Razor Freestyle Scooter (Freestyle Scooter in Europe) is a merging of the popular scooter trend with the also popular "extreme sports" game genre. Porting this sucessful Playstation game included redoing over half of the content from scratch. How did it turn out? ign dc had this to say:

"If there's a definite strength of Razor, it's the visuals. ... the game certainly looks a helluva lot better than its PS version. Very clean graphics and a super smooth 60 fps frame rate totally took me off guard and it's nice to see a translation of a game get the full Dreamcast facelift." 

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We'd never even seen an N64 dev kit before Crave asked us about an N64 version of Razor Freestyle Scooter. But 10 crazy weeks later the port was done. How good can a 10 week port be? It kicks ass of course. No really, it looks and runs great. As with the Dreamcast version, we redid and enhanced much of the content. It also has 7 brand new original music tracks. Check it out!

We ported Stupid Invaders from PC to Dreamcast. We hit our very aggressive schedule despite huge technical challenges with data size and rate, loading times, memory and CPU usage; and, doing much content work outside our original mandate. We added many new features such as a new walk system, menu system and proprietary image compression. We're very proud of the quality of the final product.

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Defense Commander is a mini-game we created for Microsoft to demonstrate simultaneous cross platform development and networking between Dreamcast and the PC. Developed from scratch, this project has plenty of cool features such as detailed fractal terrain, spherically mapped multipass sky, trick tracer fire rendering code and cool particle effects. It also features a C++ AI system and multithreaded client side predicted networking.

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QuakeDC

QuakeDC is a port of Quake to Dreamcast that we did in some spare time. It is fully functional except for networking and took just 11 days to complete. Not too bad considering the number of things that needed dealing with: converting OpenGL code to Direct3D, new file I/O, performance issues, complicated controller support, compacted savegames on the VMS amongst many smaller issues. In fact it represents about as far as we could go without modifying the content (which we couldn't distribute) or making major enhancements to the engine.

We are unable to distribute QuakeDC so please don't ask us for it. Unfortunately this includes press and Dreamcast developers.

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