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Maedhros

9/9/99 - 20 anos de Dreamcast

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On September 9, 1999, Sega would release what would become their final home console, the Sega Dreamcast. Many consider the Dreamcast ahead of its time, with its cutting edge graphics, built-in modem that ushered in online console gaming, and VMU. Unfortunately, DC met its untimely demise only 18 months after launch when Sega discontinued the console. Still it has a rightful place in the hearts of so many gamers.

Edited by Maedhros
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um dos pilares do forum a pedra fundamental...gostaria se possível pedir que se coloca-se houvesse uma citacao a ele na descrição da,sala seganet-retro games. uma pequena porem justa homenagem

 

Dreamcast e Assuntos Oldschool, desde as origens até a 7ª geração (Playstation 3, Wii e Xbox 360).

 

 

Edited by Dav
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CAUSO 1

em 2000 eu trabalhava na conectiva e fui pra fenasoft daquele ano trabalhar no stand deles. Tive que ficar apresentando frame buffer de modo texto e uns aplicativos que faziam uso dele melhor, tipo um que convertia a imagem de webcam para caracteres ascii. fora isso era duvida de compilacao de kernel (que teoricamente nem deveriamos responder, mas a gente era do suporte) e coisas relacionadas a aplicativos que vinham junto no pacote de servidor.

Era chato e cansativo por um lado (principalmente pq tinha que ficar em pe o tempo inteiro) e interessante por outro (era a minha primeira feira desse tipo e tal). mas ao lado do stand da conectiva, estava o palanque em que subiam celebridades para entrevista e era transmida nos teloes da feira, tipo daniele winits que foi lá, entre outros.

Ao lado do stand, tinha um quiosque com o DRIM, que ainda era meio novidade e alguns jogos selecionaveis, tipo crazy taxi, virtua tennis e chu chu rocket

teoricamente era pra o pessoal da feira passar ali, jogar um pouco e ir ver outras coisas mas o pessoal da conectiva (eu junto) monopolizamos o quiosque, ao ponto da empresa do quiosque ter desistido de pedir pra gente nao ir la jogar. Quando a gente percebeu que tinha acontecido o rage quit desses "surpervisores", a noticia se alastrou entre nos e comecaram os campeonatos e por consequencia, o semi abandono de alguns produtos (os menos requisitados) que a conectiva estava expondo :lula:

eu aprensentava algumas horas o que estava designado e depois pedia pra um dos estagiarios que tinham tmb, "fazerem a frente". enquanto isso era IÁIÁIÁIÁIÁ no crazy taxi ou disputa de virtua tennis, direto com os "parças"

quando passava alguem da diretoria, a noticia se espalhava antes e todo mundo voltava bem rapidinho aos seus postos de trabalho

 

CAUSO 2

Ao lado do stand da conectiva, tinha um palanque que era usado para entrevistar celebridades que iam lá e isso era filmado e aparecia nos teloes da feira. o palanque tmb tinha um telao, e foi apresentado um dos primeiros ps2 do brasil. Lotou de gente.... publico comparavel, só quando a danielle winitz subiu um dia.

de ps2 só tinha ridge racer 5 e tekken tag e ao final da feira esse ps2 iria ser presenteado pra quem fizesse o tempo menor em uma pista do ridge racer 5 (só podia jogar uma vez por dia na pista). Formavam-se filas gigantescas pra subir lá na hora dos time attacks e no final quem ganhou foi um pia que treinava no ps2 de uma locadora perto da casa dele antes de ir na fenasoft.

mas o causo em si é sobre o tekken tag:

Tinha um pessoal de uma revista lá em cima do palanque e eles disseram que se vc ganhasse do "craque" deles, vc levava uma camiseta. Ele ficou um tempao sem perder, e todo mundo da feira via no telao. Eu via tmb enquanto apresentava o que eu estava apresentando. O cara basicamente pegava o eddie e ficava girando, acho que o segundo era uma mulher, talvez a nina, ele ate jogava bem com esse segundo char.

O mentai apareceu la e ficamos conversando enquanto o cara jogava com os caras da feira e eu trabalhava. Dai ele e os "parças" da conectiva falaram pra eu ir la jogar com o CRAQUE do tekken.

