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This week Dreamcast (the last SEGA home console) is 28 years old
Dreamcast was released in Japan in November 27, 1998 and November 30, 1999 in Oceania.

Happy 28th anniversary!

Let's celebrate Dreamcast and its games.

Feel free to post or bump this thread with images, thoughts, opinions, tales, ads, webms, scans, magazines, links, videos, mp4s from Dreamcast and its games. Share your thoughts and experience with Dreamcast and its games
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>With 45 issues Dengeki Dreamcast (電撃Dreamcast) was a Japanese magazine released under MediaWorks' Dengeki brand. As the name suggests, it focused on the Sega Dreamcast, having succeeded Dengeki Sega Saturn in late 1998. Dengeki Dreamcast was the last magazine to be published by MediaWorks which was strictly Sega-related (a tradition dating back to Dengeki Mega Drive in 1993).
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>DC-UK was a Sega Dreamcast magazine published by Future Publishing in the United Kingdom.

>It has been rumoured that Future had put in a bid for the official Dreamcast license in the UK, but had to pull out after Sony Computer Entertainment Europe complained The end result was DC-UK, with Dennis Publishing being given the rights to produce the Official Dreamcast Magazine instead.

>In the first few months sales of DC-UK were very strong, though never matched that of the Official Dreamcast Magazine whose selling point was the bundled demo discs provided by Sega. Towards the end of its life the spin-off magazine DC-Tips was created
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>Famitsu DC (ファミ通DC) was a Sega Dreamcast-centric spin-off of the popular Famitsu gaming magazine in Japan. After ceasing publication with the August 2001 issue, several extra issues of ’’Famitsu’’ were released.
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>With 22 issues Dreamcast Fan (ドリームキャストFAN) was a Japanese magazine which focused on the Sega Dreamcast. It is a successor to the older Saturn Fan which saw its last issue in 1998. Dreamcast Fan continues Saturn Fan's numbering scheme.
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>With more than 16 issues Dreamcast Press (ドリームキャストプレス) was a Japanese magazine focused on the Sega Dreamcast. It was the successor to Great Saturn Z.
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>With more than 16 issues Dreamcast Monthly was a British magazine which focused on the Sega Dreamcast. At the time of its launch, it claimed to be the first Dreamcast review magazine in the United Kingdom.
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>Dreamcast Magazine was a Sega Dreamcast magazine sold in the United Kingdom. Despite not having the official Dreamcast license it managed to outlive all of its rivals, though due to its name it is often confused with the Official Dreamcast Magazine.

>Most Dreamcast magazines went out of print around mid-2001 as the Dreamcast console was put to rest and Sega moved out of the hardware business. However, for the next few months games were still being released for the platform, and Dreamcast Magazine was one of the few publications left to review them. It did struggle in its later years to fill up the magazine with content however, so it went back and re-reviewed Dreamcast games from the past in an attempt to win over some last customers.
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>The United Kingdom edition of the Official Dreamcast Magazine was a monthly magazine dedicated to the Sega Dreamcast which ran from September 1999 to July/August 2001. Though not the longest running Dreamcast magazine, it was the most popular, mostly due to the fact it was endorsed by Sega and came bundled with DreamOn demo discs (one of which featured a full game, Sega Swirl and another issue came bundled with Planet Ring).

>Though the magazine kept up a strong userbase for most of its lifetime, towards the end problems started to occur with the manufacturing of the demo discs. As Dreamcast support was dwindling in favour of the PlayStation 2, the publishers struggled to fill the discs with new demos, and in fact the final issue simply had "the best" demos from previous issues. Despite claims that the magazine would keep going as long as new Dreamcast games were released, it finished abruptly when no content could be found for the discs and future backing from Sega looked unlikely.

>The fact that Sega endorsed the magazine also meant ODM was unable to criticise games fully, so even the poorest of Dreamcast games often received praise from parts of the review, even if the end score was low. It was, however, more up to date than rival magazines as it could access information directly from Sega themselves.
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>A team led by Hideki Sato began developing the Dreamcast in 1997. In contrast to the expensive hardware of the unsuccessful Saturn, the Dreamcast was designed to reduce costs with off-the-shelf components, including a Hitachi SH-4 CPU and an NEC PowerVR2 GPU. Sega used the GD-ROM disc format to avoid the expense of DVD licensing. To speed game development, the console could run a custom version of Windows CE for easier PC game porting and shared hardware with Sega's NAOMI system board, enabling authentic arcade game conversions. The Dreamcast was the first console to include a built-in modular modem for internet access and online play.

>Though its Japanese release was beset by supply problems, the Dreamcast had a successful US launch backed by a large marketing campaign. However, sales steadily declined as Sony built anticipation for the PlayStation 2. Dreamcast sales did not meet Sega's expectations, and attempts to renew interest through price cuts caused significant financial losses. After a change in leadership, Sega discontinued the Dreamcast on March 31, 2001, withdrew from the console business, and restructured itself as a third-party developer. A total of 9.13 million Dreamcast units were sold worldwide and over 600 games were produced. Its bestselling game, Sonic Adventure (1998)—the first 3D game in Sega's Sonic the Hedgehog series—sold 2.5 million copies.
>>
>The Dreamcast's commercial failure has been attributed to several factors, including competition from the PlayStation 2, limited third-party support, and the earlier failures of the 32X and Saturn having tarnished Sega's reputation. In retrospect, reviewers have celebrated the Dreamcast as one of the greatest consoles. It is considered ahead of its time for pioneering concepts such as online play and downloadable content. Many Dreamcast games are regarded as innovative, including Sonic Adventure, Crazy Taxi (1999), Shenmue (1999), Jet Set Radio (2000), and Phantasy Star Online (2000). The Dreamcast remains popular in the video game homebrew community, which has developed private servers to preserve its online functions and unofficial Dreamcast software.

>In 1988, Sega released the Genesis (known as the Mega Drive in most countries outside North America), in the fourth generation of video game consoles.[2] It became the most successful Sega console ever, at 30.75 million units sold.[1] Its successor, the Saturn, was released in Japan in 1994.[3] The Saturn is CD-ROM-based and has 2D and 3D graphics, but its complex dual-CPU architecture was more difficult to program than its chief competitor, the Sony PlayStation.[4] Although the Saturn debuted before the PlayStation in Japan and the United States,[5][6] its surprise US launch, four months ahead of schedule,[7][8][9] was limited to four retailers due to a lack of supply, which "aggravated" other retailers. Developers also found it easier to program for the Playstation, which caused a loss of support from these game developers.[10] Losses on the Saturn[11] contributed to financial problems for Sega, whose revenue had declined between 1992 and 1995 as part of an industry-wide slowdown
>>
>Hayao Nakayama resigned as president of Sega in January 1998 in favor of Irimajiri,[20] and Stolar acceded to become CEO and president of Sega of America.[18][21] Following five years of generally declining profits,[22] in the fiscal year ending March 31, 1998, Sega suffered its first parent and consolidated financial losses since its 1988 listing on the Tokyo Stock Exchange,[23] reporting a consolidated net loss of ¥35.6 billion (US$269.8 million).[22] Shortly before announcing its financial losses, Sega announced the discontinuation of the Saturn in North America to prepare for the launch of its successor.[18][20] This effectively left the Western market without Sega games for more than a year.[4] Rumors about the upcoming Dreamcast—spread mainly by Sega—leaked to the public before the last Saturn games were release.

>As early as 1995, reports surfaced that Sega would collaborate with Lockheed Martin, The 3DO Company, Matsushita or Alliance Semiconductor to create a new graphics processing unit, which conflicting accounts said would be used for a 64-bit "Saturn 2" or an add-on peripheral.[25][26][27] Dreamcast development was unrelated.[26][28] Considering the Saturn's poor performance, Irimajiri looked beyond Sega's internal hardware development division to create a new console.[28] In 1997, he enlisted IBM's Tatsuo Yamamoto to lead an eleven-person team to work on a secret project in the United States with the codename Blackbelt. Accounts vary on how an internal team led by Hideki Sato also began development on Dreamcast hardware; one account specifies that Sega tasked both teams,[29] and another suggests that Sato was bothered by Irimajiri's choice to begin development externally and had his team start work.[28][30] Sato and his group chose the Hitachi SH-4 processor architecture and the VideoLogic PowerVR2 graphics processor, manufactured by NEC, in the production of the mainboard.
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>>12211623
Wonder what's that bested of the best demo was
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>Yamamoto's group opted to use 3dfx Voodoo 2 and Voodoo Banshee graphics processors alongside a Motorola PowerPC 603e central processing unit (CPU),[] but Sega management later asked them to also use the SH-4 chip.[] Both processors have been described as "off-the-shelf" components.[] According to Charles Bellfield, the former Sega of America vice president of communications and former NEC brand manager, presentations of games using the NEC solution showcased the performance and low cost delivered by the SH-4 and PowerVR architecture. He said that Sega's relationship with NEC, a Japanese company, likely also influenced the decision to use its hardware rather than the architecture developed in America.[] Stolar felt the US 3dfx version should have been used, but that "Japan wanted the Japanese version, and Japan won".[] As a result, 3dfx filed a lawsuit against Sega and NEC claiming breach of contract, which was settled out of court.[]

>The choice to use the PowerVR architecture concerned Electronic Arts (EA), a longtime developer for Sega consoles. EA had invested in 3dfx but was unfamiliar with the selected architecture, which was reportedly less powerful.[] According to Shiro Hagiwara (a general manager at Sega's hardware division) and Ian Oliver (the managing director of the Sega subsidiary Cross Products), the SH-4 was chosen while still in development, following lengthy deliberation, as the only processor that "could adapt to deliver the 3D geometry calculation performance necessary". By February 1998, Sega had renamed the project Katana, after the Japanese sword,[although certain hardware specifications such as random access memory (RAM) were not finalized

>The Chinese economist and future Sega.com CEO Brad Huang convinced the Sega chairman, Isao Okawa, to include a modem with every Dreamcast under opposition from Okawa's staff over the additional US$15 cost per unit.To account for rapid changes in home data delivery, Sega designed the modem to be modular.
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>>12211634
>Playable demos
Jet Set Radio
Metropolis Street Racer
Ready 2 Rumble
Toy Commander
Sonic Adventure
Virtua Tennis
Space Channel 5
Ultimate Fighting Championship
Tony Hawk's Pro Skateboarding 2
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>Sega selected the GD-ROM (Gigabyte Disc) media format.[37] Jointly developed by Sega and Yamaha, the GD-ROM could be mass-produced at a similar price to a normal CD-ROM,[31] avoiding the greater expense of newer DVD-ROM technolog

