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Dreamcast Weekly – Issue #100

July 18th, 2009

weekly-magazine-iconFollowing is issue #100 of the Dreamcast Weekly Magazine.

This issue was first published on September 24, 2000. The magazine was written by Graham Parker and used to be available from http://www.dreamcastweekly.com/. The original TXT file containing this issue is available for download from our archive. This issue has not been edited in any way, except to add links where appropriate.

Issues 007 through 084 of the magazine can be downloaded in all their TXT file ASCII glory from our Dreamcast Weekly magazine archive page. Issues 001-006 appear to have been lost forever, unfortunately.

Without further ado, please enjoy issue #98 of Dreamcast Weekly Magazine.

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 (((  DREAMCAST WEEKLY INFO  )))                              | Page 1 |
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> For daily game news, over 200 Prima Fast Track Guides(tm) online,
  codes, downloads, and contests every day, be sure to visit Primagames.
  Prima is the number one source for video and computer game strategy in
  the world!
---------------------- http://www.PrimaGames.com -----------------------
---------------------- http://www.PrimaGames.com -----------------------

> For the latest game news, reviews and previews visit the premier video
  games site TotalVideoGames.com With over 300 archived news articles &
  the greatest game reviews. Updated throughout the day with everything!
------------------- http://www.totalvideogames.com ---------------------

> You can unsubscribe from http://www.dreamcastweekly.com but you must
  use the address you signed up with (a common mistake!).

> Our domain name is provided thanks to Total Video Games, the UK's
  premier video games magazine updated daily, and The Junction, the
  best place for Teens to chat.
-------------------- http://www.the-junction.com -----------------------

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (((  EDITORS COMMENTS  )))                                   | Page 1 |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

From back when Sonic Adventure was just a rumor, to today when we're
awaiting it's sequel, from the Sega 2000-X Magazine to Dreamcast Weekly,
we've tried each week to provide you with the latest Sega news, rumors,
features and more. Now we reach our 100th issue, and bring you an
interview with one of a regular readers, Peter. Big deal you say? Well
how about if I told you he's Peter Moore, President at Sega Of America?

We've removed most of the usual content from this issue, which will
be delivered to you in an extra e-mail tomorrow, and our huge cover
story is part 1 of our interview with Peter Moore. Next week we'll do
the same, and include part 2 as our cover feature.

But before you scroll away to Page 2, we also have five NFL 2K1 Strategy
Guides to give away! Thanks goes to Prima Games for these, and all you
have to do to enter is e-mail me the name of the game Peter Moore can
beat his 14 year old son at. The draw will be made on Friday, October
the 6th, and five winners will be contacted via e-mail. Good luck!

Until next time remember, The Game Is Never Over, and thanks for reading
Dreamcast Weekly over the past 100 issues.

- Graham "Tails" Parker (Editor)

              .oO   Page 2 - Cover Story          Oo.
              .oO   Page 3 - Prima Games Corner   Oo.
              .oO   Page 4 - Sega On The Web      Oo.
              .oO   Page 5 - Our Support Sites    Oo.
              .oO   Page 6 - Credits              Oo.

HOT QUOTE this issue: "Sega's Online Store: Ranging from a Virtual On
t-shirt, to a Daytona USA cap, stickers, watches and much much more."

-- Sega's Little Known Online Store - Sega On The Web (Page 4)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (((  COVER STORY  )))                                        | Page 2 |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

>>>> Peter Moore Interview - President At Sega Of America
     - By Dan Kassis and Graham Parker

Mr. Moore, or Peter as he's known at Sega, has been president of their
American division since the Dreamcast's launch over a year ago. But
before his success at Sega, he was in the footware business. Working as
President at Patrick USA, and senior vice president of Reebok Ltd gave
him the marketing skills needed to handle the Dreamcast's biggest
region.

A few weeks ago Peter e-mailed us at Dreamcast Weekly, and said, "I am
a regular reader of your newsletter, and I appreciate all the work you
put in keeping the Sega Nation fully informed." Now on a trip to Japan,
he has taken the time to be interviewed by us (and is up at 6am in
fact, now that's dedication!) for our 100th issue.

