Difference between revisions of "Sega Dreamcast"

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The console can supply video through several different accessories.  The console came with [[RCA connector|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 [[Dreamcast VGA|VGA adapter]] allows Dreamcast games to be played on [[visual display unit|computer displays]] or [[Enhanced-definition television]] sets in [[480p]].<ref name="NextGen211"/>
 
The console can supply video through several different accessories.  The console came with [[RCA connector|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 [[Dreamcast VGA|VGA adapter]] allows Dreamcast games to be played on [[visual display unit|computer displays]] or [[Enhanced-definition television]] sets in [[480p]].<ref name="NextGen211"/>
 
== Game library ==
 
[[Image:Sonic Adventure screenshot.jpg|thumb|right|''[[Sonic Adventure]]'' was a significant game for the Dreamcast as the first 3D platforming game in the ''[[Sonic the Hedgehog (series)|Sonic the Hedgehog]]'' series.]]
 
{{See also|List of Dreamcast games}}
 
 
Before the launch of the Dreamcast in Japan, Sega announced the release of its [[List of Sega arcade system boards#Sega NAOMI|New Arcade Operation Machine Idea]] (NAOMI) arcade board, which served as a cheaper alternative to the [[Sega Model 3]].<ref>{{cite web|last=Ohbuchi|first=Yutaka|url=http://www.gamespot.com/articles/how-naomi-got-its-groove-on/1100-2464869/|title=How Naomi Got Its Groove On|publisher=GameSpot|date=September 17, 1998|accessdate=December 9, 2014}}</ref> NAOMI shared the same technology as the Dreamcast—albeit with twice as much system, video, and audio memory and a 160 Mbyte [[Flash memory|flash ROM board]] in place of a GD-ROM drive—allowing nearly identical [[Porting|home conversions]] of [[arcade game]]s.<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>{{cite web|url=http://www.ign.com/games/dead-or-alive-2/ps2-14030 |title=Dead or Alive 2 [Japan] (PlayStation 2) |publisher= |deadurl=no |archiveurl=https://web.archive.org/web/20160320173500/http://www.ign.com/games/dead-or-alive-2/ps2-14030 |archivedate=March 20, 2016 }}</ref>), [[Treasure (company)|Treasure]] (''[[Ikaruga]]''<ref>{{cite web|url=http://www.edge-online.com/review/ikaruga-review/ |title=''Ikaruga'' Review |work=Edge |date=October 10, 2002 |accessdate=March 5, 2015 |deadurl=yes |archiveurl=https://web.archive.org/web/20130531103052/http://www.edge-online.com/review/ikaruga-review/ |archivedate=May 31, 2013 }}</ref>), and Sega itself (''[[F355 Challenge]]'' and ''[[Crazy Taxi (video game)|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"/>{{sfn|Kent|2001|pages=577–578, 581}} Studios included [[United Game Artists]] (UGA) (headed by former ''[[Sega Rally Championship]]'' producer [[Tetsuya Mizuguchi]]), [[Sega AM3|Hitmaker]] (headed by ''Crazy Taxi'' creator and future Sega president [[Hisao Oguchi]]{{sfn|Kent|2001|pages=324, 578}}<ref>{{cite web|url=http://investing.businessweek.com/research/stocks/people/person.asp?personId=3449401&ticker=SGAMF|title=Sega Sammy Holdings Inc|work=Businessweek|year=2012|accessdate=October 26, 2014}}</ref>), [[Sega Sports R&D|Smilebit]] (headed by Shun Arai and including many former ''[[Panzer Dragoon (series)|Panzer Dragoon]]'' and future ''[[Yakuza (series)|Yakuza]]'' developers from [[Sega Sports R&D|Team Andromeda]]<ref>cf. {{cite web|last=Mielke|first=James|url=http://www.1up.com/features/panzer-dragoon-saga-retrospective?pager.offset=4|title=Panzer Dragoon Saga Retrospective|publisher=1UP.com|page=5|date=September 11, 2007|accessdate=November 27, 2015|quote='''Yukio Futatsugi:''' The director of ''[[Panzer Dragoon Orta|Orta]]'' was in charge of the battle system in ''[[Panzer Dragoon Saga]]''.}}</ref>), [[Overworks]] (headed by [[Noriyoshi Oba]] and composed of developers from Sega franchises including ''[[Sakura Wars]]'', ''[[Shinobi (series)|Shinobi]]'' and ''[[Streets of Rage (series)|Streets of Rage]]''<ref>{{cite web|url=http://www.ign.com/companies/overworks |title=Overworks |publisher=IGN |accessdate=October 25, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141026052216/http://www.ign.com/companies/overworks |archivedate=October 26, 2014 }}</ref><ref>{{cite web|url=http://www.ign.com/articles/2002/05/23/e3-2002-shinobi-interview |title=E3 2002: ''Shinobi'' Interview |publisher=IGN |date=May 23, 2002 |accessdate=October 26, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141026052214/http://www.ign.com/articles/2002/05/23/e3-2002-shinobi-interview |archivedate=October 26, 2014 }}</ref><ref>{{cite web|last=Parish |first=Jeremy |url=http://www.1up.com/do/previewPage?pager.offset=0&amp;cId=3170197&amp;p= |title=''Valkyria Chronicles'' Interview |publisher=1UP.com |date=September 26, 2008 |accessdate=December 10, 2016 |quote='''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 (2003 video game)|Nightshade]]''&nbsp;... The team also worked with ''Skies of Arcadia'', and we gathered a staff from many different titles. |deadurl=bot: unknown |archiveurl=https://web.archive.org/web/20130515130704/http://www.1up.com/do/previewPage?pager.offset=0&amp;cId=3170197&amp;p= |archivedate=May 15, 2013 |df=mdy }}</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 Suzuki]]{{sfn|Kent|2001|pages=501, 578}}), and [[Sonic Team]] (the developer of Sega's flagship series, ''[[Sonic the Hedgehog (series)|Sonic the Hedgehog]]'', headed by [[Yuji Naka]]).