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Sega 





JUNE 1999. ISSUE 0 a 










AT LAUNCH 


MORE THAN ANY OTHER SYSTEM EVER! — 
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SUPERSONIC! 


NEWS 

PREVIEWS : 
FEATURES 

REVIEWS | 

AND MORE! 








oil a y "3 


| 
as 













Dreamcast 90210? Oh God, no... 





WELCOME... 


.10 the Official Sega Dreamcast Magazine- dedicated to the most power- 
ful and exciting videogames console in the world. Armed with a 128bit 
graphics engine and a modem that will allow you to surf the internet, play 
massively multiplayer games and even e-mail your buddies- Sega 
Dreamcast is in every way a next generation entertainment platform. 


It deserves a next generation magazine. 


Like the system, we're ahead of the game. Dedicated to bringing you the 
complete world of Dreamcast every issue, our promise to you is that we will 
work tirelessly for the biggest exclusives- never flinching from asking the 
tough questions and never ever taking the PR line. We promise to furnish 
you with only the very best demos on our exclusive GD-ROM so that you can 
play before you pay and in our reviews we aim to set a new standard. 


We will never review a game until it's completely finished. And when it 
arrives in the office- we won't score it until we've played the whole thing 
through- from the start menu to the end sequence. 


But we're official, so we can't say what we want, right? Wrong. This maga- 
zine carries the official license from Sega because that's the best way to 
give you, the reader, the best value every issue. It means we can provide you 
with a disc full of free demos and uninhibited access to Sega's legendary 
and world-class development studios. It gives us the back-stage pass- and 
that's better for you. But the door only swings one way. Sega has absolute- 
ly no say in the content of this magazine. We are editorially independent- 
beholden to no-one. We answer only to you. 


So once again- welcome. Enjoy this sneak preview and join with us in look- 
ing forward to Septmeber, when the world's most powerful console hits the 
stores- coincidentally enough, just in time for Issue One. Looks like 
Christmas is coming early... 


Simon Cox 
Editor In Chief 





GD-ROM 


ie, 


At first glance, DCM’s disc may 
look like any in your collection, but 
it’s much, much more. Simply pop 
the disc into your Dreamcast, power 
up, and you'll no longer just read 
about the hottest forthcoming 
games in our pages — you can actu 
ally play them weeks (and often 
months) in advance of their arrival 
in stores. Every month, our disc will 
also provide exclusive video inter 
views with important figures from 
the world of Dreamcast, video walk 
throughs and Strategies for the 


toughest games, downloadable 


VMU games, special saves, and cast 
iron pick-up lines. 

Plus, our special web browser 
makes it easy to go online with your 
Dreamcast and check out the mult! 
tude of Internet-exclusive news, 
reports, contests, and other special 
goodies we have to offer at our 


: - 


lreamcastmagazine.com webd 


site 


Toll-free Disc Help Line: 
1-800-555-4357 








DISC! 


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“Run, Sonic, run!” Playing hard to 


get with a killer whale is risky 


business - but it sure looks great 


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ADVENTURE 


SPIN OUT IN EMERALD COAST 


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Maintaining top speed through the 
stage is crucial, so no waiting 
around for that freakazoid fox. 





CONTROLS 


an 


wil 


ri 


D-Pad: Swi 
st-persor 


t, enabling Sor 


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When dolphins attack! Soni 
Adventure’s Emerald Coast 


wouldn’t be right without them 


Analog Stick: Walk 


nes ’ 














‘A 


a 

N tt ing’s more relaxing after a cor gested, Stratos boasts the best acceleration of the two, 
Stressful drive on the highway than firing up while the Celica is an all-around good handler 

your Dreamcast and getting behind the wheel of Whichever you choose, you won't be « aught snort of 

another car — one that, unlike your own, can be horsepower — these cars tear up the gravel with 

rammed into opposing traffic without risk of Dodily Batmobile-like ease. 


injury or irksome lawsuits. It’s with this 













S=EGARALLY2 


4 IN AND DRIVE! 


goal in mind ‘Olrlas 


i\ awsu V . you've mastered every twist and turn of | : “ 
| “oy e’ve bred this pint- 
that lg,’ Bar tapped a play Te) amaesia ieee 5€da dal amel ase n burse, Speed on over to DCM’s website " " 


Rally 2 onto this month’s DC-ROM 


7 a, ateal thy {ory ; ’ 
Tele) starting up the demo, you 


Ready, set, go! Keep the pedal to 
the metal and you'll have no 
problem leaving your competi- 
tion in the dust. 


EXCLUS 





S'VEDREAMCASTSG 







sized dynamo with 
only the best and most 
skilled of Sonic’s animal 
pals to instill in him light- 
ening fast speed, not to mention 
dashing good looks. just don’t tell your 
friends where you got him, eh? 

To get our extra-special Chao onto your 
VMU, first select the “"VMU Downloads" 
option from the main menu of the GD- 
ROM. Now highlight “Super Chao,” hit the 
"A" button, and he’ll be downloaded and 
ready to race in no time flat. For 
more information on Sonic’s 
cute comrades, be sure to read 
our Sonic Adventure Supertest 
review, which starts on page 24. 


at www.dreamcast magazine amr ilemelelierc lem cel el 


yn against those of 





ale more DO nters On getting 
‘ ‘ 


com slelamiameltim@ele) 










Practicing proper cornering tech- 
nique is essential to winning, but 
nudging other cars off the track 
never hurts, eh? 


Hurtling full-throttle into pud- 
dies will muddy your car - just 
don’t let this cool effect distract 
you from the track ahead. 


PROFILE 
e DCM hot seal 


this month is Berni 





WWESPREVIEW 








i . 
ee . / 
O COMM | {DCM minute clip and accompanied Dy our running commentary Ly 
fe). VO ifTie S| \) (OVe@T ada SO. if you're | als eelelele ‘iel a sneak Deak at dale games ray 
\ sé 
Starts on page 6, this issue 1D-ROM , 20 for the “Watch t!” option on the Dt ROMs 
the gilis with exclusive video footage from nen d grab yoursell some popcorn =n Sd 
, ~ — 
Dreamcast game displayed at the three-d Viewing pointers: Hitting the “A” button will pause the ~Y ang 
event — many of which yo ee previewed in these pages video, and hitting “B” kicks you back out to the game p f y 
. ? > 
dal. Coming mo tt select on menu Pressit 4 “~~ of Will pring Up a Vi }. style ‘eee v . . v 
’ | _ ii 
, ‘ | 
Pri ee 2 eee nue to From Software's Frame Gride, tro! that lets to move frame DY ims dgleler ag tnose extra lite al 
each of the re tha ames is represented by a two special moments Frame Gride: Watch it on the disc now! 












O)iiter] (Opec 


mcasti 


WETeevAlale 















Editor In Chief 
SIMONCOX | 


CONTENTS 


Art Director 
GREGORYHAN 


Senior Editor 
RANDYNELSON 


Reviews Editor 
RANCESCAREYES 


016SEGAS 024 
ee SHENMUE | ADVENTURE 


EDITORIAL 
voice: 415. 468. 4684 fax: 415. 468. 4686 
email: scox@imaginemedia.com 










IT’S TAKEN FOUR YEARS AND OVER SONIC SPINS BACK INTO ACTION! 
ii ——— 20 MILLION DOLLARS - AND THERE’S | WE RATE THE GAME THAT YOU CAN’T 
sicene santos, Customer Service 600.676.2643 STILL A WAY TO GO YET. WE BRING | AFFORD TO MISS - PLUS! THE LOW- 

YOU THE FULL STORY ON THE GAME | DOWN ON THE LEVELS, THE SECRETS, 
THAT COULD CHANGE THE WAY YOU | THE CONTROLS, AND HOW TO BREED 


PLAY FOREVER YOUR OWN A-LIFE ‘CHAO’ THING! 


email: 
with “Official Sega Dreamcast Magazine” as the subject 


Inc 
720 Post Rood, Scorsdole, New York 10583 
Entire contents © 1999 Imagine Media Inc All rights reserved 


Quoke 2. ond thet stupid 19 @ 4" Insoctopus creoture of Randy's 


IMAGINE MEDIA. INC.. : 
150 North Hil Or.. Grisbene, CA 94005 ‘9 
(415) 468-4684 www imaginemede com q 


DREAMCAST 
101 


EVERYTHING YOU EVER WANTED TO 
KNOW ABOUT DREAMCAST BUT WERE 
AFRAID TO ASK. WELL, ALMOST... 








Cc 
SPECI 


ALESEDITION JUNE] 999ISSUEO 





QO6DC DIRECT 


TOKYO GAME SHOW REPORT, PLUS! NAMCO’S FIRST DREAMCAST GAME! 


one ZONE 


RPG NEWS FEATURING CLIMAX LANDERS AND GRANDIA 2 


QO] | CRAZY TAXI 


SEGA'S LATEST COIN-OP TAKES DRIVING GAMES TO THE NEXT LEVEL 


0 |20°CWORLD 


DREAMCAST REPORTAGE FROM JAPAN AND EUROPE, PLUS! IMPORT NEWS 


O14 SHINYA NISHIGAKI 


BLUE STINGER CREATOR CONFESSES ALL ON THE DCM COUCH \ 


One) SOON: SHENMUE 


THE GAME THAT CHANGES EVERYTHING - REVEALED 


O20 DREAMCAST 101 


ALL YOU NEED TO KNOW - IT’S THE NEXT BEST THING TO OWNING ONE! 


