Cosmic Smash in VR or something

Cosmic Smash is set to 'return' to consoles in February 2023. I emphasise 'return' because Cosmic Smash is a game few people outside Japan ever really got to play; and the usual (predictable) swarm of attention is now in full swing. Sega knows what it is doing with this type of release. It can't have gone unnoticed that anything even remotely connected to the Dreamcast gets vast swathes of gushing real estate on pretty much every gaming or tech blog now; and this latest Cosmic Smash related news will no doubt have people foaming into their cornflakes. 

There is a whole new generation of gamers (spenders) out there who want to know more about these enigmatic Dreamcast games which are - in the main - really poorly documented outside of fan blogs and forums. Luckily, this fan blog is still going.

Back in 2015 we covered Cosmic Smash, and I also wrote about it in issue 179 of the physical magazine Retro Gamer. Ultimately though, what you need to know is that it is a take on Pong or Breakout, where you control a humanoid player with a racquet, smashing a ball against a wall and various blocks that form ahead of you. It also looks like Rez. A bit. Using the parameters of the court, you can fling your character into multiple impossible shapes, hitting the ball back and advancing though the stages via the Passageway as a passenger on the Cosmic Bus. I've used this piss-poor 'joke' before but I'll be damned if I'm not using it again: you wait for one Cosmic Bus, and then two turn up at once. Literally just after you've received the Call of Chuthlu and realise it's a wrong number. I refuse to be stopped.

Right then, Cosmic Smash is apparently coming back as a VR game, titled C-Smash VRS. As an exclusive for the PlayStation VR 2. Sony or Sega or someone tweeted a countdown timer a few weeks ago but we already knew what it was after glancing at it for about 3 milliseconds. And now there's been some sort of official announcement. If I'm honest, I don't really care. Cosmic Smash on the Dreamcast was/is alright, but only in a sort of 'Virtua Tennis against a wall' type way. I don't really know what else to say about it to be honest. It's certainly not a game worth all the hype it is currently (at the time of writing) getting.

I find Cosmic Smash to be a pretty boring experience personally. Once you get over the fact that you're controlling a transulcent person who appears to have no small intestine or anus (would have been way more interesting if he did - I'd love to know what he had for his tea), then you mainly spend your time trying to hit a ball back and forth against a wall and jumping round experimenting with ways you can hit a ball back and forth. People only play squash for a finite amount of time because it isn't that interesting. But this is purely my opinion, and I am wrong on many occasions.

That said: Cosmic Smash in VR could be very cool. The virtual reality tennis games I have had the pleasure of waving a paddle/shoe around in have been enjoyable. Leaping from couch to wall and then onto the ceiling while wearing a VR headset; and being generally athletic could be just the thing needed to give the VR scene the kick up the arse it needs. Oh, and C-Smash VRS looks to include a multiplayer option too (Cosmic Smash on Dreamcast is a single player affair). C-Smash VRS might be the very title VR needs to put a fire under it.

It's nice that Sega is finally looking to games in its back catalogue that aren't Sonic or Mega Drive titles; but can we be honest here? Yes lets. Sega needs to license/resurrect Sega GTDaytona USA, Fighting Vipers, Jet Set Radio, Spirit of Speed 1937, NiGHTS, Burning Rangers, Skies of ArcadiaVirtua Cop, Golden Axe...before looking to Cosmic Smash. Even the most diehard Dreamcast fans don't really consider Cosmic Smash a Dreamcast classic. Might as well revive Soul Fighter or Hoyle Casino.

Go and get hyped over at Polygon or Eurogamer or Reddit if you're that bothered. I'm not, because I can barely afford my electricity bill, let alone a PlayStation VR 2. That said, do feel free to check out our previous article on Cosmic Smash and the multiple hidden characters only revealed 16 years later by Jeremy Hobbs.

The C-Smash VRS website is here.

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

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

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

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

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

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

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

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

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

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

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

English Translation Demo of Shiren the Wanderer Gaiden: Asuka Kenzan released!