>Microsoft developed a custom Dreamcast version of Windows CE with DirectX API and dynamic-link libraries, making it easy to port PC games to the platform,[31] although programmers would ultimately favor Sega's development tools over those from Microsoft.[28] A member of the Project Katana team speaking anonymously predicted this would be the case, speculating developers would prefer the greater performance possibilities offered by the Sega OS to the more user-friendly interface of the Microsoft OS.[32] In late 1997, there were reports about the rumored system, then codenamed Dural, and that it had been demonstrated to a number of game developers
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>The Dreamcast was finally revealed on May 21, 1998 in Tokyo.[41] Sega held a public competition to name its new system and considered over 5,000 different entries before choosing "Dreamcast"—a portmanteau of "dream" and "broadcast".[28] According to Katsutoshi Eguchi, Japanese game developer Kenji Eno submitted the name and created the Dreamcast's spiral logo, but this has not been officially confirmed by Sega.[42] Former Sega executive Kunihisa Ueno confirmed in his biography that a branding agency called Interbrand created the logo for the console, with Kenji Eno volunteering to name the console. Eno was paid for his involvement and signed a NDA to prevent his involvement from going public.[43][44]

>The Dreamcast's startup sound was composed by the Japanese musician Ryuichi Sakamoto.[45] Because the Saturn had tarnished its reputation, Sega planned to remove its name from the console and establish a new gaming brand similar to Sony's PlayStation, but Irimajiri's management team decided to retain it.[28] Sega spent US$50–80 million on hardware development, $150–200 million on software development, and US$300 million on worldwide promotion—a sum which Irimajiri, a former Honda executive, humorously likened to the investments required to design new automobiles
>>
>Japan
>Despite a 75 percent drop in half-year profits just before the Japanese launch, Sega was confident about the Dreamcast. It drew significant interest and many pre-orders.[28] However, Sega could not achieve its shipping goals for the Japanese Dreamcast launch due to a shortage of PowerVR chipsets caused by a high failure rate in the manufacturing process.[28][47] As more than half of its limited stock had been pre-ordered, Sega stopped pre-orders in Japan. On November 27, 1998, the Dreamcast launched in Japan at a price of ¥29,000, and the stock sold out by the end of the day. However, of the four games available at launch, only one—a port of Virtua Fighter 3, the most successful arcade game Sega ever released in Japan—sold well.[48] Sega estimated that an additional 200,000–300,000 Dreamcast units could have been sold with sufficient supply.[48]

>Sega had announced that Sonic Adventure, the next game starring its mascot, Sonic the Hedgehog, would launch with the Dreamcast and promoted it with a large-scale public demonstration at the Tokyo Kokusai Forum Hall,[49][50][51] but it and Sega Rally Championship 2 were delayed.[28] They arrived within the following weeks, but sales continued to be slower than expected.[52] Irimajiri hoped to sell over one million Dreamcast units in Japan by February 1999, but sold fewer than 900,000, undermining Sega's attempts to build an installed base sufficient to protect the Dreamcast after the arrival of competition from other manufacturers.[53] There were reports of disappointed Japanese consumers returning their Dreamcasts and using the refund to purchase additional PlayStation software.[54] Seaman, released in July 1999, became the Dreamcast's first major hit in Japan.[4][34][55] Prior to the Western launch, Sega reduced the price of the Dreamcast to ¥19,900, effectively making it unprofitable but increasing sales. The reduction and the release of Namco's Soulcalibur helped Sega gain 17 percent on its share
>>
>Dream On Volume 22 is a disc distributed in Europe as part of the Dream On series of Sega Dreamcast demo discs. Volume 22 was the last in the series and was distributed with issue #21 of the UK Official Dreamcast Magazine, issue #x of Dreamcast: Le Magazine Officiel. and issue #19 of Revista Oficial Dreamcast.

>Volume 22 is a "best of" Dreamcast demo compilation, produced reportedly due to Sega's struggles to secure new content for upcoming games. As a result there is no "new" content on this disc, however as the video section was dropped, nine playable demos were included - a record for any Dream On demo disc.

>Content is pulled from Dream On discs across the series' run, specifically Volume 1, 2, 12, 13, 14 and 15.
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North America countries:

>Before the Dreamcast's release, Sega was dealt a blow when Electronic Arts, the largest third-party video game publisher at the time, announced it would not develop games for the system. EA's chief creative officer Bing Gordon said that Sega had "flip-flopped" on the hardware configuration, that EA developers did not want to work on it, and that Sega "was not acting like a competent hardware company". Gordon also said that Sega could not afford to give them the "kind of license that EA has had over the last five years".[29] According to Stolar, president of EA at the time, Larry Probst, wanted exclusive rights as the only sports brand on Dreamcast, which Stolar could not accept due to Sega's recent US$10 million purchase of the sports game developer Visual Concepts. While EA's Madden NFL series had established brand power, Stolar regarded Visual Concepts' NFL 2K as superior and would provide "a breakthrough experience" to launch the Dreamcast.[19][29] While none of EA's popular sports games were released for the Dreamcast, "Sega Sports" titles developed mainly by Visual Concepts[56] helped to fill that void.[29]

>Sega set a new sales record by selling more than 225,132 Dreamcast units in 24 hours, earning $98.4 million in what Moore called "the biggest 24 hours in entertainment retail history".[29] Within two weeks, US Dreamcast sales exceeded 500,000 units.[29] By Christmas, Sega held 31 percent of the North American video game market share.[66] Significant launch games included Sonic Adventure, the arcade fighting game Soulcalibur, and Visual Concepts' football simulation NFL 2K.[29][60] On November 4, Sega announced it had sold over one million Dreamcast units in North America.[67] The launch was marred by a glitch at one of Sega's manufacturing plants, which produced defective GD-ROMs
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>Sega released the Dreamcast in Europe on October 14, 1999,[67] at a price of £200.[28] By November 24, 400,000 consoles had been sold in Europe.[67] By Christmas of 1999, Sega of Europe had sold 500,000 units, six months ahead of schedule.[28] The price was dropped to £149.99 from September 8, 2000, with sales at around 800,000 in Europe at this point.[69] Announcing the drop, Jean-François Cecillon, CEO of Sega Europe, commented: "There are 'X' amount of core gamers in Europe; the early adopters. We have reached 80 or 90 per cent of them now and the market is screaming for a price reduction. We have to acknowledge these things and go with the market".[70] Sales did not continue at this pace, and by October 2000, Sega had sold only about one million units in Europe.[71] As part of Sega's promotions of the Dreamcast in Europe, it sponsored four European football clubs: Arsenal (England),[72] Saint-Étienne (France),[73] Sampdoria (Italy),[74] and Deportivo de La Coruña (Spain)
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>Working closely with Midway Games (which developed four North American launch games for the system) and taking advantage of the ten months following the Dreamcast's release in Japan, Sega of America worked to ensure a more successful US launch with a minimum of 15 launch games.[58] With lingering bitterness over the Saturn's early release, Stolar repaired relations with major US retailers, with whom Sega presold 300,000 Dreamcast units.[29] In addition, a pre-launch promotion enabled consumers to rent Dreamcasts from Hollywood Video starting on July 14.[59] Sega of America's senior vice president of marketing Peter Moore,[60] a fan of the attitude previously associated with Sega's brand, worked with Foote, Cone & Belding and Access Communications to develop the "It's Thinking" campaign of 15-second television commercials, which emphasized the Dreamcast's hardware power.[29][61][62] According to Moore: "We needed to create something that would really intrigue consumers, somewhat apologize for the past, but invoke [sic] all the things we loved about Sega, primarily from the Genesis days."[29] On August 11, Sega of America confirmed that Stolar had been fired, leaving Moore to direct the launch

>Let's take the conservative estimate of 250,000 Dreamcast units at presale—that's a quarter of a million units at $200. We'll have a ratio of 1.5 or two games for every Dreamcast unit sold. That's half a million units of software. We think we'll be .5 to one on VMUs and peripheral items such as extra controllers and what have you. This could be a $60 to 80 million 24-hour period. What has ever sold $60 to 80 million in the first 24 hours?

—Peter Moore, speaking to Electronic Gaming Monthly about the then-upcoming launch of the Dreamcas
>>
>Australia and New Zealand

>Through the regional distributor Ozisoft, the Dreamcast went on sale in Australia and New Zealand on November 30, 1999, at a price of A$499.[75] The launch was planned for September, but was delayed due to problems with Internet compatibility and launch game availability, then delayed again from the revised date of October 25 for various reasons.[76][77][b] There were severe problems at launch; besides a severe shortage of the consoles, only six of the thirty planned launch games were available for purchase on day one with no first-party software included, and additional peripherals were not available in stores.[80]

>The Ozisoft representative Steve O'Leary, in a statement released the day of launch, explained that the Australian Customs Service had impounded virtually all the supplied launch software, including demo discs, due to insufficient labeling of their country of origin; Ozisoft had received them only two days before launch, resulting in few games that were catalogued and prepared for shipment in time. O'Leary also said that the Dreamcast's high demand in other markets had reduced the number of peripherals allotted to the region.[81] Further complicating matters was the lack of an internet disc due to localization problems, and delays in securing an ISP contract, which was done through Telstra the day before launch. The online component was not ready until March 2000, at which point Ozisoft sent the necessary software to users who had sent in a filled-out reply paid card included with the console.[82][83][84] The poor launch, combined with a lack of advertising and a high price point, produced lackluster sales in Australia; two large retail chains reported a combined total of 13 console sales over the first few days after launch.
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>>12211630
i like those 5th gen Dreamcast multiplats. wish dave mirra maximum remix and dino crisis 2 came to it
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>We had a tremendous 18 months. Dreamcast was on fire - we really thought that we could do it. But then we had a target from Japan that said we had to make x hundreds of millions of dollars by the holiday season and shift x millions of units of hardware, otherwise, we just couldn't sustain the business. Somehow I got to make that call, not the Japanese. I had to fire a lot of people; it was not a pleasant day. So on January 31st 2001 we said Sega is leaving hardware. We were selling 50,000 units a day, then 60,000, then 100,000, but it was just not going to be enough to get the critical mass to take on the launch of PS2. It was a big stakes game. Sega had the option of pouring in more money and going bankrupt and they decided they wanted to live to fight another day.