O24 SONIC ADVENTURE 


SONIC RETURNS - BUT IS IT ALL YOU HOPED FOR? READ OUR IN-DEPTH REVIEW 


O0230CNATION 


HOW TO GET ONLINE WITH DREAMCAST IN FIVE MINUTES FLAT 


O30 TO...BEAT SEGA RALLY 


WE SHOW YOU HOW TO BEAT THE CLOCK, AND THE BENDS 















BLUE STINGER 
CREATOR, SHINYA 
NISHIGAKI, TALKS 
SHOP AND (COUGH!) 
SMOKES A LOT ON 
PAGE 14 









SEGADREAMCAST 





ep }- 3016 


s well as giving the world its first 

taste of Shenmue, the Tokyo 
Game Show played host to around 
fifty other forthcoming Dreamcast 
games - demonstrating plenty of third- 
party commitment for the system. 
Sega knows that for Dreamcast to suc- 
ceed, it needs to cover a number of 
popular genres - namely driving, fight- 
ing, sports and RPGs and they were all 
well provided for (and a few decidedly 
odd Japanese ones besides - see side 
panel). 

As the surging tide of Japanese 
gaming press flooded into the cav- 
ernous Makuhari Messe convention 
center, DCM used its long-legged 
Gaijin advantage to break early for the 
Sega booth, arriving seconds before 
the hordes and securing a stint on 
Shenmue- Sega genius designer Yu 
Suzuki's epic action adventure. 

We are happy to report that 





Shenmue is only months from comple- 
tion, and is visually amazing. There's 
so much to say about Shenmue, in 
fact,that we have dedicated our lead 
preview to what we saw at the show. 
To get the full scoop, turn 

to page 16, and then come . 
back here for the low-down 

on the other hot Dreamcast 

titles that lit up the Sega booth. 
MEN/NTIGHTS 

Namco weighed in with its superb 
arcade conversion of fighting game, 
Soul Calibur, to make good on the 
promise it made to support Sega as 
long ago as last September. The char- 
acter models are a generation ahead 


SNK announced that its handheld Neo Geo Pocket Color system will be coming to the States this month 







of those in Sega's own Virtua Fighter 
3tb, and it drew a great deal of inter- 
est from the press - as much- if not 
more, than the 2D Marvel vs Capcom, 
which ran along side it. Capcom's title 
may not look like a technical, 
erm...'marvel’, but the oversized 
sprites and detailed cartoon anima- 
tions make it the best example yet of 
its kind. 

As for that other Capcom fran- 
chise- Biohazard — all that what shown 
of Code: Veronica was a couple of min- 
utes of video. They were great min- 
utes, featuring giant spiders and the 
usual assortment of humans well past 
their expiration dates, but no-ones 








saying when playable code will be 
available. 

Sega took care of those who like 
their fights a little less improvised with 
Giant Gram wrestling which was good 
for a laugh.The only real disappoint- 
ment was SNK's King of Fighters 
Match 1999 -which was still funny- but 
in a ‘laughing at it, not with it’ sort of 
way. The crappy resolution of the 
sprites, coupled with severely dated- 
looking animation make it an excel- 
lent candidate for next issue's Disc 
inferno. 

Flying the flag for sports were 
Let's Make A Professional Baseball 
Team and Soccer Team games from 


Tt “oe 
= wae nnn --------- 


ee ae 
Bhs a 





9 NEFORMAILONNET WORK 





HOTL/KESAKE 


cll en ee ee ee es ee ee ee ee ee ee ee ee ae ee Oe ae Oe Oe ae se eae ee ne se ee ee en ee en se ee en ae ae ne a a ne a a an a a a a ee 


Sega, which play well enough and 
mix management strategy with 
arcade style action. 


GETFISHYWID’IT 


Coin-op conversion Get Bass was 
also pulling the crowds (well, at 
least three people stopped and 
stared at it, and two picked up the 
controller and made fishing faces) 
and Sega provided 
its new controller, 
which we can report 
is everything a fish- 
ing controller 
should be. No-one 
here fishes, so it's a 
little hard to tell, 
but it had the reel 
and you could turn 
it, which seems 
about right. it even 
smelled fishy 
(although that 
could have been the 
sushi lunch packs). 

DCM comman- 
deered Konami's 
Air Force Delta, 
looking forward to 
some Jop Gun dog- 
fights, only to find a 
pretty average 
knock-off of 
Namco's arcade hit 
Ace Combat. A competent, but shal- 
low start for Konami. 


HEAVY/WETAL 


Still the most popular giant 
robot/mech franchise in the country 
(and pretty popular on the world- 
wide Anime circuit too), the 30 year 
old Gundam illicits a huge turnout 
wherever it rears its metallic head in 
Japan. Which explains the crush sur- 
rounding Gundam Side Story. 
Blending first-person mech combat 
with third-person stomping-around, 
Bandai has captured well the feel of 
marching about the landscape in 
200 tons of steel. 

The same goes for From 





priced at $80 and can be linked to the Dreamcast via a cable >} Core Design announced Fighting Force 2 for Dreamcast >> 


Software's Frame Gride, which 
showed potential. This arena-based 
robot combat game was running 
online via the Dreamcast's 33.6Kb 
built in modem - pitching you 
against unknown opponents from 
one of the other demo stations on 
the booth - which made the one-on- 
one combat particularly engaging- 
and personal. 

With fighting, wrestling, sports, 
flying and driving games all neatly 
accounted for- as well as gun games 
(in the form of the complete and 
superb The House of The Dead 2) 
only one genre remained underrep- 
resented- first person action. 
Regrettably, the only one available 
was Maken X from Atlus- a textbook 
example of how not to do it, featur- 
ing plodding controls, poorly ani- 
mated characters and less atmos- 
phere than the moon on a particular- 
ly quiet Sunday evening. 


HELLOSOYS! 


The real star of the show, however 
(at least in terms of visuals)and the 
perfect remedy to Maken X, was 
undoubtedly Tecmo's Dead or Alive 2 
- which looked absolutely stunning. 
Shown on a giant screen at Tecmo's 
booth, the game boasts the most 
incredibly complex character mod- 
els. The detail of the in-game mod- 
els is just breathtaking - way ahead 
of Sega's own Virtua Fighter 3tb- 
and significantly better than even 
Namco's Soul Calibur. The version in 
the movie is currently running on 
Sega's Dreamcast-based arcade 
board, Naomi, so expect the home 
version to match the coin-op pixel- 
for-pixel. For more on this title, turn 
to page 8. 

With just four months to go 
before the US launch, the Tokyo 
Game Show proved that Dreamcast 
is just now beginning to reveal its 
potential as the greatest games 
machine ever made. Sega’s promise 
of at least ten top-tier titles for the 
US launch is right on target. 








“ if | can just reach that fishing controller, 


maybe | can use it to defeat the evil genius 


Dr. Octopus! Or | could just play Get Bass 
until my brain turns to Ramen...” 








Capcom has a strong show with the com- 
plete Marvel vs Capcom and more video 

footage of Biohazard Code: Veronica. Still 
no word on a release date beyond ‘1999" 








Sead or Ae Sy 





Scie. 





Air Force Dette: Bom 
Konami de avery 
average arcade title 





(eken x X: Not yet fin- 
ished, but aire. looking 
like a complete ster 





Match too A nightmare! 





COLDL/KESUSHI 


BACK? OTHE 























t’s obvious that 

someone at UK- 
based Criterion Studios 
has fond memories of 


Back to the Future 2, as 
BOUNCINGS4CK its first Dreamcast 


DEAD OR ALIVE 2 TAKES FIGHTING GAMES game, Velocity: 


Trickstyle, borrows 
- AND VIRTUAL PIN-UPS - TO THE NEXT LEVEL heavily from the film to 
work on Sega's Dreamcast-driven Naomi arcade hardware, the talented staff at create an experience 
more specifically, the keenly-named ‘Team Ninja’ — are lending their fighting game that’s two parts Top 
a fabulous looking sequel to 32bit fighting favorite Dead or Alive. Boasting the Skater and one part 


tely detailed characters yet seen in a fighting title (which, consequently, have been 
ntirely by hand — yes, even their bouncy bits), Dead or Alive 2 also makes strides in 
ning the 3D fighting arena itself. Rather than simple walled-in affairs, the stages are utter 
Many include whole annexes into which the melee spills over, whether by throwing your 
through windows or off waterfalls. Like Virtua Fighter 3tb, DOA2 also features tag 
but, unlike Sega’s fighter, your partners are always visible on the sidelines and can 


match without so much as a stutter. 


Wipeout. It’s the 
year 2066, and 
the world’s popu- 
lation has taken 
up anti-gravity 
racing as a means 
to combat the 
boredom brought 
on by global 
“Gnnnr! Gnnnr! Gnnnrrr!” “What : peace. Nine char- 
did you say?” Hulk Hogan's stunt- acters are selectable, 
double, Bass, tests his latest and racing takes place 
pick-up line on Kasumi. Guess in four locales — London, 
what happens next... New York, Cairo, Tokyo — 
each holding a myriad of 
shortcuts to uncover. 
Tricks are central to the 
package, and it’s with 
this in mind that a four- 
player half-pipe mode is 
in the cards, with online 





CUTTING 
















ugely popular in arcades, Namco’s third 3D attack, training, spectator, and Virtua Fighter 3tb-like tag- play between Dreamcast 
weapons-based fighter is officially — and team play. Namco is confident of the title’s success, and and PC players also a 
exclusively — bound for Dreamcast release. chances are good that it may be the first of many from the distinct possibility. 
Namco unveiled a fully-playable version of company for Dreamcast in coming months. 


