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Topher Cantler
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8===D
As I try not to let myself get too excited for big budget Square-Enix games lately, I haven't really been following Nier: Gestalt. The above trailer has successfully demolished that stance. It's simply packed full of way too ...   read

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YES. After being leaked a few weeks ago, it was officially confirmed yesterday that Frank West will be playable in the upcoming Tatsunoko Vs Capcom: Ultimate All Stars, much to our delight. We got a quick peek at a few of his...   read

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Well, it's about time. Square-Enix have finally whispered the name Final Fantasy Versus XIII again, and released a precious few screenshots for those of us who've been watching for such things.As someone who's not incredibly ...   read
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In addition to Sengoku BASARA, which Hamza told you about earlier today, Capcom announced another new game at TGS, which is tentatively being called Ghost Trick. It's a new DS title, in which you play as a Detective named Sis...   read
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Skeletons. That's how you start off a good morning. Bonus points if they happen to be part of a new version of the competitive action puzzler, Puyo Puyo. So what's different this time around? In addition to being all sharp an...   read
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Celebrating the Japanese drift racing spirit, Microsoft and developer Turn 10 have revealed a set of new Japanese cars available in Forza Motorsport 3 at Tokyo Game Show. Additionally, they announced that the popular Fumiji K...   read

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  Watch Video Here's something I know I've been waiting to see. Sony gave Tokyo Game Show attendees a look at the making of Team ICO's upcoming PS3 title, The Last Guardian, and the developer diary video is followed up with a new trailer ...   read

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Capcom is invading TGS with all sorts of ferocious beats this year. Lost Planet 2 got a new trailer, and Frank West looks pretty vicious as well. Not to be outdone, Monster Hunter Tri is also on hand, with a new trailer and p...   read
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Capcom continues to rock it out at this year's Tokyo Game Show, unleashing a ton of new assets for Lost Planet 2. Above you'll find the latest trailer for the game, and a collection of new screenshots, character art and envir...   read
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Score one for JOURNALISM. Capcom has officially confirmed today that Frank West will indeed be playable in Tatsunoko Vs Capcom. Thanks to some naughty snooping a few weeks ago, we already kinda knew that. But I have pictures....   read
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[As originally posted on Tomopop] Well, this was almost embarassing. Hamza pointed out to me the latest post on Kramez's blog over at Capcom-Unity, featuring these lovely Okamiden statues. Which, as it turns out, are life-siz...   read
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In another case of fine patent database snoopery by Siliconera, it's been discovered that Namco-Bandai is developing an inflatable drum controller for a Wii version of Taiko no Tatsujin.  The accessory is inflated like a...   read
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I'm sure you all remember the first trailer for Katamari Forever that Joseph posted a while back. It had a monkey in it, which is really the only reason I remember. Above, you'll find the new launch trailer for the game, whic...   read

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When Codemasters announced DiRT 2, I was very happy to see that it still had Colin McRae's name on it. I found the first game to be "okay," and after playing the demo for this second installment, it seemed we had a great raci...   read
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READY TO FRIDAY

  Watch Video It is time. Tonight, we initiate Operation Nuggets.I know we've been saying that for weeks, but the coupons are almost expired, so we have to do it this weekend. It's a shame we couldn't have completed the project in time for...   read

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Ntreev's digital crack RPG golf game Pangya is currently entering its fourth season, and along with tons of new features and systems, it's got some new characters as well. Thankfully, however, they haven't neglected to bring ...   read
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Microsoft has revealed today its list of playable and not-so-playable games that we be on display at this year's Tokyo Game Show. As usual, it's a mixture of both first-party and third-party titles. Among the ones actually pl...   read

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After months of speculation and rumors, a video spotted via Wired has finally confirmed that, yes, Microsoft's Zune HD will be a portable gaming device.The video above states right there in plain Englay at 32 seconds in, &quo...   read

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Ever since we got our first look at From Software's 3D Dot Game Heroes, the general sentiment has been that we love the way it looks, but we're all dying to see some actual video. Well, today you can rejoice, for I have broug...   read

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Microsoft and developer Turn 10 announced today that Forza Motorsport 3 has gone gold, and confirm that a playable demo will be arriving on the Xbox Live Marketplace as of September 24th. The demo features five playable cars,...   read

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READY TO FRIDAY

  Watch Video This is Memebon. Sorry I didn't talk about whatever cat it is you like.    read

here for a taste of its music. Although it was released in 2005, everything about Radirgy just screams Y2K, from its beanie-wearing, cellphone-toting characters to its Jet Grind Radio-esque graphics. It toed the border of cute-'em-up territory, with enemies that fired soccer balls and basketballs at you, and pickup items like noodles and popsicles. Present all that silliness with a bright, poppy color scheme and challenging gameplay and you've got a memorable shooter.

You might have some trouble finding it for Dreamcast, but you can play it now as part of the Milestone Ultimate Shooting Collection that was recently released for the Wii, which is also the first time it's been made available in English. It's a fun, thoroughly worthwhile title that will always hold a special place in my heart.

Karous
[embed]147812:22234[/embed]

Very similar to Radirgy in both look and gameplay, Karous might almost be considered a sister title. It also joins Triggerheart Exelica in continued late-entry support of the Dreamcast, having been released in March of 2007. Like Radirgy before it, it was a blend of 2D and cel-shading, but with a darker, almost gothic vibe to it and a color palette to match. It's still just as fun to play, and both games are now available for the Wii as part of the aforementioned Ultimate Shooting Collection, which also includes Chaos Field.

Chaos Field

Basically a boss rush from beginning to end, Chaos Field didn't exactly change the world when it was released. It was still a fun and worthwhile shooter, however, obviously inspired by Treasure games like Ikaruga and Radiant Silvergun with its field shifting mechanic and sword-weilding ships. Its latest home is on the Wii, bundled as part of Milestone's compilation.

Castle Shikigami II

Released in 2004, Castle Shikigami II is another of the Dreamcast's more graphically impressive shooters. Its gameplay was incredibly satisfying, with a system that increased the power of your shot when you were ballsy enough to fly between enemy fire, and its music is some of the most beautiful you'll hear in a shmup. It's got a spooky, magical vibe to it, and was brought to the US on the PS2 with some of the worst voice acting and horrible Engrish translation I've ever had the misfortune of hearing. The Dreamcast version was only available in Japan, but even if you don't speak the language it'll still make more sense than the US one on PlayStation 2.

