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Dreamcast News - The Latest in Emulation and Homebrew is a News and downloads site for Sega Dreamcast, Sega Saturn and Vintage Sega Consoles like the Megadrive, Master System and 32X, We have all the latest emulators, hack, homebrew, commercial games and all the downloads on this site, the latest homebrew and releases, Part of the
DCEmu Homebrew & Gaming Network.
THE LATEST NEWS BELOW
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April 24th, 2013, 05:10 Posted By: Eric
Its been well over a decade and one of the first games to show the Dreamcasts online features was a game called Planet Ring. Its features were kind of unique kind of like what the Xbox 360 brings us. You were able to live chat with a mic, send messages to friends and play some mini games. Well it seems I have found a video lurking the web created by Neoblast himself from the IberDC team at Dreamcast.es. It seems to be a teaser of him being able to connect online. There isn't much he shows us in the video other then some of the basic features but I am guessing there will be a future trailer and patch release to allow you to play the once dead Planet Ring online again.
Now I am sure that this project probably wasn't just created by Neoblast himself he probably had helping hands from Indiket as well please check out the teaser below.
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April 21st, 2013, 22:53 Posted By: wraggster
It's rumored that there are just two Sega Pluto systems on this planet – variants of the Sega Saturn featuring a built-in NetLink modem – and now, one of them is for sale. The owner of last week's second revealed Sega Pluto, username kidvid666, has a unit up for auction on Game Gavel, with bids starting at $1 and set in $100 increments. Three people have thrown in so far, with the top bid at $7,600. Remember, kidvid666 says he bought this thing for $1 at a garage sale five years ago.
Kidvid666 says he's done his research on this thing's potential value and he has a hidden high reserve, but he started at $1 to get a feel for demand. At $7,600, the reserve price has not been met. Bidding closes at midnight the morning of April 26.
This is the Sega Pluto with a faulty flip top; it doesn't stay closed without weight on top of it, but once it is closed the system appears to work just fine. Maybe put that tax refund to good use and check out the Sega Pluto auction on Game Gavel.
http://www.joystiq.com/2013/04/21/on...p-for-auction/
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April 20th, 2013, 23:31 Posted By: wraggster
So apparently people can just find rare, never-released consoles at garage sales now. That's how the second (and purported final) "Sega Pluto" was found, retrieved at a garage sale for a dollar "five or six years" ago by YouTube user kidvid666.
Above, he explains that he didn't know it was a "Sega Pluto" until the first "Sega Pluto" surfaced online last week. His "Sega Pluto" has a damaged disc door, explaining why he has to weigh it down to play games in the video above. Beyond that, it boots up fine and appears to be in working order.
The "Sega Pluto" was a prototype Sega Saturn with a NetLink modem built into the chassis. The NetLink modem was eventually released on its own as an add-on peripheral, unlocking web browsing through the console and online matches in Saturn Bomberman, Virtual On, Sega Rally, Duke Nukem 3D andDaytona USA: Championship Circuit Edition.
http://www.joystiq.com/2013/04/20/ru...a-garage-sale/
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April 19th, 2013, 01:24 Posted By: wraggster
So, first things first. Sega actually shipped some pretty insane gear. A handheld console that used full-size Genesis cartridges? Check. A sophisticated Tamagotchi that our own editor-in-chief developed games for? Yessir. Something called a "32X" that stacked on top of an already sizable home console? Sure, why not? Given the outfit's history, the item you're peering at above doesn't feel all that outlandish. According to one Super Magnetic -- a self-proclaimed ex-employee of Sega -- this is Pluto.
As the story goes, Sega was pondering the release of a Saturn variant that included an embedded NetLink device. At the time, online console gaming was in its earliest stages, and someone likely assumed that they could kickstart things by including an Ethernet jack from the get-go. Of course, Pluto never saw the light of day in the consumer world -- thankfully, you can partake in a few more shots of what could've been at the source link below.
