Sega Dreamcast

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Dreamcast
Dreamcast logo.svg
Dreamcast-Console-Set.jpg
North American Dreamcast with controller and VMU
Manufacturer Sega
Type Home video game console
Generation Sixth generation
Release date JP: November 27, 1998
NA: September 9, 1999
EU: October 14, 1999
AU: November 30, 1999
Retail availability 1998–2001
Introductory price JP¥29,000
US$199
GB₤200
Discontinued WW: March 31, 2001
Units sold 9.13 million
Media 1 GB GD-ROM, CD-ROM, Mini-CD
CPU Hitachi SH-4 32-bit RISC @ 200 MHz
Memory 16 MB RAM, 8 MB video RAM, 2 MB audio RAM
Removable storage 128 KB VMU
Display

Video output formats

Graphics 100 MHz PowerVR2, integrated with the system's ASIC
Sound 67 MHz Yamaha AICA with 32-bit ARM7 RISC CPU core, 64 channels
Online services SegaNet, Dreamarena
Dimensions 190 mm × 195.8 mm × 75.5 mm (7.48 in × 7.71 in × 2.97 in)
Mass 1.5 kg (3.3 lb)
Best-selling game Sonic Adventure, 2.5 million sold
Predecessor Sega Saturn

Introduction

The Template:Nihongo foot is a home video game console released by Sega on November 27, 1998 in Japan, September 9, 1999 in North America, and October 14, 1999 in Europe. It was the first in the sixth generation of video game consoles, preceding Sony's PlayStation 2, Nintendo's GameCube and Microsoft's Xbox. The Dreamcast was Sega's final home console, marking the end of the company's 18 years in the console market.

In contrast to the expensive hardware of the unsuccessful Sega Saturn, the Dreamcast was designed to reduce costs with "off-the-shelf" components, including a Hitachi SH-4 CPU and an NEC PowerVR2 GPU. Released in Japan to a subdued reception, the Dreamcast enjoyed a successful U.S. launch backed by a large marketing campaign, but interest in the system steadily declined as Sony built hype for the upcoming PlayStation 2. Sales did not meet Sega's expectations despite several price cuts, and the company continued to incur significant financial losses. After a change in leadership, Sega discontinued the Dreamcast on March 31, 2001, withdrawing from the console business and restructuring itself as a third-party publisher. 9.13 million Dreamcast units were sold worldwide.

Although the Dreamcast had a short lifespan and limited third-party support, reviewers have considered the console ahead of its time. Its library contains many games considered creative and innovative, including Crazy Taxi, Jet Set Radio and Shenmue, as well as high-quality ports from Sega's NAOMI arcade system board. The Dreamcast was also the first console to include a built-in modem for Internet support and online play.

Technical specifications

Hardware

Template:Multiple image Physically, the Dreamcast measures 190 mm × 195.8 mm × 75.5 mm (7.48 in × 7.71 in × 2.97 in) and weighs 1.5 kg (3.3 lb).<ref name="EGM115"/> The Dreamcast's main CPU is a two-way 360 MIPS superscalar Hitachi SH-4 32-bit RISC<ref>Template:Cite journal</ref> clocked at 200 MHz with an 8 Kbyte instruction cache and 16 Kbyte data cache and a 128-bit graphics-oriented floating-point unit delivering 1.4 GFLOPS.<ref name="Unified"/> Its 100 MHz NEC PowerVR2 rendering engine, integrated with the system's ASIC, is capable of drawing more than 3 million polygons per second<ref name="EGM115"/> and of deferred shading.<ref name="Unified"/> Sega estimated that the Dreamcast was theoretically capable of rendering 7 million raw polygons per second, or 6 million with textures and lighting, but noted that "game logic and physics reduce peak graphic performance."<ref name="Unified"/> Graphics hardware effects include trilinear filtering, gouraud shading, z-buffering, spatial anti-aliasing, per-pixel translucency sorting and bump mapping.<ref name="Unified"/><ref name="EGM115"/> The system can output approximately 16.77 million colors simultaneously and displays interlaced or progressive scan video at 640 × 480 video resolution.<ref name="EGM115"/> Its 67 MHz Yamaha AICA<ref name="NextGen211"/> sound processor, with a 32-bit ARM7 RISC CPU core, can generate 64 voices with PCM or ADPCM, providing ten times the performance of the Saturn's sound system.<ref name="Unified"/> The Dreamcast has 16 MB main RAM, along with an additional 8 MB of RAM for graphic textures and 2 MB of RAM for sound.<ref name="Unified"/><ref name="EGM115"/> The system reads media using a 12x speed Yamaha GD-ROM Drive.<ref name="EGM115"/> In addition to Windows CE, the Dreamcast supports several Sega and middleware application programming interfaces.<ref name="Unified"/> In most regions, the Dreamcast included a removable modem for online connectivity, which was modular for future upgrades.<ref name="Unified"/> The original Japanese model and all PAL models had a transfer rate of 33.6 kbit/s, while consoles sold in the US and in Japan after September 9, 1999 featured a 56 kbit/s dial-up modem.<ref>Carless, Simon (2004). Gaming Hacks: 100 Industrial-Strength Tips & Tools. O'Reilly Media. p. 198. ISBN 978-0596007140.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>

Models

The limited-edition black "Sega Sports" model.
The Divers 2000 CX-1 was a special edition of the Dreamcast that had a built-in television set.

