The Dreamcast Junkyard's choicest cuts and hottest takes of 2021

We close our eyes, and the world has turned around again. We close eyes and dream, another year has come and gone. So wrote the talented 16th century poet Allister in his priceless first folio. Ancient as these words may seem, they ring true even today, and here we are. It's approximatley 365 days since our last review of the year 2020 and we are back once again for the renegade master with another review of the past twelve months here at The Dreamcast Junkyard. 

Twelve whole months of reviews, news, podcasts and features; and we thought it only right to round them all up for your ease and enjoyment, just in case you missed some of them. We know you have busy lives, San Diego. Personally I'd like to say a huge thanks to the entire team here at the 'Yard, to the developers and community that still endeavours to create really awesome Dreamcast software/news content; and also to you - our readers - for continuing to visit and make what we do here worthwhile. Anyway, here's some curated highlights from 2021...

Reviews

  • Intrepid Izzy - Lewis took a look at Senile Team's awesome action-platformer, declaring it a rather special experience that all Dreamcast owners should own.
  • Xenocider - Tom cast a critical eye over Retro Sumus' years-in-the-making 3D into-the-screen shooter, decreeing it to be the Sin and Punishment homage we all deserve.
  • Drascula: The Vampire Strikes Back - Mike took a look at this less than spectacular release that seemed to slip under many a radar.

Retrospectives

  • Surf Rocket Racers - James dipped his toe into the waters of Crave Entertainment and CRI Middleware's jet-ski racer, and found it to be quite a pleasant experience if not a Wave Race beater.
  • Stunt GP - RC vehicles tearing around locales strangely devoid of any human life? That's Stunt GP and Tom rather liked it.
  • Bang! Gunship Elite - Some see it as Starlancer's poor relation, but Bang! Gunship Elite is a decent space shooter in its own right. Find out why here.
  • Q*Bert - One of gaming's most well-known and foul-mouthed characters made an appearance on the Dreamcast, but was it really worth the effort?
  • Taxi 2 - Derek Pascarella released an English language translation of the French exclusive Taxi 2 earlier in 2021, and James decided it was time to take a fare in this elusive movie tie-in.
  • Wetrix+ - Earthquakes and torrential rain are the name of the game (poetry?) in this Dreamcast remaster of the Nintendo 64 puzzler...but is it worth a punt?
  • European Super League - One of the Dreamcast's numerous PAL-exclusive soccer titles, we thought it was a good time to take a look at Virgin's poor effort in the wake of the collapse of the real-life Super League.
  • F1 World Grand Prix II for Dreamcast - Tom did a few laps with Video System's Dreamcast F1 sequel, and included a potted history of the series too.
  • Sega Extreme Sports - James decided it was high time to catch some radical air with Innerloop's extreme sports title, and found the time to chat with the studio's CEO Henning Rokling, too.
  • UEFA Dream Soccer - At the other end of the footballing spectrum to European Super League, UEFA Dream Soccer is perhaps the finest recreation of the beautiful game on Dreamcast...for now at least.

Features and News

Interviews

  • Out of Print Archive - Andy and Neil, curators of the Out of Print Archive dropped by the Junkyard to discuss all things gaming magazines of yesteryear. In this revealing interview we covered the origins of the Out of Print Archive, the ingestion process and how the team decides which magazines should be preserved digitally.
  • WAVE Game Studios - Daniel from WAVE Game Studios stopped by to tell us about the origins of the newest publisher of indie Dreamcast games, and how they hope to kickstart a renaissance of Dreamcast physical game releases on store shelves.

DreamPod episodes

All of our podcast episodes can be found on your favourite 'podcatcher,' or simply by going to our Buzzsprout site here. Alongside our usual chaos, we did have some great guest epsiodes in 2021 and those are detailed below.

  • DreamPod Episode 87: Caspar Field - Former editor of Dreamcast print magazine DC-UK Caspar Field joined the DreamPod team in January to speak about his memories of the magazine and how it all began; the short lived Mr Dreamcast magazine project; and Caspar also recounted his experiences working in game development.
  • DreamPod Episode 88: Video Game Esoterica - Game preservationist extraordinaire Anthony Bacon, of YouTube Channel Video Game Esoterica, joined the DreamPod to speak about Dreamcast oddities, Kenji Eno's D2, and his own quest to educate the world on the fate of the 3DO M2.
  • DreamPod Episode 90: Dreamcast in 1999 - The Dreamcast Years podcast crew joined the DreamPod for the first of 2021's crossover episodes, this time to talk about the Dreamcast scene in 1999.
  • DreamPod Episode 91: Dreamcast in 2000 - Once again co-hosted by the Dreamcast Years crew, the second crossover episode of the year focussed on Dreamcast and wider pop culture in the year 2000.
  • DreamPod Episode 93: Dreamcast translations - The DreamPod welcomed stalwarts of the Dreamcast fan translation scene Derek Pascarella and Burntends to talk all things Sakura Wars Colmuns 2 and the wider efforts by the translation community.
  • DreamPod Episode 100: Peter Moore & Listener Questions - For the momentous occasion marking 100 episodes of DreamPod, the crew answered listener questions; but also welcomed former SEGA of America president Peter Moore onto the show to talk about his history with the Dreamcast.