DW: So, what is it that has brought you to Japan right now?

PM: I come over at least once every six weeks. Typically I will attend
monthly board meetings, present financials to our parent company and
meet with the presidents of the studios on a regular basis to make sure
that the content flow is coming in. So my usual day here is to work
within our A.M. teams and R&D teams, Yu Suzuki, Mizuguchi, those types
of guys and look at the projects that are, six, eight months away, maybe
a year away. Yesterday I was looking, for example, at Shenmue 2 in great
detail.

DW: That's exciting. I know Mr. Suzuki is the developer, the creative
force behind that game. The other name you mentioned I'm not familiar
with. Could you give me a little background on that fellow?

PM: Well Mizuguchi is the creator of Space Channel Five, and also was
the inventor, the creator of Sega Rally and great titles like that.
Mizuguchi, his office is about an hour further away from Hanaida, which
is where Sega (Japan) is based. Mizuguchi San is probably best known
right now in the States for Ooh La La and Space Channel 5.

DW: Now, I would assume as the president of Sega of America that your
job would be more of working with the teams that are present there in
your office, but you actually have the job of getting out there yourself
and meeting with the development teams and your third party publishers
in person. Is that unusual in your industry or do you have a unique way
of wanting to have a first-hand control over your relationships with
these publishers?

PM: Well ultimately it's all down to the games and it's all down to
world-class content, and my philosophy on that has always been that
unless I can work on a top-to-top level with, whether it's the third
parties, whether it's Capcom, Namco, Konami... In the U.S. Midway,
Activision, Acclaim and have that president to president relationship,
then I really am not in control of the business.

We are a tremendous advocate of strong third party support and the fact
that we've got nearly two hundred titles for Dreamcast by Christmas, of
which I want to say about a hundred and fifty-five are third parties,
has been a major part of the success of the Dreamcast in the North
American marketplace. And that doesn't just happen by accident, that
happens through them having confidence in the management team of SOA
(Sega Of America) to deliver on our business plan of an in-store base.
And so I take a very active role. And I don't know if my counterparts,
whether Kazurai at Sony, does that, I'm sure he does. He's been in the
business a long time. But you cannot say it's not your responsibility
to make sure that there's content for the platform and so as a result,
I tend to spend a lot of time doing that, yes.

DW: Well, it seems to be paying off with the tremendous amount of third
party support you have. So, we're a week or two into Sega-Net now. What
do you think of the performance of the on-line portal so far? Are you
happy with what Sega has to offer?

PM: I think I should note that we're doing something nobody's ever done
before so we're delighted. I've been on many, many times during the Beta
period, demoing to the press and the analysts, and I've played a number
of games since when I've been in the U.S. and I've had a great time.
Sega-Net delivers an extremely low latency experience, and the chat
environment is fabulous.

I enjoy going on and, in my limited NFL 2K1 skills, meeting people. I
was just telling Yu Suzuki yesterday the great experience I had just
playing the game against, I assume, a kid from North Dakota. Never met
him before and probably never will meet him, but for thirty minutes, we
had a blast and then our respective wives called us for dinner so it was
all over! But that kind of experience, I think is the future of gaming.
And you know, we are delighted to be the first mover. We believe in the
narrow band era. We believe in developing games that can be played at the
level we were playing the other day in narrow band, and I'm not in the
least bit worried that we'll be overtaken by the time our competitors
figure out their online strategy. We're building a very strong community
already, and when Quake III and NBA 2K1 are released in October, that
will just add to both the quantity and the diversity of the online gaming
community.

DW: And Unreal Tournament. Do you expect that to be Internet-enabled at
launch?

PM: It's a good question. I'm just looking at my e-mail. Something was
just announced yesterday (Wednesday of last week) and I haven't had time
to look at it, but UT is an exciting game for us as more and more PC
mega-games. When we look at, I can't think of one now that's not
destined for the Dreamcast. You look at Quake, and you look at UT, and
you look at Half-Life, all coming to the Dreamcast. I think you see now
the emerging of the console with PC experience. You see the gravitation
now for these magnificent PC games to finally be played the way that I
think they were always intended to be played, through a big-screen TV
and in some cases, through the Internet. It's so much more fun playing
with a controller than it is with a keyboard and a mouse.

