'll be paying is £35 (excluding postage), although a genuine EU PAL case “upgrade” is on offer for the purists at an additional charge of £10.
A photo showing a Dreamcast controller, keyboard, and two versions of the physical HarleQuest! Dreamcast game
A lower tier that includes both digital versions (Dreamcast and PC) is available, for those who run ODEs, etc. There is also a £10 "goodies pack" tier, which gets you an enamel pin, a sticker and badge pack, as well as an embroidered patch (to sew onto your battle jacket, of course). It doesn't get you the game by itself, but could definitely be added onto the physical game tier to get you some extra goodies.
HarleQuest! gameplay footage showing the main character about to fight a hoard of skeletons
If you're looking for the real deal stuff though, look no further than the collector's and developer's editions. Including the physical Dreamcast game, the collector's edition includes a metallic print inlay, enamel pins, stickers, badges, an embroidered patch, a branded beanie (to wear while you rock your HarleQuest!-branded battle jacket), a personalised letter of thanks from the developer, as well as the ability to help "shape the game as it’s being developed". This basically means people who back this tier get priority on the feedback and ideas they share with the development team. 
HarleQuest! gameplay of the main character fighting a knight
The developer's edition includes everything from the collector's edition, but also grants you full access to the game's source code, art files, audio files and tools, as well as a copy of the game's design document with extensive details on every aspect of the game. This edition would also grant you permission to distribute a modified version of the game on the HarleQuest! website (non-commercial), and it even says that if you do make something great with the HarleQuest! assets, engine, etc., Ross would maybe consider it for a commercial release! Let's hope this could be the start of more special things to come from the Dreamcast indie scene.

Wrapping up these two editions, if the campaign reaches a stretch goal of £25,000, vinyl figures of in-game characters will be added to them! This would be really awesome to see, and I sincerely hope the campaign can reach this stretch goal.

If you want to try the game before you back the Kickstarter, Ross has released a demo .CDI which can be burnt onto a CD-R or put on an ODE. In this demo, you have to defeat all the enemies in each room to win! You can download the demo here.

Finally, and this is the most important bit: we have until Sunday the 30th of April to get this Kickstarter fully backed (and reach those stretch goals), so in order to get that "fuller, more feature-packed" version of HarleQuest!, the Dreamcast community will need to get backing! Again, you can back the Kickstarter here.

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!

Hands on with C-Smash VRS

You may recall a recent post here at the Junkyard in which I was somewhat apathetic towards Cosmic Smash, the painfully stylish retro-futuristic squash-cum-Breakout NAOMI port that graced the Dreamcast during its final days as a living, breathing platform. The point of that post wasn't to bash Cosmic Smash though; it was to point out that a reimagining of Sega Rosso's quirky, super-niche bat-and-ball 'em up was being worked on for the impending Sony PlayStation VR2. Since then I have been lucky enough to be invited to sample this title - C-Smash VRS - for myself. 

While my lukewarm opinion of the inspiration for C-Smash VRS hasn't really changed (indeed even contemporary reviews - of which there are precious few - weren't overly gushing), I would now like to explain why this pseudo sequel to Cosmic Smash is probably about as close to a next-gen Dreamcast game as we're likely to see for some time.

The fridge had backup.

In order to sample C-Smash VRS, I travelled to the fair city of London and to a rather nice venue called Icetank in the trendy Covent Garden district. In retrospect, the venue couldn't have been more appropriate, with its minimalist whitewashed rooms and open spaces plastered with the familiar lurid orange concentric 'C' motif. 

If a venue was ever going to be perfect for showing off a game like C-Smash VRS, Icetank is surely it. Well, unless there's a retro-futuristic space station available for hire somewhere. The open plan nature of the venue lent itself well the multiple PS VR2 systems set up; I can only imagine the carnage which could have ensued if there had been tables full of drinks and food dotted about the place as idiots like me jumped and waved their arms and hands around while wearing a VR headset. 

Her Converse are better than mine.

Fittingly, an original Cosmic Smash arcade cabinet was positioned out of harm's way in a corner - a cabinet I naturally had to play on and which belongs to C-Smash VRS game director Jörg Tittel. I understand this particular cabinet was originally housed at Sega World in London's long lost Trocadero entertainment centre, and the story goes that if you listen closely to the speaker grill at night you can still hear the frantic pulse rifle fire and screams of the colonial marines from Alien War, trapped forever like tormented, ethereal echos of the past. Actually, I just made that up. Hudson, run a bypass. What? Where am I?

A Cosmic Smash arcade cabinet sat quietly in the corner, minding its own business...
So I played on it. Note my inferior Converse.

Props must go the PR agency 4media group for their running of the C-Smash VRS preview event, and also to Lost in Cult for their production of the rather nice Cosmic Smash themed press kits that were handed to attendees. Full disclosure here though - I was invited to the event by my Dreamcast Junkyard colleague Andrew Dickinson, who also heads up the gaming periodical [Lock-On]...which is produced by Lost in Cult. So yeah, now that little disclaimer is out of the way, let's get down to business: C-Smash VRS is a fucking disaster of a game. What were they thinking?! Of course, I jest.