Sega constructed numerous Dreamcast models, most of which were exclusive to Japan. A refurbished Dreamcast known as the R7 was originally used as a network console in Japanese pachinko parlors. Another model, the Divers 2000 CX-1, possesses a shape similar to Sonic's head and includes a television and software for teleconferencing. A Hello Kitty version, limited to 2000 units produced, was targeted at Japanese female gamers.<ref name="RetroinspectionD"/> Special editions were created for Seaman<ref>"Model:SEAMAN" (in Japanese). Sega of Japan. June 15, 1999. Archived from the original on August 2, 2014. Retrieved October 15, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> and Resident Evil Code: Veronica.<ref>"Dreamcast CODE:Veronica" (in Japanese). Sega of Japan. December 6, 1999. Archived from the original on August 2, 2014. Retrieved October 15, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> Color variations were sold through a service called "Dreamcast Direct" in Japan.<ref>"Dreamcast Direct" (in Japanese). Famitsu. Archived from the original on November 10, 2014. Retrieved October 15, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> Toyota also offered special edition Dreamcast units at 160 of its dealers in Japan.<ref>"Toyota to market Sega's Dreamcast". Kyodo News International, Inc. January 28, 1999. Retrieved October 15, 2014 – via The Free Library.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> In North America, a limited edition black Dreamcast was released with a Sega Sports logo on the lid, which included matching Sega Sports-branded black controllers and two games.<ref>Justice, Brandon (2000-06-29). "Sega Reveals Details on Sega Sports Pack". IGN. Archived from the original on November 21, 2014. Retrieved October 15, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>

Accessories

The Dreamcast controller has two dock connectors for use with multiple accessories, like the VMU

The Dreamcast controller includes both an analog stick and a digital pad, four action buttons, and two analog triggers. The system has four ports for controller inputs, although it was bundled with only one controller.<ref name="NextGen211"/> The design of the Dreamcast's controller, described by the staff of Edge as "an ugly evolution of Saturn's 3D controller,"<ref name="Edge20"/> was called "[not] that great" by 1UP.com's Sam Kennedy<ref name="360 will succeed"/> and "lame" by Game Informer's Andy McNamara.<ref>"Marvel Vs. Capcom-Dreamcast". Game Informer. October 28, 1999. Archived from the original on October 25, 2000. Retrieved November 28, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> The staff of IGN wrote that "unlike most controllers, Sega's pad forces the user's hands into an uncomfortable parallel position."<ref>"The Xbox Controller". IGN. January 5, 2001. Archived from the original on November 5, 2014. Retrieved November 5, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> In contrast to the Sega CD and Sega Saturn, which included internal backup memory,<ref name="Soothsayer"/> the Dreamcast uses a 128 kbyte memory card<ref name="IGN VMU"/> called the VMU (or "Visual Memory Unit") for data storage.<ref name="Unified"/> The VMU features a small LCD screen, audio output from a one-channel PWM sound source,<ref name="Vintage">Loguidice, Bill; Barton, Matt (2014). Vintage Game Consoles: An Inside Look at Apple, Atari, Commodore, Nintendo, and the Greatest Gaming Platforms of All Time. Boca Raton, Florida: CRC Press. p. 278. ISBN 978-0415856003.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> non-volatile memory, a directional pad, and four buttons.<ref name="Unified"/><ref name="Vintage"/><ref name="BW Peripherals">"Sega Dreamcast Launch Titles and Peripherals". BusinessWire. September 2, 1999. Retrieved December 3, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> The VMU can present game information, be used as a minimal handheld gaming device,<ref name="Avant-Garde"/> and connect to certain Sega arcade machines.<ref name="Unified"/><ref name="Soothsayer"/><ref name="IGN VMU">"Dreamcast VMU". IGN. August 13, 1999. Archived from the original on November 5, 2014. Retrieved November 5, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> For example, players use the VMU to call plays in NFL 2K or raise virtual pets in Sonic Adventure.<ref name="Soothsayer">Redsell, Adam (May 20, 2012). "Sega: A Soothsayer of the Games Industry". IGN. Archived from the original on October 12, 2013. Retrieved November 5, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref><ref name="GS 2K Retro">Ekberg, Brian (August 2, 2005). "GameSpot Sports Classic - NFL 2K". GameSpot. Archived from the original on January 29, 2015. Retrieved November 5, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> Sega officials noted that the VMU could be used "as a private viewing area, the absence of which has prevented effective implementation of many types of games in the past."<ref name="Unified"/> After a VMU slot was incorporated into the controller's design, Sega's engineers found many additional uses for it, so a second slot was added.<ref name="Unified"/> This slot was generally used for vibration packs providing force feedback<ref name="Vintage"/> like Sega's "Jump Pack"<ref name="BW Peripherals"/> and Performance's "Tremor Pack",<ref name="NextGen211"/> although it could also be used for other peripherals including a microphone enabling voice control and player communication.<ref name="Unified"/> Various third-party cards provide storage, and some contain the LCD screen addition.<ref name="NextGen211"/> Iomega announced a Dreamcast-compatible zip drive that could store up to 100 MB of data on removable discs,<ref name="NextGen211"/> but it was never released.<ref name="RetroinspectionD"/>