Mars Matrix

Mars Matrix was notable in that it only used one button for its system. Depending on timing and the status of your gravity bomb gauge, pressing the button in different ways unleashed different attacks. It also let you level up your fighter by way of experience points, and the Dreamcast version featured a couple of new modes that weren't found in the arcade. Not terribly ground-breaking, but still fun and definitely worth checking out if you can find it.

Giga Wing

Originally published by Capcom for CPS II arcade hardware, Giga Wing was seven stages of madness, with the final one only available if you'd made it there without using a continue. It found a home on the Dreamcast in 1999, with an additional selectable ship, new music and a score attack mode. It's a fun game with a bit of a steampunk appeal to it.

Gunbird 2

Published by Capcom, Gunbird 2 was full of humor, had great gameplay and featured Morrigan as a playable ship. Yes, Darkstalkers Morrigan. Other playable characters ranged from Alucard, to a robot, to a fat guy on a flying carpet if you needed further convincing as to just how fun and silly it was.

Under Defeat

Like a number of Dreamcast shooters, Under Defeat was developed by G.rev. It was released in 2006, which was only three years ago for anyone who missed the fact that this system was being supported that long in Japan. It had a military theme and a helicopter for its playable ship, which could be rotated and fixed at different angles by letting up on the D-pad. It's fun, it's full of explosions and manly shit, and it's one of the better-looking Dreamcast games out there.

Twinkle Star Sprites

This one? Not so manly. Twinkle Star Sprites is one of the most instantly recognizable cute-'em-ups of all time, and its gameplay is, as Aaron Linde would say, a Reese's peanut butter cup of two great genres mashed together into one tasty treat. Part shmup, part competitive puzzle game, it features magical witch girls on flying broomsticks, enemies in the form of balloons, clams and rubber duckies, and stuffed bunnies that are thrown as bombs. It's as fun to play as it is awkward to explain.

Puyo Pop Fever

Another competetive puzzler, (smooth genre transition FTW), Puyo Pop Fever was the last Dreamcast game to be developed by Sonic Team. Little blob guys called Puyo dropped from the top of the screen onto the playing field, and matching four of the same color would cause them to pop and disappear, hence the name. Doing this would unleash chain reactions and send a batch of annoying little garbage Puyo to your opponent's side, making for a fun and often intense puzzle fight. Puzzle ... fight ...

Super Puzzle Fighter II Turbo

Oh, hi. Didn't see you there. Very similar in gameplay to Puyo Pop, Super Puzzle Fighter II Turbo was also made available on the Dreamcast, catering to fans who fell in love with it on the PS1, Saturn or in the arcade. if you haven't played it, I actually recommend the HD Remix version on XBLA or PSN over this one, as it features a hard drop, looks a thousand times better, and has been completely rebalanced (read: fixed). But if you happen across a copy, it's still worth owning to watch SD versions of Street Fighter characters duke it out over one of the most fun and addictive puzzle games ever made. Hm, Street Fighter ...

Street Fighter III: 3rd Strike

Oh look, another smooth transition to the next genre! Which, as it happens, is teh fightans. A topic you can't rightfully bring up without mentioning Capcom's Street Fighter III: 3rd Strike. Many people consider it to be the best Street Fighter game ever made. I am one of those people. That doesn't mean it's my favorite, as it abandoned my main among all but a few of the franchise's most popular characters, but there's no arguing that it was a high-quality fighting game. And if there is, take it elsewhere. Also, for the record, Alpha 2 is my favorite Street Fighter game. But still not my favorite fighter in general.

Moero! Justice Gakuen (Rival Schools 2)

This. This is my favorite fighting game. Ever. I could write a post twice the length of this one on why that is, and I might do that someday, but for now, I'll try to keep it brief. Project Justice, as it was called in the US, was a 3D fighter played on a 2D plane, not unlike Street Fighter IV. The difference was this nifty little sidestep maneuver that let you quickly move out of harm's way in a 3D space, which changed everything. The characters hailed from different high schools and academies, each with their own unique fighting style based on their respective field of study.

There was Shoma, the baseball player who'd wallop his opponents with a bat or throw a fastball at their faces. Nagare, the swimmer who might flipper-kick you to death or force you into an impromptu synchronized swimming performance. You might play as the school nurse, Kyoko, who could skillfully break every bone in an opponent's body, or violin player Yurika, who would attack with a destructive string of musical notes. The characters and their unique, outlandish special attacks and team-ups were what made the game.

For as insane as it was, the fighting was still inherently Capcom-flavored, and the series is even canon in the Street Fighter universe. When students go missing in the original Rival Schools game, Sakura Kasugano of Street Fighter Alpha fame shows up to help find the truth. She was even playable in this prequel, and in the storyline had been close childhood friends with Natsu and Hinata. I'm sad not to have seen more of Hinata after Rival Schools 2, as she's my ultimate main -- the one character I feel like I've most mastered in terms of fighting games. She does make quick cameos in Tatsunoko Vs Capcom if you play as Batsu, but I still hold onto the hope that I'll get to play as her again in a new game someday.

I can't imagine I won't write an entire feature on this game at some point, but this is just to put it on the Dreamcast list. If you can find a copy, snatch it up immediately. It's also packed with a ridiculous amount of extra content and is a tremendous value for what fits on one disc. Project Justice stands at the top of my wish list for an XBLA port, remake or sequel, and while I'm not holding my breath for such, it's nice to know Capcom hasn't forgotten about this truly awesome franchise. 

Marvel Vs Capcom 1 & 2

You know this one by now if you haven't been living in a log cabin on the moon all year. You'd probably still know it even if you have. Marvel Superheroes battling it out against Capcom's finest was every bit as epic as it sounded, and even moreso in the game's sequel. Both were available on the Dreamcast, and MvC2 can now be found on XBLA and PSN; horible soundtrack and all.

Capcom Vs SNK 2: Millionaire Fighting 2001 

After allegations of sprite theft on the part of SNK and years of company rivalry in general, it was time to settle the score. High in demand for a remake, Capcom Vs SNK 2 was the second game in the series that saw Ryu face off against the characters who allegedly ripped him off, who then fought the comeback they inspired, Dan Hibiki, who in turn ... oh, just play it. It's got Kyosuke from Rival Schools in it. Better than its prequel and one of the finest fighters ever made.

Garou: Mark of the Wolves

Speaking of both SNK and quality fightans, Garou: Mark of the Wolves hit the Dreamcast in 2001, as the grand finale to the Fatal Fury series. It was set ten years after the death of Geese Howard, and featured both his son, Rock, and the man who trained him, Terry Bogard, in the same game. It also starred Bonne Jenet, who was about as sexy as fighting game ladies come. Quite possibly my favorite SNK fighter, and the company has been talking about a sequel for years. I wish they'd shut up and make it already. In the meantime, you can play this one on XBLA. 