http://www.engadget.com/2013/04/18/s...aturn-netlink/
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April 14th, 2013, 22:40 Posted By: wraggster
The Saturn was as famous for its lack of a proper, exclusive Sonic title (off-shoot Sonic R notwithstanding) as the Mega Drive was for having perhaps too many. But Sega never intended for the Saturn to lack the company’s mascot. The story of how the speedy blue hedgehog with the red shoes never found a proper home on Sega’s 32bit machine is one of indecision, conflict and confusion – problems that threatened to tear its internal development divisions apart.The lack of any binding vision for the game, or even a set console for it to play on, doomed Sonic X-treme from its very inception. It was a situation that Sonic X-treme’s eventual designer, Christian Senn, still sounds frustrated about: “We had a company that couldn’t decide what platform the game should be developed for. Should it be Genesis? Saturn? No, wait – the new secret Mars 32X system! No, wait – nVidia, Saturn, PC…”Sonic X-treme was a fitting symbol for a company that at the time was at stuck in an uneasy transition period. Developed at Sega Technical Institute, Sega’s America-based development division, the game was bounced around like a pinball from system to system, business plan to business plan. And its basic design, based almost entirely around Sonic’s past successes, simply wasn’t working too well.“The theme of the game was to take basic Sonic [2D side scrolling] and add the ability to have him go into and out of the screen,” recalls the game’s producer, Mike Wallis. “On paper that sounded great, but when we actually started to implement it, the addition created some design challenges we didn’t initially account for.” Console 3D graphics were in their infancy, and developers had much to learn about their effects on controls and game mechanics.But even without considering the difficulties of working in 3D, Senn is uncertain that the project could ever have succeeded. “It wouldn’t be a stretch to assume it was doomed from the beginning,” he admits. His team had never worked together before, and suffered from lack of experience. “The first Sonic games [from Sonic 2 onwards] had been created almost exclusively by Japanese team members led by Yuji Naka, but we were a totally separate group across the hall,” he explains. “This set up seeds of doubt and a political landmine waiting to go off if we didn’t produce amazing results quickly. It truly was a project where anything that could have gone wrong, did.”The team underwent frequent changes, and was cursed by inner conflict. Lead programmer Don Goddard was replaced with Ofer Alon, a decision that the former team members still disagree upon. Alon’s focus on programming for the PC with intent to port to the Saturn may have made sense in the light of Sega’s capricious approach to hardware, but when it came to porting, the team found it ran cripplingly slowly. Some members also claim Alon could be hard to work with and reluctant to show them how he was progressing.Senn has a different opinion, perhaps because he was the only one to regularly see Alon’s work, maintaining that it was never appreciated. “I remember the day [Sega of Japan president] Hayao Nakayama came to Sega Technical Institute to check on our progress,” he says. “By this time, the team had split into two distinct groups, both working on Sonic X-treme but not on the same version.”One group, composed of Alon and Senn, continued development of the engine, the editor and levels on the PC with the intention to port to the Saturn. The other group, Team Condor, was led by Robert Morgan and comprised everyone else. They used an old version of Alon’s editor to port directly to the Saturn. “Ofer and I planned to unveil our version when Nakayama-san came to see the Condor Team’s efforts,” Senn continues. “We missed our chance, though, when Nakayama-san came storming out practically cursing after seeing what they’d done.”The videos circulating around YouTube may justify Senn’s claim, although how well the code this footage shows would have eventually ported to the Saturn will probably never be known. After his visit, Nakayama ruled that the one part of the game he liked – the boss engine developed by Chris Coffin – was to become the base tech for the game.Such divisions within STI presented enough difficulties for the project, but the difficult relationship between Sega Of America and its Japanese parent didn’t help. Bernie Stolar had just moved from Sony to take over Sega Of America, and Wallis clearly remembers his desire to get the mascot character on to the Saturn in time for the Christmas of 1996. He allocated a specialised team to the project and asked what they needed to get it out in time. “I told him the team felt that with the Nights engine and development tools we’d have a much better shot of achieving our goal,” says Wallis. “He said to consider it done.”
http://www.edge-online.com/features/...sonic-x-treme/
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April 3rd, 2013, 01:34 Posted By: wraggster
This week, we return to the Official Sega Saturn Magazine with issue 11 and witness the reigns of power being transferred from Sam Hickman to Richard Leadbetter.
As always, we have selected a host of preview articles from this release, so let's get started.
Our first feature is for Saturn Bomberman, which is arguably the best game in the series. Next up we take an in-depth look at the Saturn conversion of Fighting Vipers. Then we move on to the review for Keio Flying Squadron 2. And we finish up strong with not one, but two interviews. The first one is with Sonic Team and talks about Nights into Dreams, while the second one is with Treasure and talks about their games from the past as well as present.
http://www.outofprintarchive.com/news.html
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March 27th, 2013, 00:04 Posted By: wraggster
Hyperkin’s RetroN 4 console reveal earlier this month turned out to be only part of the story.
The company today unveiled the RetronN 5, which adds an additional cartridge slot for Japanese Famicom games. That’s in addition to the previously confirmed slots for NES, SNES, GBA, and Sega Genesis cartridges.
