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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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May 27th, 2012, 23:17 Posted By: wraggster
Here's the current menu for the MD 3-in-1 Myth. This version features fast SD card recognition - if you don't have an SD card (or using a flash cart without the SD interface), it detects this very fast, so the menu goes to the flash browser almost instantly.
This version also works around a bug in the Neo2 Manager - under some circumstances, the manager doesn't set the run mode correctly when burning games to the flash. The menu will derive a proper run mode in these cases. This mainly affected MD and SMS games with save ram.
http://www.neoflash.com/forum/index.....html#msg52842
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May 24th, 2012, 20:09 Posted By: wraggster
Randy Pitchford, president of Aliens: Colonial Marines andBorderlands developer Gearbox Software, told the audience at Nordic Game 2012 this morning how he turned Valve’s Half-Lifefrom a single PC game into a franchise.
Founded in 1999, Gearbox’s first project was the Half-Lifeexpansion Opposing Force, and the studio would go on to produce another add-on in Blue Shift, as well as porting the original to PlayStation 2 and Dreamcast – the latter of which was never released, despite being finished and put through certification. Gearbox was also involved in development of Counter-Strike and its follow-up, Condition Zero.
After explaining that he felt like a fish out of water in Malmo, as a resident of Dallas, Texas – “the oldest thing in a 50 mile radius of my house is where they filmed Dallas; it was built in the ‘70s” – and enthusing about the Swedish Kroner (“I love the coins especially, I used to be a magician”), Pitchford explained how a brand new studio got its hands on such a respected licence.
“Valve was a new company, it had just shipped Half-Life,” Pitchford explained. “They wanted to be like Id Software, and wanted an expansion pack but had no capacity to do it themselves, and no-one to give it to either. So I flew up to Seattle and sat with Gabe Newell, and told him my idea.
“The pitch was simple: ‘Half-Life was awesome. Wouldn’t it be cool if you could play the same timeline from the perspective of one of the soldiers? Oh, and we can do it for you’.
“I wanted to spark Gabe’s imagination. Any time you get a creator thinking about something, they get excited about it too.”
With Newell won over, Pitchford’s next task was convincing Sierra, Valve’s publisher, that his new studio could be trusted. He, and several of his team, had experience in the field after working onDuke Nukem 3D at 3D Realms, but Sierra’s main concern was how much money he needed.
“I asked for $2 million, which was an insane amount of money,” he explained. “But I said, give me a day and I’ll do you a proper proposal. It came to $900,000 – the guy thought, ‘Shit, this is [more] than half off!’
“Even that was $250,000 above our projections, there was a float in there. These are cheap tricks you can use on anyone. I used to be a magician, did I mention that?”
Working for Valve, Pitchford said, “was key in estabilishing credibility in working on other people’s stuff. It was five, six years before Valve put out a sequel; we helped them turn a game into a franchise.”
With its reputation as a safe pair of hands established, Gearbox went on to make PC versions of Tony Hawk’s Pro Skater 3 forActivision, 007 Nightfire for EA, and Halo for Microsoft. The studio then moved into IP creation, with Brothers In Arms and Borderlands – and Pitchford says Gearbox is hard at work on other new IP as well.
Gearbox has struck a fine balance, then: able to work on other people’s properties as well as create its own, the latter affording it creative freedom and the former able to secure licences like Aliens. Colonial Marines - a game that was delayed last week, slipping from its vague autumn slot to next February. Gamers might be disappointed, but Pitchford is adamant on making the best game he can, and his staff won’t mind either: 40 per cent of company profit is shared among the staff, based not on performance but on time spent at the studio or on the project that brought in the cash.
http://www.edge-online.com/news/how-...life-franchise
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May 22nd, 2012, 00:12 Posted By: wraggster
Sega and Nike have teamed up for one of the cleverer bits of video games cross promotion MCV has seen in a while.
The TV short, called My Time Is Now, was aired during Chelsea’s famous Champions League victory over Bayern Munich in Germany on Saturday night. It features a plethora of the sport’s biggest names including Ronaldo, Snejder, Neymar, Pique, Blanc, Wilshere, Van Der Vaart, Ozil and Ribery.
View the video online, however, and a tasty little extra awaits the eagle-eyed.
Look out for the appearance of a large white and red Nike football boot on the advertising hoardings around ¾ of the way through the video. If you’re quick enough to click on that then a special mini-game called Sonic x Vapor appears.