> 
~ 
~ Soul Calibur at Tokyo Game Show this 
_ 


March, and the bevy of promised 
Dreamcast-only enhancements were already in 
gf, play. Vastly improved character detail 
; - and animation are the most prominent 
. byproducts of the re-tooling, although the 
rock-solid 60 frames-per-second game- 
play is certainly not to be discounted. 
Also to be expected in the final product are 


five new play modes: versus, survival, time Soul Calibur: Better visuals, more features than coin-op. 








STOP PRESS! Sega president and COO Bernie Stolar has confirmed a price and date for US Dreamcast - $199 on 9/9/99 PP 


SS a a 


SONOFA 


hiny has singled out 

Canadian developer 
BioWare to deliver a 
Dreamcast follow-up to 
its darkly comedic action 
game, MDK. 
Unlike its predecessor, 
MDKz2 has you controlling 
three distinct characters 
over the course of its 
nine stages. Hero of the 
first game, Kurt Hectic 
returns. Armored Coil 
Suit intact, he comes into 
play for stages where 





HOOP 


een to provide an unprecedented breadth of available genres at Dreamcast’s launch, Sega has committed to 

delivering a second sports title along with the system this September. As with NFL Football 2000, NBA 
Basketball 2000 is developed by Visual Concepts, and with the same ultimate goal in mind: ultra-realism. The game 
boasts more than four times the motion-captured moves per player of any 
other basketball title, detailed facial animation, and true-to-life ball and col- 
lision physics. Sega also promises more than 400 individually modeled 





Stealth and pin-point 
accuracy are needed. 
Joining Kurt is his jet- 
pack-donning dog Max, 
who can wield up to four 
weapons simultaneously. 
Rounding out the lot is 
the elderly Dr. Hawkins, 
who excels at combining 
items MacGuyver-style to 
create exotic super- 
weapons. MDK2 remains 
a purely single-player 
affair. “We're trying to go 
for more of a story-based 
action-adventure game, 
more so than MDK1 
was,” says BioWare co- 
founder Greg Zeschuk. In 
development concurrent- 
ly with the PC version, 
MDK2 will premiere 
simultaneously on both 
formats this September. 
"| think the Dreamcast 
version will in some ways 
be the best looking of the 
two, since that’s the one 
we're spending the most 
time optimizing," 
Zeschuk surmises. 





MDkKz2: videogame or love 


child of Timothy Leary and 
H.R. Geiger? Answers on a 


postcard, please. 


players, polygonal 
coaches and offi- 
cials, and 28 indi- 
vidually modeled 
Stadiums. Add in 
brisk 60 frames- 
per-second game- 
play, and we may 
just be looking at 
the most realistic 
hoops game to 
date. 


WRISTACTION 


Ss the latest addition to 
Casio’s growing line of G- 
Shock timepieces, the sky 
blue DW-9000 G-Lide repre- 
sents the pinnacle of 
sports watch design. @ 
It features a back- 
lit display, multi- 


: 
“ &, 
function alarm, J 


Stopwatch, and cal- 

endar — in other 

words, it’s never been 

easier to manage life in- 
between rounds with your 
favorite Dreamcast games. It’s 
also waterproof to 200 meters 
and tough as nails, so even 
when you're sleeping with the 
fishes, it won't be. 


Price: $140 
Manufacturer: Casio 
Contact: www.casio.com 








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j 
4) 


x 
Ff ms 





Shaq takes a time out, presumably 
from the filming of Kazam! 2, to fea- 
ture in the most jaw-droppingly 
realistic basketball simulation ever. 





- ootball games have become a 
yearly staple since the massive 
success of EA’s Madden on Genesis, 
but never has one been available 
immediately at the launch of a new 
system. When Dreamcast makes its 
way onto US shelves this 
September, it will be accompanied 
by Sega’s first football title since the 
16bit days, and early glimpses suggest it 
may usher in a new level of realism for the 
genre. This unprecedented realism is gener- 
ated via players that possess more than 
1,300 motion-captured moves apiece, polyg- 
onal sideline crowds, and 32 painstakingly 
re-created stadiums — right down to the 3D 
spectators. Sega also plans to include an 
on-the-fly play editor which utilizes the 








Hyper-realistic physics 
Dreamcast VMU as a personal viewing screen, and player animation are 
So your opponent won't see the plays you're 2 Siven, but what about 


running against them. the beer and pork rinds? 


Cool Boarders from UEP Systems will hit Japan in June, featuring trick, trial, and half-pipe modes plus two-player racing 








FANTASYZON® 


DREAMCAST??GNEWS 































ne of the most anticipated 


CLIMAX LANI | : OMING. ITI 
titles for both US and 


Oo Japanese gamers is Climax’s 


latest role-playing effort, Climax 
Landers. Close to release in Japan, 
Landers borrows both concepts and 
characters from its own back-catalog 
of RPGs, while promising to offer some 
new features . Responsible for 
Landstalker on the Genesis and Dark 
Savior on the Saturn, Climax has 
earned a strong reputation from RPG 
fans and the company’s first trip into 
Dreamcast territory looks to uphold it. 
At the game's forefront stands the 
hero, whose expert handling of the 
blade grants him his moniker Sword. 
Possessing an innate ability for a spe- 
cial type of magic, Sword is chosen by 
an elder in his village to solve the rid- 
die of his homeland. Apparently, much 
to the dismay of the citizens residing 
on the group of three small continents, 
the world of Climax Landers is also 
home to a space-time shift that has 
the power to warp characters back and 
forth through history. As a result, 
Sword is able to travel to different 


periods, including 1980's Japan and 
prehistoric sites. Therefore, you can 
fully expect to be standing in the 
check out line of a convenience store 
one moment, and speaking with 
princesses and knights the next. 
Incorporating randomly-generated 
dungeons similar in concept to those 
in ESP’s Evolution, Climax’s president, 
Hiroshi Naito comments that “dun- 
geons change each time you enter 
them. You enter each dungeon as a 
beginner and progressively power up.” 
That said, you'll need as much help as 
possible from Sword’s party members 
which include such esteemed RPG 
alumni as Lyle the elfin thief from 
Climax’s Genesis action-RPG 
Landstalker, as well as Marlin, a mage 
who made her debut in Shining in the 
Darkness. Also onboard is Lady (the 





ME TO DIG OUT THOSE PIXIE EARS... 


he cal! Gi 





ll have a chance to time travel (top), 


hat up some girls (bottom right). 





Put 


GRANDIA 


Dreamcast’s other big RPG on 
the horizon comes courtesy of the 
company responsible for some of 
the most successful and beloved 
role-playing titles on the Saturn, 
GameArts. Barring the system-sell- 
ing achievement of Red Co.’s 
Sakura Taisen series, GameArts’ 
character-driven RPG, Grandia, was 
a compelling reason to own a 
Saturn and learn Japanese. 
Following the adventures of Justin 
and his childhood friend, Sue, 
Grandia’s massive world and clever 
battle system wooed gamers and 
the game firmly entrenched itself in 
the hallowed halls of classic RPGs. 

Now with Dreamcast, GameArts 
is set to do it all again. But, this 
time around with the system’s 
incredible processing speed and 
polygon power, gamers can expect 
nothing short of a graphical show- 
case. Not only do the screenshots 
show off impressive lighting effects 
and detailed character designs, 
GameArts has also announced that 
Grandia |i will support two players. 
How this feature will be implement- 
ed into gameplay is unknown,how- 
ever, it is known that the sequel 
takes place four years after the 
original with many of the main 


female martial characters returning in more 


rd on the mature form. Slated for a 
P summer release in Japan, you 
Ladystalker), Rao yeh 


probably won't see it here 
in time for the launch. 
Christmas? Maybe. 


(a half-human, half-lion 
warrior) and Marion (a 
wooden female puppet). 

Combat appears to 
be more action-oriented 
than most RPGs from the 
early versions of Landers which 
would make sense; Climax has 
made its name for the most part off 
the success of its action RPGs in the 
past. And with full VMU support for 
more than 10 mini-games that allow 
players to swap monsters that they've 
captured as well as participating in 
breeding and “casino-type” activities, 
Climax Landers is a sure bet for US 
release. Can’t wait. 



















reedom within a bustling city is the core 

appeal of the latest coin-op from Sega’s 
Japanese labs. Crazy Taxi chucks you in the seat 
of a bright yellow open-top cab in San Francisco 
and offers one objective - to pick people up at 
the roadside and get them to their chosen desti- 
nation as swiftly as possible. Reckless driving is 
not appreciated by some passengers, though - a 
lower tip is their way of letting you know. 
Packed with pedestrians and dense with other 
traffic, we found there’s a tendency to career 
around the city trying to ram as much as possible 
at first. But as with L.A Riders, progress can only 
be made by hunting out shortcuts (often narrow 
one-way streets) and accruing as many time 
bonuses as possible. Funnily enough, the urban 
humor and garish hues of Crazy Taxi also reminds 
slightly of age old Atari skateboarding classic 
720°— perhaps no coincidence since the creator’s 
previous project was the excellent skateboarding 
sim Top Skater. 


echnically there are few differences 

between Dreamcast and Naomi apart from 
an extra amount of RAM on the motherboard 
and the code being mounted in ROM, instead 
of on CD. This means that the conversion 
process is relatively straightforward and only 
tweaks such as reducing the number of tex- 
tures are required for it to run on Dreamcast 
Perhaps the most encouraging aspect though 
is that Naomi is cheap and is therefore facili- 
tating slightly greater creative risks within 
Sega. Apart from planned multi-screen efforts 
such as Airline Pilots and Ferrari 355, some 
titles (the first will be 
Wre ) will even feature cross com- 
patibility between the Dreamcast’s VMS and 
the coin-op — simply plug your VMS into the 
arcade cabinet and your favorite trained char- 
acters will become active on the big screen. 
Sega says a further two or three games will 
utilize this cross-fertilization of code this year 





“YOU TALKIN’ TO ME? THERE’S NOBODY ELSE HERE...” 