Videos

You may already know that we have a YouTube channel, but we also have a Twitch channel too so be sure to check that out. On our YouTube we regularly hold livestreamed discussions (lovingly titled 'bookclubs'), and below you'll find links to some of these Kev-hosted video chats.


Things we were asked not to feature because we're 'content thieves, and everybody in the Dreamcast community knows it'

  • Castlevania Resurrection


Once again, thanks to you for reading, listening to and watching our Dreamcast related nonsense over the past year (well, past 16 years!). If you'd like to support what we do, you can do so at Buy Me a Coffee. Please also feel free to join our Discord and get involved in the chat.

Remember to stay safe, stay cool, keep Dreaming and stay tuned in 2022 for even more of the same.

Blue Stinger: On a Hello Market Slay Ride


"And when those blue snowflakes start falling

That's when those blue memories start calling

You'll be doing all right

With your Dreamcast of white

But I'll have a blue, blue, blue, Blue Stinger"

- Elvis Presley, or a Vegas impersonator thereof

Every year, I must indulge in a series of holiday rituals before I can even think about getting into the Christmas spirit. First, I’ll string up multicolor lights around my living room. Then I’ll help bring cheer to the folks of Twin Seeds City with a couple runs through Christmas NiGHTS into Dreams. Inevitably, I’ll watch Clark Griswold be an asswart to his neighbor Julia Louise-Dreyfus in National Lampoon’s Christmas Vacation. It’s a process.

With those nostalgic boxes checked, I’ll then turn to more subtle, personal ways of rediscovering the holiday magic. I'll take a simple reprieve from the stressful work season with my puppy. And stuff my gullet with my mom and aunt’s dueling cookie platters. My girlfriend and I also tried hate-watching Lifetime holiday movies until we realized we were just normal-watching them. Shout out to the one about the family's struggling fruitcake company and the one with Reba McEntire, btw. By this point, I’m really starting to feel the Christmas spirit.

Then – when the time is just right – I’ll pop the star atop the proverbial tree: Climax Graphics’ Christmas-adjacent Dreamcast classic, Blue Stinger.

Here comes Santa Dogs, Here comes Santa Dogs...

Whether the Dreamcast fan community regards it as a brilliant cult classic or a survival horror(ible) jankfest, Blue Stinger doesn’t much give a fuck what we think of it. All told, it's an absurd and campy holiday action game that makes my cup runneth over with Yuletide joy.

Driving Strikers announced for Dreamcast!

In a rather unexpected announcement, Luke Benstead and David Reichelt have premiered their upcoming homebrew Dreamcast game Driving Strikers to the world, via a short reveal trailer on YouTube.

Made with the Simulant engine over a period of just six weeks, Driving Strikers very much looks like something Rocket League fans will enjoy when the demo becomes available. As you'll see from the trailer below, the gameplay shows teams of two cars battling to score more goals than the other.

I spoke to Luke briefly to find out what Driving Strikers was all about: "The demo has a single stadium and fixed teams and it's 1-4 local multiplayer. You can choose which side to play for and decide whatever mixture of real players and AI you'd like! You can boost and jump, and matches are currently fixed at 3 minutes for the demo."

This is just the beginning for Driving Strikers however, as the team have more exciting things planned for the full release: "When we expand the demo into a full game we hope to have various game modes and options". Something to look forward to in the first half of next year, for sure!

With the help of other community members, Luke expects the demo will be available to download before Christmas, so Dreamcast gamers can plug in four controllers and settle those family disputes from Christmas dinner with a friendly match or two.

The game looks great and as you can see from the visuals, the stage available has a distinctive festive theme - this really is an early Christmas present to the community and we couldn't be more thankful! Driving Strikers looks like another fantastic example of what Simulant can do after the recent Tunnels demo, and hopefully we'll see plenty more homebrew games take advantage of the engine in the future.

You can watch the full YouTube reveal trailer below:


As soon as we have the download link for the CDI of the Driving Strikers demo, we'll update this article. Thoughts? Follow Luke on Twitter here and be sure to let us know in the comments!

Retrospective: UEFA Dream Soccer

If at first you don't succeed, try, try again. So goes the age old mantra; and try, try again Silicon Dreams did with its Dreamcast reimagining of the World League Soccer franchise. See, Sega Worldwide Soccer as it exists on the Dreamcast is not Sega Worldwide Soccer at all - it is in fact World League Soccer - a totally different game rebranded at the behest of Sega Europe desperate as it was to get a semi-decent footy title onto the Dreamcast. You may be confused as to why I mention Sega Worldwide Soccer here in a retrospective focussed on UEFA Dream Soccer, and this is because UEFA Dream Soccer is the threequel in the Sega Worldwide Soccer trilogy on Dreamcast. Clear as mud, no?

