Photo kindly taken for us by KingMonkey |
Image credit: Phantom River Stone |
Photo kindly taken for us by KingMonkey |
Image credit: Phantom River Stone |
My RetroAchievements profile page |
A snapshot of the Headhunter page |
Some of the Crazy Taxi leaderboards can be seen on the right |
Yeah, you saw the title correctly. Studio MDHR's hard-as-nails indie sensation Cuphead... on Dreamcast! Well, kind of.
This project came completely out of nowhere, posted to GitHub by user Aionmagan three days ago, and seemed to fall under everybody's radars (including mine). That was until Dreamcast-Talk forum user kremiso happened upon it yesterday and posted a thread about it.
For gamers of a certain age, Postal is a powerfully evocative title. Those who played it will not have easily forgotten their experience, and indeed, even those who haven’t played the game (myself included until recently) will likely recognise the name due to its notoriety. At its core this is because the entire raison d'être of Postal is to entertain its players through on-screen representations of unflinching gratuitous violence. Not violence in the context of a justifying purpose, or under circumstances that bear no semblance with reality, but remorseless mass shootings by a lone gunman.
Therefore, understandably, Postal will not be to everyone’s tastes. However, even those who find the game hard to stomach may have some appreciation for its developers who, whether intentionally or not, pushed back against those who sought (and still seek) to stifle the artistic freedom of game creators. Developed by Running With Scissors and originally released for PC and Mac in 1997, Postal arrived in the midst of ill-founded outrage directed towards video games by self-appointed moral arbiters and sensationalist sections of the media. Rather than focusing their ire on any of the other obvious causes of society's ills (say massive global inequalities, persistent unemployment, or chronically underfunded public services), the narrative being pushed by some was that video games were an exceptionally dangerous source of moral corruption. Within this context, Postal struck a defiant tone.
A mere 25 years on, Postal has now finally made its way to the Dreamcast, thanks to the meticulous work of Dan Redfield, who took on the challenge of porting the game after Running With Scissors released the source code to the public in December 2016. When the original developers jokingly asked for a Dreamcast version to be produced, I seriously doubt that they expected this outcome: a near flawless port running at a solid 60 frames per second, packed with features, and published professionally in a physical medium. The latter aspect is down to Norwich-based WAVE Game Studios, an outfit who have quickly cemented their reputation within the Dreamcast scene since publishing their first title for the console, Senile Team’s Intrepid Izzy, in August 2021.
Ok, enough with the pretentious preamble, what about the game itself? For those unfamiliar with it, Postal is an isometric shooter, with a smattering of top-down sections, in which the player takes on the role of an unnamed protagonist (simply referred to as ‘Postal dude’). As alluded to above, the premise of the game is quite simple: you roam from level-to-level taking down as many enemy combatants as possible. And although it isn't a prerequisite for progress, the player is presented with ample opportunities to slaughter seemingly innocent civilians too. There really isn’t a great deal of plot: each stage is preceded by a cryptic and often foreboding message, presumably stemming from the pen of the main character, which along with the visuals suggests that Postal dude is gripped by some kind of madness. This lack of plot depth doesn’t necessarily detract from the game though—the no-nonsense approach is focused on dropping you straight into the action and keeping you on your toes at all times. This lends itself nicely to short bursts of gameplay, and the dry sense of humour that occasionally rears its head ensures that the mood isn't as depressing as the subject matter might suggest at first glance.
To facilitate your mission, Postal dude is equipped with a range of weapons with varying characteristics (range, damage, shot frequency), from the low-powered sub-machine gun, through to the more outlandish and spectacular napalm launcher. As with any shooter the aim is to hit your targets while avoiding taking damage. On the face of it, the gameplay of Postal can appear to be quite invariable and a little shallow. On the easier modes it can certainly be played in a mindless manner, with your character capable of tearing through stages while soaking up incoming fire to little effect. However, at its heart, the gameplay is rooted in strategic thinking – something which becomes mandatory if you wish to progress in the harder difficulty settings. Making careful use of terrain, being mindful of your inventory, and deciding when to fight and when to run, all need to be brought into play if you want to actually do well.