I have often heard repeated online that the Dreamcast library was lacking when it came to RPGs... well, I guess that's kind of true, especially in the West. While we received standouts like Skies of Arcadia and Grandia II, along with a few other titles, there's plenty of Dreamcast RPGs that remained relegated to Japan. Shiren the Wanderer Gaiden: Asuka Kenzan was one of those titles. Today, however, I come bearing great news, as a translator known as SharkSnack has released a partial translation patch that will allow players to experience the game's first region.

Shiren the Wanderer is a series of roguelike RPG titles by Chunsoft (now Spike Chunsoft) that spawned from the Mystery Dungeon franchise (probably most famous for containing the Pokémon Mystery Dungeon series of games!) The first Shiren the Wanderer game was released for the Super Famicom in 1995. The series didn't see a Western release until 2008, when that original game was ported to the Nintendo DS.

The Dreamcast entry, Shiren the Wanderer Gaiden: Asuka Kenzan, was released in 2002, and was developed by Neverland. This title provided players with a side-story to the main series that focused on the character Asuka, a close friend of Shiren the Wanderer. Like other titles in the series, Asuka Kenzan features traditional roguelike gameplay. Graphically, the game looks similar to the series' second entry on Nintendo 64 (which also uses a top-down perspective with pseudo-3D looking sprites), but with an added Dreamcast sheen.

Talking to your sidekick, a ferret called Koppa.

SharkSnack started working on their translation of Shiren the Wanderer Gaiden: Asuka Kenzan back in May of last year. While it's mostly been a solo effort, they have also had some technical assistance from VincentNL and Derek Pascarella, Ozidual helped look over some of the translation dialogue, and testing was provided by TheKitchenSunk, Harpu and DocHikari.

Speaking with SharkSnack, I was intrigued to know what inspired them to translate this particular game:

"I think Shiren the Wanderer is a charming, underrated series with great gameplay, and Asuka Kenzan is said to be one of the best in the series within the Japanese communities (people still host events and speedrun the PC version of the game on YouTube and Twitch, despite it being such an old game), so I wanted to make it available for players to experience first-hand in English. 

"I also hope that it increases interest in the series and people purchase the official releases to support the series, because the Shiren community would like to see a new release. The most recent release is Shiren the Wanderer: The Tower of Fortune and the Dice of Fate, which released in 2020 for Switch and Steam.  

"Prior to this, I also completed a fan translation of Shiren the Wanderer 2: Oni Invasion! Shiren Castle! for Nintendo 64, working as a team with Ozidual."

Someone get that dragon some Antacids!

As stated before, what SharkSnack has released today is a partial translation of the game, a "demo", if you will, that allows players to experience the first region called 'Tenrin'. For players who have previous experience with roguelikes or Mystery Dungeon-style games, SharkSnack reckons the demo could take about three hours to finish. If it's your first time, however, the demo could instead take you upwards of six hours or more. If you get stuck, SharkSnack has been working on a strategy guide that you can use. Regardless of your skillset, though, there's a lot of game to experience here. 

SharkSnack elaborated on the overall progress of the translation:

"In terms of overall translation progress, the game is fully translated up to the first end credits (after clearing the second dungeon of the first region, Tenrin). The story continues into a second region called Sairai and there's a lot more game left after that (12 dungeons total), but since none of the dialogue is translated in that region yet, the demo patch is locked to Tenrin areas. 

"If players are determined to continue playing, they can load their save on an unpatched version of the game, travel to Sairai, and switch back to the patched game. The reason I locked it like that is to ensure people wouldn't have to start over from the beginning to experience the rest of the game once it's fully translated."

Being turned into an onigiri by a boss… or should I say a “jelly-filled donut”?

If you enjoy what you play, stay tuned for the full patch at some point in the future. We'll be sure to update you when that time comes. SharkSnack also let us know about some other Shiren the Wanderer translations they have in the works:

"I'm also working on fan translations for Shiren the Wanderer 4 Plus for PSP (with Arc Impulse), and Shiren the Wanderer DS2 for Nintendo DS as well, so basically the long term goal is to have most of the Japanese-exclusive Shiren games in English."

Checking the menu inside a dungeon.

