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Month: September 2009

Lesson of the Day: “Brick” is NOT an Insult

Daizenshuu EX has been around in some capacity (whether it was named that or not!) since January 1998. Yeah, in internet years, we’ve been around for eons. Once it began to receive any kind of traffic and notoriety, you can reasonably assume that we started to receive the kind of both loyalist- and oppositional-styled comments that anything with any type of popularity receives. And we did. I actually very vividly remember someone back in 1998 claiming that we “stole” all of their DragonBall GT: Final Bout sound samples for our site. There was no basis for that accusation, of course, but it was a telling sign of things to come.

Fast forward to 2009. The site is eleven years old, and even the podcast is coming up on its fourth anniversary. The types of and volume of comments we have received over the years remains astonishing to me. No matter how much I see, though, I am continuously flabbergasted by some of the complaints people seemingly pull out of thin air.

One particular commenter on an outside forum took issue with our reference to FUNimation’s DragonBall Z season box sets released from February 2007 to May 2009 (you know, the faux-“remastered” box sets) as “orange bricks”.

Thankfully, our buddy Jacob put in his two-cents on the matter, but… seriously?

It was another clear example of someone wrongfully assuming something about us based on their own, personal, complete misunderstanding. Who knows? Maybe they purchased all of the season sets and somehow feel wronged by the upcoming Dragon Box sets. Maybe our reiterations, with each subsequent release, of the boxsets’ problems somehow made them feel “stupid” for falling into the trap. Perhaps they take issue with our dislike and overall-non-discussion of FUNimation’s English dub, and decided to aim their frustration at another topic. For whatever reason, this individual decided that we were using “orange brick” pejoratively, it was “asinine”, and it was an “insult”.

News flash, internet: that style of DVD packaging is referred to as a “brick”. Also, the sets happen to be orange. “Orange Bricks”. Genius, isn’t it?


See how the inside packaging stacks the discs on top of each other? See how the packaging folds over top itself for easy storage? When you stack things over top of each other and place them all next to each other, you can pretty easily see where the “brick” description came from. We don’t call “steelbooks” as such because they are super strong and read great literature to us; we call them that because they open up (like a book) and are metal-styled containers (like steel). Welcome to the world of various styles of DVD packaging.

(image courtesy of Metalwario64)

It’s cases like this where I wonder what the actual issue is. The person decided to harp on us for something, and rather than a legitimate reason, they made one up. Sure, it may have been legitimate in their own head for a short period of time, but I can’t imagine hearing the phrase “orange brick” is what first made them run furiously to their keyboard to type up a mean post about the poopie-head website they disliked.

Funny how no-one has a problem with the phrase “blue brick” in reference to the new DragonBall TV series “season” sets. If anything, it proves that FUNimation once again made a fanbase-fracturing decision to go with that format (cropped, DVNRed to death, etc.) for Z, and even legitimate descriptions of their products cause undue shenanigans across the internet.


We can’t please everyone. We know that. That’s the real issue that I’m writing about, I guess… if you have a problem, say what it is. Don’t hide behind some newly-made-up argument. Come out and say what’s on your mind, back it up, and be a man (or woman!) about it.

Preferably, above all else, actually know what you’re talking about before you criticize someone.

I almost make it out to be that there are thousands of people running around the internet shit-talking Daizenshuu EX, which I hardly doubt is the case. All the nice little e-mails and comments we get are fantastic, but they just don’t give me anything to write about! 😀

And yes, I just wrote a blog entry legitimately using the phrase “poopie-head”.

More DBZ Fan Entitlement Issues

I just threw out a quick tweet about this, but I wanted to share a little more detail about the situation.

Since about July 12th, we have known that the upcoming PS3/360 game DragonBall: Raging Blast will have a new vocal theme song performed by Hironobu Kageyama called “Progression“. Listings for a CD single of the song only began appearing online on September 27th. The game is not due out until November 10th (North America) / November 12th (Japan). The CD single is not due out until November 25th.