In terms of handling, the ultra fast and comi- 
cally exaggerated dynamics of Crazy Taxi make 
Sega Rally \ook like a lesson in simulating car 
physics. Employing some of the most exaggerat- 
ed driving moves yet seen in a racer, power- 
slides, jumps and even acceleration/braking 
combos are possible while you’re weaving in and 
out of the traffic trying to keep a cool head. It’s 
all very 70s cop show car chase. And it works a 


treat. 


But this is no slouch in the visual department 
either. Packing Naomi technology under its hood 
(see box-out), Crazy Taxi is perhaps the best evi- 
dence yet of just how good Sega’s new console is 
at throwing polygons around the screen. Streets 
unravel in to the distance with minimum pop-up 


and everything runs at a silky 
smooth 6ofps, but where it 
really scores in its use of realis- 
tic lighting and shadows - try 
and find another game that 








looks as 
vibrant as 
this. 
Given the 
speed at which 
Powerstone and House of the 
Dead have jumped across to the home con- 
sole, only the most pessimistic Dreamcast 
owner would doubt its imminent transferal. 
However, with the developers having already 
expressed a desire to implement extra fea- 
tures in the Dreamcast version, that could 
mean a Slightly longer wait. Here’s hoping for a 
multi-player rumble between rival cab compa- 
nies... 


Not all fares are 
happy with the ster- 
ling service you pro- 
vide. Some take it out 
on your car if they sus- 
pect you tried to scare 
them, or otherwise 
reduce their life | 
expectancy. es 
SF 


—_S 


. , |) ewe 7 ‘ 


oat 


= 
A. 


Sega's Crazy Taxi: You race around the city picking up fares and dropping them off at their destinations in as little time as possible. The 
best fares are usually the most difficult to get to, but pay more. There's a time-limit, of course, and it’s best if you don’t try to mow 
them down with your taxi- at least not before they've paid the bill. Expect this one to arrive on Dreamcast before the year is out. 


11 





DOVORGS 


SEGADREAMCAST 





DC JAPAN 


IMAGEPROCESSING 


Sega’s current wave of ads in Japan are something of a departure from previous cam- 
paigns and feature Sega General Manager Yukawa Hidekazu trapped in a sinister daydream 
where children are not what they seem. Below is a translation of this latest media salvo- along 
with our own interpretation of events... 





Translation: Hidekazu Appearing friendly, they lull uddenly- their eyes tu 

appears on a mountain-top- the charming Hidekazu into a black and they scream: “N 

dressed, in a Saville Row suit faise sense of security. “Sega it’s a ioke! We d t need 

with some chiidren has changed", they cry Sega- we want PlayStation 
Really?" replies Hidekaz 


IMPORTGAMEOFTHEMONTH 
>> GET BASS 


It's either your idea of heaven or officially the 


least interesting sport this side of the Seniors Lawn 
Bowling Tour. Whichever side you find yourself on when it 
comes to fishing, Get Bass will have you dreaming of elec- 
tric, er... fish for weeks to come. 

Currently only available on import, Sega’s bass fishing 
sim is a pixel-perfect port of its arcade classic of the same 
name- with an added ‘consumer mode’ featuring extended 
multi-stage tournaments , the option to fish as the fairer 
sex and access to your very own tackle box. Oh no! Hidekazu has been Suddenly, the ground opens His secretary has caugnt 

Not convinced? Play it, and you'll be (ahem) hooked. duped by demons! up and swallows ladies-man the worldly Hidekazu sleep 
With the time limit ticking down, and the ever present dan- 
ger of losing a big catch, Get Bass is a lot more exciting 
than you might at first assume. Catch a ‘Big One!’ and you'll 
realize just how satisfying a game can get. Lose one, and 
you'll get right back in there for another go — every time. 

But for the ultimate thrill-ride (or what passes for 
thrills in the fishing community), you should buy the bun- 
die and get your hands on the fishing controller. It has a lit- 
tle gyroscope hidden inside for detecting your arm move- 
ments so that you can cast your line without using a button. 
Of course, you look sort of stupid doing it, unlike real fish- 
ing (apparently). 


¥5800 ($50) eee 
Sega 


Sega “Are you okay? * she asks. “ Hidekazu reflects on his 


— Yes,” he replies. nightmare. 
0 


No 4 , 
VMU, ; 
Fishing Controller ; 





Hidekazu ng on the job 











SAMED/FFERENCE 


Okay- so we admit it, there are other 
Dreamcast magazines worth looking at 
on the planet- but they're in Japan. The 
magazine market over 
there now supports 
four different 
Dreamcast magazines — 
the best two of which 
we picked up while at 
the Tokyo Game Show. 
DC Dreamcast is Japan's 
official magazine for 
our beloved system and 
has been around since 
December of last year. 
Oddly, the free GD-ROM 
is packaged with 
Softbank’s ‘Dreamcast Magazine’- 
unofficial, but equally unrivalled in 
terms of news, previews and mad 
pages full of readers soft-porn Manga 
illustrations. And before you ask, no. 
Not ever. Keep them to yourself. 

































DRIVERSWANTED 


METROPOLIS STREET 
RACER GATHERS SPEED 
Follow that car! Metropolis Street Racer features cars from Europe, Japan 
As Cazy Taxi (see page 11) and the USA - and some of the most amazing lighting effects ever! 


called him up... 


demonstrates, the Next Big Thing 
when it comes to racing games is 
city driving. If 

you've ever wanted 

to take partina y 

real Hollywood car- 

chase, complete with screaming 
pedestrians, empty cardboard 
boxes and (inexplicably) chickens, 
then Metropolis Street Racer will 
take you there. 

Racing through London, San 
Francisco and Tokyo, you'll be 
screeching around over two square 
miles of map at each stage in one 
of twenty different licensed sports 
cars that include the Acura NSX, 
Ford Mustang and the Italian Fiat 
Barchetta, as well as other assort- 


considered —‘ 


BW: ‘ Racing around a city throws 
up many challenges..hang on a 


minute..’ (screeching of brakes). big rabbit, Brian.We could 
DCM: ‘Brian?’ hear the bump from here.’ 
BW: ‘Sorry. Now where were we? (Sirens) 


Challenges. The main one is how to 
maintain accuracy and a ‘real city’ 
feel without compromising the 
structure and playability of the 


game itself. You can use made up (click) 

cities, like most games do, but DCM: “Yeah, so 
we're doing real life,so you needto _ilong.’ 
represent what's there, and there- Metropolis 


fore the choice of which areas to 
model has to be really carefully 


(A hair-raising thud and crunch fol- 


TWOMONTHSWITHOUT? O/LETPAPER! 


If you thought the Truman Show or EDTV took tele- 
vision a step too far, then wait ‘til you get a load of 
Japanese variety show Susunu Denpa Shonen (Don’t go 
for It, Electric Boy!). Taking an unemployed comic named 
Nasubi (which translates as ‘eggplant’), the show locked 
him in a room with his only sustenance for 15 months 
being whatever he could win through entering competi- 
tions in magazines, airing his plight for 15 minutes every 
Sunday night. His first several meals consisted of noth- 
ing more than the Tokyo equivalent of Alpo, and it took 
him months to win toilet paper. 

Spying an opportunity for a game, Tokyo-based 
publisher Hudson (better known for its hit Bomberman 
titles) has created the interactive Dreamcast version of 


that..! just hit, an erm..rabbit 
or something.’ 
DCM: ‘it must’ve been a pretty 


BW: ‘Look: it’s been nice talk- 
ing to you, but | have to go. 

Thanks for the opportunity 
and stuff. Bye.’ 





Ld ink de tal it akg 






Street Racer is due 
out in September. Read our 
full preview of this stunning 
game next issue. 


ee ee 8 8 


ed European and Japanese autos. lowed by more screeching of 
We called Bizarre Creations brakes) 

producer Brian Woodhouse, andhe cm: ‘Brian? Are 

explained the challenge thrown up you there?’ 

by creating such an open road. He BW: ‘Sure. 

was on his cell phone doing about Sorry about 


7omph on the freeway when we 


the show — complete with a naked cartoon Nasubi- his, 
ahem, ‘interactive’ areas covered by — yep- an eggplant. 
We would usually be the first to bemoan the fact that 
Japanese games so rarely make the leap to the States, 
but in this case, we'd be sort of relieved if it didn’t. 