Various third-party controllers from companies like Mad Catz include additional buttons and other extra features;<ref name="NextGen211"/> third-parties also manufactured arcade-style joysticks for fighting games, such as Agetech's Arcade Stick and Interact's Alloy Arcade Stick.<ref name="NextGen211"/><ref name="BW Peripherals"/> Mad Catz and Agetec created racing wheels for racing games.<ref name="NextGen211"/> Sega decided against releasing its official light gun in the U.S.,<ref name="NextGen211">Template:Cite magazine</ref><ref>Chau, Anthony (May 23, 2001). "Confidential Mission". IGN. Archived from the original on December 7, 2014. Retrieved December 3, 2014. Unfortunately, if you have the Japanese DC light gun, Confidential Mission will only work with US third party light guns.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> but some third party light guns were available.<ref name="NextGen211"/> The Dreamcast supports a Sega fishing "reel and rod" motion controller and a keyboard for text entry.<ref name="NextGen211"/><ref name="Soothsayer"/> Although it was designed for fishing games such as Sega Bass Fishing,<ref name="BW Peripherals"/> Soul Calibur was playable with the fishing controller, which translated vertical and horizontal movements into on-screen swordplay in a manner that was retroactively cited as a predecessor to the Wii Remote.<ref name="Soothsayer"/> The Japanese Dreamcast port of Sega's Cyber Troopers Virtual-On Oratorio Tangram supported a "Twin Sticks" peripheral, but the game's American publisher, Activision, opted not to release it in the U.S.<ref>Gantayat, Anoop (June 5, 2000). "Virtual On: Oratorio Tangram". IGN. Archived from the original on December 7, 2014. Retrieved December 3, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> The Dreamcast could connect to SNK's Neo Geo Pocket Color, predating Nintendo's GameCube–Game Boy Advance link cable.<ref name="Dreamcast memorial"/> Sega also produced the Dreameye, a digital camera that could be connected to the Dreamcast and used to exchange pictures and participate in video chat over the system's Internet connection. Sega hoped developers would use the Dreameye for future software, as some later did with Sony's similar EyeToy peripheral.<ref name="Avant-Garde"/><ref>"IGNDC Talks Dreameye with Sega". IGN. March 6, 2000. Archived from the original on December 7, 2014. Retrieved December 1, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> In addition, Sega investigated systems that would have allowed users to make telephone calls with the Dreamcast, and discussed with Motorola the development of an Internet-enabled cell phone that would have used technology from the console to enable quick downloads of games and other data.<ref name="Avant-Garde">Template:Cite journal</ref>

The console can supply video through several different accessories. The console came with A/V cables, considered at the time to be the standard for video and audio connectivity. Sega and various third parties also manufactured RF modulator connectors and S-Video cables. A VGA adapter allows Dreamcast games to be played on computer displays or Enhanced-definition television sets in 480p.<ref name="NextGen211"/>

Game library

File:Sonic Adventure screenshot.jpg
Sonic Adventure was a significant game for the Dreamcast as the first 3D platforming game in the Sonic the Hedgehog series.

Template:See also

Before the launch of the Dreamcast in Japan, Sega announced the release of its New Arcade Operation Machine Idea (NAOMI) arcade board, which served as a cheaper alternative to the Sega Model 3.<ref>Ohbuchi, Yutaka (September 17, 1998). "How Naomi Got Its Groove On". GameSpot. Retrieved December 9, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> NAOMI shared the same technology as the Dreamcast—albeit with twice as much system, video, and audio memory and a 160 Mbyte flash ROM board in place of a GD-ROM drive—allowing nearly identical home conversions of arcade games.<ref name="IGN History of Dreamcast"/><ref name="Unified"/> Games were ported from NAOMI to the Dreamcast by several leading Japanese arcade companies, including Capcom (Marvel vs. Capcom 2 and Project Justice), Tecmo (Dead or Alive 2<ref>"Dead or Alive 2 [Japan] (PlayStation 2)". Archived from the original on March 20, 2016.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>), Treasure (Ikaruga<ref>"Ikaruga Review". Edge. October 10, 2002. Archived from the original on May 31, 2013. Retrieved March 5, 2015.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>), and Sega itself (F355 Challenge and Crazy Taxi).<ref name="RetroinspectionD"/>