Pedi licensa e subi no palanque. Nunca tinha jogado tekken tag mas tekken do 1 ao 3 era comigo mesmo, principalmente com o paul e foi ele mesmo quem eu peguei (o outro acho que foi o law, mas eu nem sabia trocar personagem e ja tinha visto que se nao trocasse, perdia direto, não tinha round). Fiquei pensando em me concentrar em jogar com um char só, ja que nao teria chance de treinar.

De cara o "craque" comecou com as besteiras que fazia com o eddie e ja levou um counter gostoso que o pessoal vendo ja comecou a gritar. O cara daí comecou a fazer cagada apos cagada e apanhar de pouquinho. resultado: ele nem trocou de personagem, já levou outro counter no final e perdeu direto :lula:.

Depois disso todo mundo viu que o "craque" deles era meio paspalhao e dai comecou a formar uma fila de novo e o cara perder consecutivamente, com uma ou outra luta em que conseguia se recuperar. O mentai subiu lá e ganhou dele tmb.

O estoque de camisetas deles acabou bem rapido e comecaram a dar adesivos daí... o craque ficou bem desmoralizado, fizeram umas piadas com ele no microfone até

achei uma foto no blog de alguem com a parte de tras do palanque  e marquei:fena05u.jpg

nostalgico demais

giphy.gif

 

Edited by burn
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20 anos já?!

Parece que foi ontem! É nessas horas que eu percebo que estou ficando velho.

Comprei o meu ainda em 99 antes da versão americana ter sido lançada (nunca comprei um console tão rápido assim após o lançamento). E o primeiro jogo junto com console foi o glorioso Soul Calibur.

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Tem alguns jogos que ficaram sem sair para Dreamcast da placa nao? dizem que tem um Call The Ambulance estilo Crazy Taxi

https://segaretro.org/Emergency_Call_Ambulance

Sega Dreamcast Turns 20 On Monday

Also speaking of Sega-related anniversaries, don’t forget that their last unique console, the Sega Dreamcast, will be 20 years old on Monday. They had quite the marketing blitz leading up to 9.9.99, but there was plenty of arcade ties to the system – first with the Sega NAOMI arcade board that launched in Nov. 1998 with The House of the Dead 2 and the subsequent deluge of games to release through that. The NAOMI was essentially a Dreamcast with more RAM (and additional necessary I/O ports), so people had been playing the DC almost a year before it was available at home. The Dreamcast hardware has also been used in the NAOMI 2, Atomiswave and System SP, making it one of the most prolific hardware platforms found in the modern age. This also made it relatively easy for ports to find their way to the DC at home, although that wasn’t enough to save it from eventual doom. What is your favorite Dreamcast (or NAOMI) powered game?

 

To make the Sega mentions a triplet, let’s also show the latest on the Sega R360 Mini. I’m not sure, but this might have triggered a renewed interest in the machine, as this week a bunch of inquiries hit the internet (on a Facebook collectors group as well as receiving a message from a Sega salesman about trying to find one). Regardless, it’s still cool; also be sure to read up on SaraAB87’s quest to locate one of these legendary machines:

#ミニチュア #アーケード #R360
毎日少しずつ3
あまり回転早くしても危ないのでこれくらいで。
照明落とすと雰囲気出てお気に入り。
遊ぶ時はATEND側のモニターで遊べます。
緊急ボタンを押すとラズパイ再起動します。 pic.twitter.com/pbqEZ6Qu6I

— gaug (@gaug888) September 7, 2019

 

Let’s end with a PSA:

Attention all arcade collectors. Be on the look out for a stolen Vera Bradley skeeball trailer. It was last seen at an event in Fort Wayne, Indiana. If you see it for sale in your area, please contact the proper authorities. That is all… https://t.co/qMQEYYxBzF

— Arcade Repair Tips (@ArcadeRepair) September 8, 2019

https://arcadeheroes.com/2019/09/07/newsbytes-arcade-firsts-rise-of-the-ar-alley-bowlers-tetris-dimensions-sega-history-more/

Edited by Dav

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MarvelvsCapcom me fez comprar esse console.