DW: We just did a preview on Primagames.com of Half-Life for the
Dreamcast, to support the upcoming official strategy guide. We showed
some screenshot comparisons of the PC version versus the Dreamcast, and
it is really, from a very objective standpoint, phenomenal. The facial
modeling, the weapons modeling, have obviously been improved to take
advantage of the Dreamcast's processing power. I'm sure you've seen
that.

PM: I was at Sierra (Studios), flew to see it about three weeks ago up
in Seattle and saw a one-hour demonstration, and we did some side-by-
side stuff (with the PC game). The processing power, as you rightly say,
of the Dreamcast against the average PC is just -- the two can't be
compared. I think you're going to see a great deal of PC gamers, who
probably if you'd asked them six months ago would never have dreamed of
getting involved with a console, gravitate now toward the console, which
is obviously a machine built specifically for gaming, unlike a PC. As a
result I think we're going to be driving a tremendous amount of added
market share from that particular demographic that, as I said, wouldn't
have dreamed of coming over maybe as recently as six (to) eight months
ago. 

DW: Excellent. You were speaking of narrow band low-latency a little
earlier, which Sega has been promoting very heavily. We know that
Gamecube with come with an optional narrow band or broadband peripheral,
and that Sony is looking to set up its broadband network right now,
especially in Japan. Almost a year from now, we're going to have those
two consoles in place. how do you see the Dreamcast competing in a
broadband world?

PM: Well, I've got one in my room right here. We have LAN adaptors ready
to go. The challenge for the industry is that broadband is still at a
level where, if you were a massively distributed consumer product, such
as (the Dreamcast is), then it simply isn't in enough places. My
personal experience, even living in the Bay Area there has been
horrific. I still can't get DSL in my home despite the third attempt on
August 16 of the technician to install it. My story is no different than
a number of stories that you'll hear about the teething pains that the
broadband companies have in rolling out connections, if you're fortunate
enough to be close to the server, even which I am. But I still can't get
my DSL. We believe in narrow band We still believe two or three years
from now, that it will be the way that the huge majority of Americans
connect to the Internet, through a dial up modem. He who can provide the
optimum experience within the narrow band environment is the company that
will have the greatest advantage. But when narrowband's ready, so will
we.

DW: Cool. I just read an interview with you in Games Business Magazine.
A very humorous picture of you in a...

PM: In that football getup.

DW: That was great. Now, that article was rather aggressive in its
criticisms of Sega, especially with regards to your launch campaign.
There's something you said in that article that I'd like clarification
on. You mentioned near the end that videogaming or videogames is a term
we won't be using in eighteen months. I'm wondering if you could
clarify that.

PM: We already, in the industry, if you talk about videogames we feel
that that is an archaic phrase. If you think it came out of the fact
that you plug in a console into a television, and that's a one-on-one
experience. I truly believe that we'll be talking... We talk about
interactive entertainment because that's truly what it is. "Games" is
probably a suffocating word in that we look at... take, for example
Seaman. And I miss my Seaman, I haven't been able to (take care of him
lately) And I hope my son is talking to him otherwise I'm going to have
a very very ornery Seaman when I get home.

DW: Like he misses you!

PM: But that's a game. That's interactive entertainment. And that is the
future of what we see. You know, every time I met with Yoot Saito who's
the creator of Seaman, we would look at this thing, and talk it through
and then say, "This is not a game, there's no game to be played here.
This is reflection of a life experience." And, you know, it's almost
educational to the extent that it really, once you get Seaman up and
running after about three, four, maybe five weeks which few people in
the U.S. have yet, this is an intelligent life form. There's no game to
this. And I think you're going to see more and more of that type of
genre-busting experience come through.

The internet as well obviously changes everything from the perspective
of what kind of interaction we have. You can look at titles like The
Sims, and while I guess you could call The Sims a game, I think more and
more we're seeing our interacting experiences reflect life. And from my
point of view, I think we're going to certainly push harder to do that.
So video games, to me, seems entrenched in the early nineties, late
eighties. It's much more than that now. Much, much more. 

DW: Interesting.