Last Blade 2

One of the best and most accomplished fighting games the Neo-Geo ever saw, and a more than welcome addition to the Dreamcast's library. Last Blade 2 was different, it was outrageously fun, and I've had my ass handed to me in it more times than I care to mention. But that never stopped me from loving it.

Soul Calibur

The soul still burns ... A launch title, Namco's Soul Calibur dazzled early Dreamcast adopters with its graphics, which at the time were pretty impressive stuff. The gameplay might have often allowed you to mindlessly button-mash your way to cheap victory, but it was still pretty, still fun, and was filled to the brim with panty shots and bouncing oppai.

Sentimental Graffiti 2

This also had boobs. Because it was a dating sim. Yeah, I played it, SO WHAT? Stop looking at me.

Samba de Amigo

Let's talk about rhythm and music games now. No, I don't have a smooth transition to this genre, probably because I can't think of one with you staring at me like a weirdo after that last one. We're moving on, keep up. Samba de Amigo had a monkey in it. With a sombrero. Seriously, I could just leave it at that, it's really all you need to hear to know that it was awesome. A dancing monkey in a sombrero, shaking a pair of maracas. That's Spanish for awesome.

The game also came with a rad peripheral, which was a real set of electronic maracas. You'd shake them in time with prompts on screen in high, middle or low positions to make the monkey dance, and the better the monkey did, the more people would show up to watch the monkey. It was really fun, and I could go on about how it probably largely inspired the Wiimote or some other technical bullshit, but seriously, all you need to know is that it had a dancing monkey in a sombrero, shaking a pair of maracas. Niero still has his and I get jealous whenever I see it.

Pop'n Music

Having already become a sensation in the arcade, Pop'n Music found its way to Dreamcast in 1999, followed shortly thereafter by the next three sequels. More importantly, Konami also released a genuine 9-button Pop'n controller to play it with. Part of the company's Bemani series, it was the cuter, brighter, more colorful version of Beatmania, but that didn't mean it was any easier to play.

I love it dearly and I've always sucked at anything beyond 5-button mode, which is still only its second-highest difficulty setting. The fact that people can play some of the EXtra mode songs in this game blows my mind, and if you want to see something truly amazing, ask RetroforceGO's Stella Wong to show you what full scale 9-button mode looks like. It's currently in its 18th arcade iteration, and has featured some of the best music to ever come out of a videogame.

Space Channel 5

Sega asked Tetsuya Mizuguchi to come up with a game that would appeal to everyone, and Space Channel 5 was his answer. It was a rhythm game that had you repeating the commands of little aliens in Parappa the Rapper fashion before blasting them into oblivion with your laser pistol, saving hostages and performing some funky dance moves all the while. Michael Jackson showed up by the end of the game, and the whole thing later sparked a lawsuit by the singer of Deee-Lite.. In other words, it was fucking crazy. It was also crazy fun, and while it might not have appealed to everyone the way Sega had hoped, it appealed to me. It was addictive, looked great for its time and was full of catchy music, just like most anything with Mizuguchi's name on it.

REZ

Another one that you should already know about by now, REZ was a testament to the genius of Tetsuya Mizuguchi, and probably remains the title he's best known for aside from Lumines. The music was phenomenal, the rail shooter gameplay was incredibly addictive, and the experience was something you'd wake up from like a dream when it was over. The game was that immersive and hypnotic. It was like an LSD trip without the side effects of wetting yourself and waking up in jail the next day covered in butter and goose feathers. You can expeience REZ now in beautiful HD on XBLA.

Bangai-O

Another shooting game that so refused to fit into a genre that I'll have trouble even explaining what it was. It was developed by Treasure, which should tell you something right there, and was an orgy of mechs, heat-seeking missles, explosions and fruit. The idea was to work your way out of its levels by blasting the unholy daylights out of everything, which was often a lot harder than it sounded. In short, it was madness, and it's something that must be played to be understood.

The House of the Dead 2

This is a shooting game that's much easier to describe. House of the Dead 2 was a lightgun game. It had zombies in it. You shoot them. It was fun in the arcade and it was just as great on the Dreamcast.

The Typing of the Dead

Yes, really. Set in the House of the Dead universe, Typing of the Dead was a game where you defeated flesh-hungry zombies by typing in words that were prompted on the screen, using the Dreamcast's keyboard peripheral. It's another one of those titles that you just have to play for yourself, and it's memorable to say the least. I like to think that now, as I write this article, somewhere out there the evil undead are suffering with every keystroke, even if I can't see them.

Legacy of Kain: Soul Reaver

Sadly, this franchise has been all but forgotten now, which is a shame because Soul Reaver was one of my absolute favorite games on the Dreamcast. It was the sequel to Blood Omen: Legacy of Kain, and its villain and final boss was Kain himself, who was the protagonist in the prequel. The ways in which Soul Reaver approached tired game mechanics like health, player death, and dispensing of story and narative were nothing short of brilliance for a game that's now a decade old.

Most action-adventure titles even now can't compare to its imagination and fluid marriage of story to gameplay, which isn't really saying much, but doesn't change that fact that this game is woefully underrated. Its once-vamipre, now-wraith protagonist, Raziel, was a truly likeable character as well as a badass. It's an old game now and might not carry the same weight it once did, but if you can find a copy, please. Please play Soul Reaver. As far as I'm concerned, it was the best thing Eidos ever published.

Resident Evil - Code: Veronica

The first Resident Evil game to launch on hardware that wasn't Sony's, Code: Veronica was also the first that didn't use completely pre-rendered backgrounds. It also let you dual-weild two pistols, which was a welcome addition. It's one of the easier to find Dreamcast games out there, and if I had a dollar for every time I've seen it on a shelf in a used games store I could probably buy a few more Dreamcasts.

Jet Grind Radio

Jet Grind Radio was the talk of the 1999 Tokyo Game Show, with this fancypants new rendering technique it used called cel-shading. We'd never heard of it before, and if you can imagine what it was like to see something like that for the first time, you can understand why we all went nuts for it. You played as a punkass teenager, skating through levels based on real locations around Tokyo. You'd tag walls and anything else with spraypaint to claim them over rival skate gangs, all the while running from the cops and listening to locally pirated radio. The US version featured a Jurassic 5 song, which made me love it even more than I already would have just for its being incredibly fun and awesome-looking.

