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{{NoteTA | G1 = Games | G2 = IT | G3 = Sega | 1 = zh-cn:三维; zh-tw:3D; | 2 = zh-cn:主板; zh-hk:主板; zh-tw:主機板; | 3 = 退出 | 4 = zh-tw:數據; zh-cn:数据; | 5 = zh-cn:雅马哈; zh-tw:山葉; }} {{Infobox information appliance | name = Dreamcast<br/><small>{{jpn|j=ドリームキャスト|link=no}}</small> | logo = Dreamcast logo (orange).svg | logo_size = 150px | image = [[File:Dreamcast-Console-Set.png|250px]] | caption = 美版Dreamcast普通機型 | developer = [[世嘉]] | manufacturer = [[世嘉]] | family = | type = [[家用遊戲機]] | generation = [[第六世代遊戲機|第六世代]] | releasedate = {{vgrelease|JP|1998-11-27<ref name="大百科"/><ref name="20歲生日">{{Cite web|title=SEGA 末代主機 Dreamcast 今日歡度 20 歲生日 散布夢想與歡樂的經典收山之作|url=https://gnn.gamer.com.tw/detail.php?sn=171688|date=2018-11-27|accessdate=2019-08-26|work=[[巴哈姆特電玩資訊站]]|archive-date=2019-10-16|archive-url=https://web.archive.org/web/20191016094144/https://gnn.gamer.com.tw/detail.php?sn=171688|dead-url=no}}</ref>|TW|1998-11-27<ref name="新世代篇"/><ref name="iThome">{{Cite web|title=SEGA夢幻主機Dreamcast今天日本台灣同步上市,市場缺貨嚴重|url=https://www.ithome.com.tw/node/5410|date=1998-11-27|accessdate=2019-07-19|work=iThome|archive-url=https://web.archive.org/web/20190810161059/https://www.ithome.com.tw/node/5410|archive-date=2019-08-10|dead-url=no}}</ref>|NA|1999-09-09<ref name="IGN's History of Sega"/>|巴西|1999-10-04<ref name="Tec"/>|EU|1999-10-14<ref>{{Cite journal|url=https://segaretro.org/index.php?title=File:CVG_UK_216.pdf&page=52|title=The Next 4 Weeks|accessdate=2019-07-01|journal=[[電腦與電子遊戲|Computer and Video Games]]|date=1999-11|issue=216|page=52|language=en|archiveurl=https://web.archive.org/web/20170811123859/http://segaretro.org/index.php?title=File:CVG_UK_216.pdf&page=52|archivedate=2017-08-11|dead-url=no}}</ref>|AU|1999-11-30<ref name="Hyper AU"/>}} | lifespan = 1998年-2001年 | price = 日本:[[日圓|JP¥]] 29,800<ref name="大百科"/><br/>臺灣:[[新臺幣|NT$]] 9,900<ref name="iThome"/><br/>美國:[[美元|US$]] 199.99<ref name="IGN's History of Sega"/><br/>英國:[[英鎊|UK₤]] 199.99<ref>{{Cite journal|url=https://segaretro.org/index.php?title=File:CVG_UK_215.pdf&page=59|title=Dreamcast is Here|accessdate=2019-07-01|journal=Computer and Video Games|issue=215|page=59|date=1999-10|language=en|archiveurl=https://web.archive.org/web/20170811140150/http://segaretro.org/index.php?title=File:CVG_UK_215.pdf&page=59|archivedate=2017-08-11|dead-url=no}}</ref><br/>法國:[[法郎|FR₣]] 1,690<ref>{{Cite journal|url=https://segaretro.org/index.php?title=File:ConsolesMicro_FR_01.pdf&page=15|title=128 Bits de Bonheur|accessdate=2019-07-01|journal=Consoles Micro|issue=1|page=15|date=2002-05|language=fr|archiveurl=https://web.archive.org/web/20170813134052/http://segaretro.org/index.php?title=File:ConsolesMicro_FR_01.pdf&page=15|archivedate=2017-08-13|dead-url=no}}</ref><br/>德國:[[德國馬克|DM]] 499<ref>{{Cite journal|url=https://segaretro.org/index.php?title=File:NextLevel_DE_1999-0910.pdf&page=6|title=Die Europa-Premiere des Dreamcast|accessdate=2019-07-01|journal=neXt Level|issue=|date=1999-09|language=de|archiveurl=https://web.archive.org/web/20170811145549/http://segaretro.org/index.php?title=File:NextLevel_DE_1999-0910.pdf&page=6|archivedate=2017-08-11|dead-url=no}}</ref><br/>澳洲:[[澳洲元|AUD]] 499<ref name="Hyper AU">{{Cite journal|url=https://segaretro.org/index.php?title=File:Hyper_AU_071.pdf&page=29|title=The Sega Dreamcast|accessdate=2019-07-01|journal={{link-en|Hyper|Hyper (magazine)}}|issue=71|page=29|date=1998-08|language=en|archive-date=2019-10-16|archive-url=https://web.archive.org/web/20191016094150/https://segaretro.org/index.php?title=File:Hyper_AU_071.pdf&page=29|dead-url=no}}</ref><br/>巴西:[[鎊|R$]] 899<ref name="Tec">{{Cite web|url=http://www.tectoy.com.br/unshock/prop.htm|title=Dreamcast - TecToy|accessdate=2019-07-01|work=[[TecToy]]|archiveurl=https://web.archive.org/web/20000303160725/http://www.tectoy.com.br/unshock/prop.htm|archivedate=2000-03-03|language=pt|dead-url=yes}}</ref> | discontinued = {{vgrelease|WW|2001-03-31<ref name="GoodbyeDreamcast"/>}} | unitssold = 約1000萬部<ref name="ドリームキャスト"/> | media = [[GD-ROM]]、[[CD-ROM]]、[[Mini CD]]<ref name="大百科"/> | os = [[Windows CE]]<small>(客製版)</small> | power = [[交流電|AC]] 100 [[伏特|V]] ± 10% @ 22 [[瓦特|W]]<ref name="大百科"/> | cpu = [[日立製作所|日立]] [[SuperH|SH-4]] [[RISC]] @ 200 [[MHz]]<ref name="大百科"/> | memory = 16 [[百萬位元組|MB]]主記憶體<br/>8 MB[[視訊隨機存取記憶體]]<ref name="大百科"/> | storage = | memory card = 128 KB [[VMU]] | display = 預設解析度640×480,<br/>最高可達800×608 | graphics = [[Imagination Technologies|VideoLogic]] [[PowerVR|PowerVR2]] @ 100 MHz<ref name="大百科"/> | sound = 內嵌[[ARM7]]處理器的<br/>[[山葉公司|山葉]] AICA,64頻道<ref name="大百科"/> | input = | controllers = | connectivity = | service = {{link-ja|isao.net|isao.net}}<small>(已終止)</small><br/>{{link-en|SEGANet|SegaNet}}<small>(已終止)</small><br/>{{link-en|Dreamarena}}<small>(已終止)</small> | dimensions = 190×195.8×75.5公釐 <ref name="大百科"/> | weight = 1.5公斤<ref name="大百科"/> | topgame = 《[[音速小子大冒險]]》(242萬份)<ref>{{Cite web|url=http://www.vgchartz.com/platform/9/sega-dreamcast/|title=Dreamcast - VGChartz|accessdate=2019-05-17|work=VGChartz|language=en|archiveurl=https://web.archive.org/web/20190325083200/http://www.vgchartz.com/platform/9/sega-dreamcast/|archivedate=2019-03-25|dead-url=no}}</ref> | predecessor = [[世嘉土星]] | website = {{webarchive|url=https://web.archive.org/web/20001204133300/http://www.sega.co.jp/dreamcast/dreamcast.html|date=2000-12-04|title=日版官方網站}} }} '''Dreamcast'''({{langx|ja|ドリームキャスト}},簡稱為'''DC''')是[[日本]][[電子遊戲發行商|電子遊戲商]][[世嘉]]於1998年11月27日在日本、1999年9月9日在[[北美地區|北美]]、1999年10月14日在[[歐洲]]發行的[[家用遊戲機]],為[[第六世代遊戲機歷史|第六世代電子遊戲機]]中第一部推出的主機,也是世嘉開發的最後一部家用遊戲機<ref name="大百科">{{Cite web|url=https://sega.jp/history/hard/dreamcast/index.html|script-title=ja:セガハード大百科 - ドリームキャスト|accessdate=2019-07-01|work=セガハード大百科|publisher=[[SEGA]]|language=ja|archiveurl=https://web.archive.org/web/20190321191519/https://sega.jp/history/hard/dreamcast/index.html|archivedate=2019-03-21|dead-url=no}}</ref><ref name="ドリームキャスト">{{Cite web|url=https://sega.jp/history/hard/column/column_06.html|script-title=ja:セガードストーリー - ゲームの未来を変えた先進的ハード 『ドリームキャスト』|accessdate=2019-05-12|work=セガハード大百科|publisher=SEGA|language=ja|archiveurl=https://web.archive.org/web/20190523131558/https://sega.jp/history/hard/column/column_06.html|archivedate=2019-05-23|dead-url=no}}</ref>。主要競爭對手包括[[索尼]]的[[PlayStation 2]]、[[任天堂]]的[[任天堂GameCube]]及[[微軟]]的[[Xbox (遊戲機)|Xbox]]。 與前代主機[[世嘉土星]]不同,Dreamcast採用了[[日立製作所|日立]]的[[SuperH|SH-4]][[中央處理器]]({{lang|en|CPU}})及[[Imagination Technologies|VideoLogic]]/[[日本電氣]]的[[PowerVR|PowerVR2]][[圖形處理器]]({{lang|en|GPU}})等{{link-en|現成組件|Commercial off-the-shelf}}取代客製化組件,藉以降低成本。儘管Dreamcast在北美地區發售初期頗有斬獲,但在索尼力推其PlayStation 2之後,Dreamcast主機銷量便逐漸滑落;在銷量長期低迷的情況下,世嘉的財務損失持續擴大。在改組領導層之後,世嘉最終在2001年1月31日宣布於3月底終止Dreamcast硬體製造及開發、全面退出家用遊戲機硬體市場,並改組為純[[游戏开发者|第三方遊戲開發商]]<ref name="GoodbyeDreamcast">{{Cite web|title=|url=http://www.sega.co.jp/sega/corp/news/nr010131_2.html|accessdate=2019-04-22|author=|date=2001-01-31|format=|publisher=SEGA|language=ja|archiveurl=https://web.archive.org/web/20010607154729/http://www.sega.co.jp/sega/corp/news/nr010131_2.html|archivedate=2001-06-07|script-title=ja:セガ、家庭用ゲームビジネスでコンテンツ事業に特化|dead-url=no}}</ref><ref name=":1">{{Cite web|title=|url=https://www.segasammy.co.jp/japanese/ir/past/rel_pdf/se/cr200102011.html|accessdate=2019-07-01|author=|date=2001-01-31|publisher=SEGA|language=ja|archiveurl=https://web.archive.org/web/20180131014533/https://www.segasammy.co.jp/japanese/ir/past/rel_pdf/se/cr200102011.html|archivedate=2018-01-31|script-title=ja:家庭用ゲーム機の製造中止および通期業績予想の修正に関するお知らせ|dead-url=no}}</ref>。Dreamcast在其生命週期中銷量僅有約1000萬部,是世嘉最重大的商業失敗之一。 雖然Dreamcast的生命週期不長、第三方遊戲有限,但輿論普遍認為Dreamcast是一部超前時代的主機。Dreamcast擁有《[[瘋狂計程車]]》、《[[Jet Set Radio]]》和《[[莎木]]》系列等創意十足的獨占遊戲,以及一些來自世嘉自有街機系統[[NAOMI]]的高品質移植作品。Dreamcast也是第一部內建[[撥號連線|撥接網路]]並提供原生[[網路遊戲]]的家用遊戲機。 == 背景 == [[Mega Drive]](在[[北美地區]]稱為Sega Genesis)於1988年發售,銷售量達3075萬部,是世嘉歷年來最成功的主機<ref name="Retroinspection">{{Cite journal|title=Retroinspection: Mega Drive|author=Sczepaniak, John|url=http://www.sega-16.com/2006/09/retroinspection-mega-drive/|journal=[[Retro Gamer]]|issue=27|year=2006|pp=42–47|language=en|accessdate=2018-08-08|archiveurl=https://web.archive.org/web/20150924100219/http://www.sega-16.com/2006/09/retroinspection-mega-drive/|archivedate=2015-09-24|dead-url=no}}</ref><ref name="Routledge">{{Cite book|last1=Zackariasson|first1=Peter|last2=Wilson|first2=Timothy L.|last3=Ernkvist|first3=Mirko|title=The Video Game Industry: Formation, Present State, and Future|chapter=Console Hardware: The Development of Nintendo Wii|publisher=[[羅德里奇|Routledge]]|year=2012|isbn=9781138803831|p=158|last=|location=|language=en}}</ref>。Mega Drive的繼任主機[[世嘉土星]]於1994年在日本推出,採用[[CD-ROM]]為主要儲存媒體格式,搭載雙[[中央處理器]]({{lang|en|CPU}})架構以同時處理[[二维计算机图形|2D]]和[[三维计算机图形|3D]]圖形,然而由於其複雜的硬體架構使其比其主要競爭對手、[[索尼]]推出的[[PlayStation (遊戲機)|PlayStation]]硬體成本更加高昂<ref name="セガサターン">{{Cite web|url=https://sega.jp/history/hard/column/column_05.html|accessdate=2018-08-12|work=セガハード大百科|publisher=SEGA|language=ja|dead-url=no|script-title=ja:セガードストーリー - 家庭用ゲーム機新時代の幕開け『セガサターン』|archiveurl=https://web.archive.org/web/20180612143740/https://sega.jp/history/hard/column/column_05.html|archivedate=2018-06-12}}</ref><ref name="IGN History of Dreamcast">{{Cite web|title=IGN Presents the History of Dreamcast|url=http://www.ign.com/articles/2010/09/10/ign-presents-the-history-of-dreamcast|accessdate=2018-09-15|date=2010-09-09|last=Fahs|first=Travis|work=IGN|language=en|dead-url=no|archiveurl=https://web.archive.org/web/20140928201508/http://www.ign.com/articles/2010/09/10/ign-presents-the-history-of-dreamcast|archivedate=2014-09-28}}</ref>。儘管世嘉土星在日本和北美的首發日期都比PlayStation早(在北美地區的首發日期足足比PlayStation早了四個月<ref name="This Day">{{Cite web|title=This Day in History: Sega Announces Surprise Saturn Launch|url=http://www.1up.com/news/day-history-sega-announces-surprise|accessdate=2018-09-15|date=2010-05-11|last=Cifaldi|first=Frank|work=[[1UP.com]]|language=en|archiveurl=https://archive.today/20130629122913/http://www.1up.com/news/day-history-sega-announces-surprise|archivedate=2013-06-29|dead-url=yes}}</ref>{{sfn|DeMaria|Wilson|2004|p=282}}),但由於倉促上架以至於供貨不足、初期支援遊戲稀少,對其銷量造成了無法挽回的傷害<ref name="IGN History of Dreamcast"/><ref name="Finn">{{Cite book|title=Computer Games and Digital Cultures: Conference Proceedings: Proceedings of the Computer Games and Digital Cultures Conference, June 6–8, 2002, Tampere, Finland|first1=Frans (editor)|last2=Finn|first2=Mark|publisher=Tampere University Press|year=2002|isbn=9789514453717|pp=45–58|chapter=Console Games in the Age of Convergence|last1=Mäyrä|language=en}}</ref>{{sfn|L. Kent|2001|pp=502. 516–517}};世嘉土星在價格方面也處於劣勢,其首發售價足足比PlayStation貴上100美元<ref name="セガサターン"/><ref name="Six launch">{{Cite web|title=Sega Saturn launch takes consumers and retailers by storm; retailers struggling to keep up with consumer demand|url=https://www.thefreelibrary.com/Sega+Saturn+launch+takes+consumers+and+retailers+by+storm%3B+retailers...-a016867843|accessdate=2018-09-15|date=1995-05-19|work=[[美國商業資訊|Business Wire]]|language=en|dead-url=no|archiveurl=https://web.archive.org/web/20161025111725/https://www.thefreelibrary.com/Sega+Saturn+launch+takes+consumers+and+retailers+by+storm%3B+retailers...-a016867843|archivedate=2016-10-25}}</ref>;加上家用遊戲機市場龍頭[[任天堂]]的次世代家用遊戲機研發計畫持續延滯,以及Mega Drive諸多缺乏相應配套遊戲陣容的{{link-en|電子遊戲配件|Video game accessory|配件}}(尤其是[[Super 32X]])對世嘉本身的企業聲譽造成的損害,使得索尼迅速在市場上占據了一席之地<ref name="Finn"/>{{sfn|DeMaria|Wilson|2004|pp=282–283}}。在積極的廣告宣傳及強大的第三方遊戲作品支持下,PlayStation在北美地區取得了重大成功<ref name="セガサターン"/><ref name="1995 market share">{{Cite journal|title=Sega captures dollar share of videogame market again; diverse product strategy yields market growth; Sega charts path for 1996.|author=|url=http://www.thefreelibrary.com/Sega+captures+dollar+share+of+videogame+market+--+again%3B+diverse...-a018001580|date=1996-01-10|journal=Business Wire|accessdate=2018-09-17|language=en|archiveurl=https://web.archive.org/web/20140502075742/http://www.thefreelibrary.com/Sega%2Bcaptures%2Bdollar%2Bshare%2Bof%2Bvideogame%2Bmarket%2B--%2Bagain%3B%2Bdiverse...-a018001580|archivedate=2014-05-02|dead-url=no}}</ref><ref name="Lemos">{{Cite web|title=Sega makes play for Dreamcast support|url=http://www.zdnet.com/article/sega-makes-play-for-dreamcast-support/|accessdate=2018-09-15|date=1999-03-17|last=Lemos|first=Robert|work=[[ZDNet]]|language=en|dead-url=no|archiveurl=https://web.archive.org/web/20141217114049/http://www.zdnet.com/article/sega-makes-play-for-dreamcast-support/|archivedate=2014-12-17}}</ref>。1995年底時,索尼在北美市場已售出80萬部PlayStation,是世嘉同時間售出之世嘉土星數量的2倍之多<ref name="セガサターン"/><ref>{{Cite web|title=PlayStation-The total history|url=http://www.eurogamer.net/articles/a_playstationhistory_1|accessdate=2018-09-15|date=2006-11-20|last=McCarthy|first=Dave|work=[[Eurogamer]]|language=en|dead-url=no|archiveurl=https://web.archive.org/web/20141129070933/http://www.eurogamer.net/articles/a_playstationhistory_1|archivedate=2014-11-29}}</ref><ref name="Innovation and competition">{{Cite journal|title=Innovation and Competition in Standard-Based Industries: A Historical Analysis of the U.S. Home Video Game Market|author=|url=|first1=Scott|last2=Park|first2=Seung Ho|journal=[[電機電子工程師學會|IEEE]] Transactions on Engineering Management|issue=|doi=|others=|year=2002|volume=49|page=|language=en|pmid=|pp=67–82|last1=Gallagher|number=1}}</ref>;至1996年底,索尼總計在北美市場已售出290萬部PlayStation,大幅超越世嘉售出的120萬部世嘉土星<ref name="Schilling">{{Cite journal|title=Technological Leapfrogging: Lessons From the U.S. Video Game Console Industry|url=https://archive.org/details/sim_california-management-review_spring-2003_45_3/page/12|last=Schilling|first=Mellissa A.|date=2003|journal=California Management Review|volume=45|pp=12, 23|language=en|quote=Lack of distribution may have contributed significantly to the failure of the Sega Saturn to gain an installed base. Sega had limited distribution for its Saturn launch, which may have slowed the building of its installed base both directly (because consumers had limited access to the product) and indirectly (because distributors that were initially denied product may have been reluctant to promote the product after the limitations were lifted). Nintendo, by contrast, had unlimited distribution for its Nintendo 64 launch, and Sony not only had unlimited distribution, but had extensive experience with negotiating with retailing giants such as Wal-Mart for its consumer electronics products.|number=3}} cf. {{Cite journal|title=Is War hell for Sega?|url=https://segaretro.org/index.php?title=File%3ANextGeneration_US_13.pdf&page=9|date=1996-01|journal=[[Next Generation]]|issue=13|volume=2|p=7|language=en|quote='''Tom Kalinske:''' We needed to do something shocking because we were $100 more than the other guy ... I still think [the surprise launch] was a good idea. If I had it to do over again would I do it a little differently? Yeah, definitely. I wouldn't take the risk of annoying retailers the way we did. I would clue them in and do an early launch in a region or three regions or something so we could include everybody.|archiveurl=https://web.archive.org/web/20190827094710/https://segaretro.org/index.php?title=File:NextGeneration_US_13.pdf&page=9|archivedate=2019-08-27|dead-url=no|access-date=2019-08-27}}</ref>。索尼的市場優勢在與世嘉的價格戰中得到了進一步的鞏固:儘管雙方皆持續進行[[价格战|價格戰]],但是由於世嘉土星之主機硬體製程複雜,成本不易壓低,使世嘉的財政赤字日益嚴重,連年虧損<ref name="セガサターン"/><ref>西田宗千佳. 《<bdi lang="ja">美学vs.実利 「チーム久夛良木」対任天堂の総力戦15年史</bdi>》. [[講談社]]. 2008: 114-115 {{ja icon}}</ref><ref>{{Cite journal|title=Sony's Video Games Onslaught Continues!|last=|first=|date=1996-06|journal=Maximum: The Video Game Magazine|publisher={{link-en|Emap International Limited}}|issue=7|pp=72–73|language=en}}</ref><ref name=":0">{{Cite web|script-title=ja:株式会社セガ 第40期事業報告書 (平成9年4月1日~平成10年3月31日)|url=http://sega.jp/IR/j-houkokusho/40/40j.pdf|accessdate=2019-05-31|author=|date=1998-03-31|format=pdf|publisher=SEGA|language=ja|archiveurl=https://web.archive.org/web/20040627082734/http://sega.jp/IR/j-houkokusho/40/40j.pdf|archivedate=2004-06-27|dead-url=no}}</ref>。同時,由於將研發重心自Mega Drive/SEGA Genesis盡數轉移至世嘉土星上,導致世嘉錯失了利用16位元家用遊戲機市場剩餘獲利潛力的機會<ref name="Finn"/><ref name="Innovation and competition"/>{{sfn|Kent|2001|pages=500, 508, 531}}。 {{Quote box |quote =「我認為(世嘉)土星最大的敗筆在於其硬體架構。遊戲開發者再怎麼優秀,在複雜的硬體限制之下都無法發揮全力。遊戲顯然是了不起的,但硬體並沒有達到那個水準。」|width = 30em|source=——伯尼·斯托拉爾,於2009年一次採訪中表示<ref name="IGN's History of Sega"/>。}} 由於與日本世嘉總部在商業決策上的長期分歧,時任美國世嘉總裁{{link-en|湯姆·卡林斯基|Tom Kalinske}}決定離職<ref name="IGN's History of Sega">{{Cite web|title=IGN Presents the History of Sega|url=http://www.ign.com/articles/2009/04/21/ign-presents-the-history-of-sega|accessdate=2018-09-15|author=Fahs, Travis|date=2009-04-21|format=|work=[[IGN]]|publisher=|language=en|archiveurl=https://web.archive.org/web/20140306162629/http://www.ign.com/articles/2009/04/21/ign-presents-the-history-of-sega|archivedate=2014-03-06|dead-url=no}}</ref><ref name="Tale of Two E3s">{{Cite web|title=A Tale of Two E3s – Xbox vs Sony vs Sega|url=http://www.mcvuk.com/news/read/tale-of-two-e3s-xbox-vs-sony-vs-sega/0118482|accessdate=2018-09-15|date=2013-07-07|last=Dring|first=Christopher|work=MCVUK.com|language=en|dead-url=no|archiveurl=https://web.archive.org/web/20141023102254/http://www.mcvuk.com/news/read/tale-of-two-e3s-xbox-vs-sony-vs-sega/0118482|archivedate=2014-10-23}}</ref>{{sfn|L. Kent|2001|p=535}}。1996年7月16日,世嘉宣布前[[本田技研工业|本田]]董事[[入交昭一郎]]將成為新任的美國世嘉總裁兼執行長,而卡林斯基將在當年9月30日之後離開世嘉<ref name="M2 Press">{{Cite news|url=http://www.m2.com/m2/web/story.php/1996852568440080DDE88025683B005E7A3F|title=Sega of America appoints Shoichiro Irimajiri chairman/chief executive officer|date=1996-07-16|accessdate=2018-09-17|quote=Sega of America Inc. (SOA) Monday announced that Shoichiro Irimajiri has been appointed chairman and chief executive officer. Sega also announced that Bernard Stolar, previously of Sony Computer Entertainment America, has joined the company as executive vice president, responsible for product development and third-party business ... Sega also announced that Hayao Nakayama and David Rosen have resigned as chairman and co-chairman of Sega of America, respectively.|journal=M2PressWIRE|archiveurl=https://web.archive.org/web/20141018032603/http://www.m2.com/m2/web/story.php/1996852568440080DDE88025683B005E7A3F|archivedate=2014-10-18|dead-url=no|language=en}}{{Closed access}} {{subscription required|s}}</ref><ref name="Irimajiri Settles In At Sega">{{Cite web|title=Irimajiri Settles In At Sega|url=http://www.next-generation.com/news/072596b.html|accessdate=2018-09-15|date=1996-07-25|work=Next Generation|language=en|archiveurl=https://web.archive.org/web/19961220195722/http://www.next-generation.com/news/072596b.html|archivedate=1996-12-20|dead-url=yes}} cf. {{Cite web|title=Easy Left, Baby|url=http://www.gameinformer.com/jan96/rally.html|accessdate=2018-09-15|date=1996-01|last=Reiner|first=Andrew|work=[[Game Informer]]|archiveurl=https://web.archive.org/web/19971120011601/http://www.gameinformer.com/jan96/rally.html|archivedate=1997-11-20|dead-url=yes}} cf. {{Cite journal|title=Top Gear|date=1996-02|journal=Next Generation|issue=14|volume=2|p=160|language=en}}</ref><ref name="Kalinske out">{{Cite web|title=Kalinske Out – WORLD EXCLUSIVE|url=http://www.next-generation.com/news/071696a.html|accessdate=2018-09-15|date=1996-07-16|work=Next Generation|language=en|archiveurl=https://web.archive.org/web/19961220200643/http://www.next-generation.com/news/071696a.html|archivedate=1996-12-20|dead-url=yes}}</ref>。日本世嘉還宣布其聯合創始人{{link-en|大衛·羅森|David Rosen (businessman)}}和現任總裁[[中山隼雄]]都將辭去職位,但兩人仍會留在公司中(中山並續任日本世嘉執行長)<ref name="M2 Press"/>{{sfn|L. Kent|2001|p=577}}{{sfn|L. Kent|2001|p=535}}。同時,前美國[[索尼互動娛樂|索尼電腦娛樂]]執行長{{link-en|伯尼·斯托拉爾|Bernie Stolar}}獲任命為美國世嘉負責產品研發和維持與第三方遊戲開發者關係的執行副總裁<ref name="M2 Press"/><ref name="Kalinske out"/><ref name="Newsflash">{{Cite web|title=NEWSFLASH: Sega Planning Drastic Management Reshuffle – World Exclusive|url=http://www.next-generation.com/news/071396a.html|accessdate=2018-09-15|date=1996-07-13|work=Next Generation|language=en|archiveurl=https://web.archive.org/web/19961220200717/http://www.next-generation.com/news/071396a.html|archivedate=1996-12-20|dead-url=yes}}</ref>{{sfn|L. Kent|2001|p=558}}。斯托拉爾認為世嘉土星的硬體設計過於複雜,不對世嘉土星抱有期待,還曾在1997年的[[E3電子娛樂展]]上公開表示:「(世嘉)土星不是我們的未來。」<ref name="IGN's History of Sega"/><ref>{{Cite web|url=https://gigazine.net/news/20170705-sega-saturn-failure/|date=2018-09-15|language=ja|archiveurl=https://web.archive.org/web/20180612140135/https://gigazine.net/news/20170705-sega-saturn-failure/|archivedate=2018-06-12|script-title=ja:「セガサターン」はなぜ失敗したのか?