Teenage Mutant Ninja Turtles: The Cowabunga Collection lands on Dreamcast!

We recently reported that Dreamcast coding legend Ian Micheal was working on a port of Teenage Mutant Ninja Turtles: The Cowabunga Collection for Sega's radical platform. We use the term 'port' very loosely though, because in light of the Dreamcast not getting an official release of The Cowabunga Collection, Ian has actually gone above and beyond and created what is essentially a definitive version of the compilation, arguably bettering what was officially released on current gen platforms by Digital Eclipse and Konami.

The result of five months of hard work, Teenage Mutant Ninja Turtles: The Cowabunga Collection for Dreamcast actually includes more content than the Konami release, and due to the 'indie' nature of the Dreamcast version, it also includes content that otherwise wouldn't be possible to include in an officially sanctioned port due to licensing issues.

The front end is marvellous!

So with the Dreamcast version of The Cowabunga Collection probably being the definitive compilation of half-shell based retrogaming goodness, what exactly does it contain? In truth, an absolute treasure trove of perfectly emulated 8- and 16-bit TMNT titles from a range of classic systems (running at 60fps in some cases), episodes of TMNT cartoons digitised from VHS tapes, a Vanilla Ice music video (worth it for this alone in my opinion), scanned game manuals, full soundtracks for all games, VMU icons and logos, bespoke menus, display options...the list goes on. 

Super NES emulation runs at 60fps.
Vanilla Ice finally makes his Dreamcast debut.

What's also quite interesting is that The Cowabunga Collection FAQ states that it will not run on an emulator - you'll need an actual Dreamcast to play it, so the fact that both GDEMU and burnable disc images are available is a bonus. Here's a full rundown of what you can expect in terms of playable titles included:

  • Super Nintendo: Turtles IV: Turtles in Time (NTSC-U/PAL), Turtles Tournament Fighters (NTSC-U/PAL)
  • Nintendo Entertainment System: Teenage Mutant Ninja Turtles (NTSC-U), Turtles II: The Arcade Game (NTSC-U), Turtles III: The Manhattan Project (NTSC-U), Turtles Tournament Fighters (NTSC-U)
  • Nintendo Game Boy: Teenage Mutant Ninja Turtles: Fall of the Foot Clan (NTSC-U/PAL), Teenage Ninja Mutant Turtles II: Back from the Sewers (PAL), Teenage Mutant Ninja Turtles III: Radical Rescue (NTSC-U/PAL)
  • Sega Mega Drive: Teenage Mutant Ninja Turtles: The Hyper Stone Heist (NTSC-U), Turtles Tournament Fighters (NTSC-U)
  • Miscellaneous / ROM hacks: Teenage Mutant Ninja Turtles (ZX Spectrum), Teenage Mutant Ninja Turtles: The Coin-op! (ZX Spectrum), Teenage Mutant Ninja Turtles of Rage Remix (Mega Drive), Teenage Mutant Ninja Turtles of Rage: The Final Shell Shock (Mega Drive), Teenage Mutant Ninja Turtles: The Hyper Stone Heist Remixed (Dreamcast/Beats of Rage), Teenage Mutant Ninja Turtles: Lost in Space (Dreamcast/Beats of Rage)

As you can no doubt tell from this list of features and games, Teenage Mutant Ninja Turtles: The Cowabunga Collection for Dreamcast is easily one of the most impressive things to come out of the Dreamcast indie scene for quite some time, and huge props must go to Ian Micheal and artist Adam Burrell; and those from the wider Dreamcast community who supported the development process. 

VMU artwork is a really nice touch!

Teenage Mutant Ninja Turtles: The Cowabunga Collection for Dreamcast feels so polished it could be mistaken for an officially sanctioned title; and if it weren't for the fact that there are unlicensed roms included on this collection we dare say certain Dreamcast publishers would be snapping this up for a full physical retail release. It really is that good - from the menu music to the quality of life features (there's no need to soft reset the console to go back to the main menu...which is such a small thing, but so welcome!), everything about The Cowabunga Collection for Dreamcast just oozes quality. 

There's also an intriguing 'first' included in The Cowabunga Collection, whereby FMV is layered over the top of other screens, creating a very nice visual effect (the main title screen is a good example of this). Believe it or not, this is a totally new tecnique created by Ian and has never been done in a Dreamcast game before. Nice.

It even features manual scans that are fully zoomable.
Dreamcast BOR variants feature too.
Really nice added features include game controls info screens.

If you'd like to see the title screen effect, front end in motion, and also the quality of the various flavours of console emulation on display, check out Ian Micheal's video presentation below:

The Cowabunga Collection for Dreamcast is a real treat and the best bit is that it's totally free to download and enjoy yourself on real hardware. If you'd like to support Ian, you can find his Patreon page here...that said, I wouldn't be surprised if he gets snapped up by emulation specialists Digital Eclipse based on this interactive resume!

