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THE

ENCYCLOPEDIA
vol.02

copy/paste:
DaddaRuleKonge
Sega Saturn
Encyclopedia
vol.02
DaddaRuleKonge

I made this book because I like to have something to do, and I like
doing this sort of stuff. Cataloguing and stuff... This book (or PDF)
is one in a long line of PDFs I have made since 2012.

This book is a compilation of text and pictures from the internet.


Nothing is written by me, and not one picture is mine.
I made this book mostly for myself as a learning tool to get more
familiar with the Saturn history and games. I have tried to make the
book well presented and easy to look through. But I must warn you
that spelling and grammar errors are present.

This book is split into two volumes as it became to large to contain


into one PDF file.

If you are happy with the book then please look at some of the web-
sites on the “Reference Guide” page. Find a site that you like and
give them some spending money. Or give cash to something you
believe in. A kickstarter project or something, i don`t know?
If you are annoyed, send an email to me: sennep@hotmail.com
from: Daniel aka DaddaRuleKonge
https://daddarulekonge.itch.io/

NoCopyright © 2018 by DaddaRuleKonge


All rights are NOT reserved. EVERY part of this publication may be reproduced, distributed, or transmitted in any form or by any
means, including photocopying, recording, or other electronic or mechanical methods, without the prior written permission of the
publisher. I do not own anything in this book. You use part of this publication on your OWN RISK though. As places in this book
may have a copyright by the original owner.
CONTENT
Reference Guide . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Sega Saturn Games
S . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
T . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118
U . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162
V . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170
W . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 193
X . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 218
Y . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 220
Z . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 224

Software . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 230
Compilations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 236
Lost & Found . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 242
Unreleased Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 244
Sega Saturn Magazines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 280
Saturn Demo Discs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 282
Sega Saturn Consoles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 296
Accessories
TV connectors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 313
Controllers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 316
Light-Guns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 348
misc. Accessories . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 354
NetLink Accessories . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 358
Cartridge Periphials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 362
Video CD Card . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 370
Cheat Cartridge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 376
Debugging Stations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 380
SGX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 384
Saturn Prototypes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 385
Emulators . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 387
Developers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 390
Checklist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 424
6 • Reference Guide

Reference Guide
These are web sites that I used a lot for pictures/screenshots, reference and much of the information. If I have
not used wikipedia on a game description, then I have tried to credit it at the bottom of the text.
I can recommend all of these websites, as they are very informative and/or fun to look through.
If you are the owner of one of these sites and feel that i have done you wrong, then please send me an e-mail
and i will make the necessary change to your wish.

Sega Retro

“Welcome to Sega Retro, a project from the people behind Sonic Retro. We aim to cover
everything possible about Sega from the 1940s to today. We currently are working on
14,906 articles and have many more that are requested to be worked on. ”

• Used for most cover and intro pictures, information and rarity score.
A giant site on every Sega consoles. Maybe the most important site for a Sega aficionado. It consist of a huge
wiki, detailed information, pictures, flyers, and a great rarity score list. Without this site, this book would be
very barren.

https://segaretro.org/Main_Page

Satakore

“Sega Saturn and Sega Saturn Only


Dedicated Site for all things about Sega Saturn”

• Used for some pictures and information. Also used itfor checklist.

This site consist of detailed information on every Sega Saturn games.

https://www.satakore.com/

Hardcore Gaming 101

“Hardcore Gaming 101 – Promoting the culture of video games”

• Used for information on a few games.


A highly detailed review site on several video game series. Very recommended.

http://www.hardcoregaming101.net/
Reference Guide • 7

GameFAQs

“Founded in 1995, GameFAQs has over 40000 video game FAQs, Guides and
Walkthroughs, over 250000 cheat codes, and over 100000 reviews.”

• Used for pictures and the review score.


A giant webiste regarding many of games released with loads of information, faqs and pictures. It also in-
clude dedicated forums for each system.

http://www.gamefaqs.com/

Moby Games

“MobyGames is the oldest, largest and most accurate video game database for
games of every platform spanning 1979-2014.”

• Used for info and information.


A good site for information and pictures on much of the games released.

http://www.mobygames.com/
10 • Sakura Taisen

Sakura Taisen
8.7
Developer Sega CS R&D 2, Red, Nextech
Publisher Sega
Release date (jp) September 27, 1996
Genre Adventure
Mode 1 Player

xxx Sakura Wars is a Japanese me- with spirit powers which defends To-
dia
xxxfranchise created by Ouji Hiroi, and kyo against demon attacks using steam-
is developed and formally licensed by powered armor called Koubu. The city
Red Entertainment and Sega (who also is currently being attacked by demons
owns the franchise). The franchise cen- controlled by the Hive of Darkness, a
Limited Edition, Type A
tres on a series of dramatic fantasy and group of black magicians led by the
science-fantasy tactical role-playing powerful Kuroki Satan and his master
adventure video games, which consist Tenkai. Tenkai, who sacrificed himself
of tactical wargame and dating sim ele- 300 years earlier to prevent Tokyo fall-
ments, and also includes a motion pic- ing to demons, begins launching suc-
ture, anime, printed media, and other cessive attacks on Tokyo and then on
merchandise. The series began in 1996 the Flower Division itself.
as an eponymous video game; the game Sakura Wars is set in Tokyo dur-
Limited Edition, Type B was a success and spawned sequels. ing a fictionalized version of the Taishō
The video game series has branched period, with players taking the role of
into other genres and platforms, such as Ichiro Ogami and the all-female Impe-
portable games and games for mobile rial Assault Force. Dubbed a “dramat-
phones. ic adventure” game and taking place
Sakura Wars is the debut entry across multiple episodes, the gameplay
in the Sakura Wars series. It was origi- segments incorporate tactical role-
nally released for the Sega Saturn then playing, dating sim and visual novel el-
Satakore subsequently ported to other systems ements. Gameplay is divided between
including the Dreamcast, and remade periods where Ogami navigates the Im-
for the PlayStation 2 under the title perial Theater and interacts with vari-
Sakura Wars: In Hot Blood. Defined by ous characters, and combat sequences
Sega as a “dramatic adventure” game, governed by a turn-based battle system
Sakura Wars combines overlapping upon a tilted grid-based battlefield.
tactical role-playing, dating sim and During the social sections, Oga-
visual novel gameplay elements. mi navigates the theater during limited
The game is set in 1923. Im- time sequences between battles. Dur-
perial Army Ensign Ichiro Ogami is ing these sequences, when talking with
transferred to the Flower Division of both the main heroines of the Flower
the Imperial Assault Force, a secret Division and supporting characters,
combat unit based in Tokyo. Met by conversations rely on the LIPS (Live
Sakura Shinguji, he is led to a theater & Interactive Picture System) system;
and meets its main actresses of the Im- when faced with critical choices in the
perial Theater Revue; Sumire Kanzaki, course of a conversation, conversation
Maria Tachibara, and Iris Chateaubri- options are displayed with a time limit
and. Meeting the theater’s manager for the player to select a response. De-
Ikki Yoneda, Ogami learns that he has pending on the type of response, the
been assigned as a ticket taker for the character may respond positively or
theater. Initially seeing his assignment negatively, impacting their relation-
there as a punishment, it turns out to ship with Ogami and future interac-
be a bluff to determine his worth. The tions. Other actions within LIPS in-
“Imperial Theater Revue” is the Impe- clude holding the cursor over parts of
rial Assault Force, a group of women a character’s portrait to trigger internal
Sakura Taisen 11

monologues and varying responses from the char- The concept for what would become Sakura
acters. Each main heroine has different personality Wars was created in 1990 when Oji Hiroi saw a Japa-
quirks that must be taken into consideration while nese stage production of the play Shanghai Rhapsody,
talking with them. and was impressed by the spectacle he saw from the
During combat segments, the Flower Divi- acting troop on stage. Later in 1993, Hiroi and anime
sion fight demon monsters using machines called composer Kohei Tanaka worked together on an origi-
Koubu. Each unit has their own turn, with each turn nal video animation adaptation of the video game
allowing two actions. These actions include “Attack”, Tengai Makyou: Ziria. Hiroi was highly impressed by
“Defend”, “Move”, “Deathblow” (a critical strike), Tanaka’s music, to the point where he wanted to create
Charge (store energy for a more powerful action dur- a musical set to Tanaka’s music. This concept evolved
ing the next turn), and Heal (heals a chosen unit). Dif- into the wish for Tanaka to score a video game which
ferent units specialize in different skills, such as sup- focused on theater. Beginning in 1993, a small team
port actions, melee attacks, or distance attacks—along in the Planning Department of Red Company led by
with their range of movement, each unit also has an Hiroi began promoting his concept and planning the
independent range in which they can perform actions. game’s basic concepts. At this stage, the project was
Actions taken during LIPS sequences with members just titled “Sakura” due to the wish to connect it with
of the Flower Division directly impact battles; skill- Japan, and was described as an “example plan” rather
ful performances during LIPS segments raise a char- than a practical project. While distinct from the final
acter’s Motivation, granting status increases and im- Sakura Wars, the proposal shared an alternate histori-
proving combat ability. cal setting with steampunk technology, a female lead,
and mecha combat. In addition to Hiroi, the team in-
cluded three young Red Company artists. Two of the
artists — Ryoma Kaneko and Naoki Morita — would
later work on Sakura Wars proper. While developing
the “Sakura” proposal, Hiroi and his team created two
tabletop role-playing games dubbed “Sakura 1” and
“Sakura 2”, which resulted in the strategy elements
almost overriding the other aspects. Inspired by the
combination of tactical combat and story used in the
Fire Emblem series, Hiroi steered the project more
in that direction. Influences from contemporary ani-
me were also added to bring depths to the story and
characters. With the basic elements defined, the team
continued to refine the project over between half a
year and a year. Having confidence in the project’s
potential to become a video game, Hiroi presented
“Sakura” to multiple game companies, but none of
them had confidence in the project. With no-one in-
terested, Hiroi put the project to one side, expecting
that it would not enter production despite his contin-
ued determination to realize it.
In 1994, following Hiroi’s decision to put aside
Sakura, Hiroi was contacted by Shoichiro Irimajiri—
then vice president of Sega—about the possibility of
developing a game with a popular mascot character
for Sega’s in-development Sega Saturn home con-
sole. Irimajiri wanted a unique video game property
for the system, and had heard positive feedback about
Hiroi’s work. Hiroi was initially reluctant, but eventu-
ally accepted Irimajiri’s offer, inviting him and other
potential contributors to spend a fortnight’s holiday
in Saipan. Hiroi later said that the decision to work
12 • Sakura Taisen

on a game for the Saturn was a hard one, as he had sequences were handled by Kyokuichi Tokyo Mov-
previously worked on games for rival home console ie. Sega initially outsourced programming to an un-
systems. It was Sega’s favorable response to his pitch named external company, and by 1995 it had already
that persuaded him to develop Sakura Wars on the developed one or two chapters of the game’s combat-
Saturn. Hiroi pitched his old concept for Sakura to based content before Hiroi objected to the direction
Irimajiri during their stay on Saipan, and while Hi- the game was taking, becoming a generic simulation
roi harbored doubts as to whether such an ambitious game that deviated from his vision. Red Company
and unusual project would be accepted, Irimajiri was refused to continue development of the prototype,
convinced. Upon their return to Japan, Sega and Red and the external studio was removed from develop-
Company began development on Hiroi’s project. ment. Eager to see the game completed, duties were
The project was then given the title Sakura Wars: as transferred to Sega’s internal studio Sega CS2 R&D,
there were problems trademarking the kanji version which would co-develop the game with Red Com-
of “Sakura” due to being the native name for cherry pany. The conflicting gameplay elements needed to
blossom, the word was instead written in katakana. be divided between different teams within Sega CS2
There was early contention about the inclu- R&D, only bringing the two parts together at the end
sion of adventure segments alongside the strategic of development. Due to this development technique,
simulation elements, with some fearing Sakura Wars none of the elements could be effectively tested un-
would turn into a bishōjo game. The strategic seg- til the game was close to completion. Due to these
ments were designed to feel like interactive anime various development difficulties, the Sega team found
battles, with everyone getting a chance to attack as production difficult. Sega also commented in an in-
in many anime fight sequences of the time. The wish terview that Sakura Wars was their most expensive
for an anime style also came through in the adven- video game production to date, although no exact
ture segments with the LIPS system, turning conver- budget was given.
sations into a kind of confrontation to be won. The The main cast were designed by manga artist
LIPS system was born from staff frustration with ad- Kōsuke Fujishima, who at the time was working on
venture game traditions of having to select a response the long-running manga series Oh My Goddess!.Be-
to a tense situation, but that time would freeze while fore Fujishima joined the project, the characters had
the player made the decision. By implementing a time placeholder designs created by Red Company staff.
limit, the team made Sakura Wars more interactive There was resistance from Fujishima’s editors due to
and removed the frustration. The “LIPS” title was his heavy work load, including his commitment to Oh
chosen for its sound rather than any special meaning. My Goddess!. Sakura Wars was the first time Fujishi-
The LIPS system really got going after testing was ma had ever worked with Sega or been associated with
done on a scene where Ogami can choose to look or a Sega property, and he was skeptical due to state the
not look into a shower cubicle. The battle sequences project was in when he was first approached, being
were inspired by similar scenes found in the Kamen in a very early stage of development before story or
Rider and Ultraman television shows, and were ac- gameplay mechanics had been finalized. Red Compa-
tively referenced during the final battle with the com- ny’s placeholder character designs were in place at a
bined final attack of the entire Flower Division. Each time when it was uncertain whether Fujishima would
battle sequence was hand-crafted by one member of join, but Hiroi was adamant that Fujishima would be
staff to simplify production. The game’s “Motivation” character designer. Fujishima eventually joined the
system was a means of incorporating simulation ele- project by the end of 1994, with his first design be-
ments without utilizing role-playing elements such as ing for Sakura. His initial sketches for Sakura moved
experience points. The decision to remove experience Hiroi to tears, and fully convinced both Red Com-
points entirely proved controversial within the team. pany and Sega that Fujishima was the right person.
According to Ito, the process of creating the Reliabil- The positive reception of Fujishima’s work, together
ity system was based around trial and error, mainly with his understanding for the project’s goals, helped
due to how best to express it. raise staff morale for the entire project.
Development on Sakura Wars lasted for ap- Fujishima was responsible for designing eight
proximately three years, double the original estimate. characters including Ogami and Sakura, along with
Hiroi acted as the general producer, while Ito acted as formal and casual clothes, and accessories. The sup-
general director. The CGI segments were developed porting cast was designed by Hidenori Matsubara.
by Buildup Entertainment and Neverland; the anime Matsubara also helped with general animation. As the
Sakura Taisen 13

character concepts had been firmly established before Aji Express Line. For the armor of the Imperial As-
the design stage, Fujishima was able to create the char- sault Force, Nagata designed them to mirror each
acters with ease, creating them so players could eas- member’s traits and beauties, designing them so they
ily understand what was going through their minds. would be a unique set of armor rather. Because the
Due to the game’s Taishō period setting, Fujishima Koubu were meant to be armor rather than robots, they
needed to stop himself from adding anachronistic ele- were not given faces. Because Nagata was brought on
ments such as fasteners. Hiroi made character sheets early in the game’s production, he had considerable
for each character, which Fujisaka used to create each freedom when submitting and adjusting his designs.
character and their various designs, noting Sumire When the designs were finalized, Nagata began work-
as a character whose personality was communicated ing full-time on CGI, finishing the first Koubu design
through her clothes. Each character had distinct traits, in five days.
such as a ponytail and hakama kimono for Sakura, When Hiroi was creating the original concept
so Kujishima simply combined these elements with for Sakura Wars, he had trouble picking the exact era
his own design ideas. The Taishō period meant that in which the story would take place. He initially con-
Fujishima could combine traditional Japanese cloth- sidered using the Shōwa period, with a focus on the
ing with Western accessories such as shoes, allowing post-war black market. He also considered setting it
the female characters an otherwise improbable range shortly before and during World War II itself. Hiroi
of movement. His design for each main protagonist— eventually abandoned this idea as there was too much
from Ogami to the Flower Division members—di- documentation about the Shōwa period, making its
rectly mirrored Hiroi’s concepts for them. The Flow- use as a fantasy setting complicated. He next consid-
er Division’s battle dress was modeled after tuxedos, ered using the Meiji period, which was a time of tur-
and compared by Kujishima with the costumes of the bulence following the fall of the Tokugawa Shogunate
Takarazuka Revue. that saw the introduction of Western culture into Ja-
The Koubu mecha designs, along with the pan following the Shogunate’s imposed isolation. Hi-
game’s CGI sequences, were created by Futoshi Naga- roi also abandoned this idea as Meiji-era Japan could
ta. His initial design outline from Hiroi was the basic not allow for the “modern” feeling he wanted. With
concept of steampunk technology within the Taishō these in mind, Hiroi settled on using the Taishō period
period. When designing the Koubu, Nagata was guid- as the setting for Sakura Wars. He chose this period
ed by Morita, who showed him photographs of both as it was the next step taken by Japan in embracing
steam-powered trains and early deep sea diving suits, Western culture and merging it with its own, allowing
specifically those made of spherical segments. When for political changes and the emancipation of women
creating the designs, Nagata consciously avoided the after a prolonged feudal period. In the original draft,
trope of anachronistic near-future technology, doing the story was much darker, with a key event being the
extensive research on the Second Industrial Revolu- Great Kantō earthquake and the resultant breakdown
tion in the United Kingdom. The concept of a div- of the Taishō period. This version was almost entirely
ing suit fitted in with the concept for the Koubo as discarded.
being reinforced armor rather than robots. Its front Hiroi wanted to create a version of the Taishō
was designed after the steam trains that ran on the period where the social advances and freedoms the
14 • Sakura Taisen

Japanese began exploring continued without being the project as he had never written for a video game,
brought to an end by the Great Kantō earthquake but Hiroi told him to write the story like an anime tel-
and the subsequent shift to militarism prior to World evision series. When Akahori first joined the team, the
War II. Another reason for using the Taishō period story was still in an unfinished state: the only points
was the lack of concrete documentation about the pe- finalized were its setting, overall theme of steampunk
riod and Tokyo’s development during that period, as mecha combat, and a cast of five or six characters.
much of it had been destroyed during the Great Kantō Akahori’s early work was focused on expanding the
earthquake. Hiroi originally wanted to distinguish narrative and characters based on Hiroi’s draft. Due
the Sakura Wars Taisho from the historical Taisho by to the deep connection to Hiroi’s family history, Aka-
modifying the kanji slightly, but he did not do this due hori could not work on the script by himself, need-
to staff wishes for a world that blended real and fic- ing frequent consultation with Hiroi. Hiroi also in-
tional events. To further distinguish it, Hiroi made use sisted on making frequent changes if Akahori’s work
of steampunk technology in the game’s world. De- did not fall in line with his vision. Akahori wrote a
spite it being a fantastic version of the Taisho period, thirteen-episode storyline for the game, with the final
Hiroi did his best to incorporate realistic elements, battle taking place across three episodes. After talks
creating a blend of fantasy and reality within the with staff, the final battle was condensed into a single
game. The world’s general setting, while conceived chapter, bringing the game to its current ten-episode
by Hiroi, was further developed and fleshed out by length. Kaneko and Morita created the additional
the writers Ryoma Kaneko and Naoki Morita. dialogue around Akahori’s main scenario, along with
The main script and branching storylines were other duties such as script editing and debugging.
written by author and screenwriter Satoru Akahori. Creating strong representative characters
Hiroi felt that the script would lose entertainment was part of the request from Sega for a new mascot
value if he wrote the game’s script himself as the character for their Saturn system. A major element of
setting was based on family stories. Hiroi had pre- the cast was taking advantage of the game’s setting,
viously worked with Akahori on other projects, so which could allow characters from countries outside
Akahori was brought on board. When Akahori first Japan such as Russia and France to be part of the Im-
heard the concept before talking with Hiroi he was perial Assault Force. During early planning, Hiroi
highly skepctical, but Hiroi convinced him to come made character concepts for the central female cast,
on board. When first pitched the project, all that had imitating character archetypes commonly found in
been finalized was that the story would involve young high school manga. Using this inspiration he created
girls and mecha. Akahori was unsure how to approach a gentle yet strong-willed woman (Sakura), a rival
Sakura Taisen 15

character with a negative first impression (Sumire), Sakura Wars was first announced at a spe-
a cold leader figure (Maria), a small cute character cial Sega presentation in 1995. It was originally an-
who would be jealous of the other members (Iris), a nounced for release in April 1996. The game’s unique
woman who would be good at athletics (Kanna) and blend of genres and styles resulted in it being labelled
an oddball character who wore glasses (Kohran). The as a new genre dubbed “dramatic adventure” during
role of male protagonist was initially given to a young its marketing. Due to the greatly increased amount
man named Kusaku Kanuma, a member of the Tokyo of content—particularly the amount of voice acting
Metropolitan Police Department who inherits a blade Hiroi wanted to include—resulted in the release date
forged by the Japanese swordsmith Muramasa and being pushed forward several months at Hiroi’s in-
must work with Sakura to pilot a two-person mech. sistence, along with the game being expanded from a
As with most of the draft scenario, the male character single disc to a two-disc release. In order to reach the
underwent major alterations. Most of the protagonist’s new release date, the developers worked long hours
development into Ichiro Ogami happened after Aka- and sometimes all through the night. Several pieces of
hori joined the team, with Akahori creating Ogami’s finished content needed to be cut to make the release
role as an avatar for the player who could be friendly date Sakura Wars released on September 27, 1996. It
with every member of the Flower Division. His name received a reprint on June 20, 1997, and released as a
was inspired by the Japanese word for “wolf”, refer- budget title on February 11, 1998.
ring to his energetic personality traits. Sakura Wars was an unexpected success for
both Red Company and Sega, prompting the compa-
nies to develop further entries in the series. Sakura
Wars spawned three direct sequels; Sakura Wars 2:
Thou Shalt Not Die for the Saturn, and Sakura Wars
3: Is Paris Burning? and Sakura Wars 4: Fall in Love,
Maidens for the Dreamcast. A fourth sequel was de-
veloped for the PlayStation 2; known as Sakura Wars
V: Farewell My Lovely in Japan, it was published
overseas as Sakura Wars: So Long, My Love, becom-
ing the first entry to release outside Japan. Numer-
ous spin-off titles covering multiple genres related
to each entry have also been developed for multiple
platforms.
The music for Sakura Wars was composed by An original video animation (OVA) series
Kohei Tanaka. Tanaka was among the first people to dubbed Sakura Wars: The Gorgeous Blooming Cherry
offer support for Oji’s vision, as little to no other peo- Blossoms was produced and released between 1997
ple believed the project would come to fruition. Tan- and 1998. It told a series of stories around events
aka was also among the first brought on board pro- mentioned in Sakura Wars or the untold origins of
duction, and like the others was defined as a teacher the Flower Division members. An anime series of the
figure for the rest of the development team. Sakura same name was broadcast in 2000 over a six-month
Wars was Tanaka’s very first video game project, and period. While following the basic plot of Sakura
brought him widespread recognition. Tanaka began Wars and preserving Hiroi’s original vision, several
working on songs for Sakura Wars in 1995. At that elements such as depictions of the main antagonist’s
period, Japanese popular music was dominated by past, Sakura’s childhood memories and scenes within
rhythm and percussion over melody. Both Tanaka the Flower Division prior to Ogami’s arrival were
and Hiroi wanted to reintroduce younger Japanese to added. A major issue was being faithful to both the
beautiful melodies again. While looking at how he video game and OVAs while keeping within the re-
could construct the music, Tanaka looked at popular strictions of a television format.
music from the game’s time period and worked to Sakura Wars has remained popular in Japan
re-create its melodies and structure using the popu- since its release. Sakura Wars was rated as the 13th
lar music styles of the 1990s. Due to the setting and best game of all time in a 2006 Famitsu pole, with all
Takana’s goals, he was able to incorporate multiple the main entries then released also appearing in the
music genres including jazz, rumba and samba along- list. Sakura herself was rated in 2009 by Famitsu as
side more traditional Japanese musical styles. the 17th best Japanese video game character.
16 • Sakura Taisen 2 ~Kimi, Shinitamou Koto Nakare~

Sakura Taisen 2:
9.3 Kimi, Shinitamou Koto Nakare
Developer Red Entertainment
Publisher Sega
Release date (jp) April 4, 1998
Genre Adventure
Mode 1 Player

Sakura Wars 2: Thou Shalt Not Die is the sec-


ond entry in the Sakura Wars series, it was published
by Sega in 1998. Defined as a “dramatic adventure”
game, Sakura Wars 2 combines overlapping tactical
Shokai Tokutenban
role-playing, dating sim and visual novel gameplay el-
ements.
Taking place two years after the events of the
original Sakura Wars, Imperial Army ensign Ichiro Og-
ami returns from training overseas to rejoin the all-fe-
male Flower Division of the Imperial Assault Force, a
military unit dedicated to fighting supernatural threats
against Tokyo while maintaining their cover as a theat-
er troop. The Flower Division is caught up in a new
supernatural battle and pressure from hostile political
forces.
Being a direct continuation to the first Sakura Taisen, the second in-
stallment is very similar to it graphically and gameplay-wise. The game is di-
vided into adventure and battle modes. In adventure mode, the player controls
Ichiro Ogami, moving around the theater (into which the base is disguised),
trying to initiate conversations with the girls and choosing timed responses,
which influence the hero’s relationship with the girl and also slightly affect
her parameters in combat. Battles are pre-set and take place on large isometric
fields, on which the player navigates mech-piloting girls and Ichiro himself,
fighting enemy forces in turn-based combat. There are two new characters in
the game, and several refinements to the timed answer system.
Riding on the success of Sakura Wars, Sega greenlit a sequel. The
game was co-developed by Red Company and Sega CS2 R&D, who had
produced the original game. Oji Hiroi returned as producer, Shinichi Ito as
director, Satoru Akahori as writer, Hidenori Matsubara and Kōsuke Fujishima
as the character designers, and Kohei Tanaka as composer.
The development team used the basic work done for Sakura Wars
while expanding and improving existing battle and dialogue functions, in ad-
dition to taking player feedback into consideration while making alterations.
The amount of added content resulted in the number of discs increasing from
two to three.
During its first week on sale, Sakura Wars 2 sold over 355,000 units,
selling through nearly 70% of its shipments. Its total sales during 1999
reached over 509,000 units, going on to become the fifth best-selling Saturn
title of all time in Japan.
Japanese gaming magazine Famitsu gave the game a score of 33/40,
with the title generally receiving praise for its polished mechanics and sto-
ryline despite a lack of innovation.
Sakura Taisen Hanagumi Tsuushin • 17

7.9 Hanagumi Taisen Columns


Developer Sega CS R&D 2, Red
Publisher Sega
Release date (jp) October, 1997
Genre Puzzle
Mode 1-2 Players

On the surface, Sakura Taisen Hanagumi Taisen Col-


umns may seem to just be the classic falling-blocks
puzzle game Columns with a Sakura Taisen theme.
The game includes 1-player and 2-player ordinary
Columns modes. But there’s a story mode, in which
players choose a heroine and play through normal
Sakura Taisen adventure scenes, complete with LIPS
dialogues; Columns matches are interspersed with the
story.
“hg101.kontek.net”

Sakura Taisen Hanagumi 7.9


Tsuushin
Developer Sega, Red, CRI, SoftBank
Publisher Sega
Release date (jp) February 14, 1997-02-14
Genre Miscellaneous
Mode 1 Player

The first of many fan discs, this was released in Febru-


ary of 1997, less than half a year after the first game.
The disc is laid out as a newsletter, which players
can flip through, zoom in and read, and click to view
scenes. Players can play through a little quiz which
determines which Flower Troupe member suits them
best, culminating in a date scene. There are also tiny,
short clips of greetings from the voice actresses.

8.6 Sakura Taisen Jouki


Radio Show
Developer Sega, Red
Publisher Sega
Release date (jp) November 13, 1997
Genre Miscellaneous
Mode 1 Player

The second fan disc to come out after the initial game,
this time in November of 1997. It’s a much more sub-
stantial offering than Hanagumi Tsūshin, featuring ac-
tual new art assets and gameplay. It is presented as two
distinct sub-products in one package, each on its own
disc and each with its own manual.
Disc one is the “Play Disc” and disc two is the Disc
two is the “Musical Disc”.
18 • Sakura Tsuushin

7.3 Sakura Taisen Teigeki Graph


Developer Sega/Red Company
Publisher Sega/Red Company
Release date (jp) December 23, 1998
Genre Miscellaneous
Mode 1 Player

Teigeki Graph is to Sakura Taisen 2. It was released in


December of 1998, almost nine months after ST2. Disc
1 offers an adventure scenario to play through, cen-
tered around a production of Sleeping Beauty. Show-
ing a stronger investment of time and resources, this
scenario actually includes minigames for each heroine,
like the mainline Sakura Taisen titles.
Disc 2 is full of more low-quality Sega Saturn video
files.
“hg101.kontek.net”

Sakura Tsuushin 4.4


Developer Media Gallop
Publisher Kamata and Partners
Release date (jp) October 1, 1998
Genre Adventure
Mode 1 Player

Sakura Tsuushin is an adventure game for the Sega


Saturn that is based on a manga/anime of the same
name. Many of the game’s cut scenes come straight
from it’s anime.
The game follows series main character Touma Inaba
as he tries to get into Keio University while dealing
with romance and relationships.

“segaretro.org”

5.7 Sakamoto Ryuuma:


Ishin Kaikoku
Developer KID
Publisher KID
Release date (jp) January 29, 1998
Genre Strategy
Mode 1 Player

Sakamoto Ryouma - Ishin Kaikoku is a strategy game


released for the Playstation and Saturn consoles that
takes place in the Meiji Restoration and features over
500 characters, more than 150 events, weapons of the
period, etc. The player can buy items, create armies,
celebrate diplomatic agreements, etc.

“psxdatacenter.com”
Scorcher • 19

7.3 Salamander Deluxe Pack Plus


Developer Konami
Publisher Konami
Release date (jp) June 19, 1997
Genre Compilation
Mode 1-2 Players

The compilation titled Salamander Deluxe Pack


Plus was released in Japan for the Sega Saturn and for
the PlayStation. Salamander Deluxe Pack Plus is a com-
pilation featuring ported versions of the arcade classic
Salamander, its westernized port Life Force, and for the
first time since its arcade release Salamander 2.
Originally released in 1986 as a spin-off of
Gradius, the first Salamander introduced a simplified
power-up system, two-player cooperative gameplay
and both horizontally and vertically scrolling stages. Some of these later be-
came the norm for future Gradius games.
In all the games players control a lone starfighter as they battles the
armies of Zelos, a terrible alien creature that threatens to eat the entire galaxy.
Collect power-ups, defeat bosses and clear stages until they defeat the game
without being blasted into space dust.
All games feature small tweaks like infinite continues and difficulty
settings, but are otherwise faithfully recreated from their arcade counterparts.
“mobygames.com”

Scorcher
7.5
Developer Zyrinx
Publisher Sega, (jp) Acclaim
Release date (us) March 1, 1997
Genre Racing
Mode 1 Player

Scorcher is a futuristic racing video game by


Danish developer Zyrinx, released in 1996 for the PC
and the Sega Saturn. Originally announced under the
name “Vertigo”, the game focuses on special motorcy-
cles that reach up to 450 km/h racing through danger-
ous tracks in a dystopian year 2021.
Scorcher was one of the most graphically ad-
vanced Sega Saturn games of its time, enough so that
Sega shipped an unfinished version of the game to
third party developers as a graphics demo for the Sat-
urn. The game was built on the graphics engine used
by Zyrinx in their 1995 32X technical demo, but con-
verted to use the Saturn’s 3D hardware capabilities.
The Japanese Saturn version of the game may
be the rarest release on the platform.
20 • Samurai Spirits Zankurou Musouken

Samurai Spirits
8.2 Amakusa Kourin
Developer SNK
Publisher SNK
Release date (jp) October 2, 1997
Genre Fighting
Mode 1-2 Players

Amakusa Kourin is the fourth main entry in


the series. It marks the return of 3 classic characters
(Yagyu Jubei, Charlotte and Tam Tam, now with up-
dated stuff), introduces 2 newcomers for the pantheon
(the brothers Sogetsu Kazama and Kazuki Kazama)
1MB RAM Pack and brings some new backgrounds.
In spite of these little improvements, the game
preserved (and improved) many elements that did the
previous one (Samurai Shodown III: Blades of Blood)
a popular title, like the dodge move and the chance to
choose between two versions of the fighter: the stand-
ard one and an alternative dark-styled one (SLASH
and BUST, respectively).
With the intention to provide more action in
the battles, the “No Contest” Moves were introduced,
where the fighter will execute an ultimate-slaughter
move in a stunned opponent.

Samurai Spirits
Zankurou Musouken 7.8
Developer SIMS
Publisher SNK
Release date (jp) November 8, 1996
Genre Fighting
Mode 1-2 Players

Samurai Spirits Zankurou Musouken is a 2D


fighting game developed by SNK as part of the Samu-
rai Spirits (Samurai Shodown in the west) series. It was
released, among other consoles, for the Sega Saturn.
Zankurou Musouken is the third main entry in
the series. Had it been released in the western world, 1MB RAM Pack
it would have likely used the name Samurai Shodown
III: Blades of Blood like other ports.
The game introduces 2 different techniques for
each character. The “Slash” techniques are the origi-
nal moves of the most of the characters whereas the
“Bust” techniques maybe the “darker” version of each
character.
The story feature 12 elite samurai and ninja
who have to answer the threat of the demon Zankuro,
Minazuki.
Sangokushi Eiketsuden • 21

Sangokushi Eiketsuden 7.1


Developer Koei
Publisher Koei
Release date (jp) March 29, 1996
Genre Role-playing
Mode 1 Player

Sangokushi Eiketsuden was first published on


PC in early 1995. It is a spin-off of Koei’s strategy se-
ries Sangokushi, or Romance of the Three Kingdoms,
that focuses on a single major character from the con- Premium Pack
flict.The central character is the noble general Liu Bei
of the Shu kingdom of the Three Kingdoms conflict.
The game splits its time between strategic bat-
tles featuring multiple soldier units and an “adventure”
mode where Liu Bei visits towns, discusses topics with
NPCs, purchases new equipment and recruits for his
army. He is usually accompanied by his sworn broth-
ers Guan Yu and Zhang Fei.
During battles, players select which units to
take into combat with them and fight skirmishes with
the enemy units. Depending on the player’s choices
in combat and in the adventure mode, the story may
branch and they can end up fighting different battles.
“giantbomb.com”

Sangokushi Koumeiden
7.3
Developer Koei
Publisher Koei
Release date (jp) March 28, 1997
Genre Role-playing
Mode 1 Player

Sangokushi Koumeiden is the second install-


ment in the Sangokushi Eiketsuden tactical role-play-
ing series developed by Koei.
This release loosely describes the events of
Premium Pack Zhuge Liang’s life as depicted in Luo Guanzhong’s
historical dramatic novel Romance of the Three King-
doms. As Zhuge Liang, the player must assist Liu Bei
in procuring the territories of Jingzhou and Yizhou and
establishing the Shu Han kingdom.
Unlike its predecessor title, the player’s skill
and success for each battle are a major factor in deter-
mining how Sangokushi Koumeiden will end. In addi-
tion to having decisions at the beginnings of most stag-
es that affect troop placements for both sides, event
triggers, and the items found in armories and grana-
ries, the game also tracks the player’s overall record.
Another notable feature in this release is that Liang’s
son, Zhuge, is a playable character in the final chapter.
22 • Sangokushi V

6.2 Sangokushi Returns


Developer Koei
Publisher Koei
Release date (jp) January 31, 1997
Genre Role-playing
Mode 1-8 Players

Sangokushi Returns is an entry in Koei’s Sangokushi


series. It is a remake of the founder Sangokushi game.
This turn-based strategy game introduces hundreds of
historical characters of the Three Kingdoms era. The
game’s main objective is to become the supreme ruler
of the remnants of the falling Han Dynasty. To do this
the player has to build a mighty empire by conquering
provinces and recruiting generals worthy of command.
“mobygames.com”

Sangokushi V 7.7
Developer Koei
Publisher Koei
Release date (jp) September 27, 1996
Genre Role-playing
Mode 1-8 Players

Romance of the Three Kingdoms V is the fifth game in


the turn-based strategy game series.
The game offers many innovations. Players won’t only
participate at wars, but also manage their country, and
learn resource management of people and goods. A
new “Reputation” parameter directly affects the peo-
ple’s opinion of the players as the leader. Multiplayer
allows participation of up to eight players (playing the
eight main characters).

5.4 Savaki
Developer Cynus
Publisher Microcabin
Release date (jp) April 16, 1998
Genre Fighting
Mode 1-2 Players

Savaki is a 3D martial arts fighter. The game feature


60 fps animation, real time shading, light sourcing,
shadow reflextions and 3D arena. It feature a vast array
of different fighting types to choose from too; Karate,
Taekwon Do, Muetai, Jeet Kun Do, Dentou Karate,
Boxing and Free Style. The game has only one back-
ground arena.

“Smashey9@theisozone.com”
Sankyo Fever Jikki Simulation S Vol. 3 • 23

Sankyo Fever Jikki 4.6


Simulation S
Developer Fill in Cafe
Publisher TEN Institute
Release date April 4, 1997
Genre Casino
Mode 1 Player

Sankyo Fever Jikki Simulation S is a pachinko game


for the Sega Saturn. It is designed for the Sanyko FF
controller.

5.3 Sankyo Fever Jikki


Simulation S Vol. 2
Developer TEN Institute
Publisher TEN Institute
Release date (jp) January 15, 1998
Genre Casino
Mode 1 Player

Sankyo Fever Jikki Simulation S Vol. 2 is a pachinko


game for the Sega Saturn and sequel to Sankyo Fever
Jikki Simulation S. It is designed for the Sanyko FF
controller.

Sankyo Fever Jikki 5.7


Simulation S Vol. 3
Developer TEN Institute
Publisher TEN Institute
Release date (jp) November 26, 1998
Genre Casino
Mode 1 Player

Sankyo Fever Jikki Simulation S Vol. 3 is a pachinko


game for the Sega Saturn and sequel to Sankyo Fever
Jikki Simulation S Vol. 2. It is designed for the Sanyko
FF controller.
24 • Saturn Bomberman

8.5 Saturn Bomberman


Developer Hudson Soft
Publisher Hudson Soft
Release date (jp) July 19, 1996
Genre Action
Mode 1-10 Players

Saturn Bomberman is a 2D action game devel-


oped exclusively for the Sega Saturn console. It is part
of the Bomberman series of games.
As well as offering a single-player campaign,
Saturn Bomberman is notable for its multiplayer op-
tions, allowing up to 10 human players to compete on-
screen through the with the use of the Saturn 6 Player
Adaptor (and in Japan, Hudson made its own Bomber-
man-themed one). Even today some modern iterations
of Bomberman lack this feature. Online play can be
found in the the US and Japanese versions of the game,
Party Pac
though the European version does not support this fea-
ture.
Like most Bomberman games, Saturn Bomb-
erman features a battle mode as well as a story mode.
Along with them is a master mode in which the player
races to finish a series of levels after which the player
is given a rank based on time taken. The game also
features several new powerups.
Electronic Gaming Monthly gave Saturn
Bomberman the 1997 Game of the Year awards for
“Saturn Game of the Year” (beating Street Fighter Col-
lection and Madden NFL 98) and “Multiplayer Game
of the Year” (beating GoldenEye 007 and Mario Kart
64).

8.5

Saturn Music School 1 & 2


Developer VIC Tokai
Publisher VIC Tokai
Release date (jp) 1997-08-09
(jp) 1998-07-30
Genre Miscellaneous
Mode 1 Player

Playboy Karaoke Collection Volume 1 and 2 is an


educational game for the Sega Saturn. It uses a bun-
dled Saturn MIDI Interface Box to connect the sys-
tem to a MIDI keyboard, which is then used as part
of the game.

“segaretro.org”
Saturn Bomberman Fight!! • 25

Saturn Bomberman Fight!!


Developer Hudson Soft 7.0
Publisher Hudson Soft
Release date (jp) December 11 ,1997
Genre Action
Mode 1-4 Players

Saturn Bomberman Fight!! is a video game re-


leased for the Sega Saturn only in Japan. Although
branded as a sequel to Saturn Bomberman, it has little
resemblance to it: Only four players maximum can play
together, and characters like Tirra, Mujoe and MechaDoc
do not appear. Unlike in previous games, the game maps
are isometric and rendered in full 3D, along with the
characters.
There are several modes in this game, game, including
including a story mode, multi-
a story amode,
player, multiplayer,
survival mode andaasurvival modetutorial.
how to play and a how
As suggested by the title
to play
and tutorial.
setting, As suggested
the structure by to
is close thethat
title
of and setting,game, with many se-
a fighting
the structure
lectable is close
characters andto that ofofaopponents
a ladder fighting game, with single-player mode.
in the main
many selectable
While charactershad
Saturn Bomberman and a ladder
many of opponents
expansive adventure maps that could be
in the main
played single-player
cooperatively, mode.only
this game Whilehas Saturn Bomb-
a selection of battle arenas, which
erman
are usedhad manythe
in both expansive
single and adventure mapsmodes.
multi-player that could
be
playedThecooperatively,
game is notablethisfor
game only has
featuring more a selection
voice acting than perhaps any
of battle arenas, which are used in
other Bomberman game to date. Every line of both the single and in each character’s
dialogue
multi-player modes.
storyline is fully voiced in Japanese, and there are extensive conversations
before and after fights. This may have been done to add value to a game that
The gamelight
is rather is notable for featuring more voice acting than
on content.
perhaps any other Bomberman game to date. Every line
The character Deral appears to be based off Dural from Sega’s Virtua
of dialogue in each character’s storyline is fully voiced
Fighter series. She looks almost identical to Dural aside from her tuft of hair,
in Japanese, and there are extensive conversations be-
and their names are very similar. As the game was promoted by Sega and
fore and after fights. This may have been done to add
released exclusively for a Sega platform, this was likely done with their ap-
value to a game that is rather light on content.
proval, and may have been intended to reflect the “fighting game” setup of
the game.
“bomberman.wikia.com”

Scud: The Disposable Assassin 5.9


Developer Syrox Developments
Publisher SegaSoft
Release date (us) March 19, 1997
Genre Light-gun
Mode 1 Player

Scud: The Disposable Assassin is a Sega Saturn game


based on the comic book series of the same name. It
was released on February 28, 1997 in North America
only, though it is region-free. It is unusual in that it can
be played as a run and gun game, or with a light gun.
The storyline revolves around Scud, a robotic assassin,
his partner, Drywall, a bizarre character whose body
can hold an unlimited amount of storage space, and
Sussudio, a bounty hunter that at first tries to kill Scud.
26 • Sea Bass Fishing

7.0 SD Gundam G Century S


Developer Japan Art Media
Publisher Bandai
Release date (jp) February 11, 1998
Genre Sstrategy
Mode 1-4 Players

SD Gundam G Century S is a Sega Saturn strategy


game based on the Mobile Suit Gundam’s Universal
Century universe, and specifically the SD Gundam
spin-off universe which reimagines the mecha as super
deformed robots that operate without human pilots.

Sea Bass Fishing 7.3


Developer Victor Entertainment
Publisher JVC, (jp) Victor Entertainment
Release date (jp) February 23, 1996
Genre Sports
Mode 1 Player

Sea Bass Fishing is a fishing game developed by Vic-


tor Entertainment for the Sega Saturn. It was not re-
leased in North America. It is not the same game as the
1998 Sea Bass Fishing, released for Sega Titan Video
arcade hardware.
Players can choose from tournament and Free Fish-
ing modes where they learn how to be a better fisher-
man and even fry up their catch in the lodge keeper’s
kitchen.

7.6 Sea Bass Fishing 2


Developer A-Wave‫‏‬‎
Publisher Victor Soft
Release date (jp) April 25, 1997
Genre Sports
Mode 1 Player

SeaBass Fishing 2 is the sequel to Sea Bass Fishing.


This follow up include another Cooking Area. Here
players can learn all about how to cook their favorite
fish dish.
Sega Ages • 27

Sega Ages is a label given to a number of Sega video game re-releases. Four sets of games use the brand-
ing - thirteen Sega Saturn games released between 1996 and 1998, thirty-three PlayStation 2 games released
between 2003 and 2008, a number of mobile phone games released in the mid-to-late 2000s, and a digital
download series starting in 2012. “Ages” is “Sega spelt backwards, an anagram previously used in European
advertising in the late 1980s and early 1990s.
The Saturn Sega Ages series is comprised of various ports, most of which were originally released in the
arcades in the late 1980s (by Sega AM2) or for the Sega Mega Drive. At the time, it was impossible to play
more accurate representations of these games in the home. Some games have extra features such as CD au-
dio, or difficulty settings.
None of the Saturn games were released in the west, however the After Burner, OutRun, and Space Harrier
sets were compiled onto one disc and sold as Sega Ages: Volume 1 in North America and Europe. The Sat-
urn’s short lifespan in these regions meant a volume 2 was never made.
Interestingly many of these games can be purchased in Shenmue, as can a Sega Ages version of Super Hang-
On which does not exist in real life. They are all straight arcade ports in this game though.

Sega Ages 8.1

Developer Sega AM2, Rutubo Games


Publisher Sega, (us) Spaz, Working Designs
Release date (us) November 6 ,1997
Genre Compilation
Mode 1 Player

Sega Ages: Volume 1, known simply as Sega


Ages in North America, is a video game compilation
for the Sega Saturn. It was only released in western
regions, with Sega publishing the game in Europe and
Working Designs in North America.
It contains three games previously released
in Japan as stand-alone titles; Sega Ages Vol.2 Space
Harrier, Sega Ages OutRun and Sega Ages After
Burner II, being enhanced ports of the arcade classics
Space Harrier, OutRun and After Burner II. Though
Sega produced ten more entries in its Sega Ages series
on the Saturn, all were exclusive to Japan. Despite its
title, Sega did not release a “Volume 2”, nor did the
company explicitly acknowledge development of such
a compilation.
All three games in Sega Ages: Volume 1 are
almost identical to their stand-alone Saturn counter-
parts, which are in turn extremely similar to the arcade
originals. However, many of the “arranged” sound
tracks from the stand-alone Saturn conversions were
removed due to disc space limitations. All offer extra
difficulty options.
28 • Sega Ages Memorial Selection VOL.1

Sega Ages
Memorial Selection VOL.1 6.6
Developer Sega CS1
Publisher Sega
Release date (jp) February 28, 1997
Genre Compilation
Mode 1-2 Players

Sega Ages Memorial Selection Vol.1 is a com-


pilation released under the Sega Ages. Each game is
almost identical to their arcade counterparts, aside
from some extra options screens.
Flicky Pengo
The game, first released for Sega Sys- The game stars Pengo the penguin
tem 1 arcade hardware in 1984, stars who must navigate a maze and de-
a little blue bird called Flicky tasked feat all the enemy “sno-bees” by
with saving smaller birds from being pushing blocks of ice.
eaten by predators. Up’n Down
Head On Up’n Down is an arcade game first
Head On was originally released as released for the Sega System 1 in
a 1979 arcade game. In the game 1983. In the game, players drives a
the player controls a car, picking up car down a series of diagonal roads
dots in a maze while attempting to attempting to avoid other cars while
avoid crashing into rival cars. collecting coloured flags.

5.9 Sega Ages


Memorial Selection VOL.2
Developer Sega CS1
Publisher Sega
Release date (jp) November 27, 1997
Genre Compilation
Mode 1-2 Players

Sega Ages Memorial Selection Vol.2 is a com-


pilation of six 1980s arcade games and released for the
Sega Saturn in 1997 only in Japan.
Doki Doki Penguin Land Star Jacker
A platform-based puzzle game, A shoot ‘em up where the player con-
where a penguin must guide an egg trols three space ships.
down the screen making sure not to Monaco GP
break it. A game where the player needs to
Samurai avoid cars and obstacles on a track.
Player take the role of a Samurai Ninja Princess
tasked with killing all of the oppo- Ninja Princess, known as Sega Nin-
nents. ja in the west, is a top-down shooter/
Sindbad Mystery action game, in which players take
It follows a boy named Sindbad who the role of a princess disguised as a
must avoid monsters while piecing ninja who is attempting to stop the
together a treasure map. evil tyrant Gyokuro.
Sega Ages Vol.1 Syukudai ga Tant-R • 29

6.5 Sega Ages Vol.1


Syukudai ga Tant-R
Developer Kuusou Kagaku, Sega
Publisher Sega
Release date (jp) May 24, 1996
Genre Compilation
Mode 1-2 Players

Sega Ages Vol.1 Syukudai ga Tant-R is the first in a


long line of video game re-releases using the “Sega
Ages” brand by Sega. This one is a compilation which
includes a port of Puzzle & Action: Tant-R and Quiz
Syukudai wo Wasuremashita and was released for the
Sega Saturn exclusively in Japan in 1996.

Quiz Syukudai wo Wasuremashita Puzzle & Action: Tant-R


This game game revolve around Puzzle & Action: Tant-R, often
solving quizzes. It was released as known just as Tant-R is a Sega Sys-
a 1991 arcade game. The arcade tem C puzzle game and the first in
game ran on the Sega “System 24” Puzzle & Action series. Tant-R bor-
hardware. The title translates from rows its graphical style from Bonan-
Japanese as ‘Quiz Forgot the Home- za Bros., and is therefore often seen
work’ as a spin-off.