Here is just a taste of some of the most recent search engine referrals over on Daizenshuu EX:

  • raging blast theme mp3
  • dragon ball raging blast progression
  • dragon ball raging blast op song download
  • hironobu kageyama progression download
  • progression raging blast
  • progression kageyama hironobu mp3

To be fair, not all of the above-listed searches were specifically for an illegal download of the song. Also to be fair, the song has been featured in a limited capacity in trailers for the game; in fact, I was able to sample out a very short version of it to use as the closing for a recent podcast episode.

But seriously? We are months out from the game’s release and the song’s physical release. These people really think they are going to find a download of it? And with those kinds of terrible search queries…?!

Shocking Realization About DBZ Questions We Get Asked

I feel incredibly stupid. It just dawned on me.

We get tons of questions from people asking something along the lines of, “What was said in the Japanese version where/when [insert event here]…?” Sometimes they will phrase it just like that, but other times it will be preceded by, “I was watching my orange bricks…” or “I was watching my DVDs…“. I joked about it on the podcast recently, but the person could have saved themselves a week’s worth of time by simply switching over to the Japanese audio track on their DVD and finding out for themselves. I mean, it’s right there. It’s subtitled. It’s accurate.

That’s when I realized something.

These people are lying to us. They don’t own the DVDs. They’re watching the episodes online. They say they’re watching the “orange bricks” or “DVDs”, but what they really mean is that they’re watching someone’s encodes of those episodes online (usually on YouTube), and they’re dub-only, of course.

I like to think that we’re past the point of fans not even realizing that the Japanese track is on the discs, so this is my only logical conclusion.

Horrifying Castlevania Enemies

Over the weekend I decided to load up my download of Castlevania Chronicles on the PS3. I have always been a very casual player of the series (and all pre-Symphony of the Night), and while I love it to death, I am absolutely terrible at it. I rarely get beyond the second stage in the first game, and I had a breakthrough play session a couple weeks ago when I beat the third stage in Super Castlevania IV. This was another case of exceptional playing on my part… until I realized that “Arrange Mode” had a lower difficulty, which completely drained any sense of self-satisfaction I had.

This is not a blog entry about the difficulty of the games or their awesome music. No, no, good sir and/or ma’am. This is about the absolutely horrifying enemy designs present in these games. I don’t know what that thing is supposed to be, but it scrunches up and down and jets out to the top of the screen as you get closer to it.


I’ll say it again: horrifying.

The Sega Channel “Primal Rage” Contest

I’ve spoken on the podcast and blog before about the Sega Channel. When I was in middle school living up Maine, our local cable provider offered the service… which I jumped all over. Long before PSN and Xbox Live, long before great collections of demos packed in with gaming magazines, and long before emulators let you get your ten-second-jollies out of old games, a little piece of hardware that you plugged into your system and let you play around 40 different games a month was futuristically-amazingly-awesome.

One of my most vivid memories of the service (beyond playing Shining Force II all the time) was a special promotion and contest run for the home port of Primal Rage. For those who don’t remember, Primal Rage was basically Mortal Kombat with prehistoric beasts. Most were dinosaurs, but there were also some giant palette-swap monkeys. You could even perform fatalities! The gameplay mechanics were what really set the game apart… in theory, anyway. While it mostly played the same as any other digitized fighter of the time, the special moves were performed by holding down certain action buttons, then performing a twist of the joystick, and then letting go of the buttons.


To promote this upcoming port of the game, the Sega Channel hosted a month-long demo in August 1995 that culminated with a 24-hour window with the full game (which coincided with its physical home release), and then a contest (open to all subscribers) to see who could beat the game the fastest. From what I remember, the first 100 to beat the game and call the secret 1-800-number that appeared at the end would win a special prize.

The demo that was open from the 1st of the month to the 24th had three of the seven total characters available for use: Sauron, Armadon, and Blizzard. Being a Sub-Zero player over on the Mortal Kombat side of things, I naturally went with and practiced the Hell out of Blizzard.


