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Refurb Weekend: The Sega Dreamcast (oldvcr.blogspot.com)
94 points by classichasclass on Nov 28, 2022 | hide | past | favorite | 84 comments


I replaced the batteries on my three US Dreamcasts earlier this year. Each one had a different sized battery.

My VA0 revision console, with a date code of July 1999, had the largest battery with a Sanyo ML2430. My other two were VA1 revisions made in March 2000, and one had a Maxwell ML2032 and the other had a Panasonic ML2020. (With coin cells, the first two digits is the battery's diameter in millimeters, and the last two is the thickness in 10ths of a millimeter. So a 2032 is 20 millimeters wide, and 3.2 millimeters thick.)

Apparently, Sega of Japan planned for a US$299 price point, but Sega of America wanted to sell it at $199, so SOJ ended up doing redesigns on the internals to bring down the manufacturing cost. I guess using cheaper batteries (whatever they could get a hold of, screw consistency) was one way they did that.


There are so many unanswerable questions about the Dreamcast. Would launching with dual-stick controllers have saved it and jumpstarted the era of the console FPS early? Would the increased sales from using DVD have made up for the increased manufacturing cost? How much did waiting a year to launch it outside Japan hurt it?


As a retro gaming enthusiast myself, I think the issue of the system not having a DVD drive is only potentially surpassed by the ease of which piracy was possible on the system.

What seems craziest to me of that era is that Microsoft didn't just buy Sega to enter the market and instead made a huge bet on Halo. Seamus Blackley should be better known for what they pulled off in Redmond.


Halo wasn’t a “huge bet”. Bungie had made three criminally underrated games in the Marathon series prior to Halo. In fact, Halo is largely supposed to take place in the same universe, although the final product was only vaguely linked.


MS was knee deep in anti-trust negotiations with the DoJ around that time so I imagine acquisitions of that size and scope were off the table. Sega probably was small potatoes financially for MS at the time, but buying one of the three companies in that market wouldn't have helped their anti-competitive reputation.


Maybe. It's not like they didn't turn around shortly thereafter and launch their own console, likely incorporating lessons learned from their Dreamcast work.


Indeed, from the Wikipedia, article, MSFT had a fork of the OS to run DirectX games on it "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]"

https://en.wikipedia.org/wiki/Dreamcast


My understanding at the time was that Xbox was not so much a bet on gaming as a bet on the PC architecture—and the Microsoft software platforms that dominated it.


That may have been in the cards eventually, had the Dreamcast worked out better. Microsoft made the OS for the Dreamcast after all.[1]

[1] https://en.wikipedia.org/wiki/Dreamcast


Sort of. Despite the logo on the console, the BIOS/OS on the Dreamcast was in-house by SEGA. The Windows CE thing was an SDK developed my MS that was essentially a port of DirectX to the Dreamcast to give developers an option to utilize existing skillsets in DirectX in making games, or to make certain PC ports to Dreamcast easier. Sega still had their own SDK though that most games used.

However, rather than an on-system OS, the Windows CE had to be bundled on disk for each game that used it.


Incidentally, the bus used by the controllers (maple) actually had support for a second analog stick, but they never released a controller that used it (by which i mean a regular gamepad, there were several novelty controllers for certain games and IDK if any of them put it to use).

Speaking of novelty controllers, SEGA nearly beat Wii to the motion control fad by several years. There was a fishing rod controller and a pair of maraccas that both used motion controls. they also had a prototype of a more general-purpose motion controller which strongly resembles the wii remote but unfortunately this was never released (source: https://segaretro.org/Air_NiGHTS )

If they had just made that their core control method instead of an optional gimmick that only a few games used, history could have been very different.


The light gun used by the arcade version of House of the Dead 2 (and I think Virtua Cop 3 and Ghost Squad) also worked the same way as the Wii Remote's pointer, using a camera in the controller to sense infrared LEDs. So the screen doesn't flash white when you pull the trigger on the arcade version of HotD2 like it does on the console version.