To download the patch, just follow this link to the translation's announcement trailer. Check that video's description to find a link to get the patch, and be sure to subscribe to SharkSnack's channel while you're visiting! The patch can easily be applied to an image of the game using Derek Pascarella's Universal Dreamcast Patcher. The v0.16 build can be played on both real hardware and emulator.

Thanks again to SharkSnack for their hard work on this patch, and for providing me with information and screenshots. Let's hope this is the first of many Japanese-exclusive Dreamcast RPGs we get to see translated into English! Will you be playing Shiren the Wanderer Gaiden: Asuka Kenzan? Let us know in the comments!

The Typing of the Dead’s Weird and Wonderful Ports


If you have never played The Typing of the Dead, then newsflash: you should. Who would've thought that taking the zombie-splattering action (and beautiful B-Movie voice acting) of The House of the Dead 2 and turning it into a typing game would've been such a great idea? Sega, that's who. For an uncoordinated person like me, who spends his time typing about pointless gubbins on the internet, the keyboard is my weapon of choice for zombie slaying.

I'm sure most who are at least aware of The Typing of the Dead know that it originally started life in '99 in Japanese arcades, before being ported to Dreamcast and PC in 2000, with English versions both releasing in America (but strangely not Europe) a year after that in 2001.

Credit: Thierry Régagnon on Flickr
Other than a typing version of The House of The Dead: OverkillExtended Cut in 2013, this was the extent of this series' releases in the West. Recently, however, I found myself tumbling down a rabbit hole, Alice in Wonderland-style, that revealed to me the existence of some weird and wonderful ports of this zany title, along with a spin-off and even a sequel that were all released exclusively in Japan. So let's talk about them...

The Typing of the Dead: Zombie Da! Typing Lariat (Windows and Mac, 2007)
First up, we have The Typing Of The Dead: Zombie Da! Typing Lariat, a Japan-exclusive enhanced version of the original game that was released for Windows and Macintosh in 2007. This version featured brand new mini-games as well as a mode where you could compete against a clone of yourself to best your previous score.

While there were two other enhanced Typing of the Dead ports released in Japan prior to this one (titled The Typing of the Dead 2003 and The Typing of the Dead 2004), that both added extra modes, this one is a lot more intriguing because of its Mac port, which was released to be compatible with Mac OS X Tiger (10.4). According to Macintosh Garden, this was 'one of the very few titles that Sega released specifically for Macs in Japan'. 

The absolute bestest thing ever about this port, though, is instead of the HOTD2 characters carrying keyboards with Dreamcasts hooked up to batteries on their backs, they carry Compact Macs. The fact the developers went to the effort to add in such a detail is great; what a beautiful sight to behold. Unless the mere existence of Macs give you an aneurism. If so, we'd hate to tell you how we produce the majority of the Junkyard's content...

Credit: Macintosh Garden

The Typing of the Dead: Zombie Panic (PlayStation 2, 2004)
From one disliked system to another (depending on who you ask), we now move onto The Typing of The Dead's 2004 Japan-exclusive PlayStation 2 port, which came bundled with a USB keyboard, and despite adding the subtitle "Zombie Panic", is mostly the same as the original. Although, according to the ever-helpful Sega Retro, this port incorporates mini-games into the main story. 

This version trades the Dreamcasts for silver fat PlayStation 2 consoles, which results in James and the gang looking like a bunch of Dreamcast deserters who got suckered in by the whole "Emotion Engine" thing. Hope you enjoy watching all those cutscenes in The Bouncer when you're not slaying zombies, you traitors. Bah!

English of the Dead (Nintendo DS, 2008)
Representing something of a missed opportunity, this 2008 Japanese Nintendo DS title was not titled "The Writing of the Dead," because what you have here is a game that aimed to teach Japanese players English words by having them handwrite them with the DS stylus. Occasionally, the game also asks players to complete sentences by selecting words multiple choice-style. Because of its premise, the game is very accessible to English players; although I bet after playing for a while your wrist would get tired (get your mind out of the gutter).

What blew my mind the most about this game, though, is that it recreates the levels of The House of The Dead 2 with some pretty decent 3D graphics for the DS. I recommend checking out this playthrough by NintendoComplete to see this title in action.