Melhor época dis games.

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48 minutos atrás, parana disse:

MarvelvsCapcom me fez comprar esse console.

Melhor época dis games.

voce diz o 1? na versao pirata abri um arquivo com o hexeditor algo assim o nome do programa e achei todas as legendas inclusive em ptbr como nao existia emulador tentei deixar em ptbr salvando e regravando a iso nao consegui...nem para  a capcom deixar no options isso como a SNK nos KOFs mas blz.

o Crazy Taxi cheguei a fazer funcionar a traduçao de alguns textos.

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Lembro de ter comprado ele japonês, vendendo o N64 e o PSX para ter ele, mas foi bom demais, adorei esse videogame na época. 

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Dreamcast :shineeyes:

Para comemorar joguei com meus irmãos um pouco desses jogos:

- street fighter alpha 3 (2 contra 1)

- Virtua striker 2

- Capcom vs Snk Pro 

-Power Stone 2

Adoro a quantidade de ports de jogos de Arcade para o Dreamcast... 

E agora com Gdemu... É só alegria :)

 

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Hoje em dia muitos consideram o PS2 o melhor video game já lançado, já que foi o mais vendido. Mas pelo menos eu, particularmente, aproveitei MUITO mais o DC do que o PS2, mesmo que o PS2 tenha absurdamente muito mais jogos lançados que o DC.

Lembro que o PS2 eu também cheguei a comprar no lançamento, mas demorou demais até o console engrenar e começar a sair coisa de qualidade. Fiquei jogando FantaVision e Tekken Tag 2 um tempão. Depois, durante a época dele, dei uma desanimada com video game e me dediquei bastante nessa época ao Counter-Strike. Não me arrependo.

 

Edited by setzer
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3 horas atrás, E182 disse:

Dreamcast :shineeyes:

Para comemorar joguei com meus irmãos um pouco desses jogos:

- street fighter alpha 3 (2 contra 1)

- Virtua striker 2

- Capcom vs Snk Pro 

-Power Stone 2

Adoro a quantidade de ports de jogos de Arcade para o Dreamcast... 

E agora com Gdemu... É só alegria :)

 

o sfz3 tem essa opção? por que li em uma gamers que no marvel vs capcom 1 ,se voce tivesse 4 controles ligados voce tinha um modo? que todos os 4 personagens ao mesmo tempo na tela mas nunca vi

ao que parece outros jogos usam essa opção.

parece que tem 2 sfz3 para DC o o normal e o saikyo dojo (alem do modo online) nao percebi outras opções ou detalhes esse somente saiu no japao depois,da versão normal

lembro de uma citacao ao shin bison

Edited by Dav

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De cara já peço "perdão pelo vacilo" pelo mega post colado, mas acho que essa materia merece ficar no fóru, um simples link externo nao faria jus:

Dreamcast 20th anniversary interview extravaganza

by Brandon Sheffield on 09/09/19 12:17:00 am
 
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.

 

The Dreamcast turns 20 in America today. The 9/9/99 launch date was huge for Sega, setting retail records, and building huge hope for the future of the company. The Dreamcast itself had so many innovations - the Visual Memory Unit which could play minigames or serve as a vital second screen (choosing playlists in NFL 2K without letting your friend see). The broadband (and modem) adapter that allowed folks to play online games on their console. Seaman, with its microphone controller. The motion-sensing maracas of Samba de Amigo. The Dreamcast was a hotbed of innovation during its scant two-plus years of life.

As we celebrate the life of the Dreamcast rather than its demise, I asked a number of people who worked on the platform to share their thoughts, 20 years later. Many of these people haven't been interviewed in years, and share their Dreamcast stories for the first time. Happy 20th anniversary Dreamcast, you were a weird gleam in the night sky for far too short a time! 

 

thinking.jpg
The classic "it's thinking" promo ads.

Heather Hawkins - The face of Dreamcast PR

Being part of the Dreamcast launch team was, hands down, the absolute best company/team experience I've had in my career. Never before or since have I worked alongside such a passionate, dedicated and intrinsically motivated group of people.

