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  • Christuserloeser

    by Published on November 21st, 2008 23:53

    HuCast recently launched their official DUX website at http://www.dux.hucast.net/ presenting a brandnew trailer for the game:




    Download the high quality version here: http://www.dux.hucast.net/dux_trailer.avi
    - Thanks to http://www.youtube.com/user/Rpgexe for the youtube'd version.

    The game itself is scheduled for December this year and will feature
    • 6 stages filled with space alien scum and hazardly threats
    • 3 upgradeble weapon types
    • Upgradeable force device
    • Multiple checkpoints within each stage
    • Super smooth high-resolution CGI visuals
    • Up to 3 loops with different difficulties
    • Risk & Reward scoring system
    • VGA support
    ...
    by Published on November 11th, 2008 09:46

    Straight from Senile's website: http://www.senileteam.com/index.html

    Yesterday was an exciting day. It was Rush Rush Rally Racing test day!

    Although the test machine was a PC, it was connected to a television screen and fitted with Dreamcast controllers to make the experience as genuine as possible. With that setup and a roomful of players, we were able to collect a lot of useful data about many aspects of the game. The reactions were very positive, particularly about the gameplay and the soundtrack. The physics were said to feel impressively natural, and Ben (Senile Team's composer) was called a genius.

    Of course some flaws were also found, but fortunately there were no serious bugs and we should be able to work our way through the test results relatively swiftly.
    ...
    by Published on October 21st, 2008 20:51

    Yuan Works, the developers of the upcoming Dreamcast game Wind & Water: Power Battles are offering custom sprites for another 12 hours from now: Send them a photo and they'll draw a sprite which then you'll be able to use in the game.



    More info: http://www.wind-water.net/order_sprite

    The game is available for preorder at redspotgames and Play-Asia.com.

    (thanks to vidgames.de for the news) ...
    by Published on October 10th, 2008 16:59

    via http://www.redspotgames.com



    After intensive “Wind and Water: Puzzle Battles” porting and enhancement work redspotgames and Yuan Works annouce the preorder start of the Dreamcast version today.

    Yuan Works released their debut game after years of developing last year for the GamePark GP2X and became a finalist at the Independent Games Festival Mobile in San Francisco.

    Exclusive features only available in the Dreamcast compatible version:

    • Introducing the new character: Mr. VMU!
    • The game is fully translated into both English and Japanese.
    • New Arcade Mode Danger Break system!
    • New graphics and art, and slides!
    • New cutscenes (and more embarassing moments)!
    • New extensive manual and packaging for the Dreamcast version!


    Package information:

    • Professional pressed CD-ROM with 4 color print
    • 40 page full color manual, extra thick (125 g/qm)
    • English and Japanese manual text with many artworks
    • Shrinkpacked Spinecard (Obi)
    • Jewel Case with white tray


    More information and screenshots are available on the official website http://www.wind-water.net and http://www.redspotgames.com/windandwater

    The game can be preordered at http://www.redspotgames.com/shop and will be delivered until end of October 2008. ...
    by Published on October 10th, 2008 16:58

    The Dreamcast game Last Hope got featured and reviewed by Colin Gäbel for German TV station GIGA.DE. You can watch the footage here:

    http://clips.giga.de/video/iLyROoafY1h4.html

    There's also an article about the game at their website.


    Source: www.sega-dc.de ...
    by Published on October 10th, 2008 16:58

    redspotgames will be presenting Last Hope and Wind and Water: Puzzle Battles at the Retro-Boerse exhibition. Retro-Boerse is connected to the Eurocon 2008 party, a meeting of collectors from the EU and the US, taking place this weekend in Karlsruhe, Germany.

    40 European sellers will present their arcade machines, rarities, prototypes and new games for classic systems. Aside of redspotgames with Wind and Water: Puzzle Battles, there will be two new C64 games, one new Atari 2600 game, a new Videopac game, and a new game for the Vectrex.

    Source: http://www.redspotgames.com/ ...
    by Published on September 23rd, 2008 14:40

    via http://www.blog.hucast.net/

    The latest entry on the hucast dev blog explains the scoring system of the upcoming Dreamcast shmup DUX:

    This game features a Risk & Reward scoring system based on enemy and bullet chaining. To chain means to hit an row of enemy and likewise soaking up bullets within a short time frame. You can use all your power to chain enemies, but be carefully with bombs and rockets as they might break your chain.



    The power pod in front of the ship is able to soak up enemy bullets when blocking them directly and when Hyper Soaking is active, bullets even accalerate to fly to your pod like it was magnetic. You can use this feature to let bullets - which aren't very reachable and/or more on screen then you can handle at a time - heading to your pod to gain more score.



    To activate Hyper Soaking just press R, then your soaking bar decreases to the minimum while soaking up bullets - mind, the more bullets you soak the longer the hyper soaking stays active. Furthermore, you can collect Soak Up items to increase your soak bar.

    While hyper soaking, enemy bullets are harmless to you, so you can also use this feature as a bullet shield when playing for survival instead scoring. But be warned, enemies themselves and their lasers can still defeat you.