The game is an endless runner set in the classic Green Hill level of Sonic the Hedgehog 1, except with the added addition of Nike Mercurial boot sponsorship.
Indeed, Sonic’s custom sprite for the game is wearing a pair himself.
Try out the game for yourself here.
http://www.mcvuk.com/news/read/nike-...ic-game/096370
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May 21st, 2012, 01:37 Posted By: wraggster
Way, way more Master System and Genesis games are on the way to PS3 and Xbox, including the long-awaited release of Monster World IV. Sega announced the next few "Vintage Collections," which will be sold individually on PSN and in bundles on XBLA.
For XBLA, the Monster World Collection brings together Wonder Boy in Monster Land (arcade) and Wonder Boy in Monster World and MWIV for Genesis on May 23. On May 30, Golden Axe's arcade original joins Golden Axe 2 & 3 on Genesis, concurrent with a three-volume Streets of Rage Collection. The collections sell for 800 MSP each.
Meanwhile, PSN will see all of those Wonder Boys, Super Hang-On (arcade),Revenge of Shinobi, and Alex Kidd in Miracle World on May 22, for $5 each.
http://www.joystiq.com/2012/05/18/se...on-psn-and-xb/
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May 19th, 2012, 00:55 Posted By: wraggster
Yuji Naka may not have the same name recognition these days as Shigeru Miyamoto or Hideo Kojima, but he's absolutely one of the pillars of Japanese video game development. If it weren't for Naka-san's efforts in creating Sonic the Hedgehog and leading Sonic Team, our generation would never have witnessed the glorious Nintendo vs. Sega rivalry, which ultimately produced many brilliant games on both sides.
In March of 2006, Naka-san eventually decided to test the development waters with his own studio, Prope. He was actually the last member of the core creative team that created Sonic to leave Sega, which may explain the decline of the franchise (but we'll get to that later).
In this exclusive, GamesIndustry International had a rare opportunity to speak with the legend about a variety of topics.
We started by asking him about his legacy, which he actually found to be a somewhat strange query.
"Being asked about 'Yuji Naka's legacy' is a little odd since I'm still actively creating games. When I finally retire from making games, I assume people will decide what my lasting 'legacy' will be at that point… though I think it will probably be Sonic," he said.
He then reflected on some of the critically acclaimed games he designed: "It's been 28 years since I started developing games, and during that span I've brought a lot of products into this world. Out of those titles Sonic is the one that is the most remembered, but Phantasy Star Online, an online game put out on a family-oriented game console, had a lot of hardships during development but I think we were able to release a really good and advanced product at the time. Perhaps just barely being able to release it within the end of the 20th century has something to do with why I feel so strongly about that game."
"I think even moderately raising the difficulty level [of Sonic games] in the future could work well"
Yuji Naka
"The arcade game Samba de Amigo also stands out because the player uses their entire body to move and have fun. Using the newest cutting-edge technology to create a simple and just plain stupid innocent fun game was rewarding."
Given that the last several years of Sonic gaming have been mostly sub-par (by Sega's own admission), we couldn't resist the opportunity to pick Naka-san's brain about what's gone wrong with the cherished franchise he started. Ironically, the explosion of the games industry in the last couple decades could have something to do with it, as more and more companies are trying to appeal to the mainstream - and that may not have been the best approach for Sonic.
The original Sonic creators on Sonic's 20th anniversary: Yuji Naka, Naoto Ōshima (center), and Hirokazu Yasuhara
"I also think that recent iterations have not been as fun when compared to those of the past," Naka-san agreed, proceeding to explain what Sega has done wrong: "I think the number one reason for this is that the games have become much easier, so the gamer doesn't feel that extreme joy that comes with the satisfaction of accomplishing something that was very difficult to achieve."
He continued, "Today's games are created to appeal to as wide of an audience as possible, so that's why the difficulty levels are so low in order to have both experienced and non-experienced gamers be able to play them. Sonic has a very simple control scheme that is capable of doing a lot of advanced things while sprinting at a high speed, that's what makes it a good game in my opinion. I think even moderately raising the difficulty level in the future could work well."