Oh, and the characters all carry Sega Mega Drives/Genesis on their backs. I'm not kidding.
Credit: NintendoComplete

The Typing of the Dead 2 (Arcade, 2007/Windows, 2008)
That's right, you read that correctly; exclusively in Japan, The Typing of the Dead received a numbered sequel in arcades and on PC, and it was based on The House of the Dead III! I genuinely had no idea this existed! Looking at gameplay footage of the PC version, it doesn't look like its inaccessible to English speakers (or typers, rather), as you still type English characters, but for the romanisations of Japanese words.

While we sadly never received the original House of the Dead 3 on Dreamcast, the spirit of the console lives on in this Typing of the Dead sequel, because while the characters now wield keyboard-shaped shotguns instead of regular keyboards hanging from their shoulders, they still carry Dreamcasts on their backs, just as they did in the original! 
Credit: NintendoComplete

How many of these Typing of The Dead games were you aware of? Are you going to give any of them a try? Let us know in the comments below!

Credit and thanks to: Mr^Burns who posted the SegaXtreme post that initially brought The Typing of the Dead: Zombie Da! Typing Lariat to my attention, Macintosh GardenSega RetroThe Wiki of the Dead and NintendoComplete.

Come Fly(er) With Me - An Exploration of Dreamcast Flyers

 

For the sake of fitting an awful pun into this article's title, I've decided to call those little bits of paper whose purpose is to crassly shill a product or service, 'flyers'. Around these parts I believe the more commonly used term is 'leaflet', although I suspect folks on either side of the pond (and indeed elsewhere in the Anglosphere) will know what is being referred to regardless of which term is employed. Flyer, leaflet, handbill, pamphlet, handout, circular; why there are so many synonyms beats me.

Regardless of linguistic preferences though, the purpose of these objects in angling for sales is all the same, as is the typical end result. After being thrust into your hand on the street by a weary-eyed distributor, or unceremoniously jammed through your letterbox, most flyers are dumped straight in the (recycling) bin, perhaps after being afforded a brief glance if they are lucky. After all, once they have conveyed their message to the reader their primary purpose has been fulfilled. Fortunately though for geeks like us, a hefty crop of Dreamcast flyers have managed to survive the perils of the last 20 years and are safely tucked away in private collections. Of course, keeping a hold of printed material like this isn't a sign of deviant hoarding instincts. Oh no, this is all about curating a collection and preserving precious artefacts.

Ok, ok, calling a pre-order form for Sega Bass Fishing a precious artefact might be an egregious bastardisation of the English language. However, it wouldn't be unreasonable to presume that flyers may hold some kind of value that makes them worthy of preservation - whether that be to hobby enthusiasts with a penchant for oddities, or folks undertaking more serious research into video game history. Therefore in the interests of appeasing these pressing needs, I've recently scanned and uploaded around 20 or so Dreamcast flyers for your viewing pleasure.

What follows is a full list of the haul, with titles hyperlinked to PDF files hosted over at the virtual Aladdin's den that is Sega Retro. Scribblings on some of the more noteworthy pieces can also be found below the list for our hardier readers…

Genki Show-off the Goods

Inner pages of a Shutoko Battle 2 flyer
That's an awful lot of copy squeezed into a two-page spread! Here Genki seem to be hoping that readers will gaup in awe at the length of their race track and the selection of souped-up cars on offer.

The marketers at Sega and Genki evidently felt that Shutoko Battle 2 (Tokyo Highway Challenge 2 in PAL regions) warranted more space than usual to flaunt it's red-hot features, shelving the typical flyer format for an 8 page 'Special Guide Book'. As to be expected, the piece delves into hyperbolic detail about the game's graphical improvements, enlarged track and various modes, but also includes an interesting little interview with two of the developers, Tomo Kimura and Tsutomu Hagiwara. Props to Mr Kimura for rocking that mullet in the year 2000 - a brave move that is worthy of our upmost respect.

Wao? Yes, WAO!

Inner pages from the 'WAO! Sega' flyer
Apologies for the bodged centre-fold where two pages meet. Despite this I wanted to exhibit this two-page art piece in all it's glory. The PDF linked to above provides a much higher quality view.

