DCJY welcomes former SEGA Europe Marketing Director Giles Thomas
Maximum Speed: A closer look at the Atomiswave Daytona USA clone
Maximum Speed is a white hot racing game that will thrill all your senses. Not my words - the words of whichever advertising guru came up with the guff adorning Maximum Speed's European marketing materials. And who am I to argue? Absolutley nobody, that's who. Right, let's get crack-alacking.
Maximum Speed was released in arcades in 2003 on the Atomiswave platform, and represents arcade racing in its purest form: there's you, a load of thick-as-mince AI adversaries, a plethora of tracks of questionable design quality and an ever-ticking clock. Thanks to the incredible development efforts of Megavolt85 et al over at Dreamcast-Talk in the recent past, Sammy Atomiswave titles are now playable on the Dreamcast, and we thought it was high time we took a more in-depth look at some of the games that have made the leap from the coin-op to the home and expanded the Dreamcast collection even further.
If you aren't familiar with the Atomiswave story, it's worth taking a look at our guide to the short-lived Sammy arcade format here, and the story of how these lesser-spotted arcade titles ended up being ported to the Dreamcast here.
The two marquee racers for the Atomiswave platform were Faster than Speed, a sort of Need for Speed: Underground style street racing title stacked to the gills with neon strip lights, garishly painted hot hatches and more night racing than you could shake a Tokyo Extreme Racer at (check it out here); and Maximum Speed, a more traditional stock car style racer very much in the vein of Daytona USA. Its the latter of these two (obvs) that we'll be poring over here, to discover why, even though its not really up to the standard set by SEGA's own stock car racing series, Maximum Speed is probably still worth a look if arcade racing is your bag.
From the outset, it is clear that Maximum Speed is a game that's meant to be played in short bursts. Because this is essentially the very same code that would be played on a coin operated cabinet with a steering wheel and pedals (of which there were stand up and sit down variants), probably secreted away in the darkest reccesses of some brick and mortar arcade somewhere, there is no championship mode, no career mode or owt even hinting at anything more than "please put your money in dickhead, play for 5 minutes and then kindly piss off." The only real quality of life improvements for the home console are that the controls have been helpfully mapped to the standard Dreamcast controller, complete with analogue stick and trigger support (which is important - more on this later).
So what you're essentially getting, should you plop Maximum Speed onto your GDEMU (other optical drive emulators are available) is the authentic arcade experience with no home conversion improvements whatsover. Mainly because, y'know, Maximum Speed was never (officially) ported to anything. What you're confronted with when starting Maximum Speed is the ability to play a single race, in any of the initial three classes of vehicle, on any of the six circuits. There are 23 other vehicles also vying for the top spot during each race, and there's a clock counting down that replenishes by varying dwindling allotments each time you reach the next lap checkpoint. So far, so 'as you'd expect.'
The vehicle selection boils down to three different classes, with stock cars, trucks and open wheel variants being slectable, and then each type of vehicle being further sub-divided into three distinct flavours; one being an all rounder, one having better acceleration and the other having a higher top speed. Once you've selected your whip you get to select a track, of which there are six and these are, again, further divided into easy, medium or hard difficulties.
The game explains these difficulty levels using a series of stars to denote how tricky they are, but the operations manual that I managed to scrape from the remnants of the now defunt SEGA Amusements USA Inc. website goes a little further, actually labelling the tracks as easy, medium or hard. Thanks Wayback Machine. For ease, I have now uploaded this operations manual here so you too can view it, dear reader. As an interesting side note, I did find that the preserved website for Maximum Speed appears to exhibit the text for SEGA Clay Challenge rather than the correct copy for Maximum Speed. Not sure why that is, maybe someone absent mindedly pasted the wrong paragraph in there when the page was created. A hangover maybe? Or just plain old incompetence? Who knows...but I digress.