Chu Chu Rocket
[embed]147812:22309[/embed]

Bwuh-bwuh-bwuh-BWAAAAHH!! What the fuck. With one of my favorite commercials ever, Chu Chu Rocket was kind of a puzzle game, but not in the traditoinal block-dropping sense. You were responsible for a group of mice, or Chu Chus, who would wander around in predictable formation on the screen. At the end of the level was a rocket, and your job was to guide the marching rodents by switching the direction of tiles on the floor that told them which way to go.

This was all while one or more asshole cats was trying to eat the mice, and you'd have to avoid them among the other obstacles to see that your Chu Chus survived long enough to reach the rocket that would blast them off to safety. I can't understand why this hasn't made its way to the realm of digital download yet, and if there's any justice in the world, someday it will. Bwuh-bwuh-bwuh-BWAAAAHH!!

Seaman
[embed]147812:22310" data-vidtitle="

Destructoid celebrates 10 years of Dreamcast: the games Yesterday marked the official 10th anniversary of the Sega Dreamcast, and I was both honored and delighted to be able to talk shop about its hardware for a while. What I didn't have room for in that post, however, was what tr...  
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" data-purl="stories/destructoid-celebrates-10-years-of-dreamcast-the-games-147812.phtml" data-vidsummary="" data-remodal-target="watch">8===D
here for a taste of its music. Although it was released in 2005, everything about Radirgy just screams Y2K, from its beanie-wearing, cellphone-toting characters to its Jet Grind Radio-esque graphics. It toed the border of cute-'em-up territory, with enemies that fired soccer balls and basketballs at you, and pickup items like noodles and popsicles. Present all that silliness with a bright, poppy color scheme and challenging gameplay and you've got a memorable shooter.

You might have some trouble finding it for Dreamcast, but you can play it now as part of the Milestone Ultimate Shooting Collection that was recently released for the Wii, which is also the first time it's been made available in English. It's a fun, thoroughly worthwhile title that will always hold a special place in my heart.

Karous
[embed]147812:22234[/embed]

Very similar to Radirgy in both look and gameplay, Karous might almost be considered a sister title. It also joins Triggerheart Exelica in continued late-entry support of the Dreamcast, having been released in March of 2007. Like Radirgy before it, it was a blend of 2D and cel-shading, but with a darker, almost gothic vibe to it and a color palette to match. It's still just as fun to play, and both games are now available for the Wii as part of the aforementioned Ultimate Shooting Collection, which also includes Chaos Field.

Chaos Field

Basically a boss rush from beginning to end, Chaos Field didn't exactly change the world when it was released. It was still a fun and worthwhile shooter, however, obviously inspired by Treasure games like Ikaruga and Radiant Silvergun with its field shifting mechanic and sword-weilding ships. Its latest home is on the Wii, bundled as part of Milestone's compilation.

Castle Shikigami II

Released in 2004, Castle Shikigami II is another of the Dreamcast's more graphically impressive shooters. Its gameplay was incredibly satisfying, with a system that increased the power of your shot when you were ballsy enough to fly between enemy fire, and its music is some of the most beautiful you'll hear in a shmup. It's got a spooky, magical vibe to it, and was brought to the US on the PS2 with some of the worst voice acting and horrible Engrish translation I've ever had the misfortune of hearing. The Dreamcast version was only available in Japan, but even if you don't speak the language it'll still make more sense than the US one on PlayStation 2.

Mars Matrix

Mars Matrix was notable in that it only used one button for its system. Depending on timing and the status of your gravity bomb gauge, pressing the button in different ways unleashed different attacks. It also let you level up your fighter by way of experience points, and the Dreamcast version featured a couple of new modes that weren't found in the arcade. Not terribly ground-breaking, but still fun and definitely worth checking out if you can find it.

Giga Wing

Originally published by Capcom for CPS II arcade hardware, Giga Wing was seven stages of madness, with the final one only available if you'd made it there without using a continue. It found a home on the Dreamcast in 1999, with an additional selectable ship, new music and a score attack mode. It's a fun game with a bit of a steampunk appeal to it.

Gunbird 2

Published by Capcom, Gunbird 2 was full of humor, had great gameplay and featured Morrigan as a playable ship. Yes, Darkstalkers Morrigan. Other playable characters ranged from Alucard, to a robot, to a fat guy on a flying carpet if you needed further convincing as to just how fun and silly it was.

Under Defeat

Like a number of Dreamcast shooters, Under Defeat was developed by G.rev. It was released in 2006, which was only three years ago for anyone who missed the fact that this system was being supported that long in Japan. It had a military theme and a helicopter for its playable ship, which could be rotated and fixed at different angles by letting up on the D-pad. It's fun, it's full of explosions and manly shit, and it's one of the better-looking Dreamcast games out there.

Twinkle Star Sprites

This one? Not so manly. Twinkle Star Sprites is one of the most instantly recognizable cute-'em-ups of all time, and its gameplay is, as Aaron Linde would say, a Reese's peanut butter cup of two great genres mashed together into one tasty treat. Part shmup, part competitive puzzle game, it features magical witch girls on flying broomsticks, enemies in the form of balloons, clams and rubber duckies, and stuffed bunnies that are thrown as bombs. It's as fun to play as it is awkward to explain.

Puyo Pop Fever

Another competetive puzzler, (smooth genre transition FTW), Puyo Pop Fever was the last Dreamcast game to be developed by Sonic Team. Little blob guys called Puyo dropped from the top of the screen onto the playing field, and matching four of the same color would cause them to pop and disappear, hence the name. Doing this would unleash chain reactions and send a batch of annoying little garbage Puyo to your opponent's side, making for a fun and often intense puzzle fight. Puzzle ... fight ...

Super Puzzle Fighter II Turbo

Oh, hi. Didn't see you there. Very similar in gameplay to Puyo Pop, Super Puzzle Fighter II Turbo was also made available on the Dreamcast, catering to fans who fell in love with it on the PS1, Saturn or in the arcade. if you haven't played it, I actually recommend the HD Remix version on XBLA or PSN over this one, as it features a hard drop, looks a thousand times better, and has been completely rebalanced (read: fixed). But if you happen across a copy, it's still worth owning to watch SD versions of Street Fighter characters duke it out over one of the most fun and addictive puzzle games ever made. Hm, Street Fighter ...

Street Fighter III: 3rd Strike

Oh look, another smooth transition to the next genre! Which, as it happens, is teh fightans. A topic you can't rightfully bring up without mentioning Capcom's Street Fighter III: 3rd Strike. Many people consider it to be the best Street Fighter game ever made. I am one of those people. That doesn't mean it's my favorite, as it abandoned my main among all but a few of the franchise's most popular characters, but there's no arguing that it was a high-quality fighting game. And if there is, take it elsewhere. Also, for the record, Alpha 2 is my favorite Street Fighter game. But still not my favorite fighter in general.