Sega Ages Vol.2


Space Harrier
7.2
Developer Rutubo Games, Sega CS1
Publisher Sega
Release date (jp) July 17, 1996
Genre Shooter
Mode 1 Player

Sega Ages Vol.2 Space Harrier is a port of


Space Harrier released as part of the Sega Ages series.
It was only released on its own in Japan - elsewhere it
would be included as part of Sega Ages: Volume 1.
This version of the game was also bundled with
the Sega Mission Stick.
Gentei Special Pack
Sfew Space Harrier was first released in 1985 as an arcade game by Sega.
Originally conceived as a realistic military-themed game played in the third-
person perspective and featuring a player-controlled fighter jet, technical
and memory restrictions at the time resulted in Sega developer Yu Suzuki
redesigning it to fit a fantasy setting centered around a jet-propelled human
character. Critically praised for its innovative graphics and gameplay, Space
Harrier is often ranked among Suzuki’s best works and considered the first
successful entry in the third-person and rail shooter game genres.
Space Harrier has shared an unofficial connection with another
Sega shooter franchise, Fantasy Zone, which debuted in Japanese arcades
in March 1986. Both series are believed to be set in the same universe.
30 • Sega Ages Columns Arcade Collection

7.1 Sega Ages


Columns Arcade Collection
Developer Kuusou Kagaku, Sega
Publisher Sega
Release date (jp) December 27, 1996
Genre Compilation
Mode 1-4 Players

Sega Ages Columns Arcade Collection is a compila-


tion of various arcade Columns games, and was re-
leased as part of the Sega Ages series.
Columns Stack Columns
Columns is a falling-block puzzle Gameplay in Stack Columns is most-
game. Like Tetris, the aim of the ly identical to that seen in “regular”
game is to try and stay alive - “col- Columns, however with a stronger
umns” fall from the top of the screen focus on competitive play.
and land on-top of each other. Columns ‘97
Columns II: Very little has changed in Columns
The Voyage Through Time ‘97 when compared to earlier entries
Gameplay is very similar to the orig- in the series, however predictably the
inal Columns, however rather than graphics and sound have seen an up-
play an endless game the single play- date.
er campaign is based around flash
columns.

Sega Ages
7.2
After Burner II
Developer Rutubo Games, Sega CS1
Publisher Sega
Release date (jp) September 27, 1996
Genre Shooter
Mode 1 Player

Sega Ages After Burner II is a port of the 1987


arcade-style flight game by Sega. The original arcade
game is the second game in the After Burner series.
xxx fly a F-14 Tomcat jet fighter, gunning down en-
In the game, players
emies while avoiding incoming fire. The game is essentially an upgraded ver-
sion of its predecessor, adding throttle control which allows the players to ad-
just their fighter’s speed during flight. There are also three new stages, bringing
the total to 21 and various gameplay and music tweaks.
Tengen took Sunsoft’s port of After Burner II to the Famicom and heav-
ily modified it into an unlicensed After Burner for the NES (there are still some
remnants of the old version, such as the sound test).
After Burner II also saw release as part of the Sega Ages: Volume 1
compilation on the Sega Saturn, and is playable within Shenmue II.
M2 ported After Burner II in Sega’s 3D Classics series to the Nintendo
3DS eShop. This version is faithful to the original arcade game with additions,
including Touch Controls and different screen layouts.
Sega Ages Fantasy Zone • 31

Sega Ages
Fantasy Zone
8.6
Developer Sega CS1, Rutubo Games
Publisher Sega
Release date (jp) February 21, 1997
Genre Shooter
Mode 1-2 Players

Fantasy Zone is a side-scrolling shoot-’em-up, originally released


in 1986 for Sega System 16 arcade hardware. It is the first entry in the
Fantasy Zone series, a franchise that would be supported by the company
in the late 1980s but largely abandoned by the mid-1990s.
The player controlscontrols
The player a sentient spaceship
a sentient named named
spaceship Opa-Opa who fights
Opa-Opa who
an enemy
fights invasion
an enemy in the in
invasion titular group group
the titular of planets. The game
of planets. contains
The game con-a
number
tains of features
a number atypical
of features of the of
atypical traditional scrolling
the traditional shooter.
scrolling The main
shooter. The
character, Opa-Opa, is sometimes referred to as Sega’s first mascot
main character, Opa-Opa, is sometimes referred to as Sega’s first mascot char-
character. The game design and main character had many similarities to
the earlier TwinBee, and together the games are credited with the creation
of the “cute ‘em up” subgenre. Numerous sequels were made over the
years.
Fantasy Zone proved to be very successful in Japanese arcades,
helping to give rise to the popular System 16 arcade board. Despite this,
the game was largely ignored by the gaming media, as were most arcade
games at the time.

Sega Ages Galaxy Force II


6.5
Developer Appaloosa Interactive
Publisher Sega
Release date (jp) July 2, 1998
Genre Shooter
Mode 1 Player

Sega Ages Galaxy Force II is a re-release of


Galaxy Force II for the Sega Saturn. It adds difficulty
settings and an in-game story screen.
screen screen
Galaxyscreen
Forcescreen
II, released for thescreen
screen screen arcadescreen
in 1988. The game
is, despite
screen thescreen
screen name,screen
more of an update
screen screenthan a sequel.
screen screen It was released
only
screentwo months
screen after
screen the original
screen arcadescreen
screen screen game.screen
It tunes and fleshes
out all the stages of the first game, adding entirely new two levels, and
lets players fire four missiles simultaneously.
The game is in the tradition of Sega’s Space Harrier series.
The player takes control of the TRY-Z spaceship, navigating through
several missions on different planets, shooting lasers and missiles at
enemies and obstacles. The ship’s protective shield decreases with
each collision. The ship has a limited quantity of energy; when this
energy is fully depleted, the game is over.
The original arcade version of Galaxy Force was a high-tech
attraction, running on system that used three Motorola 68000 proces-
sors along with Super Scaler chipset.
32 • Sega Ages I Love Mickey Mouse: Fushigi no Oshiro Daibouken/I Love Donald Duck: Guruzia Ou no Hihou

Sega Ages
I Love Mickey Mouse: Fushigi no Oshiro Daibouken
6.7 I Love Donald Duck: Guruzia Ou no Hihou

Developer Sega CS1


Publisher Sega
Release date (jp) October 15, 1998
Genre Compilation
Mode 1 Player

Sega Ages I Love Mickey Mouse: Fushigi no Oshiro


Daibouken/I Love Donald Duck: Guruzia Ou no Hihou
is a video game compilation. Its extraordinarily long
name comes from the fact it contains two games, both
originally released as separate Mega Drive games.
I Love Mickey Mouse I Love Donald Duck
I Love Mickey Mouse is the Japa- I Love Donald Duck is the Japanese
nese release of the Mega Drive game, release of the Mega Drive game,
Castle of Illusion Starring Mickey QuackShot Starring Donald Duck,
Mouse, first released in 1990. released 1991.
The game is a side-scrolling plat- The game stars Donald Duck and
former in which the player takes his three nephews, Huey, Dewey,
control of Mickey Mouse as he goes and Louie, as treasure-hunters. The
inside the Castle of Illusion in order player, as Donald, ventures through a
to rescue Minnie Mouse from an evil variety of side-scrolling levels.
witch named Mizrabel.

Sega Ages
OutRun 7.5
Developer Rutubo Games, Sega CS1
Publisher Sega
Release date (jp) September 20, 1996
Genre Racing
Mode 1 Player

Sega AgesSega AgesisOutRun


OutRun a racing is a racing
game portedgame
fromported
the 1986from the
arcade
by Rutubo Games1986 and arcade by Rutubo
published by SegaGames
for the and
Segapublished
Saturn. by Sega
for the Sega Saturn. Out Run
Out Run is a 3D driving game in which the playeris a 3D driving gamea
controls
Ferrari TestarossainSpider
whichfrom
the player controlsrear
a third-person a Ferrari Testarossa
perspective. Spi-
The cam-
era is placed nearder
thefrom a third-person
ground, simulating arear perspective.
Ferrari The camera
driver’s position and
limiting the player’s view into the distance. The road curves, crestsdriv-
is placed near the ground, simulating a Ferrari and
er’s position
dips, which increases and limiting
the challenge the player’s
by obscuring view obstacles
upcoming into the
such as traffic. distance. The road curves, crests and dips, which in-
The object of the game is to reach one of a variety of destinations
against a timer. If the timer reaches zero, the game ends.
According to the game’s designer, Yu Suzuki, the stages of Out
Run are mostly based on European scenery, having toured Europe in a
BMW 520 for two weeks in order to get ideas.
The game is notable for its pioneering hardware and graphics,
and innovative features such as a selectable soundtrack with music com-
posed by Hiroshi Kawaguchi, along with nonlinear gameplay.
Sega Ages Power Drift • 33

Sega Ages
Power Drift 6.1
Developer Phant
Publisher Sega
Release date (jp) February 26, 1998
Genre Racing
Mode 1 Player

Power Drift wasPowerfirstDrift


released
was as a 1988
first kart as
released racing game
a 1988 andracing
kart devel-
oped for the Sega Ygame Boardand arcade platform.
developed It was
for the Segadesigned
Y Boardby Yu Suzuki
arcade plat-
and developed by hisform. teamItatwasSega AM2. by Yu Suzuki and developed by
designed
his team at Sega
Like many games for the hardware, AM2. Like
Power many
Driftgames
makesfor the hard-
heavy use of
ware, Power Drift makes heavy use of sprite
sprite scaling and rotation, often referred to as Super Scaler technology. It scaling
and rotation,
is one of the more ambitious often
efforts forreferred
what istoconsidered
as Super Scaler technol-
at its core to be
ogy. It is one of the more ambitious efforts
“2D” hardware, attempting not only to simulate driving down a road (like for what is
OutRun), but hills and considered
bridges,atasitswell
core as
to abecamera
“2D” hardware,
which can attempting
tilt as the
not
player drives around corners.only to simulate driving down a road (like Out-
In Power Drift the player chooses one of twelve characters and at-
tempts to beat them over the course of five “courses”, labeled A through E,
each with five tracks. Unlike most Sega arcade racers which rely on an in-
game timer to determine whether a user has failed, in Power Drift the player
must finish third or above in a race to continue playing. If the player finishes
first in all races, a sixth “special” track is unlocked, where the player has the
option to play as the F-14 Tomcat from After Burner or the motorbike from
Super Hang-On.

Sega Ages 6.9


Rouka ni Ichidant-R
Developer Kuusou Kagaku, Sega
Publisher Sega
Release date (jp) December 27, 1996
Genre Compilation
Mode 1-4 Players

Sega Ages Rouka ni Ichidant-R is a compilation of


Puzzle & Action: Ichidant-R and Quiz Rouka ni Tat-
tenasai! and was released exclusively in Japan in 1996.
Quiz Rouka ni Tattenasai! Puzzle & Action: Ichidant-R
Quiz Rouka ni Tattenasai! is an ar- Puzzle & Action: Ichidant-R is the
cade game revolving around solving sequel to Puzzle & Action: Tant-R,
quizzes. and like its prequel is an arcade game
The game is the sequel to the arcade released for Sega System C arcade
quiz game Quiz Syukudai wo Was- hardware.
uremashita. The concept of the game Like Tant-R, Ichidant-R is a series
revolve around choosing the players of timed minigames, represented in
age and answer quiz questions de- the graphical style seen in Bonanza
signed for children. Bros..
The game was also part of volume 6
in the Sega Ages 2500 series for the
PlayStation 2.
34 • Sega Ages Phantasy Star Collection

Sega Ages
Phantasy Star Collection
8.0
Developer Sega CS1
Publisher Sega
Release date (jp) April 2, 1998
Genre Compilation
Mode 1 Player

Phantasy Star Collection feature the first four games in the series. It was
later ported to the PlayStation 2 in Japan with additional games. The ports
are virtually identical to their original versions, as opposed to enhanced
remakes. Gameplay has not been altered in each of the collections.
Phantasy Star Phantasy Star III:
Phantasy Star was the first install- Toki no Keishousha
ment of the series, released for the Phantasy Star III: Generations of
Sega Master System in 1987. It in- Doom, released for the Mega Drive
troduced players to the planets, races, in 1990, was a departure from the
and lore of the series. The game fol- previous games in that the different
lows the adventures of Alis Landale, worlds were no longer the differ-
a young woman from Palma. After ent planets of the Algol system. The
Alis’s brother Nero is killed by the game revolves around two feuding
formerly benevolent government of factions, the Orakians and the Lay-
King Lassic, Alis embarks upon a ans, who have been engaged in bitter
quest for revenge. conflict since their founders disap-
Phantasy Star II: peared 1,000 years earlier; the fac-
Kaerazaru Toki no Owari ni tions assume their founders were bit-
Phantasy Star II, released in 1989, ter enemies who fought each other.
marked the series’ transition to the Unique to Phantasy Star III was a
Sega Genesis. It benefited from an storyline that spanned three genera-
upgrade in graphics and in the scope tions, starting with Rhys, an Orakian,
of its quest, as it’s more than twice and continues through two more gen-
the size of its predecessor. It tells the erations, with the player controlling
story of Rolf, a government agent Rhys’s son and grandchildren.
from the town of Paseo on Mota- Phantasy Star:
via. In this new setting, 1,000 years Sennenki no Owari ni
after Phantasy Star, Motavia is no Phantasy Star IV: The End of the Mil-
longer a desert world, but has been lennium was released for the Mega
mostly converted into one lush with Drive in 1993. Building on its pred-
vegetation and animal life, thanks ecessors, it added a number of new
to a system-wide computer network features, such as pre-programmable
known as Mother Brain. However, combat maneuvers called “Macros”,
malfunctions throughout the network combination attacks between two
are resulting in all sorts of catastro- or more characters and manga-style
phes, from climate change to the ap- panel illustrations for major cut-
pearance of mutant plant and animal scenes.
life called biomonsters. Rolf changes Taking place 1,000 years after Phan-
from an agent of the government to tasy Star II, Phantasy Star IV returns
a rebel fated to end Mother Brain’s to the Algol Solar System, which has
reign over the system. He is joined by been in a precipitous decline after the
a colorful cast of characters. destruction of Mother Brain.
36 • Sega Rally Championship

Sega Rally Championship


Developer Sega AM3, Sega CS 9.3
Publisher Sega
Release date (jp) December 29, 1995
Genre Racing
Mode 1-2 Players

Sega Rally Championship, also known simply


as Sega Rally or occasionally by the extended title of
Sega Rally Championship 1995, was first released as a
1995 arcade racing game for the Sega Model 2A CRX
arcade hardware.
The unique selling point of Sega Rally Cham-
pionship was the ability to drive on different surfaces
(including asphalt, gravel and mud), with different
friction properties, with the car’s handling changing
accordingly. As the first racing game to incorporate
this feature, Sega Rally Championship is considered to
be one of the milestones in the evolution of the racing
game genre.
Following the arcade release, plans were put
in place to bring the game in an enhanced form to the
Sega Saturn.
The Saturn release retains all the features of the
arcade version, although due to the Saturn being less
powerful than the Model 2 arcade board, significant
cuts were made to graphics, namely polygon counts,
texture quality, draw distance and screen resolutions.
Both of the sports reviewers for Electronic
Gaming Monthly gave the Saturn version an 8.5 out of
10, saying it “has all of the action and adventure of its
arcade cousin. If you were disappointed with Daytona,
you won’t be with Sega Rally.”

9.3 Sega Rally Championship Plus


Developer Sega AM3, Sega CS, Sega CS R&D 2
Publisher Sega
Release date (jp) September 26, 1996
Genre Racing
Mode 1-2 Players

Sega Rally Championship Plus is very much the same


game and the standard Saturn Japanese release, but adds
XBAND support and is tuned to work with the 3D Con-
trol Pad. For the latter reason alone it is generally consid-
ered to be the most definitive Sega Rally for the console.
In the United States an enhanced Sega Saturn version of
the game was released under the title of Sega Rally Cham-
pionship Plus: NetLink Edition. This is similar, though
swaps XBAND support for Sega NetLink support.
Sega Saturn de Hakken!! Tamagocchi Park • 37

7.8 Sega International Victory Goal


Developer Team Aquila
Publisher Sega
Release date (us) May 11, 1995
Genre Sports
Mode 1-4 Players

Sega International Victory Goal, known as Worldwide


Soccer: Sega International Victory Goal Edition in
North America, Worldwide Soccer in Brazil and just In-
ternational Victory Goal in Europe is a launch title for
the system in North America and Europe in 1995.
The game borrows its core engine and many assets from
Victory Goal, the major difference being that the game
features international teams, rather than just those in the
Japanese J. League.
“segaretro.org”

Sega Saturn de Hakken!! 6.7


Tamagotchi Park
Developer Ancient
Publisher Bandai
Release date (jp) January 29, 1998
Genre Simulation
Mode 1 Player

Sega Saturn de Hakken!! Tamagotchi Park is a tama-


gotchi game for the Sega Saturn. It came with a Saturn
Backup Memory cartridge.
Several Sega characters cameo in this game as Tama-
gotchi creatures players can raise, namely Sonic, Pen-
go, Opa-Opa, Alex Kidd and Flicky.

“segaretro.org”

7.8 Shinpi no Sekai El-Hazard


Developer Tamtam
Publisher Pioneer LDC, (kr) Wooyoung System
Release date (jp) August 9, 1996
Genre Adventure
Mode 1 Player

Shinpi no Sekai: El-Hazard is based off of an anime


with the same title. The protagonist of the story is a
high-school student, Makoto Mizuhara, who finds
himself, due to various circumstances, tossed into the
fantasy world of El-Hazard. The game plays like an
enhanced visual novel which is fully voice-acted and
displays protagonist and other characters on the screen
during dialogues.
The limited edition comes with a “secret book”.
38 • Sega Touring Car Championship

Sega Saturn-you
Word Processor
Developer Koei, Canon
Publisher Koei
Release date (jp) 1996
Genre Software
Mode 1 Player

The Sega Saturn-you Word Processor Set is a set sold


by Koei for the Sega Saturn in Japan which allows the
Saturn to be used as a word processor. It comes with
the software, called EGWORD, a printer, the Canon
BJC-210J, and an interface cable for the printer. It is
compatible with, but does not come with, the Sega Sat-
urn Keyboard and Sega Saturn Floppy Disk Drive. A
later set includes the keyboard.
“segaretro.org”

Sega Touring Car 6.8


Championship
Developer AM Annex, CSK
Publisher Sega
Release date (jp) November 27, 1997
Genre Racing
Mode 1-2 Players

Sega Touring Car Championship was first released as a


Sega Model 2C CRX arcade racing game. It is similar
to Sega Rally Championship in design, but uses tour-
ing cars instead of rally cars.
The game offers three “rounds” (plus a qualifying lap),
in which the player competes against seven other cars
for first place.
“segaretro.org”

5.8 Segata Sanshirou Shinken Yuugi


Developer Ecole Software
Publisher Sega
Release date (jp) October 29, 1998
Genre Mini-games
Mode 1 Player

Segata Sanshirō Shinken Yūgi is a Saturn game based


on the Japanese television commercials of its lead char-
acter, Segata Sanshirō, who was the Saturn’s corpo-
rate mascot in Japan. The game is a collection of mini
games, each one based on the commercials he starred
in, and include side-scrolling platform, memorization,
button mashing and puzzle sequences. Successfully
completing each one unlocks that given game’s com-
mercial.
Sega Worldwide Soccer 97 • 39

Sega Worldwide Soccer ‘97


8.9
Developer Sega CS1
Publisher Sega
Release date (us) October 16, 1996
Genre Sports
Mode 1-4 Players

Sega Worldwide Soccer 97 (known as Victory


Goal Worldwide Edition in Japan) is a soccer game by
Sega.
Sega Worldwide Soccer 97, produced by Sega
themselves was one of the killer apps in the peak of
popularity for the console. It was the sequel to Victory
Goal, one of the debut titles of the console, which had
a poor performance critically and commercially. How-
ever, there was little overlap in the development staff
of the two games.
The game featured international teams and
league, play-off and tournament modes. Although it
used fictional player names (due to the lack of a li-
cense), the non-volatile memory of the Saturn allowed
editing of names. The team kits were as close to the
official 1996 kits as possible.
The original release on the Saturn was met with
critical acclaim. Tom Hall of GameSpot said it “may
be the best soccer game ever released”; GamePro’s
The Weekend Warrior called it “a completely fresh,
must-play gaming experience”; and Next Generation’s
review concluded that “Quite simply, WWS ‘97 is the
best recreation of any sport, ever.” Common subjects
of praise were the smoothness of the player anima-
tions, the easy-to-learn controls, the realistic soccer
elements, and the way the game encourages players to
be spontaneous and creative.

8.4 Sega Worldwide Soccer ‘98


Developer Sega CS1
Publisher Sega
Release date (eu) October 16, 1997
Genre Sports
Mode 1-2 Players

Sega Worldwide Soccer 98, known in PAL regions as


Sega Worldwide Soccer 98: Club Edition, is a direct
sequel to Sega Worldwide Soccer 97.
As its European name suggests, Worldwide Soccer 98
adds 60 English, French and Spanish club teams to the
roster, and also adds Jack Charlton’s commentary in
addition to Gary Bloom’s, with roughly three times as
much recorded dialogue as the previous outing. Two
new stadia area also added, bringing the total to five.
40 • Sekai no Shasou kara I Swiss-hen: Alps Tozantetsudou no Tabi

Seikai Risshiden: 5.1


Yoi Kuni Yoi Seiji
Developer Digitalware
Publisher BMG Japan
Release date (jp) June 27, 1997
Genre Table
Mode 1-4 Players

Seikai Risshiden: Yoi Kuni Yoi Seiji is a board game


on the theme of Japanese politics. The game is similar
to the popular “life board games”. The object is to be-
come the Prime Minister.

8.8 Sekai no Shasou kara I Swiss-hen:


Alps Tozantetsudou no Tabi
Developer Fujitsu
Publisher Fujitsu
Release date (jp) December 6, 1996
Genre Miscellaneous
Mode 1 Player

Sekai no Shasou kara I Swiss-hen: Alps Tozantetsudou


no Tabi is a digital gallery for the Sega Saturn. The
game is part of the popular trainspotter genre in Japan.
Players visit the Swizz alps.

Sengoku Blade 7.6


Developer Psikyo
Publisher Atlus
Release date (jp) November 22, 1996
Genre Shooter
Mode 1-2 Players

Sengoku Blade, know as Tengai overseas, is a 1996


arcade horizontally scrolling shoot ‘em by Psikyo
brought to the Saturn in Japan the same year. The port
comes with a second disc containing an art gallery.
The player may choose from five playable characters at
the start and may unlocked two more. The game takes
place in an imaginative and futuristic version of feudal
Japan featuring ninjas and steam-powered machinery.
Senkutsu Katsuryuu Taisen Chaos Seed • 41

6.0 Senken Kigyouden


Developer Softstar Entertainment
Publisher Softstar Entertainment
Release date (jp) March 4, 1999
Genre Role-playing
Mode 1 Player

Senken Kigyouden is a 1999 RPG for the Sega Sat-


urn by Taiwanese developer Softstar Entertainment re-
leased in Japan. It also had a DOS-release.
The game was also released in Taiwan in a limited edi-
tion with plastic box and organizer.

Senkutsu Katsuryuu Taisen 7.0


Chaos Seed
Developer Neverland Company
Publisher Neverland Company, Entertainment Software
Release date (jp) January 29, 1998
Genre Role-playing
Mode 1 Player

Chaos Seed is a role-playing game that also combines


elements of action games and strategy games. The
game was released in 1996 for the Super Famicom and
in 1998 for the Sega Saturn in Japan only.
Players control a young member of a cave-dwelling
faction of humans as they try to harness energy back
into the dying planet that the surface-dwelling humans
take for granted.

5.5 Senryaku Shougi


Developer Electronic Arts
Publisher Electronic Arts
Release date (jp) November 17, 1995
Genre Table
Mode 1-2 Players

Senryaku Shougi is a shougi game for the Sega Sat-


urn. Players can choose a single player mode, which
include 7 levels, or a multi-player mode.
42 • Sentimental Graffiti

Sento Monogatari Sono I 5.7


Developer Ariadne
Publisher CRI
Release date (jp) October 27, 1995
Genre Miscellaneous
Mode xxx

“Sento Monogatari”, sono I is a featuring fortune-tell-


ing game. The game was developed by Ariadne and
first released in 1995 for 3DO and Saturn. The Play-
Station version was later released in Japan by Tohoku
Shinsha in 1996.
In the game, players can put their birth date and get
their astral card and the fortune told on health, busi-
ness, love and money.

6.6 Sentimental Graffiti


Developer Marcus, Cybelle, Comix
Publisher NEC Interchannel
Release date (jp) January 22, 1998
Genre Adventure
Mode 1 Player

Sentimental Graffiti is the name of a dating simulation


series by NEC Interchannel. The first game focused on
the relationship between a boy and the various girls he
met throughout his life. The protagonist, Tanaka Ichir-
ou, is a high school student who, prior to the spring va-
cation of his third year, receives a letter simply stating
“I want to meet you.” In order to search for the sender
of the letter, he travels nationwide to various places,
and meets the 12 girls of his memories once again.

Sentimental Graffiti: 8.5


First Window
Developer Marcus, Cybelle, Comix
Publisher NEC Interchannel
Release date (jp) April 11. 1997
Genre Miscellaneous
Mode 1 Player

First Window is not a game per se, but an interactive


multimedia which focuses on the twelve heroines from
the main game and by being released prior to the actual
game, provided introductory into what was to be ex-
pected from the game, at least graphics, voice-acting,
and heroines-wise. With First Window, the player can
check video that shows the audition for all twelve her-
oines, and separate set of 12 short videos.
44 • The Star Bowling Vol. 2

The Star Bowling 4.8


Developer Yumedia
Publisher Yumedia
Release date (jp) November 13, 1997
Genre Sports
Mode 1-2 Players

The Star Bowling is a ten pin bowling game with FMV


cut-scenes. Players pick a partner from a roster of girls.

4.5 The Star Bowling Vol. 2


Developer Four Winds Software, Chameleon House
Publisher Yumedia
Release date (jp) January 15, 1998
Genre Sports
Mode 1-4 Players

The Star Bowling Vol. 2 is another ten pin bowling


game released for the Sega Saturn exclusively in Ja-
pan. The game follows the same formula as the pre-
quel.

Seifuku Densetsu 4.3


Pretty Fighter X
Developer Sol
Publisher Imagineer
Release date (jp) June 16, 1995
Genre Fighting
Mode 1-2 Players

The game is an enhanced port of the Super Famicom


game, “Seifuku Densetsu Pretty Fighter”.
The game includes Anime sequences done by Spec-
trum Animation. As the game suggests, it is an all-fe-
male fighting game. The game received a sequel on the
Sega Saturn and PlayStation, simply entitled FIST.
“crappy-games.wikia.com”
Sexy Parodius • 45

Sexy Parodius
7.3
Developer Konami
Publisher Konami
Release date (jp) November 1, 1996
Genre Shooter
Mode 1-2 Players

Sexy Parodius is a scrolling shooter originally


released as an arcade game. It is the fifth installment
of the Parodius series, produced by Konami. Like the
rest of the series, it is a parody of the Gradius series and
other Konami games.
The gameplay in Sexy Parodius is similar to the rest of the series, but
the player must complete a special mission for each stage. These missions range
from collecting a certain amount of coins in a stage to destroying a certain ob-
ject or enemies. Whether or not the player completes the mission determines
whether the player can continue to the next stage or what the next stage will be.
In a 2-player game, when certain characters are near enough, a third
shot appears between them which can be purple shots that swirl all over the
screen, hearts that home in on enemies, or rockets that shoot straight ahead.
This feature was first seen on Konami’s arcade game, Lightning Fighters.
The Saturn and PlayStation ports allow the Special Stage to be selected
on the Title Screen after finishing the game with all conditions passed. They
also come with unlimited continues (the game doesn’t keep track of credits).
To date, Sexy Parodius is the last shoot-’em-up game in the Parodius. A
strategy game spin-off, Paro Wars was released later. This game is often consid-
ered to be the best of the series. As the name suggests, the game is slightly more
risqué in nature than previous titles, but still remains fairly tame, with no sexual
scenes whatsoever. Nevertheless it is assumed the premise of this game would
have been difficult to sell in the western world, which is likely why it remained
a Japan exclusive release.

Shadows of the Tusk 6.5


Developer Hudson Soft, Susumu Matsushita
Publisher Hudson Soft
Release date (jp) May 21, 1998
Genre Strategy
Mode 1-2 Players

Shadows of the Tusk is a turn-based strategy game


where a player can build a party consisting of char-
acters recruited in various ways which serves as their
“deck”. There are a large number of units in Shadows
of the Tusk. Units fall in to four classes: Human, Beast,
Undead, and Machine.
It utlized Seganet’s X-band system to allow players to
compete online, which was fairly unique for a console
of the era. Local play with a friend is also possible.
46 • Shanghai: Triple-Threat

6.2 Shanghai: Great Moments


Developer Sunsoft
Publisher Sunsoft
Release date (jp) November 15, 1996
Genre Puzzle
Mode 1-2 Players

Shanghai Great Moments includes four versions of


the classic Shanghai game: The Great Wall (Shanghai
meets Tetris), Bejing (Slide rows to make matches, Ac-
tion Shanghai (clear tiles quickly before more appear)
and Classic Shanghai (either regular or face down for
an extra challenge).

“mobygames.com”

Shanghai: Triple-Threat 6.7


Developer Activision
Publisher Activision, (jp) Sunsoft
Release date (jp) February 24, 1995
Genre Puzzle
Mode 1-2 Players

Shanghai: Triple-Threat is part of the Shanghai fran-


chise, which presents a number of different Mahjong
Solitaire puzzles for players to solve.
The game features two modes: an Original mode that
allows the player to configure a puzzle of their choos-
ing, selecting the different configurations of tiles to
their choosing, and an Arcade mode that plays through
a series of pre-determined Mahjong Solitaire stages.
“giantbomb.com”

6.9 She’sn
Developer Gaibrain
Publisher KID
Release date (jp) November 19, 1998
Genre Adventure
Mode 1 Player

She’sn is a visual novel love adventure which focuses


on a four different stories through all four seasons. The
player can select to play the story of any season in any
order. Different season also features different heroines
and different love stories to play through. The spring
story revolves around forbidden love. The summer
season revolves around a childhood friend. Love story
in the fall is about the school romance. And the winter
season is about a sad love story.
Shichisei Tōshin Guyferd: Crown Kaimetsu Sakusen • 47

ShellShock 7.3
Developer Core Design
Publisher CentreGold, (us) U.S. Gold, (jp) Electronic Arts
Release date (eu) April 19, 1996
Genre Action
Mode 1 Player

Shellshock is a tank shooter released for PlayStation,


Saturn and DOS. The game plays like a standard first
person tank shooter, in the vain of Battlezone. The
player controls an M-13 Predator tank, with an assort-
ment of upgrades available for purchase in later mis-
sions. The game has 25 missions, with players earning
money for their performance which can go into buying
upgrades for their tank.
“giantbomb.com”

5.4 Shichisei Toushin Guyferd:


Crown Kaimetsu Sakusen
Developer Kouyousha
Publisher Capcom
Release date (jp) November 19, 1998
Genre Action
Mode 1-2 Players

Shichisei Tōshin Guyferd: Crown Kaimetsu Sakusen is


an FMV game based on the Shichisei Tōshin Guyferd
TV series, which Capcom worked as the main sponsor.
The game is an interactive movie. The player navigates
through a maze and solves mysteries while collecting
items and battling members of Crown. Battles are RPG-
like, with a card of the player and the enemy fighting.
The player can improve his stats with chips.

Shichuu Suimei Pitagraph 5.7


Developer Datam Polystar
Publisher Datam Polystar
Release date (jp) February 23, 1996
Genre Simulation
Mode 1 Player

Shichuu Suimei Pitagraph is a fortune teller simula-


tor. The game is all in japanese. The game was also
released for the Playstation.
50 • Shin Kaitei Gunkan: Koutetsu no Kodoku

Shienryu 6.8
Developer Warashi
Publisher Warashi
Release date (jp) June 27, 1997
Genre Shooter
Mode 1-2 Players

Shienryu (“purple flame dragon”) is a vertical scroll-


ing shooter released for the Sega Titan Video arcade
system in 1997.
Players control either of two double-piloted ships go-
ing against the bases of the regime based both on the
new mother planet and in space. Enemies will fire
blankets of pulse shots across the screen, some larger
than others and some taking on wide intricate patterns.

5.4 Shin Kaitei Gunkan:


Koutetsu no Kodoku
Developer ASCII
Publisher ASCII
Release date (jp) April 4, 1997
Genre Simulation
Mode 1 Player

Shin Kaitei Gunkan: Koutetsu no Kodoku is a simula-


tion game for the Sega Saturn. The game is based on
the anime, Shin Kaitei Gunkan.

Shin Theme Park 7.3


Developer Electronic Arts
Publisher Electronic Arts
Release date (jp) April 11, 1997
Genre Strategy
Mode 1 Player

Shin Theme Park is a variant of Theme Park, pre-


sumably tweaked to make it appeal more towards the
Japanese market. At its core, it appears to be the same
game, though the introduction sequence has been re-
placed, and big chunks of the visuals were redrawn.
This title should not be confused with the Japanese
Playstation version.
Shinouken • 51

6.9 Shingata Kururin Pa!


Developer Sky Think System
Publisher Sky Think System
Release date (jp) August 9, 1996
Genre Puzzle
Mode 1-2 Players

Shingata Kururin Pa! is the sequel to Kururin Pa! It


was released for the Sega Saturn and Playstation ex-
clusively in Japan.
The game is a 2D puzzle game with 10 different charac-
ters and 2 game modes: “Story mode” and “VS mode”.
In the game, players join rope pieces that fall from the
ceiling. When a fire piece appears, players use it at the
end of the joined rope pieces to make them dissapear.
“psxdatacenter.com”

Shinouken 6.4
Developer System Vision, Saurus
Publisher SNK
Release date (jp) April 4, 1997
Genre Fighting
Mode 1-2 Players

Shinouken is a Neo Geo 2D fighting game released


in 1996. The Sega Saturn version is a port of the Neo-
Geo CD port. The Saturn version was only released
in Japan, however other versions made it to the west
as Ragnagard. Unlike the arcade version, in which the
player could play as one of the bosses by entering a
cheat code, the Sega Saturn version allowed the player
to play as the bosses only by entering the versus mode.
The game’s characters are all based on Shinto deities.

7.0 Shinrei Jusatsushi Taroumaru


Developer Time Warner Interactive
Publisher Time Warner Interactive
Release date (jp) January 17, 1997
Genre Beat-’em-up
Mode 1-2 Players

Shinrei Jusatsushi Tarōmaru, also known as Psychic


Assassin Taromaru and Psychic Killer Taromaru, is a
side-scrolling action game by Time Warner Interactive.
The game has the distinction of being one of the Sega
Saturn’s rarest and most difficult games to obtain,
mainly due in part to Time Warner Interactive ceasing
operations after only 7,500 copies of it were manufac-
tured. eBay auctions for the game can start for as high
as $500.
52 • Shin Megami Tensei: Devil Summoner

8.6
Shin Megami Tensei:
Devil Summoner
Developer Atlus
Publisher Atlus
Release date (jp) December 25, 1995
Genre Role-playing
Mode 1 Player

Shin Megami Tensei: Devil Sum-


moner is a role-playing game developed
and published by Atlus. Forming part of
the Megami Tensei series, it is the first
title in the Devil Summoner subseries. reserves. A key currency in the game is
It was first released for the Sega Saturn Magnetite, which is used for summoning
in December 1995, and received a port demons and as currency in some of the
to the PlayStation Portable in December stores.
2005. Despite reports of it being planned Enemies are confronted on the
for localization, neither version has been overworld map and in dungeons through
released outside Japan. both random encounters and staged bat-
Set in the city of Hirasaki in tles. Battles are governed by a turn-based
modern-day Japan, the story follows a system: the player’s and enemy’s parties
college student whose death at the hands each get a turn during which they can
of demons forces his soul into the body perform available actions. The player
of Summoner Kyouji Kuzunoha. Now in party is arranged in a three-by-two grid,
Kuzunoha’s body, the protagonist must with their positioning effecting how they
investigate the appearance of demons in can attack enemies: for instance, short-
the town and the activities of Sid Davis, ranged attacks are made less effective if
the Dark Summoner responsible for kill- the selected party member is in the back
ing the protagonist and Kuzunoha. row. The player has access to multiple
commands in battle: “Sword”, “Gun”,
This is a role-playing game in “Magic” and “Extra”. Items can also be
which the player takes control of a si- used in battle, and the player can choose
lent protagonist that can be named and to escape from most encounters aside
whose personality is determined by dia- from key boss battles. An “Auto” option
logue choices made in the game. Navi- is also available, where the entire party
gation is split into two types: standard is commanded using the game’s artificial
navigation through the game’s dungeons intelligence. At the end of each success-
in a first-person view, and navigation ful battle, experience points are distrib-
around the protagonist’s home of Hira- uted among party members depending
saki City using a overworld map. During on the strength of the enemy, and the
dungeon navigation, the player’s route is protagonist is given Ability Points to as-
automatically mapped, and the map can sign to six different attributes which af-
be viewed in the menu screen. NPCs are fect his performance in battle.
represented in first-person navigation Key elements in the game are ne-
with 2D sprites, and their speech is repre- gotiation with and the fusion and crea-
sented with head-and-shoulder portraits tion of demons. Encountered in battle,
above dialogue boxes. Quests are avail- demons can be talked with and negoti-
able at a location called the House of ated into running from the battle, giving
Divination, which the player can choose money or items, or joining the player’s
to accept in exchange for rewards. Vari- party. If the negotiation fails, the demon
ous stores are scattered throughout Hira- will attack. Once a demon is won over,
saki City for buying items, weapons and they are given a loyalty meter which is
armor, and healing the player’s party and influenced by the player’s actions. If the
Shin Megami Tensei: Devil Summoner • 53

demon is treated well and performs actions in battle it Okada the freedom to realize long-held concepts for
approves of, its loyalty will increase. If the opposite a “parallel world” as an extension of the original con-
occurs, the demon will begin to disobey the protago- cept for If.... Odaka was the game’s director, while
nist, then leave. Demons can be fused together at a the script was written by regular Megami Tensei
special location in the game called the Hotel Gou- writer Ryutaro Ito. The story and atmosphere drew on
maden, where fusions are supervised by the NPC Dr. themes from detective fiction, particularly the melan-
Victor. Demon fusion is governed by a comparabil- cholic and hardboiled fiction of Raymond Chandler.
ity system, with more favorable One of Ito’s favorite pieces of di-
fusions emerging from better de- alogue was the opening segment,
mon compatibility. Demons can where the protagonist is dragged
also be fused with weapons to about by Kumiko on her errands,
grant stat boosts, and after a cer- during which the protagonist’s
tain point in the game artificial personality is determined by the
demons called Zomas can be used player.
and strengthened through repeat- In its first week of release,
ed fusions. the Sega Saturn version of Devil
Shin Megami Tensei: Summoner sold 264,822 cop-
Devil Summoner is the first en- ies. As of 2007, it sold 355,656,
try in the Devil Summoner series, becoming the 14th best-selling
which forms part of the larger game for the system in Japan.
Megami Tensei series: as with Famitsu gave the original
other entries, its narrative takes version a positive review, with it
the form of a modern-day detec- scoring 35 out of 40 points: the
tive story as opposed to the series’ four reviews gave it scores of 9,
more prevalent post-apocalyptic 9, 9 and 8 out of 10. In a feature
settings. The concept for Devil on the game for GameFan, Casey
Summoner originated during the Loe noted the game’s “clean and
development of Shin Megami crisp” 3D visuals, called the ene-
Tensei II and Shin Megami Tensei If... for the Su- my design excellent, and thought the full-motion vid-
per Famicom. During the development of II, series eo sequences were the best to be found on the Saturn
producer Kouji Okada considered creating a more system. She ended by praising Atlus’ plans for releas-
imposing sequel, but instead created If... as a smaller- ing a title so deep and mature for the Western market.
scale spin-off title. The positive reaction to If... gave

Shin Megami Tensei 7.3


Devil Summoner: Akuma Zensho
Developer Atlus
Publisher Atlus
Release date (jp) April 26, 1996
Genre Miscellaneous
Mode 1 Player

Devil Summoner: Akuma Zensho (“Devil Diction-


ary”) was released a few months after Devil Sum-
moner, This is a fan disc that includes data and extra
artwork about all of the monsters included in the game.
The disc also details the mythological origins behind
all of the creatures.
54 • Shining Force III

Shining Force III


8.5
Developer Sonic! Software Planning, Camelot Software
Publisher Sega
Release date (jp) December 11, 1997
Genre Role-playing
Mode 1 Player

Shining Force III is a fantasy turn-based tactics


role-playing game designed for the Saturn by Camelot
Software Planning. It is a continuation of the Shining
series. Comprising three separate but overlapping sto-
rylines, the Japanese version of Shining Force III was
released in three volumes, known as: Scenario 1 “God
Warrior of the Kingdom”, Scenario 2 “Target: Child
of God”, and Scenario 3 “Bulzome Rising”. For play-
ers who collected all three volumes, Camelot Soft also
issued a Premium Disc featuring artwork, a character
model viewer, and additional extras.
In the United States and Europe, only Scenario
1 was released. The real ending to the game can only
be viewed by completing all the games in the series.
Like earlier Force games in the Shining series,
Shining Force III is a turn-based tactical role-playing
game. Battles take place in square grids, and each unit
occupies one square. Each unit can move up to a fixed
amount of squares along the battlefield, determined by
its Move statistic. Depending on its location relative
to enemies and to allies, a unit can also perform one
action: attack, cast a spell, use an item, or search the
area. Some commands, such as equipping or dropping
items, do not count as actions. The order of turns is de-
termined by the unit’s agility score and a random seed.
Each character has a class, which defines a set of abilities for that
unit and determines the spells and equipment they have access to. A charac-
ter can be promoted to another class at any level between 10 or 20.
Shining Force III also possesses an exploration mode that occurs
outside of battle. This gameplay mode is essentially a Japanese-style tra-
ditional RPG, along the lines of Final Fantasy or Dragon Quest, although
there are no labyrinths and few puzzles to solve. In this mode, the player’s
army is represented by its leader, who is able to walk around, interact with
people, find treasure, buy equipment and items, outfit the army and choose
which of the army’s members will be used in battle.
Scenario 1, God Warrior of the Kingdom, features Synbios, a young
lord from the Republic of Aspinia. Aspinia was once a part of the Empire of
Destonia, but seceded after a war of independence spearheaded by some of
the more democratic-minded nobles.
As the game begins, Synbios is part of a military force representing
Aspinia at a peace conference in the neutral city of Saraband. Due to ma-
nipulation by outside forces - full-scale war breaks out again between As-
pinia and Destonia. The majority of the game’s storyline covers this conflict
as well as Synbios and his team’s fight against a sect known as Bulzome.
Shining Force III Scenario 3: Hyouheki no Jashinguu • 55

8.5 Shining Force III Scenario 2:


Nerawareta Miko
Developer Sonic! Software Planning, Camelot Software
Publisher Sega
Release date (jp) April 29, 1998
Genre Role-playing
Mode 1 Player

Shining Force III Scenario 2: Nerawareta Miko


is a direct sequel to Shining Force III Scenario 1, both
being part of the Shining series of games.
The second game features Medion, Prince
of Destonia, and youngest of three sons of Emperor
Domaric. Although loyal to his father and his country,
he senses that there are other forces at work beneath the
tensions between Aspinia and Destonia. He attends the
conference in Saraband on behalf of Destonia, along
with his brothers Arrawnt and Mageron. As discovered
in Scenario 1, much of this influence comes from the
Bulzome sect, as well as collaborating separatist fac-
tions within both Destonia and Aspinia. Medion works
parallel to Synbios of Aspinia, often disposing of rogue
Aspinian elements to spare Synbios’s force from fight-
ing against its own countrymen.

8.6 Shining Force III Scenario 3:


Hyouheki no Jashinguu
Developer Sonic! Software Planning, Camelot Software
Publisher Sega
Release date (jp) September 23, 1998
Genre Role-playing
Mode 1 Player

Scenario 3, Bulzome Rising, stars Julian, a mercenary who ap-


pears as a secondary character in both Scenario 1 and Scenario 2. He is for
all intents and purposes the true main character of Shining Force III. His
initial motivation as the story begins is to track down and kill Galm, one
of, if not the, most powerful member of the Vandals, a powerful race of
beings that existed over 1,000 years ago. Julian believes that Galm killed
his father and is seeking revenge. This story arc is first introduced in an
earlier Shining game, Shining the Holy Ark, in which Julian appears as a
young boy who asks the party to search for his missing father.
Scenario 3 starts about 60% through scenario 2’s story, and fo-
cuses primarily on battles against the Bulzome Sect and their allies in
both Aspinia and Destonia. While scenarios 1 & 2 happen at roughly the
same time, much of scenario 3 takes place after both, but there is some
“overlap”. Eventually Julian leads a three-party coalition consisting of the
armies of both Synbios and Medion, to engage in the final conflict against
Bulzome, a powerful Vandal long sealed in another dimension, and the
true orchestrator of the conflict.
56 • Shining the Holy Ark

Shining the Holy Ark


8.3 Developer Sonic! Software Planning
Publisher Sega
Release date (jp) December 20, 1996
Genre Role-playing
Mode 1 Player

Shining the Holy Ark is a first person role-


playing game released for the Sega Saturn. It is a part
of Sega’s Shining series of video games.
Shining the Holy Ark takes place 20 years be-
fore Shining Force III. While in the town of Enrich,
Arthur and the others meet a young boy named Ju-
lian. He tells them that his father went to investigate
a haunted mansion in the woods, but never returned.
Since that time he has been in the care of a family
friend. It would later be discovered that Julian’s father
was killed by Galm, one of the mythical Vandals that
ruled over the world during the time of the 1,000 year
kingdom. His father’s death compels Julian to seek
revenge against Galm, which sets into motion his in-
volvement in the events of Shining Force III.
Gameplay is most similar to Shining in the
Darkness, a 1991 Sega Genesis game,; the player ex-
plores towns and dungeons in the first-person view,
with battles almost exclusively taking place in dun-
geons. Battles take place in a turn-based format, main-
taining the first-person view but also allowing the play-
er to view allies as they take their actions. One unique
mechanic is the “pixie” system, where the player can
befriend pixies that will attack enemies as the party
encounters them.
The story of Shining the Holy Ark was de-
signed with a more mature audience in mind than
earlier games in the Shining series were targeted to-
wards. In a 2009 interview, producer Hiroyuki Taka-
hashi commented: “Until [Shining] Wisdom, the idea
had been simply to develop a story that would attract a
broad range of users. From Holy Ark on, the story and
game were redesigned to focus on the Saturn players
of the time. Japanese Saturn owners were generally
in their late-teens or early-twenties. The age group
had shifted away from children, so... the concept was
‘fantasy that can be enjoyed by adults’. This new ap-
proach led to a darker, deeper world than we had been
creating for the ‘all ages’ category prior to Holy Ark.
We started to work on the plot of a story that would be
appropriate in such a world.” The game’s soundtrack
was composed by Motoi Sakuraba, who later wrote the
music for Shining Force III.
Shining Wisdom • 59

Shining Wisdom
Developer Sonic! Software Planning 8.0
Publisher Sega, (us) Working Designs
Release date (jp) August 11, 1995
Genre Role-playing
Mode 1 Player

Shining Wisdom is a action-adventure game


released for the Sega Saturn. It is a part of Sega’s Shin-
ing series of video games.
Shining Wisdom takes place on the continent
of Parmecia just a few years after Shining Force II, and
is a sequel of sorts to that game. Sarah and Kazin, who
were playable characters in Shining Force II, are roam-
ing the continent in a hunt for Zeon’s remaining hench-
men. Pazort, the main villain of Shining Wisdom, is
a former follower of Zeon, and Sarah and Kazin aid
in the fight against him. There are also several refer-
ences to the hero of Shining Force II, Bowie, though
he does not actually appear anywhere in the game. A
book even refers to the setting of Shining in the Dark-
ness, Stormsong (referred to in English versions as
“Thornwood”). Due to the various name changes and
omissions of the North American translation, none of
the above connections to the Shining series are appar-
ent in the USA version of the game and they can only
be seen in the Japanese and European versions.
The game differs from its predecessors in the
Shining series in that it was the first to employ an ac-
tion-adventure style of gameplay. Players control one
character whose attacks rely on speed and skill, rather
than controlling a group of characters who engage in
turn-based combat sequences and increase their stats
as the game progresses. The gameplay is similar to that
of The Legend of Zelda series. Shining Wisdom has a
unique system of attacks based on a combination of
acquired items and “orbs.” The graphics employ CGI-
rendered sprites, and a top-down camera angle.
Shining Wisdom was originally designed for
the Mega Drive, and adapted for the Sega Saturn at
the last minute, presumably in order to bolster the new
system’s library of games. All the characters in the
game were modeled using Softimage 3D.
The four reviewers of Electronic Gaming
Monthly lambasted Shining Wisdom, citing mediocre
and outdated graphics, a lack of originality, and the lin-
earity of the quest. They also criticized the Working
Designs translation for its ridiculing of other games
on the market, remarking, “Considering the lackluster
quality of this generic title, they have a lot of nerve.”
60 • Shinobi Legions

Shinobi Legions
7.4 Developer Sega, Tose
Publisher Sega, (us) Vic Tokai
Release date (jp) June 30, 1995
Genre Action-platformer
Mode 1 Player

Shinobi Legions, known as Shinobi X in Eu-


rope and as Shin Shinobi Den in Japan, is an action
game in the Shinobi series, developed and published
by Sega in 1995 for Sega Saturn.
Shinobi Legions is a traditional side-scrolling
action game, which means that each level must be fin-
ished from left to right. Along the way, the protagonist
ninja Sho will come across various foes and obstacles
that will test the player’s skill, including boss encoun-
ters. The gameplay itself is largely the same as that
in the Sega Genesis game, Shinobi III: Return of the
Ninja Master. However this time emphasis lies on the
use of Sho’s katana instead of his shuriken, and sepa-
rate buttons are now used to control them.
The four ninjutsu techniques from earlier Shi-
nobi games have also disappeared. Instead, Sho gains
his special abilities by picking up various items scat-
tered across each level. Among them are simple pow-
er-ups (yellow and red orbs to restore his hit points) or
temporary ninjutsu abilities, such as the Great Sword
or the Bunshin clone shield against enemy attacks.
Also found in each level are blue orbs called
life spheres. Every time the player manages to collect
ten of them, Sho gains one continue. Some item crates
contain bombs that will damage Sho if he is standing
too near.
The European version of Shinobi Legions,
published by Sega Europe and released as Shinobi
X (a revert to the game’s original title from when it
was first announced at the Tokyo Toy Show in June
1994), was delayed and released in late 1995. It was
delayed because Sega Europe’s producer David Nulty
disliked the original music score and wanted to change
it for the European release, in a similar way that Sega
of America did years before with the North American
release of Sonic CD.
The whole in-game tracks were replaced by
noted British video game composer Richard Jacques,
while the cutscene music tracks were left intact.
Jacques composed the soundtrack in imitation of the
style of Yuzo Koshiro’s The Revenge of Shinobi. The
North American version, published earlier the same
year by Vic Tokai, had retained the same music as the
Japanese version.
Neon Genesis Evangelion • 61

7.1 Neon Genesis Evangelion


Developer Sega CS
Publisher Sega
Release date (jp) March 1, 1996
Genre Adventure
Mode 1 Player

Shinseiki Evangelion is a Japan-only release of


a Neon Genesis Evangelion episode in the form of a
video game. Following the story of the popular animé
series, the game presents an episode of its own. The
player controls Shinji Ikari, the main character of the Shin Package
series. A new Angel appears and attacks Unit-01. As a
result, Shinji loses his memory.
The game contains several cut-scenes made by
Gainax, the creators of the TV series. Many scenes are
taken directly from original Neon Genesis Evangelion
episodes. The player gains control when they have to
make decisions for Shinji (choose correct answers,
etc.), and when fighting Angels. The player should fig-
ure out which attack the Angel is using, and press cor-
responding buttons to defend and to counterattack it.
“mobygames.com”

Shinseiki Evangelion: 8.2


2nd Impression
Developer Sega CS
Publisher Sega
Release date (jp) March 7, 1997
Genre Adventure
Mode 1 Player

This is the second Neon Genesis Evangelion


“interactive animé” for Saturn. The events of the game
take place just after Episode 14 of the TV series. A
new girl called Magumi arrives to the school where the
hero of the series Shinji Ikari studies. The two start de-
veloping feelings for each other, when a new Angel at-
tacks. The player controls Shinji through series of de-
cisions (there are now three or four choices each time,
as opposed to the prior game that had only two, and
a branching story line) and through the fights. Much
of the movie footage depicting combat is presented in
3D. The player selects moves from time to time; cor-
rect selections lead to the continuation of the movie
- and hence, the game.
The game came with an extra mini-cd contain-
ing the two theme song tracks. A book, 2nd Impression
Bible, was published by Newtype and features screen-
shots, commentary by the production staff, sheet music
to the new songs, etc.
64 • Shinseiki Evangelion: Digital Card Library

6.0 Shinseiki Evangelion:


Eva to Yukai na Nakamatachi
Developer Tamtam, Bandai, Victor
Publisher Gainax
Release date (jp) November 5, 1998
Genre Table
Mode 1 Player

Shinseiki Evangelion: Eva to Yukai na Nakamatachi is


a mahjong game. The game feature 17 characters from
some of the most popular Gainax franchises; Evangeli-
on, Gunbuster, and Secret of Blue Water Wonderland
who clash in a Mahjong tournament.