Good old artificial intelligence. If it's not deciding to wipe out humanity for our own good or powering our Teslas, it's listening to our conversations and plotting ways serve us with adverts for things we never knew we needed. There is another important use for AI though - creating cursed Dreamcast related images.
DALL·E mini is a prototype 'artifical intelligence model that generates images from any prompt you give,' and so naturally isn't limited to solely spitting out Giger-esque renditions of Dreamcast consoles and games - the very nature of the tool created by Boris Dayma et al is that you can punch whatever you like into the devil's own suggestion box and DALL·E mini will attempt to render approximations of what your twisted mind has concocted.
All joking aside, it really is a very clever little program, and is well worth playing around with if you have some time to kill. With this in mind, here for your delectation/utter disgust are some of the more 'imaginative' images DALL·E mini thrust into existence with a little prompting from yours truly. Viewer discretion is advised.
'Sega Dreamcast'
'Jet Set Radio'
[lock-on] Volume 003 is finally here, and as we previously discussed, it is pretty heavy on the Dreamcast content. In fact, it's so Dreamcast-heavy, it could quite easily be mistaken for a lost issue of Total Control. Well, maybe not...but hopefully you get my point.
[lock-on] is a collection of essays and musings on video gaming topics that are as varied as they come, all presented in a superbly weighty format on high quality paper. That Volume 003 is also a Dreamcast special has earned it a mention here - a blog dedicated to the Dreamcast. That, and the Editor in Chief is one Andrew Dickinson - a name some of you may recognise from his hosting duties on our podcast DreamPod.
This latest edition of Lost in Cult's flagship periodical is stuffed with features on all aspects of the Dreamcast; from the launch window fanfare and the system's connection to NAOMI, to memories of individual games, hardware and peripherals.
These features are written by some pretty knowledgeable and recognisable folks from across the gaming diaspora (including a few of the staff from this very blog). Not only this, but the artwork throughout is quite simply stunning - the temptation to rip some of the pages from [lock-on] Volume 003 and frame them is real.
It's not all Dreamcast though, as articles on titles such as Sable and Doshin the Giant are also included - indeed the former is the featured game on the cover, and there's a huge spread dedicated to the world building and architecture found in Shedworks' cel shaded indie hit. The soft cover version you see in these images and in the video should be arriving on doormats around the world right about now (funk soul brother), with the hardcover version (complete with Shenmue-themed cover art) coming in the near future.
Check the video below for a bit of a flick through the pages of [lock-on] Volume 003:
If you'd like to know more about [lock-on], or indeed any of the upcoming projects from the fine peeps behind this tome, visit the Lost in Cult website here or follow on Twitter.
We've seen various mods for the humble Dreamcast VMU over the years, with modders the world over going to great lengths to add extra functionality, or repurpose the thing altogether. From the implementation of illuminated screens, to full-on Raspberry Pi-powered gaming systems crammed inside the unit's diminutive shell; it seems people from across the Dreamcast community have found myriad inventive ways to milk even more out of the little memory card that could.
It looks like the VMU is about to embark on its greatest transformative journey yet though, as the VM2 nears completion. Coming from Chris Diaoglou, the same genius who brought us the DreamConn Bluetooth controller back in 2016 (and, incidentally the rechargeable backlit VMU linked above), VM2 is a complete technological overhaul for the VMU, and adds such awesome new features as:
VM2 will benefit from a new injection molded shell |
We reached out to Chris for comment on this highly intriguing project and asked just what the hell was going on in his Dreamcast-powered laboratory:
"The VM2 aims at being a total reproduction of the original - the connector, outer shell, electronics, everything will be manufactured from scratch. For this reason, and depending on the community interest, I plan to start a campaign so I can raise the funds to put it into production.