Moero! Justice Gakuen (Rival Schools 2)

This. This is my favorite fighting game. Ever. I could write a post twice the length of this one on why that is, and I might do that someday, but for now, I'll try to keep it brief. Project Justice, as it was called in the US, was a 3D fighter played on a 2D plane, not unlike Street Fighter IV. The difference was this nifty little sidestep maneuver that let you quickly move out of harm's way in a 3D space, which changed everything. The characters hailed from different high schools and academies, each with their own unique fighting style based on their respective field of study.

There was Shoma, the baseball player who'd wallop his opponents with a bat or throw a fastball at their faces. Nagare, the swimmer who might flipper-kick you to death or force you into an impromptu synchronized swimming performance. You might play as the school nurse, Kyoko, who could skillfully break every bone in an opponent's body, or violin player Yurika, who would attack with a destructive string of musical notes. The characters and their unique, outlandish special attacks and team-ups were what made the game.

For as insane as it was, the fighting was still inherently Capcom-flavored, and the series is even canon in the Street Fighter universe. When students go missing in the original Rival Schools game, Sakura Kasugano of Street Fighter Alpha fame shows up to help find the truth. She was even playable in this prequel, and in the storyline had been close childhood friends with Natsu and Hinata. I'm sad not to have seen more of Hinata after Rival Schools 2, as she's my ultimate main -- the one character I feel like I've most mastered in terms of fighting games. She does make quick cameos in Tatsunoko Vs Capcom if you play as Batsu, but I still hold onto the hope that I'll get to play as her again in a new game someday.

I can't imagine I won't write an entire feature on this game at some point, but this is just to put it on the Dreamcast list. If you can find a copy, snatch it up immediately. It's also packed with a ridiculous amount of extra content and is a tremendous value for what fits on one disc. Project Justice stands at the top of my wish list for an XBLA port, remake or sequel, and while I'm not holding my breath for such, it's nice to know Capcom hasn't forgotten about this truly awesome franchise. 

Marvel Vs Capcom 1 & 2

You know this one by now if you haven't been living in a log cabin on the moon all year. You'd probably still know it even if you have. Marvel Superheroes battling it out against Capcom's finest was every bit as epic as it sounded, and even moreso in the game's sequel. Both were available on the Dreamcast, and MvC2 can now be found on XBLA and PSN; horible soundtrack and all.

Capcom Vs SNK 2: Millionaire Fighting 2001 

After allegations of sprite theft on the part of SNK and years of company rivalry in general, it was time to settle the score. High in demand for a remake, Capcom Vs SNK 2 was the second game in the series that saw Ryu face off against the characters who allegedly ripped him off, who then fought the comeback they inspired, Dan Hibiki, who in turn ... oh, just play it. It's got Kyosuke from Rival Schools in it. Better than its prequel and one of the finest fighters ever made.

Garou: Mark of the Wolves

Speaking of both SNK and quality fightans, Garou: Mark of the Wolves hit the Dreamcast in 2001, as the grand finale to the Fatal Fury series. It was set ten years after the death of Geese Howard, and featured both his son, Rock, and the man who trained him, Terry Bogard, in the same game. It also starred Bonne Jenet, who was about as sexy as fighting game ladies come. Quite possibly my favorite SNK fighter, and the company has been talking about a sequel for years. I wish they'd shut up and make it already. In the meantime, you can play this one on XBLA. 

Last Blade 2

One of the best and most accomplished fighting games the Neo-Geo ever saw, and a more than welcome addition to the Dreamcast's library. Last Blade 2 was different, it was outrageously fun, and I've had my ass handed to me in it more times than I care to mention. But that never stopped me from loving it.

Soul Calibur

The soul still burns ... A launch title, Namco's Soul Calibur dazzled early Dreamcast adopters with its graphics, which at the time were pretty impressive stuff. The gameplay might have often allowed you to mindlessly button-mash your way to cheap victory, but it was still pretty, still fun, and was filled to the brim with panty shots and bouncing oppai.

Sentimental Graffiti 2

This also had boobs. Because it was a dating sim. Yeah, I played it, SO WHAT? Stop looking at me.

Samba de Amigo

Let's talk about rhythm and music games now. No, I don't have a smooth transition to this genre, probably because I can't think of one with you staring at me like a weirdo after that last one. We're moving on, keep up. Samba de Amigo had a monkey in it. With a sombrero. Seriously, I could just leave it at that, it's really all you need to hear to know that it was awesome. A dancing monkey in a sombrero, shaking a pair of maracas. That's Spanish for awesome.

The game also came with a rad peripheral, which was a real set of electronic maracas. You'd shake them in time with prompts on screen in high, middle or low positions to make the monkey dance, and the better the monkey did, the more people would show up to watch the monkey. It was really fun, and I could go on about how it probably largely inspired the Wiimote or some other technical bullshit, but seriously, all you need to know is that it had a dancing monkey in a sombrero, shaking a pair of maracas. Niero still has his and I get jealous whenever I see it.

Pop'n Music

Having already become a sensation in the arcade, Pop'n Music found its way to Dreamcast in 1999, followed shortly thereafter by the next three sequels. More importantly, Konami also released a genuine 9-button Pop'n controller to play it with. Part of the company's Bemani series, it was the cuter, brighter, more colorful version of Beatmania, but that didn't mean it was any easier to play.

I love it dearly and I've always sucked at anything beyond 5-button mode, which is still only its second-highest difficulty setting. The fact that people can play some of the EXtra mode songs in this game blows my mind, and if you want to see something truly amazing, ask RetroforceGO's Stella Wong to show you what full scale 9-button mode looks like. It's currently in its 18th arcade iteration, and has featured some of the best music to ever come out of a videogame.

Space Channel 5

Sega asked Tetsuya Mizuguchi to come up with a game that would appeal to everyone, and Space Channel 5 was his answer. It was a rhythm game that had you repeating the commands of little aliens in Parappa the Rapper fashion before blasting them into oblivion with your laser pistol, saving hostages and performing some funky dance moves all the while. Michael Jackson showed up by the end of the game, and the whole thing later sparked a lawsuit by the singer of Deee-Lite.. In other words, it was fucking crazy. It was also crazy fun, and while it might not have appealed to everyone the way Sega had hoped, it appealed to me. It was addictive, looked great for its time and was full of catchy music, just like most anything with Mizuguchi's name on it.