I made the right choice. When the contest version came around, despite the demo having three characters (and also having played the full version with all seven characters for a day), only Sauron and Blizzard were available for use, which you didn’t even know until you hit the character-select screen.

My gameplan was to, obviously, beat the game as fast as I could, in cheap a way as I could, and win that darn prize! Part of my strategy was that I would not use any fatalities; I had timed out how much extra time was added to my completion of the game when using fatalities, and figured the spectacle wasn’t worth it if I just wanted to beat the game as fast as possible. I remember telling this to my dad ahead of time, and having him be impressed with my strategy for winning… regardless of the fact that it was just a terrible fighting game with violent, digitized dinosaurs.


From what I remember, I ended up losing one match during my playthrough (and therefore had to continue the one time). This is probably what cost me the win, since by the time I beat the game and called the number, I was informed that all slots had been awarded. My little 13-year-old heart was broken!

I was able to track down an official press release from Time Warner and Sega about the contest. It sounds like it was quite successful for them, and led to other initiatives and experiments in what little time the Sega Channel was around (I definitely remember playing that special Earthworm Jim 2 demo earlier than its home release).

MILIPITAS, Calif.–(BUSINESS WIRE)–Sept. 11, 1995–The numbers are in for the Primal Rage(TM) “Show Down” Promotion on Sega Channel(SM/TM) which Time Warner Interactive (TWi) announced today.

Estimates indicate that an overwhelming 24% of the Sega Channel subscriber base participated in the event. An exclusive advance opportunity to play a limited version of TWi’s hotly anticipated coin-op translation, Primal Rage, was offered on Sega Channel from Aug. 1 through Aug. 24. The activities built as Primal Rage Day approached on Aug. 25 and a full version of the Sega Genesis(TM) game was available over the Channel for 24 hours. The culminating event was the Primal Rage contest on Aug. 26 in which a special version of the game could be accessed by Sega Channel subscribers for a chance to play and win prizes.

Tens of thousands of Sega Channel subscribers completed the game. The company estimates that an additional 15-20% played the game and didn’t get all the way through to the hidden 800 number and special code. “These are terrific numbers and indicate a real enthusiasm for the game and the contest we were able to develop,” commented Michael Shorrock, vice president of programming for Sega Channel. The overwhelming participation built on Sega Channel’s successful game promotion with EA SPORTS Triple Play ’96, in which over 10,000 customers participated. Sega Channel plans more major promotions with hit videogames for this Fall, including Earthworm Jim 2 from Playmates Interactive Entertainment Inc., as well as other action and sports titles.

TWi shipped over one million initial units of Primal Rage for release worldwide on Aug. 25. Mark Beaumont, senior vice president of marketing and product development, reports, that, “We are extremely pleased with early sales figures from around the country. Our international offices report solid sell-through as well. We’re certain we have one of the top selling videogames of the year.”

TWi is supporting the launch of Primal Rage with an $8 million marketing campaign. Media buys include two flights of TV ads on national prime time, syndication and cable channels; top 15 metro market radio promotions and contests; four-color half page spread and full-page print ad campaigns breaking in all major video and personal computer publications; and consumer promotions such as in-pack discount coupons, player strategy guides, demo discs and trading cards.

Primal Rage is a head-to-head fighting game with an original look that features seven fantasy, pre-historic characters in a battle for supremacy. The first wave of product was released on Aug. 25 for Sega Genesis, Super Nintendo Entertainment System(R), Sega Game Gear(TM), Nintendo(R) Game Boy(TM) and PC-CD-ROM systems. November 14 is the date for the second wave of software on new gaming systems including the Sega Saturn(TM), Sega 32X(TM), 3DO(R), Sony(R) Playstation(TM) and Atari(R) Jaguar(TM), as well as the Macintosh(R) CD-ROM.

Time Warner Interactive Inc., a wholly owned subsidiary of Time Warner Inc. develops and publishes interactive consumer entertainment products for video arcade games, videogame consoles and computer platforms. All product names are trademarks or registered trademarks of their respective owners.