DCEVROPE 


TRANS-ATLANTIC DREAMCAST NEWS 












ee ee es 


‘EUROPE 


Habsbabsbebebsbabstsbebebabobebsbebstebebetatedetal 


13 








‘sonal with 


PROFILE 





———---_—— = Salil iliac leeatteertimneplitens 


DCM: The game features some 
# pretty spectacular explosions. How 
many types of weapon can you use? 
SN: There are eight different types of 
weapon, which you keep with you 


throughout the game. 


OCM SPECIALEFFECTS 


DCM: Sega initially thought that all 
Dreamcast titles would run at 6ofps, but 
that’s not the case for Blue Stinger, is 
it? Why’s that? 








SN: We use a refreshment rate of 30fps. 
We could have used 6ofps, but because 
we wanted to display lots of creatures, 
we had to rethink things. 

hinya Nishigak DCM: During your time working on 

“In terms of content, we wa alice Dreamcast development, what have you 

found to be its strongest feature? 
el ieh\,-1e-M CoM ale i-Mial-M=> decal -lalas SN: The number of polygons it can 








»N display is important, and there’s also the 
of a Holl vAielele| movie in an lighting effects. It’s also very easy to 
develop on Dreamcast; there’s good 
Taliciaclaihucmuce y. = support and some good libraries. There 

—_—_—— are also some impressive sound filters. 
DCM: So what kind of lighting effects are 
you using in the game? 
SN: Basically we use two sources of 
light. One is ‘Nephilim’ [a flying female 
character], who is a moving source of 
light. After that we have the weapon 
effects, and we also have the regular 

oN map’s lights. But for realtime lighting we 
use Nephilim and the weapons. 
DCM: Do you think you're really pushing 
the Dreamcast hardware? 
SN: It’s difficult to say. We're not using 
all of its capabilities — for example, we're 
not using the bump mapping, but we are 
using the lighting features. There are 
always many different ways to use any 
hardware. It’s actually very hard to 
answer that particular question. 














*eeeeeeeeeeeeeeeeeeee eee eee eer ere eee eer er er er eee ere eC ee CeO ee eC eC eC eC eC ee eee em eC eee eee 









R YEARS AND 20 MILLION DOLLARS, SHENMU 
AIMS TO CHANGE THE WAY YOU.PEAY FOR 


i * 
Fou) : g 





SHENMUE 


Developer: 
AM2 
Publisher: 
Sega 

Origin: 

Bieri 

Genre: 
Adventure 
Players: 

One 
Peripherals: 
Puru Puru Pack 
VMU 

ESRB Rating: 
Pending 
Online? 

No 

Release Date: 
TBA 2000 


WHAT'S THE 


it's Shenmue, the most 
ambitious (and expen- 
sive) adventure title ever 
created — to the tune of a 
20 million dollar devel- 
opment budget and four 
years of painstaking 
work by Sega's leg- 
endary AM2 division, 
headed by Yu Suzuki. 


WHY MIGHT IT 


Shenmue has the poten- 


tial to utterly smash the 
mold with its deeply 


immersive environments, 


captivating characters, 
and the ability to convey 
human emotion far 
beyond the means of 
other game before it. 


Shenmue may prove to 
be too ambitious. It 
attempts to elude nearly 
every notion there is of 
what an adventure title 
should be, and, as a 
result, may ultimately 
seem too foreign (and 
even cumbersome) for 
many players to enjoy - 
or comprehend. 


riginally known 
under the working 


title of Project 

Berkeley, Shenmue 

began its life long 

before Sega man- 
agement introduced Suzuki to its pro- 
posed Dreamcast specifications nearly 
four years ago. Suzuki has said that 
the desire to create an epic adventure 
game had always been with him — he 
just didn’t have the canvas on which 
to realize his dream until Dreamcast. 

Each character in Shenmue is con- 

structed from thousands of polygons 
each, down to their individual finger- 
nails and teeth (“ick!’ — Ed), and its 
some 1,200 rooms and locales are 
exquisitely detailed — carpets have 
individual weaves, cherry trees boast 
thousands of petals, and tiny crea- 
tures scurry about the place, further- 
ing the already immersive atmos- 
phere. Suzuki and crew have also 
painstakingly motion-captured both 
actors and trained martial artists to 
provide the eerily life-like movement 
of Shenmue’s cast. 


¢ a) = i. 

, ‘ ¢ A 

= a badd a. fw 
- if a” 

athasei~t,i. 


Realistic weather (which is modeled 
from actual data on the game’s locales 
over the past 20 years) adds to the 


realism, along with (drum-roll, please) 
what Suzuki — and more than one 
physicist — refer to as the fourth 
dimension: time. Few games have 
accurately portrayed the passage of 
time, and even fewer have attempted 
to give it influence over gameplay. 
Shenmue aims to do both. From shop 
keeps to key players, characters will 
keep their own schedules, so you'll 
have to learn them — and act accord- 
ingly — in order to accomplish many 
tasks. Ryo Hazuki, the game’s central 
character, can also accrue damage 
that will take days (and sometimes 
weeks) to fully heal, thus hampering 
his ability to travel and fight. Of 
course, the passage of time will be 
compressed, so as not to keep you 
laid up in a hospital bed while Ryo’s 
recovering, or sitting on a steamer for 
a week to mainland China. Or, for 
example, going slowly insane at the 
Japanese equivalent of the DMV. 


ALI VE te: 


Sound is an area that has received 
equal attention. An entire symphony 
orchestra has been hired to record the 
game’s soundtrack, and some of 
Japan’s finest voice actors brought on 
to give believable personalities to over 
a dozen central characters. 


UP! 


Suzuki proposes to afford players ulti- 
mate freedom by giving them the abili- 
ty to travel to and explore almost 
every area of the game at will, achieve 
many objectives in non-linear fashion, 
speak with any character, and interact 
with countless objects. There will of 
course be a strong plot thread, so as 
to keep you on track toward the ulti- 
mate outcome, but Shemmue is more 
a living, breathing experience than a 
scripted play. 

When searching rooms or manipu- 
lating objects, the game switches to a 
first-person mode. The AM2 staff have 
digitized and motion captured a 
model’s hands to create this on- 
screen, and the effect of them rifling 
through cassette tapes, grabbing a 
flashlight, and dialing telephones is 
almost akin to real life. 

Environment and atmosphere 
aside, the true meat of Shenmue will 
be in its four primary gameplay 
modes: Quest, Quick Timer Event, 
Quick Timer Battle, and Free Battle. 

Quest is just about how it sounds; 
explore lavishly-detailed locales and 
achieve numerous goals, whether it be 
to deliver items from one character to 
another, or track down a specific per- 
son who may hold clues to your next 








course of action. This is also where the first-per- 
son mode will come into play — approaching use- 
able objects and entering certain rooms will 
bring your hands into view, giving you a Ryo’s- 
eye perspective and complete control. In Quest 
mode, you'll also have the ability to take part in 
various sub-games within the grander adventure, 
including — but not limited to — part-time jobs 
(you'll need to earn enough money to afford the 
ticket to mainland China) and even re-creations 
of classic AM2 arcade games. 


Like Sega’s own Die Hard Arcade, Quick Time 
Events and Quick Time Battles require directional 
commands and button presses on your controller 





Suzuki and his team traveled extensively throughout Asia to survey the locales in which Shenmue takes place. As a result, 
each of its hundreds of locations are breathtakingly detailed, from the placement of buildings all the way down to individ- 
ual signposts. Environments, such as those above, will be rendered in real-time by Dreamcast's powerful 3D hardware. 


in accordance with flashing on-screen prompts. 
This form of play will be most often used in the 
game’s more elaborate fight sequences, and well 
as mad dashes through city streets, balancing on 
rafters, and other timing sensitive scenarios. 
Free Battle is self-explanatory — you're able to 
take out your aggressions on the bad guys in 
Virtua Fighter-style real-time. In this mode, Ryo 
has the ability to punch, kick, guard, parry, and 
block. 

The end result is an experience totally unlike 
that of any adventure title before it, so much so 
that Suzuki has coined a new term to describe 
his treatment of the genre: FREE, or Full Reactive 
Eyes Entertainment. Or, if you prefer planet 
Earth-speak, it’s his hope that, by seamlessly 








a) ROUND 


Who? 


Finest Hour 


Don't mention 


Why? 


What's next? 


: 
: 
Shenmue's cinematic sequences are produced entirely in real-time so, as Suzuki is keen to stress, there is never a discernable shift in visual quality between gameplay and story elements . 











ill 











integrating these elements, Shenmue will truly 
become the sum of its parts — and if the finished 
product is anywhere as groundbreaking as but 
one of its facets, those ‘killer app’ pundits will 


not only have their cake, but eat it too. 

By the time you read this, Shenmue will have 
been split up into two chapters, the first of which 
being nearly finished and scheduled for Japanese 


LOOKING 





Sega set up two rows of Dreamcasts devoted to 
Shenmue at the show, each demonstrating a dif- 
ferent mode of play. Shenmue is unique in that it 
is divided into a number of different game styles 
- depending on where you are in the game. 
There's the Quick Timer Event mode - where you 
just hit a button and the game does the rest for 
you - in this case, chasing a street punk through 
the maze-like streets of Hong Kong. It feels a lit- 
tle like an interactive movie (ulp!), but requires 
fast reflexes and is incredibly cinematic (phew!) 
and offers ample opportunities for Suzuki to 
show off his meticulously created street scenes. 
Mother and baby obstacles, old people carrying 


shopping and workmen - are all positioned to lit- 


erally trip you up. All that's missing, it seems, 
are glaziers making their way v-e-r-y s-\-o-w-l-y 
across the road with a giant sheet of glass. And, 
of course, a herd of sheep. 

