Sega's Telecom Dream
A Closer Look At The Dreamcast MP3 Player
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Cheers, IGN. |
Let's take a look at Hermes: Limited Edition - the first indie-branded VMU!
If you have dabbled in anything Sega Dreamcast in the last so many years, you'll most likely be aware that the modern indie game scene for the console is bustling, with no signs of slowing down any time soon. Despite the abundance of new indie software releases for the Dreamcast, there was one physical indie release in particular that seemed to peak my interest recently for an entirely different reason unrelated to the game itself, that being Hermes: Limited Edition, and its included Hermes-branded Visual Memory Unit (VMU).
Hermes is a fun indie platformer developed by Retroguru with a glorious chiptune soundtrack where you play as a chef chasing after a chicken. Mike has already reviewed it on the blog a long while back, and you can check out his review here. In this post, though, I wanted to focus on that special VMU, because it is pretty much the first of its kind: the first indie-branded Dreamcast VMU. The only thing that would have come remotely close to something like this was the VMU lamp for Alice Dreams Tournament, which seems to have have been a Kickstarter-exclusive backer reward, as Adam Koralik and James from Shenmue Dojo both told us they own one.
Released by Video Games New York (aka VGNYSoft), Dreamcast diehards across the globe were understandably eager to get their hands on one of these cool VMUs. Unfortunately, dwellers of the United Kingdom like myself couldn't order from Video Games New York's website as they don't ship here. Luckily, Wave Game studios put a very small batch (ten, I think) of the limited edition up for sale on their website, so I snatched up one of those. Thanks, dudes!
The transparent green VMU is printed with the Hermes logo, as well as the chicken you play as, and the chef's meat cleaver. It actually comes packaged in an official American VMU box, which is stored inside the larger Hermes: Limited Edition box. It is pretty obvious that the VMUs used for this release are leftover brand new official VMU stock, but the printing on the VMU is such high-quality, you'd be mistaken for thinking it could have actually been an official release from Sega back in the day. Also, VGNY made a great choice in using the transparent green VMU!
Because I was so excited to receive my Hermes VMU, I actually mustered up some courage and decided to record a short clip showcasing the VMU, so check that out below! Apologies if I say “erm” a lot, I was ad-libbing!
If you want to get yourself one of these VMUs, there is currently stock available on VGNYSoft's website and Canadian site Video Games Plus. As for whether or not either will ship to your country, I'm not quite sure. Either way, let's hope this is the first of many indie-themed Dreamcast peripheral releases to come!
A Rechargeable, Backlit VMU Appears!
One of the major criticisms of the humble VMU is its ability to suck those CR2032 cells dry in a matter of hours, resulting in that skull-piercing beep every time you turn your Dreamcast on. That could be a thing of the past though, as Chris's VMU incorporates the aforementioned Li-Po battery that recharges as the unit is inserted into the controller. Charging states are indicated by an LED located on the bottom of the VMU, with a red light indicating that the battery is charging and a blue light indicating fully charged status.
Replacement VMU Shells head to Kickstarter - VGNYsoft give us the Lowdown!
Based out of New York video game boutique Videogamesnewyork, publisher VGNYsoft have been well known in the Dreamcast scene for a long time now for publishing a whole load of indie games stateside for our beloved Sega console. For a list of what they have released in the past, check out Mike's Complete Guide to Commercially Released Dreamcast Indie Games.
I was particularly excited last year to see them venture into releasing custom VMUs, starting with a limited edition of Hermes featuring a Hermes-branded VMU, which I showcased on the blog back when it came out. This was then followed by a Blockbuster-branded VMU (actually authorised by the Blockbuster's owner Dish) which was offered as a prize for the fourth World Video Game Championship at the Portland Retro Gaming Expo. I rightly presumed these two VMUs were a sign of more to come, and today at 12pm EST VGNYsoft will launch their campaign for replacement VMU shells in a variety of unique colours.
We got a chance to talk with Daniel Mastin of VGNYsoft and get the scoop on this brand new Kickstarter campaign, along with some teases about upcoming indie releases.
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Credit: Adam Koralik |
DCJY: Hi Dan! Thanks for chatting to us about your Kickstarter. I think we can speak for a lot of Dreamcast fans when we say that we are excited for the prospect of replacement VMU shells. What can people expect from the Kickstarter? And what was your reasoning for going to Kickstarter as opposed to just selling them via your normal store?