Shinseiki Evangelion: 7.0


Digital Card Library
Developer Sega
Publisher Sega
Release date (jp) September 25, 1997
Genre Mini-games
Mode 1 Player

Neon Genesis Evangelion Digital Card Library is a


game published by Gainax featuring clips from the TV
series and mini games.
Several mini-games and clips are available immediate-
ly when players start the game, and to get more they
have to play and bet the mini games. More clips or dif-
ferent games are added as they progress.
“Kenshi@gamefaqs.com”

7.8 Shinseiki Evangelion:


Koutetsu no Girlfriend
Developer Sega
Publisher Gainax
Release date (jp) March 26, 1998
Genre Adventure
Mode 1 Player

Unlike the two previous Neon Genesis Evangelion


games, Kōtetsu no Girlfriend is not an interactive mov-
ie. The player controls Shinji by selecting locations to
travel to, looking at people, and talking to them. The
locations are graphically represented as anime-style
still screens.

“mobygames.com”
Shinsetsu Samurai Spirits Bushidō Retsuden • 65

Shinsetsu Samurai Spirits 6.0


Bushidō Retsuden
Developer SNK, Musesoft
Publisher SNK
Release date (jp) June 27, 1997
Genre Role-playing
Mode 1 Player

Samurai Shodown RPG, known as Samurai


Spirits, a True Story: Bushido Biographies in Japan, is
a role-playing game originally released for SNK’s Neo
Geo CD system.
As the original title does not translate smoothly
to English, it is commonly referred to simply as Samu-
rai Shodown RPG. Alternatively, it has also been re-
ferred to as Samurai Spirits: True Legends of Furious
Bushido RPG.

[1]
The basic setup of the game is very similar to most console RPGs,
such as Final Fantasy. The characters roam an overworld, enter towns and
dungeons, and get into battles, which occur on a separate screen. The menu
options enable equipping of armor and accessories, as well as use of items.
At the outset, the player is given the option to choose from six char-
acters to be the “main” character of the story. The basic outline of the plot
does not diverge greatly for any of them, but each had different dialogue in-
game, and each also had unique special scenes which would go into greater
detail of the character. In addition, to better adjust to character continuity,
certain stories were modified slightly based on the selected chapter. Over
the course of the game, two other characters can also join the party (un-
less the hero is Genjuro, who only gains a partner in his second story). In
addition, the second chapter also introduces a new character, Shippuu no
Reon, whose name translates roughly to “The Ringing of the Gale Winds.”
All characters from the first two Samurai Shodown games make an appear-
ance, either as a temporary helper, plot device, or enemy.
Combat includes an option to input the controller motions for the
various special moves manually, as in the arcade games, rather than simply
selecting the moves from a list.
While armor and accessories can be bought and equipped, each
character has the same weapon throughout the game. Characters can vis-
it blacksmiths to temper and strengthen their weapons. These smiths can
also infuse the weapons with one of the game’s various elements, which
make the weapon’s normal strikes and select special moves more effective
against certain enemies.
As originally envisioned, the game was to be split into three epi-
sodes: one for each of the three games in the series. For a while, it was to be
a Neo Geo CD exclusive, but developmental and financial pressures caused
SNK to also release it for the other two current systems. SNK decided that
each version was to contain only two of the three episodes, thereby necessi-
tating a player to buy two copies of the game in order to get the whole story.
This plan resulted in a significant backlash from fans, and was discarded.
Eventually, as development ground on, the executive decision was
made to scrap the third chapter entirely, and focus solely on the first two, so
as to allow the game to be released sooner.
66 • Shiroki Majo: Mouhitotsu no Eiyuu Densetsu

Shippuu Mahou Daisakusen 6.7


Developer Raizing
Publisher Gaga Communications
Release date (jp) June 14, 1996
Genre Shooter
Mode 1-2 Players

Kingdom Grandprix, released in Japan as Shippū Mahō


Daisakusen Kingdom-Grandprix is a vertically scroll-
ing shooter/racing hybrid arcade game developed by
Raizing and published by Eighting. It was later ported
to the Sega Saturn.
The Saturn version includes a shooting-only mode. In
this mode, the racing aspect is removed and the player
is left to play the game at their own pace.

7.1 Shiroki Majo:


Mouhitotsu no Eiyuu Densetsu
Developer Falcom, Hudson Soft
Publisher Hudson Soft
Release date (jp) February 26, 1998
Genre Role-playing
Mode 1 Player

Shiroki Majo: Mouhitotsu no Eiyuu Densetsu is an


RPG by Falcom ported to the Sega Saturn in Japan by
Hudson in 1998. It is the third entry in Falcom’s The
Legend of Heroes/Eiyuu Densetsu series, and the first
entry in that series not to be part of the Dragon Slayer
series.

“segaretro.org”

Shockwave Assault 6.3


Developer Electronic Arts
Publisher Electronic Arts
Release date May, 1996
Genre Shooter
Mode 1 Player

Shockwave Assault is a first person spaceship shooter.


It is a conversion of EA’s earlier titles Shockwave and
its expansion Shockwave: Operation Jumpgate, origi-
nally released for the 3DO in 1994. Assault compiles
both titles onto one disc.
The series continued with Shockwave 2: Beyond the
Gate, released around the same time as Assault, but
remained a 3DO exclusive.
“segaretro.org”
Shoujo Kakumei Utena: Itsuka Kakumei Sareru Monogatari • 67

7.4 Shougi Matsuri


Developer Seta
Publisher Seta, Random House, Nihon Shogi Network
Release date (jp) September 15, 1995
Genre Table
Mode 1-2 Players

Shougi Matsuri is a shougi game, developed by Seta


Co., Ltd., Random House Inc., Nihon Shogi Network
and published by Seta Co., Ltd., which was released in
Japan in 1995 for the Sega Saturn.

Shoujo Kakumei Utena: 7.9


Itsuka Kakumei Sareru Monogatari
Developer Sega CS1
Publisher Sega
Release date (jp) May 28, 1998
Genre Adventure
Mode 1 Player

The game is a side story of the Shoujo Kakumei Utena


anime, set between episodes 8 and 9 of the TV series.
The protagonist is a female student who transfers to
Ohtori Academy and becomes involved with the politi-
cal intrigue and sword duels that characterise it.

“vndb.org”

5.9 Shouryuu Sangoku Engi


Developer [RON]
Publisher Imagineer
Release date (jp) July 19, 1996
Genre Strategy
Mode 1 Player

Shouryuu Sangoku Engi is an historical simulation


game for the Sega Saturn.
The game is apparently based on the Romance of the
Three Kingdoms novels.
68 • Shusse Mahjong Daisettai

4.1 Shunsai
Developer Naxat Soft
Publisher Naxat Soft
Release date (jp) August 23, 1996
Genre Simulation
Mode 1 Player

Shunsai horse racing simulation game, developed and


published by Naxat Co., Ltd. (Naxat Soft), which was
released in Japan in 1996 for the Sega Saturn.

Shusse Mahjong Daisettai 5.7


Developer King Records
Publisher King Records
Release date (jp) December 13, 1996
Genre Table
Mode 1 Player

Shusse Mahjong Daisettai is a mahjong game for the


Sega Saturn. The game feature a story mode where
players can choose from beginner to professional dif-
ficulty.

7.1 Shutokou Battle ‘97:


Tsuchiya Keiichi & Bandou Masaaki
Developer Genki
Publisher Imagineer
Release date (jp) February 28, 1997
Genre Racing
Mode 1 Player

Shutokou Battle ‘97: Tsuchiya Keiichi & Bandou Ma-


saaki is a racing game for the PlayStation and Sega
Saturn. The Saturn version was only released in Japan;
the PlayStation version was released as Tokyo High-
way Battle overseas.
The game simulated illegal highway racing, which
was most popular in the 60’s and in Tokyo.
Side Pocket 2 • 69

Shutsudou! Mini-skirt Police 5.3


Developer Sada Soft
Publisher Sada Soft
Release date (jp) September 25, 1997
Genre Mini-games
Mode 1 Player

Shutsudou! Miniskirt Police feature different mini


games and FMV’s. It was published by Sada Soft and
developed by Genki for the Sega Saturn.
The limited edition version of the game comes with a
mini audio CD and miniskirt police figure.

6.1 Side Pocket 2


Developer Data East
Publisher Data East
Release date (jp) March 31, 1995
Genre Sports
Mode 1-2 Players

Side Pocket 2 is a billiards game released for the Sega


Mega Drive and Sega Saturn in 1995. When brought
to North America, the game was renamed Minnesota
Fats: Pool Legend.
While the Mega Drive and Sega Saturn versions of
Side Pocket 2 share similar gameplay, the Saturn ver-
sion has an entirely different story mode, complete
with full motion video cutscenes. The two versions
also have different soundtracks.

Side Pocket 3 6.5


Developer Data East, HighwayStar
Publisher Data East
Release date (jp) July 18, 1997
Genre Sports
Mode 1-4 Players

Unlike the prior installments in the Side Pocket se-


ries, Side Pocket 3 renders the pool room environment
with 3D polygons. In spite of this, the table can still be
viewed in a traditional, top-down fashion.
Play modes consist of: story mode, training mode,
trick game mode, and versus mode. Game variants in-
clude: eight ball, nine ball, rotation, 14.1 continuous,
bowlliards, cutthroat, three ball, poker, pocket game,
mitsudama, and yotsudama.
70 • Silhouette Mirage

Silhouette Mirage
8.1
Developer Treasure
Publisher Treasure, ESP
Release date (jp) September 11, 1997
Genre Action
Mode 1 Player

Silhouette Mirage is a side-scrolling video


game by Treasure. Initially published by ESP for the
Sega Saturn on September 10, 1997, in Japan, the
game was later ported to the PlayStation in 1998.
The story takes place over seven levels, as the
Satakore protagonist travels from the base of Gehena, to the
complex containing the computer system of Edo.
The game is an action side-scroller similar to
Gunstar Heroes. What makes the game unique is that it
works the concept of the two attributes into the game:
A figure inflicted by an attack whose attribute differs
from it suffers Power damage, and has its spirit (simi-
lar to MP) absorbed when inflicted by same-type at-
tacks (it is never absorbed in the Saturn version).
The game is quite difficult to finish completely,
especially in the English Playstation version. Most of
the initial options are locked and can only be modified
if players complete the game’s five paths, upon which
a special bonus feature is also unlocked.
Silhouette Mirage is filled with biblical allu-
sions. In the original Japanese version almost all the
characters and places are named after places and fig-
ures from the Bible. In order for it to be accepted in the
American market, some of the names and sprites were
changed.

Simulation RPG Tsukuru 7.2


Developer Pegasus Japan
Publisher ASCII
Release date (jp) September 17, 1998
Genre Miscellaneous
Mode 1 Player

Simulation RPG Tsukuru is, much akin to its brethren


in the RPG Maker line of games, a construction kit
and editor to make RPGs. In this case, it’s “simulation”
RPGs or, as they’re more commonly known, tactical/
strategy RPGs in the vein of Fire Emblem and Shining
Force.
The construction kit gives the player a menu based
interface where it’s possible to change almost every
detail of the game being made.
Sim City 2000 • 71

Sim City 2000


Developer Maxis
Publisher Maxis, (jp) Sega 8.2
Release date (jp) September 29, 1995
Genre Strategy
Mode 1 Player

SimCity 2000 is a city-building simulation


game and the second installment in the SimCity series.
SimCity 2000 was first released by Maxis in 1993 for
Apple Macintosh. In 1995, SimCity 2000 won “Best
Military or Strategy Computer Game” Origins Award.
The unexpected and enduring success of the
original SimCity, combined with the relative lack of
success with other “Sim” titles, finally motivated the
development of a sequel. SimCity 2000 was a major
extension of the concept. It now has a near-isometric
dimetric view (similar to the earlier Maxis-published
A-Train) instead of overhead, land could have dif-
ferent elevations, and underground layers were intro-
duced for water pipes and subways.
New types of facilities include prisons, schools,
libraries, museums, marinas, hospitals and arcologies.
Players can build highways, roads, bus depots, railway
tracks, subways, train depots and zone land for sea-
ports and airports. There are also a total of nine varie-
ties of power plants.
The budget and finance controls are also much
more elaborate—tax rates can be set individually for
residential, commercial and industrial zones. Enacting
city ordinances and connecting to neighboring cities
became possible. The budget controls are very impor-
tant in running the city effectively.
Another new addition in SimCity 2000 is the
query tool. Using the query tool on tiles reveals in-
formation such as structure name and type, altitude,
and land value. Certain tiles also display additional in-
formation; power plants, for example, display the per-
centage of power being consumed when queried, and
querying roads displays the amount of traffic on that
tile.
The first console version of the game, one of
the first games announced for the Sega Saturn, and one
of the first titles for the American Sega Saturn, it was
released in fall of 1995.
This version had several changes. The game
has enhanced graphics for all buildings. The buildings
will change at the year of 1950 and 2000. There are
also 3D animations displayed for each building in the
building query windows. The scenarios from the Great
Disasters expansion packs are included. The gameplay
remains the same for the most part.
72 • Skeleton Warriors

5.2 Simulation Zoo


Developer Computer & Entertainment Inc., Alfa System
Publisher Soft Bank
Release date (jp) February 7, 1997
Genre Simulation
Mode 1 Player

Simulation Zoo is a Sega Saturn game developed by


Computer & Entertainment Inc.. It stands as C&E’s
only licensed video game for a Sega system - their pre-
vious works for the Sega Mega Drive had all been pro-
duced without a license and released only in mainland
Asia.

“segaretro.org”

Skeleton Warriors 7.1


Developer Neversoft Entertainment
Publisher Playmates Interactive Entertainment
Release date (us) April 16, 1996
Genre Action
Mode 1 Player

Skeleton Warriors is based off a short-lived line of toys/


animated series with the same name. The game is a
side-scrolling action game interspersed with third-per-
son hoverbike segments. It is presented in “2.5D”, in
that while most of the action takes place in two dimen-
sions (with pre-rendered 2D sprites), levels are built
with 3D geometry. Like a traditional arcade beat-’em-
up, progression usually requires defeating set amounts
of on-screen enemies without being killed.
“segaretro.org”

5.9 Skull Fang: Kuuga Gaiden


Developer Aisystem Tokyo
Publisher Data East
Release date (jp) May 30, 1997
Genre Shooter
Mode 1-2 Players

Skull Fang: Kuuga Gaiden was first released as a 1996


vertical-scrolling shoot ‘em up arcade game. The game
is the third and final entry in a loose trilogy of games
beginning with the 1989 Vapor Trail.
The Saturn port adds several new features, such as a
trial mode, a boss rush mode, a tutorial video and an
additional speed mode which has two settings rather
than five. Occasionally, the sprites suffer from flicker-
ing.
Slam ‘n Jam ‘96 Featuring Magic & Kareem • 73

Sky Target 6.3


Developer Appaloosa Interactive
Publisher Sega
Release date (jp) April 25, 1997
Genre Shooter
Mode 1 Player

Sky Target was originally released as a 1995 arcade


game. The game is a rail shooter featuring a number
of planes including the default F-14D Super Tomcat. It
is best remembered for its semi-official connection to
Sega’s earlier hit After Burner. The Saturn port retains
the gameplay of the original but has completely redone
cutscenes, a difficulty select option, and a new Rank-
ing Mode.

7.3 Slam ‘n Jam ‘96


Featuring Magic & Kareem
Developer Left Field Productions
Publisher Crystal Dynamics, (jp) BMG Victor
Release date (us) May 22, 1996
Genre Sports
Mode 1-4 Players

Slam ‘N Jam ‘96 featuring Magic & Kareem is a fast


paced 5-on-5 basketball. The game features no real
NBA license but two real legends: Earvin “Magic”
Johnson and Kareem Abdul-Jabbar. There are player
stats and skills for each player which are modeled to
be similar to their actual NBA counterparts. The game
features exhibition, season and playoff modes.
“mobygames.com”

Sokkou Seitokai 6.7


Developer SIMS, Shinseisha
Publisher Banpresto
Release date (jp) January 29, 1998
Genre Fighting
Mode 1-2 Players

Sokkou Seitokai is an all-girl 2D fighting game based


on a manga. The game feature full voice acting. The
announcer, characters, and the story cutscenes all have
voice acting.
74 • Slayers Royal

Slayers Royal
Developer Onion Egg
7.4
Publisher Kadokawa Shoten, Entertainment Software
Release date (jp) July 25, 1997
Genre Tactical role-playing
Mode 1 Player

Slayers Royal is a 1997 tactical role-playing


game originally released for the Sega Saturn. Slay-
ers Royal was the third video game adaptation on the
Slayers franchise and the first that featured the full mo-
tion video cut scenes and voice actors from the anime
versions.
Contrary to its two purely role-playing pred-
ecessors in the comedy fantasy franchise Slayers vid-
eo game entries, Royal is a tactical RPG. The game is
split between Adventure Mode and Battle Mode:
Adventure Mode itself has two components,
conversation and travel (including visiting in-town lo-
cations such as stores and inns as well as dungeons).
Battle Mode features an isometric-view per-
spective similar to this used in Final Fantasy Tactics
and is round-based for selecting orders, followed by
their execution ending with a next turn.

Slayers Royal 2
6.8
Developer Onion Egg
Publisher Kadokawa Shoten, Entertainment Software
Release date (jp) September 3, 1998
Genre Tactical role-playing
Mode 1 Player

Slayers Royal 2 is a follow-up to 1997’s Slay-


ers Royal but is a standalone story in the Slayers fran-
chise and not a direct sequel.
Slayers Royal 2 retains its predecessor’s over-
all gameplay of a tactical role-playing game with ex-
ploration phases, but with some differences. Notable
changes in comparison with the original Slayers Royal
include a simplification of the town-navigation sys-
tem (which no longer resembles adventure games), the
introduction of day/night cycle, and the presence of
freely explorable dungeons throughout the game. The
combat system has undergone a radical overhaul since
the previous game. Instead of the pseudo-real-time
turn system, it is now purely turn-based.
Slayers Royal 2 was commercially success-
ful, having remained on Japan’s Sega Saturn top ten
list five weeks after its release. However, the game re-
ceived slightly-above-average review ratings.
Solar Eclipse • 75

Sol Divide
7.8
Developer Psikyo
Publisher Atlus
Release date (jp) July 2, 1998
Genre Shooter
Mode 1-2 Players

Sol Divide is a 1997 arcade game by Psikyo


brought to the Sega Saturn in 1998. The game com-
bines shoot-’em-up and beat-’em-up gameplay: play-
ers can move around the screen and shoot but can
also attack with special items and weapons, and each
screen has a fixed series of enemies to destroy before
they move on to the next screen (rather than having
everything scrolling).
The port are pretty much arcade perfect. It in-
cludes a brief intro movie. There’s now a scoring sys-
tem in the Arcade mode, which will grant multiplier
based on successive combos, and it include a rapid fire
button. Most noteworthy is the Original Mode, which
puts a far greater emphasis on the RPG elements. Here,
players are tasked with taking siege on a 17-floor dun-
geon. After picking a character in the king’s throne
room, players can choose a variety of items to equip.

Solar Eclipse
5.8
Developer Crystal Dynamics, Team Titan
Publisher BMG Victor, Crystal Dynamics, (us) Crystal Dynamics
Release date (us) November, 1995
Genre Shooter
Mode 1 Player

Solar Eclipse, released as Titan Wars in Europe,


is a 1995 space flight simulation game. It was released
exclusively for the Sega Saturn in North America and
Japan, but in Europe a port for the PlayStation was also
released.
Solar Eclipse was developed under the title
“Titan”, but the American marketing team decided it
would sell better if published as a sequel to the 1994
game Total Eclipse, especially as the two featured sim-
ilar gameplay and graphical style.
The game is a hybrid of rail shooter and free-
roaming space combat simulation; the general direc-
tion of the ship’s flight is locked in, but the player may
manoeuvre vertically and horizontally over a substan-
tial area, and can at certain points choose from multi-
ple routes.
76 • Snatcher

Snatcher
7.8
Developer Konami
Publisher Konami
Release date (jp) March 29, 1996
Genre Adventure
Mode 1 Player

xxx Snatcher is a cyberpunk-themed graphic ad-


venture written by Hideo Kojima and produced by
xxx
Konami. It was originally released in Japan for the PC-
8801 and MSX2 computer platforms in 1988. A CD-
ROM-based remake for the PC Engine was released in
1992, which was subsequently localized into English
for the Sega CD in 1994 in North America and Europe.
The enhanced version was later ported twice more to
the PlayStation and Sega Saturn in Japan.
The setting and story of Snatcher are heavily influenced by cyberpunk
and science-fiction media, taking place in a large futuristic dystopian city. The
story revolves around an investigator named Gillian Seed assigned to inves-
tigate a breed of bioroids known as “snatchers”, who are killing humans and
taking their place in society.
The game is set in a primarily first person perspective and uses a menu-
based interface that allows the protagonist (Gillian Seed) to interact with his
environment. The player can choose to “Look”, “Investigate”, “Talk”, “Ask”
and “Move” (in addition to other options) to acquire key items or receive vital
information from other characters. The player can analyze items in Gillian’s
belongings or show it to other characters. The player uses Metal Gear (Gillian’s
robotic assistant) to communicate with other characters via a videophone or
save their current progress.
During key points of the game’s story, the player must pass shooting se-
quences to defend Gillian from assailants. These shooting segments use a 3x3
grid which the player can target to fire at enemies. A shooting trainer, called
“Junker’s Eyes”, is accessible at Junker HQ that allows the player to measure
their accuracy.
The original PC-8801 and MSX2 versions of Snatcher were produced
by a development team known as Team MetalSlave, led by Naoki Matsui, who
was the lead designer of the MSX2 versions of the Gradius series. Hideo Ko-
jima, who had only done the original Metal Gear at this point, served as the
game’s planner and wrote the scenario. Other members of the team include
character designer Tomiharu Kinoshita, mechanical designer Yoshihiko Ohta,
music composer Masahiro Ikariko, and lead programmer Toshiya Adachi. Ko-
jima would later lead the development of Snatcher: CD-ROMantic for the PC
Engine, but had no involvement in any of the later versions.
The game was influenced by several science fiction films such as Inva-
sion of the Body Snatchers, Blade Runner, The Terminator, Wicked City, and
Akira. Kojima originally planned the story of Snatcher in six acts but was or-
dered to cut it down to two for the PC-88 and MSX2 versions, resulting in Act
2 concluding with a cliffhanger. Act 3 was added in later versions, starting with
the PC Engine release, which feature characters and story elements that were
previously introduced in the RPG spinoff game SD Snatcher (although the way
the story unfolds differs between the two versions).
Snatcher • 77

Snatcher was first released in 1988 for the PC- story was ultimately changed from 2042 to 2047.
8801 and MSX2 computer platforms, and remade for The Sega CD version adds an extended open-
the PC Engine in Super CD-ROM² format under the ing intro (adapted from the introductory manga story
title of Snatcher CD-ROMantic in 1992. This version, featured in the manual) and Act 3 was revised to al-
in addition to offering improved graphics and audio, low more interaction with the player, such as a series
added voice acting during key portions of the game, of shooting sequences just before Gillian’s encounter
as well as Act 3. Konami preceded release of Snatcher with Elijah Modnar. The ending is extended with the
with a Pilot Disk containing a playable portion of the addition of Katrina and Mika in the final scene, as
game, a trailer-like preview, a database of characters well as a cameo from Napoleon.
and mechanics of the game, a commentary of previ- According to Blaustein, the Sega CD version
ous versions by Japanese gaming journalist Akira Ya- of Snatcher only sold a “couple of thousand units” in
mashita (who previously reviewed the game for Mi- North America. He attributes the game’s commercial
com BASIC Magazine), among other supplemental failure due to Sega’s discontinuation of the add-on at
content. the time of the game’s release.
An English localization of Snatcher was pro- In 1996, Snatcher was ported to the PlaySta-
duced in 1994 for the Sega CD in North America, as tion (February 12) and Sega Saturn (March 29). These
well as the Mega CD in Europe and Australia. The two 32-bit versions added slightly redone graphics, a
Sega CD port was produced specifically for the over- CG animated opening, and other subtle changes (most
seas market and was ported from the PC Engine ver- of them derived from the English Sega CD version).
sion. The script was translated by Scott T. Hards, with Most of the graphic violence were censored, the talk-
Jeremy Blaustein (who would later translate Metal ing heads (when a character spoke) were completely
Gear Solid) supervising the localization. This version redrawn, and the music was completely remixed.
adds support for Konami’s Justifier light gun periph- Snatcher has been critically acclaimed by re-
eral for the shooting segments. viewers. Famitsu gave the PC Engine version a score
Several changes were made to conform with of 33 out of 40.
the different censorship standards outside Japan, Upon release of the Sega CD version, Game-
mainly due to sexual content: Katrina’s age was Fan magazine gave it scores of 90, 100, and 90, with
changed from 14 in the Japanese version to 18 in the one reviewer praising it for “new shooting sequences,
English version due to a nude shower scene she has in perfect voice acting, rockin’ art, incredible music, and
the game, and the exposed breast of a dead Snatcher the most involving videogame storyline ever” while
was covered up. A scene featured in the PC Engine another reviewer praised it for “ungodly carnage,
version, which depicts a dying dog twitching with its the greatest story ever, and the interface that is just
internal organs exposed was redone so the dog is no the coolest”. Mean Machines Sega described it as “a
longer twitching. The clientele at the Outer Heaven breathtakingly detailed game which is so full of nice
night-club, which were originally parodies of popular touches and extras that going about your everyday
sci-fi characters such as Kamen Rider and Cornelius, Junker duties becomes as enjoyable as hunting down
were changed to Konami-owned characters to avoid the Snatcher units” and rated it as one of their “top
any potential copyright infringement and certain loca- three Mega CD games of all-time”.
tions (such as the Joy Division mask shop) were re- RPGFan gave the game scores of 95% and
named for similar reasons. The naked Snatchers were 97%, praising it for its “amazing story line,” every
also redesigned to lessen the resemblance with the character’s “superb development and revelations,”
Terminator robot: their endoskeletons were repaint- the “twists and turns in the plot,” and the game’s end-
ed with olive-colored body parts and their eyes were ing. Niall MacDonald of Console Obsession gave the
changed from red to green, besides other minimal game a score of 9/10, praising it for its “solid game
graphic changes. One minor plot change was made to world” as well as “excellent story, stylised visuals
Jean Jack Gibson’s last meal in the English version: and deep concepts.” He recommended the game to
his final meal was originally whale meat, which was fans of film noir and cyberpunk, concluding that it is
changed to buffalo meat for the localization. Because “not just an excellent interactive movie, but an exam-
of the later release of the English version, the year of ple of gaming at its finest.”
the Catastrophe was changed from 1991 to 1996 and
all other dates in the games were moved accordingly
by five years - thus, the present year of the game’s
78 • Solo Crisis

8.1 Söldnerschild
Developer Sega, Koei
Publisher Sega, Koei
Release date (jp) September 25, 1997
Genre Tactical role-playing
Mode 1 Player

Söldnerschild is set in a fantasy version of medieval


Europe. Similar to Inindo: Way of the Ninja, the play-
er’s character is the namesake mercenary of the bat-
tlefront who leads a group of mercenaries throughout
the game. The protagonist is not directly involved with
politics, but his actions in battle and his affiliations can
re-shape the land’s government and leadership.

“koei.wikia.com”

Solo Crisis 7.6


Developer Quintet
Publisher Quintet
Release date (jp) January 22, 1998
Genre Turn-based strategy role-playing
Mode 1 Player

Solo Crisis is often seen as the spiritual successor to


Quintet’s ActRaiser and ActRaiser 2, released on the
Super NES. While the ActRaiser games are a mixture
between side-scrolling platforming and world build-
ing, Solo Crisis focuses solely on the world building
aspect. The gameplay is similar to Populous.

“segaretro.org”

7.0 Sorvice
Developer Altron
Publisher Altron
Release date (jp) September 23, 1998
Genre Action role-playing
Mode 1-2 Players

Sorvice is an action RPG released for the Sega Saturn


exclusively in Japan. The game feature gameplay simi-
lar to the older Zelda games. The player visit towns
and fight enemies in dungeons.
Soukuu no Tsubasa: Gotha World • 79

Soukyugurentai 8.8
Developer Eighting, Raizing
Publisher Electronic Arts Victor?, Virgin Interactive, Raizing?
Release date (jp) February 7, 1997
Genre Shooter
Mode 1-2 Players

Soukyugurentai, also known as Terra Diver, is a verti-


cal-scrolling shooter by Raizing originally released as
an arcade game for the ST-V platform in 1996.
The Saturn port was released five months after the
arcade release. Because the original arcade hardware
was directly based on the Sega Saturn architecture, this
is a close conversion of the original game. Several op-
tions and features were also added, including support
for the Multi Controller and Mission Stick.

6.4 Soukuu no Tsubasa:


Gotha World
Developer Micronet
Publisher Micronet
Release date (jp) November 6, 1997
Genre Action, Simulation
Mode 1-2 Players

Soukuu no Tsubasa: Gotha World is a air combat simu-


lation game. It was the final installment of Gotha series
released in 1997.
In the game, players move a ship using a limited action
movement. After completing a movement, players can
select an action; fire different weapons, view the status
of the players or enemy ships, end turn, etc.

Sonic Wings Special 4.4


Developer Video System
Publisher Media Quest
Release date (jp) July 5, 1996
Genre Shooter
Mode 1-2 Players

Sonic Wings Special is a 1996 vertical-scrolling shoot


‘em up that combines the features in Sonic Wings,
Sonic Wings 2, and Sonic Wings 3. The game feature
7 teams, 14 pilots, and 26 fighters in this game, with
each team consist of 2 members, and a choice of 2
fighters per pilot, except the secret team, which has 1
fighter per pilot.
The game came in a double CD case with a mini audio
CD, and was only released in Japan.
80 • Sonic 3D Blast

Sonic 3D Blast
7.0 Developer Traveller’s Tales, Sonic Team
Publisher Sega
Release date (eu) February 14, 1997
Genre Action-platformer
Mode 1 Player


xxx Sonic 3D Blast is a isometric
platformer for the Sega Genesis and
Sega Saturn. The story follows Sonic
the Hedgehog as he embarks on a jour-
ney to save the Flickies, a species of
bird that are being enslaved by Doctor Sonic, while green and red Flickies
Robotnik. The player must guide Sonic wander off at random; the latter even
through a series of themed levels to col- jumping about, making them harder to
lect Flickies, in order to defeat Robot- re-collect. Sonic starts the game with
nik. Though it shares similar gameplay three lives; if he is hit with no Flickies
elements with prior Sonic the Hedge- or rings in his possession, he will lose
hog games, Sonic 3D Blast is differen- a life. Lives can be replenished by col-
tiated by its isometric viewpoint, mak- lecting a 1-up or collecting ten Sonic-
ing occasional use of pre-rendered 3D shaped medals.
models converted into sprites. As with previous games, Sonic
3D Blast includes “special stages”, in
In the game, players control
which the player collects Chaos Emer-
Sonic the Hedgehog, whose goal is
alds. Obtaining all seven Emeralds al-
to save the Flickies, collect the seven
lows the player to play the final boss
Chaos Emeralds, and defeat Doctor
battle and discover the true ending of
Robotnik and his robot army. Sonic
the game. To access these stages, the
retains most of his abilities from prior
player must find one of Sonic’s friends
games: he can jump and spin in mid-air
(either Tails or Knuckles the Echidna)
to defeat robots or hop on platforms,
hidden within a level, and stand next to
perform a spin-dash on the ground to
them with at least 50 rings collected.
gain speed, and collects rings as a form
Doing so allows the player to exchange
of health. Sonic can also collect power-
the rings in order for the chance to play
ups, such as elemental shields, speed
the game’s special stage. During spe-
shoes, or invincibility, by breaking tel-
cial stages, the camera shifts to behind
evision monitors containing them.
Sonic as he runs down a preset path
The game is split into several
and must collect rings while avoiding
levels called zones. Every zone has
obstacles that, when run into, make
three acts: two standard levels, where
him lose rings. A certain number of
the player must collect Flickies by de-
rings need to be obtained at certain
feating robots in order to proceed; and
checkpoints to continue through the
a boss fight against Robotnik, without
stage, and ultimately be able to make
any Flicky-collecting involved. In nor-
it to the end in order to receive a Chaos
mal levels, once the player collects all
Emerald.
five Flickies from each section of an
act, Sonic is either further advanced Sonic 3D Blast was the final
into the act, or taken to the next act. If Sonic the Hedgehog game produced
Sonic and the following Flickies are hit for the Sega Genesis, and was devel-
by an obstacle or enemy, the Flickies oped as a swan song for the system.
and the rings Sonic collected will scat- Sega had discontinued official support
ter. Each individual Flicky’s color de- for the Genesis in 1995, but intended
termines its behavior: blue, pink, and to produce the game for the 16-bit con-
orange Flickies make an effort to find sole because games typically sell for
Sonic 3D Blast • 81

one to two years after their platforms’ discontinuation. Sega also commissioned a version of the game
The game’s basic concept was conceived by longtime for the Sega Saturn in case Sonic X-treme was can-
series developer Sonic Team during the development celed. This cancelation did indeed occur, so Sonic 3D
of Sonic the Hedgehog 3; however, most of the ac- Blast was safely released in time for Christmas 1996
tual programming was done by the United Kingdom- in its stead. The game was ported in seven weeks, dur-
based developer Traveller’s Tales. According to the ing development of the Sega Genesis version. While
founder of Traveller’s Tales, Jon Burton, the team had it does feature graphical changes, such as weather ef-
just finished developing Toy Story and wanted to start fects and higher resolution textures, the game largely
developing games for 32-bit systems such as the Sega plays the same as the original version. It features a
Saturn and PlayStation. Sega, impressed with their higher quality opening video and improved graphics.
work on Toy Story and Mickey Mania, approached Sonic Team filled in for development of the special
them with the isometric game; as Sonic was extreme- stage in the Saturn version of the game, which in-
ly popular at the time, the concept “got [their] atten- cludes polygonal graphics as opposed to sprites only.
tion”. In retrospect, Burton stated that he believed the This version is also compatible with the Saturn’s ana-
reason the game was commissioned was due to the log control pad.
fact that Sonic X-treme, in development for the Sat-
Sonic 3D Blast received mixed reviews from
urn at the time, was struggling, and Sega wanted to
critics, according to the review aggregator GameR-
make bring Sonic into the 3D era of gaming.
ankings. Mike Wallis, an employee of Sega at the
Jon Burton on why Traveller’s Tales accepted
time, recalled in an interview that the Genesis version
the proposal for Sonic 3D Blast, in a retrospective
was successful for the company, eventually selling
interview with VentureBeat; “We’d just finished Toy
over 700,000 copies. The Saturn version was the sys-
Story, we were keen to get on with the new consoles,
tem’s second best-selling game, behind Nights into
the Saturn and the PlayStation. Sega came to us and
Dreams.
wanted a meeting. Well, of course, we’ll take a meet-
ing with Sega. They said, we want you to make a Gen-
esis game. We really wanted to do the next-gen stuff.
But then they said, it’s Sonic the Hedgehog. Oh, that
16-bit game? Yeah, we can do that 16-bit game.”
The game was developed from scratch in eight
months, beginning in July 1995. Burton, who served as
lead programmer, implemented an exception handler
where, should an error occur, the game would greet
the player with a secret level select screen instead of
crashing; this was done so the game could easily pass
Sega’s approval process for publishing games. Burton
also gave the game a unique full motion video intro
sequence, and used compression methods to make
the video fit in the 4MB cartridge and appear higher
resolution. The game makes use of some pre-rendered
3D models converted into sprites. Inspiration for the
isometric viewpoint was drawn from Sonic Labyrinth
and Super Mario RPG. The item collection was influ-
enced by the 1984 Flicky game, and the graphics were
inspired by Donkey Kong Country’s. Burton remem-
bered the partnership with Sega fondly, recalling that
he greatly enjoyed “making a machine do something
you haven’t seen it do”. Towards the end of develop-
ment, Traveller’s Tales began to expand its scope, and
Burton passed the rest of programming to his employ-
ees.
82 • Sonic Jam

Sonic Jam
Developer Traveller’s Tales, Sonic Team 9.0
Publisher Sega
Release date (eu) February 14, 1997
Genre Action-platformer
Mode 1 Player

Sonic Jam is a 1997 Sega Saturn game. Prima-


rily it is a compilation containing the four Sega Mega
Drive Sonic platform games - Sonic the Hedgehog,
Sonic the Hedgehog 2, Sonic the Hedgehog 3, and
Sonic & Knuckles, however it also contains bonus
content in the form of Sonic World and a number of
different gameplay options.
Unlike later compilations, Sonic Jam does not
emulate Mega Drive hardware - the games have been
re-written for the Saturn, though behave almost identi-
cally to their original counterparts. It is especially ben-
ficial to PAL users, as the games have been optimised
for 50Hz refresh rates (the original PAL versions per-
form 17.5% slower than their NTSC counterparts and
contain borders, as little optimisation work was done
between the two versions).
Each of the games benefit from the Lock-On
technology introduced in the Sonic & Knuckles car-
tridge. This means Blue Sphere, Knuckles in Sonic 2
and Sonic 3 & Knuckles are also playable. The Eng-
lish and Japanese instruction manuals for each of the
games are also included in a digitised form. The game
also sports time attack modes, and an option to play
each special stage in order for each game.
Another addition to Sonic Jam is “Sonic
World”, which is accessed at the title screen menu. A
3D adventure world with many buildings containing
art, history, music, movies and character profiles is
contained within, plus the mission mode where players
must complete certain missions in the quickest time.
At the time of Sonic Jam’s release this game was a sell-
ing point as gamers were eager to see Sonic in 3D for
the first time.
Sonic World is said to have been the basis for
Sonic Adventure.
The 2D Sonic games in Sonic Jam are ports of
their Mega Drive counterparts, optimised for Saturn
hardware, but largely unchanged in other areas. The
most significant additions in Sonic Jam are the inclu-
sion of “easy” and “normal” modes (in addition to an
“original” mode which plays identically to the Mega
Drive), both of which change the placement of obsta-
cles and fix numerous bugs present in the original ver-
sions.
Sonic Jam • 83

“Easy” effectively halves the amount of lev- (which is absent from the Mega Drive release) was
els in each game (by skipping what were presumably added, and like later games, clouds of dust are created
considered the “difficult” acts of a zone), reduces the when Sonic skids to a halt.
hit count of most bosses to just three hits, and adjusts The notorious “spike bug” is fixed in Sonic
the placement of objects so as to help less experienced Jam, however some sound effects are missing, most
players. The acts chosen for easy mode vary depend- notably the noise of the waterfalls in Green Hill Zone.
ing on the game - the original Sonic the Hedgehog Sonic the Hedgehog 2
and Sonic the Hedgehog 2 usually have the player run Sonic Jam’s port of Sonic 2 uses the invincibility tune
through the first acts, while Sonic 3 opts for second from the original Sonic the Hedgehog, presumably by
acts, save for cases where it makes less sense (such as accident as the Sonic 2 track in on the CD and used in
Angel Island Zone, where starting from act 2 would the two player versus mode. Thanks to the increased
omit the introduction). processor overhead, the versus mode also lags less of-
“Normal” acts as essentially a bug-fixed ver- ten than in the Mega Drive version of the game.
sion of the original game, though some layout chang- In the original Sonic 2, the “SEGA” jingle
es were made to address concerns with the original re- plays at a slightly higher pitch than its siblings. This
leases. As an example, more platforms were added in is fixed in the Sonic Jam release.
Sonic 2’s Chemical Plant Zone to reduce the chances Wing Fortress Zone has the distinction of be-
of the player drowning in the level’s second act - it ing the only zone completely skipped in any of Sonic
means on the whole, “normal” is easier than “origi- Jam’s easy mode games. No attempt was made to fin-
nal”, but harder than “easy”. ish this seemingly incomplete stage - there are still no
Also included as part of the package are time sound effects for the boss battle for example, though
trials and a chaos emerald mode, where the user plays extra platforms were added normal mode to reduce
through each special stage in succession. It is also the chances of falling off.
possible to disable the time over screens.
Sonic the Hedgehog 3/Sonic & Knuckles
Some of the audio in Sonic Jam is different
Being effectively two halves of the same game,
from the original Mega Drive versions, with most mu-
Sonic 3 and Sonic & Knuckles share many changes,
sic tracks having a slight delay before playing (likely
though aside from different sounds for collecting blue
due to CD loading times). This is particularly notice-
spheres, most of the improvements involve fixing
able when collecting Power Sneakers, as rather than
bugs and exploits which are far more common than in
speed up the music already playing, a different, faster
the two earlier Sonic titles.
version of the tune is swapped in (and subsequently
Issues known to have given the developers
swapped out), with the track restarting each time (it
grief, such as Knuckles’ green socks in Sonic 3, are
can also cause results screen music to start playing for
not addressed in Sonic Jam, and are sometimes com-
a second time if an extra life is obtained).
plemented with new palette errors.
Many sound effects have been sampled at a
The infamous spinning barrel in Carnival
lower quality (or seemingly replaced, as is the case
Night Zone (which forces the player to learn it can be
with many explosions), while others are missing,
controlled with Up and Down) is completely removed
such as the sound for transforming into Super Sonic.
from the non-original versions of Sonic 3.
While players can still charge spin dashes, the pitch of
Despite Sonic & Knuckles Collection (re-
spin noise no longer rises when doing so.
leased around the same time period) skirting around
The ability for music to fade in and out is also
what are thought to be music tracks produced by
removed in Sonic Jam, however as there is no longer
Michael Jackson, Sonic Jam makes no significant
a need to share audio channels, sound effects cannot
changes to Sonic 3’s audio, save for changes men-
interfere with music playback.
tioned above which effect all the Mega Drive games.
Sonic the Hedgehog
Sonic Jam received mostly positive reviews.
The original Sonic the Hedgehog sees the most obvi-
It holds an average score of 77% at GameRankings,
ous changes in its transition to the Saturn, being built
based on an aggregate of four reviews.
on the later revision of the game (not released in the
west), complete with extra scrolling with the clouds “sonicretro.org”
in Green Hill Zone and extra water effects in Laby-
rinth Zone. An option to toggle the Spin Dash ability
84 • Sonic R

Sonic R
8.7 Developer Sonic Team, Traveller’s Tales
Publisher Sega
Release date (us) November 18, 1997
Genre Racing
Mode 1-2 Players


xxx Sonic R is a Sonic the Hedge-
hog-themed 3D racing game. It was
developed by Traveller’s Tales under
guidance from Sonic Team, and pub-
lished by Sega for the Sega Saturn and
later Windows PCs. where the player races solo to get the
fastest time, and a two player competi-
Sonic R is a racing game featur-
tive mode, increased to four-players in
ing single-player and multiplayer game
the Gems Collection port. In addition to
modes. The player selects a character
the standard time trial mode, there are
and participates in a footrace on one
two others: “Get 5 Balloons”, where
of five race tracks, competing for the
five balloons are scattered across the
fastest time ahead of the other racers.
track and must be located, and “Tag 4
Four characters are initially available,
Characters”, where the player chases
while the other six are secret characters
and must catch four others.
that become available when the player
completes certain in-game objectives. Sonic R features ten playable
Although the gameplay is considered racers, each with unique attributes and
similar to kart racing games such as abilities falling in line with their usual
the Mario Kart series, Sonic R places abilities. The title character, Sonic the
an emphasis on jumping and explora- Hedgehog, is the fastest and possesses
tion, as each track has multiple paths the ability to “double jump”. Tails is
and hidden areas. The tracks, although able to fly through the air for a short
original creations, are thematically time, and Knuckles the Echidna can
based on the art style and environments glide through the air upon jumping.
of classic Sonic games such as Sonic Amy Rose, the last initially available
the Hedgehog’s “Green Hill Zone” and character, drives a car, allowing her
Sonic the Hedgehog 2’s “Chemical to hover over bodies of water and re-
Plant Zone”. ceive extra speed from driving over
During each race, the player is boost spaces. Secret characters include
able to collect items scattered across Sonic’s archenemy Dr. Robotnik, who
the track, bestowing advantages. flies in a hovercraft and resists differ-
Rings, the staple Sonic item, are abun- ences in terrain; robotic clones of Son-
dant; the player can exchange rings to ic (Metal Sonic), Tails (Tails Doll), and
gain a temporary speed boost or open Knuckles (Metal Knuckles); Robot-
doors leading to short cuts or special nik’s robotic assistant EggRobo; and
items. “Item Panels” give a random Super Sonic, a faster version of Sonic
temporary advantage, such as a speed powered by the Chaos Emeralds.
increase or shields that grant abilities After the completion of Sonic
such as being able to run across wa- 3D Blast in 1996, Sega approached
ter or attract nearby rings. Collection Traveller’s Tales about working on
of other special items, such as “Sonic another Sonic game, this time being
Tokens” and the Chaos Emeralds, may a racing game. Traveller’s Tales, who
lead to the unlocking of secret charac- coincidentally had been working on a
ters. Sonic R allows the player to select 3D graphics engine without a purpose
the type of weather seen during races. at the time, found this to be a logical
There is also a “Time Attack” mode, progression, and accepted the project.
Sonic R • 85

Traveller’s Tales chose to rebuild a Formula One Sonic R was designed with the Sega Saturn
game they were developing into a Sonic-branded ti- in mind, but was subsequently brought to Windows
tle. Development started in February 1997 as a joint a year later. The PC version exists in two forms; one
project between Sega’s Sonic Team and Traveller’s which uses software rendering (i.e. graphics are han-
Tales. The game was originally known as Sonic TT dled by the CPU), and another which uses hardware
(the TT standing for Tourist Trophy). Sonic Team de- rendering, taking advantage of 3D accelerator cards
signed the race tracks and the game’s general flow, which were becoming more commonplace at the time.
and Traveller’s Tales were responsible for the imple- The version of Sonic R which appears in Sonic Gems
mentation and programming. Sega of Europe pro- Collection is derived from this hardware-accelerated
ducer Kats Sato handled communication with Sonic PC conversion.
Team, as he was the only person who could speak
The Saturn version of Sonic R received gen-
both English and Japanese. Discussions led to the
erally positive reviews from critics at the time of its
reward mechanisms, which Sato believed broadened
release, although retrospective commentary has been
the game. The courses’ look and feel were inspired
more negative.
by other Sonic games, including Sonic 3D Blast. The
The game’s visuals were considered its strong-
3D models were based on 2D sketches from Sonic
est feature. Allgame’s Shawn Sackenheim praised the
Team. All models and animations were developed us-
“vibrant texture maps” with “no pop-up or glitch-
ing Softimage, while Traveller’s Tales created their
ing”, while Kelly of Electronic Gaming Monthly
own tools for the remaining game development.) Im-
made note of the “lush” environmental details. Kelly
plementing the two-player split-screen mode proved
and Sega Saturn Magazine’s Lee Nutter highlighted
difficult: programmer Jon Burton stated that this was
the consistent framerate (which rarely dropped below
mainly because it was difficult to ensure cheating was
30 frames per second) as a noteworthy achievement,
not too easy, so shortcuts were made challenging,
with the latter favourably comparing Sonic R to the
with a penalty incurred if players got them wrong. A
Saturn version of Sega Rally Championship.
major development goal was to maintain a consistent
30 frames per second frame rate during gameplay. A
custom game engine was developed to take full ad-
vantage of the Sega Saturn hardware and a graphical
technique, described as “12 layer transparency”, was
used to transparentise distant textures to conceal the
Sega Saturn’s limited draw distance. Burton claimed
that Sonic R could not have been replicated on other
consoles during the timeframe, such as the PlaySta-
tion console, due to the technique developed specifi-
cally for the Sega Saturn hardware.
An early build was unveiled at the Electronic
Entertainment Expo in Atlanta, Georgia in June 1997,
with Sega releasing screenshots of a “40% complete
build” to various magazines shortly afterwards. The
builds would be largely the same as the final game,
with the exception of minor tweaks, such as the abil-
ity to play the “Resort Island” level in a sunset set-
ting, where as the final game only allowed to alter the
weather, not time of day.
Hirokazu Yashuhara of Sonic Team went to
England and fine-tuned the game due to lack of time
for communication. Technical and scheduling issues
caused Sato to change the game design, leading to a
dispute with producer Yuji Naka, and Sato removed
his name from the credits.
88 • Sotsugyou III Wedding Bell

7.2 Sotsugyou II Neo Generation


Developer Headroom, Tenky
Publisher Riverhillsoft
Release date (jp) August 11, 1995
Genre Simulation
Mode 1 Player

Players take the role of a homeroom teacher who has


to handle five rebellious teenage girls; Rica, Cyndi,
Misa, Myna, and Sari, for a whole year. If the player
is too strict, they could rebel and run away, or get sick
and dropout. Too lenient, and they could ditch school
and party, or find a loser boyfriend. Balance is the key
in this game. The end goal is getting the girls to gradu-
ation.
“vndb.org”

Sotsugyou III Wedding Bell 6.9


Developer Westone
Publisher Shogakukan Production
Release date 1998
Genre Simulation
Mode 1 Player

Player takes the role of a teacher, who marries one of


his students. The principal finds out and asks the stu-
dent to be expelled from the school. The teacher makes
a deal with the principal that this secret life with his
students will not be revealed to the public and he also
promises that he will coach his students all the way to
an A when they graduate.