Sega Channel, which began its national rollout in December 1994, was developed by Sega of America Inc., Tele-Communications Inc. and Time Warner Entertainment Co. L.P. and is the industry’s first interactive service, providing videogames on demand, 24 hours a day. Sega Channel subscribers can choose from a wide selection of popular Sega Genesis games such as Comix Zone and Primal Rage, special versions of soon-to-be-released titles, gameplay tips, news, contests and promotions. Sega Channel is priced in the range of most premium subscription services. The programming is updated monthly.

So how about you all? Did any others of you actually have the Sega Channel where you lived back in 1995? Was it as awesome as I remember it being? Did you participate in any contests? Or, if you’re one of our younger readers/listeners… does this sound like the lamest, most antiquated thing you’ve ever heard of and can’t even begin to understand how or why this would be exciting to us?

And have any other of you actually played Primal Rage? It was pretty terrible. Even though the arcade version had much larger sprites, it didn’t help the game much.


I personally own it on the 32X. Yep.

Apple’s Smug, Egotistical, and Misleading Self-Proclaimed Jump to Gaming Market Leader

It feels like we could go on endlessly about 9/9/09. It was the tenth anniversary of the Dreamcast, the tenth anniversary of Final Fantasy VIII, Harmonix’s The Beatles: Rock Band came out, and… Apple randomly decided that it’s the market leader in handheld gaming.

Apple held a press event on that date announcing new developments in their iPhone and iPod line of products. Many were expecting an announcement of The Beatles finally coming to digital distribution (and exclusively through the iTunes Store), but a huge focus of the presentation ended up being on video games. Apple has dabbled in this before (particularly with their “funnest iPod ever” claims), but this time around they went for blood.

This would be entirely fine, except for the fact that they were misleading, occasionally flat-out wrong, and they deserve to be put in their place. Sure, I’m just some tool on the internet with a part-time video game blog. I even own every single system in question (DS, PSP, iPhone), so it doesn’t particularly affect me in any significant way. Still, I have a huge problem with intentionally misleading and misinforming people.

The entirety of the presentation is up for download from Apple as a video podcast in the iTunes Store. Any quotes and images used below are taken from this freely-available video.

When you think about it, the companies that have come before us… Nintendo and Sony with devices like the PSP and the DS… when these things came out, they seemed so cool. But once you play a game on the iPod Touch, you know… they don’t really stack up anymore!


Came before you? They’re a part of the same generation. I suppose they came “first”, sure, but they are continuing with hardware revisions (DSi, PSPgo) and software upgrades at the same time Apple is continuing with the same thing. Hell, you could twist it around and say that the PSPgo is a newer system than the first-generation iPhone. What is that actually saying, though…? Not much.

And really? They don’t stack up anymore? It will be interesting to see how the iPhone version of Madden 10 does, especially when the PSP version is still getting pretty good reviews. While I hate to use it as a reference, the MetaCritic list of “best” DS games sure has a few that still “stack up”. Most notably is the power of Mario Kart DS, which sold another bazillion copies in July 2009… nearly four years after its original release.

One thing Apple conveniently forgot to mention is how games typically seen as “iPhone Games” are suddenly jumping ship to other platforms. Fieldrunners, one of the first, great tower-defense iPhone games, is hopping over to the PSP Mini catalog. In fact, the process of porting it over was “easy” according to the developer! Expect to see more from-the-iPhone ports in the future as developers build a base product and then turn their eyes elsewhere. You can easily argue that they build a significant and loyal audience on the iPhone with the original versions of the games, but there is an equally-important audience elsewhere they can cash in on, too.

They don’t have this amazing multitouch user interface.


Certainly not false. Apple is absolutely right; neither the Nintendo DS or the PSP (or any hardware variation thereof) have a multitouch user interface. At the same time, let’s not forget who spearheaded most of the input schemes for controlling games, as well as feedback from those controls, into home console and portable gaming. Sure, they didn’t develop these technologies, but things like force-feedback (rumble packs), touch control (DS), motion control (Wii), system interoperability and connection (Gamecube+GBA, Wii+DS)… all pioneered and usually perfected by Nintendo.