<ref name="IGN History of Dreamcast"/><ref>The others were [[Sega AM3|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 {{cite web|url=https://www.segasammy.co.jp/japanese/ir/library/pdf/printing_archive/2002/sega/sega_annual_tuuki_2002.pdf |title=Sega Corporation Annual Report 2002 |publisher=Sega Corporation |pages=18–19 |date=July 2002 |accessdate=January 20, 2015 |deadurl=no |archiveurl=https://web.archive.org/web/20160303231553/https://www.segasammy.co.jp/japanese/ir/library/pdf/printing_archive/2002/sega/sega_annual_tuuki_2002.pdf |archivedate=March 3, 2016 }}</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">{{cite web|last=Kennedy |first=Sam |url=http://www.1up.com/do/reviewPage?cId=3165700 |title=''Rez'' HD (Xbox 360) |publisher=1UP.com |date=January 29, 2008 |accessdate=December 10, 2016 |deadurl=bot: unknown |archiveurl=https://archive.is/20070516074722/http://www.1up.com/do/reviewPage?cId=3165700 |archivedate=May 16, 2007 |df=mdy }}</ref><ref>{{cite web|url=http://www.edge-online.com/review/rez-review/ |title=''Rez'' Review |work=[[Edge (magazine)|Edge]] |date=November 29, 2001 |accessdate=November 5, 2014 |quote=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. |deadurl=no |archiveurl=https://web.archive.org/web/20141122131408/http://www.edge-online.com/review/rez-review/ |archivedate=November 22, 2014 }}</ref><ref>{{cite web|last=Parkin |first=Simon |url=http://www.eurogamer.net/articles/rez-hd-review |title=''Rez'' HD |work=[[Eurogamer]] |date=January 30, 2008 |accessdate=October 24, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20140926120150/http://www.eurogamer.net/articles/rez-hd-review |archivedate=September 26, 2014 }}</ref> ''[[The Typing of the Dead]]'' (a version of ''[[The House of the Dead 2]]'' remade into a [[touch typing]] trainer),<ref>{{cite magazine|title=Retro Reviews: Typing of the Dead|magazine=Game Informer|volume=15|issue=150|date=October 2005|page=165|quote=One of the strangest titles to come out of Sega's workshop&nbsp;... It's actually a more addictive and challenging game than the original game that it is based on.}}</ref><ref name="GI Top">{{cite magazine|title=From the Living Room to the Grave: Remembering the Top 10 Dreamcast Games|magazine=Game Informer|volume=16|issue=166|date=February 2007|pages=116–117}}</ref>{{sfn|Mott|2013|page=415. "'I'm dating the head cheerleader', you might type while playing ''The Typing of the Dead'', before digressing into an extended discourse on health and safety measures or financial prudence"}} ''Seaman'' (a [[Digital pet|pet simulator]] in which players use a microphone to interact with a grotesque humanoid fish whose growth is narrated by [[Leonard Nimoy]]),<ref>{{cite magazine|title=Retro Reviews: ''Seaman''|magazine=Game Informer|volume=15|issue=151|date=November 2005|page=198|quote=A surreal adventure with a certain brand of humor rarely achieved today.}} cf. {{cite web|last=Provo |first=Frank |url=http://www.gamespot.com/dreamcast/sim/seaman/review.html |title=''Seaman'' Review |publisher=[[GameSpot]] |date=August 8, 2000 |accessdate=October 24, 2014 |deadurl=bot: unknown |archiveurl=https://web.archive.org/web/20110830223755/http://www.gamespot.com/dreamcast/sim/seaman/review.html |archivedate=August 30, 2011 |df=mdy }}</ref>{{sfn|Mott|2013|page=407}} 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>{{cite web|url=http://www.edge-online.com/features/story-sega%C3%ADs-oddest-game-ever |title=The Story of Sega's Oddest Game Ever |work=Edge |date=July 21, 2008 |accessdate=October 24, 2014 |deadurl=yes |archiveurl=https://web.archive.org/web/20120527150812/http://www.edge-online.com/features/story-sega%C3%ADs-oddest-game-ever |archivedate=May 27, 2012 }} cf. {{cite magazine|last=Vore|first=Bryan|title=Alex Kidd: Sega's Forgotten Mascot|magazine=Game Informer|volume=22|issue=227|date=March 2012|pages=98–99|quote='''[[Alex Kidd]], ''Segagaga'':''' I debuted as Sega's mascot, and went head-to-head against Nintendo's Mario. But it didn't work out in the end. For the longest time after that, I beat myself up about it, thinking about why it turned out the way it did. I spent a lot of time on this riverbank, staring at the sunset.}}</ref> Sega also revived franchises from the Genesis era, such as ''[[Ecco the Dolphin: Defender of the Future|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">{{cite web|url=http://archive.videogamesdaily.com/features/tetsuya_mizuguchi_iv_oct05_p1.asp |title=Tetsuya Mizuguchi Interview 2005 |publisher=Kikizo |date=October 13, 2005 |accessdate=October 24, 2014 |deadurl=yes |archiveurl=https://web.archive.org/web/20140803151255/http://archive.videogamesdaily.com/features/tetsuya_mizuguchi_iv_oct05_p1.asp |archivedate=August 3, 2014 }} cf. {{cite magazine|last=Thomason|first=Steve|title=Love Story|magazine=[[Nintendo Power]]|volume=19|issue=201|date=March 2006|pages=38–39}}</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 {{cite web|url=http://www.ign.com/articles/2003/07/23/sega-details-future |title=Sega Details Future |publisher=IGN |date=July 23, 2003 |accessdate=December 9, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20150924134205/http://www.ign.com/articles/2003/07/23/sega-details-future |archivedate=September 24, 2015 }}</ref>
 