Dan: The Kickstarter is a way to connect with the community before all of the production numbers become finalized. The initial production is set to include six colors, with stretch goals and a community vote to help add additional colors. Each VMU shell includes five injection-molded parts: the front, back, cap, battery door, and the D-Pad, and will have an MSRP of $16. In future productions, we will continue to introduce new colors as we produce more.
Where did the inspiration come from to produce replacement VMU shells?
The idea came to light as a culmination of circumstances. Our retail store handles a considerable number of repairs and shell swaps for customers. Additionally, our publishing company (VGNYsoft) continues to produce and release numerous indie games for the Dreamcast, and our warehouse happened to have an abundance of new, sealed clear green VMUs. With some creativity, we pieced together the concept of elevating Dreamcast indie releases to the next level!
So were the Hermes and Blockbuster VMUs early tests for this idea?
Hermes was our proof of concept, we used new [official] VMUs for that production. The Blockbuster VMUs were a very small batch built using some of our early production samples.
You are based in the USA, will fans overseas be able to get hold of these VMU shells?
The Kickstarter will ship to most international countries, and we will also collaborate with international retailers to offer additional overseas solutions once the production is complete.
You previously released a Hermes-branded VMU. Can we expect to see more custom VMUs to tie in with other Dreamcast indie releases?
Custom VMUs are the secret sauce behind the entire production and the foundation for funding the very expensive injection molding process. We have a lineup of future limited edition releases that will feature custom-printed VMU shells. The first one will be announced in just a few weeks before the VMU shell Kickstarter is finished!
That's exciting to hear! Finally, is there anything else that Dreamcast fans can expect from VGNYsoft in 2024?
VGNYsoft recently released North American versions of Ploid and Reknum from Nape Games (who also has a new game currently on Kickstarter). We have a few titles in the works for 2024 as well, which will be announced soon. In general, we are always looking to build deeper engagement with Dreamcast indie developers. Our goal is to help uplift their projects and bring them to a wider audience through high-quality physical productions.
***
Thanks to Dan for giving us the lowdown on the Kickstarter campaign. Click here to go check it out for yourself, and be sure to let us know in the comments below which colours you'd like to see VGYNSoft produce next.
Sturmwind Reissue coming from VGNYsoft - Includes Sturmwind VMU Shell!
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No CD-Rs! 😉 |
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Looks legit. |
Introducing VMU-boy - A RetroPie Powered Console In A VMU Case
The result of some stellar work by Giles Burgess (aka Kite), the VMU-boy is truly a wondrous accomplishment and as the images and video show, the contraption fits easily in the palm of a hand. Whether it's actually practical to play games on a device so small for any length of time without causing long term damage to eyes and hands remains to be seen, but 10 out of 10 must be awarded for effort.
The specs and features of the device are fairly impressive too, as detailed in the forum post over at sudomod:
- Pi Zero/W
- 128x128 SPI LCD
- Main PCB with direct Pi soldering
- 850mAh battery (4 hrs or more gameplay!). If I could find a slightly wider battery it might even make it to 900/1000mAh!)
- Safe shutdown!
- Micro USB charging which doubles as USB OTG port (plug in a USB OTG adapter and it will power the USB device and connect it to the Pi)
- Power switch and status LEDs
- Battery voltage monitoring + charging status
- Built in speaker amp
- 'Basic' OSD (need to work on this more, whipped it up very quickly!)
- GPIO buttons built into the PCB
- All inputs available under the 'cap' at the top, including the Pi SD card so it's really easy to work on
- Internal serial port available as a JST header (made it very easy to see my Pi was working after I had removed the HDMI port!)
- Battery connectors (1mm JST) or solder pads. Extra pads allow putting 2x batteries in parrallel (e.g. if you have 2x small batts that will fit)
Interestingly, Kite's post suggests he will be offering the VMU-boy for sale at some point in 2018, and a link to a waiting list has already been added to the post.
Find out more on the VMU-boy, including more details on the creation of the fascinating device by visiting the sudomod.com forum here.
Thanks to @pomegd on Twitter for sharing this info with us.
Dreamcast Express Videos


What you won't see is how they're presented: you select a stand of Sega's Tokyo Game Show area, and a camera is swooped through that area in live action. As you swim past the set up games, you can hit A to view a video of that game. There are also interviews about Space Channel 5, Virtual On 2 and D2. The D2 video is a special screening in a fancy cinema room. The disc also contains some content to download to your VMU.
Volume 7 contains two disc with a whole bunch of playable demos and heaps of VMU game saves. One of the discs contains a bunch of videos, which I have a video of above. Blue Submarine No.6 looks particularly interesting, with stunning cel shaded graphics for it's age. Looked it up and the game is mega rare and expensive. I remember seeing the anime of that once.