PM: Community building... I always... When I think of a video game in
the original sense, that was simply me, my TV and, (and) Top Gun, one of
my favorite games from Nintendo, back then.

DW: Uh huh.

PM: And that's no longer the case anymore. You look at our TV
commercials and... for Crush Crew and for the Neo Jan, I don't know if
you've seen the football ones.

DW: Yes, I have.

PM: You've got guys now, you've got virtual sports leagues developing.
And yet I guess, in the original sense it's still "a game," but as my
team in Liverpool's manager once said, "It's not about winning. It's
more than life and death. It's much more serious than that." And those
are the types of things that we start seeing now. Building communities,
and having communities interact in and around the experience, but not
solely, exclusively through the experience. So SegaNet is a great
example of that; how you start building community. And yet the
competition is a fundamental part of it, but then socially you start
seeing an extension of that within the community itself. Where people go
into chat rooms and interact with each other on a number of things, but
all focused around the experience itself. 

DW: So, you were talking about the past a little bit. Before you came
into the interactive entertainment industry, did you have a concept in
your mind of "Sega versus Nintendo"? What was your concept of those two
companies? I don't know if Sony was even in the picture then. 

PM: I've only been in the business since last February, last year,
February 99 is when I joined Sega. And so my experience prior to that
was certainly as a marketer to a young audience in my previous life in
the athletics footwear industry was certainly an awareness of the power
of the Sega brand. Probably best exemplified through the Sega Scream
campaign of the mid-nineties that Goodbey Silverstein did. And then,
certainly when the situation that the recruiter brought to my attention
of the opportunity to join Sega, that was the first thing that sprung
to my mind once he said Sega, you always bark back, "Sega!"

DW: Right!

PM: That enthralled me from the simple fact that the way a name of a
brand is said evokes an experience, evokes a mentality, and that was
exciting. My son is a very avid gamer and he bought Sega Saturn, and
before that we had, gee, Super NES and all kinds of things like many
American households, my storage area is still cluttered with bits of
gray plastic and orange duck hunt guns and things like that. So I've
lived the legacy vicariously through my son. Obviously, now I live it
second by second through my job. But I was very aware of Nintendo's
power and then playing Mario when it first came out, being fascinated by
the depth of the game at that time.

Like a lot of people are, we're swept with Game Boy, Tetris, and
travelling. I would take my Game Boy and Tetris was one of those games
that just fascinated me, somewhat mathematical but extremely
entertaining and so I've been on the periphery if you will, of a
participant in the industry, but never really delved into it as an
active part. But it fascinated me.

DW: Now, you mentioned your son not only today but in your testimony to
the Senate.

PM: It's where I get most of my information from!

DW: Sure! Now, can you beat him at anything?

PM: No, he toys with me. Sega Rally was the first example where I really
had a problem because he had perfected the power slide technique with
Sega Rally much before I did, and he would race ahead in Sega Rally and
then sit and wait for me to catch up, and then race ahead again and wait
for me to pick myself out of the ditch and catch up! (My fifteen year
old brother does exactly the same thing with my Mom on Sega Rally, lol!
- Graham) And now he does the same thing with Virtua Tennis. 

DW: Oh boy!

PM: He has perfected the top-spin and the back-spin with the analog pad,
I just can't do that. There's just too many buttons at once for me, and
even though Virtua Tennis is probably the simplest game we've ever done,
he'll let me go 40-Love up and then still beat me. It's embarrassing.

DW: That's funny that it's still happening. I remember humiliating my
Dad in Activision's Baseball for the Atari 2600 back in the early
eighties, and he would get so frustrated. But I think that the
generational gap is evident because back then it was a joy stick with
one button. And now, all the consoles seem to have so many buttons that
I think the next generation...

PM: You know, once you hit forty, there's no way you can control analog
pads, two triggers, and four buttons, it just ain't gonna happen, so...
But Virtua Tennis is a great example of a game actually that is a lot of
fun to play, and within ten seconds you're having fun. I think it's been
a big surprise to many people in the industry this year, (that) we're
still selling it at the rate that we sold it the first week, and it
continues to find more converts so... Yeah, unfortunately, any game he
picks up, he has that genetic capability of looking at the game during
the load screen and having it figured out by the time he hits the start
button. So I just can't match that right now.