In what has been called "a brief moment of remarkable creativity",<ref name="IGN History of Dreamcast"/> in 2000, Sega restructured its arcade and console development teams into nine semi-autonomous studios headed by the company's top designers.<ref name="IGN's History of Sega"/><ref name="Dreamcast memorial"/>Template:Sfn Studios included United Game Artists (UGA) (headed by former Sega Rally Championship producer Tetsuya Mizuguchi), Hitmaker (headed by Crazy Taxi creator and future Sega president Hisao OguchiTemplate:Sfn<ref>"Sega Sammy Holdings Inc". Businessweek. 2012. Retrieved October 26, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>), Smilebit (headed by Shun Arai and including many former Panzer Dragoon and future Yakuza developers from Team Andromeda<ref>cf. Mielke, James (September 11, 2007). "Panzer Dragoon Saga Retrospective". 1UP.com. p. 5. Retrieved November 27, 2015. Yukio Futatsugi: The director of Orta was in charge of the battle system in Panzer Dragoon Saga.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>), Overworks (headed by Noriyoshi Oba and composed of developers from Sega franchises including Sakura Wars, Shinobi and Streets of Rage<ref>"Overworks". IGN. Archived from the original on October 26, 2014. Retrieved October 25, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref><ref>"E3 2002: Shinobi Interview". IGN. May 23, 2002. Archived from the original on October 26, 2014. Retrieved October 26, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref><ref>Parish, Jeremy (September 26, 2008). "Valkyria Chronicles Interview". 1UP.com. Archived from the original on May 15, 2013. Retrieved December 10, 2016. Ryutaro Nonaka: Yes, definitely—I've had a lot of experience with strategy thanks to Sakura Taisen. But I've also worked with a fair number of action titles as well, including a game called Nightshade ... The team also worked with Skies of Arcadia, and we gathered a staff from many different titles.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>), Sega AM2 (Sega's most famous arcade studio and the developer of Sega's Virtua Fighter fighting game series, headed by the company's top developer, Yu SuzukiTemplate:Sfn), and Sonic Team (the developer of Sega's flagship series, Sonic the Hedgehog, headed by Yuji Naka).<ref name="IGN History of Dreamcast"/><ref>The others were Wow Entertainment, headed by Rikiya Nakagawa; Amusement Vision, headed by Toshihiro Nagoshi; and Sega Rosso, headed by Kenji Sasaki. Visual Concepts was led by Greg Thomas and Sega's audio studio, Wave Master, was led by Yukifumi Makino. See "Sega Corporation Annual Report 2002" (PDF). Sega Corporation. July 2002. pp. 18–19. Archived (PDF) from the original on March 3, 2016. Retrieved January 20, 2015.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> Sega's design houses were encouraged to experiment and benefited from a relatively lax approval process,<ref name="Avant-Garde"/> resulting in games such as Rez (an attempt to simulate synaesthesia in the form of a rail shooter),<ref name="1UP Rez">Kennedy, Sam (January 29, 2008). "Rez HD (Xbox 360)". 1UP.com. Archived from the original on May 16, 2007. Retrieved December 10, 2016.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref><ref>"Rez Review". Edge. November 29, 2001. Archived from the original on November 22, 2014. Retrieved November 5, 2014. In its appreciation of 3D space and in the way themes of evolution and transcendence are intertwined with, and layered on top of, exhilarating abstract soundscapes, Rez is a work of genius.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref><ref>Parkin, Simon (January 30, 2008). "Rez HD". Eurogamer. Archived from the original on September 26, 2014. Retrieved October 24, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> The Typing of the Dead (a version of The House of the Dead 2 remade into a touch typing trainer),<ref>Template:Cite magazine</ref><ref name="GI Top">Template:Cite magazine</ref>Template:Sfn Seaman (a pet simulator in which players use a microphone to interact with a grotesque humanoid fish whose growth is narrated by Leonard Nimoy),<ref>Template:Cite magazine cf. Provo, Frank (August 8, 2000). "Seaman Review". GameSpot. Archived from the original on August 30, 2011. Retrieved October 24, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>Template:Sfn and Segagaga (a Japan-exclusive role-playing-game employing commentary on the perceived over-abundance of sequels produced by the video game industry, in which players are tasked with preventing Sega from going out of business).<ref>"The Story of Sega's Oddest Game Ever". Edge. July 21, 2008. Archived from the original on May 27, 2012. Retrieved October 24, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. Template:Cite magazine</ref> Sega also revived franchises from the Genesis era, such as Ecco the Dolphin.<ref name="gamasutra1"/> Sega's internal studios were consolidated starting in 2003, with Mizuguchi leaving the company following the merger of UGA with Sonic Team.<ref name="IGN History of Dreamcast"/><ref name="Mizuguchi Kikizo">"Tetsuya Mizuguchi Interview 2005". Kikizo. October 13, 2005. Archived from the original on August 3, 2014. Retrieved October 24, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. Template:Cite magazine</ref><ref>On July 22, 2003, Sega announced the merger of Sonic Team with UGA, Hitmaker with Sega Rosso, and Smilebit with Amusement Vision. See "Sega Details Future". IGN. July 23, 2003. Archived from the original on September 24, 2015. Retrieved December 9, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>