Instead of a single bar with two LEDs like on the Wii, there's a row of five LEDs above and below the screen. You can make them out in this video:

https://youtu.be/vmt-UAc28bo?t=192


I remember using the fishing controller to swing my sword in Soul Calibur.


Would launching with dual-stick controllers have saved it and jumpstarted the era of the console FPS early?

Not likely. Goldeneye showed that console gamers were perfectly happy to play with one stick, if the game was good. Halo brought in the console FPS era because it was such a good game. After all, everyone hates the original xbox controller.

Would the increased sales from using DVD have made up for the increased manufacturing cost?

Consoles are usually a loss leader. Making them more expensive to produce (by licensing DVD tech from Sony) means you're just losing more money on each sale. At least Sega makes some money on games sales. They would get nothing from DVD sales. People would have probably bought more games if more Dreamcasts were sold, but Sega's problems were way more than install base. They burned a lot of goodwill with both developers and retailers with the Saturn and 32x and had infighting between Sega Japan and Sega of America. All these were contributing to the poor library and poor sales.

How much did waiting a year to launch it outside Japan hurt it?

Hard to say how much this mattered. Great exclusive titles were being released for PSX through Christmas 2001, even past the release of the PS2. Because Sega had a tough time getting devs on board, they had a tough time getting the killer app. If you already had a PSX, and you probably did, and you weren't flush with cash, why would you buy a Dreamcast when great games like Final Fantasy VIII, let alone the PS2 were around the corner?


I don't think the lack of dual-stick killed it. Many factors play in: * Mostly the piracy killed Dreamcast. It was way simpler to copy the GD-ROM than the Xbox and PS2 DVDs. * The lack of DVD functionality, which both Xbox and PS2 came with.

But the performance was outstanding in Dreamcast.


'Piracy killed the Dreamcast' is very commonly put around, and it was incredibly easy for a contemporary console (literally just burn a CDR, no hardware modifications required), but if you look at the attach rates [1] for the console, they are comparable to successful consoles. Pirated games still needed consoles to be played, so we would expect a much lower attach rate than normal if this was a primary factor.

Ultimately, it was almost everything else going against the console. [2]

[1] https://vgsales.fandom.com/wiki/Software_tie_ratio

[2] https://www.youtube.com/watch?v=8d2xuRwYUt4


Yeah, this is the common refrain after the fact but it wasn't as easy at the time as people think, the ability to just burn a disk and go on a stock Dreamcast came pretty late in the lifecycle. And this is 1999 and 2000, it's not like literally everyone was on Facebook and sharing tips on how to burn disks. Heck, even the internet connection large enough to successfully download disks at all, and the hard drives to easily store them, weren't that common. In 2022 optical media is clearly inferior on the density front to cheap SD micro cards, let alone other storage techs... in 1999, even a single CD was a whackload of data and hard to deal with. Not impossibly large, but it's not like it is now where you can lift a couch cushion and find a 8GB sd micro card you forgot you had, and then throw it away, because what use is 8GB anyhow?

I think the more conventional marketing discussions are much more relevant. In an alternate universe where Sega hadn't burned the entire market with the Saturn, but simply released the Dreamcast at the same time otherwise, it may well have done much better. I'm not sure there is any way it could have "won", while I have my quibbles with some decisions in the PS2 hardware it is generally superior enough that it probably would have won anyhow, it might have been a more grinding war. (Bear in mind that part of this alternate universe is better support from the gaming companies because they weren't burned and they still had some residual good feelings about Sega remaining, so the DC would have been going in with more high-quality games in this version of reality.)

The simple truth is that six months into the Dreamcast's run in the US, before any of the next-gen competition had emerged, I could just tell it wasn't in for the long haul. The library was just too lopsided and the support from the big names, while not entirely absent, just was never there in the necessary quantity. The competition actually coming to market merely buried an already-dying console. But it's the only console I've ever purchased on release day and I didn't ever regret it. There was a lot of good and interesting stuff... there just wasn't enough.