当時のCEOが語る|website=GIGAZINE|accessdate=2019-07-26|dead-url=no}}</ref>1996年6月,任天堂的次世代主機[[任天堂64]]發布,其飛躍性的3D運算效能,使世嘉土星原本已搖搖欲墜的銷量急轉直下<ref name=":15">{{Cite journal|title=Battle of the Games|last=Day|first=Rebecca|date=1996-12|journal={{link-en|Popular Mechanics}}|issue=12|volume=173|language=en|p=52}}</ref>;1997年初,[[史克威爾]](後與[[艾尼克斯]]合併為[[史克威爾艾尼克斯]])在PlayStation平臺上發行的《[[最终幻想VII|最終幻想VII]]》獲得極大成功,更對世嘉土星造成毀滅性的打擊<ref>{{Cite web|title=The Making Of: Final Fantasy VII|url=http://www.edge-online.com/features/making-final-fantasy-vii/3/|accessdate=2018-09-15|date=2012-08-26|work=[[Edge (雜誌)|Edge]]|language=en|archiveurl=https://web.archive.org/web/20141026033706/http://www.edge-online.com/features/making-final-fantasy-vii/3/|archivedate=2014-10-26|p=3|dead-url=yes}}</ref>。1997年,索尼在北美市場售出的PlayStation主機數量已達世嘉售出之世嘉土星數量的3倍之多,此時索尼已占有北美家用遊戲機市場份額的47%,超越了任天堂的40%及世嘉的僅僅12%;無論是降低售價還是推出任何新遊戲都已經不能扭轉世嘉土星的劣勢<ref name="Finn"/><ref name=":15"/><ref name=":24">{{Cite web|title=Sega Sales Fall in First Half|url=http://www.telecompaper.com/news/sega-sales-fall-in-1sthalf--123315|accessdate=2018-09-15|date=1997-11-21|work=Telecompaper|language=en|archiveurl=https://web.archive.org/web/20151105061708/http://www.telecompaper.com/news/sega-sales-fall-in-1sthalf--123315|archivedate=2015-11-05|dead-url=yes}}</ref>{{sfn|L. Kent|2001|p=558}}。由於世嘉土星在北美地區的表現不佳,美國世嘉在1997年下半年資遣了60名員工<ref name="NYT42">{{Cite news|url=https://www.nytimes.com/1998/03/14/business/international-business-sega-enterprises-pulls-its-saturn-video-console-us-market.html?pagewanted=1|title=Sega Enterprises Pulls Its Saturn Video Console From the U.S. Market|author=Stephanie Strom|date=1998-03-14|work=[[紐約時報|The New York Times]]|accessdate=2018-09-15|archiveurl=https://web.archive.org/web/20130430012902/http://www.nytimes.com/1998/03/14/business/international-business-sega-enterprises-pulls-its-saturn-video-console-us-market.html?pagewanted=1|archivedate=2013-04-30|dead-url=no|language=en}}</ref>。 由於公司財務狀況持續惡化,中山隼雄於1998年1月辭任日本世嘉總裁<ref name="NYT42"/>;同時,斯托拉爾成為了美國世嘉的執行長兼總裁<ref>{{Cite web|title=Katana Strategy Still on Back Burner|url=http://www.gamespot.com/articles/katana-strategy-still-on-back-burner/1100-2463564/|accessdate=2019-07-04|author=|date=1998-04-22|last=Feldman|first=Curt|format=|publisher=|language=en|dead-url=no|website=[[GameSpot]]|archiveurl=https://web.archive.org/web/20170705034437/https://www.gamespot.com/articles/katana-strategy-still-on-back-burner/1100-2463564/|archivedate=2017-07-05}}</ref>{{sfn|L. Kent|2001|p=558}}。1998年3月,由於獲利不斷下降,日本世嘉自1988年在[[東京證券交易所]]上市以來第一次遭受合併財務損失,公司合併淨虧損達356億日圓<ref name=":0"/><ref>{{Cite web|title=Sega News From Japan|url=http://www.gamespot.com/articles/sega-news-from-japan/1100-2462352/|accessdate=2018-09-15|date=1998-03-18|work=GameSpot|language=en|dead-url=no|archiveurl=https://web.archive.org/web/20170705034437/https://www.gamespot.com/articles/sega-news-from-japan/1100-2462352/|archivedate=2017-07-05}}</ref>。在日本世嘉公布財報前,美國世嘉宣布世嘉土星將退出北美家用遊戲機市場,「以專注於其繼任者的研發」<ref name=":15"/><ref name="NYT42"/>{{sfn|L. Kent|2001|p=558}};日本及歐洲地區的支援服務則延續至2000年<ref name="brandweek">{{Cite journal|title=Looking for a Sonic Boom|author=Lefton, Terry|journal={{link-en|Brandweek|Brandweek}}|issue=39|year=1998|volume=9|pp=26–29|language=en}}</ref>。 == 歷史 == === 開發 === 早在1995年時,就已經有傳聞稱世嘉正與[[洛克希德·马丁|洛克希德·馬丁]]、[[3DO公司]]、[[松下電器]]及聯合半導體({{lang|en|Alliance Semiconductor}})等公司合作研發次世代[[圖形處理器]]({{lang|en|GPU}}),預備用於新一代的[[64位元]]家用遊戲機「世嘉土星2」<ref>{{Cite magazine|title=US Defense Corp Holds Key to Sega Plans|url=https://archive.org/stream/nextgen-issue-011/Next_Generation_Issue_011_November_1995#page/n13|magazine=Next Generation|publisher=Imagine Media|volume=1|issue=11|date=1995-11|pp=12–14|accessdate=2018-07-22|archiveurl=https://web.archive.org/web/20181206005849/https://archive.org/stream/nextgen-issue-011/Next_Generation_Issue_011_November_1995#page/n13|archivedate=2018-12-06|dead-url=no|language=en}}</ref><ref name="Peep Show">{{Cite web|title=Peep Show: Sega's New Console Creeps Out of the Shadows|url=http://www.gamespot.com/articles/peep-show-segas-new-console-creeps-out-of-the-shadows/1100-2466384/|accessdate=2014-12-09|date=1997-05-01|dead-url=no|website=GameSpot|archiveurl=https://web.archive.org/web/20170705034437/https://www.gamespot.com/articles/peep-show-segas-new-console-creeps-out-of-the-shadows/1100-2466384/|archivedate=2017-07-05|language=en}}</ref><ref>{{Cite web|title=Black Belt from a Lockheed Perspective|url=http://www.next-generation.com/news/042997b.chtml|accessdate=2015-01-20|date=1997-04-29|work=Next Generation Online|archiveurl=https://web.archive.org/web/19970605161903/http://www.next-generation.com/news/042997b.chtml|archivedate=1997-06-05|dead-url=yes|language=en}} cf. {{Cite web|title=Interview: Toshiyasu Morita|url=http://www.sega-16.com/2008/02/interview-toshiyasu-morita/|accessdate=2015-01-20|date=2008-02-22|publisher=Sega-16|archiveurl=https://web.archive.org/web/20141129014052/http://www.sega-16.com/2008/02/interview-toshiyasu-morita/|archivedate=2014-11-29|dead-url=no|language=en}}</ref>;不過實際上,Dreamcast的研發過程與這些傳聞並沒有關係<ref name="Peep Show"/><ref name="RetroinspectionD">{{Cite magazine|title=Retroinspection: Dreamcast|author=McFerran, Damien|magazine=Retro Gamer|publisher={{link-en|Imagine Publishing|Imagine Publishing}}|issue=50|pp=66–72|url=http://www.nintendolife.com/news/2015/04/hardware_classics_sega_dreamcast|dead-url=no|archiveurl=https://web.archive.org/web/20160304110322/http://www.nintendolife.com/news/2015/04/hardware_classics_sega_dreamcast|archivedate=2016-03-04|language=en|access-date=2019-07-26}}</ref>。 鑑於由內部部門主導研發的世嘉土星市場表現不佳,入交昭一郎便決定在既有的硬體部門外另組開發團隊<ref name="RetroinspectionD"/>。自1997年起,入交昭一郎與[[IBM]]的山本龍太郎合作,籌組了一個約十人左右的團隊,於美國祕密進行次世代硬體研發,計畫代號為「黑帶」({{lang|en|Blackbelt}});同時間,由[[佐藤秀樹]]領導的日本世嘉內部團隊也開始了次世代硬體的研發計畫,計畫代號為「白帶」({{lang|en|Whitebelt}}),後以格鬥遊戲《[[VR快打 (遊戲)|VR快打]]》[[頭目 (角色類型)|頭目]]角色之名改稱「杜拉爾」({{lang|en|Dural}})<ref name="ドリームキャスト"/><ref name="gamasutra1">{{Cite web|title=Features - The Rise And Fall Of The Dreamcast|url=http://www.gamasutra.com/view/feature/4128/the_rise_and_fall_of_the_dreamcast.php?print=1|accessdate=2014-10-29|author=|date=2009-09-09|last=Perry|first=Douglass|format=|publisher=|language=en|archiveurl=https://web.archive.org/web/20141027132503/http://www.gamasutra.com/view/feature/4128/the_rise_and_fall_of_the_dreamcast.php?print=1|archivedate=2014-10-27|website=[[Gamasutra]]|dead-url=no}}</ref>{{sfn|L. Kent|2001|p=559}}。對於為何日本世嘉會讓內部團隊加入研發行列,主要有兩種解釋:一種說法是日本世嘉希望兩地同時進行開發,另一種說法則是佐藤受高層壓力影響,因而不得不投入新硬體研發計畫<ref name="RetroinspectionD"/><ref name="gamasutra1"/><ref name="EdgeHistory">{{Cite web|title=A history of videogame hardware: Sega Dreamcast|url=http://www.edge-online.com/features/a-history-of-videogame-hardware-sega-dreamcast/|accessdate=2015-03-05|author=Parkin, Simon|date=2014-06-24|format=|work=Edge|publisher=|language=en|archiveurl=https://web.archive.org/web/20141121024302/http://www.edge-online.com/features/a-history-of-videogame-hardware-sega-dreamcast/|archivedate=2014-11-21|dead-url=yes}}</ref>。 由佐藤領導的團隊決定採用[[日立製作所|日立]][[SuperH|SH-4]]中央處理器,以及由VideoLogic(現[[Imagination Technologies]])研發、[[日本電氣]]半導體部門(現[[瑞薩電子]])製造的[[PowerVR|PowerVR2]]圖形處理器作為次世代家用遊戲機[[主機板]]的主要組件,山本領導的團隊則決定採用由[[3dfx Interactive]]研發的[[3dfx Interactive#Voodoo 2|Voodoo 2]]或[[3dfx Interactive#Voodoo Banshee|Voodoo Banshee]]圖形處理器作為主要組件,並預定採用[[摩托羅拉]]{{link-en|PowerPC 603e|PowerPC_600#PowerPC_603e_and_603ev}}中央處理器(不過後來改採用與日本團隊相同的SH-4)<ref name="ドリームキャスト"/><ref name="RetroinspectionD"/><ref name="gamasutra1"/>;然而,由於3dfx在1997年[[首次公開募股]]({{lang|en|IPO}})時基於法律義務披露了與世嘉的商業合約,使日本世嘉高層感到不滿,最終中止了與3dfx的合約,並全面放棄黑帶計畫,轉向杜拉爾計畫<ref name="ドリームキャスト"/><ref>{{Cite web|title=3Dfx's Initial Public Offering|url=https://www.sec.gov/Archives/edgar/data/1010026/0000891618-97-001792.txt|accessdate=2011-12-16|author=|date=|format=|publisher=[[U.S. Securities and Exchange Commission]]|language=en|archiveurl=https://web.archive.org/web/20111025020235/http://www.sec.gov/Archives/edgar/data/1010026/0000891618-97-001792.txt|archivedate=2011-10-25|dead-url=no}}</ref><ref>{{Cite news|url=https://segaretro.org/Press_release:_1997-07-22:_3Dfx_Interactive_Announces_That_Sega_Enterprises_Ltd._Has_Terminated_the_Contract_for_3D_Graphics_Processor|title=3Dfx Interactive Announces That Sega Enterprises Ltd. Has Terminated the Contract for 3D Graphics Processor|author=San, Jose|date=1997-07-22|work=Business Wire|publisher=|accessdate=2019-07-16|language=en|format=|archiveurl=https://web.archive.org/web/20190716074312/https://segaretro.org/Press_release:_1997-07-22:_3Dfx_Interactive_Announces_That_Sega_Enterprises_Ltd._Has_Terminated_the_Contract_for_3D_Graphics_Processor|archivedate=2019-07-16|dead-url=no}}</ref>。據前美國世嘉副總裁、日本電氣品牌經理查理斯·貝爾費爾德({{lang|en|Charles Bellfield}})的說法,採用SH-4和PowerVR架構可充分發揮主機的硬體效能,成本也較其他架構低廉許多;他並表示,「世嘉與日本電氣都是源自日本的這個事實,可能也是讓世嘉決定採用其硬體設計的因素之一。」<ref name="RetroinspectionD"/>另一方面,斯托拉爾則表示:「我覺得美國方面的方案比較合適。不過日本方面說要採用他們的方案,所以結果就是日本方面勝出。」<ref name="gamasutra1"/>3dfx還曾為此分別向世嘉與日本電氣提起訴訟,不過最終皆於法院外和解<ref name="RetroinspectionD"/><ref>{{Cite journal|title=3dfx takes on Sega|author=|url=https://segaretro.org/index.php?title=File:UltraGamePlayers_US_103.pdf&page=19|journal=Ultra GamePlayers|issue=103|doi=|others=|year=1997-11|volume=|page=19|language=en|pmid=|access-date=2019-07-26|archive-date=2019-10-16|archive-url=https://web.archive.org/web/20191016094147/https://segaretro.org/index.php?title=File:UltraGamePlayers_US_103.pdf&page=19|dead-url=no}}</ref><ref>{{Cite news|url=https://segaretro.org/Press_release:_1997-09-02:_3Dfx_Interactive_Files_Lawsuit_Against_Sega_Enterprises,_Sega_of_America_and_NEC_Corporation|title=3Dfx Interactive Files Lawsuit Against Sega Enterprises, Sega of America and NEC Corporation|author=San, Jose|date=1997-09-02|work=[[美通社|PR Newswire]]|publisher=|accessdate=2019-07-16|language=en|format=|archiveurl=https://web.archive.org/web/20190716074311/https://segaretro.org/Press_release:_1997-09-02:_3Dfx_Interactive_Files_Lawsuit_Against_Sega_Enterprises,_Sega_of_America_and_NEC_Corporation|archivedate=2019-07-16|dead-url=no}}</ref>。世嘉採用PowerVR架構的原因有一大部分要歸因於長期為其電子遊戲平臺開發作品的[[第三方遊戲開發者|第三方遊戲開發商]][[美商藝電]](EA)<ref name="RetroinspectionD"/>;美商藝電雖然有嘗試對3dfx的處理器進行一段時間的測試,不過由於開發團隊無法完全活用處理器機能,同時又有傳聞稱3dfx的晶片效能不如他廠,最後仍決定以SH-4為首選。此外,據時任世嘉硬體部門總經理萩原四郎和世嘉子公司Cross Products總經理伊恩·奧利弗({{lang|en|Ian Oliver}})的說法,SH-4在世嘉決定採用時仍未完全研發完成,但經過高層漫長的審議過程後仍然決定採用,因為它是當時唯一可以提供次世代硬體所需的3D幾何運算機能的處理器<ref name="ドリームキャスト"/><ref name="Unified">{{Cite journal|title=Sega Dreamcast: Creating a Unified Entertainment World|author=|url=|first1=Shiro|last2=Oliver|first2=Ian|date=1999-11|journal=IEEE Micro|issue=|doi=|volume=19|page=|language=en|pmid=|pp=29–35|last1=Hagiwara|number=6}}</ref>。至1998年2月,世嘉將已經接近完成的次世代家用遊戲機開發計畫代號更名為「武士刀」({{lang|en|Katana}})<ref name="新世代篇">{{Cite web|title=輕薄廉價化的發展趨勢 今昔遊樂器主機改版歷程回顧(新世代篇)|url=https://gnn.gamer.com.tw/detail.php?sn=40528|date=2009-11-15|accessdate=2019-08-26|work=巴哈姆特電玩資訊站|archive-date=2019-10-16|archive-url=https://web.archive.org/web/20191016094151/https://gnn.gamer.com.tw/detail.php?sn=40528|dead-url=no}}</ref><ref name="ドリームキャスト"/><ref name="NG38">{{Cite magazine|title=Good-bye Dural, hello Katana|magazine=Next Generation|publisher=Imagine Media|date=1998-02|issue=38|p=26|url=https://segaretro.org/index.php?title=File:NextGeneration_US_38.pdf&page=26|language=en|access-date=2019-07-26|archive-date=2019-10-16|archive-url=https://web.archive.org/web/20191016094153/https://segaretro.org/index.php?title=File:NextGeneration_US_38.pdf&page=26|dead-url=no}}</ref>{{sfn|L. Kent|2001|p=559}}。 以世嘉土星過高的硬體成本為鑑,Dreamcast的整體設計理念雖然與之前的歷代世嘉電子遊戲機大致相同,但世嘉改以[[電腦]]業界普遍常用的{{link-en|現成組件|Commercial off-the-shelf}}取代客製化組件,藉以降低成本<ref name="RetroinspectionD"/><ref name="Unified"/>。《[[Retro Gamer]]》評論者達米安·麥克費蘭({{lang|en|Damien McFerran}})稱Dreamcast的主機板是「兼具簡潔設計與相容性的工業傑作。」<ref name="RetroinspectionD"/>此外,儘管因為會使每部主機增加15美元的成本而遭到部分世嘉員工的反對,但華裔經濟學家、後來的SEGA.com執行長布拉德·黃({{lang|en|Brad Huang}})仍成功說服了時任日本世嘉總裁[[大川功]]為Dreamcast加入內建[[撥號連線|撥接網路]]機能,並因應未來數據機技術進展的可能性將其模組化,以便替換<ref name="Unified"/><ref name="Superhero">{{Cite web|title=Sega's Superhero Vs. The Big Guys|url=http://www.businessweek.com/stories/2000-05-21/segas-superhero-vs-dot-the-big-guys|accessdate=2014-10-29|author=|date=2000-05-21|format=|work=[[彭博商業周刊|BusinessWeek]]|publisher=|language=en|archive-date=2019-10-16|archive-url=https://web.archive.org/web/20191016094153/https://www.bloomberg.com/tosv2.html?vid=&uuid=2f536340-eff9-11e9-bb08-e36e05df3904&url=L2J3L3N0b3JpZXMvMjAwMC0wNS0yMS9zZWdhcy1zdXBlcmhlcm8tdnMtZG90LXRoZS1iaWctZ3V5cw==|dead-url=no}}</ref><ref>{{Cite web|title=How to Jump-Start Your E-Strategy|url=https://www.bloomberg.com/news/articles/2000-06-04/how-to-jump-start-your-e-strategy|accessdate=2014-10-29|author=|date=2000-06-05|format=|work=BusinessWeek|publisher=|language=en|dead-url=no|archiveurl=https://web.archive.org/web/20180728101113/https://www.bloomberg.com/news/articles/2000-06-04/how-to-jump-start-your-e-strategy|archivedate=2018-07-28}}</ref>{{sfn|L. Kent|2001|p=577}}。 [[File:GD-ROM logo.png|替代=|left|缩略图|150px|Dreamcast採用的主要儲存媒體格式[[GD-ROM]]]] 世嘉以其與[[山葉 (公司)|山葉]]共同研發的[[GD-ROM]]作為Dreamcast之主要儲存媒體格式<ref name="EGM115">{{Cite magazine|title=Hands On: Dreamcast|author=Johnston, Chris|magazine=[[電子遊戲月刊|Electronic Gaming Monthly]]|publisher=EGM Media, LLC.|issue=115|pp=26–27|language=en}}</ref>。GD-ROM光碟之製造成本與CD-ROM接近,並較[[DVD-ROM]]低廉<ref name="RetroinspectionD"/><ref name="Unified"/><ref name="Hackers">{{Cite web|title=Hackers break Dreamcast safeguards, distribute games online|url=http://news.cnet.com/2100-1023-242686.html|accessdate=2014-10-28|author=|date=2000-06-30|last=Borland|first=John|format=|publisher=[[CNET]] News|language=en|archiveurl=https://web.archive.org/web/20141029093337/http://news.cnet.com/2100-1023-242686.html|archivedate=2014-10-29|dead-url=no}}</ref><ref name="IGNGreat">{{Cite web|title=Dreamcast is number 8|url=http://www.ign.com/top-25-consoles/8.html|accessdate=2011-09-07|author=|date=|format=|publisher=IGN|language=en|archiveurl=https://web.archive.org/web/20110830184437/http://www.ign.com/top-25-consoles/8.html|archivedate=2011-08-30|dead-url=no}}</ref>。由於一片普通GD-ROM光碟可以容納約1.2GB的數據,雖然仍無法阻止盜版商[[盜版|非法複製]]Dreamcast軟體,不過在一般CD-ROM光碟容量僅有650 MB的情況下,遊戲多半必須進行大量刪減或壓縮,可間接使盜版商喪失盜版興趣<ref name="Unified"/><ref name="EGM115"/><ref name="Hackers"/>。[[作業系統]]方面,世嘉與[[微軟]]合作,開發了客製化版本的[[Windows CE]],並引入[[DirectX]]和[[動態連結函式庫]]技術,使開發者能更加快速地將[[個人電腦]]({{lang|en|PC}})平臺上的電子遊戲移植至Dreamcast平臺<ref name="iThome"/><ref name="RetroinspectionD"/><ref name="Unified"/><ref>{{Cite web|script-title=ja:マイクロソフトと(株)セガ・エンタープライゼス 最先端の家庭用TVゲーム機、Dreamcast(TM)の開発で協力|url=http://www.microsoft.com/japan/info/releases/0521sega.htm|accessdate=2019-08-26|date=1998-05-21|format=|publisher=[[微軟|Microsoft]]|language=ja|archiveurl=https://web.archive.org/web/20050209191236/http://www.microsoft.com/japan/info/releases/0521sega.htm|archivedate=2005-02-09|dead-url=no}}</ref>。同時為擴展客群、減輕客戶的負擔,日本世嘉建立了自有[[互联网服务供应商|網際網路服務供應商]]「{{lang|en|SEGA Provider}}」({{lang|ja|セガプロバイダ}},後更名為{{lang|en|isao.net}}),在2000年5月之前免費提供服務<ref name="ドリームキャスト"/>。 {{External media|video1=[https://www.youtube.com/watch?v=9ngKU9VYNZQ SEGA New Challenge Conference '98]|video2=[https://www.youtube.com/watch?v=WIXjCgagBPM Dreamcast宣傳用影音]|video3=[https://www.youtube.com/watch?v=GfEIoFZXl1s Dreamcast介紹影音]}} 世嘉原定於1998年5月15日向外界公開Dreamcast相關資訊,不過因為與史克威爾的《[[最终幻想VIII|最終幻想VIII]]》發表會撞期而延後<ref>{{Cite journal|title=Katana Cometh|author=|url=https://segaretro.org/index.php?title=File:Edge_UK_059.pdf&page=9|journal=Edge|issue=59|doi=|others=|year=1998-06|volume=|page=9|language=en|pmid=|access-date=2019-07-26|archive-date=2019-10-16|archive-url=https://web.archive.org/web/20191016094153/https://segaretro.org/index.php?title=File:Edge_UK_059.pdf&page=9|dead-url=no}}</ref>。5月21日,世嘉於日本各大報紙刊載廣告「世嘉就此倒下了嗎?({{Lang|ja|セガは、倒れたままなのか?}})」,隨後於特別活動「{{lang|en|SEGA New Challenge Conference '98}}」中首次正式發表次世代家用遊戲機相關資訊,並宣布主機名稱為「{{lang|en|Dreamcast}}」<ref name="20歲生日" /><ref name="ドリームキャスト"/><ref>{{Citation|title=Dreamcast reveal: Sega New Challenge Conference, May 21st 1998, Tokyo|url=https://www.youtube.com/watch?v=9ngKU9VYNZQ|date=2014-09-02|accessdate=2019-03-27|archiveurl=https://web.archive.org/web/20190525051341/https://www.youtube.com/watch?v=9ngKU9VYNZQ|archivedate=2019-05-25|dead-url=no|via=[[YouTube]]|language=en}}</ref><ref>{{Cite web|script-title=ja:セガ、Windows CEをベースとした新世代ゲーム機「Dreamcast」を発表|url=https://pc.watch.impress.co.jp/docs/article/980521/sega.htm|accessdate=2019-08-26|author=|date=1998-05-21|format=|publisher={{link-ja|PC Watch|PC Watch}}|language=ja|archiveurl=https://web.archive.org/web/20190826023959/https://pc.watch.impress.co.jp/docs/article/980521/sega.htm|archivedate=2019-08-26|dead-url=no}}</ref>;翌日,世嘉於日本各大報紙刊載廣告「11月X日,Dreamcast逆襲。({{Lang|ja|11月X日 逆襲へ、Dreamcast。}})」<ref name="ドリームキャスト"/>Dreamcast一詞由「夢想」({{lang|en|Dream}})與「傳播」({{lang|en|Broadcast}})組合而成,意為「傳播夢想」<ref name="20歲生日" /><ref name="ドリームキャスト"/><ref name="RetroinspectionD"/>;世嘉為了決定次世代主機的名稱特地舉辦了競賽,並自超過5000個投稿中選出了這個名字;有傳聞稱Dreamcast之名和其識別標誌是由遊戲開發者[[飯野賢治]]設計的,然而從未得到世嘉官方證實<ref name="ドリームキャスト"/><ref>{{Cite book|last=Szczepaniak|first=John|title=The Untold History of Japanese Game Developers: Volume 1|year=2014|isbn=978-0992926007|p=35|publisher=|location=|pages=|language=en}}</ref>。另外,Dreamcast的開機音樂由著名音樂家[[坂本龍一]]創作<ref>{{Cite web|title=Interview with Kenji Eno|url=http://uk.gamespot.com/news/interview-with-kenji-eno-2446022|accessdate=2015-03-04|author=|date=2000-01-06|first=Yukiyoshi Ike|format=|work=GameSpot|publisher=|language=en|archiveurl=https://web.archive.org/web/20121018192858/http://uk.gamespot.com/news/interview-with-kenji-eno-2446022|archivedate=2012-10-18|last1=Sato|last2=Kennedy|first2=Sam|dead-url=yes}}</ref>。世嘉原計劃自Dreamcast主機外殼中完全刪除公司名稱,並建立類似於[[PlayStation]]的獨立品牌,但入交最終決定將世嘉的企業識別標誌保留在主機外部<ref name="RetroinspectionD"/>。共計世嘉在Dreamcast之硬體開發上耗資達5000萬至8000萬美元、在軟體服務開發上耗資1.5億至2億美元、在初期宣傳行銷上又花了至少3億美元,總計耗資達5億至5億8000萬美元,自汽車產業發跡的入交還曾將此一金額比喻為「與設計並推出一部全新汽車所需相當」<ref name="RetroinspectionD"/><ref>{{Cite web|title=Interview with Sega's Boss: Shoichiro Irimajiri|url=http://www.ign.com/articles/1998/08/27/interview-with-segas-boss-shoichiro-irimajiri|accessdate=2014-10-24|author=|date=1998-08-26|format=|publisher=IGN|language=en|archiveurl=https://web.archive.org/web/20141024121907/http://www.ign.com/articles/1998/08/27/interview-with-segas-boss-shoichiro-irimajiri|archivedate=2014-10-24|dead-url=no}}</ref>。 1998年9月23日,日本世嘉宣布Dreamcast將於同年11月27日於日本首發<ref>{{Cite web|script-title=ja:「Dreamcast」国内発売日を1998年11月27日(金)に正式決定|url=http://sega.jp/corp/release/1998/0923/|accessdate=2019-08-24|date=1998-09-23|format=|publisher=SEGA|language=ja|archiveurl=https://web.archive.org/web/20150707171559/http://sega.jp/corp/release/1998/0923/|archivedate=2015-07-07|dead-url=no}}</ref>。 === 發售 === 雖然在Dreamcast首發前公司已經許久沒有盈利,但世嘉仍對這部次世代主機寄予厚望,並投注了大量的廣告資金(至少達世嘉土星首發宣傳費用金額的3倍之多<ref>{{Cite journal|title=Superconsole: Pre-launch|author=|url=https://segaretro.org/index.php?title=File:Edge_UK_067.pdf&page=8|journal=Edge|issue=67|doi=|others=|year=1999-01|volume=|page=8|language=en|pmid=|access-date=2019-07-26|archive-date=2019-10-16|archive-url=https://web.archive.org/web/20191016094149/https://segaretro.org/index.php?title=File:Edge_UK_067.pdf&page=8|dead-url=no}}</ref>)。Dreamcast獲得許多玩家與零售商的關注,並引來了大量訂單<ref name="RetroinspectionD"/><ref name=":3">{{Cite journal|title=Dreamcast: Sega stumbles|author=|url=https://segaretro.org/index.php?title=File:Edge_UK_066.pdf&page=6|journal=Edge|issue=66|doi=|others=|year=1998-12|volume=|page=6|language=en|pmid=|access-date=2019-07-26|archive-date=2019-10-16|archive-url=https://web.archive.org/web/20191016094149/https://segaretro.org/index.php?title=File:Edge_UK_066.pdf&page=6|dead-url=no}}</ref>;日本世嘉並宣布其招牌[[音速小子系列]]的下一款主線遊戲《[[音速小子大冒險]]》將與Dreamcast同步發售,並先在[[東京國際論壇]]大廳舉辦遊戲試玩活動<ref>{{Cite web|title=Sonic Onboard Dreamcast|url=http://www.gamespot.com/articles/sonic-onboard-dreamcast/1100-2464382/|accessdate=2014-12-09|author=|date=1998-07-16|last=Obuchi|first=Yutaka|format=|publisher=|language=en|archiveurl=https://web.archive.org/web/20170705034437/https://www.gamespot.com/articles/sonic-onboard-dreamcast/1100-2464382/|archivedate=2017-07-05|dead-url=no|website=GameSpot}}</ref><ref>{{Cite magazine|title=International News: Sonic Rocks Tokyo|magazine=Electronic Gaming Monthly|url=https://segaretro.org/index.php?title=File:EGM_US_112.pdf&page=50|publisher=EGM Media, LLC.|volume=10|issue=112|p=50|date=1998-11|quote=Sonic Adventure's Tokyo premiere was a grand event–three stadium-packed showings, a demonstration of the game and more... Afterward, [[世嘉三四郎|Segata Sanshiro]] led the crowd in a Sonic chant, which will be used in the game.