It's been years since we've seen a rivalry as fierce as Nintendo vs. Sega in the 16-bit days. It's an era that brings a huge grin to the faces of most people in this editor's generation. Naka-san admitted to us that he'd sort of like to see Mario and Sonic continue to be adversaries: "Thinking back to the rivalry between Sonic and Mario back in those days brings back some fond memories. It was based on each of them running on different hardware and which one was better, which made for a great rivalry. I would like for Sonic and Mario to keep up that rivalry relationship long into the foreseeable future."
Of course, we all know that's not happening now that Sega's no longer a hardware manufacturer and Sonic's already appeared with Mario in a few games. Naka-san did express his wish to possibly one day breathe new life into Sonic again, or into one of his other fan favorites like Nights. "Unfortunately, I haven't had the opportunity to do so but perhaps at some point in the future if I could come back and contribute, that could be fun and gratifying," he remarked. Are you listening, Sega?
So what's Naka-san's focus in 2012? Not surprisingly, like many veterans of this business he's moved to social and mobile experiences. He sees "the recent surge in smartphones [as] having a huge impact on console games. It's something that should be monitored carefully moving [into the] future."
That said, there's still very much a place in his heart for huge triple-A games.
"Actually, when Prope was originally formed we were working on large titles, hoping to create something that's never been seen in the industry before. Unfortunately, those 2 titles were cancelled in mid-development and never made public," he revealed.
"Wii U is taking a completely new and innovative approach, so I'm really looking forward to seeing what Nintendo has in store there"
Yuji Naka
"With this history, we would like to work on a large-scale project again at some point, but working on the smaller projects is very fun and rewarding too as we always strive to put out new and unique games regardless of scale. Speaking of which, Prope's next project is actually a social networking RPG for smartphones called Buddy Monster."
Perhaps the fast-approaching next-gen hardware will enable Prope and Naka-san to finally tackle a big console project again. Naka-san seemed particularly excited by the Wii U launch coming later this year.
"I always get very excited when thinking about the next round of next-gen hardware that's coming and what kind of unimaginable specs they could have. Wii U is taking a completely new and innovative approach, so I'm really looking forward to seeing what Nintendo has in store there," he said.
As the conversation moved on, we approached Naka-san about the state of Japanese games development. It seems to be fashionable these days to bash the Japanese design approach, and some of Naka-san's contemporaries (most notably, Keiji Inafune) have said that Japan's game industry must change its ways, but Naka-san stood up for the Japanese style in gaming.
"I think there's still a lot to be said for the unique characteristics and benefits that games that are developed in Japan have. I would like to see Japan-developed games continue to be exported and enjoyed by everyone in the world," he commented.
In closing, Naka-san said that he's been encouraged with the influx of talent we've seen in the industry in recent years, as evidenced by the indie scene. He offered the following advice to aspiring game designers: "To be open minded, and to try many different things so that they'll have many skill sets to incorporate any original ideas they may have - this would be a positive experience and help them evolve and grow. I look forward to the day when this new crop of game designers can put out some truly mind-blowing stuff."
Indeed, perhaps the "next Yuji Naka" is already making the next great game to define a generation.
http://www.gamesindustry.biz/article...ends-yuji-naka
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May 18th, 2012, 10:17 Posted By: SiZiOUS
CDI4DC and MDS4DC, two utilities to generate selfboot disc images for your Sega Dreamcast, are now open source.
Tools are now part of the same package: IMG4DC – Dreamcast Selfboot Toolkit.
A selfboot image is a disc image format specially prepared to boot on your Dreamcast. In clear, by burning a selfboot image to a standard blank CD-R, the software containted into this disc image will run onto your Dreamcast, as a legit game disc, without any modchip or other hacking device.
Content of the package :- CDI4DC: Designed to make Padus DiscJuggler (CDI) images, the source is the lastest 0.3b release.
Supports Audio/Data (with fake audio track) and Data/Data formats.
- MDS4DC: Designed to make Alcohol 120% (MDS/MDF) images, the source is the lastest 0.1b release.
Supports Audio/Data (with fake audio track), Audio/Data (with custom CDDA) and Data/Data formats.
To use this software package, you must have mkisofs from the cdrtools project. This tool will create the source ISO image needed by img4dc.
Links:
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May 14th, 2012, 07:57 Posted By: Eric
A new Dreamcast port of Open Syobon has been released thanks to Neoblast from Dreamcast.es.
You can grab the download which contains the source, bin and cdi image from Dreamcast.es
The game is compatible with the Dreamcast SD Adapter.