Given the peculiar font used, at first glance I assumed the 'WAO!' emblazoned all over this flyer was a brand name of some sort. That stylised 'O' is definitely supposed to be something other than just a letter, but I haven't the foggiest what (answers in the comments please). After digging a little further though, I discovered that 'wao' appears to just roughly translate to 'wow', and Sega are suggesting that customers would be 'wowed' by the cornucopia of internet services available via the Dreamcast. Many of the features shown, such as video-chatting via the Dreameye and on-demand downloads of Mega Drive and PC Engine classics, as fleeting as they may have been, did in fact exist. Others, such as the chance to get a medical check-up via your Dreamcast (a horrendous idea with dystopian undertones), never came to pass. In any case, the distinctive art style shown on the inner pages is quite endearing and the flyer shows how ambitious Sega were with their vision for the expansive role that the Dreamcast would play in domestic settings.

High Hopes for @barai

Inner pages from the '@barai Eternal Arcadia' flyer
The @barai concept explained via cartoon strip, complete with FAQ.
 
@barai was one of many innovative concepts that was put into practice for the Dreamcast. As advertised and explained in this flyer, @barai versions only allowed players to progress part-way through a game, after which point a digital key needed to be purchased to unlock the full game. These editions sold for a much lower price than regular retail releases, thereby allowing customers to try a game without committing to a big outlay of cash. Sega clearly had hopes that @barai would catch-on, touting the likes of Illbleed and House of the Dead 2 as future releases, but that wasn't to be. Aside from Eternal Arcadia, Hundred Swords was the only other title to actually get the @barai treatment.

Xtreme Dreams

Scan of the Dreamarena 'Xtreme Dreams' postcard
Did Sega ever really care about my Xtreme Dreams, or did they just want to lure me onto Dreamarena to inflate my dial-up internet bill even further?

XTREME! I had been blissfully ignorant of the fact that this iteration of the word 'extreme' had seeped over onto our shores, assuming that it was safely contained over in the United States. Alas, as seen here, it reared its head in the title of the 'Xtreme Dream' competition that Sega was operating for Dreamarena users in the year 2000. To enter, Dreamarena users simply had to explain their dream holiday to Sega who would then stump-up the funds to make it a reality for selected lucky winners. Who actually won this competition? Was their holiday in fact 'Xtreme'? Here lies another mystery that should be thrown onto the heaving in-tray of our in-house private investigator, Tom Charnock.

* * *

I'll mercifully wrap things up my ramblings here, but must close out with an obligatory appeal to readers. Who else has curios like these squirreled away in dusty cupboards? Why not scan and share them before they are 'accidentally' scrapped during a spring clean or perish in a mains water leak? Come on, let's be having you!

A Tribute Documentary about D2 Creator Kenji Eno is on the way

A documentary about 90s gaming visionary Kenji Eno is on the way from documentary maker Archipel.

For those unaware, Kenji Eno was a maverick game developer and musician who founded WARP game studios. With WARP, Eno most famously brought us the excellent D trilogy: D, Enemy Zero and D2, the last of which was on the Dreamcast. All three games pushed the boundaries of what people at the time considered a "video game", the latter two of the trilogy in particular experimenting with multiple genres. Eno sadly passed away on February the 20th, 2013, due to heart failure brought on by hypertension.

On the tenth anniversary of Eno's passing, Archipel, a documentary maker that specialises in documentaries "about Japan's creative minds and culture" on YouTube, plan to honour him with a tribute documentary.

Back in October of last year, Archipel announced the documentary was being worked on, saying they'd recieved some "moving testimonials" about Eno, presumably from those who worked with him in the industry. They followed this up seven days ago, when they provided an update, saying they'd wrapped up shooting and that a teaser trailer will be released soon.

Update: On the 20th of February - the anniversary of Eno's death - Archipel finally released their teaser for this documentary. This very sombre clip shows the faces of Eno's friends, colleagues, and family who will be providing testimonials. Many highly regarded creatives from the Japanese video game industry are shown, including Hideo Kojima (Metal Gear Solid), Tetsuya Mizuguchi (Rez, Space Channel 5), Yoot Saito (Seaman), Kenichi Nishi (L.O.L.: Lack of Love), and Fumito Ueda (Ico, Shadow of the Colossus). The teaser ends confirming that the documentary will be out in 2023. Check out the teaser below.