I’m with ya’ on the PSP, though. The analog nub is pretty terrible.

Their games are kind of expensive.

Now when I say they’re expensive, we’re talking about 25, 30, 40 dollars for a title. A lot of kids can’t afford a lot of titles. I mean, you give one of those, you’re giving a need to spend a lot of money on those titles.

Yes, an at-launch retail game for the DS or PSP is going to be more expensive than the bottomed-out $0.99 price range for most “game and entertainment titles” (a phrase we’ll revisit) in Apple’s App Store. I don’t think too many people will dispute this. Of course, things like development costs, hardware manufacturing, licensing, etc. all contribute to the price. A physical product will typically cost more than a digital-distribution product. Again, not really lying, but certainly misleading.

By the way… how is giving someone an iPod Touch and telling them they can’t have any more games or apps any different from giving someone a DS and telling them they can’t have (or can’t afford) any more games? You’re somehow enabling and forcing someone to spend more money…? I… guess…? I don’t buy this argument for a second. It’s fluff, it’s ridiculous, and if anything, it shows that it takes far more products (more and more apps and games) to satiate their own iPod Touch gamer than it would a DS or PSP gamer.

They don’t even have anything like the App Store for finding great games and titles.

Here’s where things are changing, though, and where Apple is outright lying. Digital distribution helps to bring costs down. We’re not there yet, but many of the DSiware games and upcoming PSP Minis are not and will not be the same as a Tiger Woods game, either in content or cost.

Furthermore, the PSP has had a store since launch. It may not always have been as tightly integrated as it is now (requiring either a PS3 or a computer to purchase and manage software), but the PlayStation Store has certainly been there. The DSi launched with its own version of the Shop Channel, itself also included at launch with the Wii. DSiware games were available immediately, with a growing catalog of at least one game per week.

But worse isn’t the price, it’s the BUYING experience! Having to go a store and try to find the hot new game for one of those devices is not a lot of fun.

The buying experience on an iPod Touch is incredible; it’s truly breakthrough. Built into every iPod Touch is the App Store… can find access to all these 75,000 titles. It’s just incredible. If you look JUST at the gaming and entertainment category ALONE, you’re going to see a big difference.


Let’s play a little game called, “How confusing is it to find something in the iTunes Store?

First thing I did was go to the iTunes Store main page. I’m thinking, “OK, self… we want to buy a game. I own an iPod Touch. Surely, I will click ‘iPod Games’, right…?


Of course not. That brings you to the iPod Click Wheel Games section, intended for the Nano and Classic series of iPods. Those of us who follow this kind of material know what it all means, sure… but picture someone who doesn’t.


All right, fine; let’s go to App Store, instead.


I’m struggling to understand how this looks like anything other than a digital version of the same GameStop store shelf Apple shows in their presentation. It’s overwhelming, it’s clunky, and it needs a lot of improvement. Sure, the iTunes Store has undergone some upgrades and clean-up since this particular version (shown through iTunes 8), but it’s hardly a convincing argument.

And they certainly don’t deliver a media experience like the iPod that’s built into the iPod Touch.

While it’s true that if you want to listen to music on the DS, it has always involved hacking the system and loading homebrew software. The PSP, on the other hand, has had integrated music and video support from the very start. RSS feeds can be added, allowing for podcast streaming right from the device. On top of all that, a web browser is included. The cross-media bar (XMB) isn’t always the most intuitive and streamlined interface, but for a while Sony actually marketed the device as a portable media device and a gaming console.

So I’m going to bring up a chart of the gaming and entertainment titles available on the Sony PSP, Nintendo DS, and iPhone OS. And here’s what it looks like:


Sony PSP: 607 titles. Nintendo DS: 3,680. iPhone OS: 21,178. It’s absolutely incredible, the amount of work developers are doing to bring AMAZING content to the iPod Touch and the iPhone.