As a follow up to Sega Worldwide Soccer 2000 and Sega Worldwide Soccer 2000: Euro Edition then, UEFA Dream Soccer had a fairly steady, if not spectacular platform to build upon. Those previously mentioned titles were - as alluded to - remasters of sorts of the World League Soccer games from the PlayStation, Saturn, Nintendo 64 and Windows. As standalone titles, they were passable but not really in the same league as the original Sega-developed Worldwide Soccer games from the Saturn. The Saturn titles were an evolution of the Victory Goal series and completely unrelated, and I dare say if Sega had continued this franchise onto the Dreamcast instead of charging Silicon Dreams with taking the baton, then things could have been totally different. But I digress.

Released in 2001 (and previously known as Sega Worldwide Soccer 2001 during development), UEFA Dream Soccer arrived on the Dreamcast to relatively little in the way of fanfare. The stable of pre-existing football games on the platform boasted very little in the way of competiton to the FIFAs and the PESs of the world, and so there wasn't really much buzz around Dream Soccer. The fact that it was released exclusively in PAL territories probably didn't help, either.

The Dreamcast is often cited as a console that has no good football games, and EA's reluctance to bring FIFA to the platform (or indeed support it at all) is usually mentioned when reasons for its failure to gain mass market appeal are discussed. Likewise, the lack of a Pro Evolution Soccer/International Superstar Soccer game is somewhat puzzling when you consider that Konami did offer some decent support to the Dreamcast. So what you're left with if you want some kick-ball action on Dreamcast is a rather threadbare lineup consisting of a collection of titles that range from utterly dire (90 Minutes, European Super League) to average at best (everything else). 

But allow me to contradict my previous statement, because after spending some considerable time re-playing UEFA Dream Soccer and learning its foibles and accepting its flaws, my opinion on it has changed somewhat; I'd probably now go as far as saying not only is UEFA Dream Soccer the best football game on Dreamcast...it's also actually a pretty damn good game of footy in its own right.

Retrospective: Sega Extreme Sports

Sega Extreme Sports, released in 2000 and published by Sega in Europe and Japan as part of their “Sega Sports” series, was one of a multitude of titles in an ever-increasingly popular genre on the Dreamcast. The game’s title clearly wasn’t edgy enough for the US-audience however, and was instead published by Infogrames and simply called “Xtreme Sports” - with an X just to sound gnarly!

As part of this retrospective, I was fortunate enough to have Henning Rokling, then-CEO of Innerloop Studios who created Sega Extreme Sports, provide some fantastic insight into the production of the game. Henning kicked off by saying how impressed they were with the Dreamcast hardware in general, the first console they’d worked with: “As we learned more and more from Sega, we were very impressed with the specs of their platform. We received dev kits prior to the console’s release, and worked closely with Sega Europe and Sega of Japan.”

There are six different disciplines included in Sega Extreme Sports: ATV, Snowboarding, Mountain Biking, Bungee Jumping, Sky Surfing and Speed Gliding. What’s interesting in this game over other similar titles is that each course sees players transition from one discipline to the other. This basically means that after driving your ATV down a muddy or snowy track, you have to smash the A button as frantically as you can as your character runs from the ATV to their snowboard or hand glider to start the next section.

I really liked how this worked and it meant you had a good amount of variety in each course that you played, as each course uses a mix of disciplines coupled together with the transition phase each time. Things can get pretty frantic as you see your 5 second advantage slip away as you fumble your transition onto your mountain bike!

It is fair to say that some disciplines are a little more enjoyable to play than others. Driving the ATV is great fun and I honestly think they could’ve made a game just from this mode with some longer tracks. But I think it’s snowboarding that gets my ultimate seal of approval. It looks gorgeous and is great fun to rack up the tricks along the way down the slope as you race to the finish, which in turn give you a replenishment on your turbo meter. None of these different disciplines are perfect by any means and some, like bungee jumping do feel a little tacked on, but it’s nice to have quite a bit of differentiation between them.

Graphically, Sega Extreme Sports is a smart looking title. Both the terrain and character models are all very detailed and it is certainly one of the better looking, more realistic games on the Dreamcast. Despite this, I have to comment on the strange texture-warping that goes on as you make your way through the stages. It’s not something I’ve seen in many other Dreamcast games but it can be pretty distracting when you’re in a cave and it looks like all of the walls are moving!

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.

Shadow Gangs (Dreamcast Edition) hits Kickstarter!

Good news! Everyone's favourite 80's inspired side-scrolling beat 'em up Shadow Gangs has finally hit Kickstarter! I say finally, because Shadow Gangs for Dreamcast has been a long time coming - news of it coming to the Dreamcast can be found as early as 2016. Since those first murmurings of a Dreamcast port, Shadows Gangs released to Steam and Xbox in 2020, with a Switch port following at the beginning of 2021 - to almost universally positive reviews. 

More recently, developer JKM Corp teased us with a clip of the port we've been waiting for running on a Dreamcast, with news that the Dreamcast version was pretty much finished, and a Kickstarter would be on its way soon. Well it's now here, with options for both digital and physical editions available.
But JKM Corp isn't just giving us any old version of Shadow Gangs, oh no. Considering the game's pretty obvious Shinobi influence, it is only right that Shadow Gangs would come to a Sega console with a bang.