DCJY welcomes The SEGAGuys
The Dreamcast Junkyard DreamPod welcomes The SEGAGuys in the latest episode, as regular hosts Tom and Jaz sit down with James 'The SEGAHolic' and Dan 'The Mega' Driver to discuss a whole load of random SEGA-themed goodness. From how James and Dan became fans of the SEGA ecosystem, to earliest memories and some hypothetical Dreamcast sequels and memories of football/soccer games from the back streets of history across multiple SEGA platforms, this episode covers a veritable smorgasbord of gaming topics. Oh, and there's also a quiz. Everyone loves a quiz...especially when the host takes full responsibility for the answers potentially being wrong!
Are you ready? Then feel free to listen to this episode of the DreamPod using the player below, or you can find it on Buzzsprout and all good podcatchers.
If you'd like to know more about The SEGAGuys check them out at the links below:
Retrospective: 90 Minutes: Sega Championship Football
The final rendition of the beautiful game to be released on the Dreamcast, 90 Minutes: Sega Championship Football was a title that many Dreamcast owners - me included - had quiet optimism for. We had already seen the likes of UEFA Striker; the Silicon Dreams World League Soccer based revival of the Sega Worldwide Soccer franchise; and the 'it's football Jim, but not as we know it' shenanigans of Virtua Striker 2 all come and go with not much in the way of fanfare.
90 Minutes represented one final throw of the dice for a platform that didn't have a FIFA or a PES, but one which also had its logo plastered all over the football highlights every weekend as players from Arsenal, Sampdoria, St Etienne and Deportivo were banging in the goals. It was quite an odd juxtaposition that a games console that was trying to elbow its way into football culture (see also the Dreamcast Beach Football Challenge) didn't really have a killer app in the genre.
90 Minutes was going to change all that though. See, the big guns were on the case now with Smilebit, the same studio behind the incredible Jet Set/Grind Radio entering the chat. FIFA? PES? Ha! Sega is back and they're bringing their own ball. Anticipation was high for 90 Minutes, and it was only natural that with such pedigree in the driving seat that many were expecting Smilebit's first foray into football to play a blinder. Sadly, upon release it became painfully clear that rather than being a contender, 90 Minutes was little more than an embarrassing own goal.
On the face of it, 90 Minutes seems to have everything you could possibly want from a football game: decent visuals, a multitude of play modes, a pseudo-official license (player names, but not clubs) and the promise of a new game engine created from the ground up for the Dreamcast by one of Sega's most revered first party studios. Upon firing 90 Minutes up, all of the above seem to start slotting into place. The menus are practically bursting with modes and options; everything you would expect is present and correct. Want to create your own club with its own strip? Head out onto the training pitch to practice your drills? Select national squads? Tinker with gameplay speed and sound effects options? You can do all of this and more, all the while traversing some pretty well laid out menu screens as inoffensive background muzak soothes the lugholes.
So you've selected your teams, messed about with formations and substitutes, chosen one of the five beautifully rendered stadia to play in, and your choice of weather and time of day. So far, so good. And then you head out onto the pitch and the whole house of digital cards comes crashing down.
Come and see us at Nottingham Video Games Expo and win cool Xeno Crisis swag!
It's been almost four years since The Dreamcast Junkyard last attended a live gaming event, and that is definitely four years too many. It was back in 2018 that we attended Play Expo Blackpool and hung out with those lovely chaps Adam Koralik and Dan 'DJ Slope' Ibbertson; and to be honest it seems like a lifetime ago. This is set to be rectified in December 2022 when The Dreamcast Junkyard attends Nottingham Video Games Expo in...erm...Nottingham, UK.
Adam was impressed with Kev's home made T-shirt. |
Taking place over the weekend of 17th & 18th December (which is also the weekend of the 2022 World Cup final, footy fans) at the Richard Herrod Centre, NottsVGE is a fairly intimate event but one which is bristling with the cream of the UK gaming scene. Amongst the confirmed attendees are WAVE Game Studios, SEGA Powered, gamesreup_, It's Much More, SEGA Mags, Rare, and The Retro Hour and many others too; alongside a whole host of special guests and traders selling gaming gear. There's also a bar. Important detail, that.