|archiveurl=https://web.archive.org/web/20190827093953/https://segaretro.org/index.php?title=File:EGM_US_112.pdf&page=50|archivedate=2019-08-27|language=en|dead-url=no|access-date=2019-08-27}}</ref><ref>{{Cite magazine|title=News: Sonic's Back!|url=https://segaretro.org/index.php?title=File:SSM_UK_36.pdf&page=6|magazine={{link-en|Sega Saturn Magazine|Sega Saturn Magazine}}|volume=4|issue=36|date=1998-10|pp=6–8|quote=On Saturday, August 22nd at the Tokyo International Forum, Sega showed the future of computer gaming to a 15,000 strong crowd—and they weren't disappointed.|archiveurl=https://web.archive.org/web/20190827095412/https://segaretro.org/index.php?title=File:SSM_UK_36.pdf&page=6|archivedate=2019-08-27|dead-url=no|language=en|access-date=2019-08-27}}</ref>。然而因PowerVR晶片之成品良率不如預期,使Dreamcast主機之預定生產數量無法達到目標<ref name="RetroinspectionD"/><ref name=":3"/><ref name="G4 GM">{{Cite episode|title=Sega Dreamcast|url=http://www.g4tv.com/gamemakers/episodes/1259/Sega_Dreamcast.html|series=Game Makers|network=G4|airdate=2008-08-20|number=302|dead-url=no|archiveurl=https://web.archive.org/web/20081121040744/http://www.g4tv.com/gamemakers/episodes/1259/Sega_Dreamcast.html|archivedate=2008-11-21|language=en|access-date=2019-07-26}}</ref>;在首批預定生產主機數量超過一半以上已獲預訂的情況下,世嘉被迫提早中止在日本的預售活動<ref name=":3"/>。 {{External media|video1=[https://www.youtube.com/watch?v=ViQnxJB17JQ Dreamcast日本首發相關新聞合輯]|video2=[https://www.youtube.com/watch?v=iaC6_0dRywQ CNN關於Dreamcast北美首發的新聞報導]|video3=[https://www.youtube.com/watch?v=9Iz92bxYyeU GameSpot推出的Dreamcast北美首發新聞特別專題]}} 1998年11月27日,Dreamcast在日本首發,售價為29,000[[日圓]],首批主機存貨在一天內銷售一空;但在與主機同時首發的四款遊戲(包括《[[七月 (遊戲)|七月]]》、《{{link-en|企鵝冰上大進擊|Pen Pen TriIcelon}}》、《[[哥斯拉 新世代|哥吉拉 新世代]]》與《[[VR快打3]]》)中,只有《VR快打3》達到了日本世嘉設定的銷量標準<ref name="ドリームキャスト"/><ref>{{Cite journal|title=Dreamcast: Day One|author=|url=https://segaretro.org/index.php?title=File:Edge_UK_067.pdf&page=7|journal=Edge|issue=67|doi=|others=|year=1999-01|volume=|page=7|language=en|pmid=|access-date=2019-07-26|archive-date=2019-10-16|archive-url=https://web.archive.org/web/20191016094154/https://segaretro.org/index.php?title=File:Edge_UK_067.pdf&page=7|dead-url=no}}</ref><ref>{{Cite journal|title=Sega's sales joy|author=|url=https://segaretro.org/index.php?title=File:TotalControl_UK_04.pdf&page=28|journal=Total Control|issue=4|doi=|others=|year=1999-02|volume=|page=28|language=en|pmid=|access-date=2019-07-16|archiveurl=https://web.archive.org/web/20190716172900/https://segaretro.org/index.php?title=File:TotalControl_UK_04.pdf&page=28|archivedate=2019-07-16|dead-url=no}}</ref>{{sfn|L. Kent|2001|p=563}}。日本世嘉估計,在足夠的遊戲陣容(如早先已經宣告延遲上市的《音速小子大冒險》及《{{link-en|SEGA冠軍拉力賽車2|Sega Rally 2}}》等)支援下,可以再額外售出20萬到30萬部主機{{sfn|L. Kent|2001|p=563}};然而這些遊戲雖然在接下來的幾週內接連發售,但Dreamcast的銷售速度仍然比預期慢<ref name="RetroinspectionD"/>{{sfn|L. Kent|2001|p=563-564}}。入交認為日本世嘉能在1999年2月之前在日本賣出超過100萬部Dreamcast,但是實際上銷量僅有不到90萬部(至1999年5月才達到100萬部的銷量目標),這使得世嘉無法在索尼及任天堂等其他製造商的次世代主機加入競爭前奠立足夠的市場基礎。甚至有報導稱部分日本消費者將Dreamcast主機退貨,並使用所得退款購買PlayStation遊戲軟體<ref name="Toy Story and Japanese launch blues">{{Cite web|title=Who's Got Game? Beleaguered Sega Hopes to Get Back on Top in the Video Game Wars with Dreamcast, the First of a New Generation of Superfast, Supercool Fun Machines|url=https://www.questia.com/read/1G1-55625096/who-s-got-game-beleaguered-sega-hopes-to-get-back|accessdate=2014-10-30|author=|date=1999-09-06|format=|work=[[新聞週刊|Newsweek]]|publisher=|language=en|archiveurl=https://web.archive.org/web/20141031033938/https://www.questia.com/read/1G1-55625096/who-s-got-game-beleaguered-sega-hopes-to-get-back|archivedate=2014-10-31|dead-url=no}}</ref>。1999年7月,《{{link-en|人面魚 (電子遊戲)|Seaman (video game)|人面魚}}》發售並大賣,成為Dreamcast在日本的第一次重大成功<ref name="IGN History of Dreamcast"/><ref>{{Cite web|title=Famitsu Weekly Reviews Latest Dreamcast Games|url=http://www.ign.com/articles/1999/07/27/famitsu-weekly-reviews-latest-dreamcast-games|accessdate=2014-10-30|author=|date=1999-07-26|last=Langan|first=Matthew|format=|publisher=|language=en|archiveurl=https://web.archive.org/web/20141030102441/http://www.ign.com/articles/1999/07/27/famitsu-weekly-reviews-latest-dreamcast-games|archivedate=2014-10-30|website=IGN|dead-url=no}}</ref>{{sfn|L. Kent|2001|p=577}}。在Dreamcast於北美地區發售前,日本世嘉將Dreamcast的售價降低至19,900日圓,雖使硬體毛利下滑,但有效提升了銷量;加上由[[南夢宮]](後與[[萬代]]合併為[[萬代南夢宮]])開發的《[[劍魂 (格鬥遊戲)|劍魂]]》發售,使日本世嘉的公司股價回漲約17%<ref name="ドリームキャスト"/><ref name="RetroinspectionD"/>。 {{Quote box |quote =「讓我們保守估計就好,以一部200美元、日銷量25萬部的數據計算,Dreamcast一日將可以帶來5000萬美元的收益。再加上平均一部主機搭配約1.5至2款的遊戲(一日約50萬套),還有0.5至1個各式配件,總收益預計將可達到6000萬至8000萬美元。有什麼東西能在發售24小時內創造6000萬至8000萬美元的收益?」|width = 35em|source=——彼得·摩爾,在1999年接受《[[電子遊戲月刊]]》採訪時表示<ref name="EGM122">{{Cite magazine|title=Dreamcast: It's here...|url=https://segaretro.org/index.php?title=File:EGM_US_122.pdf&page=168|magazine=Electronic Gaming Monthly|publisher=EGM Media, LLC.|issue=122|date=1999-09|p=168|archiveurl=https://web.archive.org/web/20190827095554/https://segaretro.org/index.php?title=File:EGM_US_122.pdf&page=168|archivedate=2019-08-27|dead-url=no|language=en|access-date=2019-08-27}}</ref>。}} 為了確保Dreamcast在北美地區發售時擁有足夠的遊戲陣容,美國世嘉利用Dreamcast在日本發售至在北美地區發售之間約十個月的時間差與為Dreamcast開發了四款首發遊戲的[[Midway]]進行合作,確保Dreamcast在北美地區發售時擁有至少15個首發遊戲{{sfn|L. Kent|2001|pp=564–565}}。儘管一開始因世嘉土星的失敗對美國世嘉抱持著懷疑,但斯托拉爾仍成功地修復了與美國各大主要零售商的關係,並使美國世嘉預售了約30萬部Dreamcast<ref name="gamasutra1"/>。同時,美國世嘉市場行銷部門副總裁{{link-en|彼得·摩爾|Peter Moore}}與[[博达大桥广告|博達大橋廣告]]及進接通訊(Access Communications)共同製作了一支長約15秒的[[電視廣告]]「{{lang|en|It's Thinking}}」,主打Dreamcast的主機硬體機能<ref name="gamasutra1"/><ref name="Dreamcast memorial">{{Cite web|title=9.9.99, A Dreamcast Memorial|url=http://www.1up.com/features/9999-dreamcast-memorial|accessdate=2019-07-25|author=|date=2009-09-03|last=Parish|first=Jeremy|format=|publisher=|language=en|archiveurl=https://archive.today/20140201012313/http://www.1up.com/features/9999-dreamcast-memorial|archivedate=2014-02-01|website=1UP.com|dead-url=no}}</ref><ref>{{Cite web|title=Dreamcast: The European View|url=http://www.ign.com/articles/1998/08/27/dreamcast-the-european-view|accessdate=2019-07-25|author=|date=1998-08-26|format=|publisher=|language=en|archiveurl=https://web.archive.org/web/20141208064810/http://www.ign.com/articles/1998/08/27/dreamcast-the-european-view|archivedate=2014-12-08|website=IGN|dead-url=no}}</ref>。摩爾說:「我們期望這支廣告能夠吸引消費者的目光,同時為我們過去犯下的錯誤道歉。」<ref name="gamasutra1"/>1999年8月11日,美國世嘉宣布斯托拉爾被解雇,由摩爾主導主機發售事宜<ref>{{Cite web|title=A Post-Bernie Sega Speaks|url=http://www.gamespot.com/articles/a-post-bernie-sega-speaks/1100-2460797/|accessdate=2019-07-25|author=|date=1999-08-12|last=Kennedy|first=Sam|format=|publisher=|language=en|archiveurl=https://web.archive.org/web/20170705034437/https://www.gamespot.com/articles/a-post-bernie-sega-speaks/1100-2460797/|archivedate=2017-07-05|dead-url=no|website=GameSpot}}</ref><ref name="Timeline">{{Cite magazine|title=Dreamcast: In the USA|magazine=Next Generation|volume=2|issue=9|date=2000-09|pp=6–9|language=en}}</ref><ref>{{Cite magazine|title=News Bytes|magazine=Next Generation (Lifecycle 2)|volume=1|issue=3|date=1999-11|p=14|quote=More than one Sega employee was witnessed during the festivities raising a glass and toasting ousted COO Bernie Stolar. "This was his launch," they would say; one or two was seen crying.|language=en}} cf. {{Cite web|title=A Post-Bernie Sega Speaks|url=http://www.gamespot.com/articles/a-post-bernie-sega-speaks/1100-2460797/|accessdate=2019-07-25|author=|date=1999-08-12|last=Kennedy|first=Sam|format=|publisher=|language=en|archiveurl=https://web.archive.org/web/20170705034437/https://www.gamespot.com/articles/a-post-bernie-sega-speaks/1100-2460797/|archivedate=2017-07-05|dead-url=no|website=GameSpot}}</ref>{{sfn|L. Kent|2001|pp=564–565}}。此外,世嘉與當時美國最大的[[固網電信]]服務供應商[[AT&T]]合作,讓北美地區的Dreamcast可透過AT&T旗下的網路服務{{link-en|AT&T Internet Services|AT&T Internet Services|AT&T WorldNet}}上網,分為1個月連線時間上限1小時的「{{lang|en|Hourly Price Plan}}」(月費9.95美元)、連線時間上限150小時的「{{lang|en|Standard Price Plan}}」(月費19.95美元,超過上限後連線1小時收費0.99美元)和無連線時間上限的「{{lang|en|Unlimited Price Plan}}」(月費21.95美元)三種方案。據大川功表示:「透過與AT&T、微軟及NEC等業界的領航企業合作,世嘉確實的向實現網際網路電子遊戲娛樂的目標邁進。」<ref>{{Cite web|script-title=ja:セガとAT&Tがドリームキャストでのネットワークゲームで提携|url=http://sega.jp/corp/release/1999/0805/|accessdate=2019-09-12|author=|date=1999-08-05|format=|publisher=SEGA|language=ja|archiveurl=https://web.archive.org/web/20111107213633/http://sega.jp/corp/release/1999/0805/|archivedate=2011-11-07|dead-url=yes}}</ref><ref>{{Cite web|script-title=ja:セガ、AT&TとDreamcastに関するネットワーク戦略で提携|url=https://pc.watch.impress.co.jp/docs/article/990805/sega.htm|accessdate=2019-09-12|author=|date=1999-08-05|format=|publisher=PC Watch|language=ja|archiveurl=https://web.archive.org/web/20190912093559/https://pc.watch.impress.co.jp/docs/article/990805/sega.htm|archivedate=2019-09-12|dead-url=no}}</ref> 儘管與Midway的合作十分順利,但是原美國世嘉最大的合作廠商美商藝電卻在Dreamcast於北美地區發售前表明不會為Dreamcast研發遊戲,對Dreamcast的遊戲陣容完整度造成打擊。時任美商藝電執行長{{link-en|賓·戈登|Bing Gordon}}表示:「(世嘉)已經無法提供我們(美商藝電)與過去五年內相同等級的待遇。」但斯托拉爾反駁此說法,並聲稱時任美商藝電總裁拉里·普羅布斯特({{lang|en|Larry Probst}})想要「進一步壟斷Dreamcast平臺上的運動遊戲市場」;由於世嘉甫收購了運動遊戲開發商[[Visual Concepts]],他無法接受美商藝電的條件。雖然Dreamcast不會有任何美商藝電出品的運動遊戲(包括其知名IP[[勁爆美式足球系列]]),不過斯托拉爾表示自家的{{link-en|NFL 2K系列|NFL 2K}}較勁爭對手更優秀,能為玩家提供「突破性的體驗」<ref name="IGN's History of Sega"/><ref name="gamasutra1"/>;同時他也表示,由Visual Concepts製作的世嘉體育系列({{lang|en|SEGA Sports}})遊戲將能適時地填補整體運動遊戲陣容的空缺<ref name="ドリームキャスト"/><ref name="gamasutra1"/>{{sfn|L. Kent|2001|p=581}}。 1999年9月9日,Dreamcast於北美發售,售價為199[[美元]],以「9/9/99,199美元」(9/9/99 for $199)為促銷口號,並有18款首發遊戲<ref name="IGN's History of Sega"/><ref name="Dreamcast memorial"/><ref>{{Cite web|title=IGN Classics: Dreamcast Launch Guide|url=http://www.ign.com/articles/2008/09/09/ign-classics-dreamcast-launch-guide|accessdate=2019-07-25|author=|date=2008-09-09|last=Gantayat|first=Anoop|format=|publisher=IGN|language=en|archiveurl=https://web.archive.org/web/20141030003140/http://www.ign.com/articles/2008/09/09/ign-classics-dreamcast-launch-guide|archivedate=2014-10-30|dead-url=no}}</ref><ref>{{Cite web|title=Which Game Console Had The Best Launch Lineup?|url=http://www.gameinformer.com/b/features/archive/2013/10/30/which-game-console-had-the-best-launch-lineup.aspx?PostPageIndex=4|accessdate=2014-11-05|author=|date=2013-10-30|last=Kato|first=Matthew|format=|work=Game Informer|publisher=|language=en|archiveurl=https://web.archive.org/web/20141230142031/http://www.gameinformer.com/b/features/archive/2013/10/30/which-game-console-had-the-best-launch-lineup.aspx?PostPageIndex=4|archivedate=2014-12-30|p=4|dead-url=no}}</ref>。Dreamcast在發售24小時內銷量超過225,132部,收益達9840萬美元,摩爾甚至稱之為「娛樂零售業史上最重大的24小時」<ref name="RetroinspectionD"/>。在發售後二週內,Dreamcast主機銷量突破50萬部<ref name="gamasutra1"/>。該年聖誕節,世嘉於北美家用遊戲機市場之市占率達到31%<ref name="businessweek.com">{{Cite magazine|url=http://www.businessweek.com/2000/00_51/b3712200.htm|title=Sega vs. Sony: Pow! Biff! Whack!|magazine=BusinessWeek|author=Edwards, Cliff|date=2000-12-18|dead-url=yes|archiveurl=https://web.archive.org/web/20131203025342/http://www.businessweek.com/2000/00_51/b3712200.htm|archivedate=2013-12-03|language=en|access-date=2019-07-26}}</ref>。11月4日,美國世嘉宣布Dreamcast主機總銷量突破100萬部<ref name="BBC">{{Cite news|title=Dreamcast beats PlayStation record|work=[[英國廣播公司|BBC]] News|url=http://news.bbc.co.uk/2/hi/business/534957.stm|accessdate=2019-07-25|date=1999-11-24|dead-url=no|archiveurl=https://web.archive.org/web/20131016054015/http://news.bbc.co.uk/2/hi/business/534957.stm|archivedate=2013-10-16|author=|publisher=|language=en|format=}}</ref>。 1999年10月14日,Dreamcast於歐洲地區發售,售價為200[[英鎊]]<ref name="RetroinspectionD"/><ref name="BBC"/>。一週內,主機銷量達18萬5000部<ref>{{Cite journal|title=Last-Minute Dreamcast Update|author=|url=https://segaretro.org/index.php?title=File:EGM_US_126.pdf&page=44|journal=Electronic Gaming Monthly|accessdate=2019-07-18|issue=126|doi=|others=|year=2000-01|volume=|page=44|language=en|pmid=|archiveurl=https://web.archive.org/web/20170811041838/http://segaretro.org/index.php?title=File:EGM_US_126.pdf&page=44|archivedate=2017-08-11|dead-url=no}}</ref><ref>{{Cite journal|title=Dreamcast Breaks Record|author=|url=https://segaretro.org/index.php?title=File:DreamcastMonthly_UK_03.pdf&page=8|journal=Dreamcast Monthly|issue=3|doi=|others=|year=1999-11|volume=|page=8|language=en|pmid=|access-date=2019-07-18|archiveurl=https://web.archive.org/web/20190716225909/https://segaretro.org/index.php?title=File:DreamcastMonthly_UK_03.pdf&page=8|archivedate=2019-07-16|dead-url=no}}</ref>;至11月24日,主機銷量已達40萬部<ref name="BBC"/>。該年聖誕節,歐洲世嘉宣布Dreamcast銷量達50萬部,比預定時程提前了六個月<ref name="RetroinspectionD"/>;但銷售速率隨後減緩,截至2000年10月,Dreamcast在歐洲銷量僅有約100萬部左右<ref name="Dreamarena">{{Cite web|title=Dreamcast - thanks a million|url=http://www.eurogamer.net/articles/article_29487|accessdate=2019-07-25|author=Gestalt|date=2000-10-17|format=|publisher=|language=en|archiveurl=https://web.archive.org/web/20141022142729/http://www.eurogamer.net/articles/article_29487|archivedate=2014-10-22|quote=As Sega themselves point out, although Sony are shipping as many consoles in two months as Sega have in an entire year, this is still likely to leave retailers in short supply and unable to meet the massive demand for the Playstation 2.|website=Eurogamer|dead-url=no}}</ref>。為了增加曝光度,世嘉贊助了四支足球隊,包括[[兵工廠足球俱樂部]](英國)、[[聖德田競技俱樂部]](法國)、[[桑普多利亚足球俱乐部|桑普多利亞足球俱樂部]](義大利)及[[拉科魯尼亞體育俱樂部]](西班牙)<ref>{{Cite news|title=Sonic signs for Gunners|date=1999-04-22|work=BBC News|url=http://news.bbc.co.uk/1/hi/sport/football/326010.stm|accessdate=2019-07-25|author=|publisher=|language=en|format=|archiveurl=https://web.archive.org/web/20190911091622/http://news.bbc.co.uk/2/hi/sport/football/326010.stm|archivedate=2019-09-11|dead-url=no}}</ref><ref>{{Cite web|title=SEGA EUROPE strikes third major European sponsorship deal with A.S. SAINT-ETIENNE|url=http://www.prnewswire.co.uk/cgi/news/release?id=50451|accessdate=2007-07-19|author=|date=1999-06-15|format=|publisher=PRnewswire|language=en|archiveurl=https://web.archive.org/web/20110608192940/http://www.prnewswire.co.uk/cgi/news/release?id=50451|archivedate=2011-06-08|dead-url=no}}</ref><ref>{{Cite web|title=SEGA EUROPE strikes sponsorship deal with U.C. SAMPDORIA|url=http://www.prnewswire.co.uk/cgi/news/release?id=31106|accessdate=2019-07-25|author=|date=1999-06-11|format=|publisher=PRnewswire|language=en|archiveurl=https://web.archive.org/web/20110608192952/http://www.prnewswire.co.uk/cgi/news/release?id=31106|archivedate=2011-06-08|dead-url=no}}</ref><ref>{{Cite web|title=SEGA ANNOUNCE NEW PRICE FOR DREAMCAST|url=http://www.sega.co.jp/corp/release/2000/0901_4/|accessdate=2007-07-19|date=2000-09-01|publisher=SEGA|archiveurl=https://web.archive.org/web/20120819220634/http://www.sega.co.jp/corp/release/2000/0901_4/|archivedate=2012-08-19|language=en|dead-url=yes}}</ref>。 === 競爭 === [[File:PS2-Fat-Console-Set.png|替代=|left|缩略图|200px|由索尼開發的[[PlayStation 2]],是Dreamcast最大的競爭對手]] 儘管Dreamcast在首發時取得一定成功,索尼仍然在1999年年底以其初代家用遊戲機PlayStation占有北美地區整體電子遊戲機之市場達60%<ref name="BBC"/>。1999年3月2日,索尼在一份刻意公開、疑似[[霧件]]的報告中披露了部分「次世代PlayStation」的硬體細節<ref>{{Cite web|title=The Art of the Game: The Power of the PlayStation Is Challenging Designers to Match Its Capabilities-And Forcing Sony's Competitors to Rethink Their Strategies|url=https://www.questia.com/read/1G1-59651752/the-art-of-the-game-the-power-of-the-playstation|accessdate=2019-07-25|author=|date=2000-03-06|last=Croal|first=N'Gail|format=|work=Newsweek|publisher=|language=en|archiveurl=https://web.archive.org/web/20141031033940/https://www.questia.com/read/1G1-59651752/the-art-of-the-game-the-power-of-the-playstation|archivedate=2014-10-31|dead-url=no}}</ref>。索尼的報告重點集中於「次世代PlayStation」(又稱「[[PlayStation 2]]」)將採用的中央處理器「{{link-en|Emotion Engine|Emotion Engine}}」,報告指出該處理器由索尼與[[東芝]]共同開發,頻率達294 MHz,時任[[索尼電腦娛樂]]社長兼執行長[[久夛良木健]]聲稱該處理器頻寬為當時電腦處理器平均的1000倍,且[[每秒浮點運算次數]]達62億次,可與當時大多數[[超級電腦]]相比<ref name="Innovation and competition"/><ref>{{Cite web|title=A history of videogame hardware: Sony PlayStation 2|url=http://www.edge-online.com/features/a-history-of-videogame-hardware-playstation-2/|accessdate=2019-07-25|author=|date=2014-06-25|last=Parkin|first=Simon|format=|work=Edge|publisher=|language=en|archiveurl=https://web.archive.org/web/20141129031500/http://www.edge-online.com/features/a-history-of-videogame-hardware-playstation-2/|archivedate=2014-11-29|dead-url=yes}}</ref>{{sfn|L. Kent|2001|pp=560–561}}。索尼耗資逾12億美元投資興建[[大规模集成电路|大型積體電路]]{{link-en|製造封裝工廠|Semiconductor fabrication plant}}以製造PlayStation 2的中央處理器,目的就是要讓PlayStation 2可以渲染比任何電子遊戲機都要更多的多邊形<ref name="Gamecube or PS2?">{{Cite web|title=Gamecube Versus PlayStation 2|url=http://www.ign.com/articles/2000/11/04/gamecube-versus-playstation-2|accessdate=2019-07-25|author=|date=2000-11-03|last=Casamassina|first=Matt|format=|publisher=|language=en|archiveurl=https://web.archive.org/web/20141104021340/http://www.ign.com/articles/2000/11/04/gamecube-versus-playstation-2|archivedate=2014-11-04|quote='''Jason Rubin:''' If the PlayStation 2 is going to sell as many hardware units as the PlayStation 1 sold, then I don't care if I have to pierce my nails with pins to get it to work, I'm going to do it because that's where the money is.|website=IGN|dead-url=no}}</ref><ref name="ATIP2">{{Cite journal|title=Sony Playstation 2 and HPC|author=|url=|date=1999-12-31|journal=|publisher=Asian Technology Information Program|issue=|doi=|others=|year=|volume=|page=|language=en|pmid=|pp=4–5}}</ref><ref name="Emotionally charged">{{Cite magazine|last=Diefendorff|first=Keith|title=Sony's Emotionally Charged Chip|magazine={{link-en|Microprocessor Report|Microprocessor Report}}|volume=13|number=5|date=1999-04-19|pp=1, 6–7|language=en}}</ref>。索尼當時表示,PlayStation 2每秒可以渲染7500萬個原始多邊形,而在不含任何物理輔助效果下也有3800萬個原始多邊形<ref name="Gamecube or PS2?"/><ref name="ATIP2"/><ref name="Emotionally charged"/>;索尼並估計,PlayStation 2每秒可以渲染750萬至1600萬個多邊形<ref name="Gamecube or PS2?"/><ref>{{Cite web|title=Reaching for the limits of PS2 performance|url=http://www.technology.scee.net/sceesite/files/presentations/PSP/HowFarHaveWeGot.pdf|accessdate=2019-07-25|author=|date=2003|format=pdf|publisher=SCEE Technology Group. Sony Computer Entertainment Europe|pages=32|language=en|archiveurl=https://web.archive.org/web/20031210074645/http://www.technology.scee.net/sceesite/files/presentations/PSP/HowFarHaveWeGot.pdf|archivedate=2003-12-10|dead-url=yes}}</ref>{{sfn|L. Kent|2001|p=560}}。相較之下,Dreamcast每秒估計僅能渲染300萬到600萬個多邊形<ref name="ドリームキャスト"/><ref name="Unified"/><ref name="EGM115"/>。同時,PlayStation 2將採用[[數碼多功能影音光碟|DVD-ROM]]格式,可以保存較Dreamcast的GD-ROM格式達4倍之多的數據{{sfn|L. Kent|2001|p=561}}。以主機強大的性能以及與網際網路無限的可能性,索尼期望PlayStation 2成為家庭娛樂未來的标杆<ref>{{Cite web|title=The 30 Defining Moments in Gaming|url=http://www.edge-online.com/features/30-defining-moments-gaming/3/|accessdate=2019-07-25|author=|date=2007-08-14|format=|work=Edge|publisher=|language=en|archiveurl=https://web.archive.org/web/20141023173834/http://www.edge-online.com/features/30-defining-moments-gaming/3/|archivedate=2014-10-23|quote=The Sega Dreamcast was the first home console that could go online out of the box, and the first to offer pay-to-play online games. These features clearly affected Sega's primary rival, Sony, who promised many online features for the upcoming PlayStation 2 in press reports from 1999. Once Sega abandoned the Dreamcast, Sony quietly dropped its plans for online gaming and movie distribution, and settled for a much less ambitious patchwork strategy.|p=3|dead-url=yes}}</ref>{{sfn|L. Kent|2001|p=562, 580}}。此外,還有謠言聲稱PlayStation 2能夠指示導彈航線、擁有《[[玩具總動員]]》電影等級的輸出畫質,久夛更表示PlayStation 2能有讓消費者「身歷《[[駭客任務]]》世界」的能力<ref name="Toy Story and Japanese launch blues"/><ref>{{Cite web|title=Here Comes PlayStation 2: More Than Just a Superpowerful Game Console, Sony's New Black Beauty Aims to Turn the Company into an Internet Giant|url=https://www.questia.com/read/1G1-59651751/here-comes-playstation-2-more-than-just-a-superpowerful|accessdate=2014-10-30|author=|date=2000-03-06|format=|work=Newsweek|publisher=|language=en|archiveurl=https://web.archive.org/web/20141031032341/https://www.questia.com/read/1G1-59651751/here-comes-playstation-2-more-than-just-a-superpowerful|archivedate=2014-10-31|dead-url=no}} cf. {{Cite web|title=How Consoles Die|url=http://www.edge-online.com/features/how-consoles-die/4/|accessdate=2015-03-05|author=|date=2008-09-17|last=Grift|first=Kris|format=|work=Edge|publisher=|language=en|archiveurl=https://web.archive.org/web/20141129031400/http://www.edge-online.com/features/how-consoles-die/4/|archivedate=2014-11-29|quote=The Sony hype machine didn't help Dreamcast's prospects either, as execs promised PS2 graphics on par with the CG movie ''Toy Story''.