    Sometimes you have multiple ways to destroy certains enemy types such as Bullies. This enemy just flies up and down and has its hitzone in the middle. Now you can just shoot the Bully up or fly behind it and shoot at it from there. The hitzone on its back is weaker and gives you more score to gain. To do this is pretty dangerous, but if you risk it you can get your reward.

    Source: http://www.blog.hucast.net/ ...
    by Published on September 18th, 2008 01:09

    via http://www.guardian.co.uk/

    The second part of Keith Stuart's interview with Peter Moore:

    Peter Moore thought he could win the console war with Dreamcast. He was wrong. Sony's ingenious PR foiled his plans, but for Moore, this was just the beginning. Part Two of our interview, takes him from the collapse of Dreamcast to the heights of Microsoft's ambitions for Xbox - ambitions that could well have destroyed the Nintendo we know today...

    Keith Stuart: What was the key lesson you took out of the failure of Dreamcast?
    Peter Moore: You know, failure's a tough word! It didn't quite get there. I was angry with Sony at the time, but in their shoes I probably would have done the same thing. They did a tremendous job – and it's a story they repeated in 2005 with Killzone – where they promised the consumer something they probably believed they were going to deliver, but they never did. PlayStation 2 - it was the emotion engine it was games coming to life, Real Player was going to be on there, a full network browser… and they just never delivered.

    But what they did was place doubt in the consumers' mind. It was pre-emptive guerrilla PR, in the same way that three E3s ago I got lambasted for what I did with Xbox for 360, because I was determined we were going to show real footage even if it was alpha or beta. And then Sony came up with that Killzone video – and they still haven't shipped the game! Have you seen the video?! The game will never be the video! But what they did again was they placed doubt. I mean it's a classic PR tactic.


    Stuart: So going back to Dreamcast vs PS2, you felt the impetus slipping away…
    Moore: It was a horrible period because, all of a sudden, you could sense consumers thinking twice about Dreamcast. I was $199, it was the first online console, we had some great games – SoulCalibur, Sonic Adventure, Trickstyle, Ready 2 Rumble. When you look at them today, you chuckle, but they were on the cutting edge graphically at that time…

    But [Sony] were brilliant at FUD – you know, fear uncertainty and doubt. It was a massive FUD campaign. The consumer thought twice and they started to read, 'can the Dreamcast make it?' It had a tough time in Europe, it had a really disastrous time in Japan. My job was… my personality was such that I'll go up and start being a little more on the front foot… It was like, 'well, what do you do?' You just do it yourself. You start talking, you don't wait for the Japanese to give you messaging – because PR is something they don't do very well, they just don't do that concept of messaging and having passion around the message – the only thing we could do was be passionate. But it was too little too late unfortunately.


    Stuart: So you were at Sega for another two years after that…
    Moore: Yeah, my job was to transition the company from being a hardware company, which it had been for two decades, and off I go to Nintendo and Sony…

    Stuart: Was that a difficult time?
    Moore: It was not optimistic. We had developers, Yuji Naka, Yu Suzuki, all these people who had never worked on anything other than first-party hardware. And now we're saying you need to go multi-platform, and it was just not comfortable for them whatsoever. You don't just one day say 'well we're just going to go from our Dreamcast dev kits to our PS2 or Xbox.' Microsoft set up a deal for us and we started to work on things like Crazy Taxi and bringing them over to Xbox – we did I think an 11 title deal.

    Stuart: And in the end you fell out with your bosses in Japan, because they were still relying on arcade conversions when the rest of the world was playing GTA. But how did this lead to your arrival at Microsoft?
    Moore: Robbie Bach called me to wish me a merry Christmas and asked how I was doing. I said I'm not too good, I'm fed up of trying to convince Japan that we need to either go off and hire western developers or really change what we're publishing and developing in Japan, because the western world is really starting to take over, and the Japanese developers were being marginalized. And Robbie said well if you would ever consider coming here, there's a home for you at Microsoft.

    So in January (2003) I flew up there and had lunch with Steve Ballmer and you don't say no to Ballmer. We had a great lunch and he convinced me that Microsoft was going to take on Sony; so I get to put on my suit of armour, get on my horse and take on Sony again – but with a little bit more money this time! And I said yes.


    Read the full article at guardian.co.uk ...
    by Published on September 15th, 2008 21:32

    This episode is dedicated to Sega's Dreamcast, whose U.S. launch was nine years ago -- the famous 9/9/99. While the system didn't last long, its brief life didn't prevent it from building a loyal fan base of users who still regard it as the finest system ever. That could well account for why this Retronauts is the longest ever, featuring a prodigious length of more than two and a half hours.

    All in all, it's a pretty long episode! You may want to take it in pieces. For your convenience, here are the major divisions:

    • Opening segment: Virtual Console and WiiWare (0:00 - 38:05)
    • Dreamcast segment 1: The Fan's-Eye View (39:00 - 1:38:27)
    • Dreamcast segment 2: The Industry View (1:39:17 - 2:21:18)
    • B-Side: Contra III vs. Gunstar Heroes (2:22:10 - 2:41:54)


    Thanks again to our guests, and to Sega for making a fine system that really deserved better.