The biggest crowd gathered around the Free 
Battle mode - the cause of much consternation 
for journalists when the game was originally 





Character interaction within Shenmue’s world 
ranges from conversations with town-folk (top 
left) to partaking in a game of dice for much- 
needed travel money (left). 





TROUBLE 


DCM HAD AN OPPORTUNITY TO EXPERIENCE 
SHENMUE’S COMBAT SYSTEM FIRST HAND AT THE 
RECENT TOKYO GAME SHOW 


announced - owing to its absence. For a heart- 
stopping month there, it looked as if all the bat- 
tles would be decided in the Quick Timer Event 
style - merely requiring one or two quick button 
stabs to resolve. But no! Suzuki has taken much 
of what was seen in coin-op hit Spikeout, and 
has included a full Virtua Fighter style battle 
system. 

Wandering through a dimly lit warehouse, 
Ryo is accosted by packs of ruddy-faced bruisers, 
of the A-Team rent-a-goon variety, which can be 
dispatched with a flurry of kicks and sweeps, 
throws and well-timed knees to the groin. After 
kicking about 30 flabby butts, the stage is clear. 
it's a little easy - presumably to make the demo 
accessible to all, and Like Virtua Fighter, the 
brawls are as complicated as you want to make 
them - a lot depends on how skilled you are with 
the controller. Button-mashing gives way to more 
elegantly choreographed encounters as your 
martial arts repertoire grows. It's vintage Suzuki. 


release on August 5. Sega of America itself has 
confirmed that the game will see stateside 
release in 2000. Whether or not both chapters 
will be integrated for U.S. audiences remains to 
be seen, but one thing is for certain: Shenmue is 
coming, and it may very well change the way we 
play adventure games — and experience them — 
forever. 



































This sequence illustrates one of the 
game's first Quick Timer Events, in 
which Ryo and Ren escape from a 
gangster’s hideout. One hitch: they're 
handcuffed to each other. 















Tokyo Game Show gave the japanese public - and the DCM staff - their first opportunity to try 
out Shemue’s Quick Timer Battles and Quick Timer Events first hand. 


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early four years in the making, Dreamcast is finally here. 
N The latest in a long line of Sega consoles dating back to 

the early 1980s-era Master System, it represents the 
convergence of the company’s home gaming know-how and 
bleeding edge technology from its four partners in the undertak- 
ing: NEC, Microsoft, Hitachi, and Yamaha. 

Dreamcast has its similarities to past consoles — it still uses 
familiar enough controllers (guess that "VR" craze never quite 
caught on) and its games still come stored on unassuming, albeit 
higher capacity, compact discs. But beneath its pearly white exte- 
rior lies a brave new world of earth-shaking innovations and 
unprecedented possibilities. 

With its Visual Memory Unit (VMU), Sega has given life to the 
decidedly two-dimensional memory card concept. Instead of sim- 
ply storing games on a boring gray piece of plastic, you'll now be 
able to interact with it. Whether exploring dungeons from your 
favorite RPG or tuning up that new race car you just won, it’s all 
possible — and while on the go, no less. 








MCAST IO 


*SSeseSs* 333 33 hem: 
EVERYTHING YOU EVER WANTED TO KNOW Dreamcast is also the first internet-ready console, thanks in 


full to its built-in 56k modem. Browsing the web from the comfort 


ABOUT SEGA’S POWERFUL NEW CONSOLE of your couch is one thing, but how about going head-to-head 


against your loudmouth buddy across town (or the country) ina 

STORY BY: RANDY NELSON match of Sega Rally 2 to settle that “who's the best driver" bet 
once and for all? And if you lose, you can always blame your six- 
year-old nephew Urkel who “just picked up the controller" while 
you were in the bathroom. 

But it is the capacity to evolve that is perhaps Dreamcast’s 
most intriguing facet. More so than any other system before it, 
Dreamcast can accept a myriad of future expansions and 
upgrades. DVD movies in your future? Digital television perhaps? 
Or how about some extra memory to make your games look more 
real than real? Dreamcast can, and will, handle it all. 

In the following pages, we'll give you the lowdown on exactly 
what to expect when Sega welcomes us all to the next level this 
fall. So sit down with our feature and take some quality time to 
get to know your Dreamcast. 


CONTROLLER Ports 
No cutting-edge console would be worth its 
salt without more than two controller ports, 
and Dreamcast as it just so happens boasts 


four — perfect for multi-player games. But 
these aren't your average sockets. They can 
send data in two directions, paving the path 
for such advanced peripherals as printers, dig- 
ital cameras, or perhaps even a Dj-style 
turntable. 









GD-ROM Drive 
Dreamcast’'s innovative CD unit runs at 12 times 
the speed of normal CD-ROM drives and boasts 
nearly twice the storage capacity — 1 Gigabyte 
of data in total. This means you'll see lighten- 
ing-fast (or often unnoticeable) load times, and 
won't be swapping discs as often for longer 
and larger games. Of course, it will still play all 
of your favorite audio CDs too. 

















Eject BuTTON 
When pressed, this button makes the 
Dreamcast open wide for insertion of games 
and music CDs. Mind your fingers as the discs 
spin down after playing though — it’s nearly like 
a saw blade at 12x speed. 




















Power BUTTON 
Pressing this magical button will cause 
your system to sprout wings and fly 
around the room frantically. Just kid- 
ding... it just turns the power on. 













WHat No RESET? 

By now, you've probably noticed 
that Dreamcast is missing a reset but 
ton. To reset your game in progress, 
simply hold down all four action but 
tons on your controller (A, B, X, and Y) 
and hit Start. Viola! 


MODEM PorRT 


This port serves dual purposes. Firstly, it’s 

where you attach a cord for connecting 

Dreamcast’s modem to the phone jack on your 
wall. The modem itself can be removed for 
replacement with a faster model in the future. 


; Alternatively, this is also where undisclosed 
; | future upgrades will connect, sliding in under- 


G — neath the system and offering their own exten- 


TLE ee ee sion slot for accommodating the modem. 


A/V Mutti-Ourt Port 
Here’s where your four video output options are 
connected: S-video, composite video, an RFU 
adapter, or the exceedingly high quality VGA 
Box. 


SERIAL Port 
Exact purposes of this smallish port have yet to 
be revealed, but it's likely that Sega's proposed 
Local Area Network adapter (an add-on for set- 
ting up your own multi-system, multiplayer 
games at home) will connect here. 








Te oe eo oe ee FF FF FF 





ve eo eo eo Vo oe oe tr FF FF 






Lint GuN 










From: Sega 
Price: Packed-in with House of 
the Dead 2, $33 (¥3800) sepa- 
rately 

Release: Out Now (Japan) 
Compatible Games: House of the 
Dead 2 


















it’s the Dreamcast Light 
Gun, the most innovative 
videogame blaster in the 
world. Do you feel lucky? 
You should, because its pin- 
point accuracy is second to 
none, and its built-in direc- 
tional pad will undoubtedly 
open up a whole new world 
of possibilities for light gun 
shooters. The least of which 
being the ability to actually 
move around freely inside 
the game world while bliast- 
ing away with a “real” gun. 


KEYBOARD 


From: Sega 

Price: $33 (¥3800) 

Release: Out Now (Japan) 
Compatible Software: Dream 
Passport, WebTV browser 


Surf the web in style — or at 
least a lot more effectively 
than you can with a con- 
troller. Featuring all the keys 
and doodads you'll find on a 
Standard computer key- 
board, the Dreamcast key- 
board also boasts a number 
of shortcut keys designed 
specifically to make using 
the system's bundled inter- 
net software easier to navi- 
gate by automate the typing 


of such common things as 
"www" and “.com" for web- 
site addresses. 


CONTROLLER 


From 
Pr ce 
Release 


Compatible Games 





VISUAL Memory UNIT 
(VMU) 


From: Sega 

Price: $33 (¥3800) 
Release: Out Now (Japan) 
Compatible Games: Al! 


Dreamcast’s most unique 
peripheral, the VMU is more 
like a smallish hand-held 
game system than a memo- 
ry card, although it can be 
used for saving game data 
(128 blocks worth in all). 
Central to the VMU's 
remarkableness are its 
diminutive LCD screen, con- 
trol pad, and action buttons, 
which enable you to orga- 
nize data, and, more impor- 
tantly, play mini-games that 
can be downloaded from 
many Dreamcast titles. 


ARCADE STICK 


From: Sega 

Price: $50 (¥5800) 

Release: Out Now (Japan) 
Compatible Games: Virtua 
Fighter 3tb, Power Stone, Marvel 
vs. Capcom 


For true arcade-style con- 
trol, there’s no substitute for 
having an actual arcade con- 
troller — or, in this case, 
something incredibly close. 
Modeled after Sega’s own 
arcade cabinets, such as the 
one used for Virtua Fighter 
3, the Arcade Stick is as 
close as you'll get to the real 
thing without buying a 
$3,000 coin-op unit. It’s also 
especially heavy, with a nice 
weighted, metal base, and 
features a built-in VMU slot. 