Tried to make this lot look as sexy as possible. |
Alas, this thing was a lost cause. |
As mentioned, several of the Junkyard's podcast and editorial crew will be there manning our dedicated stand (where you can play some Dreamcast games or just generally loiter and chat if you so wish), and we've teamed up with those lovely folks at Bitmap Bureau to run a pretty cool little competition.
The rules are simple: play a game of the excellent Xeno Crisis and record your highest possible score using the Dreamcast Twin Stick controller. If you place among the top scorers on the day, you'll bag an awesome prize! We have Xeno Crisis T-shirts and 6 copies of the game to give away on several formats (Mega Drive, Dreamcast and Neo-Geo CD), as well as a copy of the Xeno Crisis OST and a wad of Xeno Crisis promotional postcards.
If you're not familiar with Xeno Crisis, we reviewed it here at the Junkyard upon release for the Dreamcast in 2020, and Mike Phelan was pretty impressed with what the sci-fi themed top-down shooter had to offer:
"I'll be playing Xeno Crisis for some time, and I look forward to each and every re-entry into that damned colony and it's ugly denizens...Because it's fun. Bloody, silly, exciting fun. And that, really, is the greatest compliment I can pay any game. Indie Dreamcast developers - a new challenger has arrived in the arena, and it's here to show you how it's done."
Big thanks to Mike Tucker at Bitmap Bureau for supplying these prizes. If you haven't got your tickets already, head over to the NottsVGE website or give the event a follow on Twitter.
We're only in attendance on Saturday 17th December so if you want to be in with a chance of either meeting Kev and seeing/touching/sniffing his glorious bootleg T-shirt, or bagging one of our Xeno Crisis prizes, then you know what to do. We look forward to seeing you there!
There's gold in them there Dreamcasts (apparently)!
Let's take a look at Generations - the Dreamcast compatible music album from Remute
As recently reported here at The Dreamcast Junkyard, the latest album from electronic artist Remute - titled Generations - is a little bit special. That's because, as well as coming with two free balloons, it features MIL-CD functionality. What this means is that if you pop the compact disc into a compatible Dreamcast console (later systems had MIL-CD compatibility removed, so check your system before buying), then you'll be able to enjoy some lovely visuals which accompany the audio tracks.
Rather interestingly, these visuals are created by none other than Duranik - the mastermind behind stellar shmup Sturmwind. This isn't really a music review as such, as I'm not really qualified to give an informed opinion on whether the particular tracks on Generations are instant classics (I'm more of a Jimmy Eat World fan to be honest); however what I listened to was definitley the type of thing I was expecting when I learned of Remute's preferred genre.
Let's just say that all the tracks are definitley of the 'electronic' persuasion, and most certainly the type of music someone of advancing years might tut/tsk at before uttering something along the lines of "the music was better in my day" or "kids don't half listen to some rubbish these days" and hobbling away as fast as their walking stick can carry them.
Regardless, the trippy visuals match the 15 electronic choons perfectly and are rendered in real time by the Dreamcast. It's worth mentioning that you can't really do anything but look at the visuals as they play in the background during each of the tracks, so don't expect to actually be able to 'play' anything - this is a music CD and not a game afterall, and the Dreamcast features are simply an added extra.
Some of the tracks and visuals are more engaging than others, with the Tempest inspired 'Versions,' Asteroids-esque 'The Known Unknown,' and the Sturmwind flavoured 'Tentacle Love' being particular favourites of mine. Anyway, here's a very brief video showing some of what you can expect should you slap Generations in your MIL-CD compatible console:
It appears that the visuals simply repeat during the music and aren't really 'generated' by the tracks or are influenced by them (the big heart on the screen during 'One Heart' does beat in time with the music, but I suspect that the visual is hard coded to do that rather than being reactive); however they're a varied bunch of vignettes, and if perchance you happened to find yourself in an altered state of mind while watching, could possibly become quite mesmerising. If...er...you get my drift.
Top marks to Remute for trying something new and interesting with this latest release, but as it stands Generations is probably a purchase recommended only for the Dreamcast completionists out there; or those who have a particular interest in electronic music. If you're a Dreamcast completionist who also enjoys electronic music then Generations is a must buy...but if you don't fit into either of those camps, then I fear this is little more than a curio you may only really put in a Dreamcast once or twice in order to see the (admittedly excellent) visuals for yourself.
