Originally posted by: yukichigai
Originally posted by: gigapet
the fact that you didnt need to buy games cuz they were easily pirated.
I'm sure that helped. Once a few enterprising geeks figured out how to make a Coder's Cable the protection scheme for Dreamcast games became a joke.
More info on that below, skip if you don't care:
A Coder's Cable is a cable that goes from 9-pin serial to the Serial I/O port in the back of the Dreamcast. Using this cable and some homebrew software it is possible to use the Dreamcast to read the data from a GD-ROM -- Dreamcast's proprietary disc format -- and transfer it to the computer. Because GD-ROM is truly a proprietary, uncopiable/unreadable (
normally) format Sega didn't include much else in the way of piracy protection, save for some difficulty in writing a CD such that it would boot. But unlike a Playstation disc's boot sector -- which was checked for a data block most CD burners are completely incapable of writing -- a Dreamcast game's boot sector was reproducable. And since the Dreamcast was able to read normal CDs all it took was for someone to figure out what burning program could duplicate that sector. (
Padus DiscJuggler and Alcohol 120% can do that) After the Broadband Adaptor hit the market it got even easier, speeding up the average GD-ROM->Computer transfer time from a full 24 hours with the Coder's Cable to a little over an hour with the Broadband Adaptor.
In short, the Dreamcast was a next-gen console that didn't require a modchip to use pirated games on. Though that wasn't the only cause of its failure. It was also released very early compared to the other consoles, and the proprietary disc format didn't help it much with game companies. When the rest of the next-gen consoles came out it was perceived to be old and behind-the-game, even though it performed just as well or better than the other consoles.