As a huge fan of Eno's work, I'm really excited for this upcoming documentary. Will you give it a watch when it's released? Let us know via our social media channels, or simply by dropping us a comment below.

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DeeDee Planet - Newer Beta Version Uncovered and Preserved

In 2021 we reported on the public release of an all but complete build of DeeDee Planet, the quirky and endearing Dreamcast game that was intended to be a spiritual successor to ChuChu Rocket!, which was sadly shelved just before going on sale. This release was made possible by a stalwart of the Dreamcast scene, Pcwzrd, who managed to source the beta from an unnamed developer, ripped the contents, and put it out into the world. What really put the icing on the cake though was the implementation of online play in 2022, thanks to one of the gurus of Dreamcast server revivals, Shuoma, thereby enabling dozens of folks to experience the game as it was meant to be (cursing your inexplicably skillful opponents as they rain missiles down upon you from their levitating sheep).

Well, here we are in 2023, and the DeeDee train still appears to have more track to traverse just yet. Today, BANANABREAK, a prolific preservationist with a lot of work already under their belt, has kindly released another DeeDee Planet beta (available to download here). This version was allegedly acquired from an ex-Sega UK employee who worked for the team in charge of Dreamarena, the online service that was available across Europe. Could this mean that a localised version was tentatively in the works? It would be a bit of stretch to claim so, but if anyone out there would like to produce a translated version complete with cover art in the majestic PAL-blue style, then we certainly wouldn't turn our noses up!

The GD-Rom containing the latest DeeDee Planet beta to be found and digitally preserved by BANANABREAK.

What we do know (or at least, assuming the scribblings on the GD-Rom are correct) is that this beta is around 10 weeks newer than the version that was previously available. To my uninformed eye, there are no obvious differences between the two builds. However, given that the purported reason for the game's abandonment by Sega was a problem with the game's server connection, it could well be the case that changes affecting this part of the code are in-fact there, hidden away behind the scenes.

Pcwzrd and Shuouma did run some tests with this new build. Pcwzrd had this to say about it:

As far as we can tell, nothing changed. Nothing obvious anyway. Shuouma says the game is still sending the same corrupted stats back to the server so [Sega] didn't fix that. Shuouma thought that they may have possibly tried to implement a fix for something but it didn't work. That might have been the point at which when they just gave up and cancelled the game.

Can any of our eagle eyed readers sniff out the differences between these builds? Are we going to see even later builds gracing the internet in years to come? As always, do let us know your thoughts in the comments.

P.S. As a little treat for anyone who is as enamored with this game as I am, I have recently scanned a promotional flyer that was produced for the game. A preview is available below, but a higher quality PDF is also to be found over at Sega Retro

The 18th of May release date touted here sadly wasn't to be, but over 20 years on from being scrapped DeeDee Planet's developers can rest easy in the knowledge that their work wasn't in vain.

Review: Andro Dunos

I did consider labelling this post as a 'retrospective' as opposed to a 'review,' and that's because Andro Dunos is not a new game for the Dreamcast. It's not a new game, period. Indeed, this latest release physical for the venerable old console represents something of an enigma in that it's an officially sanctioned release of a game that was previously released a long time ago in an unofficial guise. Are you confused yet? I know I am. But allow me to attempt to unpack this little conundrum.

See, Andro Dunos is a Visco developed side (and occasionally vertical) scrolling shooter that was originally released for the Neo-Geo AES and MVS platforms back in 1992, and which was subsequently made available for the Dreamcast using the Neo4All emulator in the mid 2000s. Indeed, you may have even seen (or possibly own) a copy of the lesser-spotted physical release of Andro Dunos that was previously available, which was essentially a printed CD-R containing Neo4All and an Andro Dunos rom file, presented in a rather nice folded cardboard sleeve. There was a similar Neo Drift Out release too, if memory serves (found them!)...but I digress.