According to the Kickstarter campaign, the Dreamcast version will have 7% more vertical resolution compared to other versions, and will also feature controller rumble - a feature exclusive to Dreamcast. The game will also benefit from its later release date in the sense that certain features will be tweaked in this version thanks to the feedback of fans who played the PC and console original, making it more accessible to everyone. Listening to fan feedback will always get a thumbs up from us.

For those looking for a more ass-kicking experience though, multiple difficulties will be available, including the absolutely ridiculous Crimson Ninja mode. Shadow Gangs may well become the Dark Souls of Dreamcast beat 'em ups. Dark Gangs? Sorry.
 
There are many perks for backing at different tiers, including a hefty collector's edition that comes with an artbook and a shirt, as well as a load of other collectable items. To get a physical Dreamcast release though, you'll need to stump up £45 or higher.

There are also some stretch goals, including a re-recorded soundtrack with a full band, PS4 and PS5 versions, and the promise of a sequel if the funding reaches the required levels.

Regardless, we're excited to see yet another new game come to the Dreamcast, and that it is one with such a pedigree is hugely exciting. Head over to the Shadow Gangs Kickstarter here to pledge your support.

Bounty Hunter Sarah: The Capcom Dreamcast Game You Never Knew About

Ask any Dreamcast fan about Capcom's legacy on the console and you'll be told that good old Cappy are probably as synonymous with the box of dreams as even Sega themselves. Then, if you asked those same fans what kind of games they'd associate Capcom's mighty stint on the Dreamcast with, they'd most likely tell you "fighters", maybe even shoot-em-ups or survival horror. No one, and I repeat, no one would respond: "a text-based near future crime thriller featuring a digitised actress".

Bounty Hunter Sarah: Holy Mountain no Teiō was released onto the Dreamcast and PlayStation on the 24th of May 2001. Published by Capcom, this Japanese-exclusive "sound novel" (more on that in a moment) was developed by Flagship, a fresh-faced independent studio founded by ex-Capcom developer Yoshiki Okamoto. With funding from Capcom, Nintendo and Sega, Flagship would develop or assist with the development of games from huge franchises such as Resident Evil, Kirby and The Legend of Zelda, before sadly closing its doors in 2007. Bounty Hunter Sarah was Flagship’s first and only original IP, with its big selling point being that its plot was written by the same scenario writer as Resident Evil 2, Noboru Sugimura, who had also left Capcom to be part of Flagship.

The staff of Flagship at a 2001 presentation

The game's plot takes place in the year 2060, and revolves around Sarah Fitzgerald, a bounty hunter who roams the crime-ridden Neo Tokyo with the goal of assassinating a notorious mafia boss known as the "Lord of the Holy Mountain". The game's action-packed opening cinematic sets this all up really well, with plenty of flashy stop-motion spy stuff and enough explosions to make Michael Bay blush. But then when you start a new game, all that energy witnessed in the intro suddenly takes a turn as you soon realise that Sugimura's plot is told in the form of a "sound novel," a type of game fairly similar to a visual novel. For those not in the know, visual novels are...well, novels that are visual

Some would argue that they aren’t really games due to them essentially being flashy reading exercises, with little interaction required from the player other than to progress countless paragraphs of text with a single button and, in the case of the most common type of visual novel, have them occasionally select a choice. Despite their text heavy nature, they still include plenty of varying background scenery and colourful characters (usually anime-style) to accompany the stories being told, and often feature plot lines that can devolve down branching paths to multiple endings, leading some to liken visual novels to interactive choose your own adventure books. Sound novels, on the other hand, while still including a decent helping of artwork, often have it serve as a backdrop to screens filled with text, with the game instead relying more on sound effects and music to immerse the player into the plot taking place (source). 

Yeah Yeah Beebiss II now available for Dreamcast

If the title Yeah Yeah Beebiss I means anything to you, you'll love this little news snippet. If you're wondering what the hell I'm blathering about, the mystery of Yeah Yeah Beebiss I is a totally fascinating trip down a rabbit hole of copyright traps, misunderstood language translations, fabrications of the truth...or all of the above

In a nutshell, it's the story of a strange Nintendo Entertainment System game which is considered to represent one of the greatest gaming mysteries of all time, and which prompted a years long search for a title that many people were convinced didn't exist. I would implore anyone with even a passing interest in this flavour of gaming oddness to visit YouTube and watch any of the amazing videos on the topic, including this one from LSuperSonicQ, or this one from All Things Lost which does a damn fine job of explaining the whole saga as well as offering a solution to the mystery.

In a rather excellent twist on this strange tale, YouTuber and retro gaming tinkerer John Riggs has released a 'sequel' to Yeah Yeah Beebiss I - titled Yeah Yeah Beebiss II - for both the NES and the Dreamcast. As announced over on his Twitter account, you can purchase a limited edition copy for the Dreamcast by visiting John's store here

There's not a great deal of info on the game available at the time of writing, with only a single screenshot released; but once John releases a video on it (or one of us here at the Junkyard manages to get hold of a copy) we'll update this news piece or post a full review. To be honest, it would be a brilliant meta twist if this whole thing is a complete hoax and Yeah Yeah Beebiss II turns out to be just as mysterious and nonexistant as the prequel. It's more likely that Yeah Yeah Beebiss II does exist though (is there such a thing as being too meta?), and it's great to have yet another new title released for the Dreamcast.