"This means no cheap 3D printing or anything - everything will be made with quality injection molds, etc. and this is the main reason that a campaign is needed.
"Also, instead of the initial plan of 4x VMUs (main) plus 50+ minigame (additional) memory, I implemented the integration of a microSD card slot. This will allow for literally infinite space and virtual VMUs / minigames.
"The user will be able to create/copy/restore VMU files, either at the root of the SD, or organized in folders (i.e. per game). In addition, in case that a user doesn't want to use a microSD card, the VM2 will also support a default 1x(or 3x)VMU internal memory; and the selection of the current VMU file/memory to use, will be selected from the VM2 user menu."
- Chris Diaoglou, DreamMods
The VM2 has been in development for some time now, and you can find details on the various stages of its creation over at the DreamMods website (where you can also register your interest).
There's no concrete information on when the VM2 will be available for purchase as yet, but as Chris says, a crowdfunding campaign may well be on the horizon in the near future. The projected price will be around the $100 mark - which may sound steep - but when adjusted for inflation the original VMU would have cost you $75 in 2022 money. Do the math. On that note an Atari Jaguar would have cost you less than £40 in 1999. Swings and roundabouts, innit.
Protoype showing the new hi-res, backlit screen |
Judging from the exceptional quality of Chris's previous Dreamcast-related creations in the DreamConn and the DreamPort PSU (which adds full Bluetooth support to the Dreamcast without the need for an adapter), the the VM2 is a very exciting prospect indeed. That, and the small matter that VM2 looks set to offer a riposte to many of the main gripes aimed at the original VMU - namely the piss-poor battery life and the limited space on the card. The added bonus of a backlit, higher resolution screen make the VM2 an even more enticing project and one we'll be keeping a very close eye on.
Watch this space...and while you're doing that go to DreamMods and register your interest!
Oh, and thanks to Derek Pascarella for alerting my colleague Lewis to this. Who then alerted me and made me get my arse in gear and reach out to Chris.
Since we posted this article, Chris has released some images of the redesigned prototype. Sexy, eh?!
We'll be sure to fill you in on whether this is a worthy purchase as soon as we can!
In his recent DCJY interview the former President of Sega of America, Peter Moore, put forward a passionate and convincing case as to why the Dreamcast was ahead of its time. One of the primary reasons for this characterisation of the Dreamcast by Moore was its out-of-the-box internet functionality; a pioneering feature intended to “take gamers where gaming was going.” From a technical standpoint this was executed well by Sega, but being ahead of the curve doesn't necessarily always pay dividends, and cruelly “Sega flung themselves onto the barricades…and was trod on by subsequent consoles.”
At the turn of the millennium the capabilities of (and consumer familiarity with) the internet were still relatively limited, and the average gamer was perhaps not as enthused about online play as they would become a decade on, by which point other consoles were ready to build on the foundations laid by Sega. Indeed, one of the indicators of how premature internet functionality was in 1998-2002 is that the primary source of gaming information, even for owners of Dreamcasts with built-in modems, was still the printed word. Even many of those who may reasonably have been expected to be further advanced on this front, such as gaming industry heads and retailers, were often still getting their news fix via specialist print periodicals like MCV or GameWeek.
This context probably goes some way to explaining why, despite being a short-lived commercial flop, the Dreamcast had a surprisingly large number of print magazines dedicated to it. 36 to be exact(ish), in seven different languages, spanning a whopping 576 issues crammed with at least 50,000 pages of professionally produced content (good maths, eh?). Of course, most of the Dreamcast's key markets had their very own officially sanctioned magazine that nominally had the advantage of a close connection to Sega, and were usually paired with a GD-ROM demo disc series that undoubtedly increased their appeal.
But in many territories these faced stiff competition from not just one
but several unofficial variants, vying to win the attention of readers
with their independent editorial lines and offering a panoply of ‘free’
tat (VHS tapes, cheat books, posters, postcards, water pistols) in a bid
for market share. The gaming and publishing industries have changed to
such an extent in the intervening 20 years that even the most successful
current generation consoles are extremely lucky if they have a single
(print) magazine dedicated to them in operation.