The development teams inside Sega at the time were such an oddball bunch of absolute visionaries, and we were 100% committed to being a company that lived its values by supporting some incredibly leading-edge game concepts. I got the sense that the Japanese dev teams really appreciated how much Sega of America was willing to push the envelope alongside them-- I mean, running a national TV campaign for Seaman? Releasing the Maraca peripheral in the face of financial projections for just one game? Typing of the Dead?... We loved every bit of what they were doing and tried to match them in the creativity of our marketing campaigns.

It's pretty widely known (and I think not uncommon for the time) that there was a definite lack of connection between territories. I don't think anyone in Japan or London is getting together to celebrate November 27 or October 14. Speaking only for what we did in the United States, we absolutely accomplished what we set out to do - biggest 24 hours at retail, 1M units in less than a month. More than a third of the console market recaptured. Alignment might be nice to think about, but in what direction would the alignment have flowed? I'm glad we had some autonomy to do what we did under Peter [Moore] and with our marketing in the states. More than a few times even Peter turned a blind eye to our shenanigans with a grin and a twinkle. We were able to be pretty guerrilla about it all.

Reflections 20 years later... So many fond memories and a "work" experience that I'm quite sure will never be matched! We weren't just colleagues, we were family. I said at a panel this weekend, "I will always show up." Not to get too RPG about it, but I feel Dreamcast is a lifelong banner and a quest that I'm honored to carry for those that were there and have left us, for every gamer that gave us their $199 (or $99, or $79 or even $49.) Everyone who trusted us - I had the honor of being the voice of those people inside the company, and I will continue showing up as long as they want me to. As I like to say "my hair might have been blue, but I bled orange."

 

floigan.jpg
Floigan Bros Episode 1. Subsequent episodes never made it out.

Hirokazu Yasuhara - Floigan Bros game designer (also of Sonic the hedgehog, Uncharted, etc fame)

[Before the Dreamcast's launch] I was in San Francisco, so I wasn't asked for any comment about the design, I mean specifications of the chips and size of memory. But I do remember that I was asked to pick a "favorite" controller from a bunch of mock ups for the hardware. Do you remember the "round shape" one? I said "it is Bad."

But the hardware was much better than the Saturn. It had almost the same "power" of PS. But SEGA still kept the "2D sprite" function in it. It was a bad point for rendering polygon objects. If the Dreamcast were designed as a dedicated polygon machine, we would see a different future.   

But I enjoyed working with teams at the time.  Maybe the Floigan Bros was the first AI driven character action game in the industry!

But my feeling when the Dreamcast launched was difficult. SEGA tried to change its political power structure from the inside. So, employees weren't unite to fight against rival companies. Sony would look like a much more credible partner if I were an individual development studio at the time.

I do feel that it was good hardware at the era. But it had too many functions...like Internet or whatever. Sega didn't have enough human power to handle such things with the number of employees it had. Ultimately Sega lost trust because of its internal political problems. The hardware was just unlucky, it doesn't have any responsibility for its supposed "failure."

 

seaman.jpg
Seaman. Voiced in Japan by Yoot Saito himself.

Yoot Saito - Creator of Seaman

I think you can sum up everything about the Dreamcast when it made its debut in the 90s as an incredibly unique experience. Sega was chasing after their rivals Sony and Nintendo as best they could. However, people at Sega loved doing 'fun' and 'interesting' things. So instead of playing it safe and being conservative, they went on the attack and did as many creative and crazy things as they could. That’s the sort of mindset that allowed a game so unique and unusual as Seaman to be born. They got behind it and pushed hard for it on the promotional front allowing it to become quite the hit.

So for me, the Dreamcast is a great game console with many unique features but more than that, it’s reminds me of those days when Sega was doing so many creative and wonderful things.

 

54273--ready-2-rumble-boxing-round-2.png
Ready 2 Rumble was an early knockout third party title.

Kathy Astromoff - Third party account manager at Sega of America for the Dreamcast launch, working on Soul Calibur and Ready 2 Rumble, among others.