“vndb.org”

6.2 Sotsugyou S
Developer Headroom, NEC Interchannel
Publisher NEC Interchannel
Release date (jp) September 25, 1997
Genre Simulation
Mode 1 Player

Sotsugyou S, also released as Sotsugyou: Gradua-


tion, is another entry in the visual novel series about a
teacher and his students.
The game came with a notebook and badge in a foam
insert.
Sotsugyou: Crossworld • 89

Sotsugyou Album 6.6


Developer Westone, ALU
Publisher Shogakukan Production
Release date (jp) January 15, 1998
Genre Miscellaneous
Mode 1 Player

Sotsugyou Album is a fan disc for the Sotsugyou se-


ries. The game feature artwork, video clips from the
voice actors, etc.

6.3 Sotsugyou Crossworld


Developer Shogakukan Production
Publisher Shogakukan Production
Release date (jp) March 28, 1997
Genre Adventure
Mode 1 Player

Sotsugyou: Crossworld moves away from the simula-


tion game style and in to a Japanese style of adventure
games. The game feature all new characters, all new
look, yet the same basic idea

“sorethumbretrogames.com”

Sound Qube 5.7


Developer Media Entertainment
Publisher Human
Release date (jp) April 2, 1998
Genre Puzzle
Mode 1 Player

Players are armed with a red and blue sonar. Each stage
has a number of stacked cubes, visually they all look
alike, but using the sonar players can find out whether
the cube is red, blue, white, Core, or Jammer. To clear
the stage one has to find the ‘Core’ cube and eliminate
it.

“psxdatacenter.com”
90 • Sound Novel Tsukuru 2

Machi 9.0
Developer Chunsoft
Publisher Chunsoft
Release date (jp) January 22, 1998
Genre Adventure
Mode 1 Player

The idea of the game is to let the players experience


five days in the lives of eight different characters. They
all live somewhere in the city, each one preoccupied
with his (or her) own problems. Their paths might cross
without them realizing it. At any point in the game,
players can switch between characters, but when they
do so, the day or the time of the day of the other char-
acter corresponds to the one they are currently having.
“mobygames.com”

7.3 Sound Novel Tsukuru 2


Developer Success
Publisher ASCII
Release date (jp) November 27, 1997
Genre Miscellaneous
Mode 1 Player

Sound Novel Tsukuru 2 (Sound Novel Maker 2) is a


PlayStation and Saturn game that was exclusively re-
leased in Japan. It is the sequel to Sound Novel Tsu-
kuru for the Super Famicom.
The game is a game creation tool that focuses on
“sound novels”. The game features some already cre-
ated sound novels that the player can play, all of them
with different endings depending of the player choices
during the game.

Space Invaders 4.7


Developer Taito
Publisher Taito
Release date (jp) December 13, 1996
Genre Shooter
Mode 1-2 Players

The 1996 edition of Space Invaders is a shoot-’em-up


released for the Saturn exclusively in Japan. It contains
four variations of the original Space Invaders arcade
game, each with different overlays. Also included is a
two player “battle” mode.
Space Hulk: Vengeance of the Blood Angels • 91

Space Hulk: 8.4


Vengeance of the Blood Angels
Developer Krisalis Software
Publisher Electronic Arts
Release date (eu) September 27, 1996
Genre Real-time tactical first-person shooter
Mode 1 Player

Space Hulk: Vengeance of the Blood Angels


was originally released for the 3DO, which was later
ported to the PC, PlayStation, and Sega Saturn. It is
based on Games Workshop’s board game Space Hulk
and is the sequel to the 1993 game Space Hulk. Like its
predecessor, Vengeance of the Blood Angels combines
first-person shooter gameplay with real-time tactical
elements. Space Hulk: Vengeance of the Blood Angels
is part of the Warhammer 40,000 universe.
Players are part of a squad of Terminators sent to cleanse a runaway
ship, teeming with Tyranid Genestealers, before it crashes into planet Del-
var III. Players begin as a recruit, given orders to establish a beachhead in
the ship. They quickly realize that seizing control of the ship and diverting
its course will not be an easy task, even for the most battle hardened Space
Marine.
In the initial stages of the game, the player controls a Terminator
and must follow the orders given to them by the sergeant. As missions are
completed and the story progresses, the player increases in rank and will
subsequently have control of the squad or squads where there are more than
five terminators under their command. The enemies featured in this title
include the Genestealer as well as Hybrids, Chaos Space Marines, Magus,
and Patriarchs making their appearances from the middle through to the lat-
ter stages of the Campaign game mode with only the Genestealers fought at
all stages of the campaign.
The game, in addition to the main campaign storyline, has four
training missions and thirty-four solo missions spread across three main
categories: Space Hulk Originals, Classic Missions, and Famous Missions.
The game’s original release for the 3DO divided critics, who gener-
ally applauded or jeered the game based on their level of patience for its
complex strategic gameplay.
Rad Automatic commented in Sega Saturn Magazine that elements
like the commanding and positioning of troops, complex level layouts, and
sniping leave the game with only a superficial similarity to other first-per-
son shooters. He was very pleased with the amount of thought required to
succeed in the game, and commented, “If you’re low on patience you may
find this a little trying at first, but once you’ve got the hang of controlling
everything at once you’ll be surprised you ever thought of Space Hulk as
slow-moving.” He also praised the graphics and the varied rooms found in
the ship. A Next Generation critic summarized, “More shooter than Defcon
5, but less action than Doom, Space Hulk is a well-balanced blend.”
Soviet Strike • 93

Soviet Strike
Developer Electronic Arts, Granite Bay, Tiburon 8.2
Publisher Electronic Arts
Release date (us) February 17, 1997
Genre Shooter
Mode 1 Player

Soviet Strike is a helicopter-based shooter de-


veloped and published by Electronic Arts for the Play-
Station in 1996 and the Sega Saturn in 1997. The game
is a sequel to the Strike games which began on the
Genesis with Desert Strike: Return to the Gulf. Soviet
Strike is the series’ first installment for a 32-bit con-
sole and was first conceived as 32-bit Strike. Early on,
it was intended for the 3DO console, before develop-
ment changed to the PlayStation.
Soviet Strike is set after the disintegration of
the Soviet Union, and takes place in a fictionalised
Russia, Eastern Europe and around the Caspian Sea.
The player pilots an Apache helicopter and battles with
the forces of Shadowman, a renegade ex-communist
figure.
Like its predecessors, the game features shoot-
ing action mixed with strategic management of fuel
and ammunition, but has more authentic 3D graphics,
as well as a modified overhead - as opposed to iso-
metric - perspective. The game also features a more
realistic enemy artificial intelligence and environment.
The Saturn version featured a number of
changes: an optional easy difficulty setting (providing
the player with twice the fire-power and slower fuel
consumption), adjustable brightness on the heads-up
display; two hidden powerful weapons; hundreds of
bug fixes from the PlayStation version; extra sound ef-
fects added to helicopters; improvements to the graph-
ics of control and menu screens and compass; stereo
and mono versions; cow sound effects; and more im-
provised fuel added to level 4. It was also compatible
with the Saturn’s then-recent analogue controllers. The
game was followed by a further sequel, Nuclear Strike,
released for the PlayStation in late 1997.
Critics received the game positively, praising
the graphics and full motion video, while commentary
on the gameplay and difficulty was more mixed.
Reviewing the Saturn version, GameFan noted
a poorer quality of FMV than in the PlayStation ver-
sion. Gerstmann felt the sound to be “dull”, while Next
Generation called it “exemplary”. Others praised the
quality of the gunfire sound effects, and noted humour
in the enemy troops’ utterances.
94 • Spot Goes to Hollywood

Space Jam 4.3


Developer Sculptured Software
Publisher Acclaim Entertainment
Release date (us) November 26, 1996
Genre Sports
Mode 1-6 Players

Based on the movie of the same name, Space Jam cen-


tres around an invasion of Looney Tunes land by tiny
aliens. The fate of the Tunes is to be decided by a bas-
ketball game, and for this the aliens turn into the huge,
evil Monstars.
The game is about two thirds basketball sim and then
minigames are stuck in to fill all the gaps. The basket-
ball games themselves come in two flavours, two-on-
two and three-on-three.

Spot Goes to Hollywood


6.6
Developer Burst Studios
Publisher Virgin Interactive Entertainment
Release date (jp) January 10, 1997
Genre Platformer
Mode 1 Player

Spot Goes to Hollywood is an enhanced ver-


sion of Spot Goes to Hollywood, in turn an isomet-
ric sequel to Cool Spot. This version was released for
both the Sega Saturn and PlayStation in 1997, and was
developed by Burst Studios. The game featured FMV
clips and different levels but similar gameplay to the
original version. The player controls Spot, once the
mascot for the 7 Up soft drink, as he travels to various
places trying to free his friends.
The Saturn version of Spot Goes to Hollywood
was considerably delayed, originally set to be released
alongside a Sega 32X version in around October 1995,
with the Mega Drive version debuting shortly after-
wards. Instead, the Mega Drive version was released
on time towards the end of 1995, while this Saturn ver-
sion would spend a further year in development before
being released towards the end of 1996/early 1997.
Spot Goes to Hollywood uses 3D rendered
graphics produced with SGI workstations running 3D
Studio. Everything was originally drawn on paper, be-
ing scanned into the SGI machines once the layouts
and object placements had been mapped out. With
progress on the Saturn version made, the technology
would be ported down to the 32X and Mega Drive.
Stakes Winner 2: Saikyouba Densetsu • 95

6.4 Stakes Winner:


GI Kanzen Seiha Heno Michi
Developer Saurus
Publisher SNK
Release date (jp) December 6, 1996
Genre Simulation, Racing
Mode 1-2 Players

Stakes Winner is a horse racing game. The game in-


volve eight horses struggling for victory; each of the
eight horses given for selection is characterized by
three parameters: speed, stamina, strength, all meas-
ured in stars from a minimum of one to a maximum of
five. The game controls require the use of two buttons
and the control directional pad: one button controls the
reins, the other one controls the whip.
“mobygames.com”

Stakes Winner 2: 6.8


Saikyouba Densetsu
Developer Saurus
Publisher SNK
Release date (jp) May 2, 1997
Genre Simulation, Racing
Mode 1-2 Players

Stakes Winner 2: Saikyouba Densetsu is a port of the


1995 Neo Geo arcade game of the same name. The
gameplay faeture timing, as well as strategy. Players
will not only need to weave through the pack, snag-
ging speed and energy power-ups while avoiding col-
lisions, but they must conserve their horse’s energy as
well. Players choose either a European or American
circuit.

3.5 Standby Say You!


Developer Human
Publisher Human
Release date (jp) March 20, 1997
Genre Adventure
Mode 1 Player

Standby SaySayYou!
You(スタンバイ セイ ユー) is an adventure
is an adventure
game developed by Human
revolves around for acting.
voice the Sega Saturn. There
are three cover art variants of this
The player controls a voice acting game.
studio director that have to complete
xxx
the voice acting of a new videogame.
He have to talk to the actors and start recording the voic-
es in the game sequences.
The game was released in three cover art variants.
96 • StarFighter 3000

6.2
StarFighter 3000
Developer Studio 3DO, Krisalis Software
Publisher (us) Acclaim, (eu) Telstar, (jp) Imagineer
Release date (eu) June 21, 1996
Genre Shooter, Simulation
Mode 1 Player

StarFighter 3000, known simply as Star Fight-


er in North America, is a 3D third-person spaceship
shooter for the Sega Saturn. The game was first re-
leased for the Acorn Archimedes computer, in 1994,
by Fednet Software. The later 3DO version was devel-
oped by Tim Parry and Andrew Hutchings.
The PC, PlayStation and Saturn versions were
ports of the 3DO version. Unlike the original Acorn
version and 3DO version, Tim Parry and Andrew
Hutchings had no involvement in their development.
Unlike other versions of the game, the Saturn
port of StarFighter 3000 introduces fogging to mask
geometry pop-in. The side effect of this approach is
that the colours in each level are far less saturated, and
all of the in-game backgrounds are grey (save for those
set in space).
In StarFighter 3000 players control a space
ship in a fully 3D environment. Usually the objective
is to destroy specific targets without running out of en-
ergy.
Reviewing the Saturn version, Rob Allsetter of
Sega Saturn Magazine said that while the game is tech-
nically proficient, the controls are oversensitive, the
graphics blocky, and the action so lacking in variety
that it soon becomes predictable and dull.

Steeldom 6.3
Developer Technosoft
Publisher Technosoft
Release date (jp) September 6, 1996
Genre Fighting
Mode 1-2 Players

Steeldom is a 3D shooter in the style of Virtual On.


There are 8 characters to choose from, each with a de-
cent selection of moves and differing fighting styles.
The fighting arenas have various objects for players to
hide behind and stand on, these help greatly during the
battles and allow for a good tactical scope during play.
The game was available in two packs, it was available
as a single CD, or in a boxed set which came with the
Saturn link cable.
“arms_master@gamefaqs.com”
Steam-Heart’s • 97

Steam-Heart’s 5.9
Developer Giga
Publisher TGL
Release date (jp) September 23, 1998
Genre Shooter
Mode 1-2 Players

Steam-Heart’s is an erotic vertical shooter ini-


tially released for the PC98 platform in 1994. It later
made its way to the PC Engine Super CD-ROM² and
then the Sega Saturn. The game features action mixed
with adult content, as well as a two-player mode.
In the game player must battle their way
through a stage before battling the stage’s boss. In the
PC98 version, after the boss is defeated, the player
character will then engage in sex with her in order to
return the character to normal. The player is treated to
an array ofof scenes
scenesofofforeplay,
foreplay,molestation
molestationand
andeven
evenBDSM fetishes prac-
ticed within the scenes that go on between the heroes and the boss-guard-
ians.
The player controls the fighter ship through vertically scrolling
stages, trying to destroy every ship that crosses its path and reach the end
boss. The ship has a primary weapon that can be constantly upgraded by
collecting power-ups, and a secondary slot for all sorts of collectible weap-
ons that can be picked up in mid-air. The game features 2P-cooperative
gameplay and cutscenes made of still images that explain the plot and de-
pict the protagonist’s encounters with each princess.
As Steam-Heart’s is an adult-oriented game, various changes were
made to different versions as various parts of the sex scenes were cut out,
particularly in the Saturn version. For instance, in the PC-98 version of the
game, many body parts were exposed including nipples, yet in the Sega
Saturn version, none of the aforementioned parts were shown, even in a
few instances where nipples would normally be visible.

7.1 SteamGear Mash


Developer Tamsoft
Publisher Tamsoft
Release date (jp) September 29, 1995
Genre Action
Mode 1 Player

SteamGear Mash is an isometric shooting and plat-


forming game. Graphics are a mix of prerendered
sprites and typical pixel artwork.
The games has mutliple stages, most of these are layed
out in a maze like fashion. Special weapons are re-
quired to open certain doors. The concept is similar
to the Metroid series. A boss awaits at the end of each
stage.
“segaretro.org”
98 • Steep Slope Sliders

Steep Slope Sliders


Developer Cave, Pack-In-Soft 7.7
Publisher Sega, (jp) Pack-In-Soft
Release date (jp) October 23, 1997
Genre Sports
Mode 1 Player

Steep Slope Sliders was originally released for


the Sega Saturn and Sega Titan ST-V arcade system.
It was developed by a collaboration of Victor Interac-
tive Software, and the Cave Company. The game was
released by Pack-In-Soft in Japan and Sega in other
territories. Capcom released the arcade version.
While UEP Systems’ Cool Boarders system of
executing moves is extremely regimented by a combo
interface, Steep Slope Slider’s allows the player far
more autonomy. Instead of actually holding in a direc-
tion while jumping (similar to the system that the SSX
snowboarding series now uses), everything was based
on the face buttons that were pressed, but the method
of performing tricks was completely based on the Jam-
ma configuration that was used in the arcades. Many
other Sega arcade ports were like this as well, most no-
tably Die Hard Arcade, Virtua Fighter: Remix, Virtua
Fighter Kids, Radiant Silvergun and Winter Heat.
Courses in Canada to Italy to Japan are avail-
able, as well as the option to play on a half-pipe purely
for points and an Alpine track for time attacks. In addi-
tion, the game boasts a number of unlockable charac-
ters and locations.
Cave developed a follow-up exclusively for the
PlayStation, Trick’N Snowboarder. It was released on
27th March 1998 in Europe and May 16th 1998 in the
UK.

7.6 Stellar Assault SS


Developer Sega, SIMS
Publisher SIMS
Release date (jp) February 26, 1998
Genre Shooter
Mode 1-2 Players

Stellar Assault SS is the sequel to the Sega 32X game,


Shadow Squadron.
Like its prequel, Stellar Assault SS is a first-person (or
third person) perspective shooter set in outer space.
While the core gameplay remains much the same,
Stellar Assault SS is more story-driven, with support
characters and voice acting. Ships and environments
are also texture-mapped, while some levels take place
on planets.
Strahl: Himerareshi Nanatsu no Hikari • 99

Strahl:
Himerareshi Nanatsu no Hikari 5.2
Developer Media Entertainment
Publisher Media Entertainment
Release date (jp) November 24, 1995
Genre Action Interactive Movie
Mode 1 Player

Strahl is an interactive movie, in the style of


Dragon’s Lair but with anime-style graphics. It was
originally released as Triad Stone on Sega’s Mega-LD
Module for the Pioneer LaserActive.
The player assumes the role of Alex Hawkfield,
an ordinary young man living in a small town who
finds an old man dying in the street. He takes the old
man (actually God in disguise) into his home and takes
care of him. As he has proven his kindness, the old
man tells him he has the potential to make the world
better and become king. The old man sends him on a
trial to recover the seven fragments of a mystic stone.
Each time Alex recovers a stone fragment leads to the
rebirth and invention of various things in his world.
The gameplay primarily consists of watching
an anime movie and pushing buttons as prompted on
the screen. Failure to correctly follow a prompt results
in a lost life. There are eight levels in all; the player
may select which of the first three levels to play first.
After completing the first seven levels, it unlocks the
final level.
GamePro gave it a negative review,
criticizing the unoriginal gameplay and visuals and the
fact that the different endings are acquired simply by
playing the stages in different orders.

GT 24h 5.7
Developer Jaleco
Publisher Jaleco
Release date (jp) April 2, 1998
Genre Racing
Mode 1-2 Players

Super GT 24h is a 3D arcade racing game developed


and published by Jaleco for Sega Model 2B CRX hard-
ware. A port titled GT 24 was released on the Sega
Saturn in Japan. The graphics and gameplay were no-
ticeably inferior to the arcade version as well as other
arcade ports that had appeared on the system before it.
The port never saw release outside of Japan.
102 • Street Fighter Alpha: Warriors’ Dreams

Street Fighter Alpha:


9.0 Warriors’ Dreams
Developer Capcom
Publisher Capcom, (eu) Virgin Interactive
Release date (jp) January 26, 1996
Genre Fighting
Mode 1-2 Players

Street Fighter Alpha: Warriors’ Dreams, Street


Fighter Zero in Japan, is a 1995 fighting originally re-
leased for the arcade for the CP System II hardware. It
was the first all new Street Fighter game produced by
Capcom since the release of Street Fighter II in 1991.
The working title for the game was Street Fighter Leg-
ends.
The game introduces several new features, ex-
panding on the Super Combo system previously fea-
tured in Super Street Fighter II Turbo, with graphics
drawn in the same cartoonish style Capcom employed
in Darkstalkers and X-Men: Children of the Atom.
The plot of Street Fighter Alpha is set after the original
Street Fighter but before Street Fighter II and thus the
game features younger versions of established char-
acters, as well as characters from the original Street
Fighter and Final Fight, and a few who are new to the
series.
Street Fighter Alpha revamps the Super Com-
bo system introduced in Super Street Fighter II Turbo
by adding a three-level Super Combo gauge. Like in
Super Turbo, the Super Combo gauge fills in as the
player performs regular and special techniques. When
the gauge reaches Level 1 or higher, the player can per-
form a Super Combo technique. The number of punch
or kick buttons pressed simultaneously when perform-
ing a Super Combo determines the amount that will be
used. In addition to Super Combos, the player can also
Street Fighter Alpha: Warriors’ Dreams • 103

perform a special counterattacking technique called Due to the small amount of character anima-
an Alpha Counter (Zero Counter in the Japanese ver- tion data in Street Fighter Alpha, Capcom was able to
sion) after blocking an opponent’s attack, which con- do a relatively straight port to the Saturn and PlaySta-
sumes a level of the Super Combo Gauge. tion; source code from the arcade version is incorpo-
There are two playing styles that can be se- rated into both home versions. Both versions feature
lected after choosing a character: “Normal” and an arranged soundtrack with a choice between the Ar-
“Auto”. Auto differs from Normal in that the charac- ranged and Original versions. In addition to a dedi-
ter automatically guards against a limited number of cated two-player “Versus Mode”, these ports were
attacks (provided the character is not in the middle of also the first console Street Fighter ports to feature
performing an attack). Auto also allows the player to a Training Mode, allowing players to practice their
perform an instant Super Combo by pressing a punch techniques and combos on a non-hostile character.
and kick of the same strength simultaneously, but at A port for Capcom’s CPS Changer was also
the expense of reducing the maximum level of the Su- released as a mail order release in 1996 in Japan. This
per Combo gauge to one. version was based on the CPS I version. A Windows
There are also new basic techniques such as version was released in 1998, based on the PlaySta-
Air Blocking, the ability to guard during mid-air, and tion version.
Chain Combos, which are combos that are performed Street Fighter Alpha is one of the eleven
by interrupting the animation of one basic move by games scheduled in 2018 to be released as part of the
performing another of equal or greater strength. In Street Fighter 30th Anniversary Collection in its ar-
addition to recovering from an opponent’s throw, the cade perfect form. This version is on the Playstation 4
player also has the ability to roll on the ground when Xbox One Switch and Steam with the feature of save
they fall to the ground after an attack. states.
The single player mode consists of seven ran- Reviewing the Saturn version, Sega Saturn
dom opponents and a final opponent whose identity Magazine commented: “The graphics are great, the
depends on the storyline of the player’s selected char- sound’s great, it plays very well indeed and it’s tough
acter. M. Bison is the final boss for half of the char- enough to keep you going for ages even without a sec-
acters. There are also two hidden characters: Akuma, ond player to hand.” However, they also remarked
who returns from Super Turbo as an alternate final that the game was outclassed by the recently released
boss only after certain in-game requirements are met, X-Men: Children of the Atom and that most gamers
and a new character named Dan (a popular Capcom should get that one instead. GamePro criticized that
spoof character), who challenges the player during the some of the game’s new characters were not as pow-
course of the game if certain requirements are met. erful or fun to play as the series regulars, but praised
The game also features a secret two-on-one the gameplay additions and deemed the Saturn ver-
Dramatic Battle mode in which two players as Ryu sion “a near-perfect arcade conversion.” Maximum
and Ken fight against a computer-controlled M. Bi- argued that while the game has fewer characters and
son, a match inspired by the final fight between the backgrounds than Super Street Fighter II Turbo and
characters in Street Fighter II: The Animated Movie makes few innovations to the series, it is refined to
(the Japanese arcade version of the game plays an the point where “Everything that Street Fighter does
instrumental rendition of the movie’s battle theme, so well has been taken to new levels in Alpha.” They
“Itoshisato Setsunasato Kokorozuyosato”, which was commented on the accuracy of the Saturn version and
replaced by M. Bison’s regular theme in the overseas gave it their “Maximum Game of the Month” award.
releases). Both GamePro and Maximum particularly applauded
The immediate character roster includes Ryu, the coloration of the Super Move shadows in the Sat-
Ken, Chun-Li and Sagat from the Street Fighter II se- urn version.
ries, along with Birdie and Adon (Sagat’s former ap- A manga adaptation based on the original
prentice) from the original Street Fighter, who make Alpha and Alpha 2 by Masahiko Nakahira was pub-
their first appearances as playable characters in this lished in Gamest game from 1995 to 1996, and was
game. Guy, one of the main playable characters from later adapted into English by UDON in 2007. Two
Final Fight also appears along with Sodom, a boss different animated adaptations were also produced:
character from the same game. New to the series are Street Fighter Alpha: The Animation in 1999 and
Charlie, Guile’s combat buddy who uses the same Street Fighter Alpha: Generations in 2005.
special techniques, and Rose.
104 • Street Fighter Alpha 2

9.2 Street Fighter Alpha 2


Developer Capcom
Publisher Capcom, (eu) Virgin Interactive
Release date (jp) September 14, 1996
Genre Fighting
Mode 1-2 Players

Street Fighter Alpha 2, Street Fighter Zero 2 in


Japan and South America, was originally released for
the CPS II arcade hardware. The game is both a se-
quel and a remake to the previous year’s Street Fighter
Alpha: Warriors’ Dreams, which is itself a prequel to
the Street Fighter II series in terms of plot and setting.
The game features a number of improvements over
the original, such as new attacks, stages, endings, and
gameplay features.
Street Fighter Alpha 2 retains most of the new
features introduced in the original Street Fighter Al-
pha, such as the three-level Super Combo gauge, Alpha
Counters, Air-Blocking, and Fall Breaking. The main
new feature in the game is the inclusion of the Cus-
tom Combo system, which replaces the Chain Com-
bos from the first Alpha. If the Super Combo gauge
is on Lv. 1 or above, the player can initiate a Custom
Combo pressing two punch buttons and a kick or one
punch button and two kicks. The player can then per-
form any series of basic and special moves to create a
Custom Combo until the Timer Gauge at the bottom of
the screen runs out.
The single-player mode, much like the original
Street Fighter Alpha, consists of eight matches against
different opponents, including a fixed final opponent whose identity depends
on the player’s selected character. Each character also has a secret “rival”
whom they can face during the course of the single-player mode. After meet-
ing certain requirements, the rival will interrupt one of the player’s matches
and exchange dialogue with the player’s character, and the player character
will then fight the rival instead.
The game brings back all thirteen characters from Street Fighter Alpha,
with M. Bison, Akuma, and Dan now being immediately selectable as play-
able characters. In addition to the Alpha roster, Alpha 2 includes Dhalsim and
Zangief, both from Street Fighter II, Gen, an assassin from the original Street
Fighter, Rolento, a member of the Mad Gear gang who originally appeared in
Final Fight, and newcomer Sakura, a Japanese schoolgirl who takes up street
fighting after witnessing one of Ryu’s battles.
The Saturn port uses an arranged soundtrack in a streaming ADPCM
format (which looped properly like in the arcade version). It feature Shin Aku-
ma as a selectable character via a secret code, in addition to the classic-style
Chun-Li. The Saturn port feature the characters Evil Ryu, EX Dhalsim, and
EX Zangief from the American arcade version. It also features an exclusive
survival mode, as well as an art gallery.
Street Fighter Zero 3 • 105

Street Fighter Zero 3 8.8


Developer Capcom, Mitchell
Publisher Capcom, (eu) Virgin Interactive
Release date (jp) August 6, 1999
Genre Fighting
Mode 1-2 Players

Street Fighter Zero 3 was originally released


for the CPS II arcade hardware.Although it was re-
leased after the Street Fighter III series had already
started (between 2nd Impact and 3rd Strike). The
gameplay system from the previous Alpha games was
given a complete overhaul with the addition of three
selectable fighting styles based on Street Fighter Al-
pha, Street Fighter Alpha 2, and Super Street Fighter II
Turbo, new stages, a much larger roster of characters,
and new theme music for all the returning characters.
Street Fighter Alpha 3 discards the “Manual” and “Auto” modes from
the previous Alpha games and instead offers three different playing styles known
as “isms” for players to choose from. The standard playing style, A-ism (or Z-
ism in Japan), is based on the previous Alpha games, in which the player has a
three-level Super Combo gauge with access to several Super Combo moves. X-
ism is a simple style based on Super Street Fighter II Turbo, in which the player
has a single-level Super Combo gauge and access to a single but powerful Super
Combo move. The third style, V-ism (or “variable” style), is a unique style that
allows the player to perform custom combos similar to the ones in Street Fighter
Alpha 2, but cannot use Super Combos. In X-ism, players cannot air-block nor
perform Alpha Counters, and can only use 1 Super Combo move in its powerful
Level 3 version. Alpha 3 also introduces a “Guard Power Gauge” which de-
pletes each time the player blocks – if the gauge is completely depleted, then the
player will remain vulnerable to an attack. The I-ism style is customizable when
selecting which character and super gauge to be used, which is only exclusive
to Dreamcast version’s Saikyo Dojo Mode, or PSP version’s MAX update on
World Tour or/and Entry Modes.
The game brings back all eighteen of the characters that appeared in Street Fighter Alpha 2. As with
the previous Alpha titles, several characters were added to the game: Cammy, who was previously featured
in the console-exclusive Street Fighter Alpha 2 Gold, E. Honda, Blanka, Balrog, and Vega. New characters
introduced in Alpha 3 include R. Mika, a Japanese female wrestler who idolizes Zangief; Karin, Sakura’s
rival who was first introduced in the Street Fighter manga Sakura Ganbaru! by Masahiko Nakahira; Cody
from Final Fight, who has since become an escaped convict; and Juli and Juni, two of Shadaloo’s “Dolls”
who serve as Bison’s assassins and guards.
The Sega Saturn port was also released shortly after the initial Dreamcast version in Japan only. This port
makes use of Sega’s 4-MB RAM cartridge. The extra RAM include more frames, sprites, and faster load-
ing times than the PlayStation version, making it near arcade perfect. Evil Ryu and Guile are immediately
selectable, while the player can also unlock Shin Akuma, who shares a slot with his regular counterpart.
While the World Tour and Survival modes are virtually unchanged from the PlayStation version, Dramatic
Battle mode received improvements with the addition of Reverse Dramatic Battle mode and allowing three
different characters to be used. This is also the only port to feature Dramatic Battle against the entire roster
of characters, as all other versions limit this mode to boss characters only.
On release, Famitsu magazine scored the Sega Saturn version of the game a 32 out of 40; they later
scored it 30 out of 40. The Dreamcast version scored slightly better, receiving a 33 out of 40.
106 • Street Fighter Collection

Street Fighter Collection


Developer Capcom 8.4
Publisher Capcom, (eu) Virgin Interactive
Release date (jp) September 18, 1997
Genre Compilation
Mode 1-2 Players

Street Fighter Collection is a fighting game


compilation developed and published by Capcom for
Sega Saturn and PlayStation. It contains the original
Super Street Fighter II and its follow-up Super Street
Fighter II Turbo, along with an enhanced version of
Street Fighter Alpha 2 titled Street Fighter Alpha 2
Gold, which is exclusive to this compilation.
The Super Street Fighter II games are ported
from their original CPS II arcade versions. After se-
lecting either game from the Street Fighter Collec-
tion title screen on the first disc, the player is taken
to the attract mode from the game they have selected.
Both games feature the standard “Arcade”, “Versus”
and “Option” modes. In Super Turbo, the Super Street
Fighter II versions of the returning characters, as well
as the hidden character Akuma, are playable through
easier means compared to the ones provided in the
original arcade version. This version of Super Turbo
is also easier than the arcade version; it may be based
on the original Japanese version (Super Street Fighter
II X) which contained a similarly easier level of dif-
ficulty.
Street Fighter Alpha 2 Gold is based on Street
Fighter Zero 2 Alpha, an enhanced version of the origi-
nal Street Fighter Alpha 2 released for the arcade in
Japan, Asia and South America. All the game modes
and features in the previous PlayStation and Sega Sat-
urn versions of the original Alpha 2 are featured, with
the exception of the exclusive “Gallery” mode in the
Sega Saturn version of Alpha 2. Evil Ryu, who was
selectable in the Sega Saturn version of the original
Alpha 2 but not in the PlayStation, is featured in both
versions of the game, along with Champion Edition-
style renditions of all the Street Fighter II characters
featured in the game. Exclusive to this version of the
game is the debut of Super Street Fighter II character
Cammy in the Alpha series, who is selectable as a hid-
den character in the game’s “Versus” and “Training”
modes. The version of this Cammy is the same one
previously featured in X-Men vs. Street Fighter, which
depicts Cammy as a Shadaloo agent working for M.
Bison before joining Delta Red.
GamePro reviewed Street Fighter Collection,
rating the Saturn version 16.5 out of 20.
Street Fighter: The Movie • 107

Street Fighter II Movie 5.2


Developer Capcom
Publisher Capcom
Release date (jp) March 15, 1996
Genre Miscellaneous
Mode 1-2 Players

Street Fighter II Movie is a 2 disc FMV game based


on a feature-length Japanese anime film of the same
name. The premise of the gameplay revolves around
the player playing the role of a Monitor Cyborg from
the animated film. Just like in the film, the goal is to
gather data on the strongest fighters for M.Bison.

6.2 Street Fighter: The Movie


Developer Capcom
Publisher Capcom, (us,eu,br) Acclaim
Release date (jp) August 11, 1995
Genre Fighting
Mode 1-2 Players

Street Fighter: The Movie, released in Japan as


Street Fighter: Real Battle on Film, is a head-to-head
fighting game based on the 1994 live-action Street
Fighter movie. The movie is itself based on the Street
Fighter series of fighting games, and uses digitized im-
ages of the film’s cast as the characters. While it shares
its title with the arcade game Street Fighter: The Mov-
ie, the home version is not a port but a similar game
developed on the same premise.
While the graphics consists of the same digi-
tized images of the film’s cast that were also used for
the arcade version, the sprites were processed differ-
ently, the background are all different and the combat
system is much closer to Super Street Fighter II Turbo.
The Japanese release was named Street Fight-
er: Real Battle on Film, to distinguish it from the unre-
lated Street Fighter II Movie game based on the anime
film of the same title. Aside from text translations,
the voice samples for characters are different between
the Japanese and English versions of the game. Much
like in the Japanese dub of the movie, the three Grand
Masters from Street Fighter II who had their names
switched between the Japanese and American versions
(Balrog, Vega and M. Bison) are referred by western-
ized names in the Japanese version. In contrast, Akuma
is referred to as Gouki in the Japanese version.
108 • Street Racer

Street Racer
7.5
Developer Vivid Image
Publisher Ubisoft
Release date (eu) November 16, 1996
Genre Racing
Mode 1-8 Players

Street Racer is a racing video game published


by Ubisoft for various systems. It was first released for
the Super NES in 1994. Marketed as a “cross between
Mario Kart and Street Fighter”, the go-kart themed
game combined racing with comedy and beat ‘em up
influenced violence. The game was a success on the
SNES and Mega Drive and received mixed reviews
across platforms.
Street Racer was intended for release
on the 32X shortly after the Mega Drive, however this
version was cancelled (possibly in favour of the Saturn
version). A Game Gear port was also in development
for an expected release in November 1995. This too
was cancelled for reasons unknown.
Street Racer is a go-kart racing game which combines racing
with violence. Characters can strike opponents with their fists and must
avoid explosives littered around the track. The game’s characters (in-
cluding Surf Sister and Frank Instein) possess unique power-ups such as
the Screaming Banshee, Batmobile, magic carpet and tri-plane.
The game features the ability to race various championships be-
ginning with the Bronze Championship and moving on to progressively
more difficult competitions. An alternative one-on-one mode is also
available. The game awards points for final race positions, with bonus
points given for accolades such as fastest lap. The competitor with the
most points after all races wins the Championship. The game includes
a “Rumble” mode in which players attempt to force opponents from an
arena. The “Soccer” mode is a free-for-all football match with one goal
and in which players tackle by colliding with the opponent.
As in many racing games, the AI in Street Racer adjusts itself
according to the player’s performance, becoming harder to beat if the
player does well and easier to beat if the player makes mistakes.
One of the main selling points of the later PlayStation and Saturn
versions was that they supported up to eight players on a split screen,
something that would have ordinarily caused slowdown to the point of
unplayability on contemporary gaming hardware.
Rob Bright of Sega Saturn Magazine found “the characters a
bit tacky and the characters largely derivative” but praised the game’s
artificial intelligence and variety of game modes. He called the graphics
“very nice indeed, colourful and rich in detail” but said “racing tends
to give you the impression that the road is moving while the car remains
stationary.” He compared the game to Mario Kart, saying “It lacks the
overall accessibility of the Super NES classic and the course design isn’t
quite as innovative.” He said “Street Racer remains very playable and
challenging and is especially fun in multi-player mode”.
Suchie-Pai Adventure Doki Doki Nightmare • 109

6.7 Striker ‘96


Developer Rage Software
Publisher Acclaim Entertainment
Release date (eu) July, 1996
Genre Sports
Mode 1-4 Players

The graphics combine a 3D pitch with 2D player


sprites. The game includes multiple camera angles as
well as different weather effects. Players can modify
any team’s roster, select basic formations, time limits,
difficulty, etc. They can Select from 41 international
teams and take part in either friendly games, league,
or cup tournaments. Also included is a 6 on 6 indoor
mode, and multiplayer support for up to 4 players us-
ing Gravis’s GrIP system or through a network.
“mobygames.com”

Suchie-Pai Adventure 7.9


Doki Doki Nightmare
Developer Jaleco
Publisher Jaleco
Release date (jp) February 26, 1998
Genre Adventure
Mode 1-4 Players

Doki Doki Nightmare is a Japanese-style adventure


game with dating elements. The game is a spinoff of the
popular Suchie-Pai strip-mahjong series. The player is
given a week to travel around the city of Kamiyōga,
interacting with its (primarily young females) inhabit-
ants to discover who has caused the strange curse on
the city. In addition to the main game, the second disc
features several minigames and bonus materials.

6.7 Sugobencha:
Dragon Master Silk Gaiden
Developer Gimmick House
Publisher Datam Polystar
Release date (jp) February 19, 1998
Genre Table
Mode 1-5 Players

Sugobenchah is a multiplayer board/dating hybrid \


based off of the Dragon Master Silk franchise by Gim-
mick House, and is a “Gaiden”, or Side Story, seperate
from the main story. The game tells the tale of Drag-
on Master Silk, who has gone missing. Four friends
of Silk and an original character summoned from the
Dokodemo Mirror is on a quest to discover Silk’s
whereabouts.
“Vysethedetermined2@youtube.com”
110 • Strikers 1945

6.8 Strikers 1945


Developer Psikyo
Publisher Atlus
Release date (jp) June 28, 1996
Genre Shooter
Mode 1-2 Players

Strikers 1945 is a vertically scrolling shoot-


’em-up developed by Psikyo and released in arcades
1995. It was subsequently brought to the Saturn in the
following year. As the name suggests, it is supposed to
take place in 1945, towards the end of World War II.
Each plane in Strikers 1945 has three attacks: a
normal shot, a charged shot, and a bomb that clears the
screen of minor enemies and bullets. Both normal and
charged shot can be strengthened by grabbing power-
ups and extra bombs can be collected. Gold bars, which
are found by destroying certain buildings or enemies,
can be collected for bonus points.
In the Japanese arcade version, a hidden post-
credits bonus can be unlocked if the player beat the en-
tire game without losing a life, showing the six pilots
(five females and one male) posing undressed.

Strikers 1945 II
Developer Affect Boom, Kuusou Kagaku, Psikyo 8.3
Publisher Psikyo
Release date (jp) October 22, 1998
Genre Shooter
Mode 1-2 Players

Strikers 1945 II is a vertically-scrolling shoot ‘em up


developed and originally published by Psikyo in 1997
for the arcades as a follow-up to Strikers 1945. It was
released among other systems for the Saturn,
Continuing where the last game ended, the
forces of C.A.N.Y. have been demolished by the Strik-
ers. However, a faction known as the F.G.R. now has
the C.A.N.Y. technology and plans to initiate global
warfare with massive mecha technology. Once again,
the Strikers are called into action to save the world.
As in Strikers 1945, the player chooses one of
six World War II-era fighter planes, then uses machine
guns and bombs to fight through stages played in ran-
dom order.
In the console versions, from the fifth stage on-
wards, in addition to the score being reset, the player
must also replay the stage where they lost all their lives
from the beginning.
Suikoden: Tenmei no Chikai • 111

Suiko Enbu: Fuunsaiki 7.2


Developer Data East
Publisher Data East
Release date (jp) March 22, 1996
Genre Fighting
Mode 1-2 Players

Suiko Enbu: Fuunsaiki is an enhanced port of Suiko


Enbu (aka, Dark Legend) exclusively upgraded for the
Saturn.
This enhanced port features three additional speed set-
tings and refined balance between each fighter, two
all new characters (plus the main boss as a selectable
fighter) a brand new intro and new backgrounds. Fea-
tures single-player or two-player vs gameplay.
“mobygames.com”

8.1 Suikoden: Tenmei no Chikai


Developer Koei
Publisher Koei
Release date (jp) December 27, 1996
Genre Simulation, Turn-based strategy
Mode 1-7 Players

Suikoden: Tenmei no Chikai, known as Bandit Kings


of Ancient China outside of, is a military strategy game,
like most of Koei’s games, but instead of conquering
a country, the goal is to depose the despotic ruler of
China. Players start out lowly, and have to work their
way up by conquering smaller prefectures, forming al-
liances, and fighting small battles. They have to earn
the right to attack Gao Qiu’s home prefecture, though-
he is off limits until they are powerful.
“mobygames.com”

Suikoden Tendou 108 Sei 7.3


Developer Koei
Publisher Koei
Release date (jp) December 18, 1997
Genre Simulation, Turn-based strategy
Mode 1 Player

This is the sequel to Suikoden-Tenmei no Chikai, but


markedly different from the original in terms of game
play. Both games is an adaptation of the book, “The
Water Margin” by Luo Guanzhong, and tells the sto-
ries of the one hundred and eight bandits of the Liang
Marshes. The player controls one of the main charac-
ters of that bandit hoard. By slowly gaining followers,
popularity and territory, that bandit leader will rise to
prominence to redeem the crimes of his past.
112 • Super Adventure Rockman

Super Adventure Rockman


6.4
Developer Capcom
Publisher Capcom
Release date (jp) June 25, 1998
Genre FMV game, Rail shooter
Mode 1 Player

Super Adventure Rockman is an interactive-


movie game for the Saturn and PlayStation in the
original Mega Man series from Capcom. It was only
released in Japan.
Japangame is divided into three episodes. Dr. Wily has uncovered an
The
ancient alien supercomputer “Ra Moon” hidden in the ruins of the Ama-
zon, which he uses to revive his various Robot Masters from Mega Man 2
and Mega Man 3. The ruins are somehow capable of ceasing almost all the
machinery and electricity in the world, also causing deleterious effects on
robots by means of a crude and invasive microwave jamming frequency that
suddenly spread after Ra Moon’s activation. Roll is quickly affected, so Dr.
Light immunizes Mega Man and his brothers, and sends them to stop Dr.
Wily before it’s too late.
The game plays out like an interactive anime tv mini-series where
each disc in the game is an “episode” with opening and ending credits. The
player basically follows the plot through numerous movie clips and every
now and then is asked to make decisions, be it a reply to a character, the left
or right path, or even some quick time events. Aside from this the player is
also thrown into battles at certain key points of the game, where the game
switches to a static first person view in which the player has to kill whatever
enemy or boss has crossed Rockman’s path.
Two versions of the Saturn version exist, marked T-1225G and T-
1241G respectively. The former was recalled due to a disc defect, and the
latter can be identified for using jewel case quad packaging.
Mega Man artist Keiji Inafune claimed that Super Adventure Rock-
man was developed during a time when Capcom was attempting to branch
out the series by “selling [it] to the lowest bidder”. Although he had little
involvement in the game, he was assigned to finish it after the project leader
suddenly quit towards its completion. Inafune exclaimed, “The ultimate un-
spoken rule about making a game that is geared towards children is that you
simply cannot kill anyone, but here you have military helicopters falling out
of the sky and people dying in droves. If it had been up to me, I would have
at least made it so they all ‘got away safely’ via parachutes or something.
Then as if that wasn’t bad enough, Roll dies... and to top it all off, the whole
world is destroyed! I was like, ‘Did they really need to go that far?!’”
Super Adventure Rockman has been poorly received. Brett Elston
of GamesRadar included the game in his retrospective on the series for the
sake of completeness. “It’s a bizarre animated/FMV/first-person game that
doesn’t really fit anywhere in the main series,” Elston stated. “But is so damn
weird it has to be pointed out.” GameSpot writers Christian Nutt and Justin
Speer summarized the game as “an intensely boring and unplayable excur-
sion into timed button pressing”. 1UP.com editor Jeremy Parish thought the
game may be acceptable for those who understand Japanese. Inafune has
apologized to fans for the alleged low quality of the game.
Super Puzzle Fighter II Turbo • 113

6.4 Super Casino Special


Developer Coconuts Japan
Publisher Coconuts Japan
Release date (jp) January 24, 1997
Genre Casino
Mode 1-4 Players

Super Casino Special, also released as Vegas Casino


on Playstation, is a game for up to four players com-
prising Baccarat, Roulette, Let It Be, Black Jack, Vid-
eo Poker, Keno and Slot Machines.
It can be played in two modes, Ranking play or Free
Play. There are three kinds of slot machine which can
be played for different stakes. Keno does not appear
on the game menu, players have to be invited by the
casino hostess in-game.