I can't believe Edge is £6.50 now. It was 75p last time I bought it. Inflation in action, folks.

No, from the small snippet I played of RapidEyeMovers and Wolf & Wood's reimagining of Toshiaki Miida et al's original vision, I can honestly say I was left thoroughly impressed by the experience. This is in no small part due to the fact that the Sony PlayStation VR2 is undoubtedly one of the most impressive pieces of consumer hardware I've ever had the pleasure of sampling; but then that's probably to be expected considering the price of the thing. I've already moaned about that though, so I'll spare you the sob story again here.

Why won't they...play with me?

As this was a preview event, only two modes (three if you count the two player versus mode) were available from the C-Smash VRS main menu - a tutorial and a practice mode. Both in theory make sense in the modern era, especially since VR controls do take a bit of getting used to if you're unfamiliar with how they generally work. After a fairly intuitive calibration (where you're invited to reach out and grasp a small cuboid doodad), you get into the game. 

Faster Than Speed: A closer look at the Atomiswave Need for Speed: Underground clone

Alongside the recently covered Maximum Speed, Sammy's 2004 street racing title Faster Than Speed represents one of only two racing titles released for the Atomiswave arcade platform. Faster Than Speed differs from its stablemate in that it is a street racing title with an emphasis on high stakes, blink-and-you'll-miss-it, one-on-one vehicular duels through neon soaked city streets; in stark contrast to Maximum Speed's more traditional, reality-based stock car racing shenanigans.

Now, while it's quite clear that Sammy plundered Sega's own back catalogue when searching for inspiration for Maximum Speed (it doesn't require a PhD in the field of 'looking at stuff' to see the similarities between Maximum Speed and Daytona USA), the inspiration for Faster Than Speed is - checks notes - unequivocally Electronic Arts' phenomenally successful 2003 underground street racing title Need for Speed: Underground. A game that was released a year earlier than Faster Than Speed and which also offers high stakes, winner-takes-all races in highly tuned import vehicles, through perpetually dark (but beautifully lit) city streets, parks, boardwalks and other civic areas not really designed to be driven through at 100mph.

It's true that other night-themed racers existed in this period (Midnight Club springs to mind), and there were some small, independent art house movies that also touched on the topic at the time, but for me there is no other title that is as heavily borrowed from than Need for Speed: Underground when it comes to the aesthetic or the general demeanour that Faster Than Speed is trying to exude. Hell, even the name is a sort of side-eyed reference to EA's title - they may have the need for speed, but we're faster than speed! 

It's a subtle touch (almost as subtle as Bizarre Creations naming its flagship Xbox racing series after Gotham City in reference to Metropolis being cited in the title of its Dreamcast prequel); yet it is enough to corroborate my suspicions that yes, Faster Than Speed was plopped out by Sammy to cash in on the massive popularity of Need for Speed: Underground. And those small movies about cars that nobody saw. Cough.

Naming and visual conventions aside though, there's precious little else within the Faster Than Speed package that compares favourably to Need for Speed: Underground. That's because, well, Faster Than Speed is (whisper it) a bit naff. Before anyone leaps down my throat I want to qualify that the work done by such amazingly talented people as megavolt85 et al over at Dreamcast-Talk is the reason that Atomiswave games are now able to be played on the Dreamcast console. 

The Atomiswave is about as esoteric and rare as forgotten arcade platforms get, and due to that fact, the vast (vast) majority of people will have either never heard of the system; and even fewer outside of either the arcade collecting scene or - more recently - the Dreamcast scene will have ever had the opportunity to play many of the exclusive titles. Faster Than Speed is one such Atomiswave exclusive and that we now have the ability to sample these uncommon titles is a testament to the devotion of the Dreamcast community in bringing such long-lost games back to the fore. Even in light of the impressive resurrection of the Atomiswave library though, we mustn't turn a blind eye to mediocrity...which unfortunately is exactly where Faster Than Speed conks out.

As stated, Faster Than Speed was released in arcades in 2004. There appear to be two variants of the cabinet made available - both of which seem to be quite rare, according to the user ratings over at the International Arcade Museum. The first is an upright arcade cabinet with a steering wheel, pedals and the kind of bench seat that looks like it would cause irreparable damage to your arse after too long sitting on it; while the other is a sit-down model with a proper racing bucket seat (see the flyer below for details). 

An intriguing sidenote about this system though, is that the documentation (available on an archived snapshot of the Sega Amusements website) makes reference to several update kits, whereby arcade operators could install Faster Than Speed Atomiswave hardware, buttons and marquees in cabinets that previously housed such iconic racers as Rush: The Rock, Cruisn' USA, and even Ridge Racer (the upright cab, not Ridge Racer Full Scale).

The rear of the Faster Than Speed flyer (Image credit: Sega Amusements)

Taking even a cursory glance at the promotional materials for Faster Than Speed, it's quite evident that Sammy was positioning the game as a multiplayer-first experience; the operation manual explains how to go about activating the hidden 'Head 2 Head' mode, whereby two cabinets must be linked together via the optional router and then the Head 2 Head mode be switched on in the Atomiswave system menu. By default, this option is set to off. So what option is there for the arcade proprietor who only owns a singular cabinet? Four player alternate mode, of course!