The best part was working with talented game creators who were bringing their best effort for our players. A big reason I joined Apple Arcade was to get close to game developers again, on a platform with massive scale.

With the Dreamcast, we knew we were innovating on creativity. The whole team also had very deep developer empathy - we loved our partners and I think it showed in the games. For example, one day these two really nice guys from Canada came to the office to show us their progress on their game, MDK2. Ray and Greg were particularly excited about the implementation of Max the robot dog. From thence, Bioware!

But there were also more challenges during those days. Like figuring out how to get an obscure firmware bug fixed, propagated to SDK, distributed to devs, updated in binaries, burned to gold master, flown to San Francisco, checked for compliance, flown to disc replicator, and shipped to players. I don’t miss disks at all.

In all, if everyone who today tells me they loved the Dreamcast had actually bought it, and kept buying games for it, it would have been the most popular console of all time!

 

samba%20de%20amigo.jpg
Samba De Amigo Ver. 2000, the second game released.

Satoshi Okano - Character designer of Samba De Amigo, field artist for Sonic Adventure

I joined Sega in 1996, with a background in developing NES and Super NES software. So I might have had a slightly calmer view of the Dreamcast compared to some Sega employees. Around the time the PlayStation had started to lose marketshare, I saw a mockup for the Dreamcast, and I can't say I was too impressed. Game consoles had to compete with other consumer devices in terms of product design, and compared to Sony's I wondered, can we really fight them using this? I never said anything though...

But the best thing Sega did during that time was separate out the development teams [such as Sonic Team, Smilebit, etc]. Because of that, Sonic Team was able to be recognized as a producer of high quality titles that sold well, but the team wasn't so large, and I knew everyone's face. It was a friendly atmosphere.

At the same time, we didn't have the freedom you see in modern foreign companies to do things like... go home on time. We didn't have any sort of work reform system or global standard to meet. I broke my health because of that. But for good or ill, that's what the whole game industry was like in Japan back then.

As an example, when Sonic Jam came out, I drew a cover for Sega Saturn Magazine, which was well received. Yuji Naka was going around asking, who did this? He was working on the plans for a new Sonic for Dreamcast, and wanted to give him a new style, so they held an internal competition. There was me, Naoto Ohshima [original Sonic designer], Miyake-san who was in charge of drawing "Nights," and Uekawa-san. I was working as a 3D map designer at the time, so I didn't have much time to prepare, and I got second place to Uekawa-san. I was disappointed, but it was because of my drawing that the competition happened at all, which wound up setting the direction of the new Sonic, so it's a bittersweet memory.

ga_3dsonic(1).jpg
Okano's Sonic design.

But from there, I got to work on Samba de Amigo. The game had a rough demo and a 1-sheet design document when I saw it. I thought to myself... this is definitely gonna sell. Shun Nakamura was in charge of the project, and at the time people were assigned to games by higher ups, and didn't get to decide what games they wanted to work on. But I kept going over to Nakamura with my ideas, saying "how about this?" I got scolded by some bosses of other teams for that.

But in the end I got to do character design for the game, which was a huge hit in arcades, and got two versions on the Dreamcast. I guess you could say it's my personal masterpiece. The art director gets the credit for the character design, but it was me - I hid in the shadows like a ninja. I even got invited out by vice president Hisashi Suzuki, to the frustration of my team. It was a pretty rare opportunity to eat high class eel while talking casually with the vice president!

The game got a lot of magazine coverage, and I'll never forget the first time I saw it in a game center. When I saw someone take a 100 yen coin out of their wallet and put it into the machine, I swallowed hard wondering how it would go. You never get to see people's faces when they play your games if you're making console games, so that was a really priceless moment for me. Seeing that person's 100 yen coin go into the slot I knew it'd be a hit. And, well, I did get a bonus!

In all I feel like the Dreamcast was Sega's attempt to appeal to a broader audience. It may not have been as "cool" as the Genesis, but after hearing that the Wii may have been inspired by Samba De Amigo (in fact, I got an email from Iwata after its release), I think the Dreamcast was ahead of its time.