Super Puzzle Fighter II Turbo


Developer Capcom 7.9
Publisher Capcom, (eu) Virgin Interactive
Release date (jp) December 6, 1996
Genre Puzzle
Mode xxx

Super Puzzle Fighter II Turbo, known as Super


Puzzle Fighter II X in Japan, is a puzzle game similar
to the likes of Tetris or Puyo Puyo.
Despite its name there was never a “Super Puz-
zle Fighter 1” - it is merely just a play on Capcom’s
earlier game, Super Street Fighter II Turbo. This being
said, the game is actually influenced by Street Fighter
Alpha and the Darkstalkers franchise, with most Street
Fighter II characters missing. Though characters from
both series appear in the game they are not controllable
by the player, acting solely as avatars.
Similar to other “falling piece” puzzle games,
the aim of Super Puzzle Fighter II Turbo is to eliminate
the opponent by filling their playfield with blocks (or
gems, in this case). In order to achieve this, players
must eliminate coloured gems on their side of the play
area and produce combos when doing so.
The Saturn and PlayStation versions received
moderately positive reviews. Stephen Fulljames com-
mented in Sega Saturn Magazine: “Puzzle Fighter’s
main strength is its World Warrior branding. Without
it, it would be just another puzzle game, and a slightly
flawed one at that. With it, it becomes an altogether
more worthy product.” He praised the selectable char-
acters, fighting game elements, various play modes,
and graphics, while criticizing the player’s overde-
pendence on the appearance of trigger gems.
114 • Super Real Mahjong PV

7.3 Super Real Mahjong Graffiti


Developer Seta
Publisher Seta
Release date (jp) November 24, 1995
Genre Compilation
Mode 1 Player

Super Real Mahjong Graffiti is a compilation of all the


Super Real Mahjong arcade games up to the Saturn era
(besides the first) that were never ported to the Saturn
individually. This means it includes Super Real Mah-
jong PII, Super Real Mahjong PIII, and Super Real
Mahjong PIV. They are not straight ports, however,
as there have been some changes, such as improved
graphics to the earlier games. There are six girls to
challenge to strip mahjong.
“mobygames.com”

Super Real Mahjong PV 8.1


Developer Seta
Publisher Seta
Release date (jp) May 26, 1995
Genre Table
Mode 1 Player

Super Real Mahjong PV is the fifth installment in the


strip mahjong series. There is no background story in
the game; the player is merely introduced to three high
school girls - Mizuki, Aya, and Akira - who challenge
him to the game of mahjong. The main mahjong mode
is that of the one-on-one variety; after each success-
fully completed round the girl removes a part of her
clothing.
“mobygames.com”

7.4 Super Real Mahjong P VI


Developer Seta
Publisher Seta
Release date (jp) May 17, 1996
Genre Table
Mode 1 Player

The sixth arcade game in the Super Real Mahjong se-


ries. In a manner extremely similar to previous entries
in the series, players play strip mahjong with three fe-
males, this time around with Tamami Kayama, Yukari
Kinomiya, and Mari Kurihara. This game, however,
has a new feature: an “emotion system.” Each girl has
a heart meter, and if players manage to fill them all,
they can play against the secret fourth opponent.
“mobygames.com”
Super Robot Taisen F • 115

Super Real Mahjong P7 7.6


Developer Seta
Publisher Seta
Release date (jp) May 21, 1998
Genre Table
Mode 1 Player

Super Real Mahjong P7 is a 1997 arcade mahjong


game in Seta’s Super Real Mahjong series ported to
the Sega Saturn the following year. The port appears
to have been significantly toned down from previous
ports, earning an “18 and up” rating from Sega of Ja-
pan’s classification system instead of the usual “X”
rating (or it may be that Sega became more lenient;
what happened is unknown).
“segaretro.org”

8.2 Super Robot Taisen F


Developer Winkysoft
Publisher Banpresto
Release date (jp) September 25, 1997
Genre Turn-based strategy, Simulation
Mode 1 Player

The game takes place 4 months after the events of Su-


per Robot Wars 3. Gameplay mechanics are the same
of Super Robot Wars 4. The title is a turn based strate-
gic game. When attacked by an enemy, the player can
react in three ways: counter, evade (halves enemy %
of landing an attack on the player) or defend (if hit, the
player receives only half of the damage).

“mobygames.com”

Super Robot Taisen F 8.7


Kanketsuhen
Developer Winkysoft
Publisher Banpresto
Release date (jp) April 23, 1998
Genre Turn-based strategy, Simulation
Mode 1 Player

Super Robot Wars F Final picks up where Super Robot


Wars F left, starting at stage 35. F and F Final were
originally thought as an unique game, but production
delays made the producers decide to split the game in
two parts.
Gameplay mechanics are the same of Super Robot
Wars 4 (and Super Robot Wars F, of course).
“mobygames.com”
116 • Swagman

Super Tempo 6.5


Developer Red Company, Aspect, (sound) T’s Music
Publisher MediaQuest
Release date (jp) April 29, 1998
Genre Platformer
Mode 1 Player

Super Tempo is the third and final entry in the Tempo


series. Players once again play as Tempo the Grass-
hopper using musical abilities along with some simple
platforming to take out enemies and discover secrets.
Tempo teams up with Major Minor and his girlfriend
Katy to rescue the Prince of Music World from Planet
Technotch.

“mobygames.com”

8.7 Swagman
Developer Core Design
Publisher Eidos Interactive
Release date (eu) April, 1997
Genre Action-adventure
Mode 1 Player

Swagman is a action-adventure game with puzzle and


platform elements. It was released for the Sega Saturn
exclusively in Europe (although it was advertised in
North America).
Level progress is linear and mostly revolves around
finding keys to open doors, puzzles that require play-
ers to switch characters and make use of their differ-
ent abilities, occasional platforming sections as well as
levels where they turn into a monster.

Sword & Sorcery 6.2


Developer Microcabin
Publisher Microcabin
Release date (jp) May 31, 1996
Genre Role-playing
Mode 1 Player

Sword & Sorcery was released on other platforms out-


side Japan as Lucienne’s Quest. It is a game in classic
roleplaying genre, but presented in full 3D graphics
(and sprite characters). The battles are fought in tradi-
tional turn-based manner, but allow for more strategy
than most classic RPGs. The game places ambient ob-
stacles on the battlefield to block some attack paths,
but allows the player to strategically take advantage of
the terrain.--
118 • Tactics Formula

5.5 Tactical Fighter


Developer Media Rings
Publisher Media Rings
Release date (jp) October 16, 1997
Genre Simulation
Mode 1 Player

Tactical Fighter is a simulation game were players


must train their character up to become a fighter.

Tactics Formula 6.2


Developer AKI
Publisher Sega, AKI
Release date (jp) October 9, 1997
Genre Simulation
Mode 1-4 Players

Tactics Formula is a Sega Saturn exclusive game re-


leased only in Japan. It is a strange mixture of a formu-
la one racing game and a turn-based strategy title, in
which rather than racing in real time, the player needs
to decide every move in advance taking into account
physics and statistics of the cars.

“segaretro.org”

4.7 Tadaima Wakusei Kaitakuchuu!


Developer Altron
Publisher Altron
Release date (jp) November 3, 1995
Genre Simulation, Strategy
Mode 1-2 Players

Players use a robot and must plant trees, make them


grow, transform them into building materials - then
build houses out of them - while trying to protect their
team and disrupt the enemy team who are doing ex-
actly the same thing.

“SegaStation@youtube.com”
Taikou Risshiden II • 119

Taiheiyou no Arashi 2: 7.0


Shippuu no Moudou
Developer GAM, ALU
Publisher Imagineer
Release date (jp) June 13, 1997
Genre Strategy, Simulation
Mode 1 Player

Taiheiyou no Arashi 2: Shippuu no Moudou is a


stratrgy war game for the Sega Saturn. The game is set
in World War II.

7.4 Taikou Risshiden II


Developer Koei
Publisher Koei
Release date (jp) December 6, 1996
Genre Strategy, Simulation
Mode 1 Player

Taikou Risshiden II is part of the Taikou Risshiden se-


ries of video games. The game is based around the life
of Toyotomi Hideyoshi. Players have to travel around
Japan trying to negotiate with the different lords of
each town, and also making their way through differ-
ent combats scenarios. In combat, playerd can choose
between attack, defend or special. When attack is
choosen, players has to pause the attack bar in one of
the attack points to make a succesful attack.
“psxdatacenter.com”

Taikyoku Shougi Kiwame II 7.4


Developer Log Corporation
Publisher Mainichi Communications
Release date (jp) November 29, 1996
Genre Table
Mode 1-2 Players

Taikyoku Shougi Kiwame II is a shogi game and the


sequel to the Playstation game, Kiwame - Taikyoku
Shogi. The game features a vs computer mode and a
vs players mode.
120 • Tactics Ogre

Tactics Ogre
8.0 Developer Riverhillsoft
Publisher Riverhillsoft
Release date (jp) December 13, 1996
Genre Role-playing, Strategy
Mode 1 Player


xxx Tactics Ogre: Let Us Cling Together is a Japa-
nese tactical role-playing game originally released in
1995 on the Super Famicom.
Chronologically, the game is the 7th episode
of the Ogre Saga. The land of Valeria is in a state of
constant tension between the three nations that pop-
ulate it. The Gargastan people, which constitute the
majority, find themselves in a turbulent political situ-
ation. The Walstanian minority is being oppressed by
the more powerful neighbors. The king of Bacrum, a
nation that considered itself Valeria’s elite, eventually
gained the upper hand in the struggle, and managed to
establish an era of peace and stability. All this ended
when mysterious accidents began to plague the royal
family. A new conflict arose, and eventually led to the
ethnic cleansing of the Walstanians. Denim Powell, one of the survivors, em-
barks on a quest for revenge against those who slaughtered his people.
The gameplay of Tactics Ogre is similar to the turn-based strat-
egy style of tactical RPGs. Like other tactical RPGs, the player builds up a
team of several characters with changeable classes and fights battles on iso-
metric grids. The order of movement is determined by the speed of individual
characters, in contrast to games in which each side moves its entire team at
once. Each character is moved individually on the grid and the order of combat
is calculated for each character individually.
The gameplay is intermixed with expositional cutscenes revealing the
plot, shown in the same isometric view as the battles. Movement and team
management between battles are done through a map interface. Most human
characters begin as either amazons or soldiers. By leveling up correctly, they
can later progress to the other male or female classes, although most advanced
classes are limited to certain alignments: lawful, neutral, or chaotic. Another
feature is the “Warren Report”, a type of database on the land, people, encoun-
ters and races of Valeria.
Tactics Ogre had a long development cycle for its time, and was re-
leased 18 months after it was first announced. This was the second game direct-
ed by Yasumi Matsuno, following Ogre Battle, which featured a considerably
different game style. Conceived as the seventh episode in the Ogre Battle Saga,
the game was originally titled Lancelot: Somebody to Love, and then Tactics
Ogre: The Bequest of King Dorgalha, before the final title was settled upon.
According to Matsuno, Japanese players were not used to the real-time strategy
gameplay of Ogre Battle so he changed to a turn based grid system for Tactics
Ogre. Furthermore, he stated he felt the previous game “lacked reality”, with
too many gods and demons, and thus decided to switch to a more dark fantasy
atmosphere with a Middle Ages/Roman Empire base for a more realistic set-
ting.
Tactics Ogre • 121

The game was innovative in its nonlinear inspired by Matsuno’s outside perspective on events
branching plotline inspired by sound novels and that unfolded during the Yugoslav Wars in the early
gamebooks at the time. Crucial decisions made in the 1990s, including the Bosnian Genocide.
game determine the path of the story, the members of The subtitle of Let Us Cling Together is a ref-
the players army and the ending sequence. There are erence to the Queen song “Teo Torriatte (Let Us Cling
multiple endings with radically different outcomes. Together)” from their album A Day at the Races. This
The game expanded the non-linear alignment system is one of many references to Queen songs in the series,
of its predecessor, with three types of alignments for including Ogre Battle: March of the Black Queen,
each unit: Lawful, Neutral, and Chaos, none of which which references “Ogre Battle” and “The March of
are portrayed as necessarily good or bad. The game the Black Queen” from the album Queen II.
gives players the freedom to choose their own des- The Saturn version of Tactics Ogre is very
tiny, with difficult moral decisions, such as whether to similar to the SNES version, though as 256x224 is
follow a Lawful path by upholding the oath of loyalty, not a supported video mode on Sega’s console (unlike
even if it means slaughtering civilian non-player char- the PlayStation), the game appears “thinner” than its
acters on the leader’s command), or follow the chaot- rivals and cutscenes are pillarboxed. There is, how-
ic path by following a personal sense of justice, even ever, a wider view of the playfield and an enhanced
if it means rebelling. Such factors affect the game’s soundtrack missing in the PlayStation conversion. It
ending, which is also affected by decisions such as also has voiceovers for “important” cutscenes. The
whether to obtain the most powerful class, which can port also has voice acting in most of the important
only be acquired by making a tragic sacrifice. scenes, and an art gallery exclusive to this version.
While the concept of branching storylines af- In addition, this version makes it is possible for the
fected by Law/Neutral/Chaos alignments had already player to swap bodies with some normally restricted
been explored before in the Megami Tensei series classes through one ability from the Ogre Blade item.
developed by Atlus, Tactics Ogre presented choic- In all of the other ports of Tactics Ogre, restrictions
es more grounded in reality, revolving around war are made on which character can be controlled under
crimes and political alliances, rather than supernatu- this ability, but the Sega Saturn port does away with
ral elements. The dark, complex, political narrative of any restriction, significantly impacting gameplay if
Tactics Ogre revolving around the reality of war was this feature is to be used by the players.
122 • Taito Chase H.Q. Plus S.C.I.

Taito Chase H.Q. Plus S.C.I.


4.6
Developer Taito
Publisher Taito
Release date (jp) August 9, 1996
Genre Compilation
Mode 1 Player

Taito Chase H.Q. Plus S.C.I. contains carbon


copies of the Japanese versions of Chase H.Q. and its
sequel Special Criminal Investigation, including the
original Japanese text and dialogue. The game feature
a few options; a difficulty select, remixed music, and a
sound test.
Chase H.Q.
Chase H.Q. was released as a 1988 arcade racing
game. It isissometimes
sometimesseen
seenasasa aspiritual
spiritualsuccessor
successorto to
Taito’s earlier Full Throt-
tle. The earlier
Taito’s player assumes the role
Full Throttle. The of player
a policeassumes
officer named
the Tony Gibson, mem-
ber of the “Chase Special Investigation Department.” Along with his partner,
Raymond Broady, he must stop fleeing criminals in high-speed pursuits.
At the start of each level the player is informed who they are pursuing,
a great distance away: They must apprehend the criminal before their time
limit expires. The criminal’s car is constantly moving away, so if the player re-
peatedly crashes or drives too slowly, the criminal will escape. At some points
during the game the road splits, and the correct turn must be taken, otherwise
it will take longer to catch the criminal. When their vehicle is reached, the
time limit is extended; the vehicle must be rammed a number of times until the
criminal is forced to stop, then is arrested.
Although superficially similar in technology to Sega’s Out Run, Chase
HQ features significant technical advancements over that title in the presenta-
tion of perspective, hills and track splits.
The game includes five levels. Both the initial time limit to reach the
criminal and the time extension to ram the criminal are 60, 65, or 70 seconds.
When Nancy at Chase HQ (at the start of every level) calls on the ra-
dio, the frequency is always 144.X (various) MHz. This is actually the 2-meter
band of amateur or ham radio frequencies.
Chase H.Q.
Special Criminal Investigation, also known simply as S.C.I. and Chase HQ II:
Special Criminal Investigation in some versions of the home ports, is a 1989
arcade game published by Taito.
Instead of the black Porsche 928 of the first game, the player com-
mands a red example of the just-introduced (at the time) Nissan 300ZX Z32
T-Top Turbo. Unlike the first game, the player is able to fire at offending vehi-
cles.
The game brings back protagonists Tony Gibson and Det. Raymond
Broady of the first game, and their second game appearance. Broady has taken
over the driver’s seat this time, while Gibson, as the passenger, serves as the
gunman.
A spin-off was released in 1989 titled Crime City. The game play de-
viates from the traditional third-person driving and is instead a side scrolling
type shooter.
Tama: Adventurous Ball in Giddy Labyrinth • 123

Takuramakan: Tonkou Denki 5.5


Developer Alfa System
Publisher Patra
Release date (jp) December 27, 1996
Genre Adventure
Mode 1 Player

The game, also released as Karma: Curse of the 12


Caves, is a FMV adventure set in the caves of Dun-
Huang. A trap was set for a terrible demon. The trap
worked all too well as it also trapped the stone cut-
ters that built the trap in the walls of the cave. Its the
players mission to go in and unlock the stone cutters
by solving various puzzles based on Chinese myth and
lore.
“mobygames.com”

6.2 Tama: Adventurous Ball


in Giddy Labyrinth
Developer Time Warner Interactive
Publisher Time Warner Interactive
Release date (jp) November 22. 1994
Genre Puzzle
Mode 1 Player

Tama: Adventurous Ball in Giddy Labyrinth was a


launch title for the console in Japan, and coinciden-
tally was also a launch title for its main rival, the Sony
PlayStation.
The game is a videogame version of a wooden laby-
rinth game. Players have to guide Tama, a ball shaped
being, to the goal of several different labyrinths.

Tanjou S: Debut 6.9


Developer Access, Headroom, Image Works
Publisher NEC Interchannel
Release date (jp) June 28, 1996
Genre Simulation
Mode 1 Player

Tanjou S: Debut is a simulation game published by


NEC Interchannel for the Sega Saturn. It is based upon
the 1994 two-episode anime Tanjou: Debut.
The game puts the player into the role of a music com-
pany agent, who has to work with three potential stars
of entertainment: three young girls named Aki, Kumi,
and Saori. Most of the game is spent planning sched-
ules for the girls. Practicing music skills, working, and
having a vacation.
124 • Tantei Jinguuji Saburou: Yume no Owari ni

Tantei Jinguuji Saburou: 7.0


Mikan no Report
Developer Data East
Publisher Data East
Release date (jp) November 29, 1996
Genre Adventure
Mode 1 Player

Tantei Jinguuji Saburou: Mikan no Report is the 5th


installment of the Tantei Jinguuji Saburo (Jake Hunter)
series. An overseas package containing a small key ar-
rives at the detective agency from Jingūji’s journalist
acquaintance. Jingūji must uncover the hidden mean-
ing of the key.

8.3 Tantei Jinguuji Saburou:


Yume no Owari ni
Developer Data East
Publisher Data East
Release date (jp) July 9, 1998
Genre Adventure
Mode 1 Player

Tantei Jinguuji Saburou: Yume no Owari ni is the 6th


installment of the Tantei Jinguuji Saburo (Jake Hunter)
series where Jinguji is tormented by dreams of his past.
The mystery begins as Yoko unwittingly decides to in-
vestigate a requested case.

Techno Motor 8.6


Developer Denshi Media Services
Publisher Denshi Media Services
Release date (jp) March 26, 1998
Genre Miscellaneous
Mode 1 Player

Techno Motor is a fully featured music generator &


Midi synthesizer for the Sega Saturn. It’s not a game,
but a piece of software intended for the creation of
mainly club style music such as Techno, Dance, House
& Drum ‘n bass.

“Da_Shocker@sega-16.com”
Tempest 2000 • 125

7.1 Teitoku no Ketsudan III


Developer Koei
Publisher Koei
Release date (jp) June 27, 1997
Genre Strategy, Simulation
Mode 1 Player

Teitoku no Ketsudan III is the sequel to Pacific Theater


of Operations II, and was released for the Sega Saturn
and Sony PlayStation in 1997. An upgrade, Teitoku no
Ketsudan III with Power-Up Kit was released the fol-
lowing year.
Strangely, no version of the game was released outside
Japan. The game’s sequel, Teitoku no Ketsudan IV on
the PlayStation 2, would be released outside Japan as
P.T.O.: Pacific Theater of Operations IV.

Tempest 2000 7.2


Developer High Voltage Software
Publisher Interplay
Release date (us) December 20, 1996
Genre Shooter
Mode 1-2 Players

Tempest 2000 is a 1994 remake by Jeff Mint-


er of the Dave Theurer 1981 arcade game, Tempest.
Originally an exclusive to the Atari Jaguar, the game
has since been released on PC, Macintosh, PlaySta-
tion, and the Saturn.
Tempest 2000 modifies the gameplay of the
original Tempest by adding bonus levels, power-ups,
more sophisticated enemy types, and wildly varying
web (level) designs. The game contains a total of 99
webs, with new frame colors and variations every 16
levels. In all versions, the player’s progress is saved
every couple of levels, and players are allowed to
resume by using “keys” to return to the last stage the
game saved at.
At a gaming convention, Atari held a confer-
ence with prospective developers for the Atari Jaguar
which they
at which theylisted
listedoff
offarcade
arcadegames
gamesthat
that they
they were
were considering having con-
considering
verted to thehaving
Jaguar,converted
asking theto developers
the Jaguar, to
asking
raisethe
their hands at ones they
wanted to work on. Jeff Minter volunteered to do Tempest as it was one of his
favorite games. At the launch party for the Jaguar in New York, the creator
of the Atari Jaguar took Minter aside and told him that he felt Tempest 2000
was a poor demonstration of the Jaguar’s capabilities. Though discouraged,
Minter continued to work on the game until it was finished.
The Saturn version, programmed by High Voltage Software, is close
to the original Jaguar version, except for the removal of the third type of bo-
nus level. It uses most of the audio tracks from the Tempest 2000 soundtrack
CD for gameplay. The speech samples were redone.
126 • Tenant Wars

7.2 Ten Pin Alley


Developer Adrenalin Interactive
Publisher ASC Games
Release date (us) November 5, 1997
Genre Sports
Mode 1-6 Players

Ten Pin Alley is a ten pin bowling game released for


the Sega Saturn exclusively in North America.
Players choose from a set of characters, each with their
own strengths and weaknesses. The game play modes
are single player, multiplayer, tournament and practice.
Each shot is controlled in a similar fashion to many of
the golf games of the era: with an accuracy based pen-
dulum system. With this the player decides the power,
accuracy and hook for each shot.

Tenant Wars
7.1
Developer KID
Publisher KID
Release date (jp) February 11, 1998
Genre Table
Mode 1-4 Players

Tenant Wars is a board game for the Sega Saturn.


Though the Saturn version was not released outside
of Japan, the PlayStation port saw a limited release in
North America as Board Game: Top Shop in 2001.
The gameplay of Top Shop mimics that of
Monopoly, but expands on the property management
aspect of that game. As in Monopoly, players move
across a game board in accordance to the number they
roll on a die, purchase unowned properties when they
land on such and earn money when they reach the bank. Rolling an “E”
triggers a random event, while landing on an elevator space can affect the
direction in which the player moves.
Top Shop deviates from Monopoly when players land on spaces
owned by other players. Instead of paying rent, the landing-player must
buy an item from the owner-player’s store. Items cost varying levels of
money, and when one buys them they disappear from the store and must be
restocked by the owner. In addition, when an item is bought the buyer may
receive “cash back” and/or a random number of points which can be used at
the bank to buy various special events, such as “Random Money Exchange”
or “Win the Game.” When neighboring spaces are purchased by the same
player, a larger shop with greater stock capacity and more available expen-
sive items is built. Stores themselves can only be bought from other players
when they are sold out of all their goods and can only be restocked by their
owners when they land on the store, unless a special event allows otherwise.
In addition to multitap support, Top Shop features eight maps, elev-
en characters, and forty-four shops. It can be played in either story or free
play mode.
Tenchi Muyou! Rensa Hitsuyou • 127

Tenchi Muyou! Mimiri Onsen: 6.1


Yukemuri no Tabi
Developer Yumedia
Publisher Yumedia
Release date (jp) February 9, 1996
Genre Adventure
Mode 1 Player

Tenchi Muyou! Mimiri Onsen: Yukemuri no Tabi is an


adventure game based on the Tenchi Muyo franchise.
The game feature the original voice cast and animation
from the anime series.

7.5 Tenchi Muyou! Rensa Hitsuyou


Developer Access
Publisher Pioneer LDC
Release date (jp) February 28, 1997
Genre Puzzle
Mode 1-2 Players

Tenchi Muyou! Rensa Hitsuyou is a match 3 style puz-


zle game combined with the popular anime Tenchi
Muyo. Its gameplay consists of lining up chibi ver-
sions of the series characters and pulling off combos.
The players main objective is to pull off as many com-
bos as they can and keeping the water and blocks low
by lining up blocks of the same color, which in turn
fills the opponents screen with water.
“THE-BLU-DEMON@theisozone.com”

Tenchi Muyou! Ryououki Gokuraku 6.6


CD-ROM for Sega Saturn
Developer Yumedia
Publisher Yumedia
Release date (jp) September 29, 1995
Genre Miscellaneous
Mode 1 Player

Gokuraku CD-ROM for Sega Saturn is a fan disk for


Tenchi Muyou franchise which contains various mak-
ing-of bonus materials and trivia quiz game. This Sega
Saturn port originated on PC and as such has adult rat-
ing, but the port underwent some content changes and
does not include any adult scenes. Overall it contains
character info, CG artwork, sketches and illustrations,
voice-acting, opening and ending movies, and more.
128 • Tenchi wo Kurau II: Sekiheki no Tatakai

Tenchi Muyou! Toukou Muyou: 5.7


Aniraji Collection
Developer Xing
Publisher Xing
Release date (jp) January 17, 1997
Genre Adventure
Mode 1 Player

Tenchi Muyou!: Touhou Muyou is a visual novel with


video clips and CG events featuring full voice-acting
for dialogues and Tenchi’s thoughts. At certain mo-
ments the players actions let them affect the course of
dialogues, but it does not affect an overall ending. The
story centers on school love of Tenchi Masaki filled
with love troubles.
“mobygames.com”

6.7 Tenchi wo Kurau II:


Sekiheki no Tatakai
Developer Capcom
Publisher Capcom
Release date (jp) September 6, 1996
Genre Beat ‘em up
Mode 1-2 Players

Tenchi wo Kurau II: Sekiheki no Tatakai is an arcade


beat-’em-up game released in 1992 by Capcom. The
game is the sequel Dynasty Wars. Both games are
based on the Tenchi wo Kurau manga series.
The game feature nine stages. Each contains large
mobs including spearman, archers, strongmen, bomb-
wielding opponents, and at least one Wei boss. There
is also a variety of weapons which can be picked up.

Tenka Seiha 4.9


Developer RON
Publisher Imagineer
Release date (jp) August 8, 1997
Genre Simulation, Strategy
Mode 1 Player

Tenka Seiha is a historical war simulation game for the


Sega Saturn. The game was developed by RON and
released in Japan in 1997 for the Sega Saturn.
Tennis Arena • 129

7.3 Tennis Arena


Developer Smart Dog
Publisher Ubisoft
Release date (jp) April 9, 1998
Genre Sports
Mode 1-8 Players

Tennis Arena is a tennis game developed by Smart


Dog and published by Ubisoft for the Sega Saturn. It
was only released in Japan, though it was advertised
in Europe. Apparently, the unreleased PAL game was
released as a ROM on the internet.
The game is a fast-paced, arcade-style tennis game.
Players can choose from eight different players, each
with unique strengths and weaknesses

Tengai Makyou:
7.7 Daiyon no Mokushiroku
Developer Hudson Soft, Red
Publisher Hudson Soft
Release date (jp) January 14, 1997
Genre Role-playing
Mode 1-2 Players

Tengai Makyou: Daiyon no Mokushiroku, also


known as Far East of Eden: The Apocalypse IV, is a
spin-off of Hudson and Red’s Tengai Makyou (Far
East of Eden) series.
For many years the game was a Saturn exclu-
sive, however was remade in 2006 for the PlayStation
Portable.
Tengai Makyō: Daiyon no Mokushiroku is the eighth game in
the Tengai Makyō series. Unlike previous installments in the series,
which take place in a fictional version of Japan named “Jipang”, the
game takes place in a fictionalized and anachronized version of 1890s
America in New Orleans. In the game, a boy named Rizing is explor-
ing the surroundings of his hometown together with a couple of friends.
They discover a mysterious old house, go inside, and discover what
seems to be a mummy in a coffin. They don’t realize that at this moment
they unleashed a powerful demon into the world, and that this demon
has already possessed the soul of one of the boys.
The gameplay largely follows the general Japanese RPG tem-
plate and Tengai Makyō gameplay style in particular. As in the previ-
ous games, magic spells have to be sought out and acquired rather than
learned or bought. A notable change is the absence of random enemies
- all the enemies are visibly wandering on the world map or in the dun-
geons. Other gameplay additions include special attacks that can also
performed by several members of the party as a combo, and obtaining
money by selling trophies received in battles.
130 • Terra Phantastica

3.8 Terra Cresta 3D


Developer Nihon Bussan
Publisher Nihon Bussan
Release date (jp) August 8, 1997
Genre Shooter
Mode 1 Player

Terra Cresta 3D is a vertically scrolling shoot ‘em up.


The game isn’t truly three dimensional, despite the po-
lygonal graphics. Players can’t control their altitude,
and they can’t target enemies flying above or below
them like they could in Soukyugurentai or Layer Sec-
tion. Players spend a lot of time flying over flat, repeti-
tive terrain with the occasional building or bridge jut-
ting out of it. After every second round, players take
a detour through a black hole which leads to the boss
of that stage.

Terra Phantastica 8.3


Developer Chime
Publisher Sega
Release date (jp) December 27, 1996
Genre Strategy role-playing
Mode 1 Player

Terra Phantastica is strategy RPG; a cross between Ri-


glord Saga and Dragon Force. The main character is a
female warrior who must bring up a young prince and
at the same time rid the world of evil. Like Dragon
Force, each character has a group of ‘soldiers’ with
them. Players choose them themself and they influ-
ence the players range, speed, power, etc. Examples
of ‘soldier’ are cavalry, catapults, giants, crows, and
monkeys.
“Michael Tham@rpgfan.com”

5.2 Texthoth Ludo: Arcanum Senki


Developer Pai, Falcon
Publisher Pai
Release date (jp) December 18, 1997
Genre Table, Strategy
Mode 1-4 Players

Texthoth Ludo: Arcanum Senki is a grid based adven-


ture game featuring strategy tactics where the weapons
are assorted tarot cards with special abilities, attacks
and defense mechanisms. The weapons, which provide
attack and defence mechanisms for the player are in
the form of tarot cards. All the characters depicted in
the cards are strong, and fully in control of their pow-
ers.
“alchemywebsite.com”
Tetris S • 131

Tetris Plus 6.8


Developer Natsume
Publisher Jaleco, (eu) JVC
Release date (jp) August 30, 1996
Genre Puzzle
Mode 1-2 Players

Tetris Plus is a 1995 arcade game by Jaleco


ported to multiple game systems including the Sega
Saturn. Tetris Plus is notable for being the first success-
ful release of a Tetris-brand game on a game console
not developed or owned by Nintendo, succeeding in
being released after Tetris for Mega Drive was blocked
from release, and pre-dating the release of Tetris-S by
about five months.
The game consists of two main modes, Clas-
sic Mode and Puzzle Mode. Classic Mode functions
like the original Tetris game for the Game Boy except
with different music and visuals. However, because
the cartridge has battery-powered SRAM, it also has
the ability to remember high-scores. Puzzle Mode is
a twist on the classic gameplay that provides a new
scenario. Also included is an editor for making Puzzle
levels, and Link capability for competitive multiplayer
in either game mode.

6.8 Tetris S
Developer Bullet Proof Software
Publisher Bullet Proof Software
Release date (jp) December 27, 1996
Genre Puzzle
Mode 1-2 Players

Tetris S is the second of two Tetris games re-


leased for the Saturn. Unlike the arcade port Tetris Plus
which was released a few months earlier, it was spe-
cifically made for the console. This version includes a
single player mode as well as multiplayer against an AI
or between two human players.
The single player mode works like traditional
Tetris and uses the same rotation rules as Sega’s ear-
lier arcade game conversions. Like always the player
guides blocks down a well with the aim of creating
lines at the bottom. These lines are then removed and
the player earns points. The game ends when the blocks
reach the top of the well, but in this version there is a
continue option allowing the player to keep playing
at the current level. The multiplayer works the same
way but with one difference: if more than one line is
removed the opponent’s next few blocks will fall at a
greater pace. The number of lines removed affects how
many blocks will be sped up.
132 • Three Dirty Dwarves

The Tower 7.7


Developer OPeNBooK
Publisher OPeNBooK
Release date (jp) March 1, 1996
Genre Simulation
Mode 1 Player

The Tower was originally designed by Yutaka “Yoot”


Saito - his first venture at his company OPeNBooK
and published for a variety of platforms in 1994. A
ports was seen in the west as SimTower, published by
Maxis.
The game is a “tower” simulation game similar in de-
sign to Maxis’ SimCity. Players essentially construct a
tower, managing its content and transport systems in a
bid to keep residents happy and make money.

6.9 Three Dirty Dwarves


Developer SegaSoft, Appaloosa Interactive
Publisher Sega
Release date (us) September 27, 1996
Genre Beat-’em-up
Mode 1-3 Players

Three Dirty Dwarves is a side-scrolling action game.


The main game mechanics allows the player to switch
between each of the three dwarf and use its special at-
tack (e. g. baseball bat and baseballs, bowling pins and
bowling balls, and a shotgun). Additionally, there is
the DwarfMorph” attack where the dwarves act as one.

Tilk: Aoi Umi kara Kita Shoujo 4.8


Developer TGL
Publisher TGL
Release date (jp) December 23, 1997
Genre Tactical role-playing
Mode 1 Player

Tilk - Aoi Umi Kara Kita Shoujo is a tactical RPG that


was released for the Playstation and Saturn consoles.
The game begins with Billy Drake (the main character
of the game) who joins his friends, Merril Fount, Font
Tohkung, Pack Myson, and Glutch Gantoh, and decide
to go to Rogear Danco’s corral. They talk to him and
after that they encounter the first battle of the game
against some wolves that are attacking his animals.
“psxdatacenter.com”
134 • Theme Park

Theme Park
8.5 Developer Bullfrog Productions
Publisher Electronic Arts, (jp) Electronic Arts Victor
Release date (jp) December 22, 1995
Genre Role-playing
Mode 1 Player

Theme Park is a construction and management


simulation developed by Bullfrog Productions and
published by Electronic Arts in 1994. The player de-
signs and operates an amusement park, with the goal
of making money and creating theme parks worldwide.
The game is the first instalment in Bullfrog’s Theme
series and their Designer Series. It was released for a
variety of systems, including the Sega Mega Drive,
Sega Mega-CD, Sega Saturn in the following year.
Starting with a free plot of land in the United
Kingdom and few hundred thousand pounds, the play-
er must build a profitable amusement park. Money is
spent on building rides, shops, and staff, and earned
through sale of entry tickets, merchandise, and refresh-
ments. Shops available include those selling foodstuff
(such as ice creams) or soft drinks, and games such as
coconut shies and arcades. Their attributes can be cus-
tomised, which may affect customers’ behaviour: for
example, affecting the flavour of foods (e.g. by altering
the amount of sugar an ice cream contains) may affect
customers’ enticements to return. Facilities such as toi-
lets, and items that enhance the park’s scenery (such
as trees and fountains) can be purchased. Over thirty
attractions, ranging in complexity from the bouncy
castle and tree house to more complicated and expen-
sive rides such as the roller coaster and Ferris wheel
are available. Also available as rides are shows (called
‘acts’) with themes such as clowns and mediaeval.
Certain rides, such as roller coasters, require a track to
be laid out.
Visitors arrive and leave via a bus. The en-
try price can be set, and loans can be taken out. The
player starts with a limited number of shops, rides, and
facilities available. Research must be carried out to
purchase others. Research can also make rides more
durable, staff more efficient, and buses larger with in-
creased capacity. The topic of research and how much
funding goes into it is determined by the player.
Staff available for employment include enter-
tainers, security guards, mechanics, and handymen.
Lack of staff can cause problems, including messy
footpaths, rides breaking down, crime, and unhappy
visitors. If visitors become unhappy, thugs may come
to vandalise the park by committing offences such as
popping balloons, stealing food, and beating up enter-
tainers.
Theme Park • 135

Theme Park offers three levels of simula- only on the world’s largest and most profitable theme
tion: the higher difficulties requiring more manage- park. The graphics were drawn and modelled using
ment of aspects such as logistics. For example, at full 3D Studio. Molyneux stated that each person takes
level, the player must manage research, negotiations, about 200 bytes of memory, enough for them to have
stocks, and shares. On sandbox, the game does not their own personality. The team travelled the world
involve those aspects. Game time is implemented visiting theme parks and taking notes, and sound ef-
like a calendar: at the end of each year, the player fects were sampled from real parks. Molyneux ex-
is judged on that year’s performance against rivals. plained that they were going for as much realism as
Game speed can be adjusted, and staff can be moved possible. There was to be a feature where a micro-
by the player. Cash awards may be earned for doing phone is placed on a visitor and so the player could
well, and trophies may be awarded for achievements hear what they were saying, and multiplayer support
such as having the longest roller coaster. was dropped two weeks prior to release because of a
The goal is to increase the park’s value and deadline. Multiplayer mode would have let players
available money so that it can be sold and a new lot send thugs to other parks.
purchased from another part of the world to start a The Saturn version was noted as being most-
new theme park. Once enough money has been made, ly faithful to the PC original. Sam Hickman of Sega
the player can auction the park and move on to newer Saturn Magazine praised it for retaining the original
plots, located worldwide and having different factors intro, music, speech samples, and features of the PC
affecting gameplay, including the economy, weather, version (all of which had been left out of most previ-
terrain and land value. ous console versions), although a reviewer from the
From a Sega perspective the game is fairly in- Japanese magazine of the same name criticised the
teresting, as it technically released twice on the Sat- lack of mouse support. Electronic Gaming Monthly’s
urn in Japan, first as regular Theme Park seen here, reviewer held a similar opinion to that of Hickman by
and again as Shin Theme Park, a localised variant. commending the Saturn version for being a compre-
The game was originally designed with a mouse in hensive port of the PC original, and also applauded
mind, but none of the Sega ports are compatible with the addictive simulation gaming of Theme Park.
their respective mouse add ons, whether that
be the Sega Mouse or Shuttle Mouse.
Peter Molyneux stated that he came
up with the idea of creating Theme Park be-
cause he felt the business genre was worth
pursuing. He said that Theme Park is a game
he had always wanted to create, and wanted
to avoid the mistakes of his earlier business
simulation game, The Entrepreneur: he want-
ed to create a business simulation game and
make it fun so people would want to play it.
In an interview, he explained that the primary
reason he created Theme Park was because he
wanted players to create their dream Theme
Park. Another reason is he wanted players to
understand the kind of work running one en-
tails. The three difficulty settings enable play-
ers to choose the desired depth: simply hav-
ing fun creating a theme park, or making all
the business decisions too. Molyneux stated
that the most difficult part to program was the
visitors’ behaviour.
The story was originally to have the
player play the role of a nephew who had in-
herited a fortune from his aunt, to be spent
136 • Thunder Force: Gold Pack 1

Thunder Force Gold Pack 1


6.1
Developer Technosoft
Publisher Technosoft
Release date (jp) September 27, 1996
Genre Compilation
Mode 1 Player

Thunder Force: Gold Pack 1 is a re-release of


both Thunder Force II and Thunder Force III for the
Saturn. Both chapters in the side-scrolling shooter saga
have been faithfully emulated with the addition of CD
music, new CG cutscenes and other bonus features.
Thunder Force II
The game was first released in 1988 for the Sharp
X68000 computer. Stages in the game are now split
into two formats: the free-directional scrolling, over-
head stage format from the previous game, and hori-
zontal forward-scrolling stages which would become
the series mainstay, dropping the former entirely.
Thunder Force III
The third chapter in the Thunder Force series was re-
leased in 1990 for the Sega Genesis. The free-direc-
tional, overhead stage format featured in the previous
two games is removed and replaced entirely by the
horizontally aligned stage format.

Thunder Force Gold Pack 2


6.9
Developer Technosoft
Publisher Technosoft
Release date (jp) December 6, 1996
Genre Compilation
Mode 1 Player

Thunder Force: Gold Pack 2 is the second re-


packaged release in the Thunder Force series, featur-
ing emulated versions of Thunder Force IV and the
arcade-only Thunder Force AC. The re-packaged ver-
sions include new CG cutscenes and a few extra fea-
tures such as the ability to control other ships.
Thunder Force II
Thunder Force IV, known in North America as Light-
ening Force: Quest for the Darkstar, was released in
1992 for the Mega Drive. The game format is mostly
unchanged from the previous game).
Thunder Force AC
This is the arcade port of the Mega Drive game Thun-
der Force III. Thunder Force AC AC has been de-
scribed as a retooling of Thunder Force III because it
borrows enemies and stages from the earlier Thunder
Force II, as well as adding some original content.
Thunder Force V • 137

7.8 Thunder Force V


Developer Technosoft
Publisher Technosoft
Release date (jp) July 11, 1997
Genre Shooter
Mode 1 Player

Thunder Force V was, for nearly a decade, the


final entry in the Thunder Force series of shoot-’em-
up games by Technosoft; it was also the last entry de-
veloped by them. It was initially released in 1997 ex-
clusively in Japan for the Sega Saturn with two retail
Satakore
versions, the normal pack which was just a standard
release, and a special pack which contained a remix
music CD of various Thunder Force music (entitled
Best of Thunder Force, which was later released sepa-
rately). A port with some changes, Thunder Force V:
Perfect System, was released the following year for the
PlayStation, which was released also in North Ameri-
ca; the localization of this version, created by Working
Designs, is notable in that it contains certain changes
to gameplay, a staple of Working Designs releases.
As a pilot for the Thunder Force group, it’s up Special Pack
to the player to destroy an evil alien race bent on de-
stroying the Earth and all of its inhabitants.
The stage format has the same horizontally
aligned orientation of previous games and only stretch
to the size of a TV screen as in Thunder Force III. The
biggest change in the look of the game is the use of
three dimensional polygons to model the game sprites
and some of the scenery (instead of the two dimen-
sional sprites in previous games). This change gives
the appearance of 3-D objects scrolling against a 2-D backgrounds, which is
commonly referred to as a “2.5-D” effect.
As in Thunder Force IV, the player can choose the play order of the
starting stages, but now only for the first three stages. The same speed gauge
from Thunder Force IV is used, and is operated the same way. The only differ-
ence between the weapon system of this game from Thunder Force III and IV
is that there are no longer any items to enhance the players’ default weapons.
Instead, they are automatically enhanced at a later point in the game and the
enhanced versions become new defaults. All the weapons have appeared in
previous Thunder Force games, but a few have been changed radically.
Graphically, the Sega Saturn version of Thunder Force V is superior,
as it features special effects not present in its PlayStation counterpart. A good
comparison of the differences can be found in Stage 3 “Human Road”, in which
some extra graphical touches found in the Saturn game were removed when
ported to the PlayStation. The Saturn version also has better sound quality
(CDDA) than the PlayStation version (ADPCM). However, the PlayStation
version features extra artwork, CG rendered movie sequences, additive BGMs,
game modes, and other easter eggs that the Saturn version lacks, and shows
less slowdown than the Saturn counterpart.
138 • Thunder Storm & Road Blaster

6.5 Thunder Storm & Road Blaster


Developer Ecseco Development
Publisher Ecseco Development
Release date (jp) October 20, 1995
Genre Compilation
Mode 1 Player

Thunder Storm & Road Blaster is a Sega Saturn compilation con-


taining Thunder Storm LX-3 (Cobra Command) and Road Blaster (Road
Avenger, Road Prosecutor). Both had previously been released on the
Sega Mega-CD, among other consoles.
Thunder Storm
Cobra Command
Cobra
CobraCommand,
Command,knownknown as as
Thunder
Thunder Storm in Japan,
Storm is ais1983
in Japan, FMV
a 1983 FMVar-
cade game
arcade by Data
game East.East.
by Data It was firstfirst
It was released on Sega
released LaserDisc
on Sega hardware
LaserDisc hard-
presumably as an upgrade
ware presumably for Astron
as an upgrade Belt (MAME
for Astron has Astron
Belt (MAME Belt as Belt
has Astron this
game’s
as thisparent).
game’s parent).
The game is an interactive movie and shooter game, where the
player watches scenes as the helicopter flies by the conflict zone. The game
screen is represented by the helicopter’s cockpit, and the player controls a
crosshair that can be moved to aim at the enemy forces.
Road Blaster
Road Blaster is an arcade game developed by Data East and Toei Ani-
mation and released in 1985. As with other laserdisc-based arcade games
from the same time, the gameplay consists of on-screen instructions over-
laid over pre-recorded full motion video animated footage of high-speed
chases and vehicular combat. The player controls the cross-hair to steer
their car toward the correct directions according to the green arrows flash-
ing and beeping beside it, while controlling the gas pedal, brake and boost-
er whenever they light up.
The game has nine stages. Upon successfully completing a level,
the player is graded on the reaction time. Different difficulty levels can be
selected. In Normal Mode, pop-up icons and audio tones signal when to
turn left or right, brake, hit turbo, or hit other cars.

Time Bokan Series: Bokan to 7.2


Ippatsu! Doronboo Kanpekiban
Developer Tatsunoko Production, Banpresto
Publisher Banpresto
Release date (jp) September 25, 1997
Genre Shooter
Mode 1-2 Players

Time Bokan Series: Bokan to Ippatsu! Doronboo


Kanpekiban is a vertical shoot-’em-up game for the
Sega Saturn.The game is part of the Tatsunoko’s Time
Bokan franchise, which pits the Doronbo gang against
each show’s respective heroes.
Thunderhawk II • 139

Thunderhawk II 8.5
Developer Core Design
Publisher Core Design, (us) U.S. Gold, (jp) Victor Entertainment
Release date (eu) December, 1995
Genre Shooter, Simulation
Mode 1 Player

This is the sequel to Core’s Sega CD game,


AH-3 Thunderstrike. Like the previous game in the se-
ries, this is a helicopter simulator/shooter.
The player pilots an AH-73M attack helicopter
through a variety of missions around the world. The
game consists of eight campaigns, taking place in lo-
cations such as the Panama Canal, South America, and
the South China Sea. While the player can choose a
campaign in any order, missions must be completed
chronologically. The AH-73M is controlled by turning,
altering altitudes, and accelerating or decelerating the
helicopter. The player can choose to view the action
from various viewpoints, including views from outside
the helicopter or from within a cockpit. The AH-73M
is armed with a variety of weapons, which includes a
chain gun, missiles, rockets, and cluster bombs. Most
of the weapons, except for a chain gun, uses a limited
supply of ammunition. It is possible for the player to
heavily customise the weaponry on their AH-73M be-
fore the beginning of each mission.
Firestorm: Thunderhawk 2 was created by the
British studio Core Design, as a sequel to the origi-
nal Thunderhawk. Mark “Mac” Avory served as a lead
programmer, while Martin Iveson handled the game’s
music and sound effects. The game was developed si-
multaneously for the PC, Saturn, and PlayStation, with
the PC as the lead platform. According to Avory, the
game took very little time to develop since it reused
the game engine from Thunderhawk; it took only one
month to create a playable version for the PC, and just
a few days to port this early version over to both the
PlayStation and Saturn. With this accomplished, the
team set about adding additional missions, troops, and
bug fixes, working towards a release date of 4 Decem-
ber 1995 for all three versions.
The Sega Saturn and Sony PlayStation ver-
sions received mostly positive reviews. Common sub-
jects of praise included the fun of destroying enemies
and scenery, the large number of missions, and the use
of contemporary real world scenarios and weaponry.
Critics generally complimented the heavily detailed
and realistic graphics, but reprimanded the draw dis-
tance problems, particularly the considerable pop-up.
However, even the game’s sternest critics concluded it
to be far better than contemporary flight simulators.
140 • Time Commando

Time Commando 5.4


Developer Virtual Studio
Publisher Acclaim Entertainment
Release date (jp) March 12, 1998
Genre Action-adventure
Mode 1 Player

Time Commando is an action-adventure game


originally released for the PC in 1996, and later ported
for PlayStation and Sega Saturn.
The game takes place in the near future, in the year 2020. At the
Historical Tactical Center, the military, with the help of a private corpo-
ration has created a computer capable of simulating any form of combat
from any point in history. However, a programmer from a rival corpora-
tion infects the system with a “Predator Virus” that creates a time-distor-
tion vortex, which threatens to swallow the world if it is not destroyed.
The player controls Stanley Opar, a S.A.V.E. (Special Action for Virus
Elimination) operative at the facility who enters the vortex to try and stop
the virus.
In order to accomplish this, Stanley must combat various enemies
throughout different time periods. These eras are Prehistoric (featuring
cavemen, saber tooth tigers, and cave bears), Roman Empire, Feudal Ja-
pan, Medieval, Conquistador, Wild West, Modern Wars (World War I and
supposedly World War III), Future (Stanley’s era), and finally, inside the
main computer (Virus World), culminating in a showdown with the virus
itself.
In each level, Stanley collects various weapons exclusive to the
time period. Stanley has a small life bar that grows larger when the player
picks up life power-ups. Along the same lines, Stanley has multiple lives.
As the player plays through a level, a time bar, which counts down time
until the virus completely takes over and the player dies, slowly fills. This
bar can be emptied by depositing computer chips collected throughout
the levels in various “orb pools,” which resemble the vortex Stanley first
entered.
The four reviewers of Electronic Gaming Monthly liked the game’s
concept and the weapons the player can use in each era, but criticized the
animations and the difficulty in hitting enemies due to the poor controls
and full motion video scrolling. Crispin Boyer and Sushi-X in particular
remarked that the game is mainly enjoyable due to the unintentionally hu-
morous animations. GameSpot also mentioned problems with the controls
and animation but were otherwise more positive, summarizing that “Time
Commando’s stunning 3-D graphics and innovative gameplay bring ac-
tion and adventure on the Playstation to dizzying heights.” Atomic Dawg
of GamePro actually praised the controls, but agreed that “the overall vis-
ual impact is diminished by pokey, lame-looking basic moves.” His main
criticism was how slowly the game moves whenever the player is not in a
fight, and he concluded Time Commando to be an essentially good game
that players would need an unusually high amount of patience to enjoy. A
Next Generation critic said in a brief review that “It looks good, but it’s
repetitive, the control is twitchy, and it never quite takes off.”
Time Gal & Ninja Hayate • 141

Time Gal & Ninja Hayate


5.7
Developer Ecseco Development
Publisher Ecseco Development
Release date (jp) January 17, 1997
Genre Compilation
Mode 1-2 Players

Time Gal & Ninja Hayate is a compilation of two Taito LaserDisc


arcade FMV games, Time Gal and Ninja Hayate. The Time Gal conversion
supposedly does not contain anything added by Wolf Team in their earlier
Mega CD conversion of the game. This port supposedly adds bonus fea-
tures to both games.
Time Gal
Time Gal is an interactive movie video game developed and published by
Taito, and originally released in Japan for the arcades in 1985. It is an ac-
tion game which uses FMV to display the on-screen action. The player must
correctly choose the on-screen character’s actions to progress the story. The
pre-recorded animation for the game was produced by Toei Animation.
The game is set in a fictional future where time travel is possible. The
protagonist, Reika, travels to different time periods in search of a criminal,
Luda, from her time. After successfully tracking down Luda, Reika prevents
his plans to alter the past.
Ninja Hayate
Ninja Hayate is a 1984 laserdisc video game first developed and released by
Taito for arcades in Japan and the United States.
The game tells the story of a skilled and daring teenage ninja named
Hayate, infiltrating an evil castle in an attempt to rescue a princess he loves.
Hayate must survive a collection of deathtraps and defeat a variety of mytho-
logical creatures and other adversaries on his quest to save the princess and
destroy the castle.
The game draws players to guide Hayate with a controller for mov-
ing him around and one button for using weapons through 15 different stages
that take place in feudal Japan-based areas. There are three difficulty levels.