 
UGA created the [[Music video game|music game]] ''[[Space Channel 5]]'', in which players help a female outer space news reporter named Ulala fight aliens with "groove energy" by dancing.{{sfn|Kent|2001|page=581}}{{sfn|Mott|2013|page=410}} 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"/>{{sfn|Mott|2013|page=410}} 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|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">{{cite web|last=Whitehead |first=Dan |url=http://www.eurogamer.net/articles/the-dreamcast-dozen-article |title=The Dreamcast Dozen |date=January 2, 2009 |accessdate=November 4, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141104120302/http://www.eurogamer.net/articles/the-dreamcast-dozen-article |archivedate=November 4, 2014 }}</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>{{cite magazine|last=Hegelson|first=Matt|title=''Tennis 2K2''|magazine=Game Informer|volume=12|issue=113|date=September 2002|page=81|quote=&nbsp;... universally hailed as the greatest tennis game ever.}} cf. {{cite web|last=Chen |first=Jeff |url=http://www.ign.com/articles/2000/07/08/virtua-tennis-sega-professional-tennis |title=''Virtua Tennis: Sega Professional Tennis'' |publisher=IGN |date=July 7, 2000 |accessdate=October 24, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141024093255/http://www.ign.com/articles/2000/07/08/virtua-tennis-sega-professional-tennis |archivedate=October 24, 2014 }} cf. {{cite web|last=Gerstmann |first=Jeff |url=http://www.gamespot.com/reviews/virtua-tennis-review/1900-2601195/ |title=''Virtua Tennis'' Review |publisher=GameSpot |date=July 10, 2000 |accessdate=November 4, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20140218004029/http://www.gamespot.com/reviews/virtua-tennis-review/1900-2601195/ |archivedate=February 18, 2014 }} cf. {{cite web|last=Reed |first=Kristian |url=http://www.eurogamer.net/articles/r_virtuatennis2_ps2 |title=''Virtua Tennis 2'' |publisher=Eurogamer |date=November 19, 2002 |accessdate=November 4, 2014 |quote=Two of the greatest sports titles ever made were released on the console: ''Virtua Tennis'' and its superior sequel ''Virtua Tennis 2''. |deadurl=no |archiveurl=https://web.archive.org/web/20141104120351/http://www.eurogamer.net/articles/r_virtuatennis2_ps2 |archivedate=November 4, 2014 }} cf. {{cite web|url=http://www.metacritic.com/game/dreamcast/virtua-tennis |title=''Virtua Tennis'' (Dreamcast) |publisher=Metacritic |accessdate=November 5, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20150117164425/http://www.metacritic.com/game/dreamcast/virtua-tennis |archivedate=January 17, 2015 }}</ref><ref name="GI Top 100">{{cite magazine|title=Top 100 Games of All Time|magazine=Game Informer|volume=11|issue=100|date=August 2001|pages=22–41}}</ref> Smilebit's ''[[Jet Set Radio]]''—in which players control a Tokyo-based gang of youthful, rebellious [[Inline skating|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 [[Boogie (genre)|electro-funk]]" as well as its message of "self-expression and [[Nonviolent resistance|non-violent dissent]]",{{sfn|Mott|2013|page=431}}<ref name="Ingenito">{{cite web|last=Ingenito |first=Vince |url=http://www.ign.com/articles/2012/09/17/jet-set-radio-review |title=''Jet Set Radio'' Review |publisher=IGN |date=September 17, 2012 |accessdate=November 4, 2014 |quote=The overall gameplay in ''Jet Set Radio'' is merely passable&nbsp;... 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. |deadurl=no |archiveurl=https://web.archive.org/web/20141104114412/http://www.ign.com/articles/2012/09/17/jet-set-radio-review |archivedate=November 4, 2014 }}</ref> the game also popularized [[Cel shading|cel shaded]] graphics.<ref name="IGN History of Dreamcast"/><ref>{{cite web|last=Leone |first=Matt |url=http://www.1up.com/features/essential-50-jet-grind-radio |title=The Essential 50 Part 48: ''Jet Grind Radio'' |publisher=1UP.com |accessdate=December 10, 2016 |quote='''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. |deadurl=bot: unknown |archiveurl=https://archive.is/20140201013852/http://www.1up.com/features/essential-50-jet-grind-radio |archivedate=February 1, 2014 |df=mdy }}</ref> Despite wide praise for its style, some criticized ''Jet Set Radio''<nowiki>'</nowiki>s gameplay as mediocre, and it failed to meet Sega's sales expectations.<ref name="Ingenito"/><ref>{{cite web|last=Justice |first=Brandon |url=http://www.ign.com/articles/2000/10/28/jet-grind-radio-3 |title=''Jet Grind Radio'' |publisher=IGN |date=October 27, 2000 |accessdate=November 4, 2014 |quote=Smilebit shows why Sega has the best development stable in the world&nbsp;... It truly is an original creation, and you can see this distinctness shine through in every aspect of the game. |deadurl=no |archiveurl=https://web.archive.org/web/20141104113112/http://www.ign.com/articles/2000/10/28/jet-grind-radio-3 |archivedate=November 4, 2014 }} cf. {{cite magazine|author=Reiner|title=''Jet Set Radio''|magazine=Game Informer|volume=10|issue=92|date=December 2000|pages=116–117|quote=The rewards are magnificent, and each stage is something to behold, but the gameplay is mediocre at best.}} cf. {{cite web|last=Venter |first=Jason |url=http://www.gamespot.com/reviews/jet-set-radio-review/1900-6396616/ |title=''Jet Set Radio'' Review |publisher=GameSpot |date=September 17, 2012 |accessdate=November 26, 2014 |quote=Even the simple act of skating in a straight line can sometimes prove difficult. |deadurl=no |archiveurl=https://web.archive.org/web/20141218055653/http://www.gamespot.com/reviews/jet-set-radio-review/1900-6396616/ |archivedate=December 18, 2014 }}</ref>{{sfn|Kent|2001|page=587}} Produced by [[Rieko Kodama]],<ref>{{cite magazine|last=Thomason|first=Steve|title=Birth of a Hedgehog|magazine=Nintendo Power|volume=20|issue=211|date=January 2007|page=71}}</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>{{cite web|last=Chau |first=Anthony |url=http://www.ign.com/articles/2000/11/15/skies-of-arcadia |title=''Skies of Arcadia'' |publisher=IGN |date=November 14, 2000 |accessdate=November 4, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141104114303/http://www.ign.com/articles/2000/11/15/skies-of-arcadia |archivedate=November 4, 2014 }} cf. {{cite web|last=Shoemaker |first=Brad |url=http://www.gamespot.com/reviews/skies-of-arcadia-review/1900-2641052/ |title=''Skies of Arcadia'' Review |publisher=GameSpot |date=October 16, 2000 |accessdate=November 4, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141123014431/http://www.gamespot.com/reviews/skies-of-arcadia-review/1900-2641052/ |archivedate=November 23, 2014 }} cf. {{cite web|author=Reiner |url=http://www.gameinformer.com/Games/Review/200302/R03.0730.1459.43940.htm?CS_pid=220263 |title=''Skies of Arcadia Legends'' |work=Game Informer |accessdate=November 4, 2014 |deadurl=yes |archiveurl=https://web.archive.org/web/20051112171012/http://www.gameinformer.com/Games/Review/200302/R03.0730.1459.43940.htm?CS_pid=220263 |archivedate=November 12, 2005 }} cf. {{cite web|url=http://www.edge-online.com/features/time-extend-skies-arcadia/ |title=Time Extend: ''Skies of Arcadia'' |work=Edge |date=July 19, 2009 |accessdate=March 5, 2015 |quote=The moment when Vyse officially leaves home&nbsp;... 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. |deadurl=yes |archiveurl=https://web.archive.org/web/20141110211143/http://www.edge-online.com/features/time-extend-skies-arcadia/ |archivedate=November 10, 2014 }}</ref>{{sfn|Mott|2013|page=438}}
 