Once the Dreamcast ended, I started my own studio, Studio Okanotion Co., Ltd, to continue designing characters and other things in my own way.

 

Space_Channel_5.jpg
Space Channel 5.

Yumiko Miyabe - Art director of Space Channel 5, director of Space Channel 5 part 2 (and character design for the upcoming Space Channel 5 VR)

When I heard in-house that the name of the game console would be "Dreamcast," it sounded enigmatic to me. The word "Dreamcast" didn't have an image reminiscent of a conventional game console. It made me feel the company's spirit to challenge a new field, going beyond the conventional. 

When I was working on Space Channel 5 and in order to make it, we moved the development studio from Haneda, where the headquarters was at that time, to Shibuya, the center of Tokyo. We felt like we could understand the feeling of the era at a glance when we stood in the middle of Shibuya's big crossing. That may be a simplistic idea, but everyone took our roles seriously, and we felt we had momentum, like we would never look back. 

mineko_miyabe.jpgYumiko Miyabe (right) and Morolian designer Mayumi Moro at TGS 1999. Miyabe is working on Space Channel 5 VR now!

All of us Sega employees were aware that we were super geeks. We knew Sega's dedicated fanbase would follow us no matter what we did, but we were challenging a new concept - why are our games not as popular with the general public? That’s when, though it sounds funny now, a "general studies" group was established by some employees. I was in there! It was a small group... There were many other groups that discussed various new things, and everyone belonged to somewhere. Our mission was to figure out: 'What do you think are interesting for ordinary people? What do you think is cool now? What can you do to make high school girls play Sega games?' We discussed all these things with a serious face. In other words, we were struggling to emerge from the traditional 'Sega' shell, and everyone was excited that this was the chance to do it. 

Since the producer of Space Channel 5 was an unconventional person, Tetsuya Mizuguchi, there are a lot of interesting stories from that era. He took the staff around the world with the belief that creators could only make what they experienced. But we mostly went to the USA. Looking back, as a side note, I think Sega's 'cool' came from the United States. I was actually motivated to join Sega as a university student in Japan as a result of seeing and listening to the American version of Sonic and its cool stories as a culture. 

DC2.jpgSpace Channel 5 billboard on Shibuya Station in 1999, right by the team's office.

Anyway, the moment the Dreamcast launched I was fully into development so I don't remember that much. I didn't know if it was summer or winter, all I knew was my desk. But I do remember that several people got up onto their desks and pumped their fists in the air!

Strangely, since a new version of Space Channel 5 (Space Channel 5 VR) is coming out this year, it doesn't even feel like 20 years have passed. But the economy has gotten worse, so even if you develop a game, I don't think we can say, "Let's make a new thing even if outside the project's budget!" like you could back then. Recently I met an old Sega fan who told me that SEGA’s games gave them a dream to work toward at the time. Can current game companies give dreams to those who are spending their youth? We must show them that the creators of our generation who know the brightness of the time can put their dreams and bright feelings into new games. 

 

PSO%20Screen%202.jpgPhantasy Star Online. Popular at colleges with LAN connections.

Anonymous "Samurai Developer" - Sonic Adventure, Phantasy Star Online, etc

For me, the Dreamcast was a much easier platform to develop for than previous ones. Previous hardware required a lot of trial and error and special tricks to get the desired visuals. But with the Dreamcast we could create high quality visuals just by using just the default functions.

When the development teams split up into individual units, each began to build its own studio culture. In Sonic Team for example, we were always thinking about global aspects of our games. People often say Sega was ahead of the times, and when I consider those days I think that might be true.

On the other hand, back then it was normal for developers to do all their own QA. So an artist might spend half a year testing their games after their work was finished - I remember complaining that I didn't know whether I was an artist or a debugger. But the good thing was Sonic Team games made tons of money, so I collected my bonuses!

But making games felt so easy then, and the performance was good. There was a lot of talk about how network games would become mainstream in the future, so it felt pretty amazing to be on the leading edge of that. The infrastructure was still weak at the time, so we weren't really sure how far it could go. And I guess the fact that Phantasy Star Online came out during the final phase of Dreamcast software development shows that it took some time for developers to figure it out.