There is also a video on there all about the Dream Eye, that sweet digital camera we never got over here, which gives you a good insight into how it works and what you can do with the software. Web cam chat on a console in 1999. Mental. As a further tease, the video also has footage of 'presents' you could obtain if you were part of the same club you would get these demos from. Virtual On soft toys! A D2 figure! An Afro Thunder T-shirt! I want it all! :(
To get a good read up on all of the Dreamcast Express demo discs, check out Segagaga Domain's write up on them.
Shenmusings of Dobuita, Community, and the Friends We Stalked Along the Way
DreamConn V3 Adds PC VMU Browser Support
The DreamConn I reviewed comes with a USB cable and I did try to connect it to my Macbook to see if file browsing would be possible, and I also tried to connect via Bluetooth but it was futile as the DreamConn V2.0 will not allow such rummaging around - the supplied USB is for charging the unit only and it seems only the Bluetooth transceiver is capable of recognising the DreamConn itself. Now though, using the newly created DreamConn Backup Utility in conjunction with Speud's VMU Explorer, it is possible to connect DreamConn V3 to your PC via Bluetooth and edit the contents of the memory units (both the built in memory and external VMUs), and also add downloaded save files. Chris explains the power of this PC connectivity in his own words:
"As you see, this feature gives now numerous possibilities for VMU managing (like copying from a real VMU to DreamConn and then to PC); and it may even render the usage of real, physical VMUs as obsolete."
This is a great addition to an already fantastic device and we'll be keeping an eye on any further developments. While the price point may still be prohibitive for many Dreamcast owners, I can personally vouch for the quality of the product and would recommend it in an instant if you are in a position to buy one. DreamConn V3 is available to buy here.
Edit: Chris has made the PC software freely availible for people to have a look at. You can download the DreamConn Backup Utility here, although be aware that at present it is PC-only.
New VMU Game Street Race Available Now
There's a gameplay video below and you can download the CD image file here or the SD reader file here. Both work in a similar fashion to the Flappy Bird files in that you need to use the bundled VMU Tool software to add the Street Race file to your VMU. This is impressive stuff from Tom/Guac, and we can't wait to see what else he creates for the Dreamcast's unsung hero.
Let's Take a Look at Replacement Dreamcast VMU Shells - Kickstarter from VGNYsoft
Back on the 14th of March, VGNYsoft (aka Videogamesnewyork) launched their Kickstarter for replacement Dreamcast VMU (Visual Memory Unit) shells. These new VMU shells are formed of five parts, will be injection moulded, and available in a variety of colours. For more information, including a talk with Dan of VGNYsoft, check out our previous article about the campaign. The campaign has already reached its funding goal, and at time of writing has five days left to go.
Retrospective: F1 World Grand Prix II for Dreamcast
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F1 Grand Prix: Part II is playable on MAME |
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The N64 version of F1 World Grand Prix |
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Distributed exclusively by Konami...for some reason |
Check Out Pokemon Go Running On A VMU
As he states in the video description, Tom won't be releasing the game for public consumption as he doesn't own the IP; and Nintendo would most likely release the hounds if he did. We can't say we blame him to be honest. With that in mind, we'll have to make do with the video above which shows a pretty competent little Pokemon clone, complete with a randomly generated map. Other features include over 25 Pokestops, a fully functioning Pokedex and full audio.
We had a little chat with Tom, and he told us the following:
"At this stage I've decided not to release Pokemon Go VMU publicly. When I started this project I had no idea Nintendo were so strict on this kind of thing, unlike a company like SEGA who couldn't care less when it comes to fan art. Given it's pretty clear now what their stance is on fan games, I think this is the right decision.
"It's not all a loss though, I have fully functioning map generation, character movement and collision detection code written which I can use in a number of original games I have planned. I already used the timing based mini game concept in my last game Zombie: Player vs Monster.
"I would say the game is 90% complete in it's current state. The only thing I need to do is add more Pokemon (there are about 70 in the game at this stage). Some are just impossible to draw with the limited pixels available, especially in the map grid, but to a lesser extent in the gym battles as well. I'd probably like to tinker with the sound a bit more if I ever release it as well."
Don't get you hopes up, but... (UPDATED)
The application, sent to the United States Patent and Trademark Office's Trademark Applications and Registrations Retrieval (TARR) dated August 13 2007, relates to:
Home video game machines; player-operated electronic controllers for electronic video game machines; video game interactive controller, namely, hand held pads, and floor pads or mats; joysticks for video games; computer cursor control devices, namely, computer mouse; flash memory cards; video game software, computer game programs".