Check out the Yeah Yeah Beebiss II store page here, and visit John Riggs' YouTube channel here.

Update - looks like it's now sold out for Dreamcast, which makes the title of this post fake news. Sorry folks :/ 

Update 2 - Yeah Yeah Beebis II will now be published by UK publisher WAVE Game Studios and is available for pre-order now, priced at £24.99. It is expected to ship in January 2022, which is awesome!

Retrospective: F1 World Grand Prix II for Dreamcast

For a console that lived and died in such a relatively short span of time, the Dreamcast sure did rack up a veritable bounty of top class racers. No doubt if you're a fan of either the genre, the Dreamcast, or both - as I am - then you don't need me to list the big hitters here. If you're not au fait though, rest assured that if you're new to the Dreamcast and you're partial to navigating large, wheeled boxes down tarmac lanes at wholly ridiculous speeds, then you're in for a treat.
As a sub-genre of racing games then, the Formula 1 fan is equally well catered for when it comes to the Dreamcast library. There are no less than 5 separate F1 titles on the platform (well, 6 if you count Spirit of Speed, but in truth that's barely a game; and 7 if you count Super Speed Racing / CART Flag to Flag), each offering its own unique take on the real world motorsport and we have covered them all - albeit briefly - here at the Junkyard in the semi-distant past. But in this retrospective I wanted to focus on the game many aficionados consider to be the pinnacle of F1 racing on the Dreamcast, and also a title - it turns out - which has a fairly interesting origin story and an equally curious legacy: F1 World Grand Prix II for Dreamcast.
Before we even attempt to discuss the game's many positives and numerous failings, I think it is worth investigating the history of the F1 World Grand Prix franchise, and the enigmatic firm behind it - Video System. Video System Co Ltd was a Japanese developer and publisher that began putting out games in the 1980s in both the arcades and on home consoles such as the TurboGrafx-16 and Nintendo Entertainment System. Video System's foray into the world of F1 games began in 1991 with F1 Grand Prix on the Super Nintendo and in arcades; and this game spawned two sequels - F1 Grand Prix: Part II and Part III in 1992 and 1993 respectively.
F1 Grand Prix: Part II is playable on MAME
It was in 1998 that the series was rebooted as F1 World Grand Prix for the Nintendo 64, a game which was developed in partnership with a studio called Paradigm Entertainment. It's here where things start to get interesting, as the Nintendo 64 game and its 1999 sequel (F1 World Grand Prix II) are completely separate titles to the games that made an appearance on the Dreamcast, and they share very little other than a name. The Dreamcast version of F1 World Grand Prix was developed in-house by Video System, and received the suffix 'for Dreamcast,' simply to differentiate it from the Nintendo 64 version.
The N64 version of F1 World Grand Prix
Likewise, that game's sequel - the subject of this very article - was developed by Video System in a silo away from the Nintendo 64 version of F1 World Grand Prix II and comparing the two titles side by side demonstrates just how different they are in almost every way. If they didn't share a title and a publisher, you'd be forgiven for thinking they were from totally separate franchises that featured an FIA license. It gets even more curious when you learn that neither sequel was given a US release (though the prequels were), and the Dreamcast game was distributed in Europe by Konami.
Distributed exclusively by Konami...for some reason
There's precious little information available online about why this was, as Video System was still in a position to distribute its own games in the early 2000s; so why Konami - of all firms - was engaged to distribute F1 World Grand Prix II for Dreamcast in European markets is something of a mystery. Are you still with me here? OK - it gets a bit more interesting now. According to recently published information over at the Lost Media Wiki, a third game in the Nintendo 64 series - imaginatively titled F1 World Grand Prix III - was around 80% complete and fully playable before it was cancelled due to the console's waning popularity.

I mode! You mode! We all mode for i-mode!

I want you to take a little trip with me down repressed memory lane. Cast your mind back. It's 2001. Everyone keeps telling you the Dreamcast is dead, but you're not having any of it. There are AAA titles still to come on the horizon, Dreamcast Magazine is still on the newsstand (barely), and you've got an eye on Lik Sang and Play-Asia for some exclusive import goodness. You're a true believer and you're not jumping the Sega ship yet (or ever). 

But you have a problem. You can't stay tethered to your 15" CRT TV and curled up against the warmth of your precious blue swirl baby. You have to leave the house. You have stupid lectures to attend, and that interminable bus ride awaits. If only there was some kind of portable Sega device you could take with you to while away the drudgery of public transport.

You look to your shiny new Neo Geo Pocket Color, but it's just not Sega enough for you today. You look to your forlorn and dust-covered Game Gear lying under a pile of socks in the back corner. Those capacitors have blown and leaked and it's never coming back to life. In desperation, you fish out the VMU from your Dreamcast controller, but the batteries are dead and there's only so much of Voldo's Volleyball minigame you can take. Out of options, you trudge out into the gloom, resigned to your terrible fate. 