As far as I can tell, this latest iteration of Andro Dunos for Dreamcast is almost identical to the aforementioned (it even displays the Neo4All icon on the VMU screen), albeit with a few subtle differences; the main one being that this is an officially sanctioned physical release with full license from Visco Games and limited to just 2000 copies, all of which come with a rather nice certificate of authenticity and a choice of PAL or NTSC jewel cases, professionally printed manual and case inlays, and the same type of top quality printed CD that you would expect from veteran Dreamcast publishers JoshProd and PixelHeart.

Just taking a moment to appreciate the physical presentation of Andro Dunos (I went for the PAL cased version as the NTSC flavours are not yet - at the time of writing - available), it's really quite hard to fault the level of care that has gone into the package. As mentioned above, you get a nice (if slightly threadbare) instruction manual, some excellent original box art, a little holographic sticker on the back of the box denoting which of the 2000 numbered copies you have acquired (mine is 0332 - what's yours?), and then there's a signed cardboard insert vouching for the authenticity of the copy in your possession. It's a nice touch, I must admit.

But what of the game Andro Dunos itself? Well, it's a pretty bare bones affair in all truth. Set against the backdrop of an alien invasion of Earth, players are thrust into the cockpit of the Yellow Cherry fighter ship and tasked with battling through 8 levels of increasingly more difficult enemies, many of whom seemingly only exist to waft onto the screen, fire a shot and then either exit or propel themselves at your ship, kamikaze style. Naturally, you are armed with a complement of weapons systems which are actually quite similar to those seen in Sturmwind, and these are used to blast your way through the unending swarms of baddies and the numerous multi-staged end of level bosses.

I never played the original Andro Dunos back in 1992, simply because I didn't own a Neo-Geo. I did have a school friend who professed to own one of SNK's mythical systems, but when I went to his house to see/play on it, he claimed his mother had thrown it in the bin because - and I quote - "she didn't know what it was." Because that's something that happens in reality, Chris. You know who you are. 

The upshot of these blatant school boy lies, is that the Dreamcast release of Andro Dunos is my first real experience playing it, and when compared to the other shooters available on the platform, it leaves me a little cold.

Want to see a voxel engine running on Dreamcast?

Again I ask: want to see a voxel engine running on Dreamcast? Of course you do. And now you can. See, programmer Luiz Gustavo (aka NaReeZ) has been working on a Dreamcast voxel engine for the past few weeks and has already produced something rather special, currently running in the Flycast emulator (real hardware is in the works):

As you can see, this short clip shows the disembodied camera roving across a rather nice landscape of lush green valleys, rolling hills, temples and rivers. It's all very tranquil, I'm sure you'll agree.

I first heard about this while browsing Dreamcast-Talk, and there's some interesting discussion in the thread about voxel-based games such as Outcast, which was rumoured to be coming to the Dreamcast at one point but then fell off release schedules as time went by.

I guess it shouldn't really come as a surprise that the Dreamcast can handle a voxel engine, especially since the Sega Saturn did it in commercially released title Amok (or A+M+O+K as the game refers to itself); but it is very encouraging that an independent developer is able to squeeze such an impressive looking and fluid engine out of the Dreamcast in a relatively short period of development time.

As it is, the engine - titled 'Voxel Space Engine Dreamcast' - is quite bare bones and is clearly in the 'tech demo' stage at the time of writing, but who knows where this could lead? A homebrew port of Outcast on Dreamcast, anyone? A Dreamcast port of Amok that runs above 8 frames per second? We can but dream...! You can also find the video from pikuma here, which is where the inspiration for Voxel Space Engine Dreamcast came from.

Update: Since posting this article, Luiz has been able to get his voxel engine running on real Dreamcast hardware, with assistance from Ian Michael and Luke Benstead (Kazade), see below.

We'll be keeping a close eye on Luiz's progress, and if any helpful programmers can assist please do follow him on Twitter or get involved over at Dreamcast-Talk.

Photos and Video Footage of the VM2 Revealed!

In 2022, Dreamcast fans the world over were buzzing at the announcement of a “next-gen” Visual Memory Unit - the VM2. The news even reached the likes of Yahoo! Japan. Created by Chris Diaoglou, who brought us the very impressive DreamConn Bluetooth controller back in 2016, the VM2 blasted past its goal on IndieGoGo. Congratulations, Chris! 