UGA created the music game Space Channel 5, in which players help a female outer space news reporter named Ulala fight aliens with "groove energy" by dancing.Template:SfnTemplate:Sfn Intended for a "female casual" audience, Space Channel 5 is considered one of Sega's "most daring and beloved" original properties, combining a "defiantly retro" and "uplifting" soundtrack with "dazzling" and "colorful" visual presentation—despite "a lack of real gameplay substance."<ref name="IGN History of Dreamcast"/><ref name="Best GamesRadar"/>Template:Sfn Neither Space Channel 5 nor UGA's Rez were commercially successful, and Rez was only available in the U.S. market through a PS2 port released in limited quantities.<ref name="1UP Rez"/><ref name="Mizuguchi Kikizo"/> Hitmaker's arcade ports included Crazy Taxi—an open-world arcade racing game known for its addictive gameplay,<ref name="GI Top"/> which sold over one million copies<ref name="IGN History of Dreamcast"/> and has been frequently cited as one of the best Dreamcast games<ref name="Best GamesRadar"/><ref name="Dreamcast Dozen">Whitehead, Dan (January 2, 2009). "The Dreamcast Dozen". Archived from the original on November 4, 2014. Retrieved November 4, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref><ref name="IGN Top 25"/>—and Virtua Tennis—which revitalized the tennis game genre with a simple two-button control scheme and use of minigames to test the player's technique.<ref name="IGN History of Dreamcast"/><ref>Template:Cite magazine cf. Chen, Jeff (July 7, 2000). "Virtua Tennis: Sega Professional Tennis". IGN. Archived from the original on October 24, 2014. Retrieved October 24, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. Gerstmann, Jeff (July 10, 2000). "Virtua Tennis Review". GameSpot. Archived from the original on February 18, 2014. Retrieved November 4, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. Reed, Kristian (November 19, 2002). "Virtua Tennis 2". Eurogamer. Archived from the original on November 4, 2014. Retrieved November 4, 2014. Two of the greatest sports titles ever made were released on the console: Virtua Tennis and its superior sequel Virtua Tennis 2.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. "Virtua Tennis (Dreamcast)". Metacritic. Archived from the original on January 17, 2015. Retrieved November 5, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref><ref name="GI Top 100">Template:Cite magazine</ref> Smilebit's Jet Set Radio—in which players control a Tokyo-based gang of youthful, rebellious inline skaters called the "GGs", who use graffiti to claim territory from rival gangs while evading an oppressive police force—has been cited as a major example of Sega's commitment to original game concepts during the Dreamcast's lifespan. Lauded for composer Hideki Naganuma's "punchy, psychedelic" soundtrack incorporating elements of "J-pop and electro-funk" as well as its message of "self-expression and non-violent dissent",Template:Sfn<ref name="Ingenito">Ingenito, Vince (September 17, 2012). "Jet Set Radio Review". IGN. Archived from the original on November 4, 2014. Retrieved November 4, 2014. The overall gameplay in Jet Set Radio is merely passable ... But the game didn't enslave a throng of loyal fans because of its gameplay, odd as that might sound. It was its style and spirit that made it worth experiencing.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> the game also popularized cel shaded graphics.<ref name="IGN History of Dreamcast"/><ref>Leone, Matt. "The Essential 50 Part 48: Jet Grind Radio". 1UP.com. Archived from the original on February 1, 2014. Retrieved December 10, 2016. Takayuki Kawagoe: It would be a success if it can become a part of the memory of the users rather than set a record for sales.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> Despite wide praise for its style, some criticized Jet Set Radio's gameplay as mediocre, and it failed to meet Sega's sales expectations.<ref name="Ingenito"/><ref>Justice, Brandon (October 27, 2000). "Jet Grind Radio". IGN. Archived from the original on November 4, 2014. Retrieved November 4, 2014. Smilebit shows why Sega has the best development stable in the world ... It truly is an original creation, and you can see this distinctness shine through in every aspect of the game.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. Template:Cite magazine cf. Venter, Jason (September 17, 2012). "Jet Set Radio Review". GameSpot. Archived from the original on December 18, 2014. Retrieved November 26, 2014. Even the simple act of skating in a straight line can sometimes prove difficult.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>Template:Sfn Produced by Rieko Kodama,<ref>Template:Cite magazine</ref> the Overworks-developed traditional role-playing game Skies of Arcadia was acclaimed for its surreal Jules Verne-inspired fantasy world of floating islands and sky pirates, charming protagonists, unique emphasis on the environmental properties of weapons, exciting airship battles, and memorable plot (including a sequence viewed from multiple perspectives).<ref name="IGN History of Dreamcast"/><ref>Chau, Anthony (November 14, 2000). "Skies of Arcadia". IGN. Archived from the original on November 4, 2014. Retrieved November 4, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. Shoemaker, Brad (October 16, 2000). "Skies of Arcadia Review". GameSpot. Archived from the original on November 23, 2014. Retrieved November 4, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. Reiner. "Skies of Arcadia Legends". Game Informer. Archived from the original on November 12, 2005. Retrieved November 4, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. "Time Extend: Skies of Arcadia". Edge. July 19, 2009. Archived from the original on November 10, 2014. Retrieved March 5, 2015. The moment when Vyse officially leaves home ... with his skyfaring dad acknowledging him as an equal, is as touching as it isn't melodramatic, with both parents on hand to offer their blessings instead of blubbery histrionics. Vyse's down-to-earth nature is buffered by the aforementioned Aika, an ever-present confidante and childhood friend, and a playful female companion. More games need a marriage like this: splitting the emotional and verbal duties of the lead character into a double act, a sexless husband and wife who can reassure and question one another without the game having to resort to the internal monologue of a glum teen. Aika and Vyse's relationship is flirty and loving, but never blooms into the dreaded romantic subplot, filled with ellipses and uncomfortable mutterings.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>Template:Sfn