 
AM2 developed what Sega hoped would be the Dreamcast's [[killer application|killer app]], ''[[Shenmue (video game)|Shenmue]]'', a "revenge epic in the tradition of [[Cinema of China|Chinese cinema]]."<ref name="IGN's History of Sega"/><ref name="History">{{cite web|url=http://www.ign.com/articles/1999/07/14/shenmue-the-history |title=''Shenmue'', the History |date=July 13, 1999 |accessdate=October 26, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141030003504/http://www.ign.com/articles/1999/07/14/shenmue-the-history |archivedate=October 30, 2014 }}</ref> The [[Action-adventure game|action-adventure]] game involved the quest of protagonist Ryo Hazuki to avenge his father's murder,<ref name="Ages">{{cite web|last=Kolan |first=Patrick |url=http://www.ign.com/articles/2007/08/08/shenmue-through-the-ages |title=''Shenmue'': Through the Ages |publisher=IGN |date=August 7, 2007 |accessdate=October 26, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141104113911/http://www.ign.com/articles/2007/08/08/shenmue-through-the-ages |archivedate=November 4, 2014 }}</ref> but its main selling point was its rendition of the Japanese city of [[Yokosuka, Kanagawa|Yokosuka]], which included a level of detail considered unprecedented for a video game.{{sfn|Mott|2013|page=406}} Incorporating a [[Simulation video game|simulated]] day/night cycle with variable weather, [[non-player character]]s with regular schedules, and the ability to pick up and examine detailed objects (also introducing the [[Quick-time event]] in its modern form{{sfn|Mott|2013|page=406}}<ref>{{cite web|last=Lamosca |first=Adam |url=http://www.escapistmagazine.com/articles/view/video-games/columns/waypoints/1310-On-Screen-Help-In-Game-Hindrance |title=On-Screen Help, In-Game Hindrance |work=[[The Escapist (magazine)|The Escapist]] |date=June 24, 2007 |accessdate=October 26, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20140502182342/http://www.escapistmagazine.com/articles/view/video-games/columns/waypoints/1310-On-Screen-Help-In-Game-Hindrance |archivedate=May 2, 2014 }}</ref>), ''Shenmue'' went over budget and was rumored<ref>In 2011, Suzuki stated that the actual cost of ''Shenmue'' was $47 million: See {{cite web|last=Gallegos |first=Anthony |url=http://www.ign.com/articles/2011/03/02/gdc-the-future-of-shenmue |title=GDC: The Future of ''Shenmue'' |publisher=IGN |date=March 2, 2011 |accessdate=November 5, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141105034053/http://www.ign.com/articles/2011/03/02/gdc-the-future-of-shenmue |archivedate=November 5, 2014 }}</ref> to have cost Sega over $50 million.<ref name="Ages"/>{{sfn|Mott|2013|page=406}}{{sfn|Kent|2001|page=578}} Originally planned as the first installment in an 11-part saga, ''Shenmue'' was eventually downsized to a trilogy—and only [[Shenmue II|one sequel]] was ever released.<ref name="IGN History of Dreamcast"/><ref>{{cite web|last=Corriea |first=Alexa Ray |url=http://www.polygon.com/2014/3/19/5527120/yu-suzuki-shenmue-gdc-2014-classic-game-postmortem |title=Creator Yu Suzuki shares the story of ''Shenmue''<nowiki>'</nowiki>s development |work=Polygon |date=March 19, 2014 |accessdate=December 17, 2014 |quote='''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&nbsp;... so instead we made a job order sheet that was a list of action items in [[Microsoft Excel|Excel]]. Because we kept testing, the items did not decrease. At one point we had 10,000 of them. |deadurl=no |archiveurl=https://web.archive.org/web/20150628071042/http://www.polygon.com/2014/3/19/5527120/yu-suzuki-shenmue-gdc-2014-classic-game-postmortem |archivedate=June 28, 2015 }}</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>{{cite web|last=Chau |first=Anthony |url=http://www.ign.com/articles/2000/11/04/shenmue |title=''Shenmue'' |publisher=IGN |date=November 3, 2000 |accessdate=October 26, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141028144100/http://www.ign.com/articles/2000/11/04/shenmue |archivedate=October 28, 2014 }} cf. {{cite web|last=Provo |first=Frank |url=http://www.gamespot.com/reviews/shenmue-review/1900-2540599/ |title=''Shenmue'' Review |publisher=GameSpot |date=November 11, 2000 |accessdate=October 26, 2014 |quote=Like an old style text adventure, albeit filled with appointments and curfews. |deadurl=no |archiveurl=https://web.archive.org/web/20141208054145/http://www.gamespot.com/reviews/shenmue-review/1900-2540599/ |archivedate=December 8, 2014 }} cf. {{cite magazine|author=Jay|title=''Shenmue''|magazine=Game Informer|volume=10|issue=92|date=December 2000|page=120|quote=Every critical encounter&nbsp;... lasts for less than a minute, and if you fail, you simply try again&nbsp;... what once seemed so intricate in the Japanese version has become elementary now that the language barrier is broken. Determining your character's next move requires little more than talking to someone, who will then tell you who to see or where to go&nbsp;... ''Shenmue'' is not the next step in video games; merely a glimmer of what the future of gaming might hold&nbsp;... all that's left is a guy walking around an amazingly detailed environment. If I wanted to experience that, I could see it in another game with proven endless entertainment value. It's called life.}} cf. {{cite web|url=http://www.edge-online.com/review/shenmue-review/ |title=''Shenmue'' Review |work=Edge |date=November 29, 2000 |accessdate=March 5, 2015 |quote=''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. |deadurl=bot: unknown |archiveurl=https://web.archive.org/web/20141129031402/http://www.edge-online.com/review/shenmue-review/ |archivedate=November 29, 2014 |df=mdy }}</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 {{cite web|url=http://www.ign.com/articles/2009/09/11/where-the-f-is-shenmue |title=Where the F@!* is ''Shenmue''? |publisher=IGN |date=September 11, 2009 |accessdate=October 26, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141104114615/http://www.ign.com/articles/2009/09/11/where-the-f-is-shenmue |archivedate=November 4, 2014 }} The game was defended by IGN UK's Martin Robinson: "''Shenmue''<nowiki>'</nowiki>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&nbsp;... 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.{{sfn|Kent|2001|pages=587, 578}} ''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&nbsp;... can be applied to other games".<ref name="IGN History of Dreamcast"/>{{sfn|Kent|2001|page=578}} 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 (company)|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. {{cite magazine|author=Matt|title=''F355 Challenge: Passione Rossa''|magazine=Game Informer|volume=10|issue=92|date=December 2000|page=124|quote=''F355 Challenge'' was breathtaking when played in the three-monitor coin-op unit, but it seems to lose impact on Dreamcast.}} For an alternative perspective, see {{cite web|last=Wiley |first=Mike |url=http://www.ign.com/articles/2000/09/20/f355-challenge |title=''F355 Challenge'' |publisher=IGN |date=September 19, 2000 |accessdate=October 26, 2014 |quote=It is smoooooth. |deadurl=no |archiveurl=https://web.archive.org/web/20141022024454/http://www.ign.com/articles/2000/09/20/f355-challenge |archivedate=October 22, 2014 }}</ref><ref>cf. {{cite web|url=http://www.gameinformer.com/reviews/review_detail.cfm?ITEM_ID=3251 |title=''Virtua Fighter 3tb'' |work=Game Informer |date=October 25, 1999 |accessdate=October 26, 2014 |deadurl=yes |archiveurl=https://web.archive.org/web/20000603210245/http://www.gameinformer.com/reviews/review_detail.cfm?ITEM_ID=3251 |archivedate=June 3, 2000 }} cf. {{cite web|last=Gantayat |first=Anoop |url=http://www.ign.com/articles/1999/10/02/virtua-fighter-3tb |title=''Virtua Fighter 3tb'' |publisher=IGN |date=October 1, 1999 |accessdate=October 26, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141104114511/http://www.ign.com/articles/1999/10/02/virtua-fighter-3tb |archivedate=November 4, 2014 }} cf. {{cite web|url=http://www.edge-online.com/review/virtua-fighter-3tb-review/ |title=''Virtua Fighter 3 TB'' Review |work=Edge |date=December 23, 1998 |accessdate=March 5, 2015 |quote=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''<nowiki>'</nowiki>s view, buyers of modern coin-op conversions have the right to expect more from their investments than unenhanced facsimiles. |deadurl=yes |archiveurl=https://web.archive.org/web/20141006102942/http://www.edge-online.com/review/virtua-fighter-3tb-review/ |archivedate=October 6, 2014 }}</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>{{cite web|url=http://www.metacritic.com/game/playstation-2/virtua-fighter-4/critic-reviews |title=''Virtua Fighter 4'' |publisher=Metacritic |accessdate=October 26, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20150117132701/http://www.metacritic.com/game/playstation-2/virtua-fighter-4/critic-reviews |archivedate=January 17, 2015 }} cf. {{cite magazine|author=Andy|title=''Virtua Fighter 4''|magazine=Game Informer|volume=12|issue=109|date=May 2002|pages=78–79|quote=Will change everything you have ever come to expect from this genre.}} cf. {{cite magazine|title=The Top 50 Games of 2003: ''Virtua Fighter 4: Evolution''|magazine=Game Informer|volume=14|issue=129|date=January 2004|page=64|quote=The most balanced and challenging fighting game the world has ever seen.}}</ref>
 