Time Warner Interactive’s 6.9


V.R. Virtua Racing
Developer Time Warner Interactive
Publisher Time Warner Interactive
Release date (us) November 6, 1995
Genre Racing
Mode 1-2 Players

Virtua Racing is a polygon-based arcade racing game


in which players must beat an opponent, who is an-
other player or computer controlled.
In the conversion to the Saturn, many new features
were added: 7 new tracks. 4 new cars, which brings
the total number of cars in the game to 5. And a new
Grand Prix mode.
“mobygames.com”
142 • Tokimeki Mahjong Paradise: Koi no Tenpai Beat

6.6 Tokimeki Mahjong Graffiti:


Toshishita no Tenshi Tachi
Developer Sonnet Computer Entertainment
Publisher Varie
Release date (jp) May 3, 1996
Genre Table
Mode 1 Player

Tokimeki Mahjong Graffiti: Toshishita no Tenshi Tachi


is a mahjong game developed and published by Sonnet
Computer Entertainment for the Sega Saturn. It was
the third and final game in the Tokimeki Mahjong se-
ries.

Tokimeki Mahjong Paradise: 6.0


Koi no Tenpai Beat
Developer Sonnet Computer Entertainment
Publisher Varie
Release date (jp) October 20, 1995
Genre Table
Mode 1 Player

Tokimeki Mahjong Paradise: Koi no Tenpai Beat is


a mahjong game developed and published by Sonnet
Computer Entertainment for the Sega Saturn.
The game came with a small art book.

7.9 Tokimeki Memorial:


Forever With You
Developer Konami
Publisher Konami
Release date (jp) July 19, 1996
Genre Simulation, Adventure
Mode 1 Player

This is an updated version of the TurboGrafx CD


release of Tokimeki Memorial. This version has im-
proved graphics and sound, new cut-scenes, and new
mini-games.
Players take the role of a young boy who is going to
study three years at the Kirameki High School in Ja-
pan. The goal is to win the affection of one (or more)
of the twelve girls who also study with him.
Tokimeki Memorial Drama Series Vol. 2: Irodori no Lovesong • 143

Tokimeki Memorial Drama 7.6


Series Vol. 1: Nijiiro no Seishun
Developer Konami
Publisher Konami
Release date (jp) July 10, 1997
Genre Adventure
Mode 1 Player

Nijiiro no Seisyun is the first story in the Tokimeki Me-


morial Drama Series trilogy which takes place within
the same years of school life depicted in the original
Tokimeki Memorial: Forever with You, but focuses on
a shorter time period. Each of the three games features
different protagonist who are all childhood friends of
Shiori Fujisaki, the main heroine from the Tokimeki
Memorial series.

8.1 Tokimeki Memorial Drama


Series Vol. 2: Irodori no Lovesong
Developer Konami
Publisher Konami
Release date (jp) March 26, 1998
Genre Adventure
Mode 1 Player

The second game, Irodori no Love Song (“The Many


Hues of a Love Song”), focused on Katagiri Ayako
with the player trying to compose a new song in time
to win the school festival’s band contest.

“ipfs.io”

Tokimeki Memorial Drama 8.6


Series Vol. 3: Tabidachi no Uta
Developer Konami
Publisher Konami
Release date (jp) April 1, 1999
Genre Adventure
Mode 1 Player

The third and final drama game was Tabidachi no Uta


(“Poem of Journeys”) and featured both Shiori Fujisaki
and Miharu Tatebayashi sharing a similar story about
the player running a marathon just before graduation
that branches off into different directions depending
on which girl you choose to pursue. The Drama series
were developed by Hideo Kojima.
“ipfs.io”
144 • Tokimeki Memorial: Taisen Pazurudama

Tokimeki Memorial Selection 7.8


Fujisaki Shiori
Developer Konami
Publisher Konami
Release date (jp) March 27, 1997
Genre Simulation, Adventure
Mode 1 Player

This is a spin-off from the main Tokimeki Memorial


game series with main focus on Shiori Fujisaki, the
main heroine from the original Tokimeki Memorial
game.
Gameplay-wise, the game contains four really shot
date visual novels, one for each season (spring, sum-
mer, fall and winter) and a rock-paper-scissors mini-
game players can play with Shiori.

7.2 Tokimeki Memorial:


Taisen Pazurudama
Developer Konami
Publisher Konami
Release date (jp) September 27, 1996
Genre Puzzle
Mode 1-2 Players

Tokimeki Memorial Taisen Puzzle-Dama is a Tokimeki


Memorial themed Taisen Puzzle-Dama spin-off game.
Puzzledama belongs to the “falling pieces” genre of
puzzle game, probably best defined by Compile’s Puy-
oPuyo series of puzzle
games.

Tokimeki Memorial: 7.1


Taisen Tokkaedama
Developer Konami
Publisher Konami
Release date (jp) August 7, 1997
Genre Puzzle
Mode 1-2 Players

Tokkaedama is the second puzzle game based upon


TokiMemo; the game, Puzzledama, has more similari-
ties to PuyoPuyo than Tokkaedama. The game does
not really require any strong Japanese skills.
148 • Tomb Raider

Tomb Raider
9.0
Developer Core Design, (jp) Victor Soft
Publisher Eidos, (jp) Victor Soft
Release date (eu) October 24, 1996
Genre Action-adventure
Mode 1 Player

Tomb Raider is an action-adventure developed


by Core Design and originally released in 1996 for
Sega Saturn, PlayStation and MS-DOS. Tomb Raider
was also released into the mobile gaming market for
N-Gage devices in 2003.
Lara Croft is a Tomb Raider, an archaeologist
who explores ancient sites in search of valuable arti-
facts, who is hired to retrieve an artifact from a tomb
in Peru, which turns out to be one of three parts of
the Atlantean Scion. Soon betrayed by her employer,
Lara Croft travels to Greece, Rome and Egypt to re-
cover the other parts before this powerful device falls
into the wrong hands.
The player
playercontrols
controlsthethe archaeologist
archaeologist LaraLara
Croft in search of the three
mysterious Scion artefacts across the world. The game is presented in third
person perspective. Lara is always visible and the camera follows the action
by peering over Lara’s shoulders by default, but the player can also control
the camera to get a better look at Lara’s surroundings. The game also auto-
matically switches to a different camera view at key points, either to give
the player a wider look at a new area or to add a cinematic effect. The world
she inhabits is fully drawn in three dimensions and characterised by its cubic
nature. Ledges, walls and ceilings mostly sit at 90 degrees to each other, but
sometimes feature sloping planes.
The object of Tomb Raider is to guide Lara through a series of tombs
and other locations in search of treasures and artefacts. On the way, she must
kill dangerous animals and other creatures, while collecting objects and solv-
ing puzzles. Gunplay is not restricted to the killing of various animals and oc-
casional human opponents. However, the emphasis lies on exploring, solving
puzzles, and navigating Lara’s surroundings to complete each level. As such,
Tomb Raider in essence harkens back to the classical form of platform style
gameplay.
Movement in the game is varied and allows for complex interactions
with the environment. Besides walking, running, and jumping, Lara can per-
form side-steps, hang on ledges, roll over, dive, and swim through water. In
a free environment, Lara has two basic stances: one with weapons drawn
and one with her hands free. When her weapons are drawn she automati-
cally locks on to any nearby targets, but cannot perform other actions which
require her hands, such as grabbing onto ledges to prevent falling. By default
she carries two pistols with infinite ammo. Additional weapons include the
shotgun, dual magnums and dual Uzis. If Lara is confronted with more than
one enemy when she has one of the dual weapons equipped, she aims at two
targets simultaneously, one with each gun. At a certain point in the story, Lara
will be stripped of all her weapons, leaving the player defenceless and forced
to recover her pistols. Numerous enemies as well as a variety of lethal traps
can bring about Lara’s death, including falling, burning, drowning, electrocu-
tion, impaled on spikes, killed by human enemies, or creatures.
Tomb Raider • 149
150 • Tomb Raider

A general action button is used to perform a ning. In fact, in early concepts, Lara originally had
wide range of movements in Tomb Raider, such as a cold-blooded militaristic-type personality, but Gard
picking up items, pulling switches, firing guns, push- and the team decided to create and play up the “proper
ing or pulling blocks, and grabbing onto ledges. Items English lady” aspect of her character to establish that
to pick up include ammo, small and large medi-packs, there was more to Lara’s personality and life than just
keys and artefacts required to complete a stage. Any her immediate actions during Tomb Raider’s game-
item that is collected is held onto in Lara’s inventory play.
until it is used. Throughout each stage, one or more A three-dimensional action-adventure like
secrets may be located. Discovering these secrets is Tomb Raider was unprecedented at the time, and the
optional, and when the player has found one a tune development team struggled to find a way to make
plays. The locations of these secrets vary in difficulty Toby Gard’s vision for the game work on contempo-
to reach. The player is usually rewarded with extra rary hardware, in particular getting the player charac-
items. ter to interact with freeform environments. According
In the Sega Saturn and PlayStation versions to programmer Gavin Rummery, the decision to build
of Tomb Raider, saving the game is restricted to fixed the entire game world on a grid was the key break-
save points within each level, marked by a floating through to making the game possible. Though the
blue crystal or by completing the level. When Lara 3D platforming gameplay, player character abilities,
touches one of these the option to save is made avail- and focus on exploration have been likened to Super
able. The DOS version of the game allows the player Mario 64, the developers have denied it was an in-
to save at any time. A stage is finished when a certain fluence on Tomb Raider, and indeed development on
doorway is reached, an artefact is recovered, or a boss Tomb Raider started well before Super Mario 64 had
is destroyed. been shown to the public.
Preliminary work on Tomb Raider com- The front of the Derby Studios building where
menced in 1993. The title was crafted by Core Design Core Design worked on the game was later used as
of Derby, England, who took 18 months to develop it. the front of Croft Manor. It is Core’s contention that
The team consisted of six people, among them Toby the company was struggling somewhat with 32-bit
Gard, who is credited with the creation of Lara Croft. development at that time. The first glints of the game
The character went through several changes before were seen on Sega Saturn development kits. Howev-
Core settled on the version she became famous for. er, Gard stated that though Core and Sega had a deal
Initially Gard designed a male character to be the star for Tomb Raider to be a timed exclusive for the Sat-
of Tomb Raider. As he began working on the design urn, the game was developed simultaneously for the
document, Core were planning on giving players a Sega Saturn and the Sony PlayStation. Following the
choice of player characters, so he designed an early release of the Saturn version, a number of bugs were
form of Lara to be the female alternative. Later real- discovered that affected both versions of the game;
izing that having two player characters would double because of the timed exclusivity, the development
the amount of work required for the cutscenes, Gard team fixed these bugs for the PlayStation version.
cut the player characters back down by eliminating the While the series would see four more instalments on
male character, since he liked Lara better. Gard also the original PlayStation, no additional Tomb Raider
cited Virtua Fighter as an influence on this decision: games were released for the Saturn. Additional Sega
“It became clear to me watching people play Virtua ports were released on the Dreamcast.
Fighter, which was kind of the first big 3D-character Shelley Blond provided the voice of Lara
console game, that even though there were only two Croft for the game. She recalled, “I was asked to per-
female characters in the lineup, in almost every game form her voice in a very plain non-emotive manner
I saw being played, someone was picking one of the and in a ‘female Bond’ type of way. I would have add-
two females.” ed more inflection, tone and emotion to my voice but
Lara Croft was originally named “Laura they wanted to keep it how they felt it should sound,
Cruz”. As her backstory began to take shape and it which was quite right. My job was to bring their char-
was decided that she would become more English acter to life.”
and that it would be a major part of who the character Despite being the target platform for the
was, her name was changed to reflect this. According game, the Western Saturn version of Tomb Raider is
to Toby Gard, the idea to make her more akin to a considered to be the weakest version, primarily due
female Indiana Jones was not present from the begin- to not being optimized for the way the Saturn hard-
Tomb Raider • 151

ware handles 3D graphics. On a technical level, the in 1996 this was only achievable with high-end hard-
VDP2 is rarely used in the game, with the vast major- ware. By 1998, PC versions of Tomb Raider had been
ity of work being handled by the VDP1, thereby using adapted to multiple 3D graphics cards to address
only a fraction of the Saturn’s power. There are also some of these graphical concerns, and fan-made mods
minor differences to level layouts (specifically some allow the game to benefit from modern systems.
secret areas) because the Saturn version was rushed to The Japanese Saturn version, released in 1997,
launch three months before the PlayStation version. was enhanced by Victor Soft, with more detailed en-
The Saturn Tomb Raider runs faster than its vironments, higher texture quality, longer draw dis-
PlayStation counterpart in some situations, but while tance, improved water effects, higher resolution, and
the PlayStation targets and largely maintains a 30 FPS higher frame rate.
refresh rate, the Saturn struggles to maintain 20 FPS. Tomb Raider remains the most critically ac-
The Saturn version also lacks reflections on the save claimed game in the long-running franchise, and has
crystals as well as alpha transparency. sold over 7 million copies worldwide becoming a best-
On the other hand, the PlayStation version seller. Upon its release in 1996, the game was widely
lacks perspective correction and has issues with tex- praised by gaming magazines for its variety and depth
ture warping and polygon seams, whereas the Saturn’s of control, revolutionary graphics, intriguing environ-
forward texture mapping provides some perspective ments, and use of occasional combat to maintain an
correction, its bilinear approximation reduces texture atmosphere of tension. Ryan MacDonaold of GameS-
warping, and higher polygon accuracy results in al- pot summarized, “Take the puzzle solving of Resident
most seamless polygons. The Saturn version also has Evil, the gory action of Loaded, and the 360-degree
refractive water surfaces, which both the PlayStation freedom most gamers only dream of, and you have
and PC versions lack. Tomb Raider, the closest thing to a ‘Mario 64 killer’
The Saturn version had smoother Gouraud to date.”
shading, whereas the PlayStation version had color Most critics rated the PlayStation version as
banding, when running on the original PlayStation better than the Saturn version. MacDonald said that
hardware released from 1994 to 1995. The color band- its graphics were sharper, and Bro’ Buzz of Game-
ing was eventually eliminated on the new PlayStation Pro scored it a half point higher than the Saturn ver-
hardware, which improved the system’s transparency sion in every category (control, sound, graphics, and
and shading capabilities. The PlayStation version is FunFactor), remarking, “After a solid showing for the
thus able to have smooth shading when running on Saturn, Tomb Raider scores even higher.” However,
newer PlayStation models, despite the PlayStation Next Generation stated that they would not bother to
version originally not having smooth shading upon review the PlayStation version because the differenc-
the game’s release in 1996. es between it and the Saturn version “are negligible.”
The Saturn version is also dark in comparison,
The game’s use of a hard-edged, female hero-
due to the way Gouraud shading works on the Sat-
ine has been both hailed as revolutionary (breaking
urn hardware. The Saturn’s VDP1 uses additive shad-
away from the male perspective of game playing) and
ing, which often results in darker shadows, whereas
undergone multi-factorial, critiques that either consid-
the PlayStation’s GPU uses multiplicative shading,
er Lara’s portrayal to be a positive, visual metaphor of
which often results in brighter lights.
sexual empowerment, or objectifying and sexist.
Pre-rendered videos are slightly smaller in
terms of resolution, although the Saturn’s D-Pad is An infamous footnote in Lara’s history is the
regarded as being more suitable to this game than the so-called Nude Raider patch. This patch was created
PlayStation’s. Sound effects are sampled at a lower externally and was never housed on the Eidos or Core
bit-rate than on the PlayStation too. websites. The patch, when added to an existing Tomb
Against the PC DOS version, the Saturn (and Raider game (PC-based versions only), caused Lara
PlayStation) versions of the game offer more varied to appear naked. Contrary to rumour, there is no nude
music (the PC opting merely for ambiance due to disc code in any console version of the game. In 1999,
space restrictions) and higher colour colour depths Core Design considered taking legal action against
(the PC restricted to 8-bit colour (i.e. a palette of 256 websites, which hosted nude pictures of Lara Croft,
colours) due to the use of a software renderer). The stating that “we have a large number of young fans
PC version does, however, have the option to run in a and we don’t want them stumbling across the pictures
640x480 mode (and a lower 320x200 mode), though when they do a general search for Tomb Raider”.
152 • Tokyo Shadow

Tokusou Kidoutai J SWAT 5.5


Developer Japan Media Programming
Publisher Banpresto
Release date (jp) August 23, 1996
Genre First-person shooter
Mode 1 Player

Tokusou Kidoutai J SWAT is a first person shooter for


the Sega Saturn. It is one of the earliest Japanese at-
tempts at the genre.
The game uses stage specific tasks such as defeat all
enemies or defeat the boss rather than the typical “find
the exit” gameplay as seen in e.g. Doom. The game
makes heavy use of digitized graphics, a technique
also seen in e.g. Mortal Kombat.
“segaretro.org”

6.6 Tokyo Shadow


Developer Taito
Publisher Taito
Release date (jp) April 25, 1997
Genre Adventure
Mode 1 Player

Tokyo Shadow takes place on the city of Shibuya, To-


kyo. The player assumes the role of an occult-obsessed
detective who’s currently investigating a series of dis-
appearances believed to be linked to a mysterious new
cult in town.
The game come in 3 CDs with two CDs containing the
game and the third one being a bonus disc featuring
interviews with the cast and production notes.
“HERZOG@retrogamedaisuki.blog.fc2.com”

Top Anglers: 6.1


Super Fishing Big Fight 2
Developer Geo Factory
Publisher Naxat Soft
Release date (jp) June 27, 1997
Genre Sports
Mode 1 Player

Top Anglers: Super Fishing Big Fight 2 is a fishing


game for the Sega Saturn. Players can walk to differ-
ent spots to fish or get their boat and head off in to the
middle of the lake.
Tour Party: Sotsugyou Ryokou ni Ikou • 153

6.5 Touge King the Spirits 2


Developer Cave, Atlus
Publisher Atlus
Release date (jp) April 18, 1997
Genre Racing
Mode 1-2 Players

As a sequel to High Velocity: Mountain Racing Chal-


lenge, this game continues in the same vein of fast rac-
ing over the dangerous ridges and mountain tops. The
game expands on the first one adding more details and
additional content. Game contains only three courses
consisting of curved and challenging Japanese moun-
tain roads, plus they can be played in various seasons
which requires a whole new driving tactic. Main rac-
ing modes include King Battle, Free Battle , VS Battle,
and Training.

Tour Party: 6.7


Sotsugyou Ryokou ni Ikou
Developer Japan Media Programming
Publisher Takara
Release date (jp) April 23, 1998
Genre Table
Mode 1-4 Players

The gameplay is similar to Takara’s the Game of life


but in Tour Party, during the journey the players will
meet different people and they can become friends
with them, and different events that will make the trip
more interesting.
The game features 8 different characters to choose
from. It also include, character profiles, musics, and
other unlockables modes. “psxdatacenter.com”

6.5 Touryuu Densetsu Elan Doree


Developer Sai-Mate
Publisher Kamata and Partners
Release date (jp) January 14, 1999
Genre Fighting
Mode 1-2 Players

Elan Doreé is originally a ST-V arcade from the un-


known developer Sai-Mate. This game adds a lot of
new aspects to traditional fighting games, just like the
battles with flying dragons and the magic attacks. Each
character rides a dragon which means that players sup-
posed to be flying at all times. Most of the fighting
takes place on a 2D plane, but they have complete free-
dom of 3D movement.
154 • Battle Arena Toshinden URA

7.3 Battle Arena Toshinden Remix


Developer Nextech, Takara
Publisher Sega
Release date (jp) November 24, 1995
Genre Fighting
Mode 1-2 Players

Toshinden Remix or Toshinden S as it was called in


Japan is a port of Takara’s Playstation fighting game
Battle Arena Toshinden to the Sega Saturn by Sega.
It adds an additional secret character as well as a sto-
ry mode for each character. These additions also hint
at some of the plot twists in the game’s sequel Battle
Arena Toshinden 2.

“mobygames.com”

Battle Arena Toshinden URA 6.2


Developer Nextech
Publisher Sega, (jp) Takara
Release date (jp) September 27, 1996
Genre Fighting
Mode 1-2 Players

Battle Arena Toshinden URA is a somewhat enhanced


port of Battle Arena Toshinden 2 and serves as a sequel
to Battle Arena Toshinden Remix.
Four characters were removed from the PlayStation
game; Gaia, Chaos, Uranus, and Master. Four exclu-
sive characters are added in their place; Ripper, Ron-
ron, Replicant, and Wolf. Gameplay was altered, mak-
ing the game feel somewhat different. There are also
new arenas, a new story, and a different CG intro.

5.4 Tryrush Deppy


Developer System Supply N-Tech
Publisher Nihon Create
Release date (jp) November 22, 1996
Genre Platformer
Mode 1 Player

Tryrush Deppy is a 2D platformer. The player controls


a cartoony-looking taxi cab and has to get past vari-
ous levels mostly set in urban environments. Some en-
emies can be defeated by simply jumping on them, but
others have spikes and fire on their body, so in order to
defeat them the player must use the Super Dash move,
which grants an increased speed for a short amount of
time.
“mobygames.com”
Transport Tycoon • 155

Transport Tycoon
Developer MicroProse 5.1
Publisher Imagineer
Release date (jp) November 20, 1997
Genre Strategy. Simulation
Mode 1 Player

Transport Tycoon was designed and pro-


grammed by Chris Sawyer, and first released in 1994.
Transport Tycoon Deluxe, which the Saturn version is
based off, is the expanded and improved version of the
original game. It is a business simulation game, pre-
sented in an isometric view in 2D with graphics by Si-
mon Foster, in which the player acts as an entrepreneur
in control of a transport company, and can compete
against rival companies to make as much profit as pos-
sible by transporting passengers and various goods by
road, rail, sea and air.
To start building a transport empire, the player must construct trans-
port routes, consisting of stations near industries or towns, and in the case of
trains or road vehicles, near physical routes. One transport route can utilize
several different forms of transport, e.g. truck→ship→train. The player’s
company and the individual stations each have ratings that depend largely
on their efficiency at moving goods from one stations to the other. A station
with high ratings may attract more goods.
The game begins in 1930, and ends in 2030. As the user plays the
game and earns revenues, they have the choice of expanding service along
existing routes, or expanding their transportation network. The game fea-
tures a progression of technology: in any particular year of the game gener-
ally only contemporary types of technology are available.
Transport Tycoon has notoriously bad AI which is incapable of con-
structing well thought-out routes and can occasionally get itself stuck. This
was partly fixed in the release of Transport Tycoon Deluxe but took until
recent years with the open source Open TTD to make it less erratic.

4.2 Tsuukai!! Slot Shooting


Developer Shoeisha
Publisher Shoeisha, BMG Victor
Release date (jp) June 14, 1996
Genre Puzzle
Mode 1-2 Players

Tsuukai!! Slot Shooting is a 1996 puzzle game by


Shoeisha. In the game, blocks fall from above and
players have to go around shooting the ones they don’t
want to fall onto the already prepared board.
The game features 4 different layers, but only one is
playable at the beginning of the game. It also feature a
2 players cooperative mode.
158 • TurfWind ‘96: Take Yutaka Kyousouba Ikusei Game

True Pinball
Developer Digital Illusions 7.2
Publisher Ocean Software, (jp) Gaga Communications
Release date (jp) April 5, 1996
Genre Pinball
Mode 1-8 players (alternating)

True Pinball is an enhanced remake of the


Digital Illusions’ 1995 Amiga/DOS game Pinball Illu-
sions, featuring the same four tables (Law ‘n Justice,
Babewatch, Extreme Sports and The Vikings, the latter
originally added as a DOS exclusive) with graphical
and audial upgrades to suit more advanced hardware.
The major difference between True Pinball and Pinball
Illusions is the addition of pre-rendered 3D modes -
whereas Pinball Illusions only allows players to play
the tables from a top-down perspective, True Pinball
renders them at an angle, simulating depth (and a more
realistic perspective for the user) and reducing the
amount of scrolling needed to see the entire table.
The game can be played either in a low resolu-
tion 3D mode, a high resolution 3D mode (which, due
to interlacing tricks, will not function properly with
component video or with most emulators) or in a simi-
lar 2D mode found in the original game. Other tweaks
include altered music, more speech and altered menus.
Though the tables are more detailed in the Sat-
urn version, it is still considered to be out-classed by
the DOS version of Pinball Illusions, primarily due
to the fact the maximum screen resolution there is
800x600, resulting in sharper graphics. Also, as the
tables were not originally designed for 3D, many ele-
ments, particularly towards the top of the screen, are
obscured by scenery. “segaretro.org”

5.5 TurfWind ‘96: Take Yutaka


Kyousouba Ikusei Game
Developer Jaleco
Publisher Jaleco
Release date (jp) October 4, 1996
Genre Simulation
Mode 1 Player

Turf Wind ‘96 - Take Yutaka Kyousouba Ikusei Game


is a breeding horse racing simulation game that was
released in 1996 for both Playstation and Sega Saturn.
In the game, players can buy horses and breed them
to give birth a horse champion. They can also choose
which of the horses will be trained and compete in dif-
ferent horse races that around Japan.
“psxdatacenter.com”
Tunnel B1 • 159

Tunnel B1
7.1
Developer NEON Software, Microcabin
Publisher Acclaim, (eu) Ocean, (jp) Gaga Communications
Release date (eu) October 16, 1996
Genre First-person shooter
Mode 1 Player

Tunnel B1, released in Japan as 3D Mission


Shooting: Finalist, is a sci-fi first person shooter.
The player character travels through a set
of precarious tunnels in a high-tech hovercraft. The
tunnels are filled with enemy vehicles, choppers and
sentry guns which the player has to take out or avoid.
Many sections require the player to clear them in a giv-
en time limit. The player can upgrade their weaponry.
A complete map of each level can be accessed
at any time.
NEON Software began by working on a game
which alternated between segments in a hovercraft
and segments in a helicopter, both running on the same
game engine. Publisher Ocean Software felt the two
play styles did not work well together and suggested
that they split them into two separate games. The heli-
copter segments became Viper, while the hovercraft
segments became Tunnel B1.
The soundtrack was made by Chris Hülsbeck
of Turrican fame.
Most reviews for Tunnel B1 highly praised the
game’s visuals, especially the lighting effects. How-
ever, most also remarked that the gameplay, while fast-
paced and competently designed, is too simplistic and
lacking in variety to maintain the player’s interest.

Trash It 4.5
Developer Rage Software
Publisher GT Interactive
Release date (eu) 1997
Genre Action
Mode 1 Player

Trash It is an action game where players have to de-


stroy buildings with a gigantic hammers. Players take
a role of construction worker who has only one mis-
sion: To smash everything to bits. Pieces are flying and
houses falling as players hack their way through levels
and earning points as they go.
160 • Twinkle Star Sprites

5.4 Tutankhamen no Nazo: Ankh


Developer Ray Corporation
Publisher Ray Corporation
Release date (jp) November 20, 1997
Genre Adventure
Mode 1 Player

Ankh Tutankhamen no Nazo is a first person FMV


adventure game. The game start with the player be-
ing invited to Egypt by professor Yoshimura Sakuzi.
When he arrives, a fortune teller tells him that Egypt
had been waiting for him 300 years. He decides to find
the legendary valley with the help of the professor to
discover the mystery of Tutankhamen.

“psxdatacenter.com”

Twinkle Star Sprites


6.3
Developer ADK
Publisher ADK
Release date (jp) December 18, 1997
Genre Shooter
Mode 1-2 Players

Twinkle Star Sprites is a 1996 shoot-’em-up by


ADK for Neo Geo arcade hardware ported to the Sega
Saturn in 1997 and to the Sega Dreamcast in 2000. The
ports is an updated version of the arcade version, fea-
turing an anime-style intro, tweaked gameplay, a new
character and a bonus ‘Fan Disc’ full of extra materi-
als.
The gameplay,
gameplay, which
which can
canbe
becharacterized
characterizedasasa combination of a
fixed shooter and a versus puzzle game,
a combination of fixed shooter and a versus uses combinations
puzzle of shots, as
well
game,asuses
timedcombinations
power-ups toofattempt
shots, to
as damage
well as the opponent. These at-
timed
tacks also serve
power-ups as counters
to attempt to thethe
to damage opponent’s attack.
opponent. These
attacks There are as
also serve two types of
counters standard
to the attacks:
opponent’s a normal shot and a
attack.
charge-up shot. Each character starts with two bombs which enables
them in the event of desperate plight, to clean with the screen while
briefly acquiring a state of invincibility. The two players’ playfields are
separated by a vertical bar, each one having its own independent of the
other. Series of enemies arrive from the top of the screen. The player is
to successfully destroy them in chains (combos), which will send one or
more fireball projectiles to the screen of his adversary (Normal Attack).
Shooting at Normal Attacks several times reflects them back as glow-
ing Reverse Attacks. If Reverse Attacks are reflected again, a number
of powerful counterattacks in the shape of one or more indestructible
enemies appear (Extra Attack). Reflecting many Reverse Attacks at once
can instead summon a boss (Boss Attack).
A sequel, Twinkle Star Sprites - La Petite Princesse, was later
released in 2005 for the Playstation 2.
162 • Ultraman: Hikari no Kyojin Densetsu

UEFA Euro 96 England


8.6
Developer Gremlin Interactive
Publisher Sega
Release date (eu) May 30, 1996
Genre Sports
Mode 1-2 Players

UEFA Euro 96 England is a soccer game re-


leased exclusively in Europe for the Sega Saturn.
The game is derived from Gremlin Interactive’s
1995 PlayStation and PC football game Actua Soccer,
with various improvements and Euro 96 content. This
was the first time the engine was seen on the Sega Sat-
urn, and while a PC version exists, no PlayStation port
was released. The following year, the original Actua
Soccer would receive an upgrade exclusively for the
Saturn.
It has an official Euro 1996 licence and was
released in conjunction with the event. All 16 teams
are available to choose from and the following Game
Types: European Championship, Friendly Game,
Practice Penalties and Practice Match (only the oppo-
sition’s goalkeeper is on the pitch).
A couple of options of note are variable/ad-
justable wind and a choice of referees each with two
difficulty levels of ‘vision’ and ‘discipline’ (the latter
is available for friendly games only). Long time BBC
sport commentator Barry Davies provides the com-
mentary.

Ultraman:
6.2
Hikari no Kyojin Densetsu
Developer SIMS
Publisher Bandai
Release date (jp) December 20, 1996
Genre Fighting
Mode 1-2 Players

Ultraman: Hikari no Kyojin Densetsu is a 2D fight-


ing game for the Sega Saturn based on the Ultraman
franchise. It is one of two games to require a ROM car-
tridge in order to function (the other being The King of
Fighters ‘95.
In the game, players can smash building around them
in an 3D environment with zoom in/out function when
fighters are close up. There are 5 ultraman variants
with slightly different power sets.
Completing the game with each Ultraman unlocks a
Play Movies option which allows players to play back
short FMV clips of Ultraman launching.
“MadMatty”
Ultraman Zukan • 163

7.2 Ultraman Zukan


Developer Tsuburaya Production, Kodansha
Publisher Kodansha
Release date (jp) September 13, 1996
Genre Miscellaneous
Mode 1 Player

Ultraman Zukan is fan disc featuring video clips, Pic-


tures and databases on different characters and mon-
sters from the TV show Ultraman and Ultra Seven.

Ultraman Zukan 2
Developer Tsuburaya Production, Kodansha
Publisher Kodansha
Release date (jp) December 18, 1997
Genre Miscellaneous
Mode 1 Player

Ultraman Zukan 2 is another Sega Saturn database fan


disc. The game cover the TV shows Ultraman Jack,
Ultraman Ace and Ultraman Taro.

Ultraman Zukan 3
Developer Tsuburaya Production, Kodansha
Publisher Kodansha
Release date (jp) June 18, 1998
Genre Miscellaneous
Mode 1 Player

The third fan disc cover the TV shows Ultraman Leo,


Ultraman 80 and other Ultra Series.
166 • Ultimate Mortal Kombat 3

Ultimate Mortal Kombat 3


8.6
Developer Eurocom Entertainment Software
Publisher Williams Entertainment, (eu) GT Interactive
Release date (us) June 27, 1996
Genre Fighting
Mode 1-2 Players

Ultimate Mortal Kombat 3 (UMK3) is a fight-


ing game in the Mortal Kombat series, developed and
released by Midway to arcades in 1995. It is an up-
date of 1995’s earlier Mortal Kombat 3 with an altered
gameplay system, additional characters, and some new
features.
Several ninja characters absent from Mortal
Kombat 3 return in Ultimate Mortal Kombat 3, includ-
ing Kitana, Jade, Reptile and Scorpion on the proto-
type version; a new Ultimate Kombat Code was added
in revision 1.0 to enable Mileena, Ermac, and Clas-
sic Sub-Zero as secret characters. Two new gameplay
modes were introduced: the 2-on-2 mode which was
similar to an Endurance match but with human play-
ers on both sides, and a new eight-player Tournament
mode.
Several miscellaneous features were added to and changed in UMK3:
• The original red portal background used for the “Choose Your Destiny”
screen is now blue.
• An extra Master difficulty is present.
• Endurance Matches return, in which the player can face as many as three
opponents in a given round; these had not been seen in the series since the first
Mortal Kombat.
• Shao Kahn’s Lost Treasures – selectable prizes, of which some are extra
fights and others lead to various cutscenes or other things – are introduced after
either the main game or the eight-player tournament are completed.
• Shang Tsung’s transformations are accompanied by announcements of the
name of the character he is changing into.
To balance the gameplay, some characters were given new moves and
some existing moves were altered. Some characters were given extra combos
and some combos were made to cause less damage. Chain combos could be
started by using a jump punch (vertical or angled) or a vertical jump kick,
which creates more opportunities to use combos. Combos that knock opponents
in the air no longer send one’s opponent to the level above in multi layered lev-
els; only regular uppercuts do this.
The arcade version features all playable characters from Mortal Kombat
3: Cyrax, Liu Kang, Kabal, Kano, Kung Lao, Stryker, Jax Briggs, Nightwolf,
Sektor, Shang Tsung, Sheeva, Sindel, Smoke, Sonya Blade and Sub-Zero. The
boss and sub-boss from MK3, Motaro and Shao Kahn, also return.
There are four additional characters that are playable from the start:
• Jade – After the renegade Princess Kitana killed her evil twin Mileena and
escaped from Outworld to Earth, her close friend Jade was appointed by the
Emperor Shao Kahn to find and bring her back alive.
• Kitana – She is accused of treason after killing Mileena; she now attempts to
Ultimate Mortal Kombat 3 • 167

reach Queen Sindel to warn her of their true past. the arcade intro sequence is missing, Rain does
• Reptile – As one of Shao Kahn’s most trusted not appear in the game, yet the message Kombat
servants, Reptile assists Jade in the hunt for Kitana, Kode “Rain can be found in the Graveyard” is
but with secret orders enabling him to kill her if still displayed. It also contains several elements of
necessary. MK3 that were removed for the arcade version of
• Scorpion – Scorpion escapes from Earth’s hell UMK3, such as “The Bank” level and Noob Saibot
when Shao Kahn makes a failed attempt at stealing being a shadow Kano as in MK3 (not a black ninja
the souls and eventually joins the struggle against as in the arcade version of UMK3). There are a few
the Outworld. new Kombat Kodes, but several that were present
More are unlockable via the Ultimate Kombat in the arcade release do not work any longer. The
Kode: secret characters can be unlocked via a secret op-
• Classic Sub-Zero – Having been seemingly killed tions screen, eliminating the need to enter three
in the first game, Sub-Zero mysteriously returns to separate Kombat Kodes to unlock them (this is
again attempt an assassination of Shang Tsung. much faster, especially since unlocked characters
• Ermac – A mysterious warrior that exists as a life cannot be saved); the Kombat Kodes themselves
force of by the souls of dead Outworld warriors in were also shortened to have six slots instead of ten.
Shao Kahn’s possession. Critical reception of the game has varied
• Mileena (Becky Gable) – After she was killed by depending on the version under review. The initial
Kitana, Mileena was brought back to life by Shao releases were generally well received by critics,
Kahn to help him to defeat Earth’s warriors with especially the 32-bit Sega Saturn version. EGM
her combat skills and a mind-reading connection named it their “Game of the Month”, commenting
to her sister. that it is a “near-perfect” translation of the arcade
Finally, Smoke’s human form can be un- version, with the only problem being the long load-
locked via a code entered right before a match. ing times. VideoGames rated this port a review
Returning characters were warmly wel- score of 8/10, calling it “simply a great game”
comed by critics as an improvement the “lackluster and stating that “if there was ever a definitive MK
roster” of MK3 with “the greatly missed” Kitana, game, this is it.” In GamePro, Major Mike summa-
Mileena, Reptile, and especially Scorpion. rized that “Saturn owners left out in the cold when
The Sega Saturn version is based directly MK 3 hit the PlayStation can now gloat: Ultimate
on the version of Mortal Kombat 3 that was re- has arrived, and it offers more fighters, moves, fa-
leased for the PlayStation and PC. It thus has the talities, and secrets than MK 3.”
same graphical quality and menu system. Since

The Unsolved 7.6


Developer Japan Media Programming, Ozla Pictures
Publisher Virgin Interactive Entertainment
Release date (jp) May 2, 1997
Genre Adventure
Mode 1 Player

The Unsolved is a cinematic text adventure in which


players assume the role of a city detective who must
solve the bizarre murders of women in the area that
may be linked to the existence of intelligent alien life
on Earth. The game used live English actors for the
characters and still photos to visually tell the story. The
story was written by Akio Aska while the movie parts
were directed by Brian Yuzna.
Universal Nuts • 169

6.4 Umanari 1 Furlong Gekijou


Developer Micro Vision
Publisher Micro Vision
Release date (jp) December 4, 1997
Genre Simulation
Mode 1 Player

Umanari 1 Furlong Gekijou is a horse Racing simula-


tion game, similar to Winning Post, but more comedic
and cartoonish.

Universal Nuts 6.3


Developer Sonnet Computer Entertainment
Publisher Lay-Up
Release date (jp) December 18, 1997
Genre Adventure
Mode 1 Player

Universal Nuts is a sci-fi visual novel featuring two


protagonists, Yui and Ai, which get involved in an in-
cident onboard a space station. As the story progresses,
the mystery of events that have occurred start to unfold.
The game plays in a typical visual novel style by read-
ing through on-screen text and dialogues to progress
the story. The game features a fairly accessible control
panel to non-Japanese speakers, but there is still some
Japanese text in-game.

6.6 Uno DX
Developer Media Quest
Publisher Media Quest
Release date (jp) January 29, 1998
Genre Table
Mode 1-2 Players

Uno DX is a video game interpretation of the card


game Uno. It was released for the Sega Saturn exclu-
sively in Japan.
Players take a side or corner depending how many
there are. Each one has their cards in front of them.
The cards are displayed. The middle also has a discard
pile and draw pile. The arrow in the middle shows the
current order of play direction. The finger points at the
active player’s cards.
“gamesdb.launchbox-app.com”
170 • Virtua Fighter

Vampire Savior:
9.0 The Lord of Vampire
Developer Capcom
Publisher Capcom
Release date (jp) April 16, 1998
Genre Fighting
Mode 1-2 Players

Vampire Savior: The Lord of Vampire, also


known as Darkstalkers 3, is a versus fighting game
by Capcom which was later brought to Japanese Sega
Saturns. It is the sequel to Vampire Hunter, originally
released in arcades in 1997.
In the game, Jedah, the “Lord of Vampire”, has
summoned all of the Night Warriors to his realm to be
being. Of course, this serves as a
assimilated into his being.
The game retains the character roster of Darkstalkers: The Night
Warriors, omitting Donovan, Huitzil and Pyron from the lineup. Tak-
ing their place were four new characters: Jedah, Lilith, Q-Bee and B. B.
Hood. It also features a secret character/mode, Shadow, where the player
assumes the identity of the defeated character for the next fight (e.g. if
Morrigan is defeated, the next fight the player will play as Morrigan).
Vampire Savior eschews the traditional round-based system in
favor of what is dubbed the “Damage Gauge System”: battles take place
during a single round, with each fighter having two life bars and corre-
sponding life markers. When one fighter loses a life marker after the life
bar is emptied, the fighters reset their positions as if starting a new round
but in contrast to a traditional fighting game where the life bar resets after
each round, the victorious fighter retains their remaining life bar. When
the player is attacked, some of the health lost is displayed in white, which
can be recovered if the player doesn’t take damage. The game also intro-
duces the “Dark Force System” which uses a bar of super meter to allow
players to perform special abilities unique to each character for a limited
period.
The Sega Saturn version was released in Japan only in 1998,
which required Capcom’s 4MB RAM cartridge. This version contains
all 15 characters from the original Vampire Savior as well as the three
Night Warriors characters who were left out of the original arcade release
and brought back in Vampire Savior 2/Vampire Hunter 2. Thanks to the
4MB RAM cartridge, this version more faithfully reproduces the 2D-
animation fluidity of the arcade than either of the earlier console releases.
However, while Shadow is available in the Saturn version, Marionette is
not.
The game was later included in a remastered form as part of the
HD remix game Darkstalkers Resurrection for the PlayStation Network
and Xbox Live Arcade. Unlike the previous release for this game on the
PSN which used the PS1 version, the remastered edition is based off the
original arcade release with added features like Online Multiplayer.
172 • Vandal Hearts: Ushinawareta Kodai Bunmei

6.8 Valora Valley Golf


Developer T&E Soft
Publisher VIC Tokai
Release date (jp) December 15, 1995
Genre Sports
Mode 1-4 Players

Valora Valley Golf is an exaggerated approach to the


world of golfing. While it does feature traditional golf
course hazards like water hazards and bunkers, lava
pits and greens on top of a mountain are also present.
The courses ranges from basic looking golf courses
with long fairways where the player can drive the ball
450 yards in one shot and giant water hazards to an-
cient ruins and a course inside of a volcano.
“mobygames.com”

7.8 Vandal Hearts:


Ushinawareta Kodai Bunmei
Developer Konami, KCE Nagoya
Publisher Konami
Release date (jp) November 27, 1997
Genre Tactical role-playing
Mode 1 Player

Vandal Hearts is a turn-based tactical role-playing video game de-


veloped by Konami Tokyo for the PlayStation and later ported to the Saturn.
The PlayStation version was distributed in Japan, North America, and Eu-
rope. The Saturn version was never released outside Japan.
It was among one of the first games in its genre to be released to the
western market, paving the the way for more popular titles such as Final
Fantasy Tactics and the Ogre Battle series to reach foreign markets. The
game follows Ash Lambert and his friends as they attempt to restore peace
and prosperity to the Ishtarian Empire.
Battles are carried out on a series of grid maps, which include cells
not accessible like water, trees and buildings. A character’s movement al-
lowance for a turn can be used all at once or split, between two or more
movements. Turns are on a side-by-side basis; the player moves all of their
characters before the AI is allowed to take its turn.
Most stages are completed by killing all the enemy characters. Other
stages have different victory conditions, such as killing one particular ene-
my character, moving characters to a specific location on the map, or killing
certain enemies while saving others. In every battle, the death of the party
leader results in an immediate loss. Losing other characters in the party
causes the loss of gold. The character is gone from the current stage and can
return in the next stage. On stages that include rescuing other characters, the
death of these characters also results in a loss.
A variety of characters join the battle party throughout the course of
the game. Every character fits into one of seven character classes: Swords-
man, Armor, Archer, Hawknight, Monk, Mage and Cleric.
Virtua Photo Studio: Cameraman Simulation • 173

Vatlva 6.9
Developer Ancient
Publisher JVC
Release date (jp) December 6, 1996
Genre Action
Mode 1-6 Players

Vatlva was only released in Japan, but most of the


menus are in english. In the game, six players in ve-
hicles move around on a 2D plane trying to kill each
other. Players have a wide arsenal of weapons. The
soundtrack is by Yuzo Koshiro, known as the “king of
FM synthesis chiptune music”.

6.5 Virtua Photo Studio:


Cameraman Simulation
Developer High-Tech Lab, Transpegasus, Right Brain
Publisher Acclaim
Release date (jp) March 29, 1996
Genre Simulation
Mode 1 Player

Virtua Photo Studio: Cameraman Simulation consists


of live-action footage of topless models, which the
player must “photograph”, as well as some text adven-
ture elements.
The game is basically a load of FMV that players click
the camera shutter to. They’re meant to take the best
photographs with the limited number of shots avail-
able.

Virtuacall S 7.0
Developer KID
Publisher KID
Release date (jp) October 29, 1998
Genre Simulation
Mode 1 Player

Virtuacall S is a dating simulation game released by


KID for the Sega Saturn. Virtuacall S is part of a series
of games and an OAV anime.
174 • Virtua Cop

8.9 Virtua Cop


Developer Sega AM2, Sega AM4
Publisher Sega
Release date (jp) November 24, 1995
Genre Light-gun
Mode 1-2 Players

Virtua Cop (known as Virtua Squad for the


North American Windows version) is a first-person
lightgun shooter arcade game created by Sega AM2
and headed by Yu Suzuki. Its original incarnation was
an arcade game in 1994 and it was later ported to the
Saturn in 1995 and Windows in 1997. The Saturn ver-
sion included support for both the Virtua Gun and Sat-
urn mouse, as well as a new “Training Mode” which
consists of a randomly generated shooting gallery.
Players assume the role of police officers -
either Michael Hardy, or his partner, James Cools.
Played in a first-person perspective, players must use a
light gun (or a joypad) to shoot criminals and advance
through the game. Taking damage or shooting a civil-
ian causes the player to lose a life; powerups can be
shot to grant the player a special weapon or even an
extra life. The special weapon will be lost if the player
takes damage, but not if he shoots a civilian. Players
can score extra points for “justice shots” (disarming
an enemy without killing them, done by shooting their
hand) and “bullseyes” (shooting the center of the target
circle).
A division of Sega AM2 began work on the Saturn version in April
1995. Along with the Saturn version of Virtua Fighter 2, it was one of the
first games to make use of the Sega Graphics Library operating system.
Commenting on their approach to the conversion, head developer Takashi
Osono said, “We are trying to keep to the quality of the arcade. If three of us
agree for improvement, then we try to modify the graphics.”
In June, the team displayed a playable demo of the Saturn version’s
first level at the Tokyo Toy Show. They subsequently began work on the
third level, since it was the most difficult to convert due to the large polygon
areas of the office building walls and ceiling.
Rad Automatic of Sega Saturn Magazine said of the Saturn version,
“It’s got more depth than you’d imagine but is still mindless enough to be
frenetically playable.” He praised the effectiveness of the joypad control
with its two cursor movement speeds, the authentic arcade feel when play-
ing with two Virtua Guns, and the strong realism compared to other light
gun games: “you don’t see thousands of enemies popping up from behind
exactly the same barrel ... In fact, you won’t see enemies popping up from
barrels at all that much, as your foes arrive on screen in far more interesting
ways ...”
Virtua Cop was a major influence on both light gun shooters as well
as first-person shooters. When it was released in 1994, the game broke new
ground by introducing the use of 3D polygons to the shooter genre.
Virtua Cop 2 • 175

Virtua Cop 2 8.6


Developer Sega AM2
Publisher Sega
Release date (jp) November 22, 1996
Genre Light-gun
Mode 1-2 Players

Virtua Cop 2 is a light gun arcade game, re-


leased in 1995 and developed internally at Sega by
their AM2 studio.
The game features three levels through which
the player’s movement is automated on a predeter-
mined path. However, unlike the first Virtua Cop, at
certain points the player picks their route from two pos-
sible choices. It is the player’s job to shoot the crimi-
nals that appear before time runs out and they shoot
back, while taking care not to shoot any innocent by-
standers. Along the way there are various objects in the
background that can be broken if shot, some of which
will reveal power ups afterwards. As with the first Vir-
tua Cop, players earn extra points for “justice shots”,
meaning shooting an enemy’s gun hand to disarm them
without killing them. At the end of each level there is
a boss battle, as well as one extra final boss battle after
all three levels have been finished.
A combat training simulator, the “Proving
Ground”, simulates a variety of life-threatening situ-
ations. Each Proving Ground stage is designed to
simulate a hostile urban environment thronging with
enemies.
When questioned about Sega AM2’s plans for Virtua Cop 2 in a
February 1995 interview, AM2 manager Fumio Kurokawa stated “We’re
not sure if there will be [a] VC2. However, since the original VC did well
at the arcades, we are certainly thinking about something to follow up.”
The Saturn version was demonstrated at the May 1996 Electronic
Entertainment Expo, at which point only the first level was in a playable
state. Development was slowed because AM2’s resources were prioritized
for the Saturn versions of Fighting Vipers and Virtua Fighter Kids.
The game was later bundled with Virtua Cop in Japan and Europe
on the PlayStation 2 as Virtua Cop: Elite Edition (Virtua Cop Rebirth in
Japan) on August 25, 2002 and November 29, 2002 respectively.
As with the original Virtua Cop, the Saturn version of Virtua Cop
2 received positive reviews for its fun gameplay and close translation of
the arcade version, while being criticized as too lacking in longevity for a
home console game. However, some critics, rather than complaining about
the longevity, noted that while it takes about the same amount of time to
complete a single playthrough as in the original, the game is much longer
than the first Virtua Cop when taking into account all the different level
branches.