Hyperkin hasn’t yet decided on exact price or release date for the console, but is hoping to launch around July for under $100.
Along with the retro slots, the RetroN 5 also includes a Bluetooth controller, and will output video via HDMI.
http://www.mcvuk.com/news/read/retro...-slots/0113092
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March 25th, 2013, 22:27 Posted By: wraggster
The developers of Ecco The Dolphin have gotten together to launch a Kickstarter campaign for a spiritual successor called The Big Blue.Ecco creator Ed Annunziata heads up the team, which is asking for $665,000, and has already releasedan early prototype.Like its predecessors, the game will deal with subjects such as climate change, species extinction and evolution, and will cast players as a dolphin with the ability to create life through song. The game will feature advanced artificial life tech that will fill the ocean with swarming and flocking beings.If the campaign is successful, the game will launch on April 22 2014, Earth Day, across Mac, Windows, iOS and Android devices – including Ouya.The team will also approach Microsoft, Nintendo and Sony with a view to porting the game to console.
http://www.edge-online.com/news/ecco...ual-successor/
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March 23rd, 2013, 22:56 Posted By: wraggster
You see those stories popping up every now and then — new Dreamcast game released, first SNES game in 15 years etc — but an in-depth feature published today takes a look at the teams behind the retro revival, and looks at why they do what they do. Surprisingly, there seems to be a viable audience for new releases — one developer says his games sell better on Dreamcast than they do on Nintendo Wii. Even if the buyers vanished, the retro games would still keep coming though: 'I wager I'd have to be dead, or suffering from a severe case of amnesia, to ever give this up completely,' says one developer."Update: 03/23 18:28 GMT by T : If you want to play original classic games on new hardware, instead of the other way around, check out Hyperkin's RetroN 3, which can play cartridges from 5 classic consoles.
http://games.slashdot.org/story/13/0...consoles-alive
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March 11th, 2013, 14:27 Posted By: wraggster
via http://www.emucr.com/
nullDC SVN r150 is compiled. nullDC is an open source Sega Dreamcast(DC) and NAOMI videogame systems emulator for Microsoft Windows. nullDC runs several Dreamcast games at good speed, with full sound and music. NullDC requires the latest version of Microsoft DirectX, the latest Visual C++ runtime libraries and optionally WinPcap for modem emulation. As usual for emulators, a dump of the original console BIOS is also needed. It has a plugin architecture, with several alternative implementations (some ported from Chankast) for graphics, sound, reading games burned to CD-ROMs (it cannot read GD-ROMs directly) or disk image files, memory cards, etc.
nullDC SVN Changelog:
r150
Memleaks and misc patches by mathew1800.
Closes Issue 477.
Closes Issue 478.
Thanks. =)
Download Via Comments
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March 11th, 2013, 10:35 Posted By: wraggster
After a lot of trouble, we can finally present to you, the next issue of Sega Pro. The reason for the delay of this issue is that because it included one page that was damaged beyond repair, or so we thought. As we are known for our quality output, under no cicumstance did we want to release this issue in questionable condition. So we held off releasing it until we found a new copy of the magazine. This sadly never happened as another one never popped up.
The only thing we could do at this point was reconstruct the damaged page to the best of our abilities. And we feel like we accomplished that goal, if we say so ourselves. It did take over 14 hours of painstaking editing work of which you can see the process at the bottom of our Restoration Process feature as well as in the forum news post.
So we are proud to finally present the immaculately looking issue 4 of Sega Pro. The first review we have selected is Lucky Dime Caper for the Master System. Next up we have a look two games for the Game Gear: Berlin Wall and Sonic the Hedgehog. Last but not least we take look at Golden Axe II as well as F1 Grand Prix, both games for the Mega Drive.
http://www.outofprintarchive.com/news.html
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March 5th, 2013, 01:17 Posted By: wraggster
New Beats of Rage Mod release, heres the info:
Golden Axe Myth
Download(Ext)
Discussion
The Empire of the Joined Lands has been the real symbol of wealth and power
since a long time ago. But now, evil creeped into heart of the Empire, and the
Golden Axe was stolen. The council of Defensors was tricked and misguided.
The four best warriors of the whole realm are already on pursuit of the enemy.
The council gave them the power of Elemental Magick, since great are the
dangers they'll have to face. They know no fear or doubt. In their hearts and
minds there's only the sacred quest: to get back the Golden Axe.
http://www.chronocrash.com/forum/ind...2de1&topic=476
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