SNK 2 as a Japanese exclusive and Sierra Studios' cancellation of the Dreamcast port of Half-Life prominent. However, the promise proved unsustainable with sales of third-party titles in North America dwindling by that June, support for the Dreamcast rapidly decreased as numerous cancellations were made in regards to game development and multi-region game releases, with casualties such as Capcom's decision to leave Capcom vs. When Sega announced on January 31, 2001, that it would discontinue the Dreamcast on March 31 that year, Sega of America's then-CEO, Peter Moore, promised that Sega would support the console as long as it could. American third-party publisher Electronic Arts (EA), which had extensively supported Sega's prior consoles beginning with the Sega Genesis, elected not to develop games for the Dreamcast due to a dispute with Sega over licensing.
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Plus, since the Dreamcast's hardware used parts similar to those found in personal computers (PCs) of the era, specifically ones with Pentium II and III processors, it also saw a handful of ports of PC games. ĭue to the similarity of the Dreamcast's hardware with Sega's own New Arcade Operation Machine Idea (NAOMI) arcade board, it saw several near-identical ports of arcade games. The European introduction was originally going to feature 10 launch titles, but the list increased to 15 as its delay from the original September 23 launch date allowed the inclusion of a handful of additional titles. The North American debut featured 19 launch titles, which included highly-anticipated ones such as Sonic Adventure, Soulcalibur, and NFL 2K. The Dreamcast's initial release in Japan had four launch titles, which were Virtua Fighter 3tb, Pen Pen TriIcelon, Godzilla Generations, and July.
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Furthermore, an exploit in the console's copy protection system via its support for the little-used MIL-CD format effectively allowed users to play games burned onto CD-Rs, albeit with some compromises in content due to the CD's smaller capacity of 650 MB, without any hardware modifications Sega removed the MIL-CD compatibility in later-produced consoles in an attempt to curb the resulting piracy, but to little avail.
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The non-commitment to DVDs later resulted in ramifications for Sega when competitors such as Sony's PlayStation 2 came to market the Dreamcast was unable to offer DVD movie playback when the general public began switching from VHS to DVD, and its games were unable to take advantage of the DVD's higher storage capacity and lower cost. Throughout the console's lifespan, Sega promised compatibility with DVDs in some form, even showing off a DVD player for it at E3 2000, but it never came to fruition. While the higher-capacity DVD-ROM format was available during the console's development, its then-fledgling technology was deemed too expensive to implement at the time. The Dreamcast itself features regional lockout, only playing games released within its predetermined region however, the lockout is circumventable via modchip installation, boot discs, or cheat discs such as Datel's Action Replay.
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All licensed games for the Dreamcast were released on the GD-ROM format, a proprietary CD-based optical disc format jointly developed by Sega and Yamaha Corporation that was capable of storing up to 1 GB of data.
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The fifth and final home console produced by Sega, the Dreamcast is the successor to the Sega Saturn, whose commercial failure prompted the company to release it only four years after its predecessor's initial release. The first of the sixth generation of video game consoles, it was released in Japan on November 27, 1998, in North America on September 9, 1999, and in Europe on October 14, 1999. The Dreamcast is a home video game console developed and sold by Sega.