Meanwhile, in Japan...

In June 2001, Sharp released a new generation "J-Phone" - the J-SH07. It was the first J-Phone to be compatible with Java applets, and it also came bundled with Ulala from Space Channel 5 as a kind of virtual pet / avatar on the device.

The more you used your phone, the better your "rating" gets, and as a reward, Ulala dances for you and sometimes changes costumes. You could download more Space Channel 5 related goodies from the "Ulala no Channel J" service.

Watch the Sega shareholder meeting that ended the Dreamcast

I'm sure most of you who have even a passing interest in the history of the Dreamcast will have seen the numerous videos of the Sega New Challenge Conference 1998; during which Sega's final console was first revealed to the world. Obviously, at the time nobody knew the Dreamcast would be the ultimate entrant in Sega's home console hardware catalogue, but c'est la vie innit bruv.

What - I'll wager - most people haven't seen, is the bookending 'Structural Reform Plan Briefing Session, Sega Co. Ltd' meeting held on January 31 2001 during which the Dreamcast's short life was extinguished, and Sega repositioned itself as a software pubisher. I know I certainly hadn't - until now. To be honest I didn't even know a recording of the meeting existed online, not in the public domain anyway, but it seems one savvy YouTuber captured the live feed and subsequently posted it to his channel:


As you'll see from the upload date, Dave Freeman posted this to his YouTube channel back in 2015 and states in the description that he captured it himself from a live feed; and judging from the number of views (around 5000 at the time of writing) not a great number of people have seen this. Through the power of modern technology (well, YouTube) it's now possible to add auto-generated English - or indeed any other language - subtitles to the video so it is fairly easy to grasp what is being said if you don't speak Japanese. To do this, activate closed captions and then select the little settings cog, click on Japanese (auto generated) and from the next menu select Auto-translate. It will then present you with a scrollable list of supported languages.

Anyhow, I stumbled upon this while searching for something else entirely unreleated and thought it was worth sharing here. As ever, apologies if this is old news but I found it quite fascinating. Dave - if you are reading this I tried to find a way to contact you but couldn't - but rest assured, this recording is of historical significance so you were totally right to archive this shareholder meeting for posterity.

Preview: Non Casual Encounter - Prologue

Non Casual Encounter (or, if you prefer, Encuentro No Casual in its native Spanish) is a brand new visual novel for Dreamcast. Developed by SEGASaturno Productions, the game is set for a full physical release in 2022; and we have been given an exclusive preview of the game's 'Prologue' chapter, hence the title Non Casual Encounter - Prologue. Confused yet? I know I am...and I'm the one typing these words.

If the name SEGASaturno Productions seems familiar, it's because this is the same indie studio that brought us the quirky Dreamcastnoid: 128 Bit Wars a few years back - you know, the Arkanoid clone where you had to smash PlayStation 2 consoles and which came on a miniature CD in a tiny case? Yep, that one. Non Casual Encounter is the follow up release from the veteran Spanish outfit - which incidentally is aligned with the popular Spanish language forum SEGASaturno - and the Prologue is a teaser for what is to come in the final game.

A couple of things to mention up top. First - this game represents *gasp!* the first time in my life I have ever played a visual novel, so I go into this blind. I know the Dreamcast has a glut of this type of game (check out DreamPod Episode 73: Visual Novels for a deep dive) but somehow I have simply never attempted to play one. Second - thanks go to Alfonso Martínez González from SEGASaturno Productions for deeming us worthy enough to test this sample of his new game. As he explains, the Prologue will be available as a physical release and will launch around Christmas 2021, with the full Non Casual Encounter releasing in 2022.

As this is a prologue to the final game, the main reason for its existence is to explain what players can expect in the full release of Non Casual Encounter, and honestly, it hits that target rather well. From the very start the sense of humour and self aware, fourth wall breaking dialogue is very well done, and even with the somewhat stilted English translation it is still easy to appreciate the tone. The game knows that it is a visual novel and pokes fun at the genre, inviting you in once instance for example, to ask a character about the lack of music. Complaining about this lack of ambience prompts the narrator to command the Dreamcast to start playing music from the game CD.

In another sequence a bizarre noise starts repeating and I wasn't sure if it was a glitch or something wrong with the game, until the character you're conversing with mentions the noise and explains how to make it stop. It's all very Eternal Darkness, and I really appreciate this type of humour. I don't want to give too much away as there really isn't a great deal of game here - it is after all a prologue - but what there is is certainly entertaining. True, there's not a lot of variety in the gameplay - simply reading the text, pressing A and occasionally choosing between different response options won't be everybody's cup of tea - but from what I have seen so far in this ~20 minute long prologue (with a few additional surprises for those who can unlock them) I am very much looking forward to what becomes of Non Casual Encounter's full fat release in 2022.

Non Casual Encounter - Prologue is likely to be released (physically, on a disc pesented in a cardboard sleeve) around Christmas 2021 for a budget price in order to whet peoples' appetite for the full game. We'll be keeping an eye on this cleverly written little adventure, and no doubt have a full review once it is released.

Keep an eye out on SEGASaturno for more information in the near future.