 
{{Quote box
 
|quote = "If ever a system deserved to succeed, it was Dreamcast. Dreamcast has a hell of a library. It's dying now, 18 months old, with a larger library than the 5-year-old Nintendo 64. It's a better library than the Nintendo 64. Dreamcast was a wonderful system."|source = —Journalist Steven L. Kent, March 2001.<ref>{{cite magazine|title=''GI'' "Quotables"|magazine=Game Informer|volume=11|issue=100|date=August 2001|pages=44–45}}</ref>|width = 30em}}
 
 
As the first fully 3D [[platform game|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,{{sfn|Mott|2013|page=370}}<ref name="IGN SA">{{cite web|last=Justice |first=Brandon |url=http://www.ign.com/articles/1999/09/09/sonic-adventure |title=''Sonic Adventure'' |publisher=IGN |date=September 8, 1999 |accessdate=November 4, 2014 |quote=Engrossing, demanding, and utterly awe-inspiring, Yuji Naka's vision has finally come full circle in this phenomenal title. |deadurl=no |archiveurl=https://web.archive.org/web/20141030035903/http://www.ign.com/articles/1999/09/09/sonic-adventure |archivedate=October 30, 2014 }}</ref><ref name="GI SA">{{cite web|url=http://gameinformer.com/reviews/review_detail.cfm?ITEM_ID=4208 |title=''Sonic Adventure''-Dreamcast |work=Game Informer |date=October 27, 1999 |accessdate=November 4, 2014 |quote=I wish more time was spent to make this game truly remarkable, rather than the decent game we see today. |deadurl=yes |archiveurl=https://web.archive.org/web/20001203193400/http://gameinformer.com/reviews/review_detail.cfm?ITEM_ID=4208 |archivedate=December 3, 2000 }}</ref> but was praised for its "luscious"<ref>{{Cite magazine|last=Smith|first=Sean|title=Company Profile: Sonic Team|magazine=Retro Gamer|issue=26|volume=3|page=27|date=June 22, 2006}}</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.{{sfn|Mott|2013|page=370}}<ref name="IGN SA"/><ref>{{cite web|first=McKinley |last=Noble |url=http://www.gamepro.com/article/features/210106/the-20-best-platformers-1989-to-2009-page-3 |title=The 20 Best Platformers: 1989 to 2009: Number 7: ''Sonic Adventure'' |work=GamePro |page=3 |date=May 6, 2009 |accessdate=November 4, 2014 |deadurl=yes |archiveurl=https://web.archive.org/web/20100128020812/http://www.gamepro.com/article/features/210106/the-20-best-platformers-1989-to-2009-page-3 |archivedate=January 28, 2010 }}</ref> However, it failed "to catch on with players in nearly the way that [Nintendo's] ''[[Super Mario 64|Mario 64]]'' had done", perhaps due to a perceived lack of gameplay depth.<ref name="GI SA"/>{{sfn|DeMaria|Wilson|2004|page=312}}<ref>While ''[[Sonic Adventure 2]]'' was positively reviewed, the extent of its improvements over the original have been debated. See {{cite web|url=http://www.metacritic.com/game/dreamcast/sonic-adventure-2 |title=''Sonic Adventure 2'' (Dreamcast) |publisher=[[Metacritic]] |accessdate=November 4, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141227061211/http://www.metacritic.com/game/dreamcast/sonic-adventure-2 |archivedate=December 27, 2014 }} cf. {{cite web|last=Chau |first=Anthony |url=http://www.ign.com/articles/2001/06/22/sonic-adventure-2 |title=''Sonic Adventure 2'' |publisher=IGN |date=June 22, 2001 |accessdate=November 4, 2014 |quote=There aren't many viewing problems&nbsp;... be prepared to take a more active role when playing. |deadurl=no |archiveurl=https://web.archive.org/web/20141102175116/http://www.ign.com/articles/2001/06/22/sonic-adventure-2 |archivedate=November 2, 2014 }} cf. {{cite magazine|author=Reiner|title=''Sonic Adventure 2''|magazine=Game Informer|volume=11|issue=100|date=August 2001|page=100|quote=Hardly any mistakes from the original were fixed&nbsp;... The lackluster difficulty and cartoon-like presentation is perfect for kids, but it really does nothing for hardcore gamers or ''Sonic'' fans of yesteryear.}}</ref> Distinguished by its innovative use of multiple storylines with varied forms of play,<ref>{{cite magazine|title=''Sonic Adventure''|magazine=Edge|volume=7|issue=68|date=February 1999|pages=70–73|quote=Sampling one of the earlier levels out of context could leave many with the impression that ''Adventure'' is a flashy but essentially shallow experience. It isn't until a good portion of the game world has been explored with a few of the characters&nbsp;... that the charm and style of Sega's title is fully appreciated&nbsp;...It must be said, however, that none of ''Adventure'' is hugely challenging to the experienced player&nbsp;... ''Edge'' only managed to discover a few places where poor collision detection detracted from the gameplay&nbsp;... Given the never-before-witnessed scope and detail of ''Adventure''<nowiki>'</nowiki>s levels, these are forgiveable–but somehow the smaller problems are not&nbsp;... The camera's occasional visits behind walls do little to aid the case for forgiveness, either, although it never frustrates to the extent that ''[[Banjo-Kazooie]]'' does&nbsp;... a wonderfully absorbing game experience.}}</ref> ''Adventure'' sold 2.5 million copies, making it the Dreamcast's best-selling game.