Dreamcast was already well on its way out before piracy became a thing.


PlayStation 2 could play PlayStation 1 games. I think that cinched the deal for a lot of consumers.


It was also a DVD player at a time where everyone was planning buying DVD players anyway.


I forgot just how much was released by Sega in a 4-year span. 32x, Saturn, and Dreamcast from '94 to 98/99.


> Would the increased sales from using DVD have made up for the increased manufacturing cost?

It would have been crucial, but not enough. Sony's hype was strong. Remember the supercomputer status? The only reason the XBox stood a chance was because it had strong specs. People were even more into specs then than they are now. So in answer to the "waiting a year" question: it hurt it a lot. They really needed that year to build momentum and they didn't get it.

> Would launching with dual-stick controllers have saved it and jumpstarted the era of the console FPS early?

No, but I do think the controller needed help. The analog sticks were slippery, the triggers were positioned awkwardly, and the VMU was overengineered. Maybe the VMU costs were negligible but they seemed like a waste.


Supercomputer status was attributed to The Cell processor and the PS3.


There was a whole saga regarding the PS2 as a super computer.

[1]:https://www.eurogamer.net/article-29913


Interesting, thanks


It did have dual-stick controllers (I had a pair) but possibly not the sort you’re thinking of: https://www.reddit.com/r/dreamcast/comments/b3zwvl/voot_with...


Those are also dual digital not analog fyi.


Another question that has not been answered yet: What happened to all the great arcade games of the Dreamcast? In 40 years it has been my favorite console so far and I would love to play again all the good games it had. The only fun alternative is the Neo Geo but the graphics are a bit outdated.


You could emulate it. Personally I'm really hoping Sega releases a Dreamcast Mini in the coming years.


That's not going to happen anytime soon. Emulating it is a non trivial affair and the hardware to properly do that is going to be expensive and the mini console is going to cost more than just $100. Games were also relatively big so then you have the added cost of storage for those 40 or so games you would not include.


Emulating it is a non trivial affair

The Playstation Classic can run fanmade Dreamcast emulators. I'd call that effectively trivial especially when it's a team with access to Sega's source code and intellectual property doing it.

Games were also relatively big so then you have the added cost of storage for those 40 or so games you would not include.

C'mon dude. A 64GB eMMC in bulk quantities costs less than three dollars a piece.


Yeah a whole lot of these single-board computers can run emulation but that doesn't make it worth playing. The raspberry pi can't even do perfect Dreamcast emulation. And for the the price of emmc, that's very expensive(for a single component)

I don't know who would want a subpar experience on a mini console when they can just run an emulator a decent 4 years old computer/laptop and have a much better experience...or just buy the console if it matters that much to them.


I think that could be said about any of the mini consoles recently released.

Why would I buy a NES Mini, or a SNES Mini when I could use this perfectly good PC?

However, they sold like hotcakes. Many people just want the thing to work, and enjoy the novelty factor.


Those things were amazing value. A couple dollars per game even if you value the hardware at $0, better UI than any TV-attached DIY emulator system I've seen, and controllers so good that it's hard to tell the difference between them and the originals without checking the cord or the molded label on the bottom. Plus a game selection that was, if not ideal, pretty decent, and large enough that anyone into games could find something to play.


It really makes me appreciate the phenomenal products THEC64 and THEC64 Mini are. They are like Nintendo's mini consoles but they also let you sideload your own C64 software or boot to BASIC -- with no hackery needed! And you can have as many virtual floppies as will fit on a USB drive to save your work to!


Dreamcast was amazing. Unfortunately most gamers didn't give it a look as they were too hyped for PS2 due to specs. Funny that for quite a while the dreamcast games were performing and looking better.


This right here. Gamers were burnt by SEGA's past consoles and SONY's hype machine was running on all cylinders. SONY was promising Toy Story level graphic and all sorts of nonsense with their "emotion engine".