Head over to either the Dreamcast-Talk forums or Ian Micheal's radical YouTube channel for download links, which along with the game also include the lovely PAL and NTSC box art variants.

Be rude not to play Turtles games on the green Dreamcast!

Have you sampled The Cowabunga Collection on Dreamcast? If so, let us know your thoughts on this bodacious release in the comments!

Update January 2023

After the initial release of The Cowabunga Collection for Dreamcast, it appears an updated version was posted to the internet. Named the 'Dark Theme Collection,' this slightly revised iteration also features the Streets of Rage 2 rom hack Shredder's Re-Revenge. Below is a thorough investigation into this updated version from YouTube channel Madlittlepixel:

Video Game History Foundation welcomes DCJY

It's not often we get invited to guest on other podcasts, but when we do it's always a pleasure. In this case, those lovely folks at the Video Game History Foundation reached out to us and asked if we'd like to join them for episode 99 of the Video Game History Hour podcast to share our memories of the Dreamcast launch from the perspective of gamers on opposite sides of the pond. That pond being the Atlantic Ocean, naturally.

So in episode 99 of the Video Game History Hour, Tom and Brian joined Frank Cifaldi and Kelsey Lewin to discuss what it was like for Dreamcast fans waiting for the release of the system in both the US and Europe, the significance of 9/9/99, the delayed release in Europe, the different packaging and advertising campaigns on the two continents and just why the Dreamcast has such a lasting appeal all these years later. Listen at the link below, or on all the usual podcast services.

It was an honour to be asked to appear on the Video Game History Hour, even moreso considering how much great work the Video Game History Foundation does to help preserve the heritage of the hobby we all love. On a personal level I've followed the work of Frank and Kelsey and the Video Game History Foundation for quite some time, so it was a privilege to be able to converse with them both over the course of the podcast episode.

I should also add that the Video Game History Hour is a podcast that I regularly listen to, with each episode featuring a guest that has their own niche or area of expertise. There are some absolutely fascinating topics covered in the back catalogue, so I would implore anybody with an interest in obscure gaming topics to explore previous episodes. After you've listened to episode 99, of course.

Thanks again to Frank, Kelsey, Robin, Brian and eveyone else involved. Visit the Video Game History Foundation here, find the all episodes of the Video Game History Hour here, follow on Twitter here.

Title Defense: Dreamcast's lost boxing sim

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

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

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

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

Source: DC-UK / Out of Print Archive

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

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

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

- Climax Studios, 9th March 2000

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

Source: DC-UK / Out of Print Archive

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

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

DC-UK's Climax Studios feature, July 2000

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

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

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

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

Source: DC-UK / Out of Print Archive

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

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

Show Report: Nottingham Video Games Expo 2022

The weekend of 17 & 18 December 2022 saw the inaugural Nottingham Video Games Expo take place in...er...Nottingham. The city of Nottingham, England for the uninitiated, is the ancestral home of such luminaries as fictional horse jacker Robin Hood, painfully unfunny comedian Jon Richardson, professional face puncher Carl Froch, and Manchester United legend Andy Cole. It now also has its own gaming festival in the form of NottsVGE.

Naturally, The Dreamcast Junkyard took the opportunity to represent at this brand spanking new event, and it was a pleasure to be able to meet fellow Dreamcast enthusiasts, exhibitors and event visitors to spread the gospel of the Dreamcast to all who would listen.
Punters puntering
Several members of the editorial and podcast crew from the 'Yard manned our small but perfectly formed area, with Tom, Jaz, Andrew, Lewis, Kev and Lozz all taking turns to stand around and bore anyone who happened to wander near on the intricacies of the Dreamcast's genetic makeup or the splendour of the system's library and range of peripherals. Poor souls. The public, I mean.
Lozz, Lewis, Jaz, Andrew, Tom and Kev
It wasn't all fun and games though (or was it?), as we had a rather special competition to run. As alluded to in a recent post, our friends at Bitmap Bureau supplied us with several copies of the excellent Xeno Crisis to give away to those who were hardy enough to register a high score on the superlative Smash TV 'em up using the Dreamcast Twin Stick controller. 

Around 30 people took to the hotseat to test their mettle, including both Dan and Nick of WAVE Game Studios, and Dean Mortlock of SEGA Powered. Alas, the ultimate winner turned out to be none other than Aaron 'The Gagaman' Foster, a man who assisted in the early days of both the DCJY blog and DreamPod. It wasn't a fix, honest.
Elsewhere, anyone who visited our little section of the expo floor was able to sample some lightgun action with Houe of the Dead 2 and Confidential Mission, or the traditional delights of Sega Rally 2, Power Stone, Virtua Tennis, Cosmic Smash, Crazy Taxi, Yu Suzki's Gameworks and a range of other titles when they were available/the Dreamcasts were behaving and not throwing up random issues such as controller ports not working or AV ports refusing to play ball with the screens.