Web chatter suggests the proof is in the detail of the application - the original Dreamcast didn't have a floor mat accessory and the Dreamcast's Visual Memory Unit (VMU) is far from the flash memory cards we know and use today - although we'd say that the VMU is pretty similar to the modern day memory cards.
The filing could, of course, simply be a further effort from SEGA to protect the Dreamcast name. According to the USPTO the original Dreamcast trademark is still active. However, the two descriptions are very different. You can see the original trademark description here.
We've contacted SEGA UK for comment. We'll update you on this potentially megaton story as we get it.
What could this be hinting at? It's probably nothing, but Sega could have something up their sleeves involving our favorite little system, or at least it's brand name. There's a possibility that Sega plan to port Dreamcast games to a download service such as the Virtual Console, X-Box Live Arcade (which is already getting REZ, Trigger Heart and Ikaruga) or Playstation Network. Of course this is only the most rationale reason I could think of other than protecting the name, but if we really wanna let our minds wander...

Guest Article: Tales Of A Dreamcast Virgin
Like most readers of the Dreamcast Junkyard, I’ve been a gamer since I was a kid, fascinated by the technology and the escapism that video gaming presents to the open minds of youth. My first real memory of gaming started when a kid on my street got a Commodore 64 and allowed a select few local kids to come over and play. Now I can’t really remember exactly what we played, but I know it was off cassette and that it was dreadfully slow. But back then, who cared? We knew what was coming was exciting and would absolutely be worth the wait.
Skip forward a few years and my Dad, out of nowhere, came home one day with a second hand Apple IIc computer; also a dog. I think the dog was to smooth over my mother due to the expenditure. Such a wise man. This event is what I consider to be the starting point for the path my life has taken so far, as a gamer, computer enthusiast, career in IT and also, how to ask for forgiveness, rather than permission. That’s not to say that I wasn’t already into other forms of video gaming. The NES was certainly around at this time as was the Master System. However, neither were very popular in the town that I grew up in, unless you had a wealthy or American friend, courtesy of the local American installation. Video games just weren’t really accessible amongst the circle of friends and family that I had.
Excellent Dreamcast find in major video game retailer.
Note: First off, this little post is about the American game store "Gamestop". However, many of video game chains in Europe have been recently making similar mistakes of not stocking Dreamcast material. Therefore this article can be helpful to anyone. I am sure that anyone who has tried to shop for retro video games has encountered a similar situation (what with the "new gen" crap they have been trying to foist upon gamers).
GameStop.
Stop lying to consumers.
I have asked MANY different branches if they had any Dreamcast stuff left and they all pretty much had the same answer.
"No. Gamestop does not carry any retro games."
"None of our stores have any Dreamcast stuff left."
"There is no store that we sent all our older video games to."
I recently found out this was not true. There ARE some stores that have been sent Dreamcast stuff. I have no idea why gamestop employees wouldn't tell me this. Maybe they just didn't know because:
1. - Managers in local stores want you to shop in their store, not someone else's.
2. - Corporate leaders decided that nobody cares about Dreamcast stuff and didn't bother telling local area stores that certain stores do still carry retro stuff.
3. - There is such poor communication between stores that nobody really knows what the other store have in stock.
Now I have been to Gamestops and EBgames (same corporation) in most of the major cities in Northern and Central NY. Most of them do not have Dreamcast stuff. Every once in awhile they will have some VMU's and the occasional controller. However one store in Syracuse, NY DOES have Dreamcast stuff. ALOT of Dreamcast stuff. A whole damn shelf full. And I got a bunch of it last weekend.
Three bags full! (not all of this was Dreamcast, but the bulk of it was)
The haul included 3 Dreamcast fishing controllers!!!! Only one was first party but the "fission" controllers from Interact work quite nicely.
In addition I got a crapload of VMUS for .25 cents each. Including colored VMUs and the extra memory one. How much is this stuff selling for on Sega parts? New for $29.99???
The best part about all this is that I got all this stuff for less than $20.00. 75% off everything. The manager was happy to clear out shelf space.
This is YEARS after Gamestop stopped selling Dreamcast stuff. So for my European friends who are going through the painful process of Dreamcast merch being pulled off major chain store's shelves, take heart.
It's always worth asking the clerks if they happen to have any Dreamcast stuff left in stock. Or at least to try to ask if any local stores have any backstock of retro video games. You may get lucky.