—Peter Moore, on the Dreamcast's discontinuation

>On May 22, 2000, Okawa replaced Irimajiri as president of Sega.[122] Okawa had long advocated that Sega abandon the console business.[123] His sentiments were not unique; Sega co-founder David Rosen had "always felt it was a bit of a folly for them to be limiting their potential to Sega hardware", and Stolar had suggested Sega should have sold their company to Microsoft.[19][124] In September 2000, in a meeting with Sega's Japanese executives and the heads of the company's major Japanese game development studios, Moore and Bellfield recommended that Sega abandon its console business and focus on software, prompting the studio heads to walk out
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>Amid speculation and rumors, Sega executives denied to the media that it would leave the console hardware business.[125] Nevertheless, on January 31, 2001, Sega announced the discontinuation of the Dreamcast after March 31 and the restructuring of the company as a "platform-agnostic" third-party developer,[126][127] although with continued Dreamcast software support for some time.[128] Sega also announced a price reduction to $99 to eliminate its unsold inventory, which was estimated at 930,000 units as of April 2001.[129][130] After a further reduction to $79, the Dreamcast was cleared out of stores at $49.95.[131][132] The final Dreamcast unit manufactured was autographed by the heads of all nine of Sega's internal game development studios, plus the heads of Visual Concepts and Sega's sound studio Wave Master, and given away with all 55 first-party Dreamcast games through a competition organized by GamePro.[133] Okawa, who had previously loaned Sega $500 million in 1999, died on March 16, 2001; shortly before his death, he forgave Sega's debts to him and returned his $695 million worth of Sega and CSK stock, helping Sega survive the transition to third-party development.[134][135] As part of this restructuring, nearly one third of Sega's Tokyo workforce was laid off in 2001
>>
>9.13 million Dreamcast units were sold worldwide.[1] Despite the discontinuation of Dreamcast hardware, Sega continued to support the system and had stated that more than 30 new titles were confirmed for release for the remainder of 2001.[128] In the United States, official game releases continued until the end of the first half of 2002.[19] Sega continued to repair Dreamcast units until September 2007.[137][138] Many hardware developers that worked on the Dreamcast also joined pachinko and pachislot company Sammy Corporation, who soon merged with Sega. Hideki Sato pushed for leftover Dreamcast parts being used as displays in the machines that Sammy develops, including the very successful Fist of the North Star pachinko machines.[139]

>After five consecutive years of financial losses, Sega finally posted a profit for the fiscal year ending March 2003.[140]

>The announcement of Sega's exit from hardware was met with enthusiasm. According to IGN's Travis Fahs, "Sega was a creatively fertile company with a rapidly expanding stable of properties to draw from. It seemed like they were in a perfect position to start a new life as a developer/publisher."[19] Former Working Designs president Victor Ireland wrote, "It's actually a good thing ... because now Sega will survive, doing what they do best: software."[61] The staff of Newsweek wrote that "from Sonic to Shenmue, Sega's programmers have produced some of the most engaging experiences in the history of interactive media ... Unshackled by a struggling console platform, this platoon of world-class software developers can do what they do best for any machine on the market."[141] Game Informer, commenting on Sega's tendency to produce under-appreciated cult classics, wrote: "Let us rejoice in the fact that Sega is making games equally among the current console crop, so that history will not repeat itself.
>>
>The Dreamcast measures 190 mm × 195.8 mm × 75.5 mm (7.48 in × 7.71 in × 2.97 in) and weighs 1.5 kg (3.3 lb).[37] Its main CPU is a two-way 360 MIPS superscalar Hitachi SH-4 32-bit RISC,[31][143] clocked at 200 MHz with an 8 kB instruction cache and 16 kB data cache and a 128-bit graphics-oriented floating-point unit delivering 1.4 GFLOPS.[31] Its 100 MHz NEC PowerVR2 rendering engine, integrated with the ASIC, can draw more than 3 million polygons per second[37] and use deferred shading.[31] Sega estimated the Dreamcast's theoretical rendering capability at 7 million raw polygons per second, or 6 million with textures and lighting, but noted that "game logic and physics reduce peak graphic performance".[31]

>Graphical hardware effects include trilinear filtering, gouraud shading, z-buffering, spatial anti-aliasing, per-pixel translucency sorting and bump mapping.[31][37] The Dreamcast can output approximately 16.77 million colors simultaneously and displays interlaced or progressive scan video at 640 × 480 video resolution.[37] Its 67 MHz Yamaha AICA[144] sound processor, with a 32-bit ARM7 RISC CPU core, can generate 64 voices with PCM or ADPCM, providing ten times the performance of the Saturn's sound system.[31] The Dreamcast has 16 MB main RAM, along with an additional 8 MB of RAM for graphic textures and 2 MB of RAM for sound.[31][37] It reads media using a 12× speed Yamaha GD-ROM drive.[37] In addition to Windows CE, the Dreamcast supports several Sega and middleware application programming interfaces.[
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>>12211660
>dave mirra maximum remix
That was a great game, I miss xtreme sport era of vidya.
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>The Dreamcast can supply video through several accessories including A/V cables, RF modulator connectors S-Video cables and SCART. A VGA adapter allows Dreamcast to connect on computer displays or enhanced-definition television sets in 480p
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>Sega constructed numerous Dreamcast models, most of which were exclusive to Japan. The R7, a refurbished Dreamcast, was originally used as a network console in Japanese pachinko parlors. Another model, the Divers 2000 CX-1, is shaped similarly to Sonic's head and includes a television and software for teleconferencing. A Hello Kitty version, limited to 2000 units, was targeted at female gamers in Japan.[145] Special editions were created for Seaman[146] and Resident Evil – Code: Veronica.[] Color variations were sold through the Dreamcast Direct service in Japan.[] Toyota also offered special Dreamcast units at 160 of its dealers in Japan.[149] In North America, a limited edition black Dreamcast was released with a Sega Sports logo on the lid, which included matching Sega Sports-branded black controllers and two games
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>In contrast to the Sega CD and Sega Saturn, which included internal backup memory,[160] the Dreamcast uses a 128 kbyte memory card, the VMU, for data storage.[170][31] The VMU features a small LCD screen, audio output from a one-channel PWM sound source,[171] non-volatile memory, a D-pad and four buttons.[31][171][158] The VMU can present game information, be used as a minimal handheld gaming device,[168] and connect to certain Sega arcade machines.[31][160][170] For example, players use the VMU to call plays in NFL 2K or raise virtual pets in Sonic Adventure.

>Sega officials noted that the VMU could be used "as a private viewing area, the absence of which has prevented effective implementation of many types of games in the past".[31] After a VMU slot was incorporated into the controller's design, Sega's engineers found many additional uses for it, so a second slot was added.[31] It is generally for vibration packs providing force feedback,[171] such as Sega's "Jump Pack"[158] and Performance's "Tremor Pack";[144] it can be used for peripherals including a microphone, enabling voice control and player communication.[31] Various third-party cards provide storage, and some contain the LCD screen addition.[144] Iomega announced a Dreamcast-compatible zip drive storing up to 100 MB on removable discs,[144] but it was never release
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>In most regions, the Dreamcast includes a removable modem for online connectivity, which is modular for future upgrades.[31] In Brazil, due to the high price of the console, the modem was sold separately.[162] The original Japanese model and all PAL models have a transfer rate of 33.6 kbit/s, and consoles sold in the US and in Japan after September 9, 1999, feature a 56 kbit/s dial-up modem.[163] Broadband service was enabled through the later release of a broadband accessory in 2000 in Japan,[164] and early 2001 in the US.

>Sega also produced the Dreameye, a digital camera that could be connected to the Dreamcast and used to exchange pictures and participate in video chat over the internet. Sega hoped developers would use the Dreameye for future software, as some later did with Sony's similar EyeToy peripheral.[168][169] In addition, Sega investigated systems that would have allowed users to make telephone calls with the Dreamcast, and discussed with Motorola the development of an internet-enabled cell phone that would use technology from the console to enable quick downloads of games and other dat
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>>12211617
>more than 16
So, 17? 18 perhaps? I hate when people use vague more/less-than statements with non-rounded numbers.
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>The Dreamcast has four ports for controller inputs, and was sold with one controller. The controller is based on the Saturn 3D controller and includes an analog stick, a D-pad, four action buttons, start button and two analog triggers.[144] It received mostly negative reviews from critics; Edge described it as "an ugly evolution of Saturn's 3D controller",[151] and was called "[not] that great" by 1Up.com's Sam Kennedy[152] and "lame" by Game Informer's Andy McNamara.[153] IGN wrote that "unlike most controllers, Sega's pad forces the user's hands into an uncomfortable parallel position".[154] Both the analog joystick and triggers uniquely used Hall effect sensors, which requires less calibration and leads to fewer issues with joystick drift.[155][156][157]

>Various third-party controllers, from companies such as Mad Catz, include additional buttons and other features;[144] third parties also manufactured arcade-style joysticks for fighting games, such as Agetech's Arcade Stick and Interact's Alloy Arcade Stick.[144][158] Mad Catz and Agetec created racing wheels for racing games.[144] Sega did not release its official light guns in the US,[144][159] but some third party light guns were available.[144] The Dreamcast supports a Sega fishing "reel and rod" motion controller and a keyboard for text entry.[144][160] Although it was designed for fishing games such as Sega Bass Fishing,[158] Soulcalibur is playable with the fishing controller, which translates vertical and horizontal movements into on-screen swordplay; IGN cited it as a predecessor to the Wii Remote.[160] The Japanese Dreamcast port of Sega's Cyber Troopers Virtual-On Oratorio Tangram supported a "Twin Sticks" peripheral, but its American publisher, Activision, opted not to release it in the US.[161] The Dreamcast can connect to SNK's Neo Geo Pocket Color
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>Dricas was an Internet service for Dreamcast consoles in Japan. The service launched the week of October 28, 1998, with its feature set expanded in the weeks preceding the Dreamcast's launch in Japan on November 27, 1998.[240] Much of its infrastructure was developed by ISAO Corporation, which was spun-off from Sega on November 26, 1999.[241] Its accompanying web browser, Dream Passport, provided the ability to connect via dial-up, browse the internet, receive and send e-mail, and chat with other users.[] Dricas persisted until March 7, 2000, when the service was consolidated into ISAO's multi-platform online service, isao.net.[243] Isao.net maintained online services and game servers for the Dreamcast until Sega ceased operation of the online servers for Phantasy Star Online, along with its GameCube port, on March 31, 2007.

>SegaNet was an Internet service for dial-up-based online gaming on the Dreamcast in the United States. The service was created by Sega in collaboration with GTE through its GTE Internetworking division,[] later renamed Genuity.[] Sega announced a partnership with AT&T on August 4, 1999, making the AT&T WorldNet service the preferred ISP for Dreamcast in the United States,[] and an agreement making Excite@Home as the exclusive portal partner for SegaNet.[] Microsoft participated somewhat in the development of the service, but they terminated their relationship with Sega just a few months before its launch over differences in its direction.[] SegaNet launched on September 7, 2000,[] and originally offered a rebate for a free Dreamcast and keyboard with a two-year contract.[27] Because of the Dreamcast's discontinuation, Sega announced they would discontinue the service on July 20, 2001, less than 11 months after launch.[] Online support for Dreamcast games via SegaNet continued until 2003
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>Dreamarena was a free dial-up-based online gaming service provided for Dreamcast consoles in Europe, launching with the debut of the Dreamcast in Europe on October 14, 1999.[260] The service was created and operated for Sega Europe by a partnership between ICL, BT and various ISPs.[260][261] The service was accessed via the DreamKey browser, which was also built into some games such as Sonic Adventure 2.[262] After the discontinuation of the Dreamcast, Sega closed Dreamarena on February 28, 2002
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>Before the launch of the Dreamcast in Japan, Sega announced its NAOMI[230] arcade board, a cheaper alternative to the Sega Model 3.[231] NAOMI shares the same technology as the Dreamcast, with twice as much system, video, and audio memory and a 160 MB flash ROM board in place of a GD-ROM drive, allowing nearly identical home conversions of arcade games.[4][31] Games were ported from NAOMI to the Dreamcast by several leading Japanese arcade companies, including Capcom and Namco.[4] The Dreamcast also used parts similar to those found in personal computers with Pentium II and III processors, allowing a handful of ports of PC games.