|p=4|dead-url=yes}} cf. {{Cite web|title=Iraq buys 4000 PlayStation 2s in world conquest bid|url=https://www.theregister.co.uk/2000/12/19/iraq_buys_4000_playstation_2s/|accessdate=2014-11-14|author=|date=2000-12-19|last=Smith|first=Tony|format=|work=[[The Register]]|publisher=|language=en|archiveurl=https://web.archive.org/web/20141129012637/https://www.theregister.co.uk/2000/12/19/iraq_buys_4000_playstation_2s/|archivedate=2014-11-29|dead-url=no}}</ref>{{sfn|L. Kent|2001|p=571}}。此外,索尼宣稱PlayStation 2將向下相容逾數百款的初代PlayStation平臺作品<ref name="Finn"/>{{sfn|L. Kent|2001|p=561}}。雖然後來的深入報告顯示,PlayStation 2沒有如初始預期的那麼強大,而且軟體開發製程十分複雜,但仍然使Dreamcast相較之下顯得疲弱<ref name="Finn"/><ref name="Gamecube or PS2?"/>{{sfn|L. Kent|2001|pp=561, 568–569}}。同年,任天堂與微軟皆開始研發次世代家用遊戲機(即後來的[[任天堂GameCube]]和[[Xbox (遊戲機)|Xbox]])<ref name="Gamecube or PS2?"/><ref>{{Cite web|title=A history of videogame hardware: Xbox|url=http://www.edge-online.com/features/a-history-of-videogame-hardware-xbox/|accessdate=2015-03-05|author=|date=2014-06-27|last=Parkin|first=Simon|format=|work=Edge|publisher=|language=en|archiveurl=https://web.archive.org/web/20141121024245/http://www.edge-online.com/features/a-history-of-videogame-hardware-xbox/|archivedate=2014-11-21|quote=In the run-up to the launch of Sony's PlayStation 2, a number of Microsoft engineers became concerned at the Japanese company's claims that their new console was set to wipe the PC from the home.|dead-url=yes}}</ref>{{sfn|L. Kent|2001|pp=563, 574}}{{sfn|DeMaria|Wilson|2004|p=313}}。 {{External media|video1=[https://www.youtube.com/watch?v=9Iz92bxYyeU CBBC推出的關於PS2北美首發與入交昭一郎專訪的新聞專題]|video2=[https://www.youtube.com/watch?v=7r1j2QdS4Os IGN推出的Dreamcast調侃PS2的短片]}} Dreamcast發售初期的銷售力道維持不久<ref>{{Cite web|title=Sega's sales fly despite business woes|url=http://news.cnet.com/Segas-sales-fly-despite-business-woes/2100-1040_3-235509.html|accessdate=2014-10-30|author=|date=2001-01-11|last=Davis|first=Jim|format=|publisher=CNET News|language=en|archiveurl=https://web.archive.org/web/20141031031716/http://news.cnet.com/Segas-sales-fly-despite-business-woes/2100-1040_3-235509.html|archivedate=2014-10-31|dead-url=no}}</ref>{{sfn|L. Kent|2001|p=566}}。Dreamcast於北美地區的銷售速度在1999年年底總銷量突破150萬部之後就開始減緩;加上主機於日本的銷量本就不佳,長期不振的結果導致日本世嘉於1999[[財政年度]](2000年3月結算)連續第三年虧損,淨虧損達428.8億日圓(與1998財政年度的淨虧損額428.81億日圓相當)<ref>{{Cite web|script-title=ja:株式会社セガ 第41期事業報告書 (平成10年4月1日~平成11年3月31日)|url=https://segaretro.org/images/archive/0/07/20171103000023!41JigyouHoukokusho_JP.pdf|accessdate=2019-07-16|author=|date=1999-03-31|format=pdf|publisher=SEGA|language=ja|archiveurl=https://web.archive.org/web/20190716051748/https://segaretro.org/images/archive/0/07/20171103000023!41JigyouHoukokusho_JP.pdf|via=SEGA Retro|archivedate=2019-07-16|dead-url=no}}</ref><ref>{{Cite news|url=http://news.bbc.co.uk/2/hi/business/659554.stm|title=Sega warns of losses|date=2000-02-28|work=[[BBC News Online]]|accessdate=2019-07-25|dead-url=no|archiveurl=https://web.archive.org/web/20131111081448/http://news.bbc.co.uk/2/hi/business/659554.stm|archivedate=2013-11-11|author=|publisher=|language=en|format=}}</ref>。儘管世嘉產品的總體銷售額增長了27.4%,而且Dreamcast在北美和歐洲的銷量超越了公司的預期,然而這些利多卻多半被鉅額的宣傳及開發成本所抵銷;同時由於市場條件日益惡化,使日本世嘉之[[街機]]業務盈利下滑,並被迫關閉246個街機機臺據點{{sfn|L. Kent|2001|p=582}}。為了對抗即將推出的PlayStation 2,美國世嘉與日本世嘉一樣建立了自有網際網路服務供應商「{{lang|en|SEGA.com}}」,由布拉德·黃擔任執行長<ref name="Superhero"/><ref name="SegaNet launch">{{Cite web|title=SegaNet Launches|url=http://www.gamespot.com/articles/seganet-launches/1100-2625699/|accessdate=2014-10-30|author=|date=2000-09-07|last=Satterfield|first=Shane|format=|publisher=|language=en|archiveurl=https://web.archive.org/web/20150713030636/http://www.gamespot.com/articles/seganet-launches/1100-2625699/|archivedate=2015-07-13|website=GameSpot|dead-url=no}}</ref>{{sfn|L. Kent|2001|p=571}}{{sfn|L. Kent|2001|pp=578–579}}。2000年9月7日,SEGA.com為Dreamcast推出了線上遊戲及多媒體服務{{link-en|SEGANet|SegaNet}},支援線上聊天、收發電子郵件以及瀏覽網頁等機能,月費為21.95美元<ref name="SegaNet launch"/>{{sfn|L. Kent|2001|p=579}}。美國世嘉為SEGANet舉行了盛大的宣傳活動,包括贊助於當天舉行的[[MTV音樂錄影帶大獎]]<ref>{{Cite web|title=Sega.com Launches the World's First Online Console Gaming Network, SegaNet|url=http://www.thefreelibrary.com/Sega.com+Launches+the+World's+First+Online+Console+Gaming+Network%2c...-a065062861|accessdate=2014-12-03|author=|date=2000-09-07|format=|work=BusinessWire|publisher=|language=en|archiveurl=https://web.archive.org/web/20141209074409/http://www.thefreelibrary.com/Sega.com+Launches+the+World%27s+First+Online+Console+Gaming+Network%2C...-a065062861|archivedate=2014-12-09|dead-url=no}}</ref>{{sfn|L. Kent|2001|p=579}}。雖然在SEGANet推出前僅有發行一款支援Dreamcast的線上多人遊戲《{{link-en|咻咻火箭|ChuChu Rocket!}}》(由[[Sonic Team]]開發),不過美國世嘉在SEGANet上線的同時推出了擁有豐富線上相關機能的運動遊戲《{{link-en|NFL 2K1}}》,意圖提振Dreamcast在北美地區的銷售情況<ref name="SegaNet launch"/>{{sfn|L. Kent|2001|p=578–579, 581}}。SEGANet的支援範圍隨後擴大至《{{link-en|轟炸超人Online|Bomberman Online}}》、《[[雷神之锤III竞技场|雷神之鎚III競技場]]》及《[[魔域幻境之浴血戰場]]》等遊戲<ref name="gamasutra1"/>。世嘉對Dreamcast的線上遊戲相關服務採取了相當優惠的定價策略。在日本,每部Dreamcast皆同捆一年免費的網際網路服務,費用由日本世嘉總裁大川功本人自掏腰包支付<ref name="Okawa PSO">{{Cite web|title=Behind The Scenes: Phantasy Star Online|url=http://www.gamestm.co.uk/uncategorised/behind-the-scenes-phantasy-star-online/|accessdate=2019-07-25|author=|date=2011-02-16|format=|work=[[GamesTM]]|publisher=|language=en|archiveurl=https://web.archive.org/web/20141021063050/http://www.gamestm.co.uk/uncategorised/behind-the-scenes-phantasy-star-online/|archivedate=2014-10-21|dead-url=no}}</ref>。另外,在SEGANet推出之前,美國世嘉為自Sega.com購買兩年期網際網路服務的Dreamcast玩家提供了200美元的折扣<ref>{{Cite web|title=Sega unveils plans for free Dreamcast, online gaming|url=http://windowsitpro.com/windows-server/sega-unveils-plans-free-dreamcast-online-gaming|accessdate=2019-07-25|author=|date=2000-04-04|last=Thurrot|first=Paul|format=|work=Windows IT Pro|publisher=|language=en|archiveurl=https://web.archive.org/web/20141031032052/http://windowsitpro.com/windows-server/sega-unveils-plans-free-dreamcast-online-gaming|archivedate=2014-10-31|dead-url=yes}}</ref>。為了增加北美地區的SEGANet使用者基數,美國世嘉將Dreamcast主機價格降至149美元(相較之下,PlayStation 2的首發售價為299美元);如果訂閱18月期的SEGANet服務,還可以149美元的價格同時取得Dreamcast以及Dreamcast鍵盤配件<ref name="RetroinspectionD"/><ref name="SegaNet launch"/>{{sfn|L. Kent|2001|p=579}}。 摩爾表示,世嘉必須在2000年底前在美國賣出500萬部Dreamcast,以保持與索尼的PlayStation 2抗衡的實力,但最終其銷量僅達300萬部<ref name="businessweek.com"/>{{sfn|L. Kent|2001|pp=581, 588}}。此外,世嘉試圖通過降低售價和提供折扣來刺激Dreamcast的銷量,導致公司財務損失不斷擴大<ref>{{Cite web|title=Dreamcast may be discontinued, Sega says|url=http://usatoday30.usatoday.com/tech/techreviews/games/2001-01-23-dreamcast.htm|accessdate=2019-07-25|author=|date=2001-01-24|format=|work=[[USA Today]]|publisher=|language=en|archiveurl=https://web.archive.org/web/20141225010445/http://usatoday30.usatoday.com/tech/techreviews/games/2001-01-23-dreamcast.htm|archivedate=2014-12-25|dead-url=no}}</ref>。截至2000年9月的前六個月中,日本世嘉公司合併淨虧損為179.8億日圓,財報中並估計全財年淨虧損達236億日圓(最終虧損額增加了一倍多至517億日圓)<ref name=":2">{{Cite web|title=|url=https://www.segasammy.co.jp/japanese/media/file/ir/library/archive/sega/sega_jigyo_tuuki_2001.pdf|accessdate=2019-07-16|date=2001-03-31|format=pdf|publisher=SEGA|language=ja|script-title=ja:株式会社セガ 第43期事業報告書 (平成12年4月1日~平成13年3月31日)|archiveurl=https://web.archive.org/web/20190716051937/https://www.segasammy.co.jp/japanese/media/file/ir/library/archive/sega/sega_jigyo_tuuki_2001.pdf|archivedate=2019-07-16|dead-url=no}}</ref><ref>{{Cite news|url=https://www.theregister.co.uk/2000/11/24/sega_fullyear_loss_to_widen/|title=Sega full-year loss to widen|first=Tony|last=Smith|date=2000-11-24|work=The Register|accessdate=2019-07-25|dead-url=no|archiveurl=https://web.archive.org/web/20131111081410/https://www.theregister.co.uk/2000/11/24/sega_fullyear_loss_to_widen/|archivedate=2013-11-11|author=|publisher=|language=en|format=}}</ref><ref name="Financial statement">{{Cite web|title=Sega Issues Financial Statement|url=http://www.ign.com/articles/2001/02/02/sega-issues-financial-statement|accessdate=2014-12-05|date=2001-02-01|archiveurl=https://web.archive.org/web/20141208064813/http://www.ign.com/articles/2001/02/02/sega-issues-financial-statement|archivedate=2014-12-08|website=IGN|dead-url=no}}</ref>。雖然PlayStation 2由於硬體製造瑕疵,導致在2000年10月26日於北美地區發售時先前預售的100萬部主機只有50萬部準時出貨,但這並沒有使Dreamcast受益;許多消費者繼續等待PlayStation 2,同時PSone(初代PlayStation的衍生機型)成為了2000年美國商業旺季最暢銷的電子遊戲機<ref name="businessweek.com"/><ref>{{Cite web|title=Old PlayStation tops holiday game console sales|url=http://news.cnet.com/Old-PlayStation-tops-holiday-game-console-sales/2100-1040_3-249457.html|accessdate=2014-10-30|author=|date=2000-12-05|last=Becker|first=David|format=|publisher=CNET News|language=en|archiveurl=https://web.archive.org/web/20141031031819/http://news.cnet.com/Old-PlayStation-tops-holiday-game-console-sales/2100-1040_3-249457.html|archivedate=2014-10-31|dead-url=no}}</ref>{{sfn|L. Kent|2001|pp=585–588}}。摩爾說:「我們試圖倚靠的『PlayStation 2效應』並不奏效……消費者們會儘可能地長時間地等待……PlayStation 2的供貨問題實際上凍結了整個市場的運作。」{{sfn|L. Kent|2001|p=588}}最終索尼與任天堂分別占有北美家用遊戲機市場份額的50%和35%,而世嘉僅占有15%<ref name="RetroinspectionD"/>。貝爾菲爾德稱,儘管每賣出一部Dreamcast主機可以帶來8份軟體的附帶收益,但主機銷量基數過小,導致世嘉無法在電子遊戲機市場中穩定立足{{sfn|L. Kent|2001|p=585}}。 === 衰頹 === {| class="wikitable" style="float:left; margin-left:0em; margin-right:1em;" | colspan="3" | <center>[[File:Sales Figures of the Dreamcast.png|318x318px|替代=]]<br/>自1998年至2001年的Dreamcast銷量圖表<ref>{{Cite web|title=History of the Sega Dreamcast - Decline and legacy|url=https://segaretro.org/History_of_the_Sega_Dreamcast/Decline_and_legacy#Hardware|accessdate=2019-07-16|work=SEGA Retro|language=en|archiveurl=https://web.archive.org/web/20190622220457/https://segaretro.org/History_of_the_Sega_Dreamcast/Decline_and_legacy#Hardware|archivedate=2019-06-22|dead-url=no}}</ref><br/><small>註:後世嘉於一篇回顧文章中稱主機總銷量約1000萬部<ref name="ドリームキャスト"/></small></center> |- ! 地區 !! 銷量(部) !! 首發日期 |- ! colspan="3" | Dreamcast |- | style="text-align:center;"| 日本 || style="text-align:center;"| 約200至300萬 || style="text-align:center;"| 1998年11月27日 |- | style="text-align:center;"| 北美 || style="text-align:center;"| 約300萬至400萬 || style="text-align:center;"| 1999年9月9日 |- | style="text-align:center;"| 歐洲 || style="text-align:center;"| 約100萬至200萬 || style="text-align:center;"| 1999年10月14日 |- | style="text-align:center;"| 其他 || style="text-align:center;"| 約100萬 || {{N/A|不適用}} |- | style="text-align:center;"| '''總計''' || style="text-align:center;"| 820萬<small>(2001年3月)</small><ref name=":2"/><br/>1000萬<small>(2018年)</small><ref name="ドリームキャスト"/>|| {{N/A|不適用}} |- |} 2000年5月22日,大川功繼入交昭一郎成為日本世嘉總裁<ref>{{Cite web|title=|url=https://www.segasammy.co.jp/japanese/ir/past/rel_pdf/se/cr20000529c.html|accessdate=|author=|date=2001-05-22|publisher=SEGA|language=ja|script-title=ja:代表取締役の異動に関するお知らせ}}{{Dead link|date=2019年10月 |bot=InternetArchiveBot |fix-attempted=yes }}</ref>{{sfn|L. Kent|2001|pp=581–582}}。大川長久以來皆主張讓世嘉放棄電子遊戲機硬體業務{{sfn|L. Kent|2001|pp=577, 582}},而他並不是唯一一個持此意見的人:例如大衛·羅森就曾經說過:「世嘉把創新與研發能力幾乎都消耗在硬體上了,我認為這是愚蠢的。」斯托拉爾更曾經建議世嘉應該把整間公司賣給微軟<ref name="IGN's History of Sega"/><ref name="Rosen">{{Cite magazine|last=Kent|first=Steven L.|title=A Few Words on Sega, From the Founder|url=https://segaretro.org/index.php?title=File:NextGeneration_US_76.pdf&page=11|magazine=Next Generation (Lifecycle 2)|publisher=Imagine Media|volume=3|issue=4|date=2001-04|p=9|archiveurl=https://web.archive.org/web/20190827100837/https://segaretro.org/index.php?title=File:NextGeneration_US_76.pdf&page=11|archivedate=2019-08-27|dead-url=no|language=en|access-date=2019-08-27}}</ref>;摩爾和貝爾費爾德在2000年9月會見日本世嘉高層和各日本方面遊戲開發工作室的負責人時,也曾經建議世嘉放棄硬體業務,僅專注於軟體開發<ref name="gamasutra1"/>。 {{Quote box |quote =「我們經歷了超越我們自己想像的18個月。Dreamcast的熱銷一度讓我們覺得公司真的有翻身的機會;然而日本方面要我們在旺季賺取數億美元、賣出幾百萬部主機,不然公司就無法繼續撐下去。我不得不開除很多人;這段日子並不好過。最後在2001年1月31日,我們決定讓世嘉離開硬體市場;儘管我們每日能賣出5萬部、6萬部甚至是10萬部主機,但這些收入仍不足以彌補跟PlayStation 2競爭產生的鉅額損失。世嘉可以選擇投入更多的資金然後破產,但他們最後決定保留實力,等待東山再起之日。」|width = 35em|source=——彼得·摩爾,在2008年的一次訪談中談到Dreamcast的退場時表示<ref name="Guardian">{{Cite news|last=Stuart|first=Keith|url=https://www.theguardian.com/technology/gamesblog/2008/sep/11/gamesinterviews.microsoft1|title=Peter Moore Interview: Part One|newspaper=[[衛報|The Guardian]]|publisher=Guardian Media Group|date=2008-09-15|accessdate=2014-12-03|dead-url=no|archiveurl=https://web.archive.org/web/20141209163957/http://www.theguardian.com/technology/gamesblog/2008/sep/11/gamesinterviews.microsoft1|archivedate=2014-12-09|language=en}}</ref>。}} {{External media|video1=[https://www.youtube.com/watch?v=ulvqRGdnOXo 組織改革計劃說明會]|video2=[https://www.youtube.com/watch?v=H0ni7WItj-I Dreamcast退場新聞「不幸的失敗、消亡的Dreamcast」]}} 在2000年底的商業戰中再度受挫後,世嘉於2001年1月31日在[[東京皇宮飯店]]召開「組織改革計劃說明會」({{lang|ja|構造改革プラン説明会}}),正式宣布在3月底全面停止Dreamcast的硬體製造及開發,並將公司重組為「不限縮於單一主機平臺」的純第三方遊戲開發商<ref name="GoodbyeDreamcast"/><ref>{{Cite web|title=Sega announces drastic restructuring|url=http://www.gamespot.com/articles/sega-announces-drastic-restructuring/1100-2680518/|accessdate=2019-07-25|author=|date=2001-01-31|last=Ahmed|first=Shahed|format=|publisher=|language=en|archiveurl=https://web.archive.org/web/20150510200945/http://www.gamespot.com/articles/sega-announces-drastic-restructuring/1100-2680518/|archivedate=2015-05-10|website=GameSpot|dead-url=no}}</ref><ref name="Pulls plug"/>{{sfn|L. Kent|2001|pp=588–589}}。同時為了清空庫存(2001年1月底時共計仍有200萬部之多<ref name=":1"/>),世嘉還將日本地區Dreamcast主機售價降至9900日圓,北美地區Dreamcast主機售價降至99美元,隨後降價至79美元,後又降價至49.95美元<ref name="Pulls plug">{{Cite magazine|title=Sega pulls plug on Dreamcast|magazine=Next Generation (Lifecycle 2)|publisher=Imagine Media|volume=3|issue=4|date=2001-04|pp=7–9|url=https://segaretro.org/index.php?title=File:NextGeneration_US_76.pdf&page=9|language=en|access-date=2019-07-16|archiveurl=https://web.archive.org/web/20190716082434/https://segaretro.org/index.php?title=File:NextGeneration_US_76.pdf&page=9|archivedate=2019-07-16|dead-url=no}}</ref><ref>{{Cite magazine|title=Sega Ships the "Dreamlast"|url=https://segaretro.org/index.php?title=File%3AGamePro_US_162.pdf&page=32|magazine=[[GamePro]]|volume=14|issue=162|date=2002-03|p=30|archiveurl=https://web.archive.org/web/20190827101141/https://segaretro.org/index.php?title=File:GamePro_US_162.pdf&page=32|archivedate=2019-08-27|dead-url=no|language=en|access-date=2019-08-27}}</ref><ref>{{Cite web|title=Sega drops Dreamcast price again|url=http://www.gamespot.com/articles/sega-drops-dreamcast-price-again/1100-2826685/|accessdate=2019-07-25|author=|date=2001-11-21|last=Ahmed|first=Shahed|format=|publisher=|language=en|archiveurl=https://web.archive.org/web/20151102005656/http://www.gamespot.com/articles/sega-drops-dreamcast-price-again/1100-2826685/|archivedate=2015-11-02|website=GameSpot|dead-url=no}}</ref>。至10月底,Dreamcast庫存量僅餘約27萬部<ref>{{Cite web|title=|url=http://www.segasammy.co.jp/japanese/ir/past/rel_pdf/se/cr200110241.html|accessdate=2019-07-01|date=2001-10-24|publisher=SEGA|language=ja|archiveurl=https://web.archive.org/web/20110829024132/http://www.segasammy.co.jp/japanese/ir/past/rel_pdf/se/cr200110241.html|archivedate=2011-08-29|script-title=ja:業績予想の修正に関するお知らせ|dead-url=yes}}</ref>。日本最後一批Dreamcast於2001年12月發貨,北美地區最後一批Dreamcast庫存則由世嘉內部九個遊戲開發工作室的領導人、Visual Concepts和{{link-en|Wave Master|Wave Master}}的負責人簽名,並在《[[GamePro]]》雜誌主辦的一場競賽中與當時所有的第一方Dreamcast遊戲作品共55套同時送出<ref>{{Cite web|title=|url=http://www.segasammy.co.jp/japanese/ir/past/rel_pdf/se/cr200110241.html|accessdate=2019-07-01|date=2001-11-27|publisher=SEGA|language=ja|archiveurl=https://web.archive.org/web/20111106192825/http://sega.jp/corp/release/2001/1127/|archivedate=2011-11-06|script-title=ja:ドリームキャスト12月に国内最終出荷|dead-url=yes}}</ref><ref>{{Cite magazine|title=Dreamcast Collector's Edition Giveaway|url=https://segaretro.org/index.php?title=File:GamePro_US_163.pdf&page=119|magazine=GamePro|volume=14|issue=163|date=2002-04|p=117|archiveurl=https://web.archive.org/web/20190827101951/https://segaretro.org/index.php?title=File:GamePro_US_163.pdf&page=119|archivedate=2019-08-27|dead-url=no|language=en|access-date=2019-08-27}}</ref>。大川功於2001年3月16日去世<ref>{{Cite web|title=|url=http://sega.jp/corp/release/2001/0316_2|accessdate=2019-07-01|date=2001-03-16|publisher=SEGA|language=ja|archiveurl=https://web.archive.org/web/20071202025940/http://sega.jp/corp/release/2001/0316_2|archivedate=2007-12-02|script-title=ja:敝社代表取締役会長兼社長訃報|dead-url=no}}</ref>,他在去世前不久就放棄了世嘉積欠他個人債務的債權,並捐出價值逾779億日圓的世嘉和{{link-ja|CSK (企業)|CSK (企業)|CSK}}(現{{link-en|SCSK|SCSK}})股票,幫助公司在重組過程中倖存下來<ref name=":2"/><ref>{{Cite web|title=|url=http://sega.jp/corp/release/2001/0319|accessdate=2019-07-01|date=2001-03-19|publisher=SEGA|language=ja|archiveurl=https://web.archive.org/web/20071202025951/http://sega.jp/corp/release/2001/0319|archivedate=2007-12-02|script-title=ja:敝社会長兼社長大川功の逝去に際し|dead-url=no}}</ref><ref>{{Cite web|title=Late Sega exec leaves legacy, new leadership|url=http://edition.cnn.com/2001/BUSINESS/asia/03/18/tokyo.okawalegacy/index.html|accessdate=2019-07-25|author=|date=2001-03-19|last=Stout|first=Kristie Lu|format=|publisher=[[有線電視新聞網|CNN]]|language=en|archiveurl=https://web.archive.org/web/20140330062832/http://edition.cnn.com/2001/BUSINESS/asia/03/18/tokyo.okawalegacy/index.html|archivedate=2014-03-30|dead-url=no}}</ref>{{sfn|L. Kent|2001|pp=582, 589}}。作為這次重組的一部分,世嘉東京總部的近三分之一雇員遭到解僱<ref>{{Cite web|title=Sega: The Blue Sky Company|url=http://www.edge-online.com/features/sega-blue-sky-company/|accessdate=2019-07-25|author=|date=2007-05-31|format=|work=Edge|publisher=|language=en|archiveurl=https://web.archive.org/web/20141129025823/http://www.edge-online.com/features/sega-blue-sky-company/|archivedate=2014-11-29|dead-url=yes}}</ref>。 世嘉重組的消息得到了輿論及各界媒體的支-{}-持。[[IGN]]的特拉維斯·法赫斯({{lang|en|Travis Fahs}})表示:「世嘉是一家具有十足創造力的公司,且擁有迅速擴張的消費者客源;現在正是它做為一家軟體開發商重新開始的最好機會。」<ref name="IGN's History of Sega"/>前Working Designs社長維克多·艾爾蘭({{lang|en|Victor Ireland}})在報導中說道:「這是一件好事,因為現在世嘉將會持續活躍下去,做它們最擅長做的軟體。」<ref name="Dreamcast memorial"/>《[[新聞周刊]]》則表示:「從《音速小子》系列到《莎木》系列,世嘉的程式設計師們已經擁有互動媒體歷史上最有吸引力的經歷之一⋯⋯在脫離了自家硬體的束縛之後,這些世界級的程式設計師們能夠盡情發揮創意,專心做他們想要做的東西。」<ref>{{Cite web|title=Sega Gets Hip to Reality|url=http://www.newsweek.com/sega-gets-hip-reality-150639|accessdate=2019-07-25|author=|date=2001-01-30|format=|work=Newsweek|publisher=|language=en|archiveurl=https://web.archive.org/web/20150218093630/http://www.newsweek.com/sega-gets-hip-reality-150639|archivedate=2015-02-18|dead-url=no}}</ref>羅森則認為世嘉在軟體製作方面的潛力能與美商藝電比擬<ref name="Rosen"/>。 在退出電子遊戲機硬體市場後,世嘉的財政狀況迅速改善:2001財政年度(2002年3月結算)結束時,世嘉公司全財年合併淨虧損已經大減至178.3億日圓<ref>{{Cite web|script-title=ja:株式会社セガ 第44期事業報告書 (平成13年4月1日~平成14年3月31日)|url=https://www.segasammy.co.jp/japanese/media/file/ir/library/archive/sega/sega_jigyo_tuuki_2002.pdf|accessdate=2019-05-31|author=|date=2001-03-31|format=pdf|publisher=SEGA|language=ja|archiveurl=https://web.archive.org/web/20190704033910/https://www.segasammy.co.jp/japanese/media/file/ir/library/archive/sega/sega_jigyo_tuuki_2002.pdf|archivedate=2019-07-04|dead-url=no}}</ref>;至2002財政年度(2003年3月結算)結束時,世嘉公司業績更是直接由黑翻紅,全財年合併淨盈利達30.54億日圓,正式終結連續五年的虧損<ref>{{Cite web|script-title=ja:株式会社セガ 第45期事業報告書 (平成14年4月1日~平成13年3月31日)|url=https://www.segasammy.co.jp/japanese/media/file/ir/library/archive/sega/sega_jigyo_tuuki_2003.pdf|accessdate=2019-06-30|author=|date=2001-03-31|format=pdf|publisher=SEGA|language=ja|archiveurl=https://web.archive.org/web/20190704034250/https://www.segasammy.co.jp/japanese/media/file/ir/library/archive/sega/sega_jigyo_tuuki_2003.pdf|archivedate=2019-07-04|dead-url=no}}</ref>。 Dreamcast銷量總計約1000萬部<ref name="ドリームキャスト"/>。