In other news I managed to snag an Interact lightgun in another store (Game Craze). It's in good shape and it's HUGE. It's really one of the coolest lightguns I have ever used. Of course this the brand that is famous for breaking easily so I am gonna keep my Madcatz brand dual pistols for casual HOD2 or Death Crimson OX blasting (US brand lightguns work with Death Crimson OX...) It's good to know that some stores still support retro gaming and we should all try to support them as much as possible.
An Interview with Kenji Tosaki: How the Sega Dreamcast and its Beloved Peripherals Came to Be
One day we realised that The Dreamcast Junkyard account on Twitter (or X, as it is now known...) was followed by none other than Kenji Tosaki, the peripheral development manager at Sega of Japan from the 1990s until 2001, when he retired. He led the design process for classic Sega Saturn peripherals like the 3D Control Pad and the Virtua Gun, but perhaps most importantly to us here at the Junkyard, he was heavily involved with the design of the Dreamcast console hardware, its controller, the Visual Memory Unit (VMU), and even the Samba de Amigo Maracas Controller, to name a few. To have such an important figure from Sega's heyday follow us—of all people—was truly an honour. We knew we had to reach out and try and arrange some sort of opportunity to speak with him.
What followed was a whole lot of machine-translated correspondence, and we must thank Tosaki-san for answering all our questions, as well as his time and patience throughout this process. Another thank you also goes out to Brian Vines and Laurence Goodchild for assisting me with the decision on which questions to ask, as well as Derek Pascarella for some technical explanations.
Of course, we couldn't just let the resulting interview you see below remain machine-translated, so this is where I must extend a huge thanks to translation extraordinaire (and my former Nakoruru fan translation comrade-in-arms) Duralumin, who graciously translated Tosaki-san's original Japanese answers into English.
What was revealed from our conversation with Tosaki-san is a whole lot of great insight into how the Dreamcast hardware and many beloved peripherals came to be. We also thought it was important to use this opportunity to try and dig deeper into some of the more esoteric Dreamcast-related lore, to try and get some light shone on topics that have fuelled debates within Sega fan communities for decades. Why was a second analog stick a no show on the Dreamcast controller? What was Sega's view on adopting the almighty DVD format that would've supposedly helped the Dreamcast go toe-to-toe with Sony's PlayStation 2? We also made sure to pick Tosaki-san's brain about some cancelled Dreamcast peripherals, such as the VMU MP3 player, with the hopes of unearthing new information about them.
While our interview does touch on the Sega Saturn somewhat, it is mainly referenced to assist the explanation of points relating to the Dreamcast's own design. If you'd like to hear Tosaki-san get more in-depth about the Saturn, I highly recommend you go check out his interview with our friends over at SEGA SATURN, SHIRO!
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Credit: Sega Retro |
DCJY: Thank you for agreeing to talk with us about your career at Sega, Tosaki-san. We have read that you were involved with the design of the Dreamcast console. The design was definitely more compact than its predecessor, the Saturn, and very futuristic-looking for the time. When you and your team set out to design the console, what inspired the design?
Kenji Tosaki: The lead director and producer on the design of the Dreamcast was actually Mr. Oikawa [Akitoshi Oikawa], who also handled the design of the Sega Saturn. For the Dreamcast, the design of the console itself was contracted out, but Mr. Oikawa personally handled the controllers and other peripherals.
Now, when the Saturn was still in development, we ended up drawing up the design ahead of finalizing how much space all the internals would need. Stuff like the main board, the CD drive, power supply unit, all of that. The original design was quite a bit smaller than what the Saturn finally became. As development progressed, we added more components, and the footprint grew larger.
The preliminary designs for the console couldn't accommodate all the changes, so we had to go back to the drawing board, and it ended up quite a bit different from what we had originally envisioned. It had to be made larger, so we also had to redesign some of the finer details of its appearance to match.
With the Saturn, the technical development —the main board, the drive unit, etc.— and the product design had been sort of progressing on different fronts, and that disconnect caused us a lot of issues. Plus, the technical design turned out to be more complex than expected, so the production and assembly was more complicated. We learned from all of that when we were working on the Dreamcast.
Our top priorities in designing the Dreamcast were to optimize the internal layout and heat dissipation. I think the internal design turned out really nice and clean. Of course, keeping it simple also helped with assembly. We also waited to plan out the console design until the technical design had been locked in to a certain extent, so we didn’t have to go back and rework a lot of things.