>To appeal to the European market, Sega formed a French affiliate, No Cliché, which developed games such as Toy Commander.[4][234] Sega Europe also approached Bizarre Creations to develop the racing game Metropolis Street Racer.[] Although Acclaim, SNK, Ubisoft, Midway, Activision, Infogrames, and Capcom supported the Dreamcast during its first year,[29] third-party support proved difficult to obtain due to the failure of the Sega Saturn and the profitability of publishing for the PlayStation.[28] Namco's Soulcalibur, for example, was released for the Dreamcast because of the relative unpopularity of the Soul series at the time; Namco's more successful Tekken franchise was associated with the PlayStation console and PlayStation-based arcade boards.[4] Capcom produced a number of fighting games for the Dreamcast, including the Power Stone series, and a temporarily exclusive[236] entry in the popular Resident Evil series, Resident Evil – Code: Veronica.[195]8] The Dreamcast is known for several shoot 'em ups, most notably Treasure's Bangai-O and Ikaruga.[9] Sega also revived franchises from the Genesis era, such as Appaloosa Interactive's Ecco the Dolphin
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>The Dreamcast library consists of over 600 games across all regions,[] in GD-ROM format.[] It uses regional lockout, only playing games released within its predetermined region; however, this is circumventable via modchip installation, boot discs, or cheat discs such as Datel's Action Replay.[] In Japan, the Dreamcast was launched with Virtua Fighter 3tb, Pen Pen TriIcelon, Godzilla Generations, and July.[] In North America, it launched with 19 games, including the highly anticipated Sonic Adventure, Soulcalibur, and NFL 2K.[] In Europe, it was planned to launch with 10 games; this increased to 15 after the launch was delayed.[] Licensed Dreamcast games were released until mid-2002 in the US.[] Some indie developers continued to release games, such as 2007's Last Hope, developed by the German studio NG:Dev.Team
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>In what has been called "a brief moment of remarkable creativity",[4] in 2000, Sega restructured its arcade and console development teams into nine semi-autonomous studios headed by their top designers.[3] Studios included United Game Artists (UGA), Hitmaker, Smilebit, Overworks, WOW Entertainment, Amusement Vision, Sega Rosso, Wave Master, and Sonic Team,[184] while Sega AM2 had been taken over earlier in the year by CSK Research Institute[185] and became independent in 2001 as SEGA-AM2 Co., Ltd.[186] Sega's design studios were encouraged to experiment and benefited from a relatively lax approval process.[168] This resulted in games such as UGA's Rez, an attempt to simulate synaesthesia in the form of a rail shooter;[19] Wow's The Typing of the Dead, a version of The House of the Dead 2 remade into a touch typing trainer;[] and Hitmaker's Segagaga, a Japan-exclusive role-playing game in which players are tasked with preventing Sega from going out of business
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>Sonic Team's Sonic Adventure, the first fully 3D platform game starring Sega's mascot Sonic the Hedgehog, was considered the "centerpiece" of the Dreamcast launch.[4] At 2.5 million copies, it is the best-selling Dreamcast game.4] Sonic Team also developed the Dreamcast's first online game—ChuChu Rocket!—which was praised for its addictive puzzle gameplay and "frantic" multiplayer matches,[1] and the critically successful music game Samba de Amigo, which was noted for its expensive maracas peripheral and colorful aesthetic.[0] Sonic Team's Phantasy Star Online, the first online console RPG, is considered a landmark game for refining and simplifying Diablo's style of gameplay to appeal to console audiences.

>UGA created the music game Space Channel 5 for a female casual audience;[203] players help a female outer-space news reporter, Ulala, fight aliens with "groove energy" by dancing.[56][204] Hitmaker's arcade ports include Crazy Taxi, an open-world arcade racing game known for its addictive gameplay with more than one million copies sold;[1] and Virtua Tennis, which revitalized the tennis game genre.[ Smilebit's Jet Set Radio, in which players control a Tokyo gang of rebellious inline skaters, is cited as a major example of Sega's commitment to original concepts during the Dreamcast's lifespan.[] Jet Set Radio also popularized cel shaded graphics,[ though it failed to meet Sega's sales expectations.[201] The role-playing game Skies of Arcadia, developed by Overworks and produced by Rieko Kodama,[212] was acclaimed for its surreal Jules Verne-inspired fantasy world of floating islands and sky pirates, charming protagonists, exciting airship battles and memorable plot.
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>AM2 developed what Sega hoped would be the Dreamcast's killer app, Shenmue, a "revenge epic in the tradition of Chinese cinema",[] with a level of detail considered unprecedented for a video game.[216] Incorporating a simulated day-and-night cycle with variable weather, non-player characters with regular schedules, the ability to pick up and examine detailed objects, and introducing the quick-time event in its modern form,[] Shenmue went over budget and was rumored to have cost Sega over $50 million.[2] According to Moore, Shenmue sold "extremely well", but had no chance of making a profit due to the Dreamcast's limited installed base.[]

>Visual Concepts' NFL 2K football series and its NBA 2K basketball series were critically acclaimed.[221] NFL 2K was considered an outstanding launch game for its high-quality visuals[60][222] and "insightful, context-friendly, and, yes, even funny commentary",[172] while NFL 2K1 featured groundbreaking online multiplayer earlier than its chief competitor, EA's Madden NFL series.[] Madden and 2K continued to compete on other platforms through 2004, with the 2K series introducing innovations such as a first person perspective new to the genre,[224] and eventually launching ESPN NFL 2K5 at the aggressively low price point of $19.95 until EA signed an exclusive agreement with the National Football League, effectively putting every other pro-football game out of business.[] After Sega sold Visual Concepts for $24 million in 2005, the NBA 2K series continued with publisher Take-Two Interactive. During the Dreamcast's lifespan, Visual Concepts also collaborated with the Sonic the Hedgehog level designer Hirokazu Yasuhara on the action-adventure game Floigan Bros.[] and developed the action game Ooga Booga.
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>The Dreamcast[a] is a home video game console developed and sold by Sega. The first of the sixth generation of video game consoles, it was released in Japan on November 27, 1998, in North America on September 9, 1999, and in Europe on October 14, 1999. The fifth and final home console produced by Sega, the Dreamcast is the successor to the Sega Saturn, whose commercial failure prompted the company to release it only four years after its predecessor's initial release.

>All licensed games for the Dreamcast were released on the GD-ROM format, a proprietary CD-based optical disc format jointly developed by Sega and Yamaha Corporation that was capable of storing up to 1 GB of data.[1] The Dreamcast itself features regional lockout.[2][3][4] While the higher-capacity DVD-ROM format was available during the console's development, its then-fledgling technology was deemed too expensive to implement at the time,[5] which resulted in ramifications for Sega when competitors such as Sony's PlayStation 2 came to market; the Dreamcast was unable to offer DVD movie playback when the general public began switching from VHS to DVD, and its games were unable to take advantage of the DVD's higher storage capacity and lower cost.[6][7] Furthermore, an exploit in the console's copy protection system via its support for the little-used MIL-CD format effectively allowed users to play many games burned onto CD-Rs, without any hardware modification
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>The Dreamcast's initial release in Japan had four launch titles, which were Virtua Fighter 3tb, Pen Pen TriIcelon, Godzilla Generations, and July.[] The North American debut featured 19 launch titles, which included highly anticipated ones such as Sonic Adventure, Soulcalibur, and NFL 2K. The European introduction was originally going to feature 10 launch titles, but the list increased to 15 as its delay from the original September 23 launch date allowed the inclusion of a handful of additional titles. Due to the similarity of the Dreamcast's hardware with Sega's own New Arcade Operation Machine Idea (NAOMI) arcade board, it saw several near-identical ports of arcade games.[] Plus, since the Dreamcast's hardware used parts similar to those found in personal computers (PCs) of the era, specifically ones with Pentium II and III processors, it also saw a handful of ports of PC games.[ American third-party publisher Electronic Arts, which had extensively supported Sega's prior consoles beginning with the Sega Genesis, elected not to develop games for the Dreamcast due to a dispute with Sega over licensing.

>Sega discontinued the Dreamcast's hardware in March 2001, and software support quickly dwindled as a result.[ Software largely trickled to a stop by 2002,[20][23] though the Dreamcast's final licensed game on GD-ROM was Karous, released only in Japan on March 8, 2007, nearly coinciding with the end of GD-ROM production the previous month.Sega also assisted later with a reprint of Border Down, sold at Japanese retailers in January 2008. The final first-party game for the Dreamcast was Puyo Puyo Fever, released as a Japanese exclusive on February 24, 2004
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I nostalgia'd hard, thanks you bastard. I would probably be crying now if I'd had a drink. The Dreamcast was the most bittersweet heartbreak of my formative years. Pretty sure it was responsible for making Millennials a generation of cynics with trust issues.

[Spoiler] well, that and 9/11 I guess[/spoiler]
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>>12211735
is it seriously case sensitive? Gaaaaayyyyy
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>Crazy Taxi 2 (クレイジータクシー2, Kureijī Takushī 2) is a 2001 racing video game and the second installment of the Crazy Taxi series. It was originally released for the Dreamcast, It is the last Crazy Taxi game to be released for the Dreamcast after the console was discontinued in March 2001.

>Crazy Taxi 2 introduced several new features not found in the original, including two new cities, "Around Apple" and "Small Apple", both somewhat based on New York City. The new cities share four new drivers as default, bringing the total playable characters to eight.
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>After the release of Sonic Adventure (1998), Sonic Team was downsized and a portion of the staff moved to San Francisco to establish Sonic Team USA. They worked on Adventure 2 for a year and a half, with Takashi Iizuka directing and Yuji Naka producing. Developed during a tumultuous period in Sega's history, Adventure 2 had a significantly smaller development team than the first game. Sonic Team USA streamlined the design to emphasize faster, more action-oriented gameplay, giving each character roughly equal gameplay time. The levels were influenced by American locations such as San Francisco and Yosemite National Park. The soundtrack—composed by Jun Senoue, Fumie Kumatani, Tomoya Ohtani, and Kenichi Tokoi—spans genres including pop-punk, glam metal, hip-hop, jazz and orchestral arrangements, and features several metal singers.

>Sonic Adventure 2 was released in June 2001, coinciding with the franchise's tenth anniversary. It was the final Sonic game for a Sega console, released in the months after Sega discontinued the Dreamcast and transitioned to third-party development.
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>>12211602
>half of the covers are for VNs
at least they knew their audience
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>Sonic Team began developing Sonic Adventure in 1997, after the cancellation of the Sega Saturn game Sonic X-treme. Led by director Takashi Iizuka and producer Yuji Naka, the team strove to reinvent Sonic for the 3D era of video games. Adventure features a stronger emphasis on storytelling and role-playing elements in contrast to previous Sonic games, while Yuji Uekawa redesigned the series's characters for their transition to 3D. Sonic Team attempted to demonstrate the technical prowess of the Dreamcast with realistic graphics and drew inspiration from locations in Peru and Guatemala. The soundtrack was primarily composed by Jun Senoue, who preferred rock music over the electropop of previous Sonic games.