AM2 developed what Sega hoped would be the Dreamcast's killer app, Shenmue, a "revenge epic in the tradition of Chinese cinema."<ref name="IGN's History of Sega"/><ref name="History">"Shenmue, the History". July 13, 1999. Archived from the original on October 30, 2014. Retrieved October 26, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> The action-adventure game involved the quest of protagonist Ryo Hazuki to avenge his father's murder,<ref name="Ages">Kolan, Patrick (August 7, 2007). "Shenmue: Through the Ages". IGN. Archived from the original on November 4, 2014. Retrieved October 26, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> but its main selling point was its rendition of the Japanese city of Yokosuka, which included a level of detail considered unprecedented for a video game.Template:Sfn Incorporating a simulated day/night cycle with variable weather, non-player characters with regular schedules, and the ability to pick up and examine detailed objects (also introducing the Quick-time event in its modern formTemplate:Sfn<ref>Lamosca, Adam (June 24, 2007). "On-Screen Help, In-Game Hindrance". The Escapist. Archived from the original on May 2, 2014. Retrieved October 26, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>), Shenmue went over budget and was rumored<ref>In 2011, Suzuki stated that the actual cost of Shenmue was $47 million: See Gallegos, Anthony (March 2, 2011). "GDC: The Future of Shenmue". IGN. Archived from the original on November 5, 2014. Retrieved November 5, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> to have cost Sega over $50 million.<ref name="Ages"/>Template:SfnTemplate:Sfn Originally planned as the first installment in an 11-part saga, Shenmue was eventually downsized to a trilogy—and only one sequel was ever released.<ref name="IGN History of Dreamcast"/><ref>Corriea, Alexa Ray (March 19, 2014). "Creator Yu Suzuki shares the story of Shenmue's development". Polygon. Archived from the original on June 28, 2015. Retrieved December 17, 2014. Yu Suzuki: The biggest challenge we encountered was project management. By the end, we had 300 people [working] and no experience on such a large project. At the time there were no project management tools ... so instead we made a job order sheet that was a list of action items in Excel. Because we kept testing, the items did not decrease. At one point we had 10,000 of them.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> While Shenmue was lauded for its innovation, visuals and music, its critical reception was mixed; points of criticism included "invisible walls" which limited the player's sense of freedom, boredom caused by the inability to progress without waiting for events scheduled to occur at specific times, excessive in-game cutscenes and a lack of challenge.<ref name="Ages"/><ref>Chau, Anthony (November 3, 2000). "Shenmue". IGN. Archived from the original on October 28, 2014. Retrieved October 26, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. Provo, Frank (November 11, 2000). "Shenmue Review". GameSpot. Archived from the original on December 8, 2014. Retrieved October 26, 2014. Like an old style text adventure, albeit filled with appointments and curfews.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. Template:Cite magazine cf. "Shenmue Review". Edge. November 29, 2000. Archived from the original on November 29, 2014. Retrieved March 5, 2015. Shenmue is much more than an interactive movie, but certainly does not deliver the freedom expected. It's involving, and ultimately rewarding, but only represents a step towards what may be possible in the future, rather than the milestone Edge hoped for.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref><ref name="Shenmue reconsidered">In a 2009 retrospective, IGN's then senior vice-president of content Peer Schneider, among others, criticized IGN's contemporary coverage of Shenmue, stating: "I'm as amazed today as I was back in 2000 when we gave it a 9.7." See "Where the F@!* is Shenmue?". IGN. September 11, 2009. Archived from the original on November 4, 2014. Retrieved October 26, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> The game was defended by IGN UK's Martin Robinson: "Shenmue's stupendously large canvas, its superlative evocation of a time and place that to date remains alien territory to videogames and its unfading beauty all ensure it classic status ... the sweetest memory came just this year, when on a trip to Japan with my girlfriend I convinced her to come with me to Yokosuka, the port town that stars in the original game and is only an hour's ride from central Tokyo. It's the ultimate Dreamcast fanboy's pilgrimage, and as I took my first steps down Dobuita Street and recognized locations I'd walked past countless times before—Kurita's Military Store, Mary's Embroidery Store and the parking lot where Ryo honed his fighting skills—I couldn't help but go a little dewy eyed."</ref> According to Moore, Shenmue sold "extremely well", but the game had no chance of making a profit due to the Dreamcast's limited installed base.Template:Sfn Shenmue II "was completed for a much more reasonable sum", while Sato defended Shenmue as an "investment [which] will someday be recouped" because "the development advances we learned ... can be applied to other games".<ref name="IGN History of Dreamcast"/>Template:Sfn In addition to the mixed reception for Shenmue, IGN's Travis Fahs stated that "the [Dreamcast] era wasn't as kind to [AM2] as earlier years"—citing (among others) F355 Challenge as an "acclaimed" arcade game that "didn't do much at home", and Genki's port of Virtua Fighter 3 as inferior to the arcade version, "which was already a couple years old and never as popular as its predecessors."<ref name="IGN History of Dreamcast"/><ref>cf. Template:Cite magazine For an alternative perspective, see Wiley, Mike (September 19, 2000). "F355 Challenge". IGN. Archived from the original on October 22, 2014. Retrieved October 26, 2014. It is smoooooth.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref><ref>cf. "Virtua Fighter 3tb". Game Informer. October 25, 1999. Archived from the original on June 3, 2000. Retrieved October 26, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. Gantayat, Anoop (October 1, 1999). "Virtua Fighter 3tb". IGN. Archived from the original on November 4, 2014. Retrieved October 26, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. "Virtua Fighter 3 TB Review". Edge. December 23, 1998. Archived from the original on October 6, 2014. Retrieved March 5, 2015. The omission of a proper 'versus' selection is unforgivable, forcing twoplayer fights to be organised via the singleplayer mode. Purists may well argue that the arcade original lacked said option, but in Edge's view, buyers of modern coin-op conversions have the right to expect more from their investments than unenhanced facsimiles.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> The Virtua Fighter series would experience a "tremendous comeback" with the universally acclaimed Virtua Fighter 4—which saw a console release exclusively on PS2.<ref name="IGN History of Dreamcast"/><ref>"Virtua Fighter 4". Metacritic. Archived from the original on January 17, 2015. Retrieved October 26, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. Template:Cite magazine cf. Template:Cite magazine</ref>