176 • Virtua Fighter

Virtua Fighter
9.0 Developer Sega AM2
Publisher Sega
Release date (jp) November 22, 1994
Genre Fighting
Mode 1-2 Players

Virtua Fighter is a fighting game developed by


Sega AM2 and published by Sega for Sega Model 1
arcade hardware in 1993. It is the first game in the Vir-
tua Fighter series. A critically acclaimed and hit game,
Virtua Fighter was highly regarded for its in-depth
fighting engine and real world fighting techniques,
and has been revolutionary and highly influential in
the evolution of the genre and video games in general.
Virtua Fighter is a versus fighting game, pitting two of nine characters
against each other in a three-dimensional arena to fight until one is “knocked
out”. Unlike other games in the genre at the time (such as Street Fighter II or
Mortal Kombat), Virtua Fighter relies only on a control stick and three but-
tons, Block, Punch and Kick. Simple button combinations will trigger special
attacks, and the large number of moves leads to a relatively complex fighting
game.
Movements in Virtua Fighter are seen as more realistic than many
of its popular 2D rivals from the likes of Capcom or SNK (although in this
original game at least, characters still have the ability to jump the height of
an average human). Virtua Fighter opts for a slower-pace with fighting styles
modeled on those seen in the real world, alongside a “ring out” system, where
fights can be lost if a player either walks or is knocked out of the ring.
While fights take place in a 3D arena, players can only manipulate
their characters in two dimensions. Movement on the third dimension is dic-
tated by the movesets of opposing characters, however regardless of orienta-
tion on the ring, fighters will always face each other head-on and the control
scheme will never change.
Unique to Virtua Fighter upon release was the concept of characters
receiving “damage”. If hit with a barrage of attacks, loose items of clothing
(for example, Pai’s hat or Kage’s mask) will fall off and lie on the arena floor
until the match is over. This feature makes no difference to gameplay, but
would become a staple in many of Sega’s fighting games going forward.
In 1992 Sega released the three-dimensional fighter, Dark Edge, which
attempts to create 3D gameplay by manipulating sprites with the Sega System
32 arcade board. Dark Edge was, however, riddled with hardware limitations
and failed to excite the gaming public - the next milestone in the genre had to
use polygons.
Sega were not the first to come to this conclusion - Distinctive Soft-
ware’s niche home computer 4D Sports Boxing, released in 1991/1992, was
another attempt at a three-dimensional combat game, but was strictly a boxing
game, only used 3D polygons for the fighters (who barely resembled humans)
rather than the environments, and lacked much of the freedoms enjoyed by
Virtua Fighter’s gameplay. Similarly to situation surrounding Virtua Racing,
no single game on the market was offering to render a respectible number of
polygons in real time while keeping a solid frame rate.
Virtua Fighter • 177

A “20% complete” build of One of these low polygon, low


what was known as Virtua Fighters resolution, “30-40% complete” builds
was shown at the Amusement Machine was shown at the ‘94 Tokyo Toy Show
Show 1993 in August alongside Star in June 1994, where despite being play-
Wars Arcade (then known as Virtua able, only two punches and two kicks
Star Wars). Only two characters out of could be performed. Sega later clarified
the planned eight were on show - Lau that this build represented less than two
Chan, and the inevitably scrapped char- weeks of work. A “45% complete” build
acter Siba. While Virtua Fighters raised was shown a few months later, now with
eyebrows, its early state meant it was an upped resolution to 640x224 (versus
not the star of the show - this accolade the 320x224 seen previously) and more
likely goes to Namco’s Ridge Racer, a features.
texture-mapped 3D racing game. Yu Suzuki had originally
Akira Yuki is a particularly no- planned for 1,000 polygons for each
table character in Virtua Fighter as he scene in Virtua Fighter, but this mile-
was a last-minute addition to the game stone was met in the Tokyo Toy Show
(so much so that early cabinets do not build. This newer build was running
feature him in the artwork at all). He re- with 1,300 polygons (550 per character
placed Siba (also known as “Majido”), and 220 for the ground), with hints that
a Middle-Eastern fighter who was axed 2,000 may be possible in the final prod-
from the game altogether for unknown uct. The Saturn version was never set
reasons. Siba would eventually become to hit the arcade’s number of polygons
an unlockable character in Fighters overall, instead using texture mapping
Megamix. to reduce the number needed for facial
Suzuki stated that the game pro- expressions and floor textures.
gram was written with 50,000 lines of As a milestone for both Sega
code. and the fighting game genre as a whole,
Another scrapped character, Virtua Fighter was widely tipped for
“Jeff” also exists within the game’s release on the Sega Saturn console. A
code. Jeff sports a military cap and cam- port was developed in conjunction with
ouflage attire, and uses an incomplete the hardware and was released in Japan
set of Jacky’s moves. Seiichi Ishii, in- as a launch title (before becoming the
strumental in Virtua Fighter’s design, pack-in game for the subsequent North
would go on to help create the first two American and European launches of the
Tekken games by Namco, in which an console).
extremely similar character (albeit as Views on the Saturn version are
a robot), “Prototype Jack” (P.Jack) ap- generally mixed, as while its existence
pears. led to Sega’s console out-selling the
The Saturn version of Virtua PlayStation during its first few months
Fighter was written almost entirely of sale in Japan, it quickly became ap-
from the ground up alongside the hard- parent that the port had been rushed to
ware. AM2 took a different approach to market with severe graphical and tech-
the arcade game, focusing on the qual- nical issues. Although the disc comes
ity of the animations over graphics, to paired with higher quality arranged mu-
the point where in early builds, char- sic inspired by the arcade soundtrack,
acters could have as little as 100 poly- polygon counts are significantly lower,
gons. AM2 would then raise the poly- five-second load times interrupt fights
gon count as high as possible before the and the screen resolution is reduced
frame rate dropped to unacceptable lev- over the arcade game.
els. “segaretro.org”
178 • Virtua Fighter 2

Virtua Fighter 2
7.9 Developer Sega AM2
Publisher Sega
Release date (jp) December 1, 1995
Genre Fighting
Mode 1-2 Players

Virtua Fighter 2 is the sequel to Virtua Fighter


and the second game in the Virtua Fighter series. It
was created by Sega’s Yu Suzuki-headed AM2 and
was released in the arcade in 1994. It was ported to the
Saturn in 1995 and Windows in 1997. A 2D remake
was released for the Mega Drive/Genesis in 1996. In
addition, Virtua Fighter 2 was converted for the Play-
Station 2 in 2004 as part of Sega’s Ages 2500 series in
Japan.
Virtua Fighter 2 presents no narrative in-game; there is no story-based
intro sequence, no narrative character endings and very little text to supply
much of a plot. However, the game was given a story in its supporting mate-
rial, such as the manual for the Sega Saturn version.
Virtua Fighter 2 hinges around a fighting tournament, where the great-
est fighters in the world seek to compete for fame and glory. However, the
tournament is organised by the sinister “J6” syndicate, who intend to use the
information gathered to perfect their fighting cyborg “Dural” (the game’s
boss, who uses a move-set made up of other character’s moves).

Virtua Fighter 2 is a 3D 1v1 fighting game, similar in concept to other


games of the series.
Players select a character, and attempt to use that character to over-
come a series of opponents. This can be done by simply knocking the other
character out (by dealing enough damage), or by knocking them out of the
square “ring” in which the fights take place.
Each character has their own fighting style, loosely based on various
real-world fighting methods, such as wrestling or eastern styles. Characters
each have many unique moves; however, like in the original Virtua Fighter,
many of the characters share a number of moves with another character (for
instance, Lau Chan and Pai Chan each practice similar forms of Kung Fu).
In addition, the entire roster of characters shares certain moves and
functions; for instance, every character has a basic throw that can be executed
by pressing the guard and punch buttons simultaneously.
The game introduces two new characters to the roster; Lion Rafale,
an expert in mantis-style, and Shun Di, the Drunken Kung Fu master. Shun
and Lion came with a special feature; the ability to perform “axis strikes” in
which they would move around the attacks of other characters, accentuating
the game’s 3D nature.
In addition to the visual upgrade over its predecessor, which was con-
siderable, Virtua Fighter 2 massively expanded the number and variety of
attacks possessed by each character, including the addition of counter-attacks
and the ability to prevent throws (with very quick reactions required on part
of the player).
Virtua Fighter 2 • 179

The game took Sega AM2 as the arcade version. To make this dif-
roughly 12 months to develop. The ference less apparent, the programming
developers designed four new charac- team used texture mapping on the char-
ters, only two of which, Lion and Shun, acters, taking advantage of the fact that
made it into the final game. the Saturn could map 16 different colors
In a 1995 interview, head de- to each polygon, whereas the Model
veloper Yu Suzuki said Virtua Fighter 2 Two arcade hardware could map only 1.
was his favorite of all the games he had In addition, the polygon background ob-
made, elaborating that he was particu- jects of the arcade version were replaced
larly pleased with the way the polygo- with parallax scrolling playfields with
nal graphics “added a sense of reality” selective scaling. The AM2 team also
to the characters’ motions, and the addi- used data from Virtua Fighter Remix as
tion of counterattacks. a reference for some elements. In an in-
At the beginning of 1995, Sega terview during development, Keiji Oka-
AM2’s Sega Saturn division was split yasu discussed the team’s struggles with
into three sub-departments, each one getting the Saturn version to run at 60
charged with porting a different arcade frames per second:
game to the Saturn: Virtua Fighter 2, “If we didn’t have to consider the
Virtua Cop, and Daytona USA. Due to speed, we could do the conversion very
unexpectedly slow progress in the Day- quickly. But with so much data, we can
tona USA port, a number of members only move slowly. With Virtua Fighter 1
of the Virtua Fighter 2 team were reas- we could use the arcade data for each
signed to Daytona USA. In March, AM2 technique with just a few changes, but
Research completed the Sega Graph- with 2 there’s just too much data. But
ics Library, a Saturn operating system we have done well, although how is a
which made it feasible to create a near- secret... I think we couldn’t have made 2
arcade perfect port of Virtua Fighter 2 if we hadn’t made the first conversion -
for the Saturn. but it’s just as tough! We owe a lot to the
After completing the Dayto- new SGL OS (Sega Graphics Library
na USA port in April, the team took a Operating System) software.”
short holiday before beginning work on
By the end of September, hit de-
the Virtua Fighter 2 conversion in ear-
tection had been enabled, and the now
nest. In June, AM2 gave the first public
fully playable conversion was displayed
demonstration of Saturn Virtua Fighter
at the JAMMA show. Taking into ac-
2 at the Tokyo Toy Show. To increase
count audience reactions at the JAM-
confidence in the accuracy of the port,
MA show, the team spent the next two
they displayed non-playable demos of
months on final adjustments, play-test-
the characters Lion, Shun, Pai, and Lau
ing, and the addition of Saturn-specific
running on the Saturn hardware at 60
options. Development on the port was
frames per second - the same speed as
completed in November 1995.
the arcade version.
However, AM2 continued to Virtua Fighter 2 was critically
face problems in creating an accurate acclaimed upon release. Next Genera-
port for the Saturn. Due to the high tion gave the game a perfect 5/5 stars,
number of moves in Virtua Fighter 2, calling it “the ultimate arcade transla-
months had to be spent on developing tion” and “the best fighting game ever.”
compression techniques in order to fit The magazine cited its “accurate repre-
all of the game’s moves onto a single sentation of 10 very distinct and realistic
CD. Also, in order to maintain the 60 fighting styles”, “remarkable AI”, and
frames per second, the Saturn version “a general attention to detail that sets a
could not use nearly as many polygons new mark for quality game design.”
“segaretro.org”
180 • Virtua Fighter Kids

Virtua Fighter Kids 8.5


Developer Sega AM2
Publisher Sega
Release date (jp) July 26, 1996
Genre Fighting
Mode 1-2 Players

Virtua Fighter Kids is an installment in the


Sega AM2 Virtua Fighter fighting game series. A super
deformed version of Virtua Fighter 2, it was released
in the arcade and on the Sega Saturn in 1996. Unlike
Virtua Fighter 2, it was developed on the ST-V board.
All the characters have big heads, and the mu-
sic is at a faster pace. The gameplay itself is slightly
tweaked from Virtua Fighter 2. The Saturn version
includes some new FMVs and programmable button
sequences to allow players to test and use pre-made
combos. Despite being children, some of the fighters
retain the adult characteristics of their Virtua Fighter 2
counterparts, such as facial hair, muscles, and breasts.
One of the variations of the boss character, Du-
ral, features her with a fishbowl for a head, complete
with a fish swimming inside.
Merchandise for the game in Japan included a
line of stuffed toys which sold very well even before
development on the game was finished.
In Japan, Virtua Fighter Kids was released on
the Saturn as a promotional item in co-operation with
drink brands “Java Tea” and “Energen” under the ti-
tle “Virtua Fighter Kids: Java Tea Original Edition”. It
was later released commercially without any mention
of “Java Tea” on the cover. All Java Tea product place-
ment was removed from the western versions of the
game, but is present in all Japanese versions (arcade,
regular and Java Edition).
Virtua Fighter Kids divided reviewers to an
extent. GameSpot, Scary Larry of GamePro, and Dan
Hsu, Crispin Boyer, and Sushi-X of Electronic Gam-
ing Monthly said that while Virtua Fighter Kids would
have made an amusing bonus mode in Virtua Fighter
2, it was not worthwhile as a full-price standalone re-
lease. On the other side, Next Generation, Rich Lead-
better of Sega Saturn Magazine, and Shawn Smith of
Electronic Gaming Monthly argued that features such
as the funny cinemas, the new facial expressions on
the characters, and the new kid-themed scenery make
the game more than a money-making gimmick, though
they also said that it is not as good as the original ver-
sion of Virtua Fighter 2. Most reviewers criticized the
short reach of the kid characters.’
Virtua Fighter Remix • 181

9.0 Virtua Fighter Remix


Developer Sega AM1, Sega AM2
Publisher Sega
Release date (jp) July 14, 1995
Genre Fighting
Mode 1-2 Players

Virtua Fighter Remix was an update of the


original Virtua Fighter with higher-polygon models,
texture mapping, and some gameplay changes. It was
given free to all registered Saturn owners in the United
States via mail. It also had an arcade release on the
ST-V (an arcade platform based on the Sega Saturn)
and later ported to Windows as Virtua Fighter PC.
Virtua Fighter had been released on the Sat-
urn in a less-than-impressive state. Being created in
conjunction with the hardware, the game suffers from
often severe 3D rendering issues, with flickering (and
sometimes disappearing) polygons and occasional ani-
mation glitches. Its choice to act as an accurate port of
the Sega Model 1 arcade version also failed to do the
game many favours in the eyes of the Western press,
with untextured (and lower polygon) models compar-
ing poorly to PlayStation launch title Battle Arena
Toshinden. While offering at CD qualiy soundractrack,
many claim it to be even worse than the Sega 32X ver-
sion, thanks to the added CD loading times.
Virtua Fighter Remix was created to address
many of these flaws, and was quietly launched in the
Winter of 1995 as a replacement pack-in title for the
Saturn console. In Remix models have a slightly higher
polygon count (though still less than the Model 1 ver-
sion) and are now completely texture-mapped, leading
to a more modern looking game. Sega also claimed
controller response time was improved.
The enhanced visuals are countered by some
trade-offs, such as the removal of the original lighting
system, making characters appear unnaturally bright in
dark stages such as Sarah’s (a stage which incidentally
loses the smooth transition of its lit floor thanks to the
new textures). Loading times are also slightly longer in
Remix, and polygon glitching is not removed entirely.
Other areas of the game, such as stage backgrounds,
haven’t changed at all.
In the West, a CG Portrait Collection Disc was
also included in the Saturn bundle. North American
owners would get Virtua Fighter Remix for free if they
registered their Saturns before September 30, 1995,
while Japanese customers would later receive a Seg-
aNet compatible version. Sega would also bring Virtua
Fighter Remix to Sega Titan Video arcade hardware.
“segaretro.org”
182 • Virtua Fighter CG Portrait Series

Virtua Fighter CG Portrait Series Vol.1 Sarah Bryant


Developer Sega AM2
Publisher Sega
Genre Miscellaneous
Mode 1 Player

Virtua Fighter CG Portrait Series is a series of eleven


Sega Saturn discs released in Japan between Octo-
ber 1995 and March 1996, each containing images
of one Virtua Fighter character. The final disc, Dural,
could only be obtained by mailing the spinecards of
the first ten discs to Sega.
The European version of Virtua Fighter Remix con- Release date: October 13, 1995
tained a bonus CD with some of these images, and Sarah Bryant (born July 4, 1973; San Francisco, Cal-
many were included in high-resolution (640x480) ifornia). Pre-Virtua Fighter 4, it was stated that she
with the PC version of Virtua Fighter 2. used Jeet Kune Do like her brother.
“virtuafighter.wikia.com” Since Virtua Fighter 4, she fights with general ‘Mar-
tial Arts’, which includes Savate, Taekwondo and
Karate style. However, it seems that her style still
has some characteristics like Flamingo stances and
grappling.
Sarah enters the World Fighting Tournament along-
side Jacky to bring down Judgement 6, the evil syn-
dicate that kidnapped and brainwashed her into try-
ing to kill her own brother.

Vol.2 Jacky Bryant Vol.3 Akira Yuki

Release date: October 13, 1995 Release date: November 17, 1995

Jacky Bryant (born August 28, 1970; San Francisco, Akira Yuki (born September 23, 1968). His fighting
California). Nicknamed the “Blue Flash”, Jacky is an style is Bājíquán, a Chinese martial art.
indy car racer, and is featured as a playable charac- Rather than just pursuing victories, Akira enters the
ter in Sonic & Sega All-Stars Racing. He is also the tournament to further hone his Bājíquán techniques
elder brother of Sarah Bryant. and to understand what “true fighting” is about. He
Jacky fights using Bruce Lee’s incredibly versatile was a childhood friend of Aoi Umenokoji. In addi-
Jeet Kune Do style, allowing him a few of Bruce tion, he’s had fierce rivalries with fighters such as
Lee’s actual techniques that he chose to perfect dur- Goh Hinogami and Jean Kujo, and especially Kage-
ing his lifetime. The most important aspect of Jacky’s Maru. He’s also friends and rivals with Wolf Hawk-
game are his combos, which can be utilized to re- field.
peatedly strike and inflict massive damage. Akira is the official winner of the Second World
Fighting Tournament (Virtua Fighter 2).
Virtua Fighter CG Portrait Series • 183

Vol.4 Pai Chan Vol.5 Wolf Hawkfield

Release date: November 17, 1995 Release date: 1995-12-08

Pai Chan (born May 17, 1975; Hong Kong). She is Wolf Hawkfield (born February 8, 1966). He is a
a martial arts movie star in her hometown, and the Canadian professional wrestler who debuted in the
daughter of renowned Chinese martial artist Lau original game and has appeared as a playable charac-
Chan. Her fighting style is Mízōngquán. ter in every installment in the series.
Pai has a cheerful and determined personality, al- Wolf is a gentle giant who lives to fight and enjoys
though her moods can change very rapidly depend- nothing more than a good bout, aside from nature
ing on the situation. When she’s not busy with her and karaoke. He cared so much about fighting that
career as a movie actress, she devotes her time and he relinquished his championship belt and retired
attention to her training in the hopes of surpassing from pro-wrestling after growing tired of the same
her father. She met Akira Yuki in the First World competition. Then, after hearing of the World Fight-
Fighting Tournament, and since then, they’ve been ing Tournament, the Canadian decides to enter in the
friends with each other, and trained together. hopes of finding stronger opponents.

Vol.6 Lau Chan Vol.7 Shun Di

Release date: December 8, 1995 Release date: January 26, 1996

A leading Chinese chef, a master of the legendary Shun Di (born January 2, 1912; China) debuted in
wushu style Tiger Swallow Fist and the father of Pai Virtua Fighter 2 along with Lion Rafale. He uses a
Chan although the two share a strained relationship. style of Drunken Kung Fu (Zuì Quán).
He is from Shandong Province, Northern China. He is from Northern China and is considered as a
Currently (and ever since Virtua Fighter 4), Lau has sage by many. He teaches in his small training hall
suffered from a rare illness which cannot be cured. and had many students in the past but most have left
This illness does not seem to hamper his Koen-ken him by now. This is due to his keen interest in taking
techniques or his ability to fight although he is seen students able to take hardship as part of the training.
coughing in one of his pre-fight animations and, in Shun hears his friends boasting about the success one
Virtua Fighter 5 R, one of his idle animations. Lau of their student fighters in recent tournament compe-
was the winner of the first World Fighting Tourna- titions. He suddenly exclaims, “I also want to partici-
ment. pate in the World Fighting Tournament”.
184 • Virtua Fighter CG Portrait Series

Vol.8 Lion Rafale Vol.9 Kage Maru

Release date: January 26, 1996 Release date: March 1, 1996

Lion Rafale (born December 24, 1979; Bordeaux, Kage-Maru (Kage for short; pronounced as KA-géh-
France). He was one of two new characters, along MAH-ru, born June 6, 1971; Japan) is a tenth-gen-
with Shun Di added in Virtua Fighter 2. Lion’s per- eration Hagakure Ninja. His fighting style, taught to
sonality is displayed as cocky, spoiled, a little bratty him by his father, the ninth-generation, Hagakure-
and arrogant. ryū Jū-Jutsu, a fictional martial arts that’s based on
He is born into the Rafale family, one of the wealthi- Jujutsu. When he lost his mother, the eighth-genera-
est families in France. They are involved in illegal tion, father and entire village, Kage entered into the
arms contracts with terrorists. Lion has been prac- first World Tournament to shutdown Judgement 6.
ticing Northern Praying Mantis under an instructor Kage is the most decorated competitor having won
as part of management education since he was five. the 3rd and 4th tournament and has defeated several
Lion is participating in the tournament competition combatants such as Akira Yuki (twice), Lau Chan,
to become free from his father. Lion Rafale, Shun Di, and Dural (twice).

Vol.10 Jeffry McWild The Final Dural

Release date: March 1, 1996 Release date: 1996

Jeffry McWild (born February 20, 1957). He is a Dural is the main antagonist of the franchise. She
fisherman who mastered Pankration on his own. He appears as the final boss of the Arcade mode in all
is of Australian Aboriginal descent. Virtua Fighter games. The player is given only one
A fisherman on the Australian coast, he lived in the match against her; whether or not Dural is defeated,
salty tang of the tides and the hot sun. The most skill- the game is over.
ful fisherman of his village, he has an engaging per- Dural’s fighting style is an amalgamation of vari-
sonality. He was bested by only one opponent: the ous moves taken from several fighters in each game.
giant, eight-meter long, human-eating Satan Shark. Consequently, she may string together unique com-
After the shark wrecked his boat, he entered the binations that cause incredible damage and defeat
World Fighting Tournament to build a new boat and players very quickly. Her style also augments some
fight the shark again. In Virtua Fighter 2 the shark of the original fighters’ moves to make them even
wrecks his boat again... more damaging.
186 • Virtual Golf

7.3 Victory Goal


Developer Sega CS
Publisher Sega
Release date (jp) January 20, 1995
Genre Sports
Mode 1-4 Players

Victory Goal is a Japanese soccer game re-


leased exclusively for the Saturn. It was Team Aquila’s
first creation as a sub-department of Sega CS1, and the
first in the Victory Goal series. Being released in 1995,
it also stands as one of the first 3D football games,
though the players are represented as 2D sprites.
Victory Goal
Goalwas wasannounced
announced alongside
alongside the Saturn
the in early 1994, under
the working
Saturn title1994,
in early of Virtua
underSoccer. However,
the working titleit of
is Vir-
only assumed Virtua Soccer
became
tua Soccer.Victory Goal -itinis this
However, onlyearly incarnation,
assumed only simple demo footage was
Virtua Soccer
shown
became(as was the
Victory Goalcase- for Clockwork
in this Knight, Daytona
early incarnation, only USA and Panzer Dra-
goon - only Virtua Fighter was partially
simple demo footage was shown (as was the case for playable), with no specific details on
the team listings.
Clockwork Knight, Daytona USA and Panzer Dragoon
- only Virtua Fighter
Contrary was partially
to popular playable),
belief, Victory Goalwith wasnoa Japanese exclusive, fea-
specific details on the team listings.
turing teams from the Japanese J. League. Its engine would be adapted and J.
League teams replaced with international teams in Sega International Victory
Contrary
Goal. to popular
Victory Goal isbelief, Victory Goal
hence sometimes was atoJapa-
referred as J. League Victory Goal to
nese exclusive, featuring
make the distinction. teams from the Japanese J.

Virtual Golf 7.5


Developer Core Design
Publisher Core Design, (jp) Victor Entertainment
Release date (eu) February, 1996
Genre Sports
Mode 1-4 Players

Virtual Golf, known as Tournament Leader in


Japan, is a golf game for the Sega Saturn. No versions
of Virtual Golf made it to North America.
Virtual Golf had a protracted development
timeline, having originally been announced for the
Sega 32X as Tee-Off! (not to be confused with the
Sega Dreamcast game, Tee Off) and expected to arrive
in late 1994 or early 1995. The 32X version was can-
celled, and much of the original press material, involv-
ing extensive use of pre-rendered 3D imagery was not
used in the final product.
Tee-Off! was renamed The Scottish Open, and
later The Scottish Open: Virtual Golf before settling
with just Virtual Golf. A Sega Saturn port was started,
before becoming the sole version of the game, and it
was released in early 1996.

“segaretro.org”
Virtual Hydlide • 187

Virtual Hydlide 6.7


Developer T&E Soft
Publisher Sega, (us) Atlus
Release date (jp) April 28, 1995
Genre Action-adventure
Mode 1 Player

Virtual Hydlide is an action-adventure game


for the Saturn. It is a remake of the original Hydlide,
the first game in the series, but incorporated full 3D
graphics and a player character digitized from a live
actor.
The player takes on the role of a hero on a
quest to defeat an evil demon named Varalys who has
turned the princess of Hydlide into three fairies. Be-
fore confronting Varalys, the hero must find the fairies
and three magical jewels to restore the princess to her
regular self.
The game involves typical adventure/RPG fare,
in which the player roams the world (the titular Hy-
dlide), searching through dungeons for weapons and
armour. Virtual Hydlide however differs by leveling
the player character up only after completing certain
objectives of the game, whereas most RPGs level the
player character up once they have obtained a certain
amount of experience points.
A different game world is generated each time
a new game is started. However, instead of traditional
random dungeons, the developers of Virtual Hydlide
actually designed more than 20 different level maps
for each of the seven dungeons, as well as more than
20 different maps for the overworld. When starting a
new game, the maps for the dungeons and overworld
are randomly selected from their designated level sets.
Thus, though every dungeon design was created by a
designer rather than a random level generator, there are
more than 25 billion possible game worlds. Moreover,
each game world is identified with an alphabetic code
which may be entered when starting a new game, al-
lowing players to replay favorite level designs or com-
pete for high scores on identical worlds. However,
non-boss enemies do not appear in set locations, and
continuously respawn in randomly determined loca-
tions.
On release, Famicom Tsūshin scored Virtual Hydlide a 27 out of 40.
A critic for Next Generation gave it two out of five stars, saying that the
game is “visually stunning” with its over-the-shoulder viewpoint and fully
3D environments, but suffers from awkward and “more-or-less tedious”
gameplay. Tommy Glide of GamePro, in contrast, said the visuals take time
to get used to due to confusing camera angles, clunky scrolling, and graini-
ness which makes it hard to spot items. He also criticized the outdated sound
effects during combat and the difficulty in judging how distant enemies are.
188 • Virtual Kyoutei

5.3 Virtual Casino


Developer Digital Factory
Publisher Natsume, (jp) Datt Japan
Release date (jp) March 15, 1996
Genre Casino
Mode 1-2 Players

Virtual Casino lets the player experience the real


sights and sounds of a casino in full 3D, complete with
sounds of cards being flipped, coins dropping into the
slot machine trays and casino girls.
It features three locations to choose from, Las Vegas,
Atlantic City and Monte Carlo with a variety of games
to play such as seven-card stud, baccarat, blackjack,
roulette and slot machines.
“mobygames.com”

Virtual Kyoutei 5.8


Developer Nihon Bussan
Publisher Nihon Bussan
Release date (jp) December 20, 1996
Genre Racing
Mode 1 Player

Virtual Kyoutei is a 3D water craft racing game. It was


released two-and-a-half months after the Nintendo
64’s Wave Race 64 in Japan, putting it at a huge dis-
advantage. This is because Wave Race 64 is one of the
more demanding and complex Nintendo 64 games due
to its reliance on emulating wave physics. Virtual Ky-
outei is far more simplistic in nature, with shorter, less
detailed tracks and no two-player option.
“segaretro.org”

6.1 Virtual Kyoutei 2


Developer Nihon Bussan
Publisher Nihon Bussan
Release date (jp) December 4, 1997
Genre Racing
Mode 1 Player

Virtual Kyoutei 2 is a sequel to Virtual Kyoutei. In the


game, players once again compete in the Virtual Ky-
outei tournament.
Virtual Open Tennis • 189

Virtual Mahjong 4.0


Developer Micronet
Publisher Micronet
Release date (jp) March 5, 1998
Genre Table
Mode 1 Player

Virtual Mahjong is a mahjong game developed and


published by Micronet for the Sega Titan Video arcade
system and Sega Saturn. It was followed by My Fair
Lady: Virtual Mahjong II, which also included this
game with the Saturn version as a bonus disc.

“segaretro.org”

6.6 Virtual Open Tennis


Developer Imagineer
Publisher Acclaim Entertainment, (jp) Imagineer
Release date (jp) October 27, 1995
Genre Sports
Mode 1-4 Players

Virtual Open Tennis is one of only two tennis games


released for the Saturn. The game features include 3
modes of play; tournament, exhibition and practice, 3
playing surfaces and 10 players.

“mobygames.com”

Virtual Volleyball 4.9


Developer SIMS
Publisher Imagineer
Release date (jp) July 21, 1995
Genre Sports
Mode 1-8 Players

Virtual Volleyball is a polygon based volleyball game


for the Sega Saturn. The game supports up to eight
players.
190 • Voice Fantasia S: Ushinawareta Voice Power

7.3 Virus
Developer Hudson Soft
Publisher Hudson Soft
Release date (jp) August 22, 1997
Genre Adventure
Mode 1 Player

Virus is an adventure game with elements of


a shooter, similar in concept to Snatcher, but with
much more developed and frequent combat. During
the adventure portions of the game, the player views
locations and talks to characters from first-person per-
spective, interacting with the environment by selecting
command icons from a bar on the bottom of the screen,
and then moving the cursor on the screen to select the
object to interact with in a point-and-click fashion.
“mobygames.com”

Voice Fantasia S: 4.3


Ushinawareta Voice Power
Developer Pre-Stage, Japan Media Programming
Publisher ASK Kodansha
Release date (jp) July 25, 1997
Genre Adventure
Mode 1 Player

Voice Fantasia might look like an RPG, but in


reality its gameplay is much closer to the adventure
variety, the RPG elements reducing to a mini game-
like status. Most of the gameplay here is dedicated to
exploring the world, talking to characters, and acquir-
ing and using items needed to advance the story.

“mobygames.com”

4.4 Voice Idol Maniacs:


Pool Bar Story
Developer Data East
Publisher Data East
Release date (jp) April 4, 1997
Genre Sports
Mode 1 Player

Voice Idol Maniacs: Pool Bar Story is a pool game.


Players can choose from 6 different pool games with
8 seiyuu. The game is using the Side Pocket 2, Min-
nesota Fats: Pool Legend in North America, engine.
Waialae no Kiseki: Extra 36 Holes • 193

Wachenröder 7.3
Developer Scarab Studio
Publisher Sega
Release date (jp) August 6, 1998
Genre Turn-based strategy, Role-playing
Mode 1 Player

Wachenröder is a strategy RPG with a story told


through cutscenes that appear between battles. In bat-
tles, players move their party members on the screen,
attacking in turn-based fashion whenever enemy is in
range. At the beginning of a battle players have 99 ac-
tion points which they can use for all their moves dur-
ing the battle. They can perform three types of attack:
sword, bow, and gun.
“mobygames.com”

8.3 Waialae no Kiseki:


Extra 36 Holes
Developer T&E Soft, Polysys
Publisher T&E Soft
Release date (jp) February 28, 1997
Genre Sports
Mode 1-4 Players

Waialae no Kiseki: Extra 36 Holes is a golf game,


played in the Waialae Country Club golf course in Ha-
waii.

Waku Waku Monster 5.0


Developer Altron
Publisher Altron
Release date (jp) July 30, 1998
Genre Puzzle
Mode 1-2 Players

Waku Waku Monster is a versus-type puzzle game that


also includes a minor monster-raising element. Al-
though the game was released well after Pokemon Red
and Green, the monster raising in this seems to take its
cues more from the earlier Tamagotchi.
Players start the game with an egg that hatches into a
young monster after the first stage, which then changes
form after each subsequent stage.
“lunaticobscurity.blogspot”
194 • Waku Waku 7

Waku Waku 7
6.6
Developer Sunsoft
Publisher Sunsoft
Release date (jp) June 20, 1997
Genre Fighting
Mode 1-2 Players

Waku Waku 7 is a 1996 2D fighting game de-


veloped and published by Sunsoft initially as an arcade
game for the Neo•Geo MVS arcade system in 1996
worldwide.
Waku Waku 7 has an irregular feature set for a
fighting game of its time, and includes features com-
mon to SNK fighting games (such as four basic attacks
and screens zooming).
Thegame
The gamehas
hasaaroster
rosterof
of nine
nine characters
characters (two
(Twoof which were avail-
of which
able only inwere available
the Versus modeonly
of in
thethe Versusports).
console mode Each
of has a significantly
different playstyle and parodies a well-known character from another game.
Each character has a powerful special move. They have several factors that
make them unique, including need to be charged (during which the character
concentrates, says something, strikes a pose or blows a fanfare) and being un-
blockable and difficult to dodge, but can be interrupted while charging; while
charging, the game flashes a warning and sounds an alarm. Characters could
be launched through the screen to hit the other corner, and attacked while on
the ground; but also could dodge or attack while getting up.
The Saturn port is often looked on as being a weaker version, as despite
requiring an extra 1MB RAM cartridge, it offers more pixellated backgrounds
and longer loading times than the Neo Geo version. The game also suffer from
slowdown, especially with characters like Dandy J, who is not only huge, but
has two characters in the background that follow him constantly. Most of the
entire battle against Fernandez is almost fought in slow motion. The Saturn
version does feature some extra artwork, which changes depending on the
internal clock of the system, as well as an arranged soundtrack.

Wangan Dead Heat + 5.9


Real Arrange
Developer Genki
Publisher Pack-In-Video
Release date (jp) August 30, 1996
Genre Racing
Mode 1-2 Players

Wangan Dead Heat + Real Arrange should not be mis-


taken for Wangan Dead Heat. Whist both games are
basically the same, this one throws in a load of ladies
plus a bonus video disc that’s compatible with the Sat-
urn’s MPEG card featuring an MPEG video. The disc
will work without the card but the quality is worse.

“sorethumbretrogames.com”
WanChai Connection • 195

8.0 Waku Waku Puyo Puyo


Dungeon
Developer Compile
Publisher Compile
Release date (jp) April 2, 1998
Genre Role-playing
Mode 1 Player

Waku Waku Puyo Puyo Dungeon is a dungeon-crawler


RPG based on the characters and setting of the Puyo
Puyo series. The game is viewed from an isometric
perspective with an emphasis placed on beating count-
less monsters and gaining better equipment. Dungeons
are generated randomly each time players enter them,
as are item spawning points and the enemies and spells
available.

WanChai Connection 5.5


Developer Micronet
Publisher Sega
Release date (jp) November 22, 1994
Genre Adventure
Mode 1 Player

The story takes place in 1997 in Wan Chai area of


Hong Kong island. A naked woman washed ashore and
doesn’t have any recollections. Players take the role of
Michael Lee, a Hong Kong detective trying to find out
the truth behind an attempted murder case.
Besides talking to characters and typical adventure di-
alog and question options, game also features search-
ing for clues mode which lets players look for clues in
3D environment.
“mobygames.com”

4.9 Wangan Trial Love


Developer Pack-In-Soft
Publisher Pack-In-Soft
Release date (jp) April 2, 1998
Genre Simulation, Racing
Mode 1-2 Players

Wangan Trial Love is a driving game with dating-sim


elements. In the game, players make their own sched-
ules and daily routines. The game also feature mini-
games.
196 • Warcraft II: The Dark Saga

Warcraft II: The Dark Saga


8.2
Developer Climax
Publisher Electronic Arts
Release date (eu) July, 1997
Genre Strategy
Mode 1 Player

xxx Warcraft II: Tides of Darkness
(usually simply called Warcraft II;
xxx
sometimes abbreviated to WCII, WC2,
or War2) is the second, highly popular
real time strategy game from Blizzard
Entertainment set in the Warcraft uni-
verse. The novel Tides of Darkness,
by Aaron Rosenberg, focuses on the
events in this game. The Dark Saga
release contains all the missions from
Warcraft II: Tides of Darkness and its
expansion pack, Beyond the Dark Por-
tal. It also allows up to sixteen units another location to appear in the larg-
to be selected at once, rather than the er display. The fog of war completely
PC’s nine. hides all territory which the player has
The story start on the second not explored. Terrain is always visible
war. The First War brought the Fall of once revealed, but enemy units remain
Azeroth, following the Orc campaign visible only so long as they stay within
in Warcraft: Orcs & Humans. The sur- a friendly unit’s visual radius.
vivors of Azeroth have fled by sea to Like Warcraft: Orcs & Hu-
the Human kingdom of Lordaeron, mans, most of the game’s units on the
and the Orcs have decided to conquer two sides are immediate counterparts
Lordaeron, in what is known as the to each other. The armies are balanced
Second War. Both sides have acquired by their similarity; the only real dif-
allies and new capabilities, including ferences can be found in the spells
naval and air units, and more powerful used by some higher-level units. The
spellcasters. number of units has been increased,
In the Second War, the Orcs are and the units themselves have more
successful at first, but the Humans and elaborate abilities. Naval combat was
their allies take the initiative, partly first introduced into the Warcraft se-
thanks to an Orc rebellion initiated by ries, there are transports, oil tankers
the warlock Gul’dan, who seeks and and attacking ships.
raises the sunken Tomb of Sargeras. As an aesthetic change, both
Players must collect resources, sides are allied with three minor races.
and produce buildings and units in or- Humans allied with Elves, Dwarves
der to defeat an opponent in combat on and Gnomes while Orcs allied with
the ground, in the air and in some maps Ogres, Trolls and Goblins. Some cam-
at sea. The more advanced combat paign missions feature hero units.
units are produced at the same build- Hero units have heightened statistics
ings as the basic units but also need the compared to their normal counterparts,
assistance of other buildings, or must cause mission failure when killed, and
be produced at buildings that have pre- each have a unique picture and name.
requisite buildings. The majority of the One of the features of Warcraft
main screen shows the part of the ter- II are the unit quotes. If a single unit
ritory on which the player is currently was clicked several times in a row, the
operating, and the minimap can select unit’s voice samples would change.
Warcraft II: The Dark Saga • 197

The unit would start getting angry at Blizzard sold exclusive world-
the player, or start saying silly things wide rights to develop, publish, and
in reference to movies, games, or other distribute console versions of the game
things. For example, a footman might to Electronic Arts. In 1997 Electronic
say, “Don’t you have a kingdom to Arts released Warcraft II: The Dark
run?”. Footmen and Grunts said dif- Saga for the Sony PlayStation and Sega
ferent things in the game’s demo, from Saturn, which combined the campaigns
some of those they did in the retail ver- of Warcraft II: Tides of Darkness and
sion, most of them exhortations to buy Warcraft II: Beyond the Dark Portal.
the game later. The Dark Saga also allowed players
to automate upgrade of buildings and
After seeing the excellent re-
production of units, and to select more
sponse of Warcraft: Orcs & Humans, re-
troops at once, facilities that were not
leased in November 1994, Blizzard En-
extended to the DOS and Mac versions.
tertainment started working on Warcraft
II: Tides of Darkness. Development be- Warcraft II: Tides of Darkness
gan in February 1995 and the game was earned enthusiastic reviews, elevating
released in December for MS-DOS and Blizzard to the elite along with West-
in August 1996 for the Macintosh. Bliz- wood Studios, id Software and Lu-
zard later explained that the small budg- casArts. The rivalry between Blizzard’s
ets of the time allowed short develop- series and Westwood Studios’ Com-
ment times. The response of Warcraft: mand & Conquer series fueled the RTS
Orcs & Humans also allowed Blizzard boom of the late 1990s.
to recruit additional top-class develop- GameSpot was pleased that the
ers. The company’s initial design com- ports of the consoles PlayStation and
bined modern and fantasy elements, Saturn, combining Warcraft II: Tides of
such as fighter pilots ambushed by a fire- Darkness and Warcraft II: Beyond the
breathing dragon. However, they found Dark Portal, are practically identical.
that this was unsatisfactory, and that Reviewers in GameSpot for the PS and
there was plenty of content for a fantasy Saturn suggested that players with PCs
RTS. The initial release of Warcraft II: should not buy the console versions, but
Tides of Darkness ran over a local area recommended the game to those who
network using IPX but not over the In- use only consoles. Absolute PlaySta-
ternet communications protocol TCP/ tion and Electronic Gaming Monthly
IP. Kali, which used the Internet as if it omitted comparisons with the PC and
was a local area network, became very praised the console versions. Sega Sat-
popular and Blizzard quickly provided urn Magazine gave the Saturn version a
to players a program that made it easy 91%, calling it “a highly enjoyable and
to set up multiplayer Warcraft II games compelling strategy warfare game” and
using Kali. praising it as superior to the PC original.
Bill Roper: “After the first Absolute PlayStation, Sega Sat-
Warcraft and when we were talking urn Magazine, and Electronic Gaming
about Warcraft II, there was an idea Monthly commented that the console
for about a week where we’d open an- versions have no multiplayer capability,
other portal open and have the Orcs in- but were impressed with the number of
vade the modern-day world. We had this campaign and skirmish maps. The two
whole cut-scene we were talking about GameSpot reviews noted that, while
where it was going to be dragons and F- most campaign missions follow the “re-
16s and firefights and stuff. And we were source, build, destroy” pattern, some
like, “Man, that’s going to be weird. have other objectives.
That’s going to suck. That’s not going to Absolute PlayStation and Elec-
be Warcraft.” tronic Gaming Monthly regarded the
console buttons easy to use.
198 • Welcome House

4.5 Wara² Wars:


Gekitou! Daigundan Battle
Developer Shoeisha
Publisher Shoeisha
Release date (jp) May 23, 1997
Genre Strategy
Mode 1 Player

Wara² Wars: Gekitou! Daigundan Battle is a strate-


gy simulation game for the Sega Saturn. Players can
choose from 10 different factions; Knight, Gray, Nin-
ja, Kangaroo, etc. and wage war. Defense, vitality and
speed are the only 3 criteria that differentiate units.

Welcome House 6.2


Developer HighwayStar
Publisher Imagineer
Release date (jp) June 13, 1997
Genre Adventure
Mode 1 Player

Welcome House is an action adventure game in which


the player controls Keaton Paxman. The game begins
with Keaton driving his car up to his Uncle Parkin-
son’s estate. As soon as he enter the house, he become
trapped inside it.
Players have to explore the house and help Keaton es-
cape using different objects to advance through it. The
game use cartoon 3D graphics with alot of slapstick
humor.
“psxdatacenter.com”

5.3 Whizz
Developer Microvalue, Flair Software
Publisher Konami, (jp) Bandai Visual, B-Factory
Release date (jp) August 29, 1997
Genre Platformer
Mode 1 Player

Whizz is one of the few 3D platformers to use an iso-


metric viewpoint. The controls reflect this, with mov-
ing the controller to the right actually moving the
character down and right, moving it down and right
moving the character down directly, and so on. Each
level is played out against a time limit, and the paths
through the level aren’t always clear-cut. There are
four different types of doors, each of which needs a
particular icon to pass.
“mobygames.com”
Wing Arms • 199

Willy Wombat 6.7


Developer Westone
Publisher Hudson Soft
Release date (jp) June 27, 1997
Genre Action-platformer
Mode 1 Player

An early example of cel-shading Willy Wombat was


a Japan only 3D action platformer. Willy’s goals
throughout the stages are to collect gems, keys, power
balls, and survive the enemies and puzzles.
Willy Wombat’s existence forced Naughty Dog to
change the name of their title character to “Crash Ban-
dicoot”, but whereas Crash Bandicoot were a massive
success for the PlayStation during the mid-to-late 90s,
Willy Wombat saw a much more muted response.

Wing Arms
6.8
Developer Bell Corp., Jitensha, T’s Music, Sega CS
Publisher Sega
Release date (jp) September 29, 1995
Genre Action, Simulator
Mode 1 Player

Wing Arms is a 1995 mission based Flight sim-


ulator game taking place some time after World War
II in an alternate chain of events. Players choose one
of seven different Allied and Axis fighter planes and
are assigned to six seek and destroy missions against a
large, equally unified squadron and naval force. It is an
arcade style flight simulator, as the physics are simpli-
fied for the sake of playability; the planes do not stall
when traveling under stalling speeds and planes do not
crash against water and other surfaces when descend-
ing from high altitudes. It was one of the first games to
be developed using the Sega Graphics Library operat-
ing system.
Players start immediately by choosing the
plane they wish to pilot. From there, their missions
start with a quick briefing from the aircraft carrier’s
admiral via radio. Players must accomplish a particular
goal in order to progress, particularly destroying a cer-
tain number of plane targets or destroying a particular
base, ship or fortification.
The four reviewers of Electronic Gaming
Monthly each expressed different opinions of what
Wing Arms’s strong points and drawbacks are, but all
but one agreed that it was an overall excellent flight
simulator.
200 • Winning Post 2 Final ‘97

Winning Post 7.3


Developer Koei
Publisher Koei
Release date (jp) March 22, 1996
Genre Simulation, Sports
Mode 1 Player

Winning Post 2 is a Sega Saturn sequel to Winning


Post. In North America this game is also known as
Winning Post as the original Mega CD game was not
released there.
The gameplay consists of choosing options before rac-
es, such as choosing which horses to train and what
regiment they undertake, view stats, hire personnel
and place bets. However the player has no controls
over races and only view as a spectator.

7.0 Winning Post 2 Final ‘97


Developer Koei
Publisher Koei
Release date (jp) October 2, 1997
Genre Simulation, Sports
Mode 1 Player

Winning Post 2 Final ‘97 is the 1997 update to Win-


ning Post 2, and the third game in the popular thor-
oughbred horse racing management and horse breed-
ing simulator series. Players raise horses, maintain
strong bloodlines and put their steeds to the track for
winnings, sport and the vibrant roar of the crowd.

“l4c3k@psxplanet.ru”

Winning Post 2 Program ‘96 7.5


Developer Koei
Publisher Koei
Release date (jp) October 4, 1996
Genre Simulation, Sports
Mode 1 Player

Winning Post 2 Program ‘96 is the first update to Win-


ning Post 2. The game features lots of different horses
breeds to choose, train and take them to the races and
win prizes. The player can choose all the employees
and choose what horse will be on his stables, etc. All
the stats are updated to the year 1996.