    Download the episode and read the full introduction here: http://www.1up.com/do/newsStory?cId=3169755



    lordnikon of OnlineConsoles.com posted a great review of the show, and highlights some errors which definitely deserve to be corrected:


    I waited a bit to give others a chance to maybe reply about this before I give it the "nikon" treatment. Since nobody else has replied yet, I decided to just go ahead and post. Though instead of just hanging on the negative points only, I will also give its positives to be fair.



    Notable Positives about the broadcast:

    • This broadcast is long and probobly one of the few Dreamcast specific ones that you may ever hear that goes this indepth on so many facets of the Dreamcast. So, at the very least you get to hear a bunch of people talk about your favorite console for well over an hour and a half. (Which can be entertaining or enraging depending on your state of mind - see comments later on in my post...)
    • Zombie Revenge - This game gets ragged on by a lot of people because they don't understand it is supposed to be a beatemup arcade game, and not Resident Evil. Jerry Holkins was quick to point out this point. This was good because more people need to learn to appreciate this great Sega arcade game.
    • Skies of Arcadia Barai Edition - I was very proud that they brought this up, even though I don't think they ever referred to it as its true name "Barai Edition". Barai games were full games, that had only the first part of the game available to play. The rest was locked off. They were often included in magazines, or could be purchased for a few dollars. To play the full game you signed onto the Internet and purchase an unlock key that would make the entire game available.
    • They were able to notice just how many creative titles were released on the DC and pointed this out numerous times throughout the broadcast.
    • They noted there was a creative collapse after death of Dreamcast by Sega.
    • They point out the Dreameye and the DC's connectivity with NGPC.



    ok and here we go...

    Notable Negatives about the broadcast:

    • While talking about Skies of Arcadia Barai Edition, they start talking nonsense about what would happen if the VMU battery dies out and the unlock key was stored in the Game Save. They were all under the impression that the Dreamcast's VMU somehow gets whiped out after its CR2032 battery dies. This was red flag number 1 for, "I am just here for nostalgia and have no damn idea what I talking about because I havn't played a Dreamcast since 2002." Of course the saves are not eliminated once the battery runs dry. You simply cannot use the VMU as a standalone device, and have to put up with an annoying beep whenever it is accessed in game.
    • Okay so they realise to some extent that the Dreamcast had large library of unique and original games. However the problem here is that they didn't come into the broadcast trying to prove this point. It was something they sort of "realised" while discussing it right there in the podcast.
    • They noted the creative collapse after the Dreamcast faded from the commmercial market. This was true, to an extent. It didn't happen right after Sega went multiplatform. Remember Sega took all of their projects currently in development, and for much of 2003 they released these games across other systems. All of those games embodied everything the Dreamcast stood for. The real creative downfall at Sega didn't happen until the corporate restructuring of the Sega Sammy merger.
    • At two points in the broadcast you hear people talking about how "they need to re-release this game so I can play it". For Zombie Revenge, and later on Shenmue. At first when I heard him bring it up for Zombie Revenge I blurted out "Just buy the ****ing thing." Then they say during Shenmue that
    ...
    by Published on September 14th, 2008 15:57

    via http://www.redspotgames.com/

    The Games Convention 2008 in Leipzig is over. Months of pre arragements and an intense week of buildup, organization, business talks, negotiations and of course deconstruction, were completely worth it. Of course there were also a couple of business parties we mustn’t miss.

    Here’s the roundup of everything, that happened at our booth in hall 2, booth H22.






    Games

    Wind and Water: Puzzle Battles”: People were able to play the 95 % finished exhibition version on two Dreamcast store displays with VMU save option in the middle of our booth. For the first time people could have a first look at the VMU character, which is new for the Dreamcast release. In the left corner of our booth we had the preview build of the game, which was already available on the “Retro Magazin” issue #6. The issue #9, which containted a Wind and Water: Puzzle Battles review was on display as well.

    Last Hope for Dreamcast”: A playable Last Hope, a couch for two persons as well as a bowl of sweets could be found in the right corner.



    There's also a video of Les Trucs' gig at Youtube. Les Trucs were one of two groups that performed on invitation by redspotgames:





    Bands

    Les Trucs are from Frankfurt am Main and combine electro with hardcore, without actually being put in musical genres. Many people call it “Nintendocore” or “Post Hardcore”, when you ask them to describe the band. But at least it’s a fact, that Les Trucs have the same D.I.Y. spirit in their hearts, like we from redspotgames do and they either thrilled the audience or unsettled them. A combination of both is very likely, as well. Official website: http://www.myspace.com/lestruc

    Gtuk from Berlin is actually a “one man show”. He sees himself as an artist, who’s producing hektik Grindcore made out of 8-bit sounds and a children’s cassetterecorder. A self destructive live performance and interaction with the audience that left mostly irritated viewers behind. After his first performance on Friday he even had to give a lot of autographs. And on Saturday more and more people came to his performances. Official website: http://www.myspace.com/gtuk



    Read the full article at http://www.redspotgames.com/rsg-at-g...-2008-summary/ ...
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