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The Dreamcast Legacy

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Re: The Dreamcast Legacy

#43
Capcom had so many of my favorite games on the Dreamcast, the regular hits such as Marvel vs Capcom and Street Fighter, but Power Stone, Tech Romancer, Cannon Spike, JoJo's Bizarre Adventure, Rival Schools, etc.

Re: The Dreamcast Legacy

#44
These retrospectives on the Dreamcast rarely seem to bring up the fact you could play burned CDs on the system or the shared architecture with the Atomiswave arcade systems the wildly popular (to this day) NAOMI arcade system. Or the Microsoft collaboration. I also feel like more could be explored around SegaNet and its relationship to ALL.net whose legacy is now felt today every time someone sits down at an arcade to play Guilty Gear Strive.

Especially of interest on a site like hackaday, they don't mention the homebrew scene: https://en.wikipedia.org/wiki/List_of_Dreamcast_homebrew_gam...

Or the ports of Atomiswave games to DC: https://www.retrorgb.com/dreamcast-atomiswave-ports.html

Re: The Dreamcast Legacy

#45

The legacy of the Dreamcast was the Xbox, specifically online multiplayer (and massive controllers!). Peter Moore (who worked on both consoles) has talked about this several times over the years, e.g. this recent example [0] [0] from 7:40 https://youtu.be/tadtqchbbh0&t=460

Thanks for the link. Microsoft really built XBox out of everything they learned from working with Sega on Dreamcast. Without Dreamcast there would be no XBox.

Funny that, just like how Nintendo created the PlayStation through their dealings with Sony.

Re: The Dreamcast Legacy

#46

The legacy of the Dreamcast was the Xbox, specifically online multiplayer (and massive controllers!). Peter Moore (who worked on both consoles) has talked about this several times over the years, e.g. this recent example [0] [0] from 7:40 https://youtu.be/tadtqchbbh0&t=460

Thanks for the link. Microsoft really built XBox out of everything they learned from working with Sega on Dreamcast. Without Dreamcast there would be no XBox.

I remember going into someone’s office at microsoft after I first joined (back when everyone there had an office- it’s all open office now) and seeing a Dreamcast on someone’s shelf and being really confused. He explained he did most of the DirectX port for it and told me some of the details about working in it. It was a fascinating look into what might have been.

Re: The Dreamcast Legacy

#47
post #19

I remember you could copy the games because they had no drm on them. My buddy had a complete collection. What a masterpiece.

It's a bit more complex. Beyond using a bespoke ~1GB GD-ROM format that normal optical drives can't read, the discs did AFAIK have copy protection of the "wobbly track" variety. So even if you have a GD-Recordable drive and media, you couldn't just copy the games. (Although if you have a GD-R drive you almost certainly had the dev tools to run unprotected games anyway). Unfortunately they wanted a way to add Dreamcas…

iirc, the "wobbly track" you mention was the copy protection on the Saturn: http://segabits.com/blog/2016/07/12/sega-saturn-copy-protect...

Re: The Dreamcast Legacy

#49
post #44

These retrospectives on the Dreamcast rarely seem to bring up the fact you could play burned CDs on the system or the shared architecture with the Atomiswave arcade systems the wildly popular (to this day) NAOMI arcade system. Or the Microsoft collaboration. I also feel like more could be explored around SegaNet and its relationship to ALL.net whose legacy is now felt today every time someone sits down at an arcade t…

I was unaware one could do this, a quick Google suggests CD-R booting only possible out of the box on early Dreamcast models as a fix was introduced?

A dirty but effective copy protection would have presumably been to just make use of the full 1GB of storage the retail Dreamcast GD-ROM discs had, making them to large to copy to a generic CD-R.

Re: The Dreamcast Legacy

#50
post #7

Earlier quoted context omitted.

They confused it with Sega Saturn, that's the one that was pushed under the bus by Nintendo 64 in 1996. Nintendo however was late to the game, the PS1 was already entrenched.

If I remember right, the Saturn shipped shortly before the PlayStation, but it was more expensive ($400USD vs $300USD) and shipped in a manner that annoyed most retailers (it was initially exclusive to KB Toys, I believe). The article also didn't go into the add-ons released for the Genesis/Master System (the Sega32X and SegaCD among them), and how Sega's attempts at keeping the G/MS alive instead wore out many conso…

The 32x was released by Sega America and the Saturn by Sega Japan. The two groups couldn’t agree on much in that era.
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