Dreamcast magazines from three different continents |
To be sure, there were quite a few failed starts. Dreamcast Magazine of Italy published just one single issue, thereby having no opportunity to atone for their front cover error of illustrating their Virtua Fighter 3tb coverage with a Street Fighter character. Total Dreamcast was mysteriously canned right before release, presumably much to the ire of those who had sweated over its 100+ pages of copy and layout. DCM, the only unofficial magazine in the States - which is bizarre given the sheer magnitude of the US market - bailed out after a paltry four issues.
Even many of those publications that made it past their formative stages abruptly called it quits soon after Sega's official announcement of the Dreamcast's demise in early 2001, without as much as a sentimental goodbye to readers in their last issues, suggesting that the editorial teams probably had little notice of the cessation themselves.
Yet, plenty of the pack valorously struggled on against the onslaught of PS2 hype, doing a commendable job of filling their pages with news of the dwindling trickle of officially-licensed releases, hopeful glances at arcade games that could be ported (those DC releases of Beach Strikers and Virtua Fighter 4 are still coming, right?), or even shamelessly re-running old reviews. Here in ol' blighty Paragon Publishing’s Dreamcast Magazine is remembered fondly for unflinchingly maintaining its publication schedule until April 2002 when they gracefully bowed out with a tear jerking final issue packed with retrospectives on what had been.
A lot has happened recently. Twitter is considering adding an edit button, NFTs seem to have retreated back into obscurity (phew), Will Smith slapped Chris Rock, and of course, the Dreamcast scene continues to keep our beloved (supposedly dead) console relevant. As the team are busy counting the votes for the The Dreamcast Junkyard Top 200 Dreamcast Games 2022, I thought I'd give y'all a Dreamcast news round up. Hold on to your VMUs, because I'm rounding up a lot of things today.
You should all know WAVE Game Studios by now, but if you don't, check out our interview with them to get the scoop on why they're the one to watch in the Dreamcast indie release scene! Then, if reading all about all their previous endeavours wasn't evidence enough, here's all the stuff they've just done recently:
- The first Dreamcast demo disc in 21 Years!
This one's really damn cool. If you're not in the know, SEGA Powered is a cracking Sega-focused magazine that launched earlier this year off the back of a successful Kickstarter campaign. Helmed by Sega gaming mag veterans, every issue that has been released so far have been widely praised by Sega fans everywhere. We had a look at the first issue on the blog a while back, so check that out if you want to learn more.
So we've got a cool new Sega magazine to sink our teeth into, but you know something about the old gaming magazines that we really wish would come back? Cover discs filled to the brim with exciting demos! Well, seeing as the Dreamcast is getting so many new games released for it these days (making it a modern gen console - will box anyone who disagrees), it's only right that an issue of this modern Sega mag would eventually come bundled with some kind of free demo disc featuring tasters of the latest and greatest Dreamcast indie games! The disc will exclusively feature demos of WAVE titles, and will be released with issue 5 of SEGA Powered, due June 2022. It will be be the first Dreamcast demo disc to be released in 21 years! We recommend following the magazine's Twitter account to learn more details as the release gets closer.
- Shadow Gangs is getting a WAVE release!
After a somewhat rocky Kickstarter campaign (that involved the original campaign being cancelled to make way for another with a more reasonable goal), JKM Corp's Shadow Gangs was eventually fully funded. As the game was known to be pretty much near completion, many scratched their heads and asked why Shadow Gangs couldn't just work out a deal with a distributor like WAVE or JoshProd, and skip the Kickstarter all together, but the developers stuck by their campaign.
Well, looks like WAVE are now going to be distributing the game anyway, as announced in a Twitter post posted by WAVE on the 4th of April. This means WAVE will be manufacturing the Kickstarter copies and any future copies that will be sold through WAVE's web store. They've also confirmed that backers will be getting some "super cool extras" with their games, so that's something to look forward to!