REZ

Another one that you should already know about by now, REZ was a testament to the genius of Tetsuya Mizuguchi, and probably remains the title he's best known for aside from Lumines. The music was phenomenal, the rail shooter gameplay was incredibly addictive, and the experience was something you'd wake up from like a dream when it was over. The game was that immersive and hypnotic. It was like an LSD trip without the side effects of wetting yourself and waking up in jail the next day covered in butter and goose feathers. You can expeience REZ now in beautiful HD on XBLA.

Bangai-O

Another shooting game that so refused to fit into a genre that I'll have trouble even explaining what it was. It was developed by Treasure, which should tell you something right there, and was an orgy of mechs, heat-seeking missles, explosions and fruit. The idea was to work your way out of its levels by blasting the unholy daylights out of everything, which was often a lot harder than it sounded. In short, it was madness, and it's something that must be played to be understood.

The House of the Dead 2

This is a shooting game that's much easier to describe. House of the Dead 2 was a lightgun game. It had zombies in it. You shoot them. It was fun in the arcade and it was just as great on the Dreamcast.

The Typing of the Dead

Yes, really. Set in the House of the Dead universe, Typing of the Dead was a game where you defeated flesh-hungry zombies by typing in words that were prompted on the screen, using the Dreamcast's keyboard peripheral. It's another one of those titles that you just have to play for yourself, and it's memorable to say the least. I like to think that now, as I write this article, somewhere out there the evil undead are suffering with every keystroke, even if I can't see them.

Legacy of Kain: Soul Reaver

Sadly, this franchise has been all but forgotten now, which is a shame because Soul Reaver was one of my absolute favorite games on the Dreamcast. It was the sequel to Blood Omen: Legacy of Kain, and its villain and final boss was Kain himself, who was the protagonist in the prequel. The ways in which Soul Reaver approached tired game mechanics like health, player death, and dispensing of story and narative were nothing short of brilliance for a game that's now a decade old.

Most action-adventure titles even now can't compare to its imagination and fluid marriage of story to gameplay, which isn't really saying much, but doesn't change that fact that this game is woefully underrated. Its once-vamipre, now-wraith protagonist, Raziel, was a truly likeable character as well as a badass. It's an old game now and might not carry the same weight it once did, but if you can find a copy, please. Please play Soul Reaver. As far as I'm concerned, it was the best thing Eidos ever published.

Resident Evil - Code: Veronica

The first Resident Evil game to launch on hardware that wasn't Sony's, Code: Veronica was also the first that didn't use completely pre-rendered backgrounds. It also let you dual-weild two pistols, which was a welcome addition. It's one of the easier to find Dreamcast games out there, and if I had a dollar for every time I've seen it on a shelf in a used games store I could probably buy a few more Dreamcasts.

Jet Grind Radio

Jet Grind Radio was the talk of the 1999 Tokyo Game Show, with this fancypants new rendering technique it used called cel-shading. We'd never heard of it before, and if you can imagine what it was like to see something like that for the first time, you can understand why we all went nuts for it. You played as a punkass teenager, skating through levels based on real locations around Tokyo. You'd tag walls and anything else with spraypaint to claim them over rival skate gangs, all the while running from the cops and listening to locally pirated radio. The US version featured a Jurassic 5 song, which made me love it even more than I already would have just for its being incredibly fun and awesome-looking.

Chu Chu Rocket
[embed]147812:22309[/embed]

Bwuh-bwuh-bwuh-BWAAAAHH!! What the fuck. With one of my favorite commercials ever, Chu Chu Rocket was kind of a puzzle game, but not in the traditoinal block-dropping sense. You were responsible for a group of mice, or Chu Chus, who would wander around in predictable formation on the screen. At the end of the level was a rocket, and your job was to guide the marching rodents by switching the direction of tiles on the floor that told them which way to go.

This was all while one or more asshole cats was trying to eat the mice, and you'd have to avoid them among the other obstacles to see that your Chu Chus survived long enough to reach the rocket that would blast them off to safety. I can't understand why this hasn't made its way to the realm of digital download yet, and if there's any justice in the world, someday it will. Bwuh-bwuh-bwuh-BWAAAAHH!!

Seaman
[embed]147812:22310" data-vidtitle="

Destructoid celebrates 10 years of Dreamcast: the games Yesterday marked the official 10th anniversary of the Sega Dreamcast, and I was both honored and delighted to be able to talk shop about its hardware for a while. What I didn't have room for in that post, however, was what tr...  
Full story

" data-purl="stories/destructoid-celebrates-10-years-of-dreamcast-the-games-147812.phtml" data-vidsummary="" data-remodal-target="watch">  Watch Video Yesterday marked the official 10th anniversary of the Sega Dreamcast, and I was both honored and delighted to be able to talk shop about its hardware for a while. What I didn't have room for in that post, however, was what tr...   read
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There are few things in this world that will make me reach for my wallet faster than rare Capcom merchandise. Unfortunately, the wonderful niblets of awesome you'll see in the gallery below are for the company's sales booth a...   read
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Check that bad boy out. Mad Catz have just announced their newest Tournament Edition Fightstick today, and as you can see above, it features artwork from Marvel Vs Capcom 2. Hot on the heels of their Femme Fatale stick, this ...   read
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Taito and Square-Enix have just announced that Space Invaders Extreme 2, the sequel to what was easily one of my favorite DS games of last year, will be arriving in PAL region territories on October 2nd. The game is slated fo...   read
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Creepily-realistic dermatology aside, these new Heavy Rain screens are looking great, and some give us a look at the convenience store scene we've all been hearing so much about. It was apparently part of the demo that was pl...   read
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On its way to arcades this Winter is King of Fighters: Sky Stage, a new vertical shooter from SNK Playmore. The game features flying KOF characters, each with unique capabilit ... wait, what? Apparently announced at Microsoft...   read
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8===D
Don't everybody go crazy. This is still in fetal rumor form at the moment, but a post on the Shoryuken.com forums has pointed out that Capcom's Japanese character site for Tatsunoko Vs Capcom may have the game's entire roster...   read

indie developers, and even made an appearance on the show floor of last year's Tokyo Game Show and Games Convention in Leipzig.

I'm not here to rewrite the Wikipedia entry. We all know what happened when the PS2 launched, how it went down, and what led Sega to become a software developer. Instead, what follows is simply my own humble tribute to my favorite console of all time, based on my own experience. I'm sure you have your own memories to share as well, and I invite you to do so in the comments and community blogs afterward so we can all celebrate the Dreamcast's 10th aniversary together.