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ith a distinctly Gen X atti- 
tude and a talent for 
hurtling through side- 
scrolling space at the speed 
of light, Sonic has gone on to capture 
the imagination of millions around the 
globe, joining the ranks of Mario and 
recently inducted Crash Bandicoot as 
having one of the most recognizable 
mugs in videogames. With the launch of 
Dreamcast in Japan, his-hedgehogness 
has arrived in style for his first truly 3D 
outing. As startling a change as this may 
be for a series so firmly entrenched in 
side-scrolling 
ideology, the result is a visually stunning 
experience with some equally amazing 
gameplay. 





Under the direction of series creator 
Yuji Naka, Sonic Adventure gets off to a 
blazingly fast and fabulously familiar 
Start. All of the quintessential "Sonic" 
elements are intact, as a run-through of 
the first stage, Emerald Coast, confirms: 
gold rings to collect, cute enemies to 
bonk on the head, red bumpers that 
launch you into orbit, the super-spin 
dash, and most importantly, tear-induc- 
ing speed- and it’s all in beautiful 3D. 

Right away you know you've entered 
a new world of gaming, full to bursting 
point with silky-smooth animation, 
incredibly realistic scenery and flawlessly 
designed levels. Sonic has indeed come 
a long way since the Genesis. From the 
visual depth of each environment to the 


DEVELOPER: 
Sonic Team 


subtle animations of all the objects on 
each screen, this game must be seen to 
be believed. 

Sporting bright, colorful textures and 
completely smooth 3D polygons, each of 
the six playable characters in the game 
are rendered with crystal clarity (get to 
know the different characters on page 
26) and the stages are equally impres- 
sive looking. 

Each consists of three essential ele- 
ments. There’s the exploration parts, 
where Sonic runs around looking for 
shortcuts and secret areas (of which 
there are many) and — most impressive 
from a speed standpoint —the gravity- 
defying tracks that house super-speed 
launch pads that rocket the blue fella 





The most basic move in the 
book, Sonic's jump move has 
been enhanced to help him navi- 
gate the brave new world of 3D. 
jumping by pressing X, then 
pressing jump again at the 
height of Sonic's leap allows him 
to do one of two things: home in 
on the nearest enemy for a good 
bashing or jump dash to cover a 
greater distance more quickly. 


Sonic's dash move is little more After Sonic picks up his first An ability only accessible to 
than a way to get around town upgrade, the super speed Sonic during the adventure seg- 
or stages more quickly. Pressing shoes, he’s then able to really ments of the game, you'll need 
and holding the B or X button pack a punch with his Super to carry things like keys from 
powers up your dash. Releasing Spin Dash with the B or X but- one area to another in order 


it sets you on your way. Only 
until you get a hold of the Super 
Spin dash will this move be of 
any real use against enemies or 
in specific environments. 


ton. With each upgrade, Sonic's 


spindash will become more use- 
ful in the action stages by allow- 


ing you to power up and cross 
large gaps in the ground by fly- 
ing over them in a straight line. 


with the Y button to unlock new 
stages. This skill shows Sonic's 
increased interaction with his 
surroundings and even lets him 
cuddle a bit with his Chaos. Is 
this really a good thing? 








25 





26 


wy 
JA 


~* 
Species: Fox 
Abilities: Flying and racing different characters 
through each level 

Goals: Finding short-cuts to outrun opponents 
Best level: Emerald Coast or Sky Deck 

if he were a Simpsons character, he'd be: 
Milhouse Van Houten 


Te 


Species: Echidna. An anteater with a single ori- 
fice for expelling waste and fluid. Ick. 

Abilities: Digging, climbing and gliding 

Goals: Find hidden locations of Emerald pieces 
in each level and make a whole gem. 

Best level: Casinopolis 


Simpson’s counterpart: Nelson Muntz 


Species: Hedgehog 

Abilities: Double jump w/hammer blow. 
Goals: Outrun Eggman’s robot through levels 
equipped with her glorious Hammer of Love. 
No, seriously... 

Best level: Twinkle Park or Hot Shelter 


Simpsons counterpart: jessica Lovejoy 





eS 


Species: Take a big fat guess 

Abilities: Very few. Fishing, if you must know 
Goals: The obligatory “fishing element” in every 
Japanese game. Fish to rescue his pet frog 

Best level: Hot Shelter 


Simpsons counterpart: Barney Gumble 


yo ONL 
Fe 


Species: Sentry Robot 

Abilities: Super Multi-targeting Blast 

Goals: Save as many animals as possible from 
each level, while destroying evil sentry robots 
all under a time limit 

Best level: Red Mountain 

Simpsons counterpart: Professor Frink 

DCM Counterpart: Randy Nelson 


ee 


Species: Uber Hedgehog 
Abilities: invincibility 


Goals: Destroy Perfect Chaos and amass rings to 
maintain super powers 
Simpsons counterpart: Radioactive Man 








(Top) Sonic gathers with Knuckles, Tails and Amy in a special ending to take down 
Perfect Chaos. Bring on Super Sonic! (Right) E-102 takes a stroll around town; (cen- 
ter) Frog-catching in Emerald Coast; (bottom) Tikal, the Chaos Emerald guardian 


along like a bullet train. For a change of pace, there are 
also a number of sub-games that range from snow- 
boarding, to pinball simulations (guess who's the ball?) 
to a “whack-a-Mole”-type game with Amy. Even when 
you've completed a stage, you can always play it again 
another way to get just a little more out of it. 

The level design is further enhanced by certain 
moments of blissful spectacle. From a killer whale 
chase in Emerald Coast to Wind Valley’s dizzying torna- 
do, complete with a vortex of brilliantly rendered 
leaves, Sonic Adventure wields flash and function with 
equal skill. 


TO GO 


While stellar visuals go hand in hand with introducing 
Sonic to a more powerful system in Dreamcast, the 
gameplay in Sonic Adventure also takes a bold leap in 
a new direction as well. Sonic not only receives the gift 
of gab (with full voice tracks), but he’s also able to use 
his newfound voice on the characters roaming the fic- 
tional metropolis, Station Square. Here you’re required 
to interact with other characters, read signposts and 
carry out minor tasks in order to progress. In fact, a 
good bulk of the challenge within the game is finding 


mt 02:46:03 
014 


each of the 
level entrances 
hidden 
throughout 
Station Square. 
You'll need to 
complete the 
levels in a specific order to access each successive 
Stage, giving the game a strictly linear structure. 


CHAO 


But Station Square isn’t just for seeking out new 
Stages. You'll also be able to visit the Chao Gardens, 
where you can participate in the raising, breeding and 
training of the Tamagotchi-style Chaos. Think of it as an 
introduction to virtual pet sims, Sonic-style. (More on 
Chaos in the sidebar “Chao Baby” on page XXX). 
Controlling Sonic in his 3D universe is surprisingly 
smooth allowing you to get a good grasp on navigating 
both depth and direction without any problems. The 
layout of each level takes the pressure off the controls 
by defining the actual room you have to move around. 
By using elements such as water, lava or umpteen mile 
drops to surround limited areas, you'll have a good 








Emerald Coast, your starting point in Sonic Adventure, is a showcase piece with plenty of dazzling sights and breakneck speed. 


CHAO’. >: 


Not only will these little creatures give 
you hours of love and entertain 

ment, they'll also give you a 

damn good reason to use your 

VMU. It can be a bit tricky- so 

here’s a mini-guide to parent- 

hood. 


® How do | get started? 
First, you must find some eggs. 


There are two pastel-colored ones sitting in the 


s = 
me . Bes. 


Chao Garden in Station 
Square that can be 
hatched. 

—— 
bi How do | hatch ——- 

eggs? 

Very carefully. Chaos 
are very sensitive to 
your actions, so it’s best to avoid dropping or 
throwing an egg. Hatch it nice and slow by first 
picking it up with the Y button, then holding the 
button down and pressing any direction on the ana- 
log stick. You'll begin caressing the egg, coaxing 
out the Chao. Once you set it back on the ground, it 
willhatch. 


i What should | do with it once it hatches? 

Pay close attention to how it acts each time you 
visit. At this early stage in a Chao’s life, you can 
assimilate different animals with it. This can be 
done by freeing some of Robotnik’s animal slaves 
in different stages then returning to a Chaos 
Garden. The animals will automatically be freed 
into the area and you 

can then pick one up , 

and bring it near a wy 
Chao. The Chao will 

then nuzzlethe animal, .§ 

delightedly, and possi- 

bly take on some of its 

characteristics (so best 

to avoid to close associ- 

ations with , say, Echidnas...). You can also feed 
your Chaos by shaking down coconuts from the 
trees in the garden. 


® Can you mate Chaos in the gardens or only on 
the VMU? 

You can mate them anywhere, but preferably not in 

public. Set two adults next to one another in order 

to let them get started and if successful, they'll 

produce an egg! 


La What can you do with the VMU in all of this? 
Train, train, train! By moving a Chao to your VMU, 


you can participate in a number of games that will 
boost your Chao’s stats . The mini-quest will 
improve your Chao’s abilities so it can win in the 
Chao Races. 





x — ey 
— 

Ty 

oo | 


Tim’ O11: 22: 
0861 


Sonic Adventure manages to include not 
one... not two... but countless of those 
elusive “gaming moments.” 


idea as to where you can or can’t 
go. But, you also never feel too 
restricted when roaming. Each 
environment succeeds in feeling 
incredibly open, whether your red- 
sneakered feet are zipping along a 
Set track as Sonic or you're fishing 
in a pond as Big the Cat. 