If you're not perturbed and still want to sample this impressive and intriguing release (and get your free balloons while you're at it!), then you can purchase Generations from Remute here. At the time of writing the album is priced at €24.99.
Have you also bought Generations? If so, are you enjoying your free balloons? Let us know down there in the comments!
Modern Vintage Gamer checks out the Dreamcast BBA
The current trend of Dreamcast games being brought back online shows no sign of slowing down (in some cases, totally new online games are being developed for the console); and if you have a DreamPi and a selection of online-enabled titles then you have no reason not to get fully involved. Just go to Dreamcast Live and follow the instructions and you'll be fragging, slam dunking, and racing with single analogue-sticked cramp in no time flat.
But what of the previous, more contemporary methods of connecting a Dreamcast to the world wide web? Those 33k and 56k modems may be a little dormant these days, but the Dreamcast Broadband Adapter is still quite operational with a modicum of effort, and YouTuber Modern Vintage Gamer (MVG) has done a deep dive into BBA game compatibility and web browsing functionality in 2022:
I've been a fan of MVG for some years now, his dulcet tones effortlessly deciphering even the most complicated of topics when it comes to many aspects of gaming and game development. In short, the man is a something of a genius (this is not a paid post, I should add).
So yeah, even though MVG in no way needs a boost from this inconsequential little blog to help his astronomical viewing figures, I thought it might be nice to share his video here in case you somehow missed it. Also, if you dive into the comments over on YouTube, you'll spot some familiar names from Dreamcast-Talk and the wider Dreamcast community. Lovely stuff.
The Band that Played the Dreamcast - an Interview with Adam Demirjian of Brave Little Abacus/Me in Capris
"For some reason around this time we stopped playing backing tracks off of a Dreamcast or Playstation/Small CRT and started rocking the much more regular laptop."
"Just Got Back from the Discomfort - We're Alright" album cover |
Dashy no Blast - Halloween-themed Dreamcast Demo released!
It's spooky month, people. While I personally have made little to no effort to acknowledge it whatsoever this year (I literally put a pumpkin emoji in my Twitter name, and that's it); retro game developer Voxel definitely has with a brand new demo just in time for All Hallow's Eve...
Voxel is no stranger when it comes to developing for the Dreamcast, as evidenced by his previous projects, such as proof of concepts RUINS and Unfungused Game.
Voxel's latest project, Dashy no Blast, is a Halloween-themed 3D multi-directional shooter where you take control of a witch flying around on a broomstick shooting an assortment of fiendish ghoulies. 3D graphics in Dreamcast projects are always a welcome sight, and Dashy no Blast is looking really good visually, especially coupled with the spooky aesthetic. Voxel says he's been working on this game's engine for a while, which leverages "the powerful open source KallistiOS and GLdc libraries." While the game doesn't currently support twin sticks, the left stick is used to move, and holding the right trigger will lock on to an enemy, in a similar vein to Cannon Spike. Basically, Dashy no Blast is like if Cotton met Cannon Spike, and I'm totally here for it.Getting Jersey Devil vibes from these pumpkin heads... Anyone remember Jersey Devil? No one? |
While Dashy no Blast is just a pre-alpha with one level for now, Voxel has asked on Twitter for people to let him know what they think, as he's "seeking as much input as possible before deciding on the future direction of this game." I know for certain I'd definitely love to see more. A game like this could definitely be a perfect candidate for an indie release once it's complete. If you give Dashy no Blast a go and like what you play, please let Voxel know!
To play Dashy no Blast, just download the .cdi from the itch.io page. It is playable on real hardware (VGA only) and emulators. Happy Halloween!
RUN=DIM as Black Soul is now Translated into English!
Despite being a Dreamcast super nerd, I must admit I wasn't aware of the Japanese-exclusive "RUN=DIM as Black Soul" until community stalwart Rolly announced that an English fan translation was in the works for it. Today, I am reminded of this game yet again, because late yesterday we learned that that very translation patch had finally been released.