- Postal will have local co-op!
WAVE are still on track to release the officially-sanctioned Dreamcast port of Postal on the 2nd of June, and you can still pre-order a copy on their web store. Dan Redfield, the gent responsible for porting the game, revealed at the end of March that he's successfully implemented a 4-player co-op mode into the game's campaign. It's only right that a port of Postal to a console known for its excellent party games would have such a mode!
Translations
Other than the bustling indie scene, another reason for the second wind the Dreamcast is experiencing (at least for us English speakers) are the many translations of Japanese games that have previously been inaccessible to us due to the language barrier. Here's some more!
- Former Managing Director Yukawa's Treasure Hunt has been translated into English!Me after playing Spirit of Speed 1937 for five minutes |
- New gameplay footage of the Nakoruru translation!
Derek Pascarella's project to translate the visual novel Nakoruru: The Gift She Gave Me into English started in August of last year. I am working as an editor on the project and all I'll say is that it has been a blast to work on so far! Anyway, Derek has put together a great preview video showcasing a test-build of the translation, which you can find here. You can find out more about everything Derek does by visiting DreamcastForever.com. Watch this space!
The odd stuff!
This is the part of our news round-up where we take a look at some things that verge on the side of kooky or obscure. These are the Dreamcast equivalent of those lighthearted cutaway reports on the real news that show you a Pug that can do a pop shove-it on a skateboard or something. Anyhow...
- The Mega Duck is now playable on the Dreamcast..?
Mega Duck... that's like Rubberduckzilla from that old Oasis advert, right? Nope. It was actually a Game Boy rip off from Hong Kong. It was also released in South America with the equally ludicrous name "Cougar Boy"... You can't make this shit up.
Anyway, the Mega Duck had a not-so-mega library of games (quantity-wise) and the majority of them were developed by Taiwanese company Sachen. When the Mega Duck could no longer be kept afloat (geddit?), Sachen ported a load of its Mega Duck games onto the Game Boy in the form of unlicensed multicarts, presumably to recoup some of their losses. Well, veteran Dreamcast homebrew coder Ian Michael has stripped each individual game from their respective multicarts and packed them all together as a bootable ISO (you need to use DreamShell to boot it) that uses a Game Boy emulator Gnuboy to emulate them. The package contains a total of 21 playable titles. Sadly, Snake Roy is not one of them... Maybe one day.
That is game art only a Mother could love... |
Go to this Dreamcast-Talk forum thread for more information and a link to download the Mega Duck ISO. Edit: since I published this article, Derek Pascarella has converted the ISO into a .cdi image, meaning it can now be booted up on ODEs like GDEMU and MODE. The link for this is also in the Dreamcast-Talk forum thread. Thanks Derek!
Now, go fourth and play some Mega Duck on your Dreamcast! Now there's a sentence I never thought I'd say...
- You can now cast dreams from the comfort of your very own Dreamcast bed...
Yeah, some company called "MoonLambo" is selling Dreamcast-themed bedding. The company predominately sells clothing featuring a lot of cyberpunk and vaporwave designs, but it looks like they've also branched out into selling home goods. Their trademark infringement-avoiding "Dreams Last" range includes a console duvet cover, VMU pillow cases, and a controller cushion. It's all a bit pricey, with the duvet cover ranging from £73 all the way up to £113 depending on the size you want. I also have no idea if it would even be good quality, as the site looks worryingly similar to one of those dropshipping clothing stores you'd get advertised to you through Instagram-ads, who steal people's designs and print them on crap shirts that shrink after one wash. But if you're a bachelor with a lot of disposable income who thinks a Dreamcast bed would look cool in your pad, then purchase at your own risk.
That's all for now, folks! Which of these news items excites you the most? It's the Mega Duck on Dreamcast, isn't it? Fair enough. Anyway, let us know your second favourite in the comments below!