What was the emotion engine actually


The PS2 had two CPUs inside, one of which had GPU-like features. To differentiate them, one was called the IOP = Input Output Processor and the other the EE = Emotion Engine.

It was a surprisingly powerful system at the time and it took developers years to understand it well enough to take full advantage of the hardware. But the ability to have 2 CPUs run simultaneously and interact with each other allowed for A LOT of crazy optimizations that I haven't seen since.


Interesting, what were some of those unique optimizations?


Marketing nonsense. Sony was trying to sell the idea that the PS2 cpu had... magic in them.


It was a MIPS CPU with special proprietary vector units.


Oh... boring


Booting up DC and Ps2 games in an emulator shows you just how much better textures looked on the Dreamcast, and how most DC games ran at 60fps instead of 30.


Dreamcast was doing great in the US. Unfortunately, it was tanking in Japan, and Sega made the decision to pull the plug based on that.


PS2 hype was one thing, but CD x32 and Saturn failures were mayor burns turning customers away from SEGA.


I loved my Dreamcast but the Saturn was Sega's pinnacle console. So many of the games were blindingly original.

- Radiant Silvergun the best scrolling shootem up at least I ever played (far superior to its sequel Ikaruga)

- Guardian Heroes a scrolling beatemup with dozens (houndreds?) of glorious characters to choose from.

- Nights into Dreams. You fly like a rocket, you dance, you liberate weird little tamagochi which you take on your VMU. By Sonic Team.

- Panzer Dragoon Saga. RPG on a dragon. Beautiful.

- Grandia. Ok this I never played as it wasn't translated, but its reputation preceeds it.

- Fighters Megamix. Graphics werent great but it brought together all of Sega's signature characters (including Sonic) into a Virtua Fighter ring. Madness.

- Burning Rangers. Meca Firefighting, by Sonic Team.

After the Saturn, the Dreamcast was a disappointment, even though it was great. And after the Dreamcast, I stopped playing games. Nothing like those old days.


You could put together a strong argument that Dreamcast had a similar level of originality too. Jet Set Radio, Crazy Taxi, Powerstone, Samba Di Amigo, Seaman, Shenmue were all games that were risk taking because they didn't have much of a template to build from.


Rez was amazing as well.


Rez was incredible, true. Shenmue and Shenmue II were also Sega at it's best. Seaman was bloody weird and very ahead of its time - too far perhaps, it was a real struggle to get that critter to understand my voice. Maybe because of my London accent? I had the impression it might have been better for Americans. Samba Di Amigo was also great - Sonic Team once again - though I remember struggling to get the maracas working. I might have had unofficial ones. Jet Set Radio was like nothing else too. I didn't have enough friends to get the most out of Powerstone. I would add Phantasy Star Online - Sonic Team! I was never crazy about Crazy Taxi, it never felt like it survived the transition to console from the arcades, where it ruled.

What a shame for videogames that Sonic Team was, I assume, disbanded along with the Dreamcast?

I'm not


Sonic Team was not disbanded along with the Dreamcast, but - AFAIK - still exists, however; Yuji Naka left in 2005(?) during Sonic ‘06’s disastrous development.

He’s recently ended up in legal trouble after the shitshow that was Balan Wonderworld. Oh; how the mighty have fallen. :(


Rez Infinite survives as a VR/Quest port! Really fun to re-play immersed in the system.


Minor nitpick; but the Saturn didn’t have a VMU; or Visual Memory Unit, that was the Dreamcast. You’re confusing NiGHTs Into Dreams’ A-life (which was still a thing but only in-game) with Sonic Adventure’s Chao system, which allowed you to take the little buggers on the go as I did in High School, lol.


You're completely right!


Dreamcast was so overpowered, you could boot a PS1 emulator on a disc, boot the emulator up, and plop in a PS1 game. Play the game, with higher resolution graphics!


Not sure if that was the Dreamcast being overpowered, the sheer genius of Randy Linden, or a bit of both.




MGS on Bleemcast blew my mind


I loved my Dreamcast, so much PSO. We had two Dreamcasts stands that are usually in department stores in our startup, playing Samba de Amigo alot.