Looking back 20 years, there's a feeling that it was a bit early to push a machine aimed toward online games. I remember the excitement of that era, using Telehodai (flat-rate call service in Japan) to connect and play in a peaceful online environment. It's great to think that the goals I aimed for are being used now.

 

shenmue(1).jpg
Shenmue. It took a while to finish.

Takeshi Hirai - Lead system programmer of Shenmue

I started out at Sega in Osaka. Before I came to Sega, I released about one game per year. But then through a string of slumps and bad luck, after I joined sega I couldn't release a game for about three years. During that time I got an invite to join a project in Tokyo that was scheduled to only take another half year. I was starving to death to actually release something, so I joined up immediately.

There were about 20 project engineers, and 20 support engineers. So with this team we could release the game in six months, it seemed. With all these engineers, we needed to decide who would lead. A general election was held, far before AKB48 ever did it. And I was chosen because of my deep experience with low layer development, graphical development, and consumer development, so suddenly I became a leader of 40 people.

And of course since this project was Shenmue, it actually took another three and a half years to develop, not six months. My goal was to release a game, that was all. And yet because of this I didn't release a game for seven years. I was hungry.

My big fear was that the game would just continue to be in development for way too long. Nostradamus's prophecy said the world would end in 1999. I was determined to release a game before the end of the world. I wanted to release in 1999 no matter what! The year 2000 is too dangerous!

I managed to desperately program so that it could be released before 2000. Thanks to the efforts and hard work of the staff, we managed to release on December 29, 1999. I made it before 2000. But humanity still hasn't been destroyed...

hirai.jpgHirai today. Humanity is still going... so far...

Up until that point, Sega had only released black hardware. It felt like something was wrong when I saw this white box. Sega partnered with Yamaha to make the gd-rom, which had 1GB capacity. It was amazing capacity at the time, but even so, Shenmue was three discs, plus one more, so four discs... If it were a DVD we could've fit it on one disc. Then on March 4, 2000, one day before my birthday, the PS2 was released, with its DVD-Rom. You could watch The Matrix on it. I was jealous, but what can you do. I felt the future of multimedia that day.

The reason the Dreamcast was so popular both within Sega and with other companies was ease of development. We're in the heyday of C# now, but it was all C/C++ back then, and the approach to the hardware was comparatively easy to use. Transparency for example was no longer a software operation, you just punched it through. It was easy to make visuals, easy to make sound. Performance was good, and you could have the hardware and middleware talk to each other with much less interference, develop specifications, then code it all together. 

For the PS2, the structure was such that programmable shaders had to be written and optimized by yourself. It reminded me of the 32X era. But the Dreamcast was a treasure box that made games easy to make. It's easier to make games in the present era of course, but it was groundbreaking at the time.

This isn't just about the Dreamcast, but really that late 90s to early 2000s era. I could just create something if I thought it was interesting, in those days. There wasn't as much content saturation, and people's digital hobbies weren't as diverse. Before the internet became overwhelmingly popular, people wanted new experience, the 'search culture' didn't exist yet. In that era creators could easily feel that making something that sells means to creating something totally new. 

Our dev kits took some time to settle on a final chip configuration, and there weren't enough of them to provide to everyone on the relatively large Shenmue team. I was developing the game with early-stage hardware for a long time. The final spec of the Dreamcast was still a theoretical value to us - and in fact we expected it to have three times the performance, during the development stage!

When we got the final specs we were a bit disappointed, but we figured it would happen. Then we saw assets placed onto the map, and of course the map was three times slower. I was told to get the speed up to 30 FPS. So I spend my days optimizing. Somebody looking at me from the outside at that time might think "this is a guy who can only speed things up."

We had to incorporate a lot of smart technology with various approaches across many months to get the game locked at 30 fps. Even if it's a different era now, please don't ask your programmers to increase speed by a factor of three. Even now I can talk for a straight week with my friends about the tough times working on that stuff. But it's all stuff I can't say in front of the media.

dc-640x349.pngThe white box.