Whoa, whoa, whoa. Really? Did they seriously just try and spin this number in a positive light?

It doesn’t take a rocket scientist to see Sturgeon’s Law come into full effect here. If I stop to think about it, I will probably come up with a better ratio of “good” to “crap” games on the PSP than I would on the DS, and similarly from the DS to the iPhone OS. Of those 21K+ titles, how many are actually worth anything…? By “worth”, I don’t even necessarily mean “money”… I mean “time”. How many of them are worth even the time it takes to download them?

Here is where the “Game & Entertainment” moniker comes under fire. Apple is clearly piling anything and everything from fart soundboards to Madden under this sub-heading. The DS may have a ton of horrible shovelware, but I don’t see “iFart” on anything other than the iPhone OS. If you look at this statistic in any way other than a heat-of-the-moment, Apple-fanboy (or stockholder), mid-event set of beer goggles, you see just how ridiculous it is.

Now don’t get me wrong. I love my iPhone 3G, and I can’t get enough of Harbor Master (I just did 152 cargo deliveries on Cannon Beach, and am quite proud of myself). The games continue to get better and better, and I have been happy to even spend my money on a few of them.

Apple’s ego is getting a little too big, but that might be a good thing. Nintendo’s own ego has gone essentially unmatched in the handheld market since 1989, and it has only recently been under the force of genuine competition that all of the hardware manufacturers (Nintendo, Sony, and now Apple) have had to step up their game and innovate. Hopefully that means that everyone wins; games get better, hardware gets better, everything gets cheaper, and the variety of highly-engaging content on the “casual” and “hardcore” sides continue to grow.

But seriously, Apple…? You’re not there yet. You can wipe that shit-eating grin off your face.

Final Fantasy VIII: The OTHER 9/9/09 Ten Year Anniversary

While the Sega Dreamcast‘s launch on 9/9/99 was a major event in North American entertainment history (and was the sole subject of episode eight of our podcast), there was another big item that came out that day. It came approximately two years after its predecessor, which itself opened up the North American gaming market in a new way. Sure, RPGs (and specifically Japanese-created RPGs) had been around for years and years, including ones from this same series, but it wasn’t until Final Fantasy VII and its immense marketing from Sony and Squaresoft that the North American market for the games blew wide open.

So how about that Final Fantasy VIII…?


The game launched the same day as the Dreamcast in North America, and while it did not receive as major an advertising campaign as VII, and it may have primarily been the VII crowd (as opposed to the VI-and-prior crowd) looking forward to it, gamers certainly knew it was coming. VIII took things even further than its predecessor in a variety of ways, thanks to the lessons learned during development. Characters were portrayed as “full-scale” at all times (CG or otherwise), as opposed to VII‘s mix of “super-deformed” polygons and “realistic” cut-scenes. The ATB system was carried forward, but combined with the new “Draw” system for magic, it was an entirely new battle experience.

While I picked up VII at launch, I did not get around to picking up and playing VIII until PS1 games were just about gone from retailers. I grabbed the game for $15 at Best Buy (“Greatest Hits”, of course) whenever this was, and played the game shortly after moving into our apartment, which must have been 2004.

It ended up being one of the three Final Fantasy games I dropped midway through (VI, VIII, X; for reference’s sake, I’ve completed III, IV, VII). I don’t really know what about it caused me to drop it. Since it was at least five years ago, I remember very little about the game and my time with it. I remember enjoying it, but there must have been a reason I stopped.

I loaded up my save file to see just how much time I spent with the game and where I stopped playing.


OK, so I put a bit over 15 hours into the game. Not too shabby. Definitely more than enough to get a good idea of how I feel about the game. Looks like I’m in “Galbadia – Dingo Desert”. I definitely remembered leaving off with some type of vehicle (that may or may not have run out of gas…?) and then not having any clue where to go. My other very specific memory was being down in some semi-maze-like sewers, but I have no idea where that was in relation to where I left it.