>Following its reveal at the Tokyo International Forum in August 1998, Sonic Adventure was highly anticipated and was released in Japan in December 1998, North America in September 1999, and Europe in October 1999. It received acclaim and became the Dreamcast's bestseller, with 2.5 million copies sold by August 2006. Reviewers considered Adventure a major technical advancement and praised the visuals and gameplay. Though critics noted glitches and camera problems, and reactions to the audio were mixed, they considered Sonic Adventure exceptional; some speculated that it could help re-establish Sega as the dominant console manufacturer after the unsuccessful Saturn.
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>Development for D2 started as a premier game for the cancelled Panasonic M2 console, the successor to the 3DO console.[2] The 3DO Company, with which Warp had a good working relationship, had suggested Warp create a sequel to D for their new console.[3]

>In this early version, a pregnant Laura is on a passenger flight to Romania which is attacked by a supernatural force. The plane crashes and her unborn child is spirited away by the Devil to medieval Transylvania, to be the child of a widowed duke who sold his soul for a son. The player would have taken the role of Laura's son as he enters adulthood, and must escape a large castle and fight the Devil to save his father.[4] Unlike the original D, but like the D2 that was released for Dreamcast, the game was to feature full-motion video cutscenes but gameplay entirely played out with real-time graphics, and consisting of both puzzle solving and combat.[4]

>D2 was the first M2 game for which screenshots from a playable version were released to the public.[5] Warp employed their usual unorthodox promotional tactics during development. For the first two days of the April 1997 Tokyo Game Show, Warp did not show any games, instead holding a celebration of the arrival of the cherry blossom season at their booth, before finally showing a demo of D2 on the third (and final) day of the show.[6] For Christmas that same year, Warp sent out D2 brand packets of curry emblazoned with the images of Kenji Eno and Laura to select journalists
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>Daytona USA 2001, released in North America as Daytona USA, is a 2000 racing video game developed by Amusement Vision and Genki for the Dreamcast. It is a complete revamp of Daytona USA (1994), featuring every course from the original game and Daytona USA: Championship Circuit Edition (1996), as well as three new tracks. Daytona USA 2001 also introduced a Championship mode, where the player must place above a certain point in the overall rankings to progress, culminating in the King of Daytona Cup.

>The game's graphics were significantly updated from previous home installments of Daytona USA, more resembling that of Daytona USA 2. It also featured support for online play, allowing for competition between up to four players and uploading/downloading of best times and ghost car information, although the online options were removed from the PAL version.

>The Dreamcast's online servers for Daytona USA 2001 were taken down permanently by mistake as a result of the developers hard-coding the IP-address to the servers in the game and Sega giving away a network block that belonged to AT&T.[2] Online services for the game were unofficially restored by fans through private servers in 2023
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>Dynamite Cop, known in Japan as Dynamite Deka 2 (ダイナマイト刑事2, Dainamaito Deka Tsu), is a 1998 beat 'em up video game published by Sega and initially released in arcades on Sega Model 2 hardware. It is the sequel to the 1996 game Dynamite Deka, which was released outside Japan as Die Hard Arcade. The game was ported to the Dreamcast and released internationally in 1999, this time without the Die Hard license. A second sequel, Dynamite Deka EX: Asian Dynamite, was released only in arcades. In 2002, an Xbox version was announced by Sega and Cool Net Entertainment under the joint brand name "CoolCool", but since then there has been no information and the project has been abandoned. CoolCool itself has not released anything other than Rent-a-Hero No. 1 and appears to have disappeared
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>>12212191
Yeah Japanese people really enjoy those "date simulators"

----------------------------

>Appaloosa's Managing Director Andras Csaszar told Official Dreamcast Magazine that development took over two years and involved some members of the team responsible for the original Mega Drive game. While the team did not take motion capture of actual dolphins, they consulted videos of dolphins in movement and spent "more than a year" to develop "a unique skeleton animation system" to achieve the "desired lifelike results". The game environment "took three or four full cycles of building, testing and discarding the results before we mastered the quality" and that their aim had been to evoke "National Geographic underwater video documentaries".[7]

>The story was written by science fiction author David Brin, who had already written stories featuring intelligent dolphins in his Uplift Universe
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>AM2's Hiroshi Kataoka told Sega Saturn Magazine that development began in early 1997 after work on Fighters Megamix for the Saturn had concluded, and lasted for ten months. Members of the development team visited Alcatraz early on in the project for inspiration for the caged stages and the character designs were inspired by the "fashionable sports that are being played by young people today, such as BMX riding and skateboarding along with their associated music culture". Motion capture was utilised for the opening sequences and winning and losing poses, but the majority of animation was done by hand.

>Both of the new characters were designed by Imai Toonz.

>Fighting Vipers 2 was planned for a release on Dreamcast in the United States, but this was later cancelled. The game appears as a playable arcade game in the 2023 video game Like a Dragon Gaiden: The Man Who Erased His Name, marking the game's first ever official re-release since the Dreamcast por
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>Giga Wing[a] is a 1999 vertically scrolling shooter video game developed by Takumi Corporation and published by Capcom for arcades and the Dreamcast. The arcade version is notable for using a horizontally aligned monitor (much like Treasure's Radiant Silvergun), something that is considered rare for a vertical shooter. The Dreamcast version had been scheduled to be released in the U.S. in April 2000,[1] before it was delayed to July 18, 2000.[2] It was later included in Capcom Arcade Stadium.
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>the game was developed with an eight-minute short film of live-action footage, filmed within New York City. The short film was devised as an introductory sequence for the game, and was made available on Rockstar Games's website. The film follows a criminal named Claude Speed (played by Scott Maslen),[a] who conducts jobs around Anywhere City for several criminal syndicates, until his actions eventually catch up and he is killed by an assassin from one of the gangs he robbed. The film was based on a screenplay by Dan Houser, and directed by Alex De Rakoff
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>Headhunter is the first game to be developed by Amuze, a Swedish video game developer based in Solna. It was established in 1996 by John Kroknes and Stefan Holmqvist. they would close down after developing Headhunter Redemption. According to John Kroknes, creative director at Amuze, the game was strongly influenced by 1980s action movies and Paul Verhoeven's science fiction films. Headhunter is the first video game to have its score recorded at Abbey Road Studios
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>Heavy Metal: Geomatrix[a] is a 3D arena fighting video game released in 2001 by both Sega and Capcom for the Sega NAOMI and Dreamcast, based upon the Heavy Metal license.

>Using similar perspective and control scheme to Capcom's Spawn: In the Demon's Hand, the game presents up to 4-player combats in large arenas in what is seen as a follow-up to the basics of Capcom's Power Stone series, although more oriented to weapon fighting/shooting and a serious and dark cyberpunk tone because of the Heavy Metal universe setting. The game features a soundtrack of licensed music by artists such as Megadeth, Halford, W.A.S.P., Corrosion of Conformity, Entombed and Dust to Dust. A soundtrack CD featuring songs used in the game as well as songs from other artists was released by Sanctuary Records to tie in with the game
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>The House of the Dead 2[a] is a 1998 light gun shooter video game developed by Sega AM1 and published by Sega for arcades on the Sega NAOMI system. It is the second installment of the House of the Dead series, and a direct sequel to the original House of the Dead, released in 1997. The story picks up slightly over a year after the original game, and follows several AMS agents investigating a zombie outbreak in Italy. The protagonists are tasked with finding the source of the attack while also locating a fellow missing agent known as G.
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>Illbleed was developed for the Dreamcast by Tokyo-based game developer Crazy Games under the leadership of its founder and producer Shinya Nishigaki.[6] The company was known as Climax Graphics until one month before the game's release. The team began working on Illbleed after completing their first Dreamcast game, Blue Stinger (1999),[6] which was published by Sega in Japan.[7] They considered making a sequel to Blue Stinger, which Sega had requested after its commercial success in the West. However, they elected to make an original horror game instead.[6] Illbleed's production took place in Shinjuku, Tokyo and lasted a year and a half. At its peak, Crazy Games had 23 staff working on the game. Programmer Kazuaki Yokozawa designed a new game engine in an effort to alleviate many of the issues in Blue Stinger, such as the camera.[6] This also allowed for higher frame rates and the ability to show more effects and objects on screen.[


>The team had avoided horror elements in Blue Stinger to distinguish it from horror adventure games on the market like Resident Evil, but they decided to wholly embrace horror for Illbleed.[9][10] At the time, horror media was undergoing a renaissance as a result of the success of films such as Ring (1998) and Spiral (1998) in Japan, and Scream (1996) in the United States.[9] Wanting a game with jump scares, the team decided to create an elaborate haunted house game that simulated the haunted house attractions seen in amusement parks.[9] They visited haunted house attractions at Fuji-Q Highland in Yamanashi for inspiration, and studied how attractions are designed to play with attendees' expectations.[9] They also drew influence from 1980s American horror films and B movies.[6][9] Nishigaki, a film aficionado, cited the directorial styles of James Cameron, Steven Spielberg, George Lucas, Hayao Miyazaki, and Akira Kurosawa as influences
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>Looney Tunes: Space Race was first announced in March 1998,[5] the game was being developed by New Wave USA.The game was shown at E3 1999 along with Infogrames other Looney Tunes game for the Nintendo 64, Taz Express.[12] In August 1999, they moved the project to the Dreamcast and development moved from New Wave USA to Infogrames Melbourne House.[4] It was then shown at E3 2000, where it was 70% complete
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>The concept for Maken X arose while Atlus was part of the way through developing the Persona 2 duology (Innocent Sin and Eternal Punishment) for the PlayStation.[15] Producer Kouji Okada was one of the original creators of Atlus' Megami Tensei series. Longtime Megami Tensei artist Kazuma Kaneko acted as art director and character designer.[15] The director was Katsura Hashino; having worked as a planner on multiple titles since Shin Megami Tensei If..., Maken X was his debut as a game director.[16] The game was developed by internal studio Atlus R&D1.[17] Most of the development team were directly carried over from the second Persona 2 game.[18] The Atlus staff were beginning to feel limited by the scope of the Megami Tensei universe, so when they were shown the specifications of the Dreamcast console, they immediately decided to create something new for that console.[19] Okada later said that Atlus' main desire when creating Maken X was to develop something new after making role-playing games for most of the company's lifetime.[

>Speaking in an interview, Okada and Kaneko referred to the development period for Maken X as quite turbulent. Kaneko felt at first that the game was an "odd job", but over time he became deeply involved as the game graduated into being an important project for him. It was the first time the team had tried development with the Dreamcast, which proved more versatile and powerful than expected. The developers initially wanted a "neat" development project, but demands came for a more expansive project, resulting in the game's scale greatly increasing and the development process becoming chaotic, with more staff coming on board to help development. Due to these factors, the period of trial and error when creating the gameplay lasted much longer than intended.[15] The first-person perspective combined with sword-based action was chosen to create a unique feel for the game.[18] While 3D elements had been included in earlier Atlus titles
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>Upon release, Plasma Sword received mixed critical reception, with praise for the refined gameplay and visual style but was criticized for a lack of originality in terms of mechanics. Despite being successful in arcades, and when it was ported to the Dreamcast in 2000, the game is currently the most recent installment in the Star Gladiator series. Plasma Sword has since been included as part of the 2025 game compilation Capcom Fighting Collection 2
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>As a result of the disappointing sales of Blue Stinger, Activision was discouraged from publishing further titles for the Dreamcast and relinquished the distribution of the Dreamcast version of Quake III Arena (ported by Raster Productions) to Sega. First announced on January 29, 2000.[34] and released on October 23, 2000,[35] the Dreamcast version of Quake III featured 4 player cross-platform play between Dreamcast and PC players. It is often considered one of the best PC-to-console ports of its time thanks to its smooth frame rate and online play.[36] There are still communities that play this version online on the remaining dedicated servers running patch version 1.16n and the required map pack.[37] The Dreamcast version of Quake III also included VMU Maze mini-games