<ref name="IGNGreat"/><ref name="gssonic">{{cite web|url=http://www.gamasutra.com/view/feature/130268/a_detailed_crossexamination_of_.php?page=7 |title=A Detailed Cross-Examination of Yesterday and Today's Best-Selling Platform Games |author=Boutros, Daniel |publisher=Gamasutra |date=August 4, 2006 |accessdate=October 19, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141029191235/http://www.gamasutra.com/view/feature/130268/a_detailed_crossexamination_of_.php?page=7 |archivedate=October 29, 2014 }}</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">{{cite web|url=http://www.gamesradar.com/best-dreamcast-games-all-time/ |title=Best Dreamcast games of all time |publisher=[[GamesRadar]] |date=September 9, 2014 |accessdate=November 4, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20130306184353/http://www.gamesradar.com/best-dreamcast-games-all-time/ |archivedate=March 6, 2013 }}</ref><ref>{{cite web|last=Justice |first=Brandon |url=http://www.ign.com/articles/2000/03/08/chu-chu-rocket-3 |title=''Chu Chu Rocket'' |publisher=IGN |date=March 7, 2000 |accessdate=October 30, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141031030941/http://www.ign.com/articles/2000/03/08/chu-chu-rocket-3 |archivedate=October 31, 2014 }} cf. {{cite web|author=Jay |url=http://gameinformer.com/reviews/review_detail.cfm?ITEM_ID=4512 |title=''Chu Chu Rocket''-Dreamcast |work=Game Informer |date=May 2, 2000 |accessdate=November 4, 2014 |quote=I consider it the best and most original puzzle game since ''[[Tetris]]''. |deadurl=yes |archiveurl=https://web.archive.org/web/20001205110200/http://gameinformer.com/reviews/review_detail.cfm?ITEM_ID=4512 |archivedate=December 5, 2000 }} cf.{{cite web|last=Nutt |first=Christian |url=http://www.gamespot.com/dreamcast/puzzle/chuchurocket/review.html? |title=''ChuChu Rocket!'' Review |publisher=GameSpot |date=December 13, 1999 |accessdate=October 4, 2014 |deadurl=yes |archiveurl=https://web.archive.org/web/20090915212624/http://www.gamespot.com/dreamcast/puzzle/chuchurocket/review.html |archivedate=September 15, 2009 }}</ref>{{sfn|Mott|2013|page=385}} and the critically successful music game ''[[Samba de Amigo]]'', which was noted for its expensive maracas peripheral and colorful aesthetic.<ref>{{cite web|url=http://www.metacritic.com/game/dreamcast/samba-de-amigo |title=''Samba de Amigo'' (Dreamcast) |publisher=Metacritic |accessdate=November 4, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20150117132704/http://www.metacritic.com/game/dreamcast/samba-de-amigo |archivedate=January 17, 2015 }} cf. {{cite web|last=Justice |first=Brandon |url=http://www.ign.com/articles/2000/10/19/samba-de-amigo |title=''Samba De Amigo'' |publisher=IGN |date=October 18, 2000 |accessdate=November 4, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141104113115/http://www.ign.com/articles/2000/10/19/samba-de-amigo |archivedate=November 4, 2014 }} cf. {{cite web|last=Gerstmann |first=Jeff |url=http://www.gamespot.com/reviews/samba-de-amigo-review/1900-2589601/ |title=''Samba De Amigo'' Review |publisher=GameSpot |date=June 16, 2000 |accessdate=November 4, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20131109125013/http://www.gamespot.com/reviews/samba-de-amigo-review/1900-2589601/ |archivedate=November 9, 2013 }}</ref>{{sfn|Mott|2013|page=405}}<ref>For a negative review, see {{cite magazine|author=Reiner|title=''Samba de Amigo''|magazine=Game Informer|volume=10|issue=92|date=December 2000|page=124}} cf. {{cite magazine|title=Retro Reviews: ''Samba de Amigo''|magazine=Game Informer|volume=18|issue=178|date=February 2008|page=110}}</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 role-playing game|action RPG]] ''[[Diablo (video game)|Diablo]]'', but refined and simplified its style of gameplay to appeal to console audiences.<ref name="Okawa PSO"/>{{sfn|Mott|2013|page=435}}<ref>{{cite web|last=Parish |first=Jeremy |url=http://www.1up.com/do/feature?pager.offset=1&cId=3178082 |title=The Decade That Was: Essential Newcomers: ''Phantasy Star Online'' |publisher=1UP.com |access-date=November 27, 2015 |archive-url=https://web.archive.org/web/20121020055941/http://www.1up.com/do/feature?pager.offset=1&cId=3178082 |archive-date=October 20, 2012}} cf. {{cite web|last=Oestreicher |first=Jason |url=http://www.gameinformer.com/themes/blogs/generic/post.aspx?WeblogApp=features&y=2013&m=07&d=05&WeblogPostID=3150706&GroupKeys= |title=Time Sinks-''Phantasy Star Online'' |work=Game Informer |date=July 4, 2013 |accessdate=November 5, 2014 |quote=Certainly, by today's standards, it was rudimentary and repetitive. But at the same time, it was revolutionary. |deadurl=no |archiveurl=https://web.archive.org/web/20160305004007/http://www.gameinformer.com/themes/blogs/generic/post.aspx?WeblogApp=features&y=2013&m=07&d=05&WeblogPostID=3150706&GroupKeys= |archivedate=March 5, 2016 }} cf. {{cite web|url=http://www.edge-online.com/features/retrospective-phantasy-star-online/ |title=Retrospective: ''Phantasy Star Online'' |work=Edge |date=June 15, 2014 |accessdate=March 5, 2015 |deadurl=yes |archiveurl=https://web.archive.org/web/20141129031406/http://www.edge-online.com/features/retrospective-phantasy-star-online/ |archivedate=November 29, 2014 }}</ref>
 