How about you all? Have you ever played Final Fantasy VIII, and where do you fall in the argument? Was it one of the best love stories ever told, or was it a needlessly-complicated mess of game design? Did Faye Wong’s “Eyes On Me” move you to tears, or did you just want to punch Squall in the face to make him dance properly? Did Nomura’s character design evolution make you want to drop everything and learn how to sew in order to cosplay, or were you longing for the days of a simple knight in armor yearning to save his homeland?

Conversation 008: Sega Dreamcast 10 Year Anniversary

Can you believe it’s been ten years? Neither can we.

Marking the system’s tenth anniversary, we are all incredibly happy to bring you a new podcast episode looking back on the little system that could… well, it couldn’t in the end, but it sure did its best. We will probably be busy playing The Beatles: Rock Band tonight, but it makes sense to light a candle to remember the Sega Dreamcast. In this case, the “candle” is a new podcast episode. Work with me here, folks.

Our buddy Bryce was aching to join us for this one, but although he couldn’t make it, prior guest Meri stepped up to fill in. The usual cast of Mike, Andrew, and Jeff fleshes out the cast to talk a little Dreamcast. What made it so special of a system? How was the launch compared to prior and more recent hardware launches? How did the games compare to others of the time? Which still hold up to this day, if any?

With so many games released, it would be impossible to cover them all. None-the-less, we feel we did the system justice in our conversation, and round it all out with our Top 10 Dreamcast Games. You can read it now if you want, but it’s way more fun not to spoil it for yourself!

A couple extra notes:

– No, Soul Calibur in the arcade did not run on the Naomi hardware (as much as we may have indirectly said it did). It ran on the System 12 board, which was essentially a beefed-up PlayStation.

– Never see the NiGHTS analog controller for the Saturn before? Here is the Japanese controller next to the American Dreamcast controller. Unless you’re blind, the relation should be quite clear.


– Each of us still has a Dreamcast hooked up somewhere. Here’s my little buddy, right next to his daddy.


Thanks go out to everyone who joined us for the live recording, and even more thanks to all of you sticking it out with us and patiently waiting for another podcast episode! Hopefully the couple blog posts every now and then are keeping you busy! Enjoy!

Tara’s Crazy Howling

Time for another crazy cat story.

So our little cat, Tara, has this fuzzy red/white ball toy that she loves. She likes to fling it around through the air and go chasing after it. She has even become slightly dog-like and will play fetch to some degree, depending on how lazy she is about bringing it all the way back to your feet.

There’s one big problem, though. When she picks this toy up in her mouth and wanders around, if there is no-one to take it from her, she will emit this incredible howl to get attention… while it’s still in her mouth. She’s a very vocal cat, anyway, so that’s not entirely surprising. It’s just a horrendous noise, is all, and one you can hear from anywhere else in the house.

(MP3 sample from latest vgconvos recording; re-direction)


I mean, she’s super cute… but there’s a reason why we tend to hide the toy at night. Those 3 am howls don’t help the sleeping, much.

Dreamcast Episode Coming Soon!

Everyone else will be doing that same thing, but that’s OK… we don’t aim to be different; we aim to be us.

We will be recording our next podcast episode (yeah, fancy that!) this coming Saturday evening. We might even broadcast it live on Stickam! Stay tuned to my personal Twitter for details, but in the meantime, we want your stories.

Were you there for the biggest launch in entertainment history back on 9/9/99? What was your favorite game? Did you ever browse the web on your TV? Did you sink tons of hours into a console-based MMO? Did you scratch your GD-ROMs (as it was so easy to do) and never get to play a certain game ever again? Did you import the European version of a particular game so you could play it in English on the system it was actually developed for?

Give us your Dreamcast stories. Keep them relatively short and easily digestible so we can share them on the show. Write them out and e-mail them over to us at feedback (-at-) vgconvos *D*O*T* (-com-), or just leave a comment here on the post. Send them in soon, since we are recording on Saturday. The plan is to have the episode our for the ten-year anniversary on 9/9/09, especially since that specific evening we will all be busy playing The Beatles: Rock Band.

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