By its very name, the Dreamcast represented something awesome. That's often overlooked, but let's think about it for a moment. Dreamcast. Broadcaster of dreams. A machine for projecting one's wildest imagination. At the time, that's what it did for many of us. The games it played were unlike anything we'd seen before, and not just in terms of graphics, but gameplay as well. It was host to some of the most original and inventive titles the world had ever seen, and may have even been responsible for launching a genre or two. More on that tomorrow.

Although it was far ahead of its time and in many ways ushered forth the future of gaming, the Dreamcast also represented the last of a dying breed of machines, in that it was a gaming console. Period. You could listen to CDs on it, sure, but it didn't boast that. It wasn't trying to be a DVD player or a PC or some home media center like current-gen systems. It was just a machine built to play games. The same could be said of the GameCube, but did that let you exchange save data with arcade machines? And let's not even begin to compare software libraries. The Dreamcast was a gaming console that was still aggressively serious about itself. When you boil it down, there was really nothing else like it.

As if it weren't already unique enough, there were a number of special edition versions of the console and its hardware. These ranged from the ridiculous to the ridiculously awesome, with console bundles for Seaman, Biohazard: Code Veronica, Sakura Taisen, Sonic, and yes, even Hello Kitty, in both pink and blue. 

There were also limited editions in various colors, even silver and gold. Case mods became the hotness, and I think I was the only one within my circle of friends who didn't have a purple, blue, green or clear Dreamcast. One guy I knew even had a chrome one. Custom cases were easy to swap out and mod yourself, and the same went for controllers. There was no mistaking what hardware belonged to who when the party was over and it was time to pack up.

That's another thing that was great about it. It was so compact and light that you could toss it into a backpack and take it to a friend's house without even thinking about it. It wasn't an issue. And it was durable enough that if somebody had one too many beers and dropped it down the stairs, chances were, you could plug it in and forget the incident ever happened.

-Controller-



That D-pad. Ohhhh sweet heavens, that D-pad. It may have been a thumb-destroying cheese grater for fighting games, but when it came to shmups, it was bliss. Many will argue that an arcade joystick is the proper way to play an STG, and they'd be absolutely right. But if I have to do it with a D-pad, this is the one, thank you very much. For a genre often requiring pixel-by-pixel movement, it's about as good as they can possibly get.



If you're a RetroforceGO! listener, you've heard me go on about the polymer ball. To illustrate this point, and so that you can stop looking at me like a fucking crazy person, I took one of mine apart so you can see what I'm talking about. The center of the Dreamcast's D-pad has a flared cylinder in it, and the silicone membrane that connects it to the circuitboard has a little ... well, ball thingy embedded in its center. The idea here is that the component itself sits at just the right height atop that ball, allowing for a full range of motion so you can smoothly float to diagonals and back again. Not only that, but the leverage it adds makes for more precise, definite recognition of true up, down, left and right, so that no matter what you're trying to do, there's no blaming the hardware if you fail.

The point of all this yammering about something seemingly insignificant? R&D, people. Sega put an unprecedented amount of thought into this, and it's about time they got some respect for it.



As for the rest of the controller, it was big, it was awkward, and after spending a few years with its six-button sister on the Saturn (best controller ever), it wasn't very comfortable. What you can say about it, however, is that it was innovative and influential. If you want to start an argument about that, I suggest you go have a look at what came with your 360.

It was the first standard controller to launch with a reasonably-placed analog stick, and for all intents and purposes, that was pretty decent, too. Responsive, pressure-sensitive dual triggers and four perfectly acceptable face buttons made for an altogether impressively functional set of components, albeit housed in a goofy-looking shell. There was also a small recess where you could clip in the cord to keep it out of the way, situated in a 2-slot box that held a rumble pack and/or one of the coolest things ever to come out of console gaming ...

-VMU-

It wouldn't be a proper Dreamcast retrospective without paying homage to the console's wildly imaginative take on a removable storage device, the Visual Memory Unit. In the short-lived era during which memory cards were thought to be the wave of the future, Sega blew the doors off its competition by equipping theirs with a tiny LCD screen, a small speaker, two action buttons and a (surprisingly functional) little D-pad. It had an 8-bit CPU and 128 KB of flash memory, and while that isn't exactly a powerhouse system, it still beat the fuck out of your N64 memory card, which did ... well, nothing.

First and foremost, it was still a removable storage device, and a widely-supported one at that. Some of Sega's NAOMI arcade cabinets sported a slot for the VMU, allowing you to share data between the home and arcade versions of a game. Unlocked Morrigan in Marvel Vs Capcom 2 on your Dreamcast last night, did you? Well, now you can use her when you play it at the arcade, too. At least you could in 2000, back before they turned it into a Sunglass Hut.



Not only did it serve as  the Dreamcast's memory card, but when plugged into the controller, many games made use of the VMU as an auxiliary display for whatever you were playing. Ikaruga, for instance, used its LCD screen to show your chain status. It was an awesome little feature that added a lot of fun and personality to the titles that have since lost it upon being ported elsewhere.

When not plugged in, the VMU became a micro handheld gaming platform, with some Dreamcast titles featuring minigames that could be downloaded to it and played on the go. If it was time to turn off the console and head to work, you could carry along your VMU and level up your Chao on the subway, then load the now-boosted versions back into Sonic Adventure when you got home.

Sony answered back in Japan a few months later with its PocketStation, but aside from launching DokoDemo Issho (still one of my favorite Sony franchises), it was never quite as cool. In later years, a homebrew scene even sprung up around the VMU, some examples of which you can see below.

[embed]147743:22206" data-vidtitle="

Destructoid celebrates 10 years of the Sega Dreamcast Ten years ago today (9/9/99), the Sega Dreamcast made its debut in North America. For M. Bison, it was a Thursday. For the rest of us, it was the day that forever changed console gaming as we knew it. Bad timing? Yeah. Histor...  
Full story

" data-purl="stories/destructoid-celebrates-10-years-of-the-sega-dreamcast-147743.phtml" data-vidsummary="" data-remodal-target="watch">8===D
indie developers, and even made an appearance on the show floor of last year's Tokyo Game Show and Games Convention in Leipzig.

I'm not here to rewrite the Wikipedia entry. We all know what happened when the PS2 launched, how it went down, and what led Sega to become a software developer. Instead, what follows is simply my own humble tribute to my favorite console of all time, based on my own experience. I'm sure you have your own memories to share as well, and I invite you to do so in the comments and community blogs afterward so we can all celebrate the Dreamcast's 10th aniversary together.