We also wrote a demo with scroller and star field on the VMU and called us VirtuaMunstaz.


I still play PSO. I play it weekly online with a small group of friends.

It’s amazing that most of the old Dreamcast online services are still available by hacks and enthusiasts


PSO unfortunately didn't have much of an endgame (all you can really do is glorified boss-rush mode), but I still got a couple extra years out of it circa 2007/2008 via the Blue Burst PC port with unofficial English translation. Nostalgia aside for using a genuine Dreamcast controller, Blue Burst brought some nice expansions and QoL additions. To boot, the guys who hosted the servers also brought back some of the "holiday" events and Japan-exclusive stuff that Sega used to host. Being able to run around with some of the staff-only skins (like Sonic/Tails/Knuckles) and a Sega Saturn MAG floating on my shoulder was fun, indeed!


PSO is an MMORPG (in fact first of its kind, at least on a console) so it’s not really about having an end goal but more about guilds going on quests together.


Eh...I think the term "MMORPG" is incorrect. It was clearly in the vein of the original Diablo (and they're not at all shy about admitting this).[0] Even though the lobbies may have been "massive", each local game-room was still capped to 4 players.

[0] https://en.wikipedia.org/wiki/Phantasy_Star_Online#Concept


So it's possible to connect to Phantasy Star Online's servers? Presumably they're no longer run by Sega.


There’s a couple of different servers ran by hobbyists. All free of charge (though I’d happily pay).

There’s also servers for the GameCube and Xbox versions of PSO too.


How exactly do you make the Dreamcast/PSO connect to one of these servers?


Typically a raspberry pi running DreamPi


<3


Anyone still looking to play online games (yes, there's online games resurrected, even today they're becoming more and more) on the Dreamcast and don't have a BBA (games that supported that as opposed to the modem have been less anyway) should look into setting up a DreamPi: https://dreamcast.wiki/DreamPi


It was all about Jet Grind Radio and Skies of Arcadia on the Dreamcast. Super underrated system. Super underrated games.


My jam was Jet Set Radio, Toy Commander, Dave Mirra Freestyle BMX (What I got), and Sega GT.

But lets not forget Quake III Arena, which is "considered one of the best PC-to-console ports of its time thanks to its smooth frame rate and online play".


Dreamcast keyboard and mouse helped. You could actually host your own PC Q3 server on same version as DC and play against PC players if on same Q3 version.


I LOVED Jet Grind Radio (Jet Set Radio here in the UK). That combo gameplay of doing cool tricks while completing the course was seriously addictive. Trickstyle did a vaguely similar thing - still doing cool tricks, but replace graffiti with racing.


There’s an upcoming game called Bomb Rush Cyberfunk that seems to be faithfully replicating the whole JSRF gimmick.


Wow, it's practically identical! Just add skateboards and bmxs.

https://store.steampowered.com/app/1353230/Bomb_Rush_Cyberfu...


Skies of Arcadia was solid. The sound and music design still jumps around my brain.


I've always regretted not getting skies. Now prices are crazy.


You can still use https://redream.io/ to play it. It's one of my favorite RPG. The emulator supposedly has superior graphics if you get the paid version for $6.


But you won’t get the physical screech of the machine as it begins to … (do something?) before throwing you into a random battle.

Anyone know what was happening under the hood? Why did the machine screech? I assume it was async loading a transition to the battle map, but why the screech?


Shenmue was ahead of its time. Great memories playing that.


I'm still only halfway through the third one, I'm happy to get a continuation of the story but the controls and feel of the game feel so clunky compared to the first two. The first two had their own share of clunkiness but at least it had it's charm, and overall the games still had an unmatched (at the time) cinematic feel.


Toy Commander owned. Don't forget Crazy Taxi while we're getting nostalgic.


The Dreamcast had much better graphics and controller than the PS2. I was very disappointed PS2 was so much more popular - all the games would have been better on Dreamcast!




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