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May 13th, 2012, 00:21 Posted By: wraggster
Sega has declared it will "streamline" its operations in the U.S and Europe after poor sales of its new titles last year.
In its financial results for FY2012, the publisher reported total sales of packaged games had dropped to 17.2m units, a year-on-year decline of eight per cent.
Sega said sales of new titles were weak "primarily in the U.S. and Europe", attributing this to "adverse market conditions".
6.1m games were sold in the US during the twelve months ended March 31st, 2012, while 8.3m titles were sold across all of Europe in the same period.
"In the consumer business, we have decided to carry out streamlining of the organization responsible for the packaged game software field in the U.S. and European markets in a bid to establish a structure that can consistently generate profit, as part of the strategies to restore growth as well as improve profitability," the company said.
"Due to the cost of this move, we have posted ¥345 million for impairment loss and ¥6.3bn for restructuring loss. From here on, we will endeavor to shift our business structure with a view to adapting to the changes in the business environment, including further focus on the development of the field of digital games."
The company's renewed focus on the digital games sector follows the success of smartphone titles such as Kingdom Conquest, which passed the 2.5m download mark after three months on sale.
Comparatively Sonic Generations, Sega's second best-selling title of the financial year, sold 1.8m units in just over four months. Mario & Sonic 2012 led the publisher's sales with 3.2m units sold to date.
The entire Sega Sammy Group, which also operates arcade and Pachinko slot machines, reported net sales of ¥395.5bn, almost the same as that of last year. However, net income fell by nearly 50 per cent year-on-year to ¥21.8bn.
http://www.mcvuk.com/news/read/weak-...or-sega/095932
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May 11th, 2012, 13:19 Posted By: wraggster
via http://www.emucr.com/
Genesis Plus GX SVN r682 is compiled. Genesis Plus GX is a port of Genesis Plus. Genesis Plus GX is an open-source & portable Sega Mega Drive / Genesis emulator, originally developed by Charles MacDonald, now running on the Gamecube and Wii through libogc & devkitpro.
Genesis Plus GX SVN Changelog:
r681
compatibility fixes for libogc 1.8.11
r682
Edited wiki page Compiling through web user interface.
http://www.mediafire.com/?7m1feo6ue6iwnao
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May 10th, 2012, 13:37 Posted By: wraggster
via http://www.aep-emu.de/
Supermodel GUI is a Frontend for the Sega Model 3 Emulator Supermodel.
Quote:
Version 0.8 build 115 (09-05-2012):
- Some tweaks to Multilingual interface.
- Added Portuguese language (translated by AnimalBear).
- Corrections for a possible number conversion error in the Game Time calculation
(reported by Andrei Tudor).
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May 10th, 2012, 13:35 Posted By: wraggster
And so it is folks! finally the moment of truth has come from the hand of our super hero Captain DREAMCAST ... Today, May Day, Labor Day (in my country at least) "Captain DC" released this homebrew 2-D fighting fully editable, the fruit of their hard work of 18 months for the enjoyment of the community dreamcastera.
No further ado, I make my way and leave you a video of this wonder, courtesy of VasiliyRSakaBasilio
<iframe height="315" src="http://www.youtube.com/embed/1xC38SV5g0M" frameBorder="1" width="420" allowfullscreen=""></iframe>
Speaking a little game ... that has VGA support and has selector 50 and 60 Hz
also on the website of the game have all the tutorials, so that each one learns to modify the game and create your own project.
Ah! As seen in the video this release is accompanied by this crossover fight: Street Fighter vs Mortal Kombat for burning onto a CD and play it on the Dream . More information and downloads at: DC-talk and on the web where you will find the Dolmexica Statutes: Web Dolmexica and SourceForge page for the code source (GPLv3, dance!): Dolmexica SF
http://www.dreamcast.es/news.php?readmore=536#comments
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May 10th, 2012, 13:18 Posted By: wraggster
OpenBOR is a continuation of the Beats Of Rage 2D game, which was originally
created by the wonderful folks over at http://www.senileteam.com
This release is for the Dreamcast, PSP, Wii Wiz, GP2x and Dingoo:
Heres whats new;
-
r3691 | utunnels | 2012-05-09 22:52:30 -0400 (Wed, 09 May 2012) | 2 lines
Changed paths:
M /engine/openbor.c
M /engine/openbor.h
M /engine/psp/graphics.c
M /engine/source/gamelib/types.h
1. Change pixelformat in s_screen and others from char to int to see if fix the mysterious screen shift on psp version (not tested yet).
