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Dreamcast Architecture

Chapter 8: Games


Table of Contents

  1. A familiar, but denser, medium
    1. The bonus format
  2. The ambitious online platform
    1. A thriving restoration community
  3. The interactive Memory Card

Development was mainly done in C or C++. At first, C was the recommended choice since the available C++ compilers were very limited in both functionality and quality.

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My European copy of Sonic Adventure... stamped by the Australian authorities.

Sega also supplied development hardware in the form of a PC-like tower known as the Sega Katana Development Box. This housed Dreamcast hardware with enhanced I/O for debugging. It also shipped with a CD containing the official Katana SDK, intended for PCs running Windows 98.

As mentioned before, developers could also choose to adopt Microsoft's Dragon SDK on top of Sega's frameworks. In that case, DirectX 6.0 and Visual C++ 6.0 were also available for development.

A familiar, but denser, medium

It seems the popular 650 MB CD-XA discs weren't enough for this generation anymore, prompting Yamaha and Sega to develop a proprietary variant called 'GD-ROM' that could now store around 1 GB of data.

Unlike ascending standards like the DVD, GD-ROM was a cheaper option by retaining the same laser used to read CDs, but improving the surrounding electronics to be able to extract more data from the same space.

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A close look at the GD-ROM, showing the clear distinction between the sparse inner zone and the denser outer zone. In between them lies a thin security ring.

Not a lot is known about the GD-ROM as Sega kept the protocol for themselves. What is known, however, is that GD-ROMs are divided into three zones :

The speed of the reader is 12x, which is not too shabby compared to Saturn's 2x CD reader. Nevertheless, it's worth mentioning that the new reader operates at Constant-Angular-Velocity (CAV), as opposed to Constant Linear Velocity (CLV). This means that, with little effort, data access gets faster on the outer edge, which is coincidentally where the game data resides.

The bonus format

The Dreamcast also debuted another disc format: the Music Interactive Live-CD (MIL-CD); this was another creation of Sega that merely extended the standard Audio CD with interactive programs .

Whereas conventional CD players would only find audio tracks on a MIL-CD, the Dreamcast was able to 'enhance' the experience by displaying video, lyrics, and interactive menus. I'm guessing karaoke was its primary application.

In any case, the format didn't attract enough attention. That is, until piracy groups found another use for it... The story continues in the 'Anti-Piracy & Homebrew' section.

The ambitious online platform

Sega had been a trailblazer in dial-up services since the Mega Drive/Genesis era, initially through separate modem accessories and games that could take advantage of online content; but as the hardware improved, new types of services could now be offered on the net. It's worth noting that the late 90s coincided with the end of the walled-garden era, as the once-isolated servers connected over the telephone line gradually opened up to an emerging web of interconnected networks known as the 'Internet'.

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The Dreamarena portal, the entry point for (some) European users who wanted to join the online experience. All in all, Dreamarena was an attempt to bring the internet into the living room.

For the Dreamcast launch, Sega pre-equipped the console with a 33.6 kbit/s modem module (or a 56 kbit/s variant in America!), paving the way for users to subscribe to an Internet Service Provider (ISP) for enhanced gaming. In there, the Dreamcast could find:

However, the implementation and deployment of this functionality were highly decentralised and chaotic: Sega relied on local ISPs to supply the infrastructure and services, resulting in turbulent changes throughout the console's lifespan. To give you an idea of the panorama:

Players signed up to their local service using regional registration discs, such as DreamKey (for Europe) or Dream Passport (for Japan). These were often bundled with games and provided a tailored web browser (e.g. NetFront for Europe/Japan, PlanetWeb for the US) designed to register an account and browse the web. Later revisions of DreamKey finally allowed users to customise the ISP settings.

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The DreamKey disc that came with my copy of ChuChu Rocket!.

Over time, however, players around the world found out that the advertised functionality (like online gaming) was not yet available or unreliable, prompting an unfortunate mention on the BBC program Watchdog . In extreme cases, like Australia and New Zealand, the delay in the ISPs' implementation impacted the release date of the console.

To improve customer satisfaction, Sega later shipped a Dreamcast-branded keyboard and mouse , in case users fancied surfing the net PC-style.

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The home page offered plenty of content to explore.

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Sega used holiday events to offer extra content for the game.

Sonic Adventure's Internet portal, restored by Dreampipe. Behind the scenes, it consists of HTML interacted with a built-in web browser.

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The home screen.

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The web browser interface.

PlanetWeb, the internet suite for the US market. Unlike Dreamkey, it wasn't tied to any ISP.

Whilst ambitious, the service reflected Sega's hopes of leading the fast-growing online gaming market. Ultimately, however, these offerings once again failed to convince enough users, and SegaNet and Dreamarena were discontinued two years after launch. The dedicated multiplayer servers slowly faded over the coming years, and with them, all online functionality bundled in games ceased to work.

A thriving restoration community

You may be interested to know that the present day paints a different attitude towards Sega's original venture. In recent years, an enthusiastic group has taken it upon itself to re-implement the defunct services, culminating in the following projects that have managed to restore most - if not all - of the original online experience:

The interactive Memory Card

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The Visual Memory Unit (VMU) .

Another innovative feature of the Dreamcast is the Visual Memory Unit (VMU), a small gadget that attaches to the controller and, aside from serving as a memory card, is a fully fledged system that houses :

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Controller without VMU attached .

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Controller with VMU attached .

The VMU has two modes of operation:


Previous: 7. I/O

Next: 9. Anti-Piracy & Homebrew


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