Dreamcast硬體生產終止後,日本世嘉繼續提供Dreamcast維修服務直到2007年<ref>{{Cite web|title=|url=http://sega.jp/topics/070330_1/home.shtml|accessdate=2019-07-01|date=2007-10-01|publisher=SEGA|language=ja|archiveurl=https://web.archive.org/web/20130706134051/http://sega.jp/topics/070330_1/home.shtml|archivedate=2013-07-06|script-title=ja:『セガサターン』『Dreamcast』有償修理終了のお知らせ|dead-url=no}}</ref><ref>{{Cite web|title=Death of the Dreamcast Official|url=http://www.edge-online.com/news/death-dreamcast-official/|accessdate=2019-07-25|author=|date=2007-04-02|format=|work=Edge|publisher=|language=en|archiveurl=https://web.archive.org/web/20141204232812/http://www.edge-online.com/news/death-dreamcast-official/|archivedate=2014-12-04|dead-url=yes}}</ref><ref>{{Cite web|script-title=ja:本日をもって「セガサターン」と「ドリームキャスト」の有償修理が終了|url=https://gigazine.net/news/20070928_saturn_dreamcast/|date=2007-09-28|accessdate=2019-06-28|work=GIGAZINE|language=ja|archiveurl=https://web.archive.org/web/20180711233209/https://gigazine.net/news/20070928_saturn_dreamcast/|archivedate=2018-07-11|dead-url=no}}</ref>;最後一款世嘉第一方遊戲《{{link-ja|魔法氣泡狂熱版|ぷよぷよフィーバー}}》和最後一款官方授權Dreamcast平臺作品《{{link-ja|Karous|カラス (ゲーム)}}》分別於2004年2月24日和2007年3月8日發售<ref name=":8">{{Cite web|url=https://sega.jp/history/hard/dreamcast/software.html|script-title=ja:セガハード大百科 - ドリームキャスト専用ソフトの一覧|accessdate=2019-07-01|author=|date=|work=セガハード大百科|publisher=SEGA|language=ja|archiveurl=https://web.archive.org/web/20190325063725/https://sega.jp/history/hard/dreamcast/software.html|archivedate=2019-03-25|dead-url=no}}</ref><ref>{{Cite web|title=|url=https://www.famitsu.com/games/t/8946/|accessdate=2019-06-28|author=|date=|format=|work=[[Fami通]]|publisher=|language=ja|script-title=ja:カラス(KAROUS) (ドリームキャスト) - ファミ通.com|archive-date=2019-10-16|archive-url=https://web.archive.org/web/20191016094154/https://www.famitsu.com/games/t/8946/|dead-url=no}}</ref>,不過第三方遊戲商仍然持續在該平臺以{{link-en|MIL-CD|MIL-CD}}形式推出作品,至2019年為止,仍有第三方遊戲發售或正在開發中<ref>{{Cite web|title=Keeping The Dream Alive: The Men Behind Dreamcast Homebrew|url=http://www.gamasutra.com/view/feature/6376/keeping_the_dream_alive_the_men_.php|accessdate=2019-07-25|author=|date=2011-05-12|format=|publisher=|language=en|archiveurl=https://web.archive.org/web/20110515012754/http://www.gamasutra.com/view/feature/6376/keeping_the_dream_alive_the_men_.php|archivedate=2011-05-15|website=Gamasutra|dead-url=no}}</ref><ref>{{Cite web|title=List of 2019 Games on SEGA Console (Genesis, Dreamcast, Saturn, etc)|url=http://segabits.com/forums/index.php?topic=4383.0|accessdate=2019-06-28|author=Berto|date=2018-12-20|work=SEGABits|language=en|archive-date=2019-10-16|archive-url=https://web.archive.org/web/20191016094154/http://segabits.com/forums/index.php?topic=4383.0|dead-url=no}}</ref><ref>{{Cite web|script-title=ja:「ドリームキャスト」海外で新作ゲーム6本発表! 各タイトル、公式サイトにて販売中|url=https://animeanime.jp/article/2019/06/05/45951.html|date=2019-06-05|accessdate=2019-06-28|work=アニメアニメ|language=ja|archiveurl=https://web.archive.org/web/20190614174637/https://animeanime.jp/article/2019/06/05/45951.html|archivedate=2019-06-14|dead-url=no}}</ref>。 {{Clear}} == 硬體 == === 技術規格 === <gallery widths="150"> File:Sega-Dreamcast-Deconstructed-01.jpg|Dreamcast拆解開來的樣子 File:Sega-Dreamcast-Internals.jpg|Dreamcast主機內結構,<br/>有硬碟、電源組件及主機板等 File:Sega-Dreamcast-Motherboard-Top.jpg|Dreamcast主機板 File:Sega-Dreamcast-Modem-Dialup-Motherboard-T.jpg|Dreamcast數據機基板 File:SH7091 01.jpg|日立 SH-4<br/>中央處理器 File:Dreamcast PowerVR2.jpg|[[Imagination Technologies|VideoLogic]] PowerVR2<br/>圖形處理器 File:Dreamcast Yamaha AICA Super Intelligent Sound Processor.jpg|山葉 AICA<br/>音效處理器 File:Hyundai HY57V161610D.png|現代電子 HY57V161610D<br/>同步動態隨機存取記憶體 </gallery> Dreamcast主機之長、寬、高分別為190[[毫米|公釐]]×195.8公釐×75.5公釐(74.8[[英寸]]×77.1英寸×29.7英寸)<ref name="大百科"/><ref name="EGM115"/><ref name=":4">{{Cite web|title=Implementation - IEEE Micro|url=http://computer.org/micro/articles/dreamcast_2.htm|accessdate=2019-07-18|date=2000|publisher=IEEE|language=en|archiveurl=https://web.archive.org/web/20050220220445/http://www.computer.org/micro/articles/dreamcast_2.htm|archivedate=2005-02-20|dead-url=yes}}</ref>。 Dreamcast的[[中央處理器]]({{lang|en|CPU}})是由[[日立製作所|日立]]製造的SH-4[[對稱性多重處理]]({{lang|en|SMP}})[[超純量]]架構[[精簡指令集]]({{lang|en|RISC}})[[32位元]][[微處理器]]<ref>{{Cite journal|title=SH-4 CPU Core Architecture|author=|url=|date=2002-09-12|journal=|publisher=STMicroelectronics and Hitachi, Ltd.|issue=|doi=|others=|year=|volume=|page=15|language=en|pmid=}}</ref>,頻率為200 [[MHz]]、[[每秒指令|每秒指令數]]({{lang|en|IPS}})達3億6000萬次,擁有8 [[千位元組|KB]](64 [[千位元|Kb]])的[[CPU快取]]、16 KB的數據快取及[[每秒浮點運算次數]]({{lang|en|FLOPS}})可達14億次的[[64位元]]圖形導向[[浮點運算器]]({{lang|en|FPU}}),並內嵌一顆[[128位元]]的[[單指令流多資料流]]控制器(通稱{{lang|en|SIMD}},頻率為200MHz),透過其[[數位訊號處理]]({{lang|en|DSP}})及[[直接記憶體存取]]({{lang|en|DMA}})等機能存取、管理及協調眾多處理器元件<ref name="Unified"/><ref name=":4"/><ref>{{Cite web|title=SH7750 (SH-4 Series) SuperHTM RISC Processor Product Brief|url=https://segaretro.org/File:SH-4_datasheet.pdf|accessdate=2019-07-18|author=|date=1997|format=pdf|publisher=[[日立製作所|Hitachi]]|language=en|archiveurl=https://web.archive.org/web/20190718015458/https://segaretro.org/File:SH-4_datasheet.pdf|archivedate=2019-07-18|dead-url=no}}</ref><ref name=":5">{{Cite web|title=Dreamcast/Dev.Box System Architecture|url=https://segaretro.org/File:DreamcastDevBoxSystemArchitecture.pdf|accessdate=2019-07-18|author=秋葉栄一郎|date=1999-09-02|format=pdf|publisher=SEGA|language=en|archiveurl=https://web.archive.org/web/20190718015504/https://segaretro.org/File:DreamcastDevBoxSystemArchitecture.pdf|archivedate=2019-07-18|dead-url=no}}</ref>。 {{External media|video1=[https://www.youtube.com/watch?v=P4fAbTrhvto Dreamcast技術演示影音「巴別塔」]|video2=[https://www.youtube.com/watch?v=-Lt1o7nwU8M 在Dreamcast發表會上使用的技術演示影音]}} Dreamcast擁有兩顆[[圖形處理器]]({{lang|en|GPU}}),分別為主要負責[[幾何處理]]的SH-4 SIMD,以及由[[Imagination Technologies|VideoLogic]](現[[Imagination Technologies]])研發、主要負責[[柵格化]]程-{}-序的[[PowerVR|PowerVR2]](頻率為100 MHz),整合於系統的[[特殊應用積體電路]]({{lang|en|ASIC}})中;世嘉預估理論上Dreamcast主機每秒最多可繪製700萬個原始多邊形、[[彩現]]10萬個多邊形,不過這一數據會受到遊戲本身邏輯運算和物理引擎的影響,實際上主機每秒繪製原始多邊形的極限約300萬個<ref name="Unified"/><ref name="EGM115"/><ref name=":6"/><ref name=":7"/>。同時,Dreamcast還可製造[[纹理滤波#三线性滤波|三線性濾波]]、[[Gouraud著色法|高洛德濃淡處理]]、[[深度緩衝]]、[[反鋸齒]]、[[反射貼圖]]、[[Mipmap|紋理濾波]]、{{link-en|無序透明|Order-independent transparency}}和[[凹凸貼圖]]等硬體圖像效果<ref name="Unified"/><ref name="EGM115"/><ref name=":4"/><ref name=":5"/><ref name=":6">{{Cite web|title=Dreamcast Hardware Specification Outline|url=https://segaretro.org/File:Dreamcast_Hardware_Specification_Outline.pdf|accessdate=2019-07-18|author=|date=1999-09-03|format=pdf|publisher=SEGA|language=en|archiveurl=https://web.archive.org/web/20190718015506/https://segaretro.org/File:Dreamcast_Hardware_Specification_Outline.pdf|archivedate=2019-07-18|dead-url=no}}</ref><ref name=":7">{{Cite web|title=Accessing PowerVR 2DC Features Under Windows CE|url=https://segaretro.org/File:PowerVR2DCFeaturesUnderWindowsCE.pdf|accessdate=2019-07-18|author=Jason Powell|date=1999-03-18|format=pdf|publisher=[[日本電氣|NEC]]|language=en|archiveurl=https://web.archive.org/web/20190718015500/https://segaretro.org/File:PowerVR2DCFeaturesUnderWindowsCE.pdf|archivedate=2019-07-18|dead-url=no}}</ref>。Dreamcast以{{link-en|24位元|24-bit}}[[真彩]]發色,同時發色數最高為1677萬色;主機支援[[隔行掃描]]及[[逐行掃描]]顯示,預設以[[AV端子]]輸出訊號,[[影格率]]最高可達每秒60[[影格]],解析度為640×480(若使用[[VGA端子]]輸出訊號最高可達800×608)<ref name="EGM115"/><ref name=":6"/><ref>{{Cite web|title=VideoLogic's 100 MHz PowerVR Series2|url=http://segatech.com/technical/gpu/index.html|accessdate=2019-07-18|author=|date=|publisher=Segatech.com|language=en|archiveurl=https://web.archive.org/web/20160313064513/http://www.segatech.com/technical/gpu/index.html|archivedate=2016-03-13|dead-url=yes}}</ref><ref>{{Cite web|title=VideoLogic/Imagination Technologies Neon 250 Review|url=http://www3.sharkyextreme.com/hardware/reviews/video/neon250/2.shtml|accessdate=2019-07-18|author=|date=|publisher=INT Media Group|language=en|archiveurl=https://web.archive.org/web/20070807151257/http://www3.sharkyextreme.com/hardware/reviews/video/neon250/2.shtml|archivedate=2007-08-07|dead-url=yes}}</ref>。 Dreamcast以[[山葉公司|山葉]]的RISC 32位元微處理器AICA Super Intelligent Sound Processor(通稱{{lang|en|AICA}})為音效處理器({{lang|en|SPU}})(頻率67 MHz、每秒指令數4000萬次),並內嵌了[[安謀]]的[[ARM7]]處理器,頻率為45 MHz;可使用[[脈波編碼調變]]({{lang|en|PCM}})及{{link-en|適應性微分脈碼調變|Adaptive differential pulse-code modulation}}({{lang|en|ADPCM}},壓縮比為1:4),以64個音訊[[頻道]]生成聲音,取樣率最高可達48 [[千赫茲|KHz]]<ref name="Unified"/><ref name="NextGen211">{{Cite magazine|title=Dreamcast Arrives!|magazine=Next Generation|publisher=Imagine Media|date=1999-09|issue=Lifecycle 2.1.1|pages=51–57|language=en}}</ref>。 Dreamcast擁有約16 MB(128 Mb)的主記憶體、約8 MB(64 Mb)的[[視訊隨機存取記憶體]]({{lang|en|VRAM}})、約2 MB(16 Mb)的音效用記憶體及GD-ROM與快閃記憶體各約128 KB(1 Mb),共計約26.25 MB(210 Mb),各自獨立運作,並透過SH-4 SIMD協調分配<ref name="Unified"/><ref name="EGM115"/><ref name=":6"/>。主記憶體採用[[SK海力士|現代電子]](現[[SK海力士]])的HY57V161610D[[同步動態隨機存取記憶體]]({{lang|en|SDRAM}}),可藉SH-4的直接記憶體存取機能供系統所需的貼圖以及多邊形顯示清單暫時儲存<ref name=":5"/><ref>{{Cite web|title=HY57V161610D|url=https://segaretro.org/File:HY57V161610D_datasheet.pdf|accessdate=2019-07-18|author=|date=|format=pdf|publisher=[[SK海力士|Hyundai Electronics]]|language=en|archiveurl=https://web.archive.org/web/20190718015501/https://segaretro.org/File:HY57V161610D_datasheet.pdf|archivedate=2019-07-18|dead-url=no}}</ref>。 Dreamcast使用山葉製造的[[GD-ROM]][[光碟機]],在[[恆定角速度]]模式時{{link-en|CD與DVD的讀寫速度|CD and DVD writing speed|讀取速度}}可達12倍速;除了標準的GD-ROM以外,並支援[[CD-ROM]]以及[[Mini CD]]格式之光碟<ref name="EGM115"/><ref name=":5"/>。 Dreamcast主機搭載之[[作業系統]]是由[[微軟]]開發的客製化版本[[Windows CE]],引入了[[DirectX]]和[[動態連結函式庫]]技術,使開發者能更加快速地將[[個人電腦]]平臺上的電子遊戲移植至Dreamcast平臺;Dreamcast還支援一些其他的[[中介軟體]][[應用程式介面]]<ref name="iThome"/><ref name="Unified"/>。 此外,大多數地區的Dreamcast主機內皆附有[[數據機]],使Dreamcast能夠透過[[撥號連線|撥接網路]]機能連上網路;同時因應未來數據機技術進展的可能性將其模組化,以便替換。日本的初版機型以及[[PAL格式|PAL]]地區的所有Dreamcast機型之數據機速率為每秒33.6 Kb,而北美地區以及1999年9月9日後製造的日本Dreamcast機型之數據機速率皆提升至{{link-en|每秒56 Kb|56 kbit/s line}}<ref name="大百科"/><ref name="新世代篇" /><ref name="Unified"/><ref>{{Cite book|last=Carless|first=Simon|title=Gaming Hacks: 100 Industrial-Strength Tips & Tools|publisher=[[歐萊禮|O'Reilly Media]]|year=2004|page=198|isbn=9780596007140|language=en}}</ref>。Dreamcast停產後,製造商CSI(現{{link-ja|TechnoPro Holdings|テクノプロ・ホールディングス}}子公司)仍持續生產數據機遲至2002年4月<ref>{{Cite web|script-title=ja:CSI、DC「ブロードバンドアダプタ」の製造を終了 今月中の受注状況により最終製造数を決定|url=https://game.watch.impress.co.jp/docs/20020424/bba.htm|accessdate=2019-08-26|author=北村孝和|date=2002-04-24|format=|publisher={{link-ja|GAME Watch|GAME Watch}}|language=ja|archiveurl=https://web.archive.org/web/20190826025524/https://game.watch.impress.co.jp/docs/20020424/bba.htm|archivedate=2019-08-26|dead-url=no}}</ref>。 === 機型 === <gallery widths="175" heights="120"> File:Dreamcast-Console-Set.png|美版Dreamcast普通機型<br/>({{lang|en|HKT-3020}}) File:Dreamcast PAL Set.jpg|PAL版Dreamcast普通機型<br/>({{lang|en|HKT-3030}}) File:Regulation_7_Sega_Dreamcast_pulled_out_of_a_pachinko_machine_in_Japan.jpg|特種營業用Dreamcast R7<br/>({{lang|en|Regulation #7}}) File:Sega-Dreamcast-Sports-Black-Console.jpg|SEGA Sports特別版機型<br/>({{lang|en|HKT-3020}}) File:Fuji_Divers_2000_series_CX-1_Dreamcast_08.jpg|Divers 2000<br/>({{lang|en|CX-1}}) </gallery> Dreamcast有多個衍生機型,世嘉並因應各種需求發行了一些特殊版本主機,這些機型多為日本地區限定。 世嘉製造了多種顏色的Dreamcast主機,多數透過[[ASCII (公司)|ASCII]]旗下(現已改由[[角川書店]]發行)雜誌《[[Fami通]]》經營的通路「{{lang|en|Dreamcast DIRECT}}」銷售<ref>{{Cite web|script-title=ja:「ドリ-ムキャストダイレクト」スタ-ト|url=http://sega.jp/corp/release/1999/0423_2/|accessdate=2019-08-24|author=|date=1999-04-23|format=|publisher=SEGA|language=ja|archiveurl=https://web.archive.org/web/20111107212228/http://sega.jp/corp/release/1999/0423_2/|archivedate=2011-11-07|dead-url=yes}}</ref><ref>{{Cite web|title=Dreamcast DIRECT|url=http://www.famitsu.com/game/daily/2000/m06/d27/n03.html|accessdate=2019-07-25|author=|date=|format=|publisher=Fami通|language=ja|archiveurl=https://web.archive.org/web/20141110043426/http://www.famitsu.com/game/daily/2000/m06/d27/n03.html|archivedate=2014-11-10|dead-url=no}}</ref>。 Dreamcast R7是特種營業場所(如[[柏青哥]]等)所使用的Dreamcast,多數是經過翻新的二手主機。由世嘉與[[富士電視台]]合作推出的Divers 2000({{lang|en|CX-1}})則有著像世嘉吉祥物[[音速小子]]的外型,並內建電視和電話會議用軟體,售價88888日圓<ref>{{Cite web|script-title=ja:ドリームキャストのゲームも遊べる 個性的なデザインが特徴のテレビ「CX-1」|url=https://pc.watch.impress.co.jp/docs/article/20000322/cx1.htm|accessdate=2019-08-26|author=|date=2000-03-22|format=|publisher=PC Watch|language=ja|archiveurl=https://web.archive.org/web/20190826030557/https://pc.watch.impress.co.jp/docs/article/20000322/cx1.htm|archivedate=2019-08-26|dead-url=no}}</ref>。[[豐田汽車]]也有與世嘉合作推出限量版主機,產量僅約160部<ref name="RetroinspectionD"/><ref>{{Cite web|title=Toyota to market Sega's Dreamcast|url=http://www.thefreelibrary.com/Toyota+to+market+Sega%27s+Dreamcast%2B.-a053901141|accessdate=2019-07-25|author=|date=1999-01-28|format=|publisher=[[共同通訊社]]|language=en|archiveurl=https://web.archive.org/web/20140802174713/http://www.thefreelibrary.com/Toyota+to+market+Sega%27s+Dreamcast+.-a053901141|archivedate=2014-08-02|via=The Free Library|dead-url=no}}</ref><ref>{{Cite web|script-title=ja:トヨタがセガと提携 系列販売店でドリームキャストを販売|url=https://internet.watch.impress.co.jp/www/article/1999/0128/toyota.htm|accessdate=2019-08-26|date=1999-01-28|format=|publisher={{link-ja|INTERNET Watch|INTERNET Watch}}|language=ja|archiveurl=https://web.archive.org/web/20190826024424/https://internet.watch.impress.co.jp/www/article/1999/0128/toyota.htm|archivedate=2019-08-26|dead-url=no}}</ref>。 此外,世嘉也分別與《{{link-en|人面魚 (電子遊戲)|Seaman (video game)|人面魚}}》<ref>{{Cite web|script-title=ja:「Model:SEAMAN」発売のお知らせ|url=http://sega.jp/corp/release/1999/0615/|accessdate=2019-07-25|author=|date=1999-06-15|format=|publisher=SEGA|language=ja|archiveurl=https://web.archive.org/web/20111107211442/http://sega.jp/corp/release/1999/0615/|archivedate=2011-11-07|dead-url=yes}}</ref>、《[[惡靈古堡 聖女密碼]]》<ref>{{Cite web|url=http://sega.jp/corp/release/1999/1206/|script-title=ja:「Dreamcast CODE:Veronica LIMITEDBOX」発売のお知らせ|publisher=SEGA|accessdate=2019-07-25|language=ja|date=1999-12-06|dead-url=yes|archiveurl=https://web.archive.org/web/20140802174723/http://sega.jp/corp/release/1999/1206/|archivedate=2014-08-02}}</ref>、[[櫻花大戰系列]]、SEGA體育系列<ref>{{Cite web|title=Sega Reveals Details on Sega Sports Pack|url=http://www.ign.com/articles/2000/06/30/sega-reveals-details-on-sega-sports-pack|accessdate=2019-07-25|author=Justice, Brandon|date=2000-06-29|format=|publisher=|language=en|archiveurl=https://web.archive.org/web/20141121071621/http://www.ign.com/articles/2000/06/30/sega-reveals-details-on-sega-sports-pack|archivedate=2014-11-21|website=IGN|dead-url=no}}</ref>和[[Hello Kitty]]<ref>{{Cite web|url=http://sega.jp/corp/release/1999/1025/|script-title=ja:Hello Kittyドリームキャストセット 発売のお知らせ|publisher=SEGA|accessdate=2019-07-25|language=ja|date=1999-10-25|dead-url=yes|archiveurl=https://web.archive.org/web/20150512130603/http://sega.jp/corp/release/1999/1025/|archivedate=2015-05-12}}</ref>等遊戲及品牌合作推出特別版主機,有些版本並同捆遊戲<ref name="RetroinspectionD"/>。 === 配件 === <gallery widths="150"> File:Sega-Dreamcast-Controller-wVMU-FR.jpg|美版Dreamcast控制器<br/>({{lang|en|MK-50100}}) File:Sega-Dreamcast-VMU.jpg|美版VMU<br/>({{lang|en|MK-50120}}) File:Sega-Dreamcast-Arcade-Stick.jpg|日版Dreamcast街機控制器<br/>({{lang|en|HKT-7300}}) File:Dreamcast-Jump-Pack.jpg|日版Dreamcast震動包<br/>({{lang|en|HKT-8600}}) File:Sega-Dreamcast-Mouse-BR.jpg|美版Dreamcast滑鼠<br/>({{lang|en|MK-80102}}) File:Sega-Dreamcast-Keyboard.jpg|美版Dreamcast鍵盤<br/>({{lang|en|HKT-7620}}) File:Sega-Dreamcast-Lightgun-FL.jpg|日版Dreamcast光線槍<br/>({{lang|en|HKT-7800}}) File:Dreamcast-Microphone.jpg|日版Dreamcast麥克風<br/>({{lang|en|HKT-7200}}) </gallery> Dreamcast隨附的[[遊戲控制器]]包括A、B、X、Y四個基礎按鈕、兩個[[線性扳機]]、一組[[十字鍵]]、一個[[類比搖桿]]和一個小型顯示器槽<ref name="関連・周辺機器">{{Cite web|url=https://sega.jp/history/hard/dreamcast/devices.html|script-title=ja:セガハード大百科 - ドリームキャスト - 関連・周辺機器|accessdate=2019-07-25|work=セガハード大百科|publisher=SEGA|language=ja|archiveurl=https://web.archive.org/web/20190325063724/https://sega.jp/history/hard/dreamcast/devices.html|archivedate=2019-03-25|dead-url=no}}</ref>。Dreamcast預設共支援四人遊玩,不過主機一般只同捆一支控制器<ref name="NextGen211"/><ref name="関連・周辺機器"/>。《[[Edge (雜誌)|Edge]]》的工作人員形容Dreamcast的遊戲控制器是「(SEGA)土星3D控制器的醜陋進化版」;[[1UP.com]]的山姆·甘迺迪({{lang|en|Sam Kennedy}})表示控制器「並不是很好」<ref name="Edge202">{{Cite web|title=The ten best consoles: our countdown of the greatest gameboxes of the last 20 years|url=http://www.edge-online.com/features/the-ten-best-consoles-the-greatest-gameboxes-from-the-past-20-years/|accessdate=2019-07-25|author=|date=2013-09-20|format=|work=Edge|publisher=|language=en|archiveurl=https://web.archive.org/web/20141128181657/http://www.edge-online.com/features/the-ten-best-consoles-the-greatest-gameboxes-from-the-past-20-years/|archivedate=2014-11-28|dead-url=yes}}</ref>;《[[Game Informer]]》的安迪·麥克納馬拉({{lang|en|Andy McNamara}})則認為控制器「有夠差」<ref>{{Cite web|title=Marvel Vs. Capcom - Dreamcast|url=http://www.gameinformer.com/reviews/review_detail.cfm?ITEM_ID=4233|accessdate=2019-07-25|author=|date=1999-10-28|format=|work=Game Informer|publisher=|language=en|archiveurl=https://web.archive.org/web/20001025165615/http://www.gameinformer.com/reviews/review_detail.cfm?ITEM_ID=4233|archivedate=2000-10-25|dead-url=yes}}</ref>;[[IGN]]在一篇報導中寫道:「與大多數遊戲控制器不同,世嘉(Dreamcast)的控制器強迫玩家的手長時間處於不舒服的位置。」<ref>{{Cite web|title=The Xbox Controller|url=http://www.ign.com/articles/2001/01/06/the-xbox-controller|accessdate=2019-07-25|author=|date=2001-01-05|format=|publisher=|language=en|archiveurl=https://web.archive.org/web/20141105024234/http://www.ign.com/articles/2001/01/06/the-xbox-controller|archivedate=2014-11-05|website=IGN|dead-url=no}}</ref>與[[Mega-CD]]和世嘉土星(使用內部儲存空間)不同,Dreamcast以[[記憶卡]]「[[VMU]]」({{langx|ja|ビジュアルメモリ}},{{langx|en|Visual Memory Unit}})為數據儲存媒介,容量約128 KB<ref name="Unified"/><ref name="関連・周辺機器"/><ref name="Soothsayer"/><ref name="IGN VMU"/>。VMU採用[[非揮發性記憶體]]({{lang|en|NVM}}),擁有一片小型[[液晶顯示器]]({{lang|en|LCD}})螢幕(解析度為48×32)、一組十字鍵和四個基礎按鍵,並以[[脈衝寬度調變]]({{lang|en|PWM}})的形式透過1個音訊頻道輸出音效<ref name="Unified"/><ref name="関連・周辺機器"/><ref name="Vintage">{{Cite book|last1=Loguidice|first1=Bill|last2=Barton|first2=Matt|title=Vintage Game Consoles: An Inside Look at Apple, Atari, Commodore, Nintendo, and the Greatest Gaming Platforms of All Time|publisher={{link-en|CRC Press|CRC Press}}|location=Boca Raton, Florida|year=2014|isbn=9780415856003|page=278|last=|language=en|pages=}}</ref><ref name="BW Peripherals">{{Cite web|title=Sega Dreamcast Launch Titles and Peripherals|url=http://www.thefreelibrary.com/Sega+Dreamcast+Launch+Titles+and+Peripherals.-a055638174|accessdate=2019-07-25|author=|date=1999-09-02|format=|work=BusinessWire|publisher=|language=en|archiveurl=https://web.archive.org/web/20141207174909/http://www.thefreelibrary.com/Sega+Dreamcast+Launch+Titles+and+Peripherals.-a055638174|archivedate=2014-12-07|dead-url=no}}</ref>。除了儲存數據以外,玩家還能連結VMU至一些世嘉的街機系統,也可以在VMU上進行一些基本的[[迷你遊戲]],部分迷你遊戲中獲得的道具可以在Dreamcast遊戲中使用<ref name="Unified"/><ref name="関連・周辺機器"/><ref name="Soothsayer"/><ref name="IGN VMU">{{Cite web|title=Dreamcast VMU|url=http://www.ign.com/articles/1999/08/14/dreamcast-vmu|accessdate=2019-07-25|author=|date=1999-08-13|format=|publisher=|language=en|archiveurl=https://web.archive.org/web/20141105023644/http://www.ign.com/articles/1999/08/14/dreamcast-vmu|archivedate=2014-11-05|website=IGN|dead-url=no}}</ref><ref name="Avant-Garde"/>;在插入Dreamcast控制器的小型顯示器擴充槽後,VMU將作為第二螢幕使用,可顯示額外的遊戲資訊,並提供一些互動機能,例如在《NFL 2K》中{{link-en|籌畫策略系統|Play calling system|籌畫策略}},或是在《音速小子大冒險》中飼養[[電子寵物]]<ref name="関連・周辺機器"/><ref name="Soothsayer">{{Cite web|title=Sega: A Soothsayer of the Games Industry|url=http://www.ign.com/articles/2012/05/20/sega-a-soothsayer-of-the-games-industry|accessdate=2014-11-05|author=|date=2012-05-20|last=Redsell|first=Adam|format=|publisher=|language=en|archiveurl=https://web.archive.org/web/20131012022048/http://www.ign.com/articles/2012/05/20/sega-a-soothsayer-of-the-games-industry|archivedate=2013-10-12|website=IGN|dead-url=no}}</ref><ref name="GS 2K Retro">{{Cite web|title=GameSpot Sports Classic - NFL 2K|url=http://www.gamespot.com/articles/gamespot-sports-classic-nfl-2k/1100-6130024/|accessdate=2014-11-05|author=|date=2005-08-02|last=Ekberg|first=Brian|format=|publisher=|language=en|archiveurl=https://web.archive.org/web/20150129041115/http://www.gamespot.com/articles/gamespot-sports-classic-nfl-2k/1100-6130024/|archivedate=2015-01-29|website=GameSpot|dead-url=no}}</ref>。在採用將VMU插槽併入控制器的設計之後,世嘉的工程師發現了許多其他擴充槽的用途,因此決定在控制器上添加第二個擴充槽<ref name="Unified"/>。第二個擴充槽通常用來放置振動包,如世嘉官方推出的「噗嚕噗嚕Pack」({{lang|ja|ぷるぷるぱっく}},{{lang|en|HKT-8600}})和Performance推出的「{{lang|en|Tremor Pack}}」等,不過也可以用於其他配件,如世嘉推出的[[麥克風]]「麥克風設備」({{lang|ja|マイクデバイス}},{{lang|en|HKT-7200}})<ref name="Unified"/><ref name="NextGen211"/><ref name="関連・周辺機器"/><ref name="Vintage"/><ref name="BW Peripherals"/>。某些第三方廠商也有推出儲存卡,部分並同樣附帶了LCD螢幕<ref name="NextGen211"/>。艾美加(現[[LenovoEMC]])曾與世嘉簽約,預計推出相容於Dreamcast的[[極碟]],可使用特製的高容量[[磁片]]存儲高達100 MB的數據,不過最終從未正式發售<ref name="RetroinspectionD"/><ref name="NextGen211"/><ref>{{Cite web|script-title=ja:セガ IOMEGA社 技術提携 ドリームキャストにIOMEGA社 を採用|url=http://www.sega.co.jp/sega/corp/news/nr990423_2.html|accessdate=2019-08-26|date=1999-04-21|format=|publisher=SEGA|language=ja|archiveurl=https://web.archive.org/web/20000816085556/http://www.sega.co.jp/sega/corp/news/nr990423_2.html|archivedate=2000-08-16|dead-url=yes}}</ref>。 因應需求,世嘉還推出了「街機控制器」({{lang|ja|アーケードスティック}},{{lang|en|HKT-7300}})、「雙搖桿控制器」({{lang|ja|ツインスティック}},{{lang|en|HKT-7500}})及「方向盤控制器」({{Lang|ja|レーシングコントローラ}},{{lang|en|HKT-7400}})等各種特殊控制器<ref name="関連・周辺機器"/>。世嘉甚至還推出了專門的[[釣竿]]式{{link-en|運動控制器|Motion controller}}「釣魚控制器」({{lang|ja|つりコントローラ}},{{lang|en|HKT-8701}}),儘管控制器主要是為《{{link-en|SEGA釣魚高手|Sega Bass Fishing}}》等釣魚遊戲設計的,不過也可以在《[[劍魂 (格鬥遊戲)|劍魂]]》中以類似揮劍的方式使用,常被稱為[[Wii遙控器]]的前身<ref name="NextGen211"/><ref name="関連・周辺機器"/><ref name="Soothsayer"/><ref name="BW Peripherals"/>。除世嘉以外,{{link-en|美加獅|Mad Catz}}等第三方公司也推出各種包括額外按鈕和其他新增機能的Dreamcast控制器<ref name="NextGen211"/>;有些第三方公司針對格鬥遊戲需求研製了街機式搖桿控制器,如Agetec的「{{lang|en|Arcade Stick}}」及Interact的「{{lang|en|Alloy Arcade Stick}}」等<ref name="NextGen211"/><ref name="BW Peripherals"/>。