>Frank O'Connor reviewed the Dreamcast version of the game for Next Generation, rating it four stars out of five, and stated that it was "a brilliant, if flawed, conversion of arguably the best online game ever made – it's sure a hell of a lot more interesting use of the Dreamcast modem than Chu Chu Rocket".[70] The Dreamcast version won GameSpot's annual "Best Multiplayer Game" award among console games
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>>12212249
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>One final title, Sega Worldwide Soccer 2000, appeared on the Dreamcast. However, instead of being developed in-house, Silicon Dreams Studio (who previously worked with Eidos on the UEFA Champions League series and also World League Soccer '98) was given the rights to produce a game bearing the Worldwide Soccer name. An update titled Sega Worldwide Soccer 2000: Euro Edition (capitalizing on the popularity of Euro 2000) was released on the Dreamcast in Europe.
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>Zombie Revenge[a] is a 1999 beat 'em up video game developed by Sega AM1 and Data East and published by Sega for arcades, with a port for the Dreamcast released the same year. Players are tasked with ridding a city infested with zombies, using hand-to-hand combat and weapons. Originally titled Blood Bullet: The House of the Dead Side Story, the game was renamed Zombies Nightmare before Sega decided on the name Zombie Revenge
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>Virtua Fighter 3tb is an updated version of Virtua Fighter 3 that features battles between teams of various fighters (the "tb" stands for "team battle"), who fight each other one at a time, as well new moves and other tweaks.[22][23] This "team battle" version was later released on Sega's Dreamcast console, being one of its launch games, becoming one of the best-selling Dreamcast games in Japan.[24] It was intended to be a launch title for the Dreamcast in North America, but was delayed. An online arcade version of 3tb was released in 2023

>During the game's beta testing at the Sega Joyopolis Arcade in Tokyo, players waited in line six to eight hours for one round of combat.[15] By this time the development was focused on fine-tuning the timing of the moves and sensitivity of the buttons

>Yu Suzuki said the added characters, Aoi and Taka-Arashi, were inspired in part by a desire to introduce traditional Japanese martial arts to the Virtua Fighter series, which had previously been dominated by Chinese martial arts
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>Development on the game began in March 1997, with producer Tetsuya Mizuguchi at the helm.[3] Roughly half of the development personnel were Sega AM Annex staff, with the other half taken from a number of other internal studios at Sega.[10] The majority of the development staff for the original Sega Rally Championship worked on Sega Rally 2.[11] The team created their own development tools for the project
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>>12212234
> second persona 2 game
god i love being a fan of that series
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>Outtrigger[a] is a first/third-person shooter video game developed by Sega for the Sega NAOMI arcade cabinet and the Dreamcast. The game was originally released in 1999 for the arcades and was later ported over to the Dreamcast in 2001. The player character of Outtrigger is a member of an anti-terrorist group, and can be chosen between default characters with different specialties or a custom character, and can utilize a number of power-ups. Reception to Outtrigger was generally positive, praising the gameplay and mechanics, though criticizing the removal of online play in the European version of the game.
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>Damien Thorpe of AllGame gave the Dreamcast version four stars out of five, saying: "Shadow Man is lengthy and difficult, and can cause you some frustration, but if you're not interested in completing it the first week that you have it, then it can also reward you with hours of enjoyable and challenging gameplay."[53] Likewise, Jason White gave the PlayStation version the same score of four stars, saying: "While this game is very challenging, it's not the kind of challenge that will make you put your foot through the TV. If you're a fan of the horror or comic book genre, Shadow Man is a must have."[54] However, Anthony Baize gave the PC version three-and-a-half stars out of five, calling it "a good game that can get bogged down as any complex game can. Its replay value is very high, because there is a plethora of hidden goodies waiting to be found. If I keep attacking Shadow Man in small chunks, I might just solve it. For now, I am satisfied running, searching, and shooting."[55] PlanetDreamcast gave the Dreamcast version 6.5 out of 10, saying that it "offers a good filler game until the next batch of games hits your local store
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>Tech Romancer[a] is a 1998 3D fighting arcade game by Capcom that draws heavily from the various subgenres of mecha anime. It was later ported to the Dreamcast console. The player controls a giant robot which is used to fight another robot in one-on-one combat. Studio Nue designed the robots in this game.
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>The Typing of the Dead[a] is an arcade game that was developed by WOW Entertainment and published by Sega for the NAOMI hardware. The game was released in Japanese arcades in 1999 and was ported to the Dreamcast in 2000 by Smilebit. A Windows version was released in 2000 and a PlayStation 2 port followed in 2004.[1]

>The Typing of the Dead is a modification of Sega's 1998 light gun arcade game The House of the Dead 2 in which the gun is replaced by a computer keyboard. The player takes the role of a secret agent in a zombie-infested Venice and must quickly type letters, words and phrases in order to kill fast-advancing enemies.[2]

>Despite falling under the criteria of "edutainment", the game was lauded by mainstream game critics for its humor, difficulty and originality.[2][3] The PC version of The Typing of the Dead sold 120,000 units in 2003
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>When interviewed by Official Dreamcast Magazine the game's executive producer David Chomard stated that:

>...the original idea [for Toy Commander] comes from Didier Chanfray, our artistic director, and Frédérick Raynal, our creative director. The basic idea was to fly small planes and fight in a house. Then the idea of having plenty of small missions with different styles of gameplay and vehicles was added. Finally, the storyline of the rebellion of toys was added.[2]

>Chomard said that No Cliché attempted to "avoid any comparison to Toy Story" but acknowledged that the studio were "big fans of Micro Machines, and it's true we took it as a reference of a good game with small cars". However, in a later interview with programmer Frantz Cournil it was stated that "Didier Chanfray, the art director, had the soul of a child and he loved the Toy Story computer-animated film", which led to him wanting to produce "a game in which everyone could remember their childhood and the toys they played with in their house
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> The Bamboo Carabao said of the Dreamcast version, "After a few hours of Demoltion, fun is the only thing that gets demolished."[33][c] The reviewer of GameRevolution stated that gameplay is "definitely fun", but that with prolonged play it becomes easier notice the imbalance in gameplay.[25] The game was critically panned in retrospective playthroughs and reviews of the game. Game Informer staff members Andrew Reiner, Jeff Cork, Jeff Marchiafava, and Kyle Hilliard found the game appalling in a replay. During the gameplay one staff member asked "How does it feel?" "Oh, it's awful!" was the reply.[34] The staff felt the battles were too long, gameplay was confusing, and that it was too difficult to damage enemies.[34] It also made Game Informer's list of Six Games We Don't Mind Being Ejected From Star Wars Canon.[35]

>In a somewhat more positive review IGN's Anthony Chau, who reviewed the Dreamcast version, noted that despite the game's flaws he enjoyed playing Demolition "in small amounts of time."[28] Chau's colleague David Smith, who reviewed the PlayStation version, said that the game was a "very well-done spiritual successor to the first Vigilante 8, though, fixing many of the problems with Second Offense."[8] Joe Fielder of GameSpot said that the game can seem like "some half-baked attempt to cash in on the Star Wars license, though it's actually a competently executed game."[3] Eric Bratcher of NextGen compared the Dreamcast version to the video game adaptation of Star Wars: Episode I – The Phantom Menace, saying, "All the pieces are there, but they just don't amount to anything
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>UEFA Dream Soccer

>The title was originally envisaged as another entry in the Sega Worldwide Soccer series but was renamed due to a publishing agreement between Sega and Infogrames, the latter of which having already published UEFA Striker for the Dreamcast.[4]

>The developers claimed to have captured 20,000 motions during development and used 2,500 polygons per player.[4]

>It was among the first video games to feature playable female teams,

>Johnny Minkley gave the title 3/5 in CVG, praising the range of game modes, "easy to pick up" controls, but criticising unresponsive controls, dull commentary, repetitive cut scenes and the easy difficulty.[3] Writing in Dreamcast Magazine, Alex Warren awarded the game 91%, describing it as "quite simply the most comprehensive, best-looking and most enjoyable football title yet to grace Sega's little box of wonders".[4] DC-UK's Lee Hart was less positive, arguing that the sluggishness of the player animation meant that the "quick passing, instinctive game that Sega Worldwide Soccer encouraged has gone forever", and giving a score of 6/10.[1] The game received a score of 5/10 in Official Dreamcast Magazine with reviewer Steve Key arguing that little had been changed from Silicon Dreams previous football titles on the console and criticising several gameplay aspects including poor player positioning, the tackling system and switching between controllable players
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thanks for the thread, discovered some new dc kinos
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*snaps fingers* Ikaruga image collage, now.
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>>12213078
I will try it but I can't promise you anything
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Just think, if the Dreamcast lasted at least one more year we would've had JSRF on it. Would've been on an easier to emulate platform and not have to wait 20 years for a halfway decent Xbox emulator.
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>>12214407
Sega should had released its 6th gen games in dreamcast even at the expense of losing money in 2002-2005.
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>Super Magnetic Neo was developed by Genki and was released for the Dreamcast on February 3, 2000. Once the direction of the game had been determined, it took 1 year to create with 18-20 staff members working on it. The magnetic mechanics of the game were pioneered primarily by Nobuyuki Nakano, who also designed the challenge and training modes.[13]

The high difficulty of the game was an intentional decision by the team at Genki. They explained in an interview with Gamers' Republic magazine that "staff members spent long hours working on game balance". They also added that they had strong feelings around not adding in any notes or signs that told the player what to do. They then go on to explain that the "goal was to communicate, not through written words but through Neo's body movements. As the result, SMN became a very challenging game".[13]

>The character design of Neo (NiuNiu) involved all members of the production team including programmers, producers and animators in addition to the designers. The main idea was to create a character that would "physically embody magnetic characteristics". However, designer Shunsuke Kabasawa was responsible for Neo's overall design.[13]

>Maintaining 60fps was a high priority throughout the creation of the game and took considerable development time to ensure that there were little to no frame rate drops.[13]

>The North American localization was published by Crave Entertainment and was released on June 15, 2000[1] and the European release was on August 4, 2000.[3] To try to lessen the frustration over the difficulty of the game for the Western audience, Crave implemented power-ups that enabled Neo to take multiple hits before dying
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>E.G.G.: Elemental Gimmick Gear (エレメンタルギミックギア -E.G.G.-, Erementaru Gimikku Gia -E.G.G.-) is an action role-playing game for the Sega Dreamcast console. Elemental Gimmick Gear uses hand-drawn art in an overhead view during exploration, then switches to 3D graphics during boss battles. It was developed by Birthday and published by Hudson Soft in Japan and Vatical Entertainment in the United States.
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>developed by Criterion Games and published by Ubi Soft.
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>Garou: Mark of the Wolves was originally released for Japanese arcades on November 26, 1999.[15][16] It was first ported to the Neo Geo on February 25, 2000, and to the Dreamcast on September 21, 2001.[17] In a popularity poll by SNK for the release of Garou: Mark of the Wolves, Rock topped the ranking and Terry ranked second.[18] First announced in Tokyo Game Show 2001,[19] the Dreamcast port was re-released on May 23, 2002, under the label of "SNK Best". The original Dreamcast version was the only port released in North America on November 23, 2001, being one of the last games for the system in that region. In that version, it was renamed Fatal Fury: Mark of the Wolves
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>>12213078
Sorry I don't have dreamcast version images.
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>charts putting WSB 2K1 instead of 2K2
Makes no sense. 2K2 is superior in every way.
>Evolution 1 & 2
Okay games, but ruined by enemies scaling to you while also needing to level up to fight the boss.
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>>12214980
poor man's moto racer
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>>12215035
Yeah, dreamcast lacked motorbikes games. Plenty car games but very few motorbikes games.
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>Sega GT, released in Japan as Sega GT: Homologation Special (セガGT ホモロゲーションスペシャル, Sega Jī Tī Homorogēshon Supesharu), is a sim racing video game co-developed by Wow Entertainment and TOSE, and published by Sega for their Dreamcast home console. The game was released in 2000. A Microsoft Windows version was published the following year—in Japan by Sega, in North America by Activision Value, and in Europe by Empire Interactive.