 
In sports, Visual Concepts' ''[[NFL 2K]]'' football series and its ''[[NBA 2K (series)|NBA 2K]]'' basketball series were critically acclaimed.<ref>{{cite web |url=http://www.metacritic.com/game/dreamcast/nfl-2k1 |title=''NFL 2K1'' (Dreamcast) |publisher=Metacritic |accessdate=November 5, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20121607120000/http://www.metacritic.com/game/dreamcast/nfl-2k1 |archivedate=February 26, 2018 |df=mdy-all }} cf. {{cite web |url=http://www.metacritic.com/game/dreamcast/nfl-2k2 |title=''NFL 2K2'' (Dreamcast) |publisher=Metacritic |accessdate=November 5, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20140910232551/http://www.metacritic.com/game/dreamcast/nfl-2k2 |archivedate=September 10, 2014 }} cf. {{cite web |url=http://www.metacritic.com/game/dreamcast/nba-2k1 |title=''NBA 2K1'' (Dreamcast) |publisher=Metacritic |accessdate=November 5, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20121607124400/http://www.metacritic.com/game/dreamcast/nba-2k1 |archivedate=February 26, 2018 |df=mdy-all }} cf. {{cite web |url=http://www.metacritic.com/game/dreamcast/nba-2k2 |title=''NBA 2K2'' (Dreamcast) |publisher=Metacritic |accessdate=November 5, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20121607125500/http://www.metacritic.com/game/dreamcast/nba-2k2 |archivedate=February 26, 2018 |df=mdy-all }}</ref> ''NFL 2K'' was considered an outstanding launch game for its high-quality visuals{{sfn|Kent|2001|page=565}}<ref>{{cite web|url=http://www.gamespot.com/articles/best-launch-titles/1100-6134761/ |title=Best Launch Titles |publisher=GameSpot |date=September 30, 2005 |accessdate=November 5, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141025042312/http://www.gamespot.com/articles/best-launch-titles/1100-6134761/ |archivedate=October 25, 2014 }} cf. {{cite magazine|last=Kato|first=Matthew|title=Which Game Console Had the Best Launch Lineup? We Look Back to Find Out|magazine=Game Informer|volume=22|issue=226|date=February 2012|page=99}}</ref> and "insightful, context-friendly, and, yes, even funny [[Sports commentator|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 (video games)|first person perspective]] new to the genre,<ref>{{cite magazine|author1=Kato|author2=Reiner|title=''ESPN NFL Football''|magazine=Game Informer|volume=13|issue=125|date=September 2003|page=106|quote=''Madden'' has become a deeper simulation, but it hasn't evolved to the degree that Sega's title has. ''ESPN NFL Football'' is jam-packed with new features, innovative ideas, and must-see elements. First-person football sounds like a nightmare, but Sega figured out a way to make it work.}}</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>{{cite web|last=Bissell |first=Tom |url=http://grantland.com/features/tom-bissell-making-madden-nfl/ |title=Kickoff: ''Madden NFL'' and the Future of Video Game Sports |work=[[Grantland]] |date=January 26, 2012 |accessdate=November 5, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141105105907/http://grantland.com/features/tom-bissell-making-madden-nfl/ |archivedate=November 5, 2014 }}</ref><ref>{{cite web|last1=Feldman |first1=Curt |last2=Surette |first2=Tim |url=http://www.gamespot.com/articles/big-deal-ea-and-nfl-ink-exclusive-licensing-agreement/1100-6114977/ |title=Big Deal: EA and NFL ink exclusive licensing agreement |publisher=GameSpot |date=December 13, 2004 |accessdate=November 5, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141113140107/http://www.gamespot.com/articles/big-deal-ea-and-nfl-ink-exclusive-licensing-agreement/1100-6114977/ |archivedate=November 13, 2014 }}</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>{{cite web|url=http://www.businesswire.com/news/home/20050124006080/en/SEGA-Sells-Visual-Concepts-Entertainment-Take-Two-Interactive#.VFkr9vldVSQ |title=SEGA Sells Visual Concepts Entertainment to Take-Two Interactive |publisher=Businesswire |date=January 24, 2005 |accessdate=November 5, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20150923224421/http://www.businesswire.com/news/home/20050124006080/en/SEGA-Sells-Visual-Concepts-Entertainment-Take-Two-Interactive |archivedate=September 23, 2015 }}</ref> During the Dreamcast's lifespan, Visual Concepts also collaborated with ''[[Sonic the Hedgehog (1991 video game)|Sonic the Hedgehog]]'' level designer [[Hirokazu Yasuhara]] on the action-adventure game ''[[Floigan Bros.]]''<ref>{{cite magazine|author=GI Staff|title=Sonic's Architect: GI Interviews Hirokazu Yasuhara|magazine=[[Game Informer]]|issue=124|volume=13|date=August 2003|page=116}} cf. {{cite magazine|author=Andy|title=''Floigan Bros.''|magazine=Game Informer|volume=11|issue=100|date=August 2001|page=101}}</ref> and developed the critically successful [[action game]] ''[[Ooga Booga]]''.<ref>{{cite web|url=http://www.metacritic.com/game/dreamcast/ooga-booga |title=''Ooga Booga'' (Dreamcast) |publisher=Metacritic |accessdate=November 5, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20150117164436/http://www.metacritic.com/game/dreamcast/ooga-booga |archivedate=January 17, 2015 }}</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. {{cite web|url=http://gameinformer.com/reviews/review_detail.cfm?ITEM_ID=4179 |title=''Toy Commander''-Dreamcast |work=[[Game Informer]] |date=October 25, 1999 |accessdate=October 24, 2014 |deadurl=yes |archiveurl=https://web.archive.org/web/20001203142900/http://gameinformer.com/reviews/review_detail.cfm?ITEM_ID=4179 |archivedate=December 3, 2000 }} cf. {{cite web|last=Justice |first=Brandon |url=http://www.ign.com/articles/1999/11/05/toy-commander |title=''Toy Commander'' |publisher=IGN |date=November 4, 1999 |accessdate=October 24, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141024084840/http://www.ign.com/articles/1999/11/05/toy-commander |archivedate=October 24, 2014 }}</ref> Sega Europe also approached [[Bizarre Creations]]<ref>{{cite web|url=http://www.edge-online.com/features/the-making-of-metropolis-street-racer/ |title=The Making Of: ''Metropolis Street Racer'' |work=Edge |date=October 7, 2012 |accessdate=March 5, 2015 |deadurl=yes |archiveurl=https://web.archive.org/web/20141105084730/http://www.edge-online.com/features/the-making-of-metropolis-street-racer/ |archivedate=November 5, 2014 }}</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 zone]]s and fictional [[Radio broadcasting|radio stations]]—and 262 individual [[race tracks]].<ref name="Dreamcast Dozen"/><ref>{{cite web|url=http://www.metacritic.com/game/dreamcast/metropolis-street-racer |title=''Metropolis Street Racer'' (Dreamcast) |accessdate=November 5, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20150117164600/http://www.metacritic.com/game/dreamcast/metropolis-street-racer |archivedate=January 17, 2015 }} cf. {{cite magazine|author=Paul|title=''Metropolis Street Racer''|magazine=Game Informer|volume=10|issue=92|date=December 2000|page=121|quote=I found the game's control and physics to be exceptional. Likewise, the graphics are brilliant and are probably the best of any racing game on the Dreamcast.}} cf. {{cite web|last=Justice |first=Brandon |url=http://www.ign.com/articles/2001/01/20/metropolis-street-racer-2 |title=''Metropolis Street Racer'' |publisher=IGN |date=January 19, 2001 |accessdate=November 5, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141105061501/http://www.ign.com/articles/2001/01/20/metropolis-street-racer-2 |archivedate=November 5, 2014 }}</ref>{{sfn|Mott|2013|page=432}}
 