美加獅和Agetec還推出了賽車遊戲用的方向盤控制器<ref name="NextGen211"/>。另外,世嘉在日本有推出官方的[[光線槍]]「Dreamcast槍」({{Lang|ja|ドリームキャスト・ガン}},{{lang|en|HKT-7801}}),不過並沒有在北美地區推出,取而代之的是各式第三方光線槍<ref name="NextGen211"/><ref name="関連・周辺機器"/><ref>{{Cite web|title=Confidential Mission|url=http://www.ign.com/articles/2001/05/23/confidential-mission|accessdate=2019-07-25|author=|date=2001-05-23|last=Chau|first=Anthony|format=|publisher=|language=en|archiveurl=https://web.archive.org/web/20141207112421/http://www.ign.com/articles/2001/05/23/confidential-mission|archivedate=2014-12-07|quote=Unfortunately, if you have the Japanese DC light gun, {{link-en|機密任務|Confidential Mission|Confidential Mission}} will only work with US third party light guns.|website=IGN|dead-url=no}}</ref>。 玩家可以透過傳輸線「Dreamcast對戰線」({{lang|ja|ドリームキャスト・対戦ケーブル}},{{lang|en|HKT-9500}})讓Dreamcast主機間互相連接以進行對戰,此外Dreamcast也可以與[[SNK]]的[[掌上遊戲機]][[Neo Geo Pocket Color]]連接,與後來[[任天堂]]的[[GBA傳輸線]]類似。透過傳輸線的連動,可以讓部分遊戲出現變化,例如加快賺錢速度,或是解開隱藏的遊戲角色等<ref name="Dreamcast memorial"/><ref name="関連・周辺機器"/>。世嘉還推出了數位相機{{link-en|Dreameye|Dreameye}}({{lang|ja|ドリームアイ}},{{lang|en|HKT-9401}}),能夠與主機連接,並透過網際網路進行{{link-en|影像電話|Videotelephony}}及聊天,與後來[[索尼]]的[[EyeToy]]相似<ref name="関連・周辺機器"/><ref name="Avant-Garde"/><ref>{{Cite web|title=IGNDC Talks Dreameye with Sega|url=http://www.ign.com/articles/2000/03/07/igndc-talks-dreameye-with-sega|accessdate=2014-12-01|author=|date=2000-03-06|format=|publisher=|language=en|archiveurl=https://web.archive.org/web/20141207112545/http://www.ign.com/articles/2000/03/07/igndc-talks-dreameye-with-sega|archivedate=2014-12-07|website=IGN|dead-url=no}}</ref>。針對[[乙太網路]]的興起,世嘉也為Dreamcast推出了轉接器「寬頻轉接器」({{lang|ja|ブロードバンドアダプタ}},{{lang|en|HIT-0400}}),支援10BASE-T[[雙絞線乙太網路]]標準;Dreamcast預設之數據機配件在纜線插槽旁的標示為「{{lang|en|LINE}}」,而此配件的則標示「{{lang|en|LAN}}」<ref name="関連・周辺機器"/>。世嘉還曾計畫讓Dreamcast能夠撥接電話,並與[[摩托羅拉|摩托羅-{}-拉]]合作研發開發具有網際網路功能的手機,預定將使用相關技術快速下載遊戲,不過皆因世嘉退出家用遊戲機市場而胎死腹中<ref name="Avant-Garde">{{Cite journal|title=The Dreamcast, Console of the Avant-Garde|author=|url=|first1=Nick|last2=Consalvo|first2=Mia|date=|journal=Loading... The Journal of the Canadian Game Studies Association|issue=|doi=|others=|year=|volume=6|page=|pages=82–99|language=en|pmid=|last1=Montfort|number=9}}</ref>。此外,世嘉也有推出Dreamcast鍵盤({{lang|ja|ドリームキャスト・キーボード}},{{lang|en|HKT-4000}}/{{lang|en|HKT-7600}})、Dreamcast滑鼠({{lang|ja|ドリームキャスト・マウス}},{{lang|en|HKT-9900}})等配件<ref name="関連・周辺機器"/>。 Dreamcast預設使用[[AV端子]]輸出訊號,而世嘉和一些第三方廠商也提供{{link-en|射頻調製器|RF modulator}}和[[S-端子]]等不同的訊號輸出選擇,其中{{link-en|Dreamcast VGA|Dreamcast VGA|VGA轉接器}}使Dreamcast能輸出[[視訊圖形陣列]]({{lang|en|VGA}})訊號,並在支援VGA的[[顯示器]]上顯示<ref name="NextGen211"/><ref name="関連・周辺機器"/>。 == 遊戲陣容 == {{See also|Dreamcast遊戲列表}} [[File:SegagagaBattle.jpg|替代=|左|缩略图|300px|Dreamcast遊戲《[[世嘉嘉嘉]]》截圖,圖中本作主角瀨賀太郎正與另一款世嘉自家遊戲《{{link-en|歡樂森巴|Samba de Amigo}}》的主角Amigo({{lang|ja|アミーゴ}})進行對戰]] [[File:Dreamcast logo label.tif|替代=|缩略图|150px|日版Dreamcast遊戲封面上常見的Dreamcast識別標誌]] 在Dreamcast發售前,世嘉推出了全新的[[街機]][[街機主機板|主機板]][[NAOMI]],作為其既有街機主機板{{link-en|SEGA Model-3|SEGA Model-3}}的繼任者<ref>{{Cite web|last=Ohbuchi|first=Yutaka|url=http://www.gamespot.com/articles/how-naomi-got-its-groove-on/1100-2464869/|title=How Naomi Got Its Groove On|website=GameSpot|date=1998-09-17|accessdate=2014-12-09|archiveurl=https://web.archive.org/web/20171224213728/https://www.gamespot.com/articles/how-naomi-got-its-groove-on/1100-2464869/|archivedate=2017-12-24|dead-url=no|language=en}}</ref>。由於NAOMI擁有與Dreamcast相近的硬體規格,使得遊戲開發商可以接近完美的[[移植 (軟體)|移植]]街機遊戲至Dreamcast平臺<ref name="IGN History of Dreamcast"/><ref name="Unified"/>。許多日本的著名遊戲開發商後來都將其街機遊戲移植至Dreamcast,包括[[卡普空]](移植了《{{link-en|漫威對卡普空2 英雄們的新世紀|Marvel vs. Capcom 2: New Age of Heroes}}》和《{{link-en|燃燒吧!正義學園|Project Justice}}》等遊戲)、[[特庫摩]](移植了《[[生死格鬥2]]》等遊戲)、[[Treasure (公司)|Treasure]](移植了《[[斑鳩 (遊戲)|斑鳩]]》等遊戲)以及世嘉本身(移植了《{{link-en|F355 Challenge|F355 Challenge}}》和《[[瘋狂計程車]]》等遊戲)等<ref name="RetroinspectionD"/><ref name=":8"/><ref>{{Cite web|title=Dead or Alive 2|url=http://www.ign.com/games/dead-or-alive-2/ps2-14030|accessdate=2019-07-26|author=|date=|format=|publisher=IGN|language=en|archiveurl=https://web.archive.org/web/20160320173500/http://www.ign.com/games/dead-or-alive-2/ps2-14030|archivedate=2016-03-20|dead-url=no}}</ref><ref>{{Cite web|title=Ikaruga Review|url=http://www.edge-online.com/review/ikaruga-review/|accessdate=2019-07-26|author=|date=2002-10-10|format=|work=Edge|publisher=|language=en|archiveurl=https://web.archive.org/web/20130531103052/http://www.edge-online.com/review/ikaruga-review/|archivedate=2013-05-31|dead-url=yes}}</ref>。 2000年,世嘉進行了組織重組,將旗下各街機和電子遊戲機開發小組整合為9個獨立的工作室,由頂尖的遊戲設計師領導,分別為{{link-en|SEGA AM1|Sega AM1|WOW Entertainment}}(由[[中川力也]]領導)、{{link-en|SEGA AM2|Sega AM2}}(通稱{{lang|en|AM2}},是世嘉最負盛名的街機遊戲開發部門,主導開發[[VR快打系列]]遊戲,由世嘉最著名的遊戲設計師之一[[鈴木裕]]領導{{sfn|L. Kent|2001|pp=501, 578}})、{{link-en|SEGA AM3|Sega AM3|Hitmaker}}(由《瘋狂計程車》製作人、後來的世嘉社長{{link-en|小口久雄|Hisao Oguchi}}領導{{sfn|L. Kent|2001|pp=324, 578}})、[[人中之龍工作室|Amusement Vision]](由[[超級猴子球系列]]及後來的[[人中之龍系列]]製作人[[名越稔洋]]領導)、{{link-en|SEGA AM3#SEGA Rosso|Sega AM3#Sega Rosso|SEGA Rosso}}(由[[佐佐木健司]]領導)、{{link-en|Smilebit|Smilebit}}(由[[新井瞬]]領導,包含許多先前參與{{link-en|飛龍騎士系列|Panzer Dragoon}}製作及後來參與人中之龍系列遊戲製作的{{link-en|SEGA Sports研究開發部門|Sega Sports R&D|Team Andromeda}}成員<ref>cf. {{Cite web|title=Panzer Dragoon Saga Retrospective|url=http://www.1up.com/features/panzer-dragoon-saga-retrospective?pager.offset=4|accessdate=2019-07-26|author=|date=2007-09-11|last=Mielke|first=James|format=|publisher=|language=en|dead-url=no|quote='''Yukio Futatsugi:''' The director of {{link-en|飛龍騎士 Orta|Panzer Dragoon Orta|Orta}} was in charge of the battle system in [[鐵甲飛龍 RPG|Panzer Dragoon Saga]].|website=1UP.com|page=5|archiveurl=https://web.archive.org/web/20151208060059/http://www.1up.com/features/panzer-dragoon-saga-retrospective?pager.offset=4|archivedate=2015-12-08}}</ref>)、{{link-en|SEGA AM1|Sega AM1|Overworks}}(由{{link-ja|大場規勝|大場規勝}}領導,包含許多參與[[櫻花大戰系列]]、{{link-en|忍系列|Shinobi (series)}}和[[怒之鐵拳系列]]遊戲製作的開發者<ref>{{Cite web|url=http://www.ign.com/articles/2002/05/23/e3-2002-shinobi-interview|title=E3 2002: Shinobi Interview|website=IGN|date=2002-05-23|accessdate=2014-10-26|dead-url=no|archiveurl=https://web.archive.org/web/20141026052214/http://www.ign.com/articles/2002/05/23/e3-2002-shinobi-interview|archivedate=2014-10-26|language=en}}</ref><ref>{{Cite web|last=Parish|first=Jeremy|url=http://www.1up.com/do/previewPage?pager.offset=0&cId=3170197&p=|title=Valkyria Chronicles Interview|website=1UP.com|date=2008-09-26|accessdate=2016-12-10|quote='''Ryutaro Nonaka:''' Yes, definitely—I've had a lot of experience with strategy thanks to Sakura Taisen. But I've also worked with a fair number of action titles as well, including a game called {{link-en|Nightshade|Nightshade (2003 video game)|Nightshade}}... The team also worked with Skies of Arcadia, and we gathered a staff from many different titles.|archiveurl=https://web.archive.org/web/20110605015721/http://www.1up.com/do/previewPage?pager.offset%3D0%26cId%3D3170197%26p%3D|archivedate=2011-06-05|language=en|dead-url=no}}</ref>)、[[Sonic Team]](主導開發世嘉招牌[[音速小子系列]],由[[中裕司]]領導)和{{link-en|United Game Artists|United Game Artists}}(簡稱{{lang|en|UGA}},由《{{link-en|SEGA冠軍拉力賽車|Sega Rally Championship}}》製作人[[水口哲也]]領導)<ref name="IGN's History of Sega"/><ref name="IGN History of Dreamcast"/><ref name="Dreamcast memorial"/><ref name=":8"/>{{sfn|L. Kent|2001|pp=577–578, 581}}。世嘉在此時期鼓勵各工作室的遊戲設計師運用各式遊戲元素進行實驗,遊戲審批程-{}-序也相對寬鬆<ref name="Avant-Garde"/>,使得Dreamcast上得以出現《{{link-en|Rez|Rez}}》(以[[捲軸射擊遊戲]]的形式模-{}-擬[[聯覺]])<ref>{{Cite web|script-title=ja:セガの『Rez』、第6回文化庁メディア芸術祭審査委員会特別賞を受賞|url=http://sega.jp/corp/release/2002/1219/|accessdate=2019-08-01|author=|date=2002-12-19|publisher=SEGA|language=ja|archiveurl=https://web.archive.org/web/20111107235004/http://sega.jp/corp/release/2002/1219/|archivedate=2011-11-07|dead-url=no}}</ref><ref name="1UP Rez">{{Cite web|last=Kennedy|first=Sam|url=http://www.1up.com/do/reviewPage?cId=3165700|title=Rez HD (Xbox 360)|website=1UP.com|date=2008-01-29|accessdate=2016-12-10|archiveurl=https://archive.today/20070516074722/http://www.1up.com/do/reviewPage?cId=3165700|archivedate=2007-05-16|language=en|dead-url=no}}</ref><ref>{{Cite web|url=http://www.edge-online.com/review/rez-review/|title=Rez Review|work=Edge|date=2001-11-29|accessdate=2019-07-28|quote=In its appreciation of 3-{}-D space and in the way themes of evolution and transcendence are intertwined with, and layered on top of, exhilarating abstract soundscapes, Rez is a work of genius.|dead-url=no|archiveurl=https://web.archive.org/web/20141122131408/http://www.edge-online.com/review/rez-review/|archivedate=2014-11-22|language=en}}</ref><ref>{{Cite web|last=Parkin|first=Simon|url=http://www.eurogamer.net/articles/rez-hd-review|title=Rez HD|work=Eurogamer|date=2008-01-30|accessdate=2014-10-24|dead-url=no|archiveurl=https://web.archive.org/web/20140926120150/http://www.eurogamer.net/articles/rez-hd-review|archivedate=2014-09-26|language=en}}</ref>、《[[死亡鬼屋打字版]]》(將《[[死亡鬼屋2]]》與[[盲打]]元素結合)<ref>{{Cite magazine|title=Retro Reviews: Typing of the Dead|magazine=Game Informer|volume=15|issue=150|date=2005-10|page=165|quote=One of the strangest titles to come out of Sega's workshop... It's actually a more addictive and challenging game than the original game that it is based on.|language=en}}</ref><ref name="GI Top">{{Cite magazine|title=From the Living Room to the Grave: Remembering the Top 10 Dreamcast Games|magazine=Game Informer|volume=16|issue=166|date=2007-02|pages=116–117|language=en}}</ref>{{sfn|Mott|2013|p=415. "'I'm dating the head cheerleader', you might type while playing The Typing of the Dead, before digressing into an extended discourse on health and safety measures or financial prudence"}}、《{{link-en|人面魚 (電子遊戲)|Seaman (video game)|人面魚}}》(飼養一隻有著人類面孔的魚)<ref>{{Cite magazine|title=Retro Reviews: Seaman|magazine=Game Informer|volume=15|issue=151|date=2005-11|page=198|quote=A surreal adventure with a certain brand of humor rarely achieved today.}} cf. {{Cite web|last=Provo|first=Frank|url=http://www.gamespot.com/dreamcast/sim/seaman/review.html|title=Seaman Review|website=GameSpot|date=2000-08-08|accessdate=2014-10-24|archiveurl=https://web.archive.org/web/20110830223755/http://www.gamespot.com/dreamcast/sim/seaman/review.html|archivedate=2011-08-30|language=en|dead-url=no}}</ref>{{sfn|Mott|2013|p=407}},以及《[[世嘉嘉嘉]]》(透過各種方式阻止故事中的世嘉退出電子遊戲機市場)等較非主流、充滿創意的遊戲<ref name=":8"/><ref>{{Cite web|url=http://www.edge-online.com/features/story-sega%C3%ADs-oddest-game-ever|title=The Story of Sega's Oddest Game Ever|work=Edge|date=2008-07-21|accessdate=2014-10-24|dead-url=yes|archiveurl=https://web.archive.org/web/20120527150812/http://www.edge-online.com/features/story-sega%C3%ADs-oddest-game-ever|archivedate=2012-05-27}} cf. {{Cite magazine|last=Vore|first=Bryan|title=Alex Kidd: Sega's Forgotten Mascot|magazine=Game Informer|volume=22|issue=227|date=2012-03|pages=98–99|quote='''[[Alex Kidd]], Segagaga:''' I debuted as Sega's mascot, and went head-to-head against Nintendo's Mario. But it didn't work out in the end. For the longest time after that, I beat myself up about it, thinking about why it turned out the way it did. I spent a lot of time on this riverbank, staring at the sunset.|language=en}}</ref>。世嘉同時也復活了一些久未推出新作的系列,如{{link-en|海豚歷險記系列|Ecco the Dolphin (series)}}等<ref name="gamasutra1"/><ref name=":8"/>。 在由UGA開發的[[音樂遊戲]]《{{link-en|太空頻道5號|Space Channel 5}}》中,玩家操作一位名為舞菈菈({{lang|ja|うらら}}/{{lang|en|Ulala}})的女性外太空新聞播報員,透過跳舞的方式擊退外星人{{sfn|L. Kent|2001|p=581}}{{sfn|Mott|2013|p=410}}。儘管一開始預定受眾為女性非核心玩家,《太空頻道5號》最後成為了世嘉最受歡迎的遊戲之一,輿論多稱其融合了復古與令人振奮的音樂風格,並有著絢麗、色彩豐富的視覺表現,不過也有評論稱其「缺乏遊戲性」<ref name="IGN History of Dreamcast"/><ref name="Best GamesRadar"/>{{sfn|Mott|2013|p=410}}。《太空頻道5號》與前述同樣由UGA開發的《Rez》都沒有在銷售上取得佳績,《Rez》一開始甚至只在日本推出,其他地區的玩家只能等到Dreamcast退出市場後才有機會透過限量的PlayStation 2移植版本體驗到這款遊戲<ref name="1UP Rez"/><ref name="Mizuguchi Kikizo">{{Cite web|url=http://archive.videogamesdaily.com/features/tetsuya_mizuguchi_iv_oct05_p1.asp|title=Tetsuya Mizuguchi Interview 2005|publisher=Kikizo|date=2005-10-13|accessdate=2014-10-24|language=en|dead-url=yes|archiveurl=https://web.archive.org/web/20140803151255/http://archive.videogamesdaily.com/features/tetsuya_mizuguchi_iv_oct05_p1.asp|archivedate=2014-08-03}} cf. {{Cite magazine|last=Thomason|first=Steve|title=Love Story|magazine=[[Nintendo Power]]|volume=19|issue=201|date=2006-03|pages=38–39|language=en}}</ref>。Hitmaker移植了一些街機作品,其中[[開放世界]][[競速遊戲]]《瘋狂計程車》以其容易上癮的遊戲性著稱<ref name="GI Top"/>、銷量達100萬份以上<ref name="IGN History of Dreamcast"/>,並常與以簡單的控制技巧和測試玩家技術用的有趣迷你遊戲重新定義網球遊戲的《{{link-en|虛擬網球|Virtua Tennis}}》共稱為Dreamcast上最優秀的遊戲之一<ref name="Best GamesRadar"/><ref name="Dreamcast Dozen">{{Cite web|last=Whitehead|first=Dan|url=http://www.eurogamer.net/articles/the-dreamcast-dozen-article|title=The Dreamcast Dozen|work=Eurogamer|date=2009-01-02|accessdate=2014-11-04|dead-url=no|archiveurl=https://web.archive.org/web/20141104120302/http://www.eurogamer.net/articles/the-dreamcast-dozen-article|archivedate=2014-11-04|language=en}}</ref><ref name="IGN Top 25">{{Cite web|url=http://www.ign.com/articles/2009/09/11/the-top-25-dreamcast-games?page=1|title=The Top 25 Dreamcast Games|website=IGN|date=2009-09-11|accessdate=2019-07-28|dead-url=no|archiveurl=https://web.archive.org/web/20141105061155/http://www.ign.com/articles/2009/09/11/the-top-25-dreamcast-games?page=1|archivedate=2014-11-05|language=en}}</ref><ref>{{Cite magazine|last=Hegelson|first=Matt|title=Tennis 2K2|magazine=Game Informer|volume=12|issue=113|date=September 2002|page=81|quote=... universally hailed as the greatest tennis game ever.|language=en}} cf. {{Cite web|last=Chen|first=Jeff|url=http://www.ign.com/articles/2000/07/08/virtua-tennis-sega-professional-tennis|title=Virtua Tennis: Sega Professional Tennis|website=IGN|date=2000-07-07|accessdate=2014-10-24|dead-url=no|archiveurl=https://web.archive.org/web/20141024093255/http://www.ign.com/articles/2000/07/08/virtua-tennis-sega-professional-tennis|archivedate=2014-10-24|language=en}} cf. {{Cite web|last=Gerstmann|first=Jeff|url=http://www.gamespot.com/reviews/virtua-tennis-review/1900-2601195/|title=Virtua Tennis Review|website=GameSpot|date=2000-07-10|accessdate=2014-11-04|dead-url=no|archiveurl=https://web.archive.org/web/20140218004029/http://www.gamespot.com/reviews/virtua-tennis-review/1900-2601195/|archivedate=2014-02-18|language=en}} cf. {{Cite web|last=Reed|first=Kristian|url=http://www.eurogamer.net/articles/r_virtuatennis2_ps2|title=Virtua Tennis 2|website=Eurogamer|date=2002-11-19|accessdate=2014-11-04|quote=Two of the greatest sports titles ever made were released on the console: Virtua Tennis and its superior sequel Virtua Tennis 2.|dead-url=no|archiveurl=https://web.archive.org/web/20141104120351/http://www.eurogamer.net/articles/r_virtuatennis2_ps2|archivedate=2014-11-04}} cf. {{Cite web|url=http://www.metacritic.com/game/dreamcast/virtua-tennis|title=Virtua Tennis (Dreamcast)|website=Metacritic|accessdate=2019-07-28|dead-url=no|archiveurl=https://web.archive.org/web/20150117164425/http://www.metacritic.com/game/dreamcast/virtua-tennis|archivedate=2015-01-17|language=en}}</ref><ref name="GI Top 100">{{Cite magazine|title=Top 100 Games of All Time|magazine=Game Informer|volume=11|issue=100|date=2001-08|pages=22–41|language=en}}</ref>。Smilebit開發的《[[Jet Set Radio]]》讓玩家扮演幫派「{{lang|en|The GGs}}」的成員,以{{link-en|直排輪滑鞋|Inline skates}}穿梭於城市之中,利用[[塗鴉]]奪取其他幫派的地盤,同時躲避警察的追捕,是世嘉在Dreamcast時期鼓勵使用原創遊戲元素的典型範例。《Jet Set Radio》作曲人{{link-en|長沼英樹|Hideki Naganuma}}「虛幻、鏗鏘有力」的音樂結合了[[日本流行音樂]]和{{link-en|Boogie|Boogie (genre)}},加上自我情緒抒發和[[非暴力抵抗]]元素,普遍受到輿論讚譽<ref name="Ingenito">{{Cite web|last=Ingenito|first=Vince|url=http://www.ign.com/articles/2012/09/17/jet-set-radio-review|title=Jet Set Radio Review|website=IGN|date=2012-09-17|accessdate=2014-11-04|quote=The overall gameplay in Jet Set Radio is merely passable... But the game didn't enslave a throng of loyal fans because of its gameplay, odd as that might sound. It was its style and spirit that made it worth experiencing.|dead-url=no|archiveurl=https://web.archive.org/web/20141104114412/http://www.ign.com/articles/2012/09/17/jet-set-radio-review|archivedate=2014-11-04|language=en}}</ref>{{sfn|Mott|2013|p=431}};本作同時也使[[卡通渲染]]風格興起<ref name="IGN History of Dreamcast"/><ref>{{Cite web|last=Leone|first=Matt|url=http://www.1up.com/features/essential-50-jet-grind-radio|title=The Essential 50 Part 48: Jet Grind Radio|website=1UP.com|accessdate=2016-12-10|quote='''Takayuki Kawagoe:''' It would be a success if it can become a part of the memory of the users rather than set a record for sales.|archiveurl=https://archive.today/20140201013852/http://www.1up.com/features/essential-50-jet-grind-radio|archivedate=2014-02-01|language=en|dead-url=no}}</ref>。儘管在諸多方面受到讚譽,《Jet Set Radio》仍被一些人批評遊戲性中庸,最後遊戲銷量也沒有達到世嘉的期望<ref name="Ingenito"/><ref>{{Cite web|last=Justice|first=Brandon|url=http://www.ign.com/articles/2000/10/28/jet-grind-radio-3|title=Jet Grind Radio|website=IGN|date=2000-10-27|accessdate=2014-11-04|quote=Smilebit shows why Sega has the best development stable in the world... It truly is an original creation, and you can see this distinctness shine through in every aspect of the game.|dead-url=no|archiveurl=https://web.archive.org/web/20141104113112/http://www.ign.com/articles/2000/10/28/jet-grind-radio-3|archivedate=2014-11-04|language=en}} cf. {{Cite magazine|author=Reiner|title=Jet Set Radio|magazine=Game Informer|volume=10|issue=92|date=December 2000|pages=116–117|quote=The rewards are magnificent, and each stage is something to behold, but the gameplay is mediocre at best.|language=en}} cf. {{Cite web|last=Venter|first=Jason|url=http://www.gamespot.com/reviews/jet-set-radio-review/1900-6396616/|title=Jet Set Radio Review|website=GameSpot|date=2012-09-17|accessdate=2014-11-26|quote=Even the simple act of skating in a straight line can sometimes prove difficult.|dead-url=no|archiveurl=https://web.archive.org/web/20141218055653/http://www.gamespot.com/reviews/jet-set-radio-review/1900-6396616/|archivedate=2014-12-18|language=en}}</ref>{{sfn|L. Kent|2001|p=587}}。由Overworks開發、[[小玉理惠子]]擔綱製作的傳統[[角色扮演遊戲]]《[[永恆的阿卡迪亞]]》則因受法國小說家[[朱爾·凡爾納]]啟發的超現實奇幻世界觀、迷人的主角群、強調武器的環境屬性、刺激的飛艇戰鬥,以及令人印象深刻的劇情而廣受好評<ref name="IGN History of Dreamcast"/><ref>{{Cite magazine|last=Thomason|first=Steve|title=Birth of a Hedgehog|magazine=Nintendo Power|volume=20|issue=211|date=2007-01|page=71|language=en}}</ref><ref>{{Cite web|last=Chau|first=Anthony|url=http://www.ign.com/articles/2000/11/15/skies-of-arcadia|title=Skies of Arcadia|website=IGN|date=2000-11-14|accessdate=2014-11-04|dead-url=no|archiveurl=https://web.archive.org/web/20141104114303/http://www.ign.com/articles/2000/11/15/skies-of-arcadia|archivedate=2014-11-04|language=en}} cf. {{Cite web|last=Shoemaker|first=Brad|url=http://www.gamespot.com/reviews/skies-of-arcadia-review/1900-2641052/|title=Skies of Arcadia Review|website=GameSpot|date=2000-10-16|accessdate=2014-11-04|dead-url=no|archiveurl=https://web.archive.org/web/20141123014431/http://www.gamespot.com/reviews/skies-of-arcadia-review/1900-2641052/|archivedate=2014-11-23|language=en}} cf. {{Cite web|author=Reiner|url=http://www.gameinformer.com/Games/Review/200302/R03.0730.1459.43940.htm?CS_pid=220263|title=Skies of Arcadia Legends|work=Game Informer|accessdate=2014-11-04|dead-url=yes|archiveurl=https://web.archive.org/web/20051112171012/http://www.gameinformer.com/Games/Review/200302/R03.0730.1459.43940.htm?CS_pid=220263|archivedate=2005-11-12|language=en}} cf. {{Cite web|url=http://www.edge-online.com/features/time-extend-skies-arcadia/|title=Time Extend: Skies of Arcadia|work=Edge|date=2009-07-19|accessdate=2015-03-05|quote=The moment when Vyse officially leaves home... with his skyfaring dad acknowledging him as an equal, is as touching as it isn't melodramatic, with both parents on hand to offer their blessings instead of blubbery histrionics. Vyse's down-to-earth nature is buffered by the aforementioned Aika, an ever-present confidante and childhood friend, and a playful female companion. More games need a marriage like this: splitting the emotional and verbal duties of the lead character into a double act, a sexless husband and wife who can reassure and question one another without the game having to resort to the internal monologue of a glum teen. Aika and Vyse's relationship is flirty and loving, but never blooms into the dreaded romantic subplot, filled with ellipses and uncomfortable mutterings.|dead-url=yes|archiveurl=https://web.archive.org/web/20141110211143/http://www.edge-online.com/features/time-extend-skies-arcadia/|archivedate=2014-11-10|language=en}}</ref>{{sfn|Mott|2013|p=438}}。 {{Quote box |quote=「如果要說哪一部電子遊戲機有資格成功,那應該就是Dreamcast。Dreamcast擁有驚為天人的遊戲陣容。儘管她已經退出了市場競爭,壽命僅僅18個月,卻擁有比已推出5年有餘的[[任天堂64]]更大、更好的遊戲陣容。Dreamcast是一部優秀的主機。」|width=30em|source=——作家{{link-en|史蒂文·L·肯特|Steven L. Kent}},於2001年3月一篇評論文章中表示<ref>{{Cite magazine|title=GI "Quotables"|magazine=Game Informer|volume=11|issue=100|date=2001-08|pages=44–45|language=en}}</ref>。}} AM2為Dreamcast開發了[[動作冒險遊戲]]《[[莎木 一章 橫須賀]]》(通稱《莎木》),世嘉冀望其能成為Dreamcast的[[殺手級應用|殺手級遊戲]]<ref name="20歲生日" /><ref name="IGN's History of Sega"/><ref name="History">{{Cite web|url=http://www.ign.com/articles/1999/07/14/shenmue-the-history|title=Shenmue, the History|work=IGN|date=1999-07-13|accessdate=2014-10-26|dead-url=no|archiveurl=https://web.archive.org/web/20141030003504/http://www.ign.com/articles/1999/07/14/shenmue-the-history|archivedate=2014-10-30|language=en}}</ref>。故事劇情主要描述圍繞在主角芭月涼的為父報仇之路,而本作的主打賣點即為故事主要發生地點[[橫須賀市]],其舞臺的寬廣和細膩程度都是前所未見的<ref name="Ages">{{Cite web|last=Kolan|first=Patrick|url=http://www.ign.com/articles/2007/08/08/shenmue-through-the-ages|title=Shenmue: Through the Ages|website=IGN|date=2007-08-07|accessdate=2014-10-26|dead-url=no|archiveurl=https://web.archive.org/web/20141104113911/http://www.ign.com/articles/2007/08/08/shenmue-through-the-ages|archivedate=2014-11-04|language=en}}</ref>{{sfn|Mott|2013|p=406}}。《莎木》引入了實時日夜循環、天氣變化、擁有各自行動模式的[[非玩家角色]]({{lang|en|NPC}})、大量可互動物件,以及大幅進化的[[快速反應事件]]系統<ref>{{Cite web|last=Lamosca|first=Adam|url=http://www.escapistmagazine.com/articles/view/video-games/columns/waypoints/1310-On-Screen-Help-In-Game-Hindrance|title=On-Screen Help, In-Game Hindrance|work=[[The Escapist]]|date=2007-06-24|accessdate=2014-10-26|dead-url=no|archiveurl=https://web.archive.org/web/20140502182342/http://www.escapistmagazine.com/articles/view/video-games/columns/waypoints/1310-On-Screen-Help-In-Game-Hindrance|archivedate=2014-05-02|language=en}}</ref>{{sfn|Mott|2013|p=406}}等諸多劃時代的遊戲元素,也導致本作的製作經費極為高昂,鈴木裕稱世嘉投入多達50億日圓的資金開發<ref name="Ages"/><ref>{{Cite web|title=GDC: The Future of Shenmue|url=http://www.ign.com/articles/2011/03/02/gdc-the-future-of-shenmue|accessdate=2019-07-28|date=2011-03-02|last=Gallegos|first=Anthony|language=en|archiveurl=https://web.archive.org/web/20141105034053/http://www.ign.com/articles/2011/03/02/gdc-the-future-of-shenmue|archivedate=2014-11-05|website=IGN|dead-url=no}}</ref>{{sfn|Mott|2013|p=406}}{{sfn|L. Kent|2001|p=578}}。原先莎木系列預定將有11個章節,但最後縮減到僅三部曲之譜,至Dreamcast停產前並只有一款續作《[[莎木II]]》推出<ref name="IGN History of Dreamcast"/><ref>{{Cite web|last=Corriea|first=Alexa Ray|url=http://www.polygon.com/2014/3/19/5527120/yu-suzuki-shenmue-gdc-2014-classic-game-postmortem|title=Creator Yu Suzuki shares the story of Shenmue<nowiki>'</nowiki>s development|work=Polygon|date=2014-03-19|accessdate=2014-12-17|quote='''Yu Suzuki:''' The biggest challenge we encountered was project management. By the end, we had 300 people [working] and no experience on such a large project. At the time there were no project management tools... so instead we made a job order sheet that was a list of action items in [[Microsoft Excel|Excel]]. Because we kept testing, the items did not decrease. At one point we had 10,000 of them.|dead-url=no|archiveurl=https://web.archive.org/web/20150628071042/http://www.polygon.com/2014/3/19/5527120/yu-suzuki-shenmue-gdc-2014-classic-game-postmortem|archivedate=2015-06-28|language=en}}</ref>。輿論對《莎木》的評價兩極,正面評價主要集中在其諸多創新、優秀的視覺表現和音樂上,不過同時也有批評其開放世界侷限、等待NPC在固定時間行動時產生無趣感、過多的遊戲過場,以及遊戲缺乏挑戰的意見<ref name="Ages"/><ref>{{Cite web|last=Chau|first=Anthony|url=http://www.ign.com/articles/2000/11/04/shenmue|title=Shenmue|website=IGN|date=2000-11-03|accessdate=2014-10-26|dead-url=no|archiveurl=https://web.archive.org/web/20141028144100/http://www.ign.com/articles/2000/11/04/shenmue|archivedate=2014-10-28|language=en}} cf. {{Cite web|last=Provo|first=Frank|url=http://www.gamespot.com/reviews/shenmue-review/1900-2540599/|title=Shenmue Review|website=GameSpot|date=2000-11-11|accessdate=2014-10-26|quote=Like an old style text adventure, albeit filled with appointments and curfews.|dead-url=no|archiveurl=https://web.archive.org/web/20141208054145/http://www.gamespot.com/reviews/shenmue-review/1900-2540599/|archivedate=2014-12-08|language=en}} cf. {{Cite magazine|author=Jay|title=Shenmue|magazine=Game Informer|volume=10|issue=92|date=December 2000|page=120|quote=Every critical encounter... lasts for less than a minute, and if you fail, you simply try again... what once seemed so intricate in the Japanese version has become elementary now that the language barrier is broken. Determining your character's next move requires little more than talking to someone, who will then tell you who to see or where to go... Shenmue is not the next step in video games; merely a glimmer of what the future of gaming might hold... all that's left is a guy walking around an amazingly detailed environment. If I wanted to experience that, I could see it in another game with proven endless entertainment value. It's called life.|language=en}} cf. {{Cite web|url=http://www.edge-online.com/review/shenmue-review/|title=Shenmue Review|work=Edge|date=2000-11-29|accessdate=2015-03-05|quote=Shenmue is much more than an interactive movie, but certainly does not deliver the freedom expected. It's involving, and ultimately rewarding, but only represents a step towards what may be possible in the future, rather than the milestone Edge hoped for.|archiveurl=https://web.archive.org/web/20141129031402/http://www.edge-online.com/review/shenmue-review/|archivedate=2014-11-29|language=en|dead-url=no}}</ref><ref name="Shenmue reconsidered">{{Cite web|url=http://www.ign.com/articles/2009/09/11/where-the-f-is-shenmue|title=Where the F@!* is Shenmue?|website=IGN|date=2009-09-11|accessdate=2014-10-26|dead-url=no|archiveurl=https://web.archive.org/web/20141104114615/http://www.ign.com/articles/2009/09/11/where-the-f-is-shenmue|archivedate=2014-11-04|language=en}}</ref>。據彼得·摩爾表示,《莎木》的銷量「非常好」,不過因為Dreamcast主機基數過小而無法獲益{{sfn|L. Kent|2001|pp=587, 578}}。IGN的特拉維斯·法赫斯(Travis Fahs)並說道:「Dreamcast時期對AM2來說並不像以前好過。」認為AM2的《F355 Challenge》原作儘管評價不錯,但「在家裡遊玩沒有什麼好處」,同時稱由[[元氣]]移植的《[[VR快打3]]》較街機版本遜色,「同時已經推出有一段時間,也不如前幾作熱門」<ref name="IGN History of Dreamcast"/><ref>cf. {{Cite magazine|author=Matt|title=F355 Challenge: Passione Rossa|magazine=Game Informer|volume=10|issue=92|date=December 2000|page=124|quote=F355 Challenge was breathtaking when played in the three-monitor coin-op unit, but it seems to lose impact on Dreamcast.|language=en}} For an alternative perspective, see {{Cite web|last=Wiley|first=Mike|url=http://www.ign.com/articles/2000/09/20/f355-challenge|title=F355 Challenge|website=IGN|date=2000-09-19|accessdate=2014-10-26|quote=It is smoooooth.|dead-url=no|archiveurl=https://web.archive.org/web/20141022024454/http://www.ign.com/articles/2000/09/20/f355-challenge|archivedate=2014-10-22|language=en}}</ref><ref>cf. {{Cite web|url=http://www.gameinformer.com/reviews/review_detail.cfm?ITEM_ID=3251|title=Virtua Fighter 3tb|work=Game Informer|date=1999-10-25|accessdate=2014-10-26|dead-url=yes|archiveurl=https://web.archive.org/web/20000603210245/http://www.gameinformer.com/reviews/review_detail.cfm?ITEM_ID=3251|archivedate=2000-06-03}} cf. {{Cite web|last=Gantayat|first=Anoop|url=http://www.ign.com/articles/1999/10/02/virtua-fighter-3tb|title=Virtua Fighter 3tb|website=IGN|date=1999-10-01|accessdate=2014-10-26|dead-url=no|archiveurl=https://web.archive.org/web/20141104114511/http://www.ign.com/articles/1999/10/02/virtua-fighter-3tb|archivedate=2014-11-04|language=en}} cf. {{Cite web|url=http://www.edge-online.com/review/virtua-fighter-3tb-review/|title=Virtua Fighter 3 TB Review|work=Edge|date=1998-12-23|accessdate=2015-03-05|quote=The omission of a proper 'versus' selection is unforgivable, forcing twoplayer fights to be organised via the singleplayer mode. Purists may well argue that the arcade original lacked said option, but in Edge<nowiki>'</nowiki>s view, buyers of modern coin-op conversions have the right to expect more from their investments than unenhanced facsimiles.|dead-url=yes|archiveurl=https://web.archive.org/web/20141006102942/http://www.edge-online.com/review/virtua-fighter-3tb-review/|archivedate=2014-10-06|language=en}}</ref>。[[VR快打系列]]在Dreamcast停產之後轉往PlayStation 2東山再起,續作《[[VR快打4]]》受到各界普遍的讚譽<ref name="IGN History of Dreamcast"/><ref>{{Cite web|url=http://www.metacritic.com/game/playstation-2/virtua-fighter-4/critic-reviews|title=Virtua Fighter 4|website=[[Metacritic]]|accessdate=2014-10-26|dead-url=no|archiveurl=https://web.archive.org/web/20150117132701/http://www.metacritic.com/game/playstation-2/virtua-fighter-4/critic-reviews|archivedate=2015-01-17|language=en}} cf. {{Cite magazine|author=Andy|title=Virtua Fighter 4|magazine=Game Informer|volume=12|issue=109|date=May 2002|pages=78–79|quote=Will change everything you have ever come to expect from this genre.|language=en}} cf. {{Cite magazine|title=The Top 50 Games of 2003: Virtua Fighter 4: Evolution|magazine=Game Informer|volume=14|issue=129|date=January 2004|page=64|quote=The most balanced and challenging fighting game the world has ever seen.|language=en}}</ref>。 世嘉招牌[[音速小子系列]]第一款真正的3D[[平台游戏|平台遊戲]]、由Sonic Team開發的《[[音速小子大冒險]]》被認為是「Dreamcast首發的關鍵要素」<ref name="IGN History of Dreamcast"/>。雖然遊戲有一些漏洞、在相機鏡頭角度控制上也為人詬病<ref name="IGN SA">{{Cite web|last=Justice|first=Brandon|url=http://www.ign.com/articles/1999/09/09/sonic-adventure|title=Sonic Adventure|website=IGN|date=1999-09-08|accessdate=2014-11-04|quote=Engrossing, demanding, and utterly awe-inspiring, Yuji Naka's vision has finally come full circle in this phenomenal title.|dead-url=no|archiveurl=https://web.archive.org/web/20141030035903/http://www.ign.com/articles/1999/09/09/sonic-adventure|archivedate=2014-10-30|language=en}}</ref><ref name="GI SA">{{Cite web|url=http://gameinformer.com/reviews/review_detail.cfm?ITEM_ID=4208|title=Sonic Adventure-Dreamcast|work=Game Informer|date=1999-10-27|accessdate=2014-11-04|quote=I wish more time was spent to make this game truly remarkable, rather than the decent game we see today.|dead-url=yes|archiveurl=https://web.archive.org/web/20001203193400/http://gameinformer.com/reviews/review_detail.cfm?ITEM_ID=4208|archivedate=2000-12-03|language=en}}</ref>{{sfn|Mott|2013|p=370}},不過遊戲飽滿的視覺表現、寬闊多變化的環境、豐富的支線選擇,以及標誌性的遊戲環節(例如遊戲中索-{}-尼克自摩天大樓外牆奔馳而下的一幕)等,皆讓本作獲譽為音速小子系列創新的巔峰所在<ref name="IGN SA"/><ref>{{Cite magazine|last=Smith|first=Sean|title=Company Profile: Sonic Team|magazine=Retro Gamer|issue=26|volume=3|page=27|date=2006-06-22|language=en}}</ref><ref>{{Cite web|first=McKinley|last=Noble|url=http://www.gamepro.com/article/features/210106/the-20-best-platformers-1989-to-2009-page-3|title=The 20 Best Platformers: 1989 to 2009: Number 7: Sonic Adventure|work=GamePro|page=3|date=2009-05-06|accessdate=2014-11-04|dead-url=yes|archiveurl=https://web.archive.org/web/20100128020812/http://www.gamepro.com/article/features/210106/the-20-best-platformers-1989-to-2009-page-3|archivedate=2010-01-28|language=en}}</ref>{{sfn|Mott|2013|p=370}}。不過本作並沒有像《[[超級瑪利歐64]]》那樣吸引住玩家,可能是由於遊戲性缺乏深度的緣故<ref name="GI SA"/>{{sfn|DeMaria|Wilson|2004|p=312}};續作《[[音速小子大冒險2]]》則較原作各方面都進步許多<ref>{{Cite web|url=http://www.metacritic.com/game/dreamcast/sonic-adventure-2|title=Sonic Adventure 2 (Dreamcast)|website=Metacritic|accessdate=2014-11-04|dead-url=no|archiveurl=https://web.archive.org/web/20141227061211/http://www.metacritic.com/game/dreamcast/sonic-adventure-2|archivedate=2014-12-27|language=en}} cf. {{Cite web|last=Chau|first=Anthony|url=http://www.ign.com/articles/2001/06/22/sonic-adventure-2|title=Sonic Adventure 2|website=IGN|date=2001-06-22|accessdate=2014-11-04|quote=There aren't many viewing problems... be prepared to take a more active role when playing.|dead-url=no|archiveurl=https://web.archive.org/web/20141102175116/http://www.ign.com/articles/2001/06/22/sonic-adventure-2|archivedate=2014-11-02|language=en}} cf. {{Cite magazine|author=Reiner|title=Sonic Adventure 2|magazine=Game Informer|volume=11|issue=100|date=August 2001|page=100|quote=Hardly any mistakes from the original were fixed... The lackluster difficulty and cartoon-like presentation is perfect for kids, but it really does nothing for hardcore gamers or Sonic fans of yesteryear.|language=en}}</ref>。儘管如此,《音速小子大冒險》最終銷量仍達到約250萬份,成為Dreamcast平臺上最暢銷的遊戲<ref name="IGNGreat"/><ref>{{Cite magazine|title=Sonic Adventure|magazine=Edge|volume=7|issue=68|date=1999-02|pages=70–73|quote=Sampling one of the earlier levels out of context could leave many with the impression that Adventure is a flashy but essentially shallow experience. It isn't until a good portion of the game world has been explored with a few of the characters... that the charm and style of Sega's title is fully appreciated...It must be said, however, that none of Adventure is hugely challenging to the experienced player... Edge only managed to discover a few places where poor collision detection detracted from the gameplay... Given the never-before-witnessed scope and detail of Adventure<nowiki>'</nowiki>s levels, these are forgiveable–but somehow the smaller problems are not... The camera's occasional visits behind walls do little to aid the case for forgiveness, either, although it never frustrates to the extent that [[阿邦阿卡大冒險|Banjo-Kazooie]] does... a wonderfully absorbing game experience.|language=en}}</ref><ref name="gssonic">{{Cite web|url=http://www.gamasutra.com/view/feature/130268/a_detailed_crossexamination_of_.php?page=7|title=A Detailed Cross-Examination of Yesterday and Today's Best-Selling Platform Games|author=Boutros, Daniel|website=Gamasutra|date=2006-08-04|accessdate=2014-10-19|dead-url=no|archiveurl=https://web.archive.org/web/20141029191235/http://www.gamasutra.com/view/feature/130268/a_detailed_crossexamination_of_.php?page=7|archivedate=2014-10-29|language=en}}</ref>。Sonic Team也開發了Dreamcast第一款[[線上遊戲]]《{{link-en|咻咻火箭|ChuChu Rocket!}}》,其扎實的拼圖遊戲要素以及火熱的線上對戰體驗獲得普遍的正面評價<ref name="Best GamesRadar">{{Cite web|url=http://www.gamesradar.com/best-dreamcast-games-all-time/|title=Best Dreamcast games of all time|publisher=[[GamesRadar]]|date=2014-09-09|accessdate=2014-11-04|dead-url=no|archiveurl=https://web.archive.org/web/20130306184353/http://www.gamesradar.com/best-dreamcast-games-all-time/|archivedate=2013-03-06|language=en}}</ref><ref>{{Cite web|last=Justice|first=Brandon|url=http://www.ign.com/articles/2000/03/08/chu-chu-rocket-3|title=Chu Chu Rocket|website=IGN|date=2000-03-07|accessdate=2014-10-30|dead-url=no|archiveurl=https://web.archive.org/web/20141031030941/http://www.ign.com/articles/2000/03/08/chu-chu-rocket-3|archivedate=2014-10-31|language=en}} cf. {{Cite web|author=Jay|url=http://gameinformer.com/reviews/review_detail.cfm?ITEM_ID=4512|title=Chu Chu Rocket-Dreamcast|work=Game Informer|date=2000-05-02|accessdate=2014-11-04|quote=I consider it the best and most original puzzle game since [[Tetris]].|dead-url=yes|archiveurl=https://web.archive.org/web/20001205110200/http://gameinformer.com/reviews/review_detail.cfm?ITEM_ID=4512|archivedate=2000-12-05}} cf.{{Cite web|last=Nutt|first=Christian|url=http://www.gamespot.com/dreamcast/puzzle/chuchurocket/review.html?|title=ChuChu Rocket! Review|website=GameSpot|date=1999-12-13|accessdate=2014-10-04|dead-url=yes|archiveurl=https://web.archive.org/web/20090915212624/http://www.gamespot.com/dreamcast/puzzle/chuchurocket/review.html|archivedate=2009-09-15|language=en}}</ref>{{sfn|Mott|2013|p=385}};還有音樂遊戲《{{link-en|歡樂森巴|Samba de Amigo}}》,以其耗資不斐的[[沙錘]]配件與充滿色彩的美術風格受到矚目,並在銷售上取得佳績,不過也有些許負面評價<ref>{{Cite web|url=http://www.metacritic.com/game/dreamcast/samba-de-amigo|title=Samba de Amigo (Dreamcast)|website=Metacritic|accessdate=2014-11-04|dead-url=no|archiveurl=https://web.archive.org/web/20150117132704/http://www.metacritic.com/game/dreamcast/samba-de-amigo|archivedate=2015-01-17|language=en}} cf. {{Cite web|last=Justice|first=Brandon|url=http://www.ign.com/articles/2000/10/19/samba-de-amigo|title=Samba De Amigo|website=IGN|date=2000-10-18|accessdate=2014-11-04|dead-url=no|archiveurl=https://web.archive.org/web/20141104113115/http://www.ign.com/articles/2000/10/19/samba-de-amigo|archivedate=2014-11-04|language=en}} cf. {{Cite web|last=Gerstmann|first=Jeff|url=http://www.gamespot.com/reviews/samba-de-amigo-review/1900-2589601/|title=Samba De Amigo Review|website=GameSpot|date=2000-06-16|accessdate=2014-11-04|dead-url=no|archiveurl=https://web.archive.org/web/20131109125013/http://www.gamespot.com/reviews/samba-de-amigo-review/1900-2589601/|archivedate=2013-11-09|language=en}}</ref><ref>{{Cite magazine|author=Reiner|title=Samba de Amigo|magazine=Game Informer|volume=10|issue=92|date=2000-12|page=124|language=en}} cf. {{Cite magazine|title=Retro Reviews: Samba de Amigo|magazine=Game Informer|volume=18|issue=178|date=2008-12|page=110|language=en}}</ref>{{sfn|Mott|2013|p=405}}。Sonic Team在Dreamcast上發行的作品中影響最大的或許是《[[夢幻之星網路版]]》,是史上第一款家用遊戲機線上角色扮演遊戲。應大川功的要求而開發,本作受到[[個人電腦]]平臺上知名動作角色扮演遊戲《[[暗黑破壞神 (遊戲)|暗黑破壞神]]》的深度影響,並因應主機的特性對介面及操作進行了精簡和重新調整<ref name="Okawa PSO"/><ref>{{Cite web|last=Parish|first=Jeremy|url=http://www.1up.com/do/feature?pager.offset=1&cId=3178082|title=The Decade That Was: Essential Newcomers: Phantasy Star Online|website=1UP.com|accessdate=2015-11-27|archiveurl=https://web.archive.org/web/20121020055941/http://www.1up.com/do/feature?pager.offset=1&cId=3178082|archivedate=2012-10-20|language=en|dead-url=no}} cf. {{Cite web|last=Oestreicher|first=Jason|url=http://www.gameinformer.com/themes/blogs/generic/post.aspx?WeblogApp=features&y=2013&m=07&d=05&WeblogPostID=3150706&GroupKeys=|title=Time Sinks-Phantasy Star Online|work=Game Informer|date=2013-07-04|accessdate=2019-07-28|quote=Certainly, by today's standards, it was rudimentary and repetitive. But at the same time, it was revolutionary.|dead-url=no|archiveurl=https://web.archive.org/web/20160305004007/http://www.gameinformer.com/themes/blogs/generic/post.aspx?WeblogApp=features&y=2013&m=07&d=05&WeblogPostID=3150706&GroupKeys=|archivedate=2016-03-05|language=en}} cf. {{Cite web|url=http://www.edge-online.com/features/retrospective-phantasy-star-online/|title=Retrospective: Phantasy Star Online|work=Edge|date=2014-06-15|accessdate=2015-03-05|dead-url=yes|archiveurl=https://web.archive.org/web/20141129031406/http://www.edge-online.com/features/retrospective-phantasy-star-online/|archivedate=2014-11-29|language=en}}</ref>{{sfn|Mott|2013|p=435}}。 在[[運動遊戲]]方面,由[[Visual Concepts]]開發的[[美式足球]]遊戲{{link-en|NFL 2K系列|NFL 2K}}和[[籃球]]遊戲[[NBA 2K系列]]皆廣受好評<ref>{{Cite web|url=http://www.metacritic.com/game/dreamcast/nfl-2k1|title=NFL 2K1 (Dreamcast)|website=Metacritic|accessdate=2019-07-28|dead-url=no|archiveurl=https://web.archive.org/web/20150117164421/http://www.metacritic.com/game/dreamcast/nfl-2k1|archivedate=2015-01-17|language=en}} cf. {{Cite web|url=http://www.metacritic.com/game/dreamcast/nfl-2k2|title=NFL 2K2 (Dreamcast)|website=Metacritic|accessdate=2019-07-28|dead-url=no|archiveurl=https://web.archive.org/web/20140910232551/http://www.metacritic.com/game/dreamcast/nfl-2k2|archivedate=2014-09-10|language=en}} cf. {{Cite web|url=http://www.metacritic.com/game/dreamcast/nba-2k1|title=NBA 2K1 (Dreamcast)|website=Metacritic|accessdate=2019-07-28|dead-url=no|archiveurl=https://web.archive.org/web/20150117164423/http://www.metacritic.com/game/dreamcast/nba-2k1|archivedate=2015-01-17|language=en}} cf. {{Cite web|url=http://www.metacritic.com/game/dreamcast/nba-2k2|title=NBA 2K2 (Dreamcast)|website=Metacritic|accessdate=2019-07-28|dead-url=no|archiveurl=https://web.archive.org/web/20150117164432/http://www.metacritic.com/game/dreamcast/nba-2k2|archivedate=2015-01-17|language=en}}</ref>。NFL 2K系列首作《{{link-en|NFL 2K (遊戲)|NFL 2K|NFL 2K}}》以其高品質的視覺表現以及「見地、背景友好,甚至可以算是有趣的」[[體育評述員|賽事評述]]等要素被稱為一款相當優秀的首發遊戲{{sfn|L. Kent|2001|page=565}}<ref name="GS 2K Retro"/><ref>{{Cite web|url=http://www.gamespot.com/articles/best-launch-titles/1100-6134761/|title=Best Launch Titles|website=GameSpot|date=2005-09-30|accessdate=2019-07-28|dead-url=no|archiveurl=https://web.archive.org/web/20141025042312/http://www.gamespot.com/articles/best-launch-titles/1100-6134761/|archivedate=2014-10-25}} cf. {{Cite magazine|last=Kato|first=Matthew|title=Which Game Console Had the Best Launch Lineup? We Look Back to Find Out|magazine=Game Informer|volume=22|issue=226|date=February 2012|page=99|language=en}}</ref>,續作《{{link-en|NFL 2K1|NFL 2K1}}》則較競爭對手、[[美商藝電]]的[[勁爆美式足球系列]]更早引入革命性的線上多人遊戲機能<ref name="gamasutra1"/><ref name="GI Top 100"/><ref name="Forensic">{{Cite web|title=Dreamcast: A Forensic Retrospective|url=http://www.eurogamer.net/articles/dreamcast-a-forensic-retrospective-article|accessdate=2019-07-25|author=|date=2009-01-02|last=Whitehead|first=Dan|format=|publisher=|language=en|archiveurl=https://web.archive.org/web/20141015103108/http://www.eurogamer.net/articles/dreamcast-a-forensic-retrospective-article|archivedate=2014-10-15|website=Eurogamer|dead-url=no}}</ref><ref>{{Cite web|title=The ten greatest years in gaming|url=http://www.edge-online.com/features/ten-greatest-years-gaming/|accessdate=2019-07-25|author=|date=2006-06-27|format=|work=Edge|publisher=|language=en|archiveurl=https://web.archive.org/web/20141022221114/http://www.edge-online.com/features/ten-greatest-years-gaming/|archivedate=2014-10-22|dead-url=yes}}</ref>。