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As the first fully 3D platforming game starring Sega's mascot, Sonic the Hedgehog, Sonic Team's Sonic Adventure was considered "the centerpiece of the [Dreamcast] launch".<ref name="IGN History of Dreamcast"/> Adventure garnered criticism for technical problems including erratic camera angles and glitches,Template:Sfn<ref name="IGN SA">Justice, Brandon (September 8, 1999). "Sonic Adventure". IGN. Archived from the original on October 30, 2014. Retrieved November 4, 2014. Engrossing, demanding, and utterly awe-inspiring, Yuji Naka's vision has finally come full circle in this phenomenal title.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref><ref name="GI SA">"Sonic Adventure-Dreamcast". Game Informer. October 27, 1999. Archived from the original on December 3, 2000. Retrieved November 4, 2014. I wish more time was spent to make this game truly remarkable, rather than the decent game we see today.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> but was praised for its "luscious"<ref>Template:Cite magazine</ref> visuals, "vast, twisting environments" and iconic set pieces —including a segment in which Sonic runs down the side of a skyscraper —and has been described as the Sonic series' creative apex.Template:Sfn<ref name="IGN SA"/><ref>Noble, McKinley (May 6, 2009). "The 20 Best Platformers: 1989 to 2009: Number 7: Sonic Adventure". GamePro. p. 3. Archived from the original on January 28, 2010. Retrieved November 4, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> However, it failed "to catch on with players in nearly the way that [Nintendo's] Mario 64 had done", perhaps due to a perceived lack of gameplay depth.<ref name="GI SA"/>Template:Sfn<ref>While Sonic Adventure 2 was positively reviewed, the extent of its improvements over the original have been debated. See "Sonic Adventure 2 (Dreamcast)". Metacritic. Archived from the original on December 27, 2014. Retrieved November 4, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. Chau, Anthony (June 22, 2001). "Sonic Adventure 2". IGN. Archived from the original on November 2, 2014. Retrieved November 4, 2014. There aren't many viewing problems ... be prepared to take a more active role when playing.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. Template:Cite magazine</ref> Distinguished by its innovative use of multiple storylines with varied forms of play,<ref>Template:Cite magazine</ref> Adventure sold 2.5 million copies, making it the Dreamcast's best-selling game.<ref name="IGNGreat"/><ref name="gssonic">Boutros, Daniel (August 4, 2006). "A Detailed Cross-Examination of Yesterday and Today's Best-Selling Platform Games". Gamasutra. Archived from the original on October 29, 2014. Retrieved October 19, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> Sonic Team also developed the Dreamcast's first online game—ChuChu Rocket!—which was widely complimented for its addictive puzzle gameplay and "frantic" multiplayer matches,<ref name="Best GamesRadar">"Best Dreamcast games of all time". GamesRadar. September 9, 2014. Archived from the original on March 6, 2013. Retrieved November 4, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref><ref>Justice, Brandon (March 7, 2000). "Chu Chu Rocket". IGN. Archived from the original on October 31, 2014. Retrieved October 30, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. Jay (May 2, 2000). "Chu Chu Rocket-Dreamcast". Game Informer. Archived from the original on December 5, 2000. Retrieved November 4, 2014. I consider it the best and most original puzzle game since Tetris.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf.Nutt, Christian (December 13, 1999). "ChuChu Rocket! Review". GameSpot. Archived from the original on September 15, 2009. Retrieved October 4, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>Template:Sfn and the critically successful music game Samba de Amigo, which was noted for its expensive maracas peripheral and colorful aesthetic.<ref>"Samba de Amigo (Dreamcast)". Metacritic. Archived from the original on January 17, 2015. Retrieved November 4, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. Justice, Brandon (October 18, 2000). "Samba De Amigo". IGN. Archived from the original on November 4, 2014. Retrieved November 4, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. Gerstmann, Jeff (June 16, 2000). "Samba De Amigo Review". GameSpot. Archived from the original on November 9, 2013. Retrieved November 4, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>Template:Sfn<ref>For a negative review, see Template:Cite magazine cf. Template:Cite magazine</ref> Perhaps the most influential of Sonic Team's Dreamcast releases was Phantasy Star Online, the first online console RPG. Developed after Okawa requested an online game from Sonic Team, PSO was heavily influenced by the PC action RPG Diablo, but refined and simplified its style of gameplay to appeal to console audiences.<ref name="Okawa PSO"/>Template:Sfn<ref>Parish, Jeremy. "The Decade That Was: Essential Newcomers: Phantasy Star Online". 1UP.com. Archived from the original on October 20, 2012. Retrieved November 27, 2015.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. Oestreicher, Jason (July 4, 2013). "Time Sinks-Phantasy Star Online". Game Informer. Archived from the original on March 5, 2016. Retrieved November 5, 2014. Certainly, by today's standards, it was rudimentary and repetitive. But at the same time, it was revolutionary.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. "Retrospective: Phantasy Star Online". Edge. June 15, 2014. Archived from the original on November 29, 2014. Retrieved March 5, 2015.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>

In sports, Visual Concepts' NFL 2K football series and its NBA 2K basketball series were critically acclaimed.<ref>"NFL 2K1 (Dreamcast)". Metacritic. Archived from the original on February 26, 2018. Retrieved November 5, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. "NFL 2K2 (Dreamcast)". Metacritic. Archived from the original on September 10, 2014. Retrieved November 5, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. "NBA 2K1 (Dreamcast)". Metacritic. Archived from the original on February 26, 2018. Retrieved November 5, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. "NBA 2K2 (Dreamcast)". Metacritic. Archived from the original on February 26, 2018. Retrieved November 5, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> NFL 2K was considered an outstanding launch game for its high-quality visualsTemplate:Sfn<ref>"Best Launch Titles". GameSpot. September 30, 2005. Archived from the original on October 25, 2014. Retrieved November 5, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. Template:Cite magazine</ref> and "insightful, context-friendly, and, yes, even funny commentary",<ref name="GS 2K Retro"/> while NFL 2K1 featured groundbreaking online multiplayer earlier than its chief competitor, EA's Madden NFL series.<ref name="gamasutra1"/><ref name="Forensic"/><ref name="GI Top 100"/> Madden and 2K continued to compete on other platforms through 2004—with the 2K series introducing innovations such as a first person perspective new to the genre,<ref>Template:Cite magazine</ref> and eventually launching ESPN NFL 2K5 at the aggressively low price point of $19.95—until EA signed an exclusive agreement with the National Football League, "effectively putting every other pro-football game out of business."<ref>Bissell, Tom (January 26, 2012). "Kickoff: Madden NFL and the Future of Video Game Sports". Grantland. Archived from the original on November 5, 2014. Retrieved November 5, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref><ref>Feldman, Curt; Surette, Tim (December 13, 2004). "Big Deal: EA and NFL ink exclusive licensing agreement". GameSpot. Archived from the original on November 13, 2014. Retrieved November 5, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> After Sega sold Visual Concepts for $24 million in 2005, the NBA 2K series continued with publisher Take-Two Interactive.<ref name="Best GamesRadar"/><ref>"SEGA Sells Visual Concepts Entertainment to Take-Two Interactive". Businesswire. January 24, 2005. Archived from the original on September 23, 2015. Retrieved November 5, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> During the Dreamcast's lifespan, Visual Concepts also collaborated with Sonic the Hedgehog level designer Hirokazu Yasuhara on the action-adventure game Floigan Bros.<ref>Template:Cite magazine cf. Template:Cite magazine</ref> and developed the critically successful action game Ooga Booga.<ref>"Ooga Booga (Dreamcast)". Metacritic. Archived from the original on January 17, 2015. Retrieved November 5, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>