DW: The learning curve on today's games is definitely a lot steeper that
it used to be.

PM: I can give him a run for his money on Rush 2049, which is my Sega
driving game right now from Midway because that's just pedal to the
metal and go. But that's about the only time I can give him a run for
his money.
DW: Wow. Speaking of racing games, would you have any details on the
availability of Daytona USA, either in the U.S. or the Australian/New
Zealand market.

PM: Not really. Certainly Daytona's been one of the great franchises for
Sega over the best part of a decade. And I still, wandering around Tokyo
last night, just walking back to the hotel dropping into some of the
arcades, Daytona's still, head-to-head racing is huge here (Same here,
the four player link up even remained while Daytona 2 came and went -
Graham). It will get overtaken, it looks like, by Ferrari 355 which is
an incredible experience. Some of the big arcade machines here that they
roll out have got 64 channel sound and you strap on the arcade machine
and off you go, but Daytona (on Dreamcast) is something we're just
finalizing right now and met with the team yesterday.

We're not in a position to make any announcements because we want to
make sure we've got everything nailed down and under wraps before I can
tell. But I noticed in some of the Dreamcast Weekly's that Graham gets
very excited by simply the word "Daytona." So I want to make sure I
match his expectations. (Daytona 2 tracks, Daytona 2 tracks, Daytona 2
tracks, haha - Graham)

PART 2: The second part of our interview starts off with how Sega, and
Peter Moore keep in touch for what you, the gamers say. Find out some
of websites he visits, and what a "Sega Flash" is. Then there's some
thought provoking details on the Senate, SegaNet, and what he expects
to happen in the Christmas of 2000.

A huge thanks goes to Peter Moore, Dan Kassis, Jenny Majalca, and
Charles Bellfield for making this interview possible.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (((  PRIMA GAMES CORNER  )))                                 | Page 3 |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

>>>> Half-Life's Going Full-Tilt On Dreamcast

With completely re-designed characters and weapons, a totally original
mission from Gearbox, and the processing power of the DC to back it up,
Sierra's new console version of Half-Life will bring a whole new legion
of fans to 1999's Game of the Year. Click the link below for the full
Primagames.com preview!

http://www.primagames.com/news/preview/2203/

>>>> What's Cool This Week

Want to know the strategy behind the Paper, Scissors & Rock game? You
have to see this hilarious site! Plus check out the top 25 action
figures of all time, and bring back the kid in all of us.

http://www.primagames.com/news/article/2204/

>>>> 250 Fast Track Guides - http://www.primagames.com/guides/pftg.php

Remember, Primagames.com has more than 250 Prima Fast Track Guides
online for you to check out right now. For the best, fastest, and most
up-to-date game strategy you'll find, Prima's the ticket. Click the
link above for the Fast Track Guide index.

>>>> Hot titles that received Prima Official Strategy Guides:

Resident Evil: CV - http://www.primagames.com/guides/posg.php?ID=4572

Super Magnetic Neo - http://www.primagames.com/guides/posg.php?ID=4965

Space Channel 5 - http://www.primagames.com/guides/posg.php?ID=4909

!!!!! Check out their site yourself at: http://www.PrimaGames.com/ !!!!!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (((  SEGA ON THE WEB  )))                                    | Page 4 |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Each week we print the best of Sega around the web. From videogame
movies, to import stores, VMU developments, to collectibles on Ebay!

>>>> SegaArcade.com - Online Shop

Have $4,295.00 to spare for a Star Wars Trilogy arcade game? Well Sega
have the place for you and your small fortune.
http://www.segaarcade.com/htm_docs/buy.htm is their online arcade
store. But for those of us with a little less money, their other
merchandise is what you'll be looking for. Ranging from a Virtual On
t-shirt, to a Daytona USA cap, stickers, watches and much much more.
All at good prices too, for example a Virtua Fighter 3 cap comes in
at only $9.95. Well worth a look.