Update: the demo is now available and limited to 100 copies here.

Previously unseen prototype Dreamcast logo discovered

We do love a bit of internet archaeology here at the Junkyard, and this little snippet of news has 'digital Lara Croft' written all over it. Reddit user u/LeFaggo recently posted the image above to the r/Dreamcast thread, along with a link to the original source - the Japanese Patent Office.

Could this be a hitherto unknown prototype of the Dreamcast swirl we all know and love? The discussion in the thread points out that this mysterious trademark was actually filed after the familiar Dreamcast swirl that made its way onto the final console design; but it is also noted that sometimes trademarks are filed weeks or months after their creation just to keep them in the system, so to speak.

Either way, it is an interesting glimpse at what could have been. Rather surprisingly, this image doesn't appear anywhere in the excellent Sega Dreamcast: Collected Works by Read-Only Memories. Surprising because the authors had full access to Sega's own internal archive; and the book features many concept images for the Dreamcast's shell design. Perhaps this prototype trademark was filed way back in 1998 and simply forgotten about, hidden in plain sight for over 20 years.

Thanks go to Rich from Dreamcast Years, who then alerted my my colleague Andrew Dickinson to this, who in turn WhatsApped me while I was trying to light a bonfire. Oh, and thanks of course to the ever alert r/Dreamcast community for another excellent and intriguing discovery.

Paprium, Tunnels, Intrepid Izzy, Nakoruru, Shadow Gangs, SEGA Powered - Dreamcast news round-up November 2021

Oh hi there. It's been a bit of a busy few weeks hasn't it? The petrol thing seems to be over (for now) but that hasn't stopped all manner of interesting things occuring in the world of Dreamcast...and as you'll no doubt be able to tell from the title of this post, I thought it would be convenient to simply put all of these news snippets together into one post here at the Junkyard, so here it is. A bit like that infoburst you used to get at the end of Bad Influence, but in text form. Bad Influence? No? Never mind. So what's been cracking then? Quite a bit actually...


Oh 'eck, Paprium is coming to Dreamcast!

Yes, everyone's favourite 16-bit Kickstarted ode to Streets of Rage, Paprium, is now coming to Dreamcast thanks to a new stretch goal reached as part of the 'next gen' campaign. Developed by Dreamcast stalwarts Watermelon, Paprium was released for the Mega Drive / Genesis back in 2020 to much critical acclaim and an equal amount of backlash for various reasons I won't delve into here. As a side note, I always thought it a bit odd that there was no Dreamcast version as part of the original campaign, synonymous with the console as Watermelon is after the success of Pier Solar. 

That puzzlement has now been put to bed though, with the Dreamcast being lovingly included as a stretch goal in the latest resurrection of the original Kickstarter campaign to bring the game to...er...modern consoles. The Dreamcast version will apparently be a little unique according to the blurb on the campaign page, which is never a bad thing:

NEW ADD-ON! PAPRIUM is also coming to the SEGA Dreamcast! 6 years after Pier Solar HD, this is to be the second Dreamcast Release by WM! This version of the game is different, in-between the 16-BIT release and the STEAM/PS4/5 release, it boast some exclusive things and take full advantage of the Dreamcast features such as VMU and a 3 player mode without the need for a multitap (of course)! Please note the game is in 4/3 ratio (just like the 16-BIT edition of the game). 

- Paprium Kickstarter

Will Watermelon shit the bed once again with this new release? I really do hope so - we all love a bit of drama. And since I've backed the Dreamcast version, it'll give me something to moan about when it inevitably ships late or gets cancelled. Anyway, check out the Kickstarter campaign here, and get ready to pap. Not even sure what that means. Onwards!


DreamPi creator Luke Benstead is digging Tunnels!

Not actual tunnels, you understand. But I'm sure Luke (aka Kazade) and his development partner David Reichelt are at least as handy with a shovel or a JCB as they are with a Dreamcast. What am I blathering about? You may recall we recently featured news about Simulant, a game engine created with Dreamcast indie development as its raison d'être. As a timely Halloween treat, Luke and David have released a promising Simulant-based demo titled Tunnels which sees players traverse a network of dingy caverns (or, um, tunnels) brandishing what looks like Gordon Freeman's property for protection. Here's a video:

Tunnels is fully playable on stock Dreamcast hardware and it looks like a promising little demo considering how quickly it was put together. From the Simulant development blog: 

Tunnels is a mini-demo of the Simulant engine. It's been written over the past three weeks as a demonstration of what Simulant allows you to do in very little time. Both Luke and David have day jobs, and this has been developed in their spare time - probably an hour a day each at most - and a good majority of that time was spent improving Simulant itself!

Along the way flaws were discovered in Simulant and many were fixed, others will be fixed later. Some planned features were dropped due to limited time, but may reappear at some point. In the future we'll use Tunnels as a test bed for new Simulant features, and as a regression test.

- Simulant Dev Blog

You can grab the demo from the Tunnels itch.io page here and follow the development of Simulant on the blog. Oh, and listen to DreamPod episode 80 if you want to know more about Simulant and the history of the engine.


Intrepid Izzy: Special Edition is now available to order!