Including a backlit LCD screen with higher resolution, along with Micro-SD storage internal storage of 128KB (200 blocks), and a rechargeable high-capacity internal battery with USB-C charging; the VM2 looks to be the VMU to end all VMUs. No more having to swap VMUs around when you run out of space, or running through CR2032 batteries every two seconds. Woo!

Anyhow, our friend Derek Pascarella shared some photos on our Discord (as well as his Twitter), courtesy of Chris, of the first test production run of the VM2, and it's looking damn good. Note the larger screen that includes icons for the battery and the SD card, along with a power button (instead of a sleep button).

If you still want to get your hands on a VM2, all hope is not lost despite the campaign having ended. The project has moved to "InDemand", meaning you can still order yourself one. Just head on over to the campaign page and select the VM2 perk you want! It will also be available on Chris’ website DreamMods at some point.

Update: Since putting this article up, Chris has returned to wow us yet again, this time with video footage of the early production units in action. Donning surgical gloves, Chris shows off the many bells and whistles of the VM2. He starts off showing the VM2's many settings options, before diving into some games, all presented on the beautiful backlit display. Some of the options that stood out to me the most included the ability to turn the backlight on and off, view the files contained on the SD card, increase VMU game speed, and change the system's region/language. One of the most notable options that grabbed my attention is one that allows you to turn off the VMUs sound (including toggling the famous startup beep on/off!), which is interesting as it wasn't really made clear if the VM2 was going to include a speaker. While I'm sure many wouldn't miss the VMU's death knell of drained CR2032 batteries, games like Skies of Arcadia use the speaker as a sonar, so good to know one is included on the VM2. Check the footage out below!


Anyway, thanks again to Derek and Chris for the photos and videos. Have you ordered or are planning to order a VM2? Let us know in the comments below!

Gemaboy Zero heads to Dreamcast in 2023!

Taking the prize for the first news story I could be bothered to report on in 2023 (don’t worry, there are plenty more to come - just needed a bit of a break after the festive period!), Nape Games have announced that the ‘retro’ version of their successfully Kickstarted Switch/PlayStation 4 title Gemaboy Zero X will also be gracing the Dreamcast. A companion release to the NES variant, Gemaboy Zero is a slightly paired back iteration of the current-gen game, which promises backers an ‘action, exploration and platform Cyberpunk Ploidmania’ experience. Their words, not mine.

Nape Games are no strangers to the Dreamcast scene, having previously released Reknum and Ploid on the platform; and Gemaboy Zero promises more of the same high quality Metroid-style gameplay that fans of this particular developer will be familiar with. Personally, I haven’t played any of the previous Nape Games Dreamcast releases; but you have to hand it to them - while the Spanish outfit might not be the most recognisable of indie studios out there, they have clearly poured a lot of time and effort into creating their own stable of interesting and original IP, with the Ploid canon in particular carving out its own niche and deep world building.

From the Gemaboy Zero Kickstarter page: “Within the RETRO version for the NES and Dreamcast we will include the new GemaBoy Zero adventure, which will be a parallel adventure to GemaBoy Zero X, a growth adventure for our protagonist Omega while he perfects his Skillmaster ability and thus, be the definitive PLOID X!

If any of that makes sense to you, then congratulations - you are clearly fluent in the lexicon of the Nape Games universe! For the rest of us, basically Gemaboy Zero is a cool looking, retro-themed Metroid-style platform exploration adventure that is worthy - on first glance at least - of your attention. Visit the Kickstarter and the Nape Games website for further details.

I’m reliably informed that Nape Games usually have copies of their Dreamcast titles available to purchase after campaigns have ended, so even though Gemaboy Zero crowdfunding closed in December 2022 it’s well worth keeping an eye on these links to stay informed of when physical or digital will be available to purchase by us plebs who didn’t back it.

Are you a fan of Nape Games’ output on the Dreamcast? Will you be acquiring a copy of Gemaboy Zero? Are you a pleb like me? Let us know in the comments!