世嘉後來持續在NFL 2K系列中引入創新<ref>{{Cite magazine|author1=Kato|author2=Reiner|title=ESPN NFL Football|magazine=Game Informer|volume=13|issue=125|date=2003-09|page=106|quote=Madden has become a deeper simulation, but it hasn't evolved to the degree that Sega's title has. ESPN NFL Football is jam-packed with new features, innovative ideas, and must-see elements. First-person football sounds like a nightmare, but Sega figured out a way to make it work.|language=en}}</ref>,而兩系列的競爭一直持續到2005年美商藝電跟[[國家美式足球聯盟]]({{lang|en|NFL}})簽訂獨家合約,壟斷美式足球電子遊戲市場為止。NFL 2K系列的最後一作為《{{link-en|ESPN NFL 2K5|ESPN NFL 2K5}}》<ref>{{Cite web|last=Bissell|first=Tom|url=http://grantland.com/features/tom-bissell-making-madden-nfl/|title=Kickoff: Madden NFL and the Future of Video Game Sports|work={{link-en|Grantland|Grantland}}|date=2012-01-26|accessdate=2019-07-28|dead-url=no|archiveurl=https://web.archive.org/web/20141105105907/http://grantland.com/features/tom-bissell-making-madden-nfl/|archivedate=2014-11-05|language=en}}</ref><ref>{{Cite web|last1=Feldman|first1=Curt|last2=Surette|first2=Tim|url=http://www.gamespot.com/articles/big-deal-ea-and-nfl-ink-exclusive-licensing-agreement/1100-6114977/|title=Big Deal: EA and NFL ink exclusive licensing agreement|website=GameSpot|date=2004-12-13|accessdate=2019-07-28|dead-url=no|archiveurl=https://web.archive.org/web/20141113140107/http://www.gamespot.com/articles/big-deal-ea-and-nfl-ink-exclusive-licensing-agreement/1100-6114977/|archivedate=2014-11-13|language=en}}</ref>。NBA 2K系列則隨著世嘉於2005年將Visual Concepts賣給[[Take-Two Interactive]]而轉手,並持續發展至今<ref name="Best GamesRadar"/><ref>{{Cite web|url=http://www.businesswire.com/news/home/20050124006080/en/SEGA-Sells-Visual-Concepts-Entertainment-Take-Two-Interactive#.VFkr9vldVSQ|title=SEGA Sells Visual Concepts Entertainment to Take-Two Interactive|publisher=Businesswire|date=2005-01-24|accessdate=2019-07-28|dead-url=no|archiveurl=https://web.archive.org/web/20150923224421/http://www.businesswire.com/news/home/20050124006080/en/SEGA-Sells-Visual-Concepts-Entertainment-Take-Two-Interactive#.VFkr9vldVSQ|archivedate=2015-09-23|language=en}}</ref>。在Dreamcast的生命週期內,Visual Concepts還與《[[音速小子 (1991年遊戲)|音速小子]]》的關卡設計師[[安原廣和]]合作推出動作冒險遊戲《[[弗羅剛兄弟]]》,並開發了取得商業成功的[[動作遊戲]]《[[印地小子]]》<ref>{{Cite magazine|author=GI Staff|title=Sonic's Architect: GI Interviews Hirokazu Yasuhara|magazine=Game Informer|issue=124|volume=13|date=2003-08|page=116}} cf. {{Cite magazine|author=Andy|title=Floigan Bros.|magazine=Game Informer|volume=11|issue=100|date=2001-08|page=101|language=en}}</ref><ref>{{Cite web|url=http://www.metacritic.com/game/dreamcast/ooga-booga|title=Ooga Booga (Dreamcast)|website=Metacritic|accessdate=2019-07-28|dead-url=no|archiveurl=https://web.archive.org/web/20150117164436/http://www.metacritic.com/game/dreamcast/ooga-booga|archivedate=2015-01-17|language=en}}</ref>。 為了拓展歐洲市場,世嘉吸收了法國電子遊戲開發商{{link-en|No Cliché|No Cliché}}為子公司,並推出了《[[玩具指揮官]]》等遊戲<ref name="IGN History of Dreamcast"/><ref>cf. {{Cite web|url=http://gameinformer.com/reviews/review_detail.cfm?ITEM_ID=4179|title=Toy Commander-Dreamcast|work=Game Informer|date=1999-10-25|accessdate=2014-10-24|dead-url=yes|archiveurl=https://web.archive.org/web/20001203142900/http://gameinformer.com/reviews/review_detail.cfm?ITEM_ID=4179|archivedate=2000-12-03|language=en}} cf. {{Cite web|last=Justice|first=Brandon|url=http://www.ign.com/articles/1999/11/05/toy-commander|title=Toy Commander|website=IGN|date=1999-11-04|accessdate=2014-10-24|dead-url=no|archiveurl=https://web.archive.org/web/20141024084840/http://www.ign.com/articles/1999/11/05/toy-commander|archivedate=2014-10-24|language=en}}</ref>。歐洲世嘉也與英國電子遊戲開發商[[Bizarre Creations]]進行接洽<ref>{{Cite web|url=http://www.edge-online.com/features/the-making-of-metropolis-street-racer/|title=The Making Of: Metropolis Street Racer|work=Edge|date=2012-10-07|accessdate=2015-03-05|dead-url=yes|archiveurl=https://web.archive.org/web/20141105084730/http://www.edge-online.com/features/the-making-of-metropolis-street-racer/|archivedate=2014-11-05|language=en}}</ref>,讓後者為Dreamcast開發了完整呈現倫敦、東京及舊金山景觀的競速遊戲《{{link-en|大都會街頭賽車|Metropolis Street Racer}}》,擁有多達262條[[賽車場|賽道]],並有[[時區]]以及[[電臺廣播|廣播電臺]]等設-{}-定。遊戲在歐洲取得了重大成功<ref name="Dreamcast Dozen"/><ref>{{Cite web|url=http://www.metacritic.com/game/dreamcast/metropolis-street-racer|title=Metropolis Street Racer (Dreamcast)|work=Metacritic|accessdate=2019-07-28|dead-url=no|archiveurl=https://web.archive.org/web/20150117164600/http://www.metacritic.com/game/dreamcast/metropolis-street-racer|archivedate=2015-01-17|language=en}} cf. {{Cite magazine|author=Paul|title=Metropolis Street Racer|magazine=Game Informer|volume=10|issue=92|date=2000-12|page=121|quote=I found the game's control and physics to be exceptional. Likewise, the graphics are brilliant and are probably the best of any racing game on the Dreamcast.}} cf. {{Cite web|last=Justice|first=Brandon|url=http://www.ign.com/articles/2001/01/20/metropolis-street-racer-2|title=Metropolis Street Racer|website=IGN|date=2001-01-19|accessdate=2019-07-28|dead-url=no|archiveurl=https://web.archive.org/web/20141105061501/http://www.ign.com/articles/2001/01/20/metropolis-street-racer-2|archivedate=2014-11-05|language=en}}</ref>{{sfn|Mott|2013|p=432}}。 儘管{{link-en|Acclaim Entertainment|Acclaim Entertainment|Acclaim}}、[[SNK]]、[[育碧]]、[[Midway]]、[[英寶格]]以及卡普空等第三方廠商在主機推出首年內皆有為平臺推出遊戲,然而由於前代主機[[世嘉土星]]的失敗,以及作品的發行利潤相較PlayStaion平臺略為遜色,使Dreamcast平臺上第三方遊戲支援並不能算是充足<ref name="RetroinspectionD"/><ref name="gamasutra1"/><ref name="拡充が望まれる">{{Cite web|script-title=ja:Dreamcast用LANアダプタ「ブロードバンドアダプタ」発売 対応ソフトの早急な拡充が望まれる|url=https://pc.watch.impress.co.jp/docs/article/20000717/dc.htm|accessdate=2019-08-26|author=|date=2001-07-17|format=|publisher=PC Watch|language=ja|archiveurl=https://web.archive.org/web/20170707202529/http://pc.watch.impress.co.jp/docs/article/20000717/dc.htm|archivedate=2017-07-07|dead-url=yes}}</ref>。[[南夢宮]]的《[[劍魂 (格鬥遊戲)|劍魂]]》最初會發行於Dreamcast平臺上的原因是因為當時該作所屬的[[魂之系列]]還沒有多少知名度,而較為知名的[[鐵拳系列]]則長年與PlayStation合作<ref name="IGN History of Dreamcast"/>;不過最後《劍魂》取得了驚人的成功及銷售成績,並獲譽為Dreamcast上最優質的遊戲之一<ref name="GI Top"/><ref name="Best GamesRadar"/><ref name="IGN Top 25"/><ref>{{Cite web|url=http://www.metacritic.com/game/dreamcast/soulcalibur|title=Soul Calibur (Dreamcast)|website=Metacritic|accessdate=2019-07-28|dead-url=no|archiveurl=https://web.archive.org/web/20180226151656/http://www.metacritic.com/game/dreamcast/soulcalibur|archivedate=2018-02-26|language=en}}</ref>。卡普空在Dreamcast上推出了一些格鬥遊戲(包括《[[快打旋風III]]》及《[[力石戰士]]》等),並推出了短暫獨佔的[[惡靈古堡系列]]遊戲《[[惡靈古堡 聖女密碼]]》<ref name="Best GamesRadar"/><ref name="Dreamcast Dozen"/><ref name="IGN Top 25"/>{{sfn|Mott|2013|pp=421, 432–434}}。Dreamcast平臺上還有一些不錯的[[清版射擊遊戲]],例如Treasure開發的《{{link-en|爆裂無敵|Bangai-O}}》和前述的《斑鳩》等<ref name="IGN History of Dreamcast"/><ref name="Dreamcast Dozen"/>{{sfn|Mott|2013|pp=382, 465}}。 == 評價與影響 == [[File:Video Game Museum in Berlin (44129473210).jpg|替代=|缩略图|175px|一部收藏於德國{{link-en|柏林電腦遊戲博物館|Computerspielemuseum Berlin}}的Dreamcast]] 1999年12月,《[[Next Generation]]》給Dreamcast打出了四顆星(滿分五顆星)的評價,並表示:「如果你想要一部強大的主機,有最好的畫質以及合理的售價,那麼Dreamcast是你理想的選擇。」不過《Next Generation》在同一篇報導中對Dreamcast的展望評估僅給予了三顆星的成績,認為在索尼的PlayStation 2跟任天堂的GameCube即將推出的情況下,未來並不太樂觀<ref name="NextGen214">{{Cite magazine|title=The War for the Living Room|magazine=Next Generation|publisher=Imagine Media|date=1999-12|page=95|issue=2.1.4|language=en}}</ref>。《[[電子遊戲月刊]]》的五位評論者於2000年初的消費者購買指南中分別給出8.5、8.5、8.5、8及9分(滿分10分)的分數,在2001年的消費者購買指南中則分別給出9、9、9、9及9.5分的分數<ref>{{Cite magazine|title=Electronic Gaming Monthly 2000 Buyer's Guide|magazine=Electronic Gaming Monthly|publisher=EGM Media, LLC.|author=Davison, John|date=2000-01|display-authors=etal|language=en}}</ref><ref>{{Cite magazine|title=Electronic Gaming Monthly 2001 Buyer's Guide|magazine=Electronic Gaming Monthly|publisher=EGM Media, LLC.|author=Leahy, Dan|date=2001-01|display-authors=etal|language=en}}</ref>。《[[彭博商業周刊|商業周刊]]》(現《[[彭博商業周刊]]》)則將Dreamcast評為1999年度最佳產品之一<ref>{{Cite web|url=https://www.gamespot.com/articles/business-week-praises-the-dreamcast/1100-2440353/|title=Business Week Praises the Dreamcast|work=GameSpot|accessdate=2019-02-23|last=Kennedy|first=Sam|date=1999-12-10|archiveurl=https://web.archive.org/web/20190827092757/https://www.gamespot.com/articles/business-week-praises-the-dreamcast/1100-2440353/|archivedate=2019-08-27|dead-url=no|language=en}}</ref>。 早在2000年就有傳聞稱,在曾經參與數款Dreamcast軟體製作的[[微軟]]於1999年正如火如荼研發自家的首部電子遊戲機[[Xbox (遊戲機)|Xbox]]時,世嘉會長[[大川功]]曾至美國微軟總部與時任微軟執行長及董事長[[比爾·蓋茲]]會談,企圖為「世嘉提供遊戲軟體資產,而微軟則讓Xbox能與Dreamcast相容」一事達成協議,不過因為Xbox當時並不像Dreamcast一樣預定加入內建網路機能,最後談判破裂收場。微軟一直沒有對傳聞發表意見,直到2010年12月,時任日本微軟社長的{{link-ja|古川享|古川享}}透過[[推特]]推文證實確有此事為止<ref>{{Cite web|author=後藤弘茂|script-title=ja:MicrosoftがいよいよX-Box向けソフトの開発キットを配布へ - 後藤弘茂のWeekly海外ニュース|url=https://pc.watch.impress.co.jp/docs/article/20000531/kaigai01.htm|date=2000-05-31|accessdate=2019-08-27|work=PC Watch|archiveurl=https://web.archive.org/web/20190827092311/https://pc.watch.impress.co.jp/docs/article/20000531/kaigai01.htm|archivedate=2019-08-27|dead-url=no|language=ja}}</ref><ref>{{Cite web|script-title=ja:幻に終わったXboxのドリームキャスト互換・今明かされるその理由|url=http://www.kotaku.jp/2010/01/dc_xbox_compatibility.html|accessdate=2019-08-27|author=神尾武司|date=2010-01-14|format=|publisher=[[Kotaku]] Japan|language=ja|archiveurl=https://web.archive.org/web/20160330203135/http://www.kotaku.jp/2010/01/dc_xbox_compatibility.html|archivedate=2016-03-30|dead-url=yes}}</ref>。2013年2月,前美國微軟高階主管{{le|約阿希姆·肯平|Joachim Kempin}}在接受採訪時更表示公司當年在進軍消費者電子遊戲市場時曾考慮直接收購世嘉<ref>{{Cite web|title=Why Bill Gates said no to buying Sega, according to former MS exec|url=https://www.engadget.com/2013/02/08/why-bill-gates-said-no-to-buying-sega-according-to-former-ms-ex/|accessdate=2019-08-27|work=[[Engadget]]|archiveurl=https://web.archive.org/web/20190827091639/https://www.engadget.com/2013/02/08/why-bill-gates-said-no-to-buying-sega-according-to-former-ms-ex/?_guc_consent_skip=1566897429|archivedate=2019-08-27|dead-url=no|language=en}}</ref><ref>{{Cite web|script-title=ja:マイクロソフトはセガ買収を検討していた ― 元幹部が明かす|url=https://www.inside-games.jp/article/2013/02/11/63759.html|accessdate=2019-08-27|work={{link-en|iNSIDE (網站)|iNSIDE (ニュースサイト)|インサイド}}|archiveurl=https://web.archive.org/web/20190827091635/https://www.inside-games.jp/article/2013/02/11/63759.html|archivedate=2019-08-27|dead-url=no|language=ja}}</ref>。 輿論對Dreamcast之整體遊戲陣容多抱持正面評價。2000年1月,《電子遊戲月刊》讚譽了Dreamcast的遊戲陣容:「有著《劍魂》、《NFL 2K》以及蓄勢待發等的《瘋狂計程車》等3A級大作,我們認為你會很高興能搭上這股128位元熱潮。」<ref>{{Cite magazine|title=...Should you buy a Dreamcast or Wait?|magazine=Electronic Gaming Monthly|publisher=EGM Media, LLC.|issue=126|date=2000-01|page=150|language=en}}</ref>《{{link-en|PC雜誌|PC Magazine}}》的杰弗里·L·威爾遜({{lang|en|Jeffrey L. Wilson}})在一則回顧報導中稱Dreamcast的遊戲陣容為「殺手級」,並強調了世嘉在此時期趨於巔峰的創造力與視覺創新<ref name="PCMag"/>。《[[Edge (雜誌)|Edge]]》的工作人員在對Dreamcast原創遊戲以及世嘉街機移植作品的看法上與威爾遜大致相同,並稱主機「擁有正好可以恰當地形容為『完美街機』("{{lang|en|arcade perfect}}")的首發遊戲」<ref name="Edge20"/>;《[[GamePro]]》的布萊克·史諾爾({{lang|en|Blake Snow}})認為Deamcast的遊戲陣容多數「非常著名」<ref name="gamepro">{{Cite web|title=The 10 Worst-Selling Consoles of All Time|url=http://www.gamepro.com/article/features/111822/the-10-worst-selling-consoles-of-all-time/|accessdate=2019-07-25|author=Snow, Blake|date=2007-05-04|format=|work=GamePro|publisher=|language=en|archiveurl=https://web.archive.org/web/20080905175406/http://www.gamepro.com/article/features/111822/the-10-worst-selling-consoles-of-all-time/|archivedate=2008-09-05|dead-url=no}}</ref>;《[[Retro Gamer]]》評論者達米安·麥克費蘭({{lang|en|Damien McFerran}})讚譽了Dreamcast平臺上的NAOMI街機移植作品,表示:「在玩《瘋狂計程車》街機版本時,知道Dreamcast上將有『絲毫不馬虎』("{{lang|en|pixel-perfect}}")的完美移植(而不是那種半吊子移植作品)而感到興奮的經驗,(在Dreamcast停產後)很難再有了。」<ref name="RetroinspectionD"/>{{link-en|尼克·蒙特福特|Nick Montfort}}和{{link-en|米亞·孔薩爾沃|Mia Consalvo}}在加拿大電子遊戲研究協會({{lang|en|The Canadian Game Studies Association}})刊物《Loading》中寫道:「Dreamcast上有許多超越普通奇怪和異常等級的遊戲作品,在討論關於這些作品算不算[[前衛]]的時候其實挺有趣的。很難想像一部商業性電子遊戲機上的遊戲作品對商業觀點表達強烈的不滿,尤其這些遊戲的製作過程本身也是商業性的;不過Dreamcast遊戲是否較其他主機上的遊戲更拒絕被商業化這件事仍值得我們去探討。」<ref name="Avant-Garde"/>[[1UP.com]]的傑里米·佩瑞許(Jeremy Parish)對一些Dreamcast上的遊戲,包括「世嘉開發過最多樣化、最有創意、最有趣的那些遊戲」,與其轉型為第三方遊戲開發商之後推出的遊戲進行了令人玩味的比較<ref name="Dreamcast memorial"/>。IGN的特拉維斯·法赫斯({{lang|en|Travis Fahs}})說:「Dreamcast轉瞬即逝,然而主機上充滿了難忘的遊戲作品,多數都是全新的原創IP。」<ref name="IGN's History of Sega"/>作家{{link-en|史蒂文·L·肯特|Steven L. Kent}}表示,「從《音速小子大冒險2》到《莎木》到《太空頻道5號》再到《人面魚》,Dreamcast給你、給你、一直給你好遊戲。」<ref name="Kentsite">{{Cite web|last=Kent|first=Steven L.|title=SOMETIMES THE BEST|url=http://sadsamspalace.blogspot.com/2006/10/sometimes-best.html|publisher=Sad Sam's Place|date=2006-10-09|accessdate=2014-10-31|dead-url=no|archiveurl=https://web.archive.org/web/20141218184642/http://sadsamspalace.blogspot.com/2006/10/sometimes-best.html|archivedate=2014-12-18|language=en}}</ref> Dreamcast的失敗有著諸多緣由,包括索尼對其次世代主機PlayStation 2炒作宣傳導致世嘉客源流失<ref name="Dreamcast memorial"/><ref name="Forensic"/>、Dreamcast主機遊戲陣容缺少重要第三方遊戲商(如史克威爾和美商藝電等)的支援<ref name="拡充が望まれる"/><ref name="360 will succeed">{{Cite web|title=Dreamcast 2.0: 10 reasons why the Xbox 360 will succeed where the Dreamcast failed|url=http://www.1up.com/do/feature?pager.offset=1&cId=3145154|date=2005-11-04|accessdate=2015-11-27|author=|last=Kennedy|first=Sam|format=|publisher=|language=en|archiveurl=https://web.archive.org/web/20151208064454/http://www.1up.com/do/feature?pager.offset=1&cId=3145154|archivedate=2015-12-08|dead-url=yes|website=1UP.com}}</ref>、公司高層決策失誤<ref name="IGN's History of Sega"/>、世嘉本身缺乏宣傳資金{{sfn|L. Kent|2001|p=573. '''Charles Bellfield:''' "When you consider that Microsoft has announced a $500 million marketing program for the launch of Xbox and that Nintendo has a $5 billion war chest and the overall power behind Sony's PlayStation brand, Sega does not have the ability to compete against those companies"}}、電子遊戲界尚未做好迎接網路遊戲世代的準備<ref name="Pulls plug"/><ref name="360 will succeed"/>、世嘉過度關注核心遊戲玩家而忽略了主流消費者<ref name="Dreamcast memorial"/><ref name="Pulls plug"/>,以及主機推出時間不佳等<ref name="gamasutra1"/>;最關鍵的因素是世嘉的企業聲譽已經被之前諸多生命週期短暫的世嘉電子遊戲機傷害過深<ref name="gamepro"/><ref name="360 will succeed"/><ref>{{Cite web|url=http://www.usgamer.net/articles/the-lost-child-of-a-house-divided-a-sega-saturn-retrospective|title=The Lost Child of a House Divided: A Sega Saturn Retrospective|accessdate=2018-08-21|author=|date=2014-11-17|language=en|last=Parish|first=Jeremy|publisher=USgamer|archiveurl=https://web.archive.org/web/20141215095100/http://www.usgamer.net/articles/the-lost-child-of-a-house-divided-a-sega-saturn-retrospective|archivedate=2014-12-15|dead-url=no}}</ref>。《GamePro》的史諾爾表示:「儘管Dreamcast本身的技術領先世代數年,但還是被(世嘉)土星、SEGA 32X(即[[Super 32X]])和SEGA CD(即[[Mega-CD]])的負面聲譽所拖累,導致開發商及玩家無法再信任世嘉。」<ref name="gamepro"/>[[Eurogamer]]的-{zh-cn:丹·怀特黑德; zh-hk:丹·韋赫特; zh-tw:丹·懷特黑德;}-({{lang|en|Dan Whitehead}})則認為世嘉被迫退出市場的原因包括玩家的「先等等看再說」消費模式和缺乏EA的支持等等,並表示「世嘉在上世紀90年代的錯誤決策,使得玩家和開發商對任何新主機的推出都持保留態度。」<ref name="Forensic"/>1UP.com的佩瑞許表示:「儘管我們可以將問題全部推到索尼身上,畢竟他們賣了一堆PlayStation 2把Dreamcast擊垮了⋯⋯不過事實上,這並不是完全正確的。世嘉本身對SEGA CD、32X和(世嘉)土星等電子遊戲機硬體的支援就已令玩家不滿,因為許多玩家在購買昂貴的世嘉主機後卻發現沒什麼遊戲可以玩,對他們來說就像把錢丟到無底坑裡一般。」<ref name="Dreamcast memorial"/> 2009年,[[IGN]]將Dreamcast評為「史上最偉大的電子遊戲機」第八名,並讚譽了主機在硬體上的創新與遊戲陣容。據IGN表示,「Dreamcast是第一部擁有內建數-{}-據機的電子遊戲機,儘管線上體驗不如後來的其他主機,但是透過Dreamcast,玩家第一次可以毫無困難的打開電源,然後直接開始與他人在線上遊玩。」<ref name="IGNGreat"/>2010年,《PC雜誌》的威爾遜稱Dreamcast為最偉大的電子遊戲機,並認為Dreamcast「離開的太快」<ref name="PCMag">{{Cite web|last=Wilson|first=Jeffrey L.|url=https://www.pcmag.com/article2/0,2817,2364241,00.asp|title=The 10 Greatest Video Game Consoles of All Time|work={{link-en|PC雜誌|PC Magazine|PC Magazine}}|date=2010-05-28|accessdate=2014-11-26|quote=A collection of creative, fun, and quirky games that you'd be hard-pressed to find in such abundance on any other platform.|dead-url=no|archiveurl=https://web.archive.org/web/20141204123346/http://www.pcmag.com/article2/0%2C2817%2C2364241%2C00.asp|archivedate=2014-12-04|language=en}}</ref>;2013年,《Edge》將Dreamcast評為過去20年最佳電子遊戲機中的第10名,在評論中集中描述了Dreamcast對家用遊戲機領域帶來的創新,包括遊戲內語音聊天、可下載內容以及透過VMU引入的第二螢幕機能。對於Dreamcast銷量之慘澹,《Edge》則表示:「世嘉的遊戲機是劃時代的,然而正因如此,她在商業上失敗了。不過今日我們仍可以感受到那些她所帶來的影響。」<ref name="Edge20">{{Cite web|url=http://www.edge-online.com/features/the-ten-best-consoles-the-greatest-gameboxes-from-the-past-20-years/|title=The ten best consoles: our countdown of the greatest gameboxes of the last 20 years|work=Edge|date=2013-09-20|accessdate=2015-03-05|dead-url=yes|archiveurl=https://web.archive.org/web/20141128181657/http://www.edge-online.com/features/the-ten-best-consoles-the-greatest-gameboxes-from-the-past-20-years/|archivedate=2014-11-28|language=en}}</ref>在書籍《[[有生之年非玩不可的1001款遊戲]]》中,鄧肯·哈里斯({{lang|en|Duncan Harris}})如此寫道:「老玩家們為Dreamcast的失敗婉惜的其中一個理由是她象徵著街機遊戲文化的衰頹⋯⋯世嘉的主機曾給了他們一個希望,一個事情將不會變得更糟的希望,一個擁有快速有趣的遊戲性和優美的視覺表現的遊戲將不會被埋沒在那些寫實戰爭遊戲的棕綠色沼澤當中的希望。」{{sfn|Mott|2013|page=434}}佩瑞許在另一則為USgamer(Eurogamer支部)撰寫的報導中,將Dreamcast多樣化的遊戲陣容與接下來十年「瀰漫著令人窒息的保守主義意識」的電子遊戲產業做了對比<ref>{{Cite web|last=Parish|first=Jeremy|url=http://www.usgamer.net/articles/what-if-dreamcast-had-won|title=What if Dreamcast Had Won?|publisher=USgamer|date=2014-09-13|accessdate=2015-01-20|dead-url=no|archiveurl=https://web.archive.org/web/20141215170706/http://www.usgamer.net/articles/what-if-dreamcast-had-won|archivedate=2014-12-15|language=en}}</ref>。Eurogamer的-{zh-cn:丹·怀特黑德; zh-hk:丹·韋赫特; zh-tw:丹·懷特黑德;}-({{lang|en|Dan Whitehead}})將Dreamcast比喻為「小、方、白色塑膠製的[[約翰·甘迺迪|JFK]]」,認為Dreamcast相對短暫的生命週期可能間接的造就了其作為最佳電子遊戲機之一的地位:「沒有什麼比壯烈的謝幕更容易激起後人的推崇了。」<ref name="Forensic"/>IGN的法赫斯如此說道:「許多硬體製造商來了,又走了,但沒有一家公司能像世嘉一樣走的如此有格調。」<ref name="IGN History of Dreamcast"/> == 參見 == {{col-begin}} {{col-break}} === 同時期的電子遊戲機 === * [[PlayStation 2]] * [[任天堂GameCube]] * [[Xbox (遊戲機)|Xbox]] * [[Game Boy Advance]] * [[Neo Geo Pocket Color]] * [[WonderSwan Color]] {{col-break}} === 他廠的末代電子遊戲機 === * [[雅達利Jaguar]] * [[PC-FX]] * [[CD-i]] * {{link-en|NEO-GEO CD|Neo Geo CD}} {{col-break}} {{Commons|Dreamcast}} {{Portal|世嘉|電子遊戲|日本}} === 其他 === * {{link-ja|電撃Dreamcast|電撃Dreamcast}} * {{link-ja|Dreamcast PRESS|Dreamcast PRESS}} * [[Zeebo]] * [[VMU]] {{col-break}} {{col-end}} == 參考資料 == {{Reflist|3}} === 參考書籍 === * {{Cite book|last=Mott|first=Tony|title=1001 Video Games You Must Play Before You Die|year=2013|publisher=Universe Publishing|location=New York City|isbn=9780789320902|ref=harv|title-link=1001 Video Games You Must Play Before You Die|language=en}} * {{Cite book|last1=DeMaria|first1=Rusel|last2=Wilson|first2=Johnny L.|title=High Score!: The Illustrated History of Electronic Games|year=2004|publisher={{link-en|麥格勞-希爾教育集團|McGraw-Hill Education|McGraw-Hill}}/Osborne|location=Emeryville, California|isbn=9780072231724|ref=harv|language=en}} * {{Cite book|last1=L. Kent|first1=Steven|title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World|url=https://archive.org/details/ultimatehistoryo0000kent|year=2001|publisher=[[Prima Games|Prima Publishing]]|location=Roseville, California|isbn=9780761536437|ref= harv|language=en}} == 外部連結 == * {{Official website|https://web.archive.org/web/20001117040300/http://www.sega.co.jp/dreamcast/dreamcast.html}} {{ja icon}} * [https://sega.jp/special/hard_anniversary2018/ 20週年紀念網站]{{Wayback|url=https://sega.jp/special/hard_anniversary2018/ |date=20191016114424 }} {{ja icon}} * [https://sega.jp/history/hard/dreamcast/ 世嘉硬體大百科]{{Wayback|url=https://sega.jp/history/hard/dreamcast/ |date=20190325063716 }} {{ja icon}} * [https://segaretro.org/Sega_Dreamcast SEGA Retro]{{Wayback|url=https://segaretro.org/Sega_Dreamcast |date=20190322203302 }} {{en icon}} * [https://www.youtube.com/watch?v=6xdBVHSrdzg Gaming Historian]{{Wayback|url=https://www.youtube.com/watch?v=6xdBVHSrdzg |date=20190518220948 }} {{en icon}} * [https://www.youtube.com/channel/UC1BjrXqfmHmBkM2FjBTdg-w Low Score Boy]{{Wayback|url=https://www.youtube.com/channel/UC1BjrXqfmHmBkM2FjBTdg-w |date=20190828100826 }} {{zh-hant icon}} {{世嘉}} {{第六世代遊戲機}} {{家用遊戲機}} {{Authority control}} {{Featured article}} [[Category:Dreamcast]] [[Category:第六世代遊戲機]] [[Category:世嘉遊戲機]] [[Category:家用遊戲機]]
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