>Sega GT was intended by Sega to rival Sony's popular Gran Turismo racing series, which was driving the strong sales of the PlayStation console and raising interest in the Dreamcast's closest competitor, the yet-unreleased PlayStation 2.[2] While Sega GT was met with positive reception, sales were only modest, and the Dreamcast was given little traction against its competition. Despite this, Sega would continue the series on the Xbox with a sequel titled, Sega GT 2002 following the demise of the Dreamcast console.
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>The concept for Space Channel 5 originated when Tetsuya Mizuguchi—then known for his work on racing games—was contacted by Sega to develop a game for the Dreamcast aimed at a female casual gaming demographic.[13][14] Mizuguchi had no knowledge of such a demographic, so he personally interviewed several young girls to find their tastes in gaming. He discovered that, while male gamers trended towards games that allowed for ranking and high scores, women preferred straight puzzle games.[13] Mizuguchi decided to create a game which would bring together both video game and music fans, using his personal experience with nightclub disco and music events such as Street Parade. He also drew inspiration from the art of Wassily Kandinsky, wanting to encourage a form of synesthesia within players.[15] Other sources of inspiration were the music of the 1950s and 60s, and the music videos of Peter Gabriel and Michael Jackson that were showing on MTV during the 80s.[16] This concept originated in 1993, with full production beginning in 1998 following extensive internal planning and approval by Sega senior staff

>A notable cameo was Michael Jackson himself, featuring in the game as the character "Space Michael". A long-term collaborator with and fan of Sega, Jackson was shown a near-finished version of the game by Sega staff member Shuji Utsumi. Jackson loved the game and wanted to be featured in it.[20][38] Mizuguchi initially wanted to refuse the request, as the game was only a month away from completion, but the team wanted to include Jackson, so they substituted a Morolian-controlled NPC character for a model based on Jackson and added moves based on the singer's famous dance moves. Initially thinking Jackson would dislike it, Mizuguchi was surprised when Jackson approved, realising the pressures the team were under, and provided voice lines for the character
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>After releasing Soul Edge, Namco took some time to evaluate what had made the game successful before jumping into the development of its sequel. Producer Hiroaki Yotoriyama decided to give the sequel a new name instead of just calling it Soul Edge 2 in order to have a fresh start and take the series in a new direction. The name Soulcalibur is a portmanteau of the word soul (as in Soul Edge) and King Arthur's sword Excalibur (ultimately, the name would be used within the game's universe for the holy weapon which would counteract Soul Edge's evil). Inspired by an internal Namco prototype featuring a character able to run openly in a field, the eight-way run system was implemented. Upon application, the development team was surprised at how well it meshed with their fighting system and decided to build the rest of the game around it. During development they worked closely with Namco's Tekken development team, sharing ideas and research. Yotoriyama felt that with that cooperation and partnership, they were able to develop "the greatest weapon-based fighting action game in the world

>It had been announced in January as "New Weapon Fighting Game"[11] and a test version was shown at E3 in May.[12] The team for the arcade version of Soulcalibur consisted of roughly sixty people working on Namco's System 12 hardware, while the team developing the home port was reduced to about forty. Given a deadline of seven months to coincide with the North American launch of the Dreamcast, the transition was difficult for the team, due to the differences in hardware. However, due to the similar capabilities and limits of each system, content was left intact between the two versions, with Yotoriyama feeling that the team was "obsessed" with giving their best effort for the port. The biggest technological change to the Dreamcast port was to render all of the game's stages in full 3D polygons, whereas the far backgrounds in the arcade original were flat, two-dimensional images.
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>Slave Zero is a 1999 action video game developed and published by Infogrames North America for Dreamcast
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>Virtua Athlete 2K[a], known as Virtua Athlete 2000 in North America, is a Sega Dreamcast track and field sports game developed by Hitmaker. The arcade game Virtua Athletics, also known in Japan as Virtua Athlete[b], is based on the Dreamcast version. Virtua Athlete 2K supports up to four local players simultaneously as to compete for the top score through all seven of its events. Virtua Athlete was released on the PlayStation 2 in Japan as part of the DecAthlete Collection with DecAthlete and Winter Heat. The collection is the 15th volume of the Sega Ages 2500 serie
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>The gameplay's emphasis was on enticing fish to bite onto the lure and then successfully fighting the fish and reeling it to the boat.

>As the player catches fish, they earn item cards. Items earned with these cards include fish and artifacts for an aquarium, fishing equipment, additional boats, and various goofy accessories such as different colored shorts. The game also featured two modes of online play: tournament fishing and "fish mail". In tournament fishing, players competed to catch the biggest fish within a species. Fish mail consisted of writing short messages. Players could receive random messages by catching fish.

>Sega Marine Fishing can be played using the Dreamcast fishing rod controller. Players can customize their character with hats, shirts, etc.

>This game is a direct sequel to Sega Bass Fishing.
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>Mars Matrix: Hyper Solid Shooting, or simply Mars Matrix (マーズマトリックス, Māzu Matorikkusu), is a 2000 vertically scrolling shooter arcade game developed by Takumi, published by Capcom, and run on their CPS-2 arcade system board. Mars Matrix was later ported to the Dreamcast video game console in 2001. The arcade version uses a horizontally aligned monitor, despite being a vertically scrolling game.
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Dreamcast is lame as fuck, haven't play mine since 2008.
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>Time Stalkers, also known as Climax Landers[a] in Japan, is a role-playing video game for the Dreamcast featuring appearances of worlds (and playable characters) from several of Climax Entertainment's earlier games in crossover fashion. The player initially takes the role of Sword, a character caught in a world made of many worlds. As he goes along, similar heroes show up for the player to control. The player may do things such as enter dungeons, take special assignments, and upgrade/buy/sell items.
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>Following the releases of arcade game Top Skater (1997) by Sega and PlayStation game Street Sk8er (1998) by Electronic Arts,[14] Activision identified skateboarding-simulation games as a growing market in the gaming industry and concluded that such a game would resonate with a young audience. Preceding Neversoft's involvement in the project, the task of developing a skateboarding game for Activision was given to another studio. However, this studio's attempt did not impress Activision and didn't move past the concept stage. The publisher then decided to entrust the project to Neversoft, which had recently completed the third-person shooter game Apocalypse (1998) within nine months. Although Neversoft had never developed a sports video game before, the development team was confident in its ability to accomplish the task before its given deadline of the 1999 Christmas season.[19]

>During development, the Neversoft team would spend its lunch breaks at a bowling alley near the studio, where they would play and subsequently study from Sega's Top Skater in the arcade. The game's design served as a strong basic influence, along with observances of real skaters performing in the X Games, which were taking place during the game's development. Although the team decided early on that Top Skater's linearity lacked the sense of fun they aimed for, the "racetrack" element was retained in two of the game's final levels. Contrary to subsequent games in the series, Neversoft did not primarily focus on using pre-existing locations as reference for the game's level design, but simply envisioned potential skating areas such as a school or a city and incorporated elements such as ramps and rails to benefit the gameplay. The team consciously prioritized fun over realism in the approach to the game's level design and physics
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>TrickStyle (stylized as trICkStyLE) is a futuristic racing video game developed by Criterion Games and published by Acclaim Entertainment for the Dreamcast and Microsoft Windows. Set in the future, the player takes part in stunt-filled hoverboard races through London, Tokyo, and Manhattan, or inside a massive arena called the Velodrome. AirBlade by Criterion and Namco is a spiritual successor. The game received mixed reviews from critics, who praised its graphics and physics, but criticized its gameplay, animations and sound.
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>Zero Gunner 2 (ゼロガンナー2) is a 3D multidirectional shooter developed by Psikyo as a sequel to Zero Gunner, the original arcade game. It was released for the Dreamcast in Japan in 2001.
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>Virtua Tennis was developed by Sega AM3. The producer, Mie Kumagai, wanted to create a game that appealed to broad demographics of players, taking note of the large number of one-on-one fighting games that proliferated throughout Japanese arcades during the 1990s.[5][6] She also wished to replicate the critical and commercial achievements of Sega AM2's soccer title Virtua Striker, which was directed by Satoshi Mifune and was a hit among a wide range of age groups.[5] Kumagai began planning a game that could serve as a both a fun, casual experience and competitive, hardcore experience for people to play with friends and family in arcades and at home.[6][7] Her initial proposal, a basketball game was rejected, while her alternative proposal, a tennis game, was accepted.[5] However, the potential for the project's success was still met with a large amount of skepticism within Sega.[7] After Kumagai acquired a programmer, they made a trip to a tennis school for research, and began designing a unique paddle controller. By twisting this paddle, the user could switch between forehand and backhand shots, but after months of in-house experimentation it proved too difficult to operate. Taking advice from Mifune, the team simplified the controls to a more traditional joystick and buttons. User reception at location testing and in Sega's offices proved to be very positive and development thereafter was smooth.[5][7] Sega executives feared the game's original Japanese title, Power Smash, would not translate well to overseas audiences. For its North American and European localizations, the name adopted the familiar Virtua label and was changed to Virtua Tennis
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>>12213068
damn, it looks good
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>>12215504
I'll always be upset that I spent hours playing the shitty PC game of Wacky Racers over this
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>Rez was developed by United Game Artists, an internal studio of Sega led by Tetsuya Mizuguchi, who was then known for his work on racing games.[17] The original concept for Rez originated between 1994 and 1995.[18] During research work in Europe on Sega Rally Championship 2, Mizuguchi and a few friends attended the open-air music event Street Parade. Seeing people swaying en masse to the music, he decided that this was the type of game he wished to make.[19] At this time, the technology was inadequate for realising his vision.[18] In 1998, Mizuguchi was approached about forming a dedicated team to work on new innovative titles for Sega's new Dreamcast console; his first project along these lines was Space Channel 5, and during its production he made plans for Rez. He built up his new team at what would become United Game Artists.[19] As with Space Channel 5, Mizuguchi wanted to draw in casual gamers from across demographics, along with people who would normally not play games.[20] He had great difficulty pitching the game to Sega, as he found it difficult to explain what Rez was until they played the prototype
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>Gunbird 2 (ガンバード2, Ganbādo 2) is a 2D scrolling shooter developed by Psikyo and published by Capcom as a sequel to the original Gunbird. It was originally released in Japanese arcades in 1998, and was later ported to the Dreamcast in 2000 and released worldwide.
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>Rippin' Riders Snowboarding, also known as Cool Boarders Burrrn (クールボーダーズ・バーン) in Japan and Snow Surfers in Europe, is a snowboard game developed by UEP Systems, the creators of the Cool Boarders series. It was released in 1999 for the Dreamcast.
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>Tokyo Xtreme Racer, known as Shutokō Battle (首都高バトル, Shutokō Batoru) in Japan and Tokyo Highway Challenge in Europe, is a 1999 racing video game by Genki, for Sega's Dreamcast console. Released as a launch title in the West, the game was one of the first mission-based racing games; it is based on illegal highway racing in Tokyo's Wangan highway with custom tuned cars. It was the second title in the Shutoku Battle/Tokyo Xtreme Racer series to be released in the West following Tokyo Highway Battle (1996).