To appeal to the European market, Sega formed a French affiliate called No Cliché, which developed games such as Toy Commander.<ref name="IGN History of Dreamcast"/><ref>cf. "Toy Commander-Dreamcast". Game Informer. October 25, 1999. Archived from the original on December 3, 2000. Retrieved October 24, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. Justice, Brandon (November 4, 1999). "Toy Commander". IGN. Archived from the original on October 24, 2014. Retrieved October 24, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> Sega Europe also approached Bizarre Creations<ref>"The Making Of: Metropolis Street Racer". Edge. October 7, 2012. Archived from the original on November 5, 2014. Retrieved March 5, 2015.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> to develop the critically successful racing game Metropolis Street Racer, which featured detailed recreations of London, Tokyo, and San Francisco—complete with consistent time zones and fictional radio stations—and 262 individual race tracks.<ref name="Dreamcast Dozen"/><ref>"Metropolis Street Racer (Dreamcast)". Archived from the original on January 17, 2015. Retrieved November 5, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles> cf. Template:Cite magazine cf. Justice, Brandon (January 19, 2001). "Metropolis Street Racer". IGN. Archived from the original on November 5, 2014. Retrieved November 5, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>Template:Sfn

Although Acclaim, SNK, Ubisoft, Midway, Activision, Infogrames, and Capcom supported the system during its first year,<ref name="gamasutra1"/> third-party developer support proved difficult to obtain due to the failure of the Sega Saturn and the profitability of publishing for the PlayStation.<ref name="RetroinspectionD"/> Namco's Soul Calibur, for example, was released for the Dreamcast because of the relative unpopularity of the Soul series at the time; Namco's more successful Tekken franchise was associated with the PlayStation console and PlayStation-based arcade boards.<ref name="IGN History of Dreamcast"/> Nevertheless, Soul Calibur received overwhelming critical acclaim<ref>"Soul Calibur (Dreamcast)". Metacritic. Archived from the original on February 26, 2018. Retrieved November 5, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref> and has been frequently described as one of the best games for the system.<ref name="GI Top"/><ref name="Best GamesRadar"/><ref name="IGN Top 25"/> Capcom produced a number of fighting games for the system, including the Power Stone series, in addition to a temporary exclusive<ref name="Dreamcast Dozen"/> in the popular Resident Evil series called Resident Evil Code: Veronica.<ref name="Best GamesRadar"/><ref name="IGN Top 25">"The Top 25 Dreamcast Games". IGN. September 11, 2009. Archived from the original on November 5, 2014. Retrieved November 5, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>Template:Sfn The Dreamcast is also known for several shoot 'em ups, most notably Treasure's Bangai-O and Ikaruga.<ref name="IGN History of Dreamcast"/><ref name="Dreamcast Dozen"/>Template:Sfn

In January 2000, three months after the system's North American launch, Electronic Gaming Monthly offered praise for the game library, stating, "...with triple-A stuff like Soul Calibur, NBA 2K, and soon Crazy Taxi to kick around, we figure you're happy you took the 128-bit plunge."<ref>Template:Cite magazine</ref> In a retrospective, PC Magazine's Jeffrey L. Wilson referred to Dreamcast's "killer library" and emphasized Sega's creative influence and visual innovation as being at its peak during the lifetime of the system.<ref name="PCMag"/> The staff of Edge agreed with this assessment on Dreamcast's original games, as well as Sega's arcade conversions, stating that the system "delivered the first games that could meaningfully be described as arcade perfect."<ref name="Edge20"/> GamePro writer Blake Snow referred to the library as being "much celebrated".<ref name="gamepro"/> Damien McFerran of Retro Gamer praised Dreamcast's NAOMI arcade ports, opining "The thrill of playing Crazy Taxi in the arcade knowing full well that a pixel-perfect conversion (and not some cut-down port) was set to arrive on the Dreamcast is an experience gamers are unlikely to witness again."<ref name="RetroinspectionD"/> Nick Montfort and Mia Consalvo, writing in Loading... The Journal of the Canadian Game Studies Association, argued that "the Dreamcast hosted a remarkable amount of videogame development that went beyond the odd and unusual and is interesting when considered as avant-garde ... it is hard to imagine a commercial console game expressing strong resistance to the commodity perspective and to the view that game production is commerce. But even when it comes to resisting commercialization, it is arguable that Dreamcast games came closer to expressing this attitude than any other console games have."<ref name="Avant-Garde"/> 1UP.com's Jeremy Parish favorably compared Sega's Dreamcast output, which included some of "the most varied, creative, and fun [games] the company had ever produced", with its "enervated" status as a third-party.<ref name="Dreamcast memorial"/> Fahs noted "The Dreamcast's life was fleeting, but it was saturated with memorable titles, most of which were completely new properties."<ref name="IGN's History of Sega"/> According to author Steven L. Kent, "From Sonic Adventure and Shenmue to Space Channel 5 and Seaman, Dreamcast delivered and delivered and delivered."<ref name="Kentsite">Kent, Steven L. (October 9, 2006). "SOMETIMES THE BEST". Sad Sam's Place. Archived from the original on December 18, 2014. Retrieved October 31, 2014.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles></ref>