2. An experimental optimization for mods without obstacles and platforms.
http://lavalit.com:8080/OpenBOR/download.php
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May 10th, 2012, 00:07 Posted By: wraggster
Sega has revealed it will not be exhibiting its games at this year's trade and consumer show in Cologne.
The publisher attributed this "commercial decision" to unfortunate timing of its triple-A releases.
Sega's 2012 releases due in the second half of the year include London 2012: The Official Games of the Olympic Games, Sonic & All-Stars Racing Transformed and the long-awaited Aliens: Colonial Marines.
"Sega has made the decision not to attend Gamescom this year," the publisher said in an official statement.
"Gamescom 2011 was a very successful show for us and continues to be the most important European event in the calendar. Unfortunately the release timing of our 2012 triple-A titles and new projects don't work with the mid-August scheduling of the show.
"The decision will not mean that Sega will never attend Gamescom in the future. This was simply a commercial decision made for 2012."
Gamescom 2012 once again takes place in Cologne's Koelnmesse. It kicks off on August 15th and runs until August 19th.
http://www.mcvuk.com/news/read/sega-...om-2012/095746
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May 2nd, 2012, 01:28 Posted By: wraggster
In an effort to reduce male patron's messiness (and grab some cash from locales not necessarily associated with gaming) Sega's Toylets can now be found in restrooms across Japan -- and even in a handful of cities overseas. You won't need to make the laborious trek to your nearest bar or arcade to beat the high score any more, however, as Sega's now put the urinal games terminal up for sale to (Japanese) Joe Public. A sensor at the base will detect pressure and, er, volume which acts as the controls. A screen at eye level will show your progress, and you can expect several short-but-sweet games in the style of Rhythm Tengoku or Warioware. It all comes a price though -- you'll need to stump up 140,000 yen (around $1750) for the device itself and 10,000 yen ($125) a piece for games. The porcelain is (unfortunately) not included.
http://www.engadget.com/2012/05/01/s...-game-toylets/
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May 1st, 2012, 02:24 Posted By: wraggster
Mike Hayes, CEO of Sega Europe and America, is to step down from his position this summer after eight years with the company.
Hayes will continue to serve Sega in an advisory role, but focus on a new position as trustee of the Birmingham Hippodrome Theatre Trust.
Hayes has been instrumental in overseeing the repositioning of Sega as a multiplatform software developer and publisher following the company's exit from hardware manufacture following the failure of the Dreamcast. He was also involved in the acquisitions of Sports Interactive and The Creative Assembly, further strengthening Sega's first-party output.
“Mike has achieved a huge amount during his time at Sega and we thank him for the amazing things he has accomplished," says president and representative director Naoya Tsurumi. "Mike is a great character and very passionate about the industry, he helped steer the extraordinary growth of Sega and has built an exceptional team of professionals that will stand us in good stead for the future.”
Jurgen Post, currently senior vice-president of Europe, the Middle East and Africa, will succeed Hayes as COO of Sega Europe. Hayes' long-running career in the entertainment sector has included the European re-launch of the NES in '89, and launches of both the Gameboy and SNES in '90 and '91 respectively.
http://www.edge-online.com/news/sega...ayes-step-down
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May 1st, 2012, 02:23 Posted By: wraggster
Sega has today announced Sonic & All-Stars Racing Transformed, a new racing game developed by Split/Second developer Sumo digital featuring Sega's cast of characters.
Rather than Sonic & Sega All-Stars Racing's karts, however, drivers each get their a character-specific transforming vehicle that switches between car, plane and boat modes depending on the terrain.
The roster is bolstered by a number of new characters, includingGolden Axe's Gilius Thunderhead and Skies Of Arcadia protagonist Vyse.
Transformed retains All-Stars Racing's stunts, but tweaks things with a power-up bar that charges faster if you race with extra flair, along with the ability to block projectiles fired at you by other racers.
The seamless switching between vehicle modes immediately brings to minds Mario Kart 7's automatically deployed glider wings which brought about the series most intricate courses yet. Hopefully Sumo can work similar magic with its various modes of transport.
http://www.edge-online.com/news/sega...ng-transformed
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