>When released in Japan, Shutokō Battle was one of the best selling Dreamcast titles at this time. A such phenomenon was growing popular in Japan at the time with dedicated manga (Shutokō Battle's biggest inspiration being Wangan Midnight), anime series and video games (C1 Circuit, Wangan Trial, Naniwa Wangan Battle).
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>The 1999 Dreamcast version, titled Street Fighter Alpha 3: Saikyo Dojo (or Street Fighter Zero 3: Saikyō-ryū Dōjō in Japan), uses all the added features from the PlayStation version of the game, but features a different World Tour mode. Guile, Evil Ryu and Shin Akuma are immediately selectable, although the latter still shares a slot with his regular counterpart and is playable via a special button combination. An online mode was added, allowing the player to display their high score. In addition, a Saikyo Dojo mode was added, which pits a character that the player has built up in World Tour mode against a very strong opponent who had to be downloaded from the Internet and changed every week. The Dreamcast version was re-released in Japan in 2000 as Street Fighter Zero 3: Saikyō-ryū Dōjō for Matching Service as a mail order title via Dreamcast Direct. The Matching Service version differs from the original with the addition of an Online Versus mode.
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>Planet Ring is a video game developed and published by Sega for the Dreamcast home game console on 4 December 2000 in Europe only. The disc was distributed for free in the United Kingdom through the Official Dreamcast Magazine and was one of the few games released in PAL regions to support the Dreamcast Microphone as well as the Dreamcast Keyboard.

>The Planet Ring game experience is like an online community as it is one of the first video games to require the user to be connected to the internet at all times, predating Microsoft's Xbox Live. The game contains four online minigames to help promote the Dreamcast's internet features. These minigames include "Dream Dorobo", "Ball Bubble", "SOAR" and "Splash". Up to 32 players could compete in online events. Before being allowed to play online for the very first time, the player must design a small character with various specifics like sex, hair design, clothing, age, intelligence and a few other factors. This character represents the player in the world of Planet Ring. The character can be seen on the planet surface and can run around the entire globe visiting the varying attractions.

>Unlike other games that allowed the use of the Dreamcast Broadband Adapter (BBA), this game was dial-up only. The game was playable across the whole continent of Europe so players in the UK could play people from France, Spain, Germany, etc. Although the original Dreamcast online servers were shut down in 2002, the game has been brought back online due to a homebrew server development in June 2013.[12] This new server was due to an open-source server project called Earthcall which was developed by using the SDL.net library.
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>Marvel vs. Capcom: Clash of Super Heroes was originally developed for the CP System II arcade system board.[14] It was exhibited at the AOU Show in February 1998[22] before being released in Japanese arcades that month, followed by North America in March 1998.[1]

>A direct Dreamcast port was revealed by the Computer Entertainment Software Association at the 1999 Tokyo Game Show.[12][23] The Dreamcast version added the game mode Cross Fever, which permits four-player gameplay.[10] The port was released on March 25, 1999 in Japan, on October 7 in North America,[10] and on June 23, 2000 in Europe, where it was published by Capcom's usual European publisher, Virgin Interactive Entertainment
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>On December 1, 1999, Capcom announced that a sequel to Marvel vs. Capcom: Clash of Super Heroes was in development.[23][24] It was developed for the Sega NAOMI arcade board and the Dreamcast as Capcom's first attempt at a fighting game outside of the CP System II and III hardware systems.[6][25] The game was the first in the Marvel vs. Capcom series to combine hand-drawn two-dimensional sprites upon three-dimensional backgrounds.[26] The Japanese home and arcade versions of the game were revealed to be compatible with the Dreamcast VMU.[27] Players were able to connect their VMU to the arcade version to exchange data, earning them experience points which could be used to unlock new characters, stages, and costume colors in the home version.[28] The experience system included three types of points: "N-Points", earned by playing through the arcade version; "D-Points", gained by playing through the Dreamcast version; and "V-Points", obtained by playing online multiplayer.[21] The game featured online play between two Dreamcast consoles through a specialized network known as "Match Service".[20] The service, developed by Capcom and KDD Corp, used KDD-developed technology called "Data on Demand" as a foundation, which offered transfer rates below 70 milliseconds.[20][21] These features were removed in all future domestic and international ports of MvC
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>In 1997, Bizarre Creations was approached by Sega Europe to create a street racer for the upcoming Dreamcast console. This occurred after Sega's Kats Sato discovered that they were the developers behind the Formula 1 and Formula 1 97 games on Sony's PlayStation.[12] According to Martyn Chudley, Bizarre Creations' managing director, "Kats was given the task of finding out who was developing Formula 1 for Sony. So, at the ECTS [1997], he pulled out the power cable so he could see the [F1] start-up credits".[12] After a meeting with Sega Europe's then-CEO, Kazutoshi Miyake, Bizarre Creations accepted their offer to work on the project. Martyn Chudley noted that Sega provided Bizarre Creations with an opportunity to branch out after learning they had been lined up for additional F1 titles.[12]

>To model the settings of San Francisco, London, and Tokyo, Bizarre Creations sent staff to each city to capture "tens of thousands of photographs" and "hours of video footage in every last location", alongside sourcing detailed maps and aerial photographs. For modeling the individual buildings, one general reference photo of each was taken, along with multiple close-ups to create textures, resulting in up to 20 reference photos per building. 3D artist Mark Sharratt, the lead on the San Francisco map, explained to Official Dreamcast Magazine that he would "start by scanning in the District Council Land Use contour maps and bringing them into Softimage, then drawing around them to get the scale right", before using the reference photos and video "to get everything the right shape". Sharratt stated that he then "scanned in all the photographs, removed the perspective in Photoshop to make them straight", before "removing the people, trees, wires, and other distractions from the pictures so they could be used as textures for the buildings". This process was repeated for each city, covering approximately 1.5 square mile
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>Jet Set Radio was developed by Smilebit, a Sega studio formed from members of Team Andromeda, the developers of the Panzer Dragoon games for the Sega Saturn.[7] The development team consisted of fewer than 25 developers, with an average age of under 25.[8] Programming began in mid-1999. The game was presented at the 1999 Tokyo Game Show and drew media attention for its cel-shaded style.[9][10] During the early stages of development, director Masayoshi Kikuchi had difficulty leading the team without prior directing experience. The visual style was established prior to the gameplay; according to Kikuchi, it could have become an adventure game or role-playing game. His superiors were not satisfied with early concepts, and so Kikuchi used trial and error to develop a concept that he believed everyone would find interesting.[3]

>Ueda wanted to create something "cool" that dealt with popular culture and was completely unlike the team's previous game, the 1998 role-playing game Panzer Dragoon Saga.[8] Ueda's drawings of a punky character with headphones and rollerblades became the foundation of the game.[11] Ueda had joined Sega after being impressed by the "freshness" and international appeal of Sonic the Hedgehog, but was disappointed with the excessive focused saturation of overtly fantastical manga and anime-style designs, and hoped to create something original.[12] Smilebit drew inspiration from games outside the typical game genres of science fiction and fantasy.[8] Ueda was particularly inspired by a demonstration of the PlayStation rhythm game PaRappa the Rapper at the 1996 Tokyo Game Show: "I think that's the first game with pop culture like that. They did it first. After that I decided to make a true game, not just a visual experience, that was actually for adults."[8] The anti-establishment themes of the 1999 film Fight Club were another influence
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>By the late 1990s, the popularity of online gaming on personal computers had grown substantially in the west, but was almost nonexistent in Japan, where consoles were more popular. Sega chairman Isao Okawa believed the internet was the future of gaming and wanted a flagship online game for Sega's Dreamcast console. None of Sega's development studios wanted the project, as they were occupied with their own ventures, such as Jet Set Radio (2000) and the Sakura Wars series.[16] Okawa gave the responsibility to Sonic Team, led by Yuji Naka.[16][17] Sonic Team was not particularly receptive to the decision, but continued with development.[16] After Okawa became ill, Naka sent reports to the hospital to update him on progress

>Sonic Team began experimenting with the Dreamcast's network capabilities after completing Sonic Adventure in 1998.[18] They saw the creation of an online game for Japan, a nation of console gamers, as a serious challenge, akin to creating a new genre.[16] Much of their time was spent learning the basic elements of online gaming; they wanted to make sure the network functionality worked before developing the gameplay, setting, and story.[16][19] Their network experiments became ChuChu Rocket!, released in 1999 as the first online game for the Dreamcast.[19][20][21][22] Sonic Team used the lessons learned from ChuChu Rocket! to implement network technology in the larger project
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>>12215678
Dreamcast only had 3 "kart" games, wacky racers, looney tunes and the walt disney one, it lacked from entries in this genre.
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>>12211601
alright bros i recently received a ntsc-1 dreamcast and have a viewsonic crt monitor to connect it to. what are THE ultimate dreamcast games?!
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>>12211601
>that webm
this is really cool, do you have any more of these? it's like those PS1 demo discs with the squares.
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>>12219326
SoulCalibur
Dead or Alive 2
Power Stone
Power Stone 2
IllBleed
Jet Set Radio
Cannon Spike
MVC2
Resident Evil Code Veronica
Crazy Taxi
Metropolis Street Racer
Skies of Arcadia
Star Wars Episode 1 Racer
Dynamite Cop
18 WHEELERS
Phantasy Star Online
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>>12219453
The design may have peaked with this >>12212915 one, although it's the most useless.
There's also a Saturn version and two more about "2D playstation games" but I'm not gonna derail this nice, archivable Dreamcast thread with that. They'll show up whenever there's a chart or infographic thread. I know how they were made and it wouldn't be impossible to do more for other consoles or other lists of games...



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