 
Although [[Acclaim Entertainment|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)|Soul]]'' series at the time; Namco's more successful ''[[Tekken (series)|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>{{cite web |url=http://www.metacritic.com/game/dreamcast/soulcalibur |title=''Soul Calibur'' (Dreamcast) |publisher=Metacritic |accessdate=November 5, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20121607113800/http://www.metacritic.com/game/dreamcast/soulcalibur |archivedate=February 26, 2018 |df=mdy-all }}</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)|Resident Evil]]'' series called ''Resident Evil Code: Veronica''.<ref name="Best GamesRadar"/><ref name="IGN Top 25">{{cite web|url=http://www.ign.com/articles/2009/09/11/the-top-25-dreamcast-games?page=1 |title=The Top 25 Dreamcast Games |publisher=IGN |date=September 11, 2009 |accessdate=November 5, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141105061155/http://www.ign.com/articles/2009/09/11/the-top-25-dreamcast-games?page=1 |archivedate=November 5, 2014 }}</ref>{{sfn|Mott|2013|pages=421, 432–434}} The Dreamcast is also known for several [[shoot 'em up]]s, most notably Treasure's ''[[Bangai-O]]'' and ''Ikaruga''.<ref name="IGN History of Dreamcast"/><ref name="Dreamcast Dozen"/>{{sfn|Mott|2013|pages=382, 465}}
 
 
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>{{cite magazine|title=...Should you buy a Dreamcast or Wait?|magazine=Electronic Gaming Monthly|publisher=EGM Media, LLC.|issue=126|date=January 2000|page=150}}</ref> In a retrospective, ''[[PC Magazine]]''<nowiki>'</nowiki>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 (magazine)|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]]&nbsp;... 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">{{cite web|last=Kent |first=Steven L. |title=SOMETIMES THE BEST |url=http://sadsamspalace.blogspot.com/2006/10/sometimes-best.html |publisher=Sad Sam's Place |date=October 9, 2006 |accessdate=October 31, 2014 |deadurl=no |archiveurl=https://web.archive.org/web/20141218184642/http://sadsamspalace.blogspot.com/2006/10/sometimes-best.html |archivedate=December 18, 2014 }}</ref>
 

Revision as of 09:16, 9 January 2019

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"/>