“l4c3k@psxplanet.ru”
Winning Post 3 Program ‘98 • 201

7.6 Winning Post 3


Developer Koei
Publisher Koei
Release date (jp) April 2, 1998
Genre Simulation, Sports
Mode 1 Player

Winning Post 3 is the thirth game in the well know


thoroughbred horse racing management and horse
breeding simulator series for the Playstation and Sat-
urn. Players raise horses, maintain strong bloodlines
and put their steeds to the track.

“psxdatacenter.com”

Winning Post 3 Program ‘98 7.7


Developer Koei
Publisher Koei
Release date (jp) December 3, 1998
Genre Simulation, Sports
Mode 1 Player

Winning Post 3 - Program ‘98 is an updated version of


Winning Post 3 featuring the data of the 1998 season.

“psxdatacenter.com”

6.7 Winning Post EX


Developer Koei
Publisher Koei
Release date (jp) August 11, 1995
Genre Simulation, Sports
Mode 1 Player

In this entry of Winning Post, players once again raise


horses, maintain strong bloodlines and put their steeds
to the track for winnings, sport and the vibrant roar of
the crowd.
The game features several different horses breeds to
choose, train and take them to the races and win prizes.
The player can choose employees and what horse will
be in the stables, etc.
“psxdatacenter.com”
202 • Wipeout

Wipeout
8.4 Developer Psygnosis, Tantalus, Perfect Entertainment
Publisher Psygnosis, (us) Sega, (jp) Soft Bank
Release date (eu) March 29, 1996
Genre Racing
Mode 1 Player

Shining the
Wipeout HolyasArk
(stylised is a firstisperson
wipE’out”) a futuristicrole-
playinggame
racing gamedeveloped
released for andthepublished
Sega Saturn. It is a part
by Psygnosis.
ofisSega’s
It the first Shining
game series
in the of video games.
Wipeout series. It was origi-
nally
released in 1995 for PlayStation
Shining the Holy Ark takes place and20PCsyears run-be-
ning MS-DOS, and in 1996 for
fore Shining Force III. While in the town of Enrich,Sega Saturn, being a
launch
Arthur title and forthethe PlayStation
others meet a in Europe.
young boy named Ju-
lian. HeWipeout tells them is athat his game
racing father that
wentis tosetinvestigate
in 2052,
a haunted
where playersmansion
compete in the woods,
in the F3600 butanti-gravity
never returned.rac-
Since
ing that time
league. The gamehe has beenthe
allows in player
the care of a one
to pilot familyof
afriend. It would
selection of craftlater be discovered
in races on severalthat Julian’s
different father
tracks.
was killed
There are fourby Galm,
racingone teamsof the mythical
to choose Vandals
from, and two that
ruled over
ships for each the world
team. during
Each shipthe time
has itsof distinct
the 1,000 year
char-
kingdom. His
acteristics father’s death
of acceleration, top compels
speed, mass,Julianandtoturn-
seek
revenge
ing radius. against Galm, their
By piloting which setsover
craft intopower-up
motion his pads in-
volvement
found on the in the events
tracks, theofplayer
ShiningcanForce
pick III.
up various
weapons
and power-ups
Gameplay is most suchsimilar
as shields, turbo boosts,
to Shining in the
mines, shock waves, rockets, or missiles.
Darkness, a 1991 Sega Genesis game,; the player ex- The power-
ups
plores allowtowns the andplayer to either
dungeons in protect their craftview,
the first-person or
disrupt the competitors’ craft.
with battles almost exclusively taking place in dun-
geons. Battles
There are takeseven
placerace
in atracks in the format,
turn-based game, six main-of
them
taininglocated in futuristic
the first-person viewversions
but alsoof countries
allowing thesuch
play-
as Canada, United States and Japan.
er to view allies as they take their actions. One uniqueAfter all tracks
have
mechanic been iscompleted
the “pixie” on system,
the highestwheredifficulty,
the player a hid-can
den track set on Mars is unlocked.
befriend pixies that will attack enemies as the party
encounters them. was developed and published by
Wipeout
Liverpudlian
The story developer Psygnosis,
of Shining the HolywithArkproduction
was de-
starting in the second half of
signed with a more mature audience in mind 1994. According to Leethan
Carus, one of the artists, Wipeout
earlier games in the Shining series were targeted to- took 14 months
to develop,
wards. and the
In a 2009 conceptproducer
interview, began asHiroyuki
a conversa-Taka-
tion
hashi commented: “Until [Shining] Wisdom, theatidea
between Nick Burcombe and Jim Bowers a
pub
had been simply to develop a story that would attractaa
in Oxton, Merseyside. Bowers then started on
concept
broad range film ofwhich
users.wasFromshownHoly around
Ark on, Psygnosis’
the story of- and
fices. It proved popular, and Wipeout
game were redesigned to focus on the Saturn players was approved
and
of theproduction
time. Japanese began.Saturn
The marketing
owners were and generally
artwork
were designed
in their by Keith
late-teens Hopwood and The
or early-twenties. The Designers
age group
Republic in Sheffield. Aimed at a
had shifted away from children, so... the concept fashionable, club-was
going, music-buying audience, Keith
‘fantasy that can be enjoyed by adults’. This new ap- Hopwood and
The
proachDesigners Republic
led to a darker, created
deeper worldart than
for the
we packag-
had been
ing, in-game branding, and other promotional
creating for the ‘all ages’ category prior to Holy materi-Ark.
als. An early beta version appeared in
We started to work on the plot of a story that would be the teen cult
film Hackersin(1995),
appropriate such ainworld.”
which bothThe protagonists
game’s soundtrack were
playing
was composedthe game by in a nightclub.
Motoi Sakuraba, who later wrote the
music for TheShining
team was Force III. pressure, as it consisted
under
of around ten people, and they were on a tight sched-
ule. Carus stated that the code had to be rewritten
three quarters of the way through development, and
Wipeout • 203

that the team was confident that they could complete recorded for the Saturn version by Psygnosis’s in-
the game on time. The vehicle designs were based house music team, CoLD SToRAGE.
on Matrix Marauders, a 3D grid-based strategy game Some textures were replaced in the conver-
whose concept was developed by Bowers and re- sion, with Psygnosis banners being replaced with ad-
leased for the Amiga in 1994. Burcombe, the game’s verts for Tantalus, and PlayStation logos with adverts
future designer, was inspired to create a racing game for Krazy Ivan (which incidentally would not reach
using the same types of ‘anti-gravity’ vehicles from the Saturn until mid-1997). Some semi-transparent
SoftImage’s animation of two ships racing. The name sprites are omitted, not because the team couldn’t get
“Wipeout” was given to the game during a pub con- them to work on the Saturn, but because their process
versation, and was inspired by the instrumental song took nine times longer than non-transparent alterna-
Wipe Out by The Surfaris. Designing the tracks tives.
proved to be difficult due to the lack of draw distance The PlayStation version of Wipeout supports
possible on the system. Players received completely the console’s Link Cable, allowing two machines to
random weapons, resembling Super Mario Kart in be directly connected together for multiplayer modes.
their capability to stall rather than destroy opponents. While Taisen Cable support was considered, the tech-
Burcombe said that Wipeout was influenced by Super nology was not widely understood and was scrapped
Mario Kart more than any other game. due to Psygnosis’ demands for a release prior to
Wipeout gained a significant amount of con- March 1996 (reportedly so it could be counted as part
troversy on its initial release. A marketing campaign of the 1995/1996 financial year). Taisen Cable sup-
created and launched by Keith Hopwood and The De- port would not be seen in games until the Japanese
signers Republic included an infamous promotional release of Hyper 3D Taisen Battle Gebockers in Fe-
poster, featuring a bloodstained television and radio brurary 1996.
presenter Sara Cox, which was accused by some of Performance would be largely rectified in the
depicting a drug overdose. Next Generation printed sequel, Wipeout 2097.
the ad with the blood erased; the magazine staff ex-
plained that not only had they been under pres-
sure from newsstand retailers about violent im-
agery in games magazines, but they themselves
felt the blood added nothing to the ad other
than shock value. The poster branded Wipeout
“a dangerous game”, with Wipeout’s lead artist
Neil Thompson suggesting—and designer Nick
Burcome denying—that the “E” in Wipeout
stood for ecstasy.
Wipeout was first released alongside the
PlayStation in Europe in September 1995. It was
the PlayStation’s best-selling launch title in Eu-
rope. In November 1995, it was released in the
United States. The game went to number one
in the all format charts, with over 1.5 million
units of the franchise having been sold to date
throughout Europe and North America.
Wipeout arrived late on the Saturn. De-
spite having been rushed for its PlayStation re-
lease and therefore lacking many planned fea-
tures, the Saturn conversion is a straight port of
the PlayStation game, albeit one that runs at a
slower frame rate (20FPS vs. 30FPS). Because
the company behind the PlayStation, Sony,
owned the applicable rights to most of the Play-
Station version’s soundtrack, new music was
204 • Wipeout 2097

Wipeout 2097
7.8 Developer Psygnosis, Tantalus, Perfect Entertainment
Publisher Psygnosis, (jp) Game Bank
Release date (eu) September, 1997
Genre Racing
Mode 1 Player

Shining the
Wipeout 2097Holy(alsoArk known is aasfirst
Wipeoutperson XL) role-
is
playing
the second game releasedreleased
instalment for the Sega in theSaturn.
Wipeout It isseries,
a part
of Sega’s
and is the Shining seriesof
direct sequel ofthe
video games.
original game released
the
previous year. .
Shining the Holy Ark takes place 20 years be-
fore Shining Whereas ForcetheIII. Whilegame
original in theintroduced
town of Enrich, the F3600 anti-gravity racing
Arthur in
league and2052,the Wipeout
others meet 2097a isyoungset over boyfour named
decades Ju- later and introduces the
lian. Hetotells
player them that
the much faster,hismore
fathercompetitive,
went to investigate
and more dangerous F5000 AG
a haunted
racing league.mansion
The gamein theintroduced
woods, but never
a new returned.
damage interface and new weapons
Since that time he has been in the care of a family
and tracks. The Sega Saturn version supported analogue control by using its 3D
friend. ItPad,
Control would later be
whereas thediscovered
PlayStation that Julian’s
version father analogue control only
supported
was killed
through by Galm,
using one ofNegcon
the optional the mythical Vandals that
twist controller.
ruled
over
Gameplay does not differ much from1,000
the world during the time of the year
the previous title. Aside from the
kingdom. His father’s death compels Julian to
different circuits and new weapons, the fundamental aspects were kept. Pilots seek
revenge
race eachagainst other or Galm, which sets into motion
computer-controlled his in- to finish in the highest
A.I. opponents
volvement
position possible. in the events of Shining Force III.
Gameplay
As with the isfirst most similar Wipeout
instalment, to Shining 2097 inwasthe developed by Liverpud-
Darkness,
lian developer a 1991 Sega Genesis
Psygnosis and thegame,; the player
promotional ex- designed by Sheffield-
art was
plores
based The towns and dungeons
Designers Republic. in The
the first-person
developmentview, cycle ran seven months. To
with battles almost exclusively
cater for the increase in Wipeout players, taking place in dun-
an easier learning curve was intro-
geons. Battles take place in a turn-based format,
duced whilst keeping the difficulty at top end for the experienced gamers. Themain-
taining
game was the originally
first-personintended
view butasalso allowing
a tracks add-onthe play-
for the original Wipeout. No
er to view
sequel had allies as they take
been planned, their actions.
but Andy SatterthwaiteOne unique
(who worked on the MS-DOS
mechanic
version of isthethe “pixie”was
original) system,
askedwhere the player
by Psygnosis to can
apply for the role “internal
befriend pixies that will attack
producer”. He did, and during the interview, asked enemies as the party
to do a sequel to Wipeout,
encounters them.
but instead ended up developing extra tracks. The add-on was titled Wipeout
2097 becauseThe story of Shining
Psygnosis did not thewant Holy to Ark
give was de-
the impression that it was a full
signed In
sequel. withthe aUnited
more States,
matureit audience
went by the inname
mindofthan Wipeout XL because it was
earlier
felt thatgames
American in the Shining
players wouldseries notwere targetedthe
understand to-concept of the game be-
wards.
ing set aIncentury
a 2009ininterview,
the future.producer
The American Hiroyuki titleTaka-
was originally to be Wipeout
hashi
XS commented:
(for “Excess”), “Until but it was[Shining]
pointed Wisdom,
out thatthe XSideacould also stand for “extra
had been simply to develop a story that
small”. Satterthwaite ended up with a team of two coders would attract a (two of who were
broad six
new), range of users.
artists, FromBurcombe.
and Nick Holy Ark on, the story and
game were redesigned
Burcombe wanted to focus
to improveon theonSaturn players ship handling and intro-
the original’s
of thea new
duce time.weapon,
Japanese Saturn
which led toowners were generally
new power-up ideas. Westcott said that it was
aincollaboration
their late-teens or early-twenties.
between the areas because Theofage the group
strict deadline. The gameplay
had shifted away from children,
change that had most interest was what happened to so... the concept wasships that hit track edges.
‘fantasy
That ships that can beimmediately
stopped enjoyed by in adults’. This new
the original gameap- was considered too harsh.
proach
It led to athat
was desired darker,
shipsdeeper
scrapedworld thethan
edges weinstead,
had been and this took longer than
creating for
expected the ‘all ages’ category prior to Holy Ark.
to develop.
We started Liketoits work on the plotthe
predecessor, of Saturn
a story version
that would be
of Wipeout 2097 lacks the li-
appropriate in such a world.” The game’s soundtrack
censed music heard in the PlayStation version of the game, instead being com-
was composed
posed entirely by by Motoi Sakuraba,
Psygnosis’ housewho laterCold
band, wrote the
Storage. It runs at a slightly
music for Shining Force III.
lower resolution and lacks the transparency effects seen in the PlayStation ver-
sion, but otherwise retains all the features of its sibling. Loading times are also
quicker on the Saturn.
Wizard’s Harmony 2 • 205

7.6 With You: Mitsumete Itai


Developer Cocktail Soft, Stack
Publisher NEC InterChannel
Release date (jp) July 29, 1999
Genre Simulation
Mode 1 Player

With You: Mitsumete Itai is a usual dating sim adven-


ture game with static graphics, in which the game ad-
vances as the player chooses what to do from a list of
possible actions.
The plot of the game revolve around a man and a wom-
an who sealed into two jewels.

Wizard’s Harmony 6.4


Developer Arc System Works
Publisher Arc System Works
Release date (jp) December 29, 1995
Genre Simulation
Mode 1 Player

Wizard’s Harmony is a visual novel for the Saturn


from Arc System Works.
The game revolves around Rufus Craoun, who par-
ticipates in club activities at the Wizard Academy. The
player have to hire faculty members to keep the acad-
emy going, but also make sure to pass the exams pre-
sented three times a year.
“playstation.com”

6.8 Wizard’s Harmony 2


Developer Arc System Works
Publisher Arc System Works
Release date (jp) December 23, 1997
Genre Simulation
Mode 1 Player

In this game, players take the role of an energetic young


man who participates in club activities at the “Wizard’s
Academy”. But all of a sudden all the other members
quit because of a big mistake made by the protagonist
in an experiment. The student council, which has never
been fond of the club, takes this chance and plans to
abolish the club unless the player can complete the
tasks listed out by them.
“playstation.com”
206 • Wizardry Llylgamyn Saga

Wizardry Llylgamyn Saga


8.1
Developer Soliton Software
Publisher Locus
Release date (jp) November 26, 1998
Genre Compilation
Mode 1 Player

Wizardry: Llylgamyn Saga is a remake of the


first three Wizardry games: Proving Grounds of the
Mad Overlord, Knight of Diamonds, and Legacy of
Llylgamyn. As in the original games, the player can
create characters choosing from five races and eight
classes, and level them up by exploring the maze and
fighting monsters, finding and buying items in process.
Monster graphics have been updated, and dun-
geons have been given textures, but the player can also
opt for original graphics with wireframe dungeons. An
auto-mapping feature has been added. The player can
also transfer characters between the three scenarios.
Wizardry: Proving Grounds of the Mad Overlord
The first Wizardry was one of the original dungeon-crawling role-playing
games, and stands along with Ultima and Might & Magic as one of the defin-
ing staples of the genre. It was developed by Andrew Greenberg and Rob-
ert Woodhead. The game pit a group of adventurers against the evil wizard,
Werdna, in a quest for an amulet that they must retrieve for Trebor, the Mad
Overlord.
Wizardry II: The Knight of Diamonds
The game is an early example of an expansion pack, requiring the player to
have the original Wizardry installed to play. The game begins with the city of
Llylgamyn under siege. Llylgamyn’s rulers have been killed, and the city’s
only hope is for the recovery of the staff of Gnilda, only obtainable from trad-
ing the mystic “Knight of Diamonds” armor from the legendary Knight of
Diamonds to fend off the invaders. The game functions virtually identically
to the first scenario, with the player guiding a party of up to six adventur-
ers into a 6 level dungeon. The original version required players to import
characters from the first game. Unlike the first scenario, where half of the
levels had no purpose plot-wise and could be skipped if the player wished,
exploration all of the levels in Knight of Diamonds is necessary to complete
the game.
Wizardry III: Legacy of Llylgamyn
A generation has passed since the band of adventurers reclaimed the Staff
of Gnilda and the armor of the Knight of Diamonds, and the land has been
at peace. But now nature itself seems to be attacking the land of Llylgamyn,
as earthquakes and tidal waves ravage the land. The Sages believe the Orb
of Scrying is the city’s salvation, but it is guarded by the dragon L’kbreth. A
band of explorers must once again venture forth in search of the Orb.
Like its two predecessors, it is a first-person dungeon-crawling role-
playing game in which the player assembles a party of up to six characters
and explores a large maze-like dungeon, fighting randomly appearing en-
emies in turn-based combat and occasionally returning to the game’s only
town to rest, buy supplies, and outfit the characters.
“mobygames.com”
Wizardry VI & VII Complete • 207

Wizardry VI & VII Complete


6.3
Developer Data East
Publisher Data East
Release date (jp) May 31, 1996
Genre Compilation
Mode 1 Player

Wizardry VI & VII Complete is a compilation


for the Sega Saturn containing the RPGs Wizardry VI:
Bane of the Cosmic Forge and Wizardry VII: Crusad-
ers of the Dark Savant from the long-running Wizardry
franchise. This compilation was only released for the
Sega Saturn in Japan.
The player can opt to start any of the two
games from the main menu, using a common custom-
made party or creating every character from scratch.
The difficulty level has been drastically reduced for both games. On the other
hand, the amount of random enemy encounters is noticeably higher. Several
gameplay elements have been simplified: for example, simply passing near a
secret button prompts a text message; the absence of text input makes many
puzzles much easier, merely requiring the player to choose the correct answer
among several available ones, possibly through guesswork; there are no top-
ics to discuss with the NPCs; mechanics such as traps and chest opening are
simplified, etc.
Both games have polygonal 3D graphics, as opposed to the pseudo-
3D locations of the original releases. Despite the new visuals, the layouts of
the areas remain largely identical. Unlike the PlayStation version of Crusad-
ers of the Dark Savant, this release retains the hand-drawn 2D portraits for
enemies and NPCs for both titles. There is also a full soundtrack for Bane of
the Cosmic Forge, which was not present in the earlier version.
Wizardry VI: Bane of the Cosmic Forge
The sixth game of the Wizardry series of fantasy roleplaying games sends a
fresh party of adventurers on a quest to rediscover the Cosmic Forge, a pen
said to make real anything that was written with it. Although based upon pre-
vious games in the series, David Bradley completely rewrote the system for
this release. This was the first game in the series to feature full color graphics.
It was also one of the few games in the Wizardry series that would not allow
characters to be imported from previous games. The character creation and
level-up process was more detailed than in previous releases. The player can
choose from eleven races and fourteen professions There are multiple skills
divided into three categories, and magic is divided into six schools. Combat
also allowed several different options, such as thrust or bash, depending on
the weapon selected.
Wizardry VII: Crusaders of the Dark Savant
The story picks up where its predecessor left off. The recovery and subse-
quent theft of the magical artifact known as the Cosmic Forge in Wizardry
VI: Bane of the Cosmic Forge has revealed the planet Guardia, the hiding
place of another power artifact, the Astral Dominae. Multiple factions have
converged on Guardia attempting to locate this artifact, including a party of
adventurers controlled by the player, and the principal adversary, the epony-
mous Dark Savant.
“mobygames.com”
208 • Wizardry Nemesis

5.8 Wizardry Nemesis


Developer Sir-Tech, Shouei System
Publisher Shouei System
Release date (jp) January 22, 1998
Genre Adventure
Mode 1 Player

Wizardry Nemesis, also known as Nemesis:


The Wizardry Adventure, is a spin-off of the Wizardry
RPG franchise. Nemesis is an adventure game which
heavily relies on pre-rendered CGI, and aside from its
title, has very little to do with the RPGs in the series.
The Saturn
Players startversion
off as a of the game
simple stands who
woodsman, as the
gets attacked by a “shadow
only console
creature”. Theport, and was
creature onlyhim
grabs released in Japan.
with its talons, The
and begins to fly away with
spoken
him. dialogue however
Fortunately, there Rianis still in English.
the druid is nearby who witnesses the attack. Using
his magical powers, he strikes at the creature, and is successful in freeing the
woodsman from it’s clutches. The next thing he know, he have woken up in the
Rian’s chambers in a village called Galican. From there on, the players are on
their own.
The game is a hybrid that incorporates elements of both puzzle-solving
adventure and role-playing. The game is viewed from first-person perspective,
with locations represented by pre-rendered background images, similarly to
Myst, though with animation during movement. A point-and-click interface is
used to interact with the environment, talk to characters, and manipulate objects
in order to solve puzzles.
The RPG element is much lighter than in the main Wizardry series. The
hero starts with pre-determined statistics, but his weapon skills can be developed
by equipping and continuously using the same type of weapon in combat. The
hero also learns magical spells during the course of the game. Combat occurs in
real time, as the player has to quickly select commands and click on the enemy
in order to perform attacks.
The Saturn version of the game stands as the only console port, and was
only released in Japan. The spoken dialogue however is still in English.
“mobygames.com”

World Advanced Daisenryaku: 8.2


Sakusen File
Developer Sega CS1
Publisher Sega
Release date (jp) March 15, 1996
Genre Strategy, Simulation
Mode 1-5 Players

World Advanced Daisenryaku: Sakusen File is an en-


try in the Daisenryaku series released for the Sega Sat-
urn. The game plays similar to Iron Storm.
World Cup ‘98 France: Road to Win • 209

7.3 World Cup ‘98 France:


Road to Win
Developer Sega
Publisher Sega
Release date (jp) June 11, 1998
Genre Sports
Mode 1-4 Players

World Cup ‘98 France: Road to Win, not to be con-


fused with FIFA Road to World Cup 98, recycles its
core engine and much of its content from earlier Sega-
published soccer games, particularly Sega Worldwide
Soccer 98. The primary difference is that this one is
a licensed product, being endorsed by both the Japan
Football Association and FIFA, therefore allowing real
teams and players.
“segaretro.org”

Wolf Fang SS Kuuga 2001 5.8


Developer Tsuji Jimusho
Publisher Xing
Release date (jp) March 28, 1997
Genre Run and gun
Mode 1-2 Players

Fang SS Kuuga 2001 is a shoot-’em-up game for the


ported from a 1991 arcade game, Rohga: Armor Force.
The game is an unusual scrolling horizontal shooter.
Because the players control a mech, the players can
hover against slanted walls in the back ground and
occasionally land on higher platforms. Players are
set with controls similar to a platformer as they face
whichever horizontal direction they choose. Players
can also move and aim their gun in different directions.

8.1 Winter Heat


Developer Sega AM3, Data East
Publisher Sega
Release date (jp) February 5, 1998
Genre Sports
Mode 1-4 Players

Winter Heat is the home conversion of the DecAthlete,


also known as Athlete Kings. Competition includes 11
events featuring eight athletes of different nationalities.
The game is a typical Winter-sports game, in the line
of those released by Epyx but with a more arcade
feel. The events include: Speed Skiing, Ski Jumping,
Downhill, Short Track Speed Skating, Skeleton, Sla-
lom, Aerial, Bobsleigh, Speed Skating, Snowboard,
and Cross Country.
“mobygames.com”
212 • Wonder 3 Arcade Gears

5.8 Wonder 3 Arcade Gears


Developer Xing
Publisher Xing
Release date (jp) March 5, 1998
Genre Compilation
Mode 1-2 Players

Wonder 3 Arcade Gears is a Sega Saturn con-


version of a 1991 arcade game by Capcom, Wonder
3 (known as Three Wonders outside of Japan). It in-
cludes three games; Roosters, Chariot and Donburu.
This Saturn version came with a free Gamest Gears
magazine.

MidnightRohga: Armor Quest
Wanderers: Force for
is the
an unusual
Chariot scrolling
Midnight
horizontalWanderers (Roosters
shooter. Because in the control
the players Japanese version) is a run-and-gun
a mech,
game. The player
the players walks
can hover alongslanted
against side-scrolling
walls instages while shooting enemies
the back
with a bow. The player can grab power-ups such as stronger shot, or a com-
panion that follows the avatar and shoots. The gameplay is very similar to
Ghosts ‘N Goblins, made by the same developer. If the avatar gets hit he
loses his clothes and will walk in his underwear in the same way.
Chariot: Adventure Through The Sky
Chariot is a shoot-em-up similar to Gradius. The player shoot enemies on
a vertically scrolling screen, collect power-ups and fight end bosses. The
player collects power-ups such as three-way shot, stronger laser, extra
points, bombs and shields. The end bosses are themed after the classic ele-
ments, like the wind, the Moon, the sun, etc.
Don’t Pull
Don’t Pull is essentially a polished and updated version of Pengo. In this
single screen game, the player plays as a bunny or chipmunk walking
through a maze full of enemies. The player can push the blocks of the maze
to crush the enemies. If a tile that is pushed is blocked by another tile, it is
crushed and clears the way through the maze. There also are special blocks,
for example a block with a bomb icon, that explodes and stuns any nearby
enemies. “mobygames.com”

World Cup Golf: 5.7


Professional Edition
Developer Arc Developments
Publisher U.S. Gold, (jp) Soft Vision
Release date (eu) February, 1996
Genre Sports
Mode 1-2 Players

World Cup Golf takes the player to Puerto Rico’s own


Hyatt Dorado Beach Golf Course as they can choose
from a bevy of fictional golfers or create their own in
18 rounds of golf. There are 15 types of tournaments
to choose from including skins, medal and stableford
to name a few. Players can also practice their swing on
the driving range.
“mobygames.com”
World Heroes Perfect • 213

4.9 World Evolution Soccer


Developer Jack Pot
Publisher Asmik
Release date (jp) June 27, 1997
Genre Sports
Mode 1-4 Players

World Evolution Soccer is a soccer game released ex-


clusively in Japan for the Sega Saturn. Game modes
include; Exhibition, Worldmode, Partygame, and Edit
mode.

World Heroes Perfect 6.7


Developer ADK, SNK
Publisher SNK
Release date (jp) August 9, 1996
Genre Fighting
Mode 1-2 Players

World Heroes Perfect was originally released for the


Neo Geo MVS arcade cabinet in 1995. It is the fourth
and final title of the World Heroes series.
All sixteen fighters from previous games return for
another tournament. New features include: An attack
mode where players must use all four buttons to attack
the opponent. A power bar which grants special abili-
ties unique to each character. And three secret charac-
ters to choose from, including a new character.

9.4 World League Soccer ‘98


Developer Silicon Dreams
Publisher Sega
Release date (jp) June 5, 1998
Genre Sports
Mode 1-2 Players

WLS 98 features over 200 teams and 14 stadiums


(with six different surface types, which can affect ball
physics and thus game speed), with Peter Brackley and
Ray Wilkins providing the commentary. The game has
no official licenses from any football governing body,
so cannot use the real names of club teams. Likewise
player names are only “similar” to their real-life coun-
terparts, but a secret option exists to convert all the
fake names to their real-life counterparts
“segaretro.org”
214 • World Series Baseball ‘98

7.6 World Series Baseball


Developer Sega
Publisher Sega
Release date (jp) November 17, 1995
Genre Sports
Mode 1-2 Players

World Series Baseball for the Sega Saturn is part of


the World Series Baseball franchise. The game is unre-
lated to the Mega Drive and Game Gear games of the
same name - it is a another entry, despite not having
a brand new name, which takes advantage of the sys-
tem’s 3D graphics.
It is known as Hideo Nomo World Series Baseball in
Japan, possibly to make this distinction, being spon-
sored by Hideo Nomo.
“segaretro.org”

World Series Baseball ‘98 9.4


Developer Sega
Publisher Sega
Release date (us) July 16, 1997
Genre Sports
Mode 1-2 Players

World Series Baseball ‘98 for the Sega Saturn is a se-


quel to World Series Baseball II and was released ex-
clusively in North America and South Korea. It should
not be confused with the Mega Drive version.
The game features an updated graphics engine com-
pared to the previous installment, giving it more real-
istic visuals, including animations of the major batters,
pitch’s wind-ups and batting stances. There are also
several camera angles to choose from.

7.6 World Series Baseball II


Developer Sega
Publisher Sega
Release date (us) August 24, 1996
Genre Sports
Mode 1-2 Players

The game feature 28 Major League teams with 700


Major League players. Players also have the option
to play as one of the 1998 expansion teams - Arizona
Diamondbacks or Tampa Bay Devil Rays. As the sea-
son progresses, 12 statistical categories are tracked.
The game also feature play-by-play announcing.
WWF WrestleMania: The Arcade Game • 215

WWF WrestleMania: 7.7


The Arcade Game
Developer Sculptured Software, The Black Team
Publisher Acclaim
Release date (us) March, 1996
Genre Sports
Mode 1-2 Players

WWF WrestleMania: The Arcade Game is a


1995 wrestling game originally developed by Midway
for the arcades. Unlike most wrestling games, Wres-
tleMania is a one-on-one versus fighter, similar to the
likes of Mortal Kombat. Multi-player game modes in-
clude Head to Head and Cooperative. Commentary is
provided by Vince McMahon and Jerry Lawler, who
can be seen sitting in the background at the announcers
table.
Playable characters are: Bam Bam Bigelow,
Bret Hart, Doink the Clown, Lex Luger, Razor Ramon,
Shawn Michaels, The Undertaker and Yokozuna.
The Saturn version is graphically similar to the
arcade version, although not as sharp and the sprites
are slightly smaller. There is no in-game music. Load-
ing time is increased, this includes when loading the
next character in a Battle Royal. “segaretro.org”

4.8 WWF In Your House


Developer Sculptured Software
Publisher Acclaim
Release date (eu) November 8, 1996
Genre Sports
Mode 1-4 Players

Like WrestleMania: The Arcade Game, In Your


House is more akin to a traditional versus fighting
game, where the goal is to simply drain the opponent’s
life bar as opposed to trying to pin them until counted
out by a referee. Unlike its predecessor, In Your House
did not start as an arcade game - it was built specifi-
cally for home systems, with little or no input from
Midway Games.
The 10 playable wrestlers in the game include
Bret Hart, The Undertaker, and Shawn Michaels (all
holdovers from WrestleMania), as well as new addi-
tions Owen Hart, The British Bulldog, Goldust, Ahmed
Johnson, and Hunter Hearst Helmsley (who would all
return for 1998’s WWF WarZone), plus Vader & The
Ultimate Warrior.
It was not as well received by critics. Some
strong points are the enhanced graphics and the addi-
tion of a 4 player mode.
216 • Worms

8.0 Worms
Developer Team 17
Publisher Ocean, (jp) I’MAX
Release date (us) April, 1996
Genre Strategy
Mode 1-16 Players

Worms is a 2D artillery tactical video game de-


veloped by Team17 and first released in 1995 for the
Amiga. It is the first game in the Worms series of video
games. Players controls a team of worms against other
teams of worms that are controlled by either a com-
puter or human opponent. The aim is to use various
weapons to kill the worms on the other teams and have
the last surviving worm(s).
The game is similar to other early games in the genre such as
Scorched Earth. Each player controls a team of several worms. During the
course of the game, players take turns selecting one of their worms. They
then use whatever tools and weapons are available to attack and kill the op-
ponents’ worms, thereby winning the game. Worms may move around the
terrain in a variety of ways, normally by walking and jumping but also by
using particular tools such as the “Bungee” and “Ninja Rope”, to move to
otherwise inaccessible areas. Each turn is time-limited to ensure that players
do not hold up the game with excessive thinking or moving.
Over fifty weapons and tools may be available each time a game is
played, and differing selections of weapons and tools can be saved into a
“scheme” for easy selection in future games. Other scheme settings allow
options such as deployment of reinforcement crates, from which additional
weapons can be obtained, and sudden death where the game is rushed to a
conclusion after a time limit expires.
The game was originally created by Andy Davidson as an entry for a
Blitz BASIC programming competition run by the Amiga Format magazine,
a cut-down version of the programming language having been covermount-
ed previously. The game at this stage was called Total Wormage (possibly
in reference to Total Carnage) and it did not win the competition. Davidson
sent the game to several publishers with no success. He then took the game
to the European Computer Trade Show, where he met with Mark Foreman
– Head Games Buyer at GEM Distribution. Mark suggested to Andy that he
should speak to Ocean/Team17 as they would be an ideal partner – they also
had a stand at the show. Team17 made an offer on-the-spot to develop and
publish the game.
During the development of Worms 2, Andy Davidson wrote Worms
– The Director’s Cut, a special edition produced exclusively for the AGA
chipset Amiga. Only 5000 copies were ever sold.
The North American release of the PlayStation version was the sub-
ject of considerable negotiation, as Sony Computer Entertainment of Amer-
ica had a policy against 2D games being published for the console. The Sega
Saturn version of the game was a straight port of the PlayStation version.
Worms sharply divided critics. Reviewing the Saturn version, Sega
Saturn Magazine especially praised Worms’s unexpected complexity and
the fun of multiplayer mode, and called it “Quite simply the most playable
game to hit the Saturn so far.”
218 • X-Men: Children of the Atom

6.7 X Japan Virtual Shock 001


Developer Sega
Publisher Sega
Release date (jp) October 20, 1995
Genre Miscellaneous
Mode 1 Player

X Japan Virtual Shock 001 is a Sega Saturn game cen-


tred around Japanese metal band X Japan. The user is
tasked with taking photos of band members to produce
a small video, though as there is no way to fail, it is
structured more like a movie than a game.

“segasaturn.org”

8.7 X-Men: Children of the Atom


Developer Rutubo Games
Publisher Capcom, Acclaim
Release date November 22, 1995
Genre Fighting
Mode 1-2 Players

X-Men: Children of the Atom is an arcade


game that was produced by Capcom and released on
the CP System II arcade hardware in 1994.
Based on the X-Men
Based on the comic
X-Menbook, it isbook,
comic the first
it isfighting
the first fighting game pro-
game produced
duced by Capcom byusing
Capcom using characters
characters under license under li- Marvel Comics. Re-
from
cense from
leased aroundMarvel Comics.
the time of theReleased
mid-1990s around
X-Men the animated
time series, the game
of the mid-1990s
features X-Men
voice actors from animated
the series series,
reprisingthetheir
game roles. The game’s plot
features
is voice
based on the actors
“Fatal from the series
Attractions” storyreprising
from thetheir comics - players control
roles.
one ofThe game’s or
the X-Men plot is enemies
their based oninthe “Fatal
their fight Attrac-
against the villain Magneto.
They face each of the other characters in the game in best of three one-on-
one fighting matches, before battling Juggernaut and then Magneto himself.
The gameplay has much in common with Capcom’s previous fight-
ing games, Super Street Fighter II Turbo and Darkstalkers. Children of the
Atom adds a combo system that features long combos that can even be per-
formed in mid-air. Also featured in the game are various tactical maneu-
vers, including the ability for characters to roll. Children of the Atom also
introduced multi-tiered fighting environments in which the ground would
crumble and characters would fall into lower parts of the level.
The home version of the game was originally a Sega Saturn exclu-
sive. According to Tatsuya Minami, Capcom’s senior manager of the Prod-
uct Planning and Design Section, the biggest difficulty with converting the
game to the Saturn was the memory restrictions. All three of the leading
game consoles of the time (Saturn, PlayStation, and 3DO) had only 2 mega-
bytes of RAM, while the arcade version of X-Men: Children of the Atom
used 32 megabytes for character data alone. Because of this, a third of the
animation frames had to be cut for the Saturn version.
X-Men vs. Street Fighter • 219

Senken Kigyouden 6.0


Developer Softstar Entertainment
Publisher Softstar Entertainment
Release date (jp) March 4, 1999
Genre Role-playing
Mode 1 Player

Senken Kigyouden, or Xianjian Qixia Zhuan, is the


first entry in the Chinese-made Legend of Sword and
Fairy role-playing game series. The game is set in feu-
dal China and features supernatural elements. Game-
play-wise, it is very close to Japanese RPGs. Players
controls a party of heroes which they navigates through
towns and maze-like dungeons, buying weapons and
accessories and searching for treasure. Story progres-
sion is linear for the most part.
“mobygames.com”

8.7 X-Men vs. Street Fighter


Developer Capcom
Publisher Capcom
Release date (jp) November 27, 1997
Genre Fighting
Mode 1-2 Players

X-Men vs. Street Fighter is a crossover fight-


ing game. It is Capcom’s third fighting game to feature
Marvel Comics characters, following X-Men: Chil-
dren of the Atom and Marvel Super Heroes, and the
first installment in the Marvel vs. Capcom series. As
the title suggests, the game includes characters from
Marvel’s X-Men franchise and the cast from Capcom’s
Street Fighter series. Originally released as a coin-op-
erated arcade game in 1996, it was eventually ported to
the Sega Saturn in 1997 and the PlayStation in 1998.
The game features gameplay similar to Street Fighter, but incorpo-
rates dual-character selection and tag team-based combat. Each player se-
lects two characters to compete in a one-on-one battle, attempting to defeat
the opposing team. The players are given the ability to switch between their
characters at any point during the match. The game also incorporates numer-
ous elements from X-Men: Children of the Atom and Marvel Super Heroes.
The Sega Saturn port of X-Men vs. Street Fighter was the first and to
this day most accurate home conversion of the game, with a rival PlaySta-
tion release arriving a year later. Unlike X-Men: Children of the Atom where
the differences are relatively minor, the PlayStation of version of X-Men vs.
Street Fighter strips out features such as tag-team battles, and extends the
the one-round battles to a two-out-of-three round setup.
The Saturn conversion is able to achieve closer parity with the ar-
cade version through its use of the 4MB Extended RAM Cartridge, which is
required for the game to run. A side effect of this approach also means that
loading times are shorter than on the PlayStation.
220 • Yumimi Mix Remix

Yellow Brick Road 4.1


Developer Synergy
Publisher Acclaim Entertainment
Release date (jp) August 30, 1996
Genre Adventure
Mode 1 Player

Inspired by the The Wonderful Wizard of Oz Books,


Yellow Brick Road concerns the player’s attempt to
thwart an invasion of the Emerald City by the Gnome
King.
The game’s structure is reminiscent of first-person ad-
ventures: players interacts with the environment and
manipulates inventory items to proceed. The puzzles,
however, are kept to a minimum, since combat occu-
pies a significant portion of the game.

7.0 Yumimi Mix Remix


Developer Game Arts
Publisher Game Arts
Release date (jp) July 28, 1995
Genre Adventure
Mode 1 Player

Yumimi Mix Remix is a Sega Saturn re-release of the


Mega-CD game, Yumimi Mix.
Though not based on a manga or anime, Yumimi Mix
has characteristic anime-style plot and visuals, and is
built like an interactive cartoon movie with animation
and voice-overs. The player is sometimes prompted to
select an action or a response from a pop-up menu out
of two or more available ones.
“mobygames.com”

The Yakyuu Ken Special: 6.6


Konya wa 12-kaisen
Developer Societa Daikanyama
Publisher Societa Daikanyama
Release date (jp) July 28, 1995
Genre Miscellaneous
Mode 1 Player

The Yakyuu Ken Special: Konya wa 12-kaisen is origi-


nally a 1994 pornographic 3DO game. Despite what
the name says, it is not a baseball game — it is a rather
simplistic pornographic game where the goal is to get
some young, dancing women to strip for the player by
beating them at rock paper scissors. The Saturn ver-
sion features 4 exclusive women.
Yoshimura Shougi • 221

6.8 Yoshimoto Mahjong Club


Developer Yoshimoto Kogyo
Publisher Psikyo
Release date (jp) December 17, 1998
Genre Table
Mode 1 Player

Yoshimoto Mahjong Club is a mahjong game based


on a japanese TV show in which 26 popular japanese
comedians play mahjong in some sort of tournament.

“psxdatacenter.com”

Yoshimura Shougi 6.7


Developer Konami
Publisher Konami
Release date (jp) March 26, 1998
Genre Table
Mode 1-2 Players

Yoshimura Shogi is a shogi game that features a com-


plete tutorial and a vs computer and vs another human
player game modes. The game features also japanese
voice acting for each player movement.

“psxdatacenter.com”

8.0 Yoshiyuki Sadamoto


Illustrations
Developer Gainax
Publisher Gainax
Release date (jp) November 27, 1997
Genre Miscellaneous
Mode 1 Player

Yoshiyuki Sadamoto Illustrations is a piece of soft-


ware for the Sega Saturn. It is not strictly a “game”,
but rather, a digital gallery containing artwork created
by Yoshiyuki Sadamoto.
Yoshiyuki Sadamoto is a Japanese character designer,
manga artist, and one of the founding members of the
Gainax anime studio.
222 • Yuukyuu Gensoukyoku 2nd Album

8.0 Yuukyuu Gensoukyoku


Developer Starlight Marry
Publisher MediaWorks
Release date (jp) July 18, 1997
Genre Simulation
Mode 1 Player

The game is set in Enfield, a country revived 50 years


after a tragic war. The protagonist who works in a gen-
eral shop get imprisoned for a crime he didn’t commit.
His boss pay the fee to free him from prison, but now he
have to pay his boss back, and find the real criminal. A
peculiar law in the town says that if he can gain the fa-
vor of the town, he can request a retrial, and so the pro-
tagonist and several of his friends in the town start tak-
ing odd jobs in order to gain the trust of the townsfolk.

Yuukyuu Gensoukyoku 7.5


2nd Album
Developer Starlight Marry
Publisher MediaWorks
Release date (jp) February 26, 1998
Genre Simulation
Mode 1 Player

In this game, the main character, now a member of The


Third Division Vigilante Corps, have one year to re-
store the division before is it disbanded.
Yūkyū Gensōkyoku: 2nd Album follows directly after
the events of the first game, and is once more a tradi-
tional Japanese adventure game. Players must gather
their group to perform jobs for the people of Enfield,
and interact with the various characters around town.

7.0 Yuukyuu Gensoukyoku


Ensemble
Developer Starlight Marry, MediaWorks
Publisher MediaWorks
Release date (jp) December 10, 1998
Genre Miscellaneous
Mode 1 Player

Yūkyū Gensōkyoku ensemble is a fan disc for Yūkyū


Gensōkyoku, featuring new stories involving the char-
acters, several minigames, and an art gallery.

“mobygames.com”
Yuukyuu no Kobako Official Collection • 223

Yuukyuu Gensoukyoku 7.3


ensemble 2
Developer Starlight Marry, MediaWorks
Publisher MediaWorks
Release date (jp) March 4, 1999
Genre Miscellaneous
Mode 1-2 Players

Yūkyū Gensōkyoku ensemble 2 is a fan disc for Yūkyū


Gensōkyoku: 2nd Album, and like the previous one
features a new side story, several minigames, and an
art gallery.

“mobygames.com”

7.8 Yuukyuu no Kobako


Official Collection
Developer Starlight Marry, MediaWorks
Publisher MediaWorks
Release date (jp) December 11, 1997
Genre Miscellaneous
Mode 1 Player

Yūkyū no Kobako is one of several Yūkyū Gensōkyoku


fan discs. This one features a variety of videos and illus-
trations from the first game, as well as a many illustra-
tions and information as a preview of the then-upcom-
ing Yūkyū Gensōkyoku: 2nd Album. Also included is
a quiz mode where players can test their knowledge of
the characters and the world of the games.
“mobygames.com”

Yuushun Classic Road 7.7


Developer Victor Soft
Publisher Victor Soft
Release date (jp) March 14, 1997
Genre Simulation
Mode 1-4 Players

Yuushun Classic Road is an horse racing game for the


Sega Saturn. It was the first game of this type to fully
3D polygon environment that simulates all the races
realistically from start to finish. Players are involved in
every aspect of the sport from competing in the derbies
to breeding the horses themselves.

“The A-Z of Sega Saturn Games: Volume 1”


224 •Z

7.0 Z
Developer The Bitmap Brothers, Krisalis Software
Publisher GT Interactive Software
Release date (eu) April, 1998
Genre Real-time strategy
Mode 1 Player

Z (pronounced Zed) is a 1996 real-time strate-


gy computer game by The Bitmap Brothers. It is about
two armies of robots (red and blue) battling to conquer
different planets.
Unlike traditional RTS games, collecting re-
sources or building specific structures is unnecessary
for creating an army - the same principle that was in-
troduced by Nether Earth, one of the RTS games an-
cestors. Regions and structures within their borders
that actually manufacture the units are captured by moving troops to their re-
spective flags. All players need to do is to hold acquired position for a certain
amount of time while the unit is manufacturing. The more regions are under
the player’s control, the less the time required. More powerful units take more
time to construct.
The objective of the game is to eliminate the opponent by taking out
their command Fort: either by sending a unit to enter it, or by destroying it di-
rectly. Alternatively, destroying all of the opponent’s units immediately wins
the game.
At the start of every mission, each side is given control of their Fort
and a small group of units. A host of unmanned turrets and vehicles are usu-
ally scattered about the map and sending a robot to these will allow the player
to add them to their army. However, the assigned robot will remain in the
captured vehicle or turret as a pilot or a gunner.
The game is significantly different from others of its type: For exam-
ple, vehicle drivers can take damage from enemy fire, and if the driver is de-
stroyed, the vehicle they were commandeering will be unmanned and can be
captured by either side. At the time of its release, Z was also noted for being
more complex, intense, and challenging compared to other games of its time,
like the original Command & Conquer, where the gameplay usually boiled
down to tankrushing AIs showing a lack of aggression. Further different robot
types behaved differently. Units such as a sniper with a higher intelligence
level are less likely to pop up from a tank because they are likely to be shot.
The game starts off with simple, symmetric levels where the CPU
starts with roughly the same hardware as the player. As the game progresses,
the levels become more complex, demanding more skill to control all units
effectively, and the computer gains an advantage in starting units. For exam-
ple, the CPU’s fort usually has substantially more powerful guard turrets. The
computer also gains more logistic advantages. Combat takes place on several
planets, with 4 missions on each. When one is successfully captured, a space
ship transports the robot army to another.
Ports for the PlayStation and Sega Saturn were released in 1997 and
1998 only in Europe. Both were handled by Krisalis Software and published
by GT Interactive. Even though the Saturn mouse was never released in Eu-
rope, the Saturn version of Z includes mouse support.
Zap! Snowboarding Trix • 225

6.5 Zanma Chouougi Valhollian


Developer Datt Japan
Publisher Kamata and Partners
Release date (jp) August 6, 1998
Genre Role-playing
Mode 1 Player

Zanma Chouougi Valhollian is a 1998 strategy RPG


by Datt Japan for the Sega Saturn. The game bears a
few original elements as well as traditional tile-based
SRPG conventions, but exaggerates some of them by
expanding them to levels not typically seen in a game
of the genre of the time. Characters can wear up to five
pieces of equipment, get triple-digit stats, and move
much greater distances

Zap! Snowboarding Trix 7.8


Developer Atelier Double
Publisher Pony Canyon
Release date (jp) February 21, 1997
Genre Sports
Mode 1 Player

Zap! Snowboarding Trix is a Sega Saturn snowboard


game released exclusively in Japan. The sequel was
released for both Saturn and Playstation.

6.5 Zap! Snowboarding Trix ‘98


Developer Atelier Double
Publisher Pony Canyon, TV Tokyo
Release date (jp) December 18, 1997
Genre Sports
Mode 1-2 Players

Zap! Snowboarding Trix ‘98, the sequel to Zap! Snow


Boarding Trix, is a 3D snowboarding game. The game
comes with four game modes: championship, time
competition, freestyle and head-to-head.
It was also released on the PlayStation, localized as
Phat Air Extreme Snowboarding. Interestingly, all text
and voiceovers in the Saturn version are from the lo-
calization: entirely in English and with American voi-
ceovers.
226 • Zenkoku Seifuku Bishoujo Grand Prix Find Love

8.1 Zen Nihon Pro Wres


Featuring Virtua
Developer Sega AM2, Scarab
Publisher Sega
Release date (jp) October 23, 1997
Genre Sports
Mode 1-2 Players

Zen Nihon Pro Wres Featuring Virtua is a wrestling


game for the Saturn and Sega Titan Video arcade hard-
ware. The game is licensed title, based on the real “All
Japan Pro Wrestling” (Zen Nihon Puroresu) wrestling
promotion. The “featuring Virtua”-part of the title is
related to the implementation of Wolf and Jeffrey from
the game Virtua Fighter as playable characters.
“mobygames.com”