For those unaware, Rolly (along with frequent collaborator RafaMGam) has been involved in many translation projects for some really cool Dreamcast games, such as The Lost Golem, Karous, L.O.L.: Lack of Love, and probably most notably, Blue Submarine No. 6: Time And Tide. Rolly has also been responsible for some translations of DC games into Polish too.
So, back to RUN=DIM as Black Soul. Peculiar name, but it's essentially a turn-based strategy RPG with mechs. It was developed by Yuki Enterprise and published by Idea Factory in 2001. It appears to be part of a wider franchise (Run=DIM) which includes an anime series, as well as titles for the PlayStation 2 and the WonderSwan Color. Those who worked on the translation recommend the game to fans of Front Mission, Rayblade or Super Robot Wars.
Writing about Run=Dim as Black Soul in his A to Z of Dreamcast games guide, fellow Junkyarder Mike explains that the game "has a fairly large amount of Japanese text interspersed with its stat heavy presentation, which is rather daunting, and it's not exactly clear what is going on to anyone who can't understand the language." He finishes his blurb by saying "I just wish I knew what was going on." Well, Mike, today's your lucky day! With this translation patch, Run=Dim is now penetrable for English speakers. I will definitely be giving it a go.
Anyway, enough from me, you can download the translation patch here. The translation is playable on real hardware, ODEs (GDEMU/MODE) and emulation. Thank you to Rolly, RafaMGam and EsperKnight for their hard work and dedication bringing this to us.
Driving Strikers: it's online! - an interview with Luke 'Kazade' Benstead
Retrospective: Nettou Golf - a Golfing Hidden Gem for Dreamcast
A Dreamcast version of this with a trackball controller would have been incredible. |
Puyo Puyo~n English Fan Translation released!
I’m partial to a bit of Puyo Puyo. Precise Museum, however, really love Puyo Puyo, as evidenced by the plethora of independent Puyo-related English translations this talented team of megafans have completed over the years. Their translation efforts span multiple different types of Puyo media - games, comics, drama CDs, light novels, and more. The reason we’re talking about them today is because they’ve finally added a Dreamcast release to their catalogue: an English translation of Japan-exclusive Puyo Puyo~n (also known as Puyo Puyo 4).
DCJY welcomes Shenmue Dojo
New Remute music album 'Generations' to feature Dreamcast exclusive visuals from Duranik
As reported by Anthony Wallace over at Retro Dodo, it appears that a new music album will soon be released with some interesting Dreamcast-specific features. Generations from electronic music artist Remute will not only be compatible with your common or garden CD audio player; it will also come with added MIL-CD functionality, meaning that if you pop it into a Dreamcast that can read said format, you'll be treated to some awesome visuals courtesy of Sturmwind developer Duranik.
Music albums being released on retro formats isn't anything new, with numerous NES and Mega Drive carts housing albums having been thrust upon the gaming community in recent years, however a new album being released with Dreamcast-specific functionality isn't an everyday occurance. Indeed, some of Remute's previous efforts have graced other classic systems in the not too distant past. From Remute's Bandcamp description of Generations:
After releasing albums for the Nintendo 64 and Gameboy Advance, Remute's third (!) album in 2022 comes for Sega Dreamcast and ends the year with maximum 128 bit power!
Generations features 15 brand new songs and stunning visuals by Duranik - developer of one of the most popular shoot 'em up games on the Dreamcast 'Sturmwind.'
Generations will feature 15 tracks and releases on 22 November for the price of €24.99. You can hear a sample of the track The Known Unknown over at Remute's Bandcamp, find his website here and follow him on Twitter here. Personally, I'm equally intrigued by the Duranik visuals being as I am a huge fan of Sturmwind (read our interview with Duranik here).
The few screens released so far appear to have a similar space-themed vibe, so consider my interest levels piqued even higher than they would normally be:
Thanks again to Retro Dodo for the heads up on this. Our pre-order is already in, but will you be grabbing a copy and rocking out to Generations on your (MIL-CD compatible) Dreamcast while having your retinas caressed by Duranik's trippy polygonal visual light display? Let us know in the comments!