
Skies of Arcadia Review: The Dreamcast’s Greatest Voyage
Vyse, six moons and a whole sky to chart: Overworks’ optimistic sky-pirate epic is the Dreamcast’s defining RPG. Our review.
From the Vault columnist. Grew up feeding quarters to the Ms. Pac-Man machine at his uncle's pizza place; still owns his childhood SNES and every Nintendo Power he ever begged his mother for. Writes the retrospectives and the hidden-gem hunts.

Vyse, six moons and a whole sky to chart: Overworks’ optimistic sky-pirate epic is the Dreamcast’s defining RPG. Our review.

The launch title that out-scored its own arcade original: 8-Way Run, Mission Battle and the finest home fighter of its era, reviewed.

The arcade’s purest home conversion: one city, one stopwatch, endless fares. Why Hitmaker’s cab still defines the Dreamcast’s arcade soul.

Smilebit’s cel-shaded graffiti skater still looks like the future: Naganuma’s soundtrack, Tokyo-to’s grind lines and the GG’s turf war, reviewed.

Yu Suzuki’s Dobuita epic — the drawers, the forklifts, the waiting, the legend. Our review of the Dreamcast’s most ambitious game.

Local factories, Portuguese games, pink consoles and built-in libraries: how one Brazilian licensee kept the Master System alive for decades after the world moved on.

Joe Musashi’s hostage-rescue arcade hit, redesigned with a life gauge for the home: the Master System’s finest arcade conversion, reviewed.

Nine crystals, nine labyrinths and one very familiar formula, spoken with a barbarian accent: Sega’s Zelda rival for the Master System, reviewed.

Not a port but a parallel design: how the Master System’s Castle of Illusion gave Mickey throwing mechanics, a hub castle and a charm all its own. Our review.

Punching blocks, shopping for Peticopter rides and settling boss fights with rock-paper-scissors: Sega’s pre-Sonic mascot adventure, reviewed.