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Re:Dreamcast Architecture: A Practical Analysis by exclusiv on Wednesday February 24, 2021 @02:44AM (#26247626)
The Dreamcast was an incredible platform. I've owned most console systems and nothing compares in terms of innovation during its time.

I remember the VMU memory cards that allowed you to call your plays on NFL 2k to remove the issue of your opponent screen-camping and guessing your play. Or to care for your Tamagotchi.

They created a second-screen experience so early. Did anyone else do that before?

Games like Soulcalibur remained very relevant into the next-gen. People still, in 2021, yearn for football like we saw with the 2k series. And while I still have nightmares of how far some my buddy's LE could dive-sack my QB, those were some great memories and great gameplay.

Also loved the portable Sega Nomad during road trips but especially the CDX which was a portable CD, Sega CD and Sega Genesis player. Would you take a look at that thing? [1] A 2lb portable CD / game system. It's beautiful.

I mowed my parents yard listening to tunes on that thing and later played Lunar. An incredible story and game where you couldn't just level up and beat it easily. They programmed the bosses to level up in relation to your level. Seems so simple in retrospect but it made for a rewarding finish and perfect game.

[1] https://en.wikipedia.org/wiki/Sega_Genesis#/media/File:Sega-...

Re:Dreamcast Architecture: A Practical Analysis by unicornporn on Thursday February 25, 2021 @01:31AM (#26260308)
And nowadays it emulates on and $40 SBC. Fantastic times!
Re:Dreamcast Architecture: A Practical Analysis by sep_field on Wednesday February 24, 2021 @04:49AM (#26248312)
I loved how you could transfer save games from one VMU card to another by just plugging them in together, no adaptor or console needed.
Re:Dreamcast Architecture: A Practical Analysis by ece on Tuesday February 23, 2021 @09:39PM (#26245974)
It's interesting that Windows CE of the time was offered as an SDK option. I actually wonder if the Katana SDK option had any multi-tasking capabilities? Presumably for communicating with the memory card maybe? I never had a Dreamcast but the memory card always seemed cool.

It's interesting to see how consoles have evolved, this era has no builtin storage, very little I/O to speak of (consoles in this generation did start getting internet connectivity), and I wonder just how much multitasking consoles in this generation (or before it) could do in terms of running anything other than the game in the background. The Xbox was a big leap towards current consoles in that it had a x86 CPU and built-in hard drive storage, the PS2 had a USB port and HDD. After this generation everyone had hard drive storage, functional USB ports/expandable storage, and things like background downloads.

Re:Dreamcast Architecture: A Practical Analysis by jonny_eh on Wednesday February 24, 2021 @12:45AM (#26247007)
The PS2 did not come with a hard drive, it was an accessory that few people had. The Xbox famously had one though. Another big innovation of the Xbox was the included ethernet port.
Re:Dreamcast Architecture: A Practical Analysis by laumars on Wednesday February 24, 2021 @02:49AM (#26247642)
The Xbox is in many ways the sequel to the Dreamcast because after Sega cancelled the DC some of the same management and engineers behind the DC were snapped up by Microsoft to work on the Xbox.

This is why many of the innovations originally seen on the DC were also seen on the Xbox and Microsoft’s subsequent consoles too.

Re:Dreamcast Architecture: A Practical Analysis by whylo on Wednesday February 24, 2021 @10:16AM (#26250728)
The Xbox controller also seems to have been heavily influenced by the DC controller - these early designs even include a VMU: https://www.shacknews.com/article/95534/original-xbox-contro...
Re:Dreamcast Architecture: A Practical Analysis by Koshkin on Tuesday February 23, 2021 @09:02PM (#26245723)
A nice article. Brings back memories.