NottsVGE was a much more intimate event than previous excursions (Play Expo Blackpool 2018 was probably our largest, with around 15 Dreamcasts available for people to play), but what was especially nice was the abilty for all of us from The Dreamcast Junkyard team to actually hear and engage with visitors, and have some audible conversations (other events tend to be quite loud due to the size of them). 

It was also quite fascinating on a personal level to see how the younger visitors approached the Dreamcast and the peripherals on offer, many of them having never seen the console before. The impressions were overwhelmingly positive, showing that the SEGA brand can still bring a smile to the faces of kids who aren't as au fait with the brand's hardware as us old farts are.
The next generation of Dreamcast gamers.
Paul, Marc and Dean from SEGA Powered.
NottsVGE offered a range of sellers who were hawking their gaming wares, along with a couple of teams you'll no doubt be familiar with if you're in any way interested in the Dreamcast. First up, and as mentioned, WAVE Game Studios were in attendance selling and demonstrating a range of titles from their impressive stable, with Intrepid Izzy, Alice Dreams Tournament, Rush Rush Rally Reloaded, Shadow Gangs and Postal all popular. 
Dean was forced at gunpoint to autograph a copy of SEGA Power.
Our friends from both SegaMags and SEGA Powered were also at NottsVGE and it was really nice to be able to meet the legendary journo/editor Dean Mortlock in the flesh for the first time. Matt and James from Shenmue Dojo were also in attendance, as were Get Well Gamers, YouTuber TootyUK, and community magazines Evercade Evolution and Amiga Addict.
Tom and Lewis with Dan and Nick from WAVE Game Studios.
On the main stage, the team from The Retro Hour interviewed a trio of guests from the golden era of Rare's time as Nintendo's third party development darling; while later a Q&A session was hosted by Paul Drury from Retro Gamer Magazine. 
The Retro Hour introduced guests from Rare.
Tom with Skilljim and Matt from Shenmue Dojo.
A rather popular Mario Kart 8 tournament was facilitated by Nottingham Nintendo, but the real coup de grâce was a battle royale between WAVE Game Studios and The Dreamcast Junkyard. In a true test of guile and skill over the course of two games of three rounds (Power Stone 2 and Virtua Tennis), these two behemoths went toe to toe...only for WAVE to trounce us 2-0. Naturally, the blame was levelled at Lewis' cack-handed Power Stone 2 skills and Tom's controller port only working intermittently. Um.
At least someone was having fun...
Liberties were taken to be honest.
The final insult of the event came when James 'Jaz' Harvey unironically subjected several hundred paying event-goers to a disgusting display of hubris, with gameplay from Spirit of Speed 1937 being displayed on a giant projector screen. If NottsVGE don't invite us back again, I'm confident this act of wanton terrorism will be cited. Oh, and there was Kev wandering around offering people cupcakes of questionable origin.
Would you take a free cupcake from this man?
Congratulations and thanks to both James (ItsMuchMore) and Alex (gamesreup) for inviting us to be a part of their successful debut event. It all ran smoothly and they should both be immensley proud for putting on such a great expo and generally just being top blokes. 
Overall though, it was just really nice to meet people and talk face to face with fellow gamers who either have a passion for the Dreamcast; or who had never even seen one before. Here's to the next Nottingham Video Games Expo, whenever that may be.

DCJY welcomes former SEGA Europe Marketing Director Giles Thomas

In this episode of the DreamPod, regular hosts Tom and Andrew are joined by former SEGA Europe Marketing Director Giles Thomas. During his time at SEGA Europe, Giles oversaw the European launch of the Dreamcast after effectively being headhunted by SEGA from his role at MTV. 

In this episode Giles explains how he was pursuaded to join SEGA, his vision for the European TV advertising campaigns, meeting the SEGA Japan hierarchy, being grilled by Anne 'Weakest Link' Robinson on the BBC's consumer affairs show Watchdog, the European Dreamcast launch event, the influence of Sony's PlayStation, Robbie Williams, blue swirls, PAL game cases, how the delay of the European launch affected sales of the console, SEGA Europe's relationship with the US and Japanese arms of the business, and also what - if anything - he would have done differently if given the chance to launch the Dreamcast all over again.

Remember you can grab the latest DreamPod and all of our previous episodes on Buzzsprout and pretty much anywhere else you get your podcasts from. Huge thanks to Giles for joining us to chat about all things Dreamcast. Giles now runs the branding consultancy Mimo Brands, who work with many of the most well-known companies around, so we really appreciate the time he took out to speak with us.

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 MagsRare, 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!