>>>> Sega Collectables On Ebay:

If your starting or planning on selling a Sega collectable on Ebay,
give us an e-mail on Madcow@ihug.co.nz and we might list it here for
all 40,000 readers to see. We don't ask for anything in return, but
we reserve the right to pick which products we list.

14 Rare Master System games - Including Phantasy Star
-- http://cgi.ebay.com/aw-cgi/eBayISAPI.dll?ViewItem&item=445577832

3 Sega CD Games + Rare 32X/CD Title
-- http://cgi.ebay.com/aw-cgi/eBayISAPI.dll?ViewItem&item=445583336

Christmas NiGHTS - Pal
-- http://cgi.ebay.com/aw-cgi/eBayISAPI.dll?ViewItem&item=448535301

Outrun Deluxe Arcade Machine
-- http://cgi.ebay.com/aw-cgi/eBayISAPI.dll?ViewItem&item=448175848

Sonic Gum Dispenser Figure
-- http://cgi.ebay.com/aw-cgi/eBayISAPI.dll?ViewItem&item=449026598

Sonic Finger Puppet
-- http://cgi.ebay.com/aw-cgi/eBayISAPI.dll?ViewItem&item=448898903

Sonic CD & Other CD Games
-- http://cgi.ebay.com/aw-cgi/eBayISAPI.dll?ViewItem&item=448752930

Sonic CD - PAL
-- http://cgi.ebay.com/aw-cgi/eBayISAPI.dll?ViewItem&item=448447821

Virtua Racing Mega Drive - PAL
-- http://cgi.ebay.com/aw-cgi/eBayISAPI.dll?ViewItem&item=448340999

>>>> Other:

Our news on Lik-Sang and NextGenVideos will return soon.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (((  OUR SUPPORT SITES  )))                                  | Page 5 |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Dreamcast Weekly goes out to around 40,000 gamers every week. How did we
get so many people signed up? With the help of these websites, that's
how:

>>>> Sega X - http://www.segadreamcast.net

A website with plenty of news, and always the latest game reviews, but
also a IRC Java chat room where you can chat about all the latest Sega
topics. THE must see Sega site each and every day.

>>>> Sega 2000 - http://www.sega2000.net

Sega 2000 is one of the few Sega sites that packs all the important
information about Sega's 128-bit console in both America, Europe and
Japan. With top news, reviews, previews, features,cool forums and more,
Sega 2000 has enough features to keep Dreamcast fans entertained for
hours and hours.

>>>> Game Ireland - http://www.game-ireland.com

Begorrah! Are you Irish? Half Irish? Enjoy a pint of Guinness from time
to time? Whatever your connections, visit Game-Ireland, the premier
source of Irish gaming on the Net. We cover everything from Dreamcast to
the Game Boy with the best Irish writers in the business.

>>>> The Next Level - http://www.the-nextlevel.com

The Next Level is a multi-platform gaming magazine focused on current
and upcoming next-generation systems. We provide up-to-date news,
in-depth reviews, reader reviews, intriguing editorials, and more.

>>>> Perfect Zero - http://204.30.23.21/

The Perfect Zero server is in trouble! Because their host server has
died, the staff have put an emergency version online at the above
address. Help support their comeback by visiting Perfect Zero today.

>>>> Future Gamez - http://www.futuregamez.net

What used to just cover Dreamcast now covers Playstation 2, Dolphin, and
X-Box platforms too. A great site to visit for keeping an eye on the
competition, but also for the latest in Australian Dreamcast news.

>>>> The Sonic Zone - http://www.suneet.com/soniczone/

Updated daily with a HUGE amount of Sonic content that is sure to blow
you away! From Fan Fiction to Chatting, and even Fan Created Games, this
is your one stop Sonic site.

>>>> Gaming Central Starpath - http://www.startpath.com/gamingcentral

This site contains hundreds of links for anything a gamer might be
interested in, no matter what format, including some game specific
links.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (((  CREDITS  )))                                            | Page 6 |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

O Editor: Graham Parker "Tails" - Madcow@ihug.co.nz
O Red Hot Rumors: Michael Monahan - Mikelad1@aol.com

Copyright 1998-2000 Graham Parker

Written and edited by Graham Parker. No parts may be copied without
prior permission or correct credit where due.

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