I'm grateful to the Dreamcast for sending out so many quality games into the world. I loved all the games of that era, there were so many new and interesting ideas. And if there had been no Dreamcast I might have retired without ever making another game!

Up until the Dreamcast it felt like you were always fighting against limitations, be it capacity, performance, or quality before creating a game. The Dreamcast was the strongest hardware at that point with which to create games. 

That era before total content saturation, I once again have that feeling that we could just pursue things that were interesting. Nowadays, games tend to hold a carrot on a stick in front of you. I'm representing a developer called Neilo now, and we want to create things that players intrinsically want to play and continue. That feeling of ours exists because there was a piece of hardware called the Dreamcast. We try to continue in its spirit.

e mais uma live da Heather Hawkings (a PR da çega da época, mencionada na materia) contando causos de dentro da empresa na epoca:

 

ouvindo o q ela diz, vc percebe que ela é so mais uma pessoa relatando como era uma merda tratar com a çéga japan

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Estou de boa!
Bem no período de seu aniversário peguei um pra matar a saudade, usando GDemu, mas tá valendo.
DreamPHODÃO!!!!!!!!!!

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16 horas atrás, Dav disse:

o sfz3 tem essa opção? por que li em uma gamers que no marvel vs capcom 1 ,se voce tivesse 4 controles ligados voce tinha um modo? que todos os 4 personagens ao mesmo tempo na tela mas nunca vi

ao que parece outros jogos usam essa opção.

parece que tem 2 sfz3 para DC o o normal e o saikyo dojo (alem do modo online) nao percebi outras opções ou detalhes esse somente saiu no japao depois,da versão normal

lembro de uma citacao ao shin bison

No SF alpha 3 tem sim.. É o "dramatic Battle Vs".. Algo assim.. 

Ele só habilita no menu se detectar 3 controles conectados.. 

É bem simples.. 2 Players ficam de um lado.. E o outro sozinho... Cada player tem sua barra de life.. 

É bem divertido.. Mas fica muito desequilibrado.. hahahaha

 

-

No Marvel vs Capcom (1) tem a opção de 4 Players (Cada um controla um personagem)... Mas como eu só tinha 3 controles... E apenas 2 irmãos... Não testei kkkk

Já No MvC2, capcom vs snk e demais... é só 2 Players mesmo. 

Edited by E182
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20 anos de sucesso aqui!

Jogando muito quase toda a coletânea no HD e cartão SD até quando pifar de vez!

Aí compro outro!

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Que emulador foda aquele Redream , ate saiu um core dele pra Retroarch!

Tomara que um dia funfe no Playstation Classic.

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lembro da primeira vez que vi shenmue pensei: "como isso é possivel?" 

custei a conseguir ter o console, qd zerei shenmue foi o Dc emprestado de um amigo sem memory card, 1 final de semana nao desliguei o dc kkk vicio master

lembro tbm do Speed devils online racing que o servidor foi desligado comigo em 1º no ranking de pontos e $$$ saudades 

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no meu retroarch nao aparece esse core do redream

ja dei update em tudo e so aparece o flycast

 

edit: parece que o autor falou algo sobre ele nao ser mais opensource e acho que por isso ele nao esta mais disponivel

https://github.com/libretro/RetroArch/issues/6066

mas eu nao tenho certeza que ele nao esta mais disponivel, so nao aparece pra mim, talvez eu esteja fazendo algo errado

edit:

achei "por fora" o core

https://www.mediafire.com/file/02dke12xm68gd3m/redream_libretro.zip/file

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1 hora atrás, Gold disse:

lembro da primeira vez que vi shenmue pensei: "como isso é possivel?" 

custei a conseguir ter o console, qd zerei shenmue foi o Dc emprestado de um amigo sem memory card, 1 final de semana nao desliguei o dc kkk vicio master

lembro tbm do Speed devils online racing que o servidor foi desligado comigo em 1º no ranking de pontos e $$$ saudades 

Quando vi RE Code Veronica, eu fiquei doido hahhahahah

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EU pirei com Sonic adventure 2 quando vi pela primeira vez. Diferente de muitos aqui, eu conheci o Dreamcast já bem tarde acho que 2005

 

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