C'mon! It doesn't take half a brain to see the fakiness of that screenshot. That is *NOT* running on the Dreamcast, and I'll tell you why:
It's a raytraced render, without antializasing or subpixel sampling.
First, the woman with rollerskates. She's self shadowing (look at the head and her left arm). But, with some clever usage of modifier volumes, that would be feasible (Alone in the Dark 4).
Second, the car. It's reflection looks like a cubemap reflection (you can see the palmtree behind it reflected on the top) rendered in real time. The Dreamcast doesn't support cubemaps, and even if it were a PS2-level trick, like rendering a sphere-distorted view of the surroundings in a single envornment map texture, it would be very, very hard, if not impossible on the DC. I don't recall a single Dreamcast game that used render-to-texture.
Also, it has a little too many polygons, don't it? Looks almost as tesselated as the cars in Ferrari F355 Challenge. As I remember, GTA3 didn't have such high detail vehicles, and I doubt it would run at acceptable speeds if it did.
And there's a semi-transparent hole in it's shadow shadow (to the left of the frontmost tire). It's the glass' shadow, probably caused by the fact the car doesn't have a bottom. Modifier volumes shadows can NOT vary based on transparency. Only raytracing can produce such effect with such sharpness.
Third, the palmtrees. They are self-shadowing. Okay, again, this is possible with modifier volumes, but if you look at the second from left to right, you'll see it's leaves are shadowing each other, and the shadow portrai the leaves' alphas with accuracy. That is NOT possible with modifier volumes (or stencil shadows)! The only ways to get an alpha mask to affect the shadow is use z-buffer shadows (with alpha test), use projective textures (render model black on white background viewed from the lightsource into a texture, project it from the light's viewpoint into other models), or raytracing. Since raytracing is the only method that'll produce sharp shadows, it's definitively the one used in the shot.
Fourth, the ground texture. Look at the ground close to the view, it's texture has sharp details. No console or videocard on earth can do such thing! That's a procedural texture created by raytracing.
So, this screenshot is total foobar!