By its very name, the Dreamcast represented something awesome. That's often overlooked, but let's think about it for a moment. Dreamcast. Broadcaster of dreams. A machine for projecting one's wildest imagination. At the time, that's what it did for many of us. The games it played were unlike anything we'd seen before, and not just in terms of graphics, but gameplay as well. It was host to some of the most original and inventive titles the world had ever seen, and may have even been responsible for launching a genre or two. More on that tomorrow.

Although it was far ahead of its time and in many ways ushered forth the future of gaming, the Dreamcast also represented the last of a dying breed of machines, in that it was a gaming console. Period. You could listen to CDs on it, sure, but it didn't boast that. It wasn't trying to be a DVD player or a PC or some home media center like current-gen systems. It was just a machine built to play games. The same could be said of the GameCube, but did that let you exchange save data with arcade machines? And let's not even begin to compare software libraries. The Dreamcast was a gaming console that was still aggressively serious about itself. When you boil it down, there was really nothing else like it.

As if it weren't already unique enough, there were a number of special edition versions of the console and its hardware. These ranged from the ridiculous to the ridiculously awesome, with console bundles for Seaman, Biohazard: Code Veronica, Sakura Taisen, Sonic, and yes, even Hello Kitty, in both pink and blue. 

There were also limited editions in various colors, even silver and gold. Case mods became the hotness, and I think I was the only one within my circle of friends who didn't have a purple, blue, green or clear Dreamcast. One guy I knew even had a chrome one. Custom cases were easy to swap out and mod yourself, and the same went for controllers. There was no mistaking what hardware belonged to who when the party was over and it was time to pack up.

That's another thing that was great about it. It was so compact and light that you could toss it into a backpack and take it to a friend's house without even thinking about it. It wasn't an issue. And it was durable enough that if somebody had one too many beers and dropped it down the stairs, chances were, you could plug it in and forget the incident ever happened.

-Controller-



That D-pad. Ohhhh sweet heavens, that D-pad. It may have been a thumb-destroying cheese grater for fighting games, but when it came to shmups, it was bliss. Many will argue that an arcade joystick is the proper way to play an STG, and they'd be absolutely right. But if I have to do it with a D-pad, this is the one, thank you very much. For a genre often requiring pixel-by-pixel movement, it's about as good as they can possibly get.



If you're a RetroforceGO! listener, you've heard me go on about the polymer ball. To illustrate this point, and so that you can stop looking at me like a fucking crazy person, I took one of mine apart so you can see what I'm talking about. The center of the Dreamcast's D-pad has a flared cylinder in it, and the silicone membrane that connects it to the circuitboard has a little ... well, ball thingy embedded in its center. The idea here is that the component itself sits at just the right height atop that ball, allowing for a full range of motion so you can smoothly float to diagonals and back again. Not only that, but the leverage it adds makes for more precise, definite recognition of true up, down, left and right, so that no matter what you're trying to do, there's no blaming the hardware if you fail.

The point of all this yammering about something seemingly insignificant? R&D, people. Sega put an unprecedented amount of thought into this, and it's about time they got some respect for it.



As for the rest of the controller, it was big, it was awkward, and after spending a few years with its six-button sister on the Saturn (best controller ever), it wasn't very comfortable. What you can say about it, however, is that it was innovative and influential. If you want to start an argument about that, I suggest you go have a look at what came with your 360.

It was the first standard controller to launch with a reasonably-placed analog stick, and for all intents and purposes, that was pretty decent, too. Responsive, pressure-sensitive dual triggers and four perfectly acceptable face buttons made for an altogether impressively functional set of components, albeit housed in a goofy-looking shell. There was also a small recess where you could clip in the cord to keep it out of the way, situated in a 2-slot box that held a rumble pack and/or one of the coolest things ever to come out of console gaming ...

-VMU-

It wouldn't be a proper Dreamcast retrospective without paying homage to the console's wildly imaginative take on a removable storage device, the Visual Memory Unit. In the short-lived era during which memory cards were thought to be the wave of the future, Sega blew the doors off its competition by equipping theirs with a tiny LCD screen, a small speaker, two action buttons and a (surprisingly functional) little D-pad. It had an 8-bit CPU and 128 KB of flash memory, and while that isn't exactly a powerhouse system, it still beat the fuck out of your N64 memory card, which did ... well, nothing.

First and foremost, it was still a removable storage device, and a widely-supported one at that. Some of Sega's NAOMI arcade cabinets sported a slot for the VMU, allowing you to share data between the home and arcade versions of a game. Unlocked Morrigan in Marvel Vs Capcom 2 on your Dreamcast last night, did you? Well, now you can use her when you play it at the arcade, too. At least you could in 2000, back before they turned it into a Sunglass Hut.



Not only did it serve as  the Dreamcast's memory card, but when plugged into the controller, many games made use of the VMU as an auxiliary display for whatever you were playing. Ikaruga, for instance, used its LCD screen to show your chain status. It was an awesome little feature that added a lot of fun and personality to the titles that have since lost it upon being ported elsewhere.

When not plugged in, the VMU became a micro handheld gaming platform, with some Dreamcast titles featuring minigames that could be downloaded to it and played on the go. If it was time to turn off the console and head to work, you could carry along your VMU and level up your Chao on the subway, then load the now-boosted versions back into Sonic Adventure when you got home.

Sony answered back in Japan a few months later with its PocketStation, but aside from launching DokoDemo Issho (still one of my favorite Sony franchises), it was never quite as cool. In later years, a homebrew scene even sprung up around the VMU, some examples of which you can see below.

[embed]147743:22206" data-vidtitle="

Destructoid celebrates 10 years of the Sega Dreamcast Ten years ago today (9/9/99), the Sega Dreamcast made its debut in North America. For M. Bison, it was a Thursday. For the rest of us, it was the day that forever changed console gaming as we knew it. Bad timing? Yeah. Histor...  
Full story

" data-purl="stories/destructoid-celebrates-10-years-of-the-sega-dreamcast-147743.phtml" data-vidsummary="" data-remodal-target="watch">  Watch Video Ten years ago today (9/9/99), the Sega Dreamcast made its debut in North America. For M. Bison, it was a Thursday. For the rest of us, it was the day that forever changed console gaming as we knew it. Bad timing? Yeah. Histor...   read
[Gallery] Swipe or use arrow keys
8===D
Damn this game is cute. I know that's been said endlessly about Capcom's new Okami title for the DS, but I haven't said it yet, so I'm saying it now. It's f*cking cute. Look at the yappy little puppy, doin' stuff. Anyway, her...   read

 

About Topher Cantlerone of us since 9:54 AM on 11.13.2006

 
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