We now turn our attention to another Kickstarter-funded title - Intrepid Izzy from Senile Team. If you missed our review of the exquisite platform-cum-beat 'em up, be sure to check it out here. In short, Lewis thought it was a stellar addition to the Dreamcast's stable of indie titles, and easily one of the best to hit the console, even going as far as to label Izzy as "The King (or Queen?) of Dreamcast indie platformers" - they even put that quote on the back of the box for good measure!

The good (better?) news is that a Special Edition of Intrepid Izzy is now available to pre-order from WAVE Game Studios, and comes with a soundtrack CD and a choice of region (PAL, NTSC-U, NTSC-J) packaging styles. 

The initial print run of 750 units [of Intrepid Izzy] sold out almost immediately, prompting a reprint just 28 days after release. The fastest known for an independently released Dreamcast title.

In response to considerable demand for both the game and the music featured therein, WAVE announced that a limited run two-disc Special Edition will be released on November 20, 2021. This version includes an audio CD with the full official soundtrack, and is available in European, North American, and Japanese cover art variants.

- WAVE Game Studios

The fastest selling out indie Dreamcast game, eh? Who knew? Not I. Did you? You do now! Intrepid Izzy: Special Edition launches 20 November 2021. Head over to the WAVE Game Studios website to pre-order it for £34.99. There's also a cool vinyl figure available too, if that's your bag. Actually, buy two and make them fight; with the loser being burned with a magnifying glass.


A new Dreamcast fan translation project - Nakoruru!

Some say he can translate a Japanese Dreamcast game manual without even reading it. Others say he can detect an obscure NTSC-J dating sim hidden at the back of a retro game store from a distance of 40 miles. All we know, is his name is Derek Pascarella. And if you've never seen Top Gear, that reference will go right over your head. If you've been following the Dreamcast fan translation scene for any amount of time, you'll be familiar with the work of Mr Pascarella, who has previously worked on English translations of Dreamcast titles such as Sakura Wars Columns 2 and Neon Genesis Evangelion Typing Project Advanced.

Now he's back with another translation project, Nakoruru: The Gift She Gave Me, which is a visual novel title set in the Samurai Shodown universe. This isn't actually new news per se, with both MegaVisions and SegaXtreme sharing the original Dreamcast Talk thread back in August 2021. What is new news though, is that our very own Lewis Cox has joined the Nakoruru team as an English language editor, and for this reason alone I wanted to refresh some mention of this intriguing translation project. If you'd like to know more about Derek's past translation efforts, check out DreamPod episode 93 here.


Those pesky Shadow Gangs are kicking bountiful handfuls of ass on Dreamcast!

Oh Shadow Gangs, where for art though Shadow Gangs? Shall I compare thee to a 1990s Sega arcade game featuring a ninja that was then ported to home consoles? So wrote Chaucer, rather anachronistically, back in the mid 1970s after a particularly heavy session on the old crack pipe. Which is quite fitting, seeing as Shadow Gangs is a 1980s themed/inspired side scrolling beat 'em up that people have likened to Shinobi. I haven't played Shadow Gangs myself, but I do recall it being mooted to be heading to the Dreamcast at least as far back as 2016 - possibly even earlier (thanks Dreamcast Today - I knew I hadn't imagined that). The game was released on Steam and other consoles in the fairly recent past however - to generally positive reviews - and now a video has surfaced of a port running on the creaking old Dreamcast. Here you go:

Looks like a fairly accurate rendition to me, and it seems pretty much identical to the video on the Steam page. It appears that another Kickstarter to get Shadow Gangs fully up and running on Dreamcast is on the cards, and we'll no doubt share the news once that project is launched.


SEGA Powered brings SEGA Power back from the dead, with the (unofficial) Power of Sega!

Not exclusively Dreamcast related this one, but I just needed an excuse to type that subheading. Back when I was a wee lad, SEGA Power was one of a number of physical mags I would regularly purchase, and so it was a bit of a no brainer that I would back one-time editor Dean Mortlock's love letter to such an iconic tome. Dean is assisted by Niel Randall (DC-UK), Paul Monaghan (Maximum Power Up) and Marc Jowett (SegaMags), so the knowledge and pedigree is assured. 

The teaser issue of SEGA Powered looks like it will hit all the right marks for fans of the magazines of yesteryear, and I for one will be intrigued to see what kind of Dreamcast-related content is included. Check out the Kickstarter campaign and bag a copy of the mag here. Update - the Kickstarter for SEGA Powered has now ended but I am reliably informed that a website for the magazine will be launched so you can buy a copy/subscription even if you missed the campaign.

There's plenty of other Dreamcast related stuff going on around the internet but I thought I would leave it there for the sake of brevity. Oh, and I got a bit sick of typing the word 'Kickstarter,' but I digress. Be sure to check out all of the other wonderful Dreamcast news repositories dotted around the information superhighway for even more interesting little projects bubbling happily away.

We plan to do these round-ups more regularly from now on as it's just a bit more concise than having multiple posts about stuff, so if there's anything you spot that you think we should include in future news posts, let us know in the comments. Cheers!