While some gamers may have a 
distaste for the speed-factor in Sonic 
games, claiming that it feels too much like you're being 
led around by the snout, rather than forcing you to use 
any real skill, the speed segments in Sonic Adventure 
avoid feeling too scripted. Level designs are paced well 
and include enough variety to neatly sidestep this prob- 
lem 


CAUGHTONCAMERA 


The same cannot be said for the game’s camera. 
Nicknamed “Cammy” around the office, the camera sys- 
tem has a bad habit of taking on a life of its own at 
times. Due to the speed of Sonic himself, you’ll find 
Cammy lagging behind or getting stuck at the most 
annoying angles. Not just annoying, the experience can 
leave you disoriented. Imagine cruising along, collecting 
rings on a steel platform -- next, you're staring, bald- 
faced at the backside texture of a wall with absolutely 
no idea where you are or where the hedgehog has gone 
off to. Imagine if this kind of thing happened in the 
movies. You’re watching the T-Rex approach the 
upturned jeep in Jurassic Park, when suddenly the cam- 
era gets stuck behind a giant green fern with a tiny bee- 
tle on it. And the camera stays there until the scene 
ends. Aargh! 

While this doesn’t happen too frequently, some 
stages seem worse off than others (cough... Sky Deck... 
cough... Emerald Coast). Though the problem is forgiv- 


56 








Dramatic camera angles work both for and against Sonic Adventure. Thankfully, it'll 
be “ooh’s,” not “aarghs” that you'll find yourself saying more often than not 


able in the face of the game’s abundant strengths, it’s 
lucky for us US gamers that the cameras are being 
corrected for the domestic release. 


But the camera problem also highlights another of the 
game’s few (but significant) weaknesses: bugs. Clipping 
through certain corners in the environment (parts of the 
scenery suddenly disappear and then re-appear without 
warning), as well as some rather dodgy collision detec- 
tion take a little of the shine off the otherwise gleaming 
surface of Sonic Adventure. To be absolutely bowled 
over by the beauty of a waterfall one moment, then 
falling through a wall for no reason to an untimely death 
the next, is sure to spoil the mood. Once again, you'll be 
relieved to know that this will all be corrected for the US 
release. 

Despite these problems, however, Sonic succeeds in 
delivering a fast, furious rollercoaster ride with enough 
depth and beauty to dazzle even the most jaded gamer. 
it’s not the only reason to buy a Dreamcast, but it’s a 
damn convincing one. 


FRANCESCA REYES 








DREAMCASTONLINE 





Ca 


DREAMCAST GIVES YOU THE WORLD! 


oe fe 
S@3a3-7;-8 Rm! 
vr=a-7FHAARAR 
cnPrse7y-250O88 
BATTLE TIME 229ReuT 


Sega's original online service, Dricas (top left), went live in 
November 1998 and serves as a one-stop information source 
for Japanese Dreamcast owners. In addition to daily news and 
chat, the site offers some more unique features, such as Mail 
Chum (top right), a digital postcard service of sorts. 













ONLINEGAMEOFTHEMONTH 


Price: Y5So0 ($50) 
Developer: Sega 
Publisher: Sega 
Origin: Japan 
Online: Yes 
Multiplayer: Yes > 5 
Peripherals: VMU, 

Racing Whee! 





DREAMCASTONLINE101 


WORLD WIDE 


y DCM's wel WHAT? 


TWO WAYS 
TO BROWSE 














GO! 





CONNECTING TO THE OFFICIAL SEGA ONLINE CONTEST 


DREAMCAST MAGAZINE SITE 


Simply head over to our site 
and upload your best Sega 
Rally 2 times, and we'll com- 
pare them against those of 
your fellow readers. If you're 
good enough, you just might be 
able to pull away from the pack 
and win the ultimate prize, a 
Subaru Impreza 555 of your 
very own. No, wait! Heck, it's 
the dummy issue - for one 
month only, the prize for the 


www.dreamcastmagazine.com fastest Sega Rally 2 lap time 
is... the planet Mars! 






“ PROFILE:L/VE 
LIVE MONTHLY CHATS WITH DREAMCAST CELEBRITIES 


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BALLOTBOX 

HAVE YOUR SAY IN OUR 
MONTHLY ONLINE POLL 
Nant to be heard? DCM’s website gives you a 


by ot P Thimetelialiel ' irmont} 





DCM 











HOWTOBEAT 
SEGARALLY2 


GO FROM DRIVING MISS DAISY TO BULLITT IN 60 MINUTES 
WITH DCM’S CRASH COURSE IN RALLY RACING 








LEARN’ OSLIDE 


Sega Rally 2 






CUSTOMIZE CAR 


FIND SECRET 








Enter the following codes in For 30 Frames per Second, 
at the title screen. Use the enter: 

digital D-pad and action UP, A, DOWN, DOWN, LEFT, 
buttons in order to enter one. RIGHT, B, B, UP 


To unlock all cars, enter: For 60 Frames per Second, 

UP, DOWN, UP, B, A, LEFT, B, enter: 

B, DOWN UP, A, DOWN, DOWN, LEFT, 
RIGHT, B, B, DOWN 


To complete the 10-Year 

Championship Mode, enter: if you enter the code correctly, 
UP, LEFT, DOWN, RIGHT, B, A, you'll hear a tone afterwards. 
B, RIGHT, DOWN 












L716. 


DESERT 


MOUNTAIN 


ai sl=tate' 


< 
‘a / 
—_ 





UNLOCK EVERY CAR 


Skill Level tiwood Blues Now 


you're getting the hang of it. You can 





do the shopping mall without ever aa KCAL SEL 
leaving your Cal 

Skill level: Morgan Freeman in 

Driving Miss Daisy. No, wait- this is 


pretty basic stuff. If you can win Year 





1 you're probably Miss Daisy — or 
maybe just her dog. Keep working 
Skill Level: Burt Reynolds in 


Smokey and the Bandit. Getting 





faster. Whenever you're chased Dy a 
traffic cop. you can be sure he'll 
wind up in a duck pond, and then, moments Later, hilar 
Skill level: William Shatner in ously pick a small fish out of his pants 
|. Hooker. Driven around by the 


heavily blow-dried Romano, you still 





need help getting out of the car- and 

during the race, you're actually 

replaced by a stunt-double several hundred pounds 

lighter. With a beard Skill Level: Speed Racer. You're 


nearly one with the road. There's a 





chimpanzee and little kid hiding in 
our trunk. You let opponents get 


y 


right up on your bumpe then launch suddenly into the air 





as they hurtle unwittingly into the ravine ahead 

Skill Level: That guy from Duel 

Youre making 

progress, but you 

look terrified. Chill a ce 

out. Take a load 

off. Relax. And try to ignore that 16-wheel Skill Level: Mad Max. Nothing phas 

erinthe next lane es you. You've mastered the art ol 





aggressive driving. just remember 


what you did to the eas-tank before 








[ ro YOu ti y to | | Ip or your $e ba tlimiir. a. Hpe prematurely ove| 

Skill Level: David ee | 

Hasslehoff in Skill Level: Steve McQueen in 

Knight Rider Man and sliehtiy-effeminate Bullitt. You solve the murder, get the 
machine in perfect harmon You lose points for not doing girl. the sideburns. and permission 

} y [ ; : [ 

your own driving though for talking to yo r dasn Theme to never ever smile ever 
needing resci ne - Ae, episode DY a Trans Am 


Skill Level: Bo and Luke 


\ 
Duke. You can drive — an aces 


_ - - 
a ° " 
el ee ell pretty good, but you Q _ } 
am ° 


stupidly welded 


the doors shut and took out the windows > a 


What if it rains, eh? What then? Foots! 














Dreamcast 90210? Oh God, no... 


—_ 


WELCOME... 


....10 the Official Sega Dreamcast Magazine- dedicated to the most power- 
ful and exciting videogames console in the world. Armed with a 128bit 
graphics engine and a modem that will allow you to surf the internet, play 
massively multiplayer games and even e-mail your buddies- Sega 
Dreamcast is in every way a next generation entertainment platform. 


It deserves a next generation magazine. 


Like the system, we're ahead of the game. Dedicated to bringing you the 
complete world of Dreamcast every issue, our promise to you is that we will 
work tirelessly for the biggest exclusives- never flinching from asking the 
tough questions and never ever taking the PR line. We promise to furnish 
you with only the very best demos on our exclusive GD-ROM so that you can 
play before you pay and in our reviews we aim to set a new standard. 


We will never review a game until it's completely finished. And when it 
arrives in the office- we won't score it until we've played the whole thing 
through- from the start menu to the end sequence. 


But we're official, so we can't say what we want, right? Wrong. This maga- 
zine carries the official license from Sega because that's the best way to 
give you, the reader, the best value every issue. It means we can provide you 
with a disc full of free demos and uninhibited access to Sega's legendary 
and world-class development studios. It gives us the back-stage pass- and 
that's better for you. But the door only swings one way. Sega has absolute- 
ly no say in the content of this magazine. We are editorially independent- 
beholden to no-one. We answer only to you. 


So once again- welcome. Enjoy this sneak preview and join with us in look- 
ing forward to Septmeber, when the world's most powerful console hits the 
stores- coincidentally enough, just in time for Issue One. Looks like 
Christmas is coming early... 


Simon Cox 
Editor In Chief 












a» Se ‘~ 


~~ 
2 


sega.com 


yt 
, 
. 
~ 





x. 


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« a a 
2 wy inte a the USP aggtademiach OMiee. ©1999 SEGA. Ail hts Served