Regarding the design itself, we shopped the job around to a wide variety of outside agencies for proposals; not just Japanese companies, but even American design houses. Mr. Oikawa reviewed a ton of ideas.
Ultimately, Mr. Oikawa went with a relatively minor Japanese company’s proposal. They did a very good job of taking Mr. Oikawa’s asks into account when building their approach.
On the conceptual approach, I’ll quote Mr. Oikawa himself:
"The Dreamcast design is made up of simple shapes; squares, triangles, and circles. The point of the triangle points toward the player, representing how the games and online content were to be player-focused. From the console, straight to the player. But then the start button on the controller points towards the Dreamcast. That represents how, in response, the players reach out and connect with the console."
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Credit: Sega Retro |
When you and your team were designing the Dreamcast's controller, what were the most important features or aspects that you knew it had to include? It is well known that the Dreamcast controller shares some design similarities to the Saturn's 3D Control Pad, which you also worked on. How much did that controller inspire the Dreamcast's controller?
When we were developing the Saturn 3D Controller, that was the first time we had ever tried to design an analog-input controller. We looked at how we could best make an analog controller, and spent a lot of time working on the basic design, control methods, layouts, and all the associated design questions.
We also looked into all kinds of additional features; stuff like integrated displays, paddle wheel controls, mouse input, motion sensing, infrared, rumble, haptics, voice recognition... many different things. Most of these features proved too costly to have natively on the Saturn 3D pad, but we made sure to design the controller to include an expansion port so those features could be added later.
We had actually planned out a motion sensor and vibration pack, and even made a prototype. We made sure that the controller's cord ran out of the back, since anything to do with motion sensors that you would have to tilt or shake around would be harder to use with the cord coming out of the front of the controller.
For the analog inputs, we felt it was essential to use a sensor that wouldn't experience any change in the analog signal from drift or wear. To accomplish that, we used "Hall" elements. We knew we definitely didn’t want resistive sensors. We didn’t add them for the sake of having a selling point, we just saw it as the obvious choice. It wasn’t until 2020 that we saw other companies start making controllers with those same Hall elements. I guess the market finally caught up to the Sega 3D Control Pad, and it only took 25 years.
When it came to the Dreamcast controller, we applied a lot of what we had learned from the Saturn 3D pad.
As I mentioned, the idea behind the Dreamcast ecosystem was “play and communication.” The console could go online, but the concept extended beyond just that. There were also four controller ports, so you could have four people at once all playing together. Then, we decided we would try putting an individual display on each controller. We had originally conceived it as something like a personal monitor for each player for sports games, with individual displays. The VMU was our solution.
Connecting the VMUs directly to the console would have meant we would have to add four pretty big ports for four players’ VMUs, which wasn’t a great solution from either a cost or design standpoint. So, we decided to explore plugging the VMUs into the controllers instead. Every VMU would be like a memory pack, but with an LCD screen and control buttons; it could have its own independent apps, and when it was plugged into the controller, the screen would serve as an additional display.
Away from the controller, you could connect VMUs together to swap data with your friends, or play games against each other. That was another facet of the “communication” concept. For us on the peripherals team, we figured it wasn’t likely that every kid would have an internet connection they could use to play online, so we focused on ways we could build “play and communication” through controllers and accessories.
We also planned out a built-in gyro sensor, so you could control games by moving the controller, as well as built-in vibration, and a built-in light gun pointing device. It turned out to be too expensive to implement those features natively, so we decided to build two expansion slots into the controller. That would leave room for us to release expansion units after the fact. We expected one slot would usually be occupied by the VMU, so we needed to have one more for other expansions.
The most important decision made regarding the controller was to have memory units connect to it instead of the console. We designed the VMUs for that purpose.
The controllers themselves were developed to work with an interface device [MapleBus] that could also support VMUs and any expansion packs. MapleBus proved essential, as it had the kind of scalability we needed.
For the expansion slots, we had to think about what sort of functionality we would need in the future. For instance, if we put out a rumble pack, the vibrations from that accessory would travel down to the slot and the connector. That’s not necessarily healthy for the components, and we expected these to be used long-term. So, we had to come up with a design for the connectors that would be durable and reliable.
The analog input was also much more advanced than the 3D Control Pad. We improved the precision, and allowed wider strokes. At the same time, the units could be made smaller, and needed less space to install internally.
I really would have liked to have seen the gyros, vibration, and wireless pointing built-in on the controller, but it just would’ve been too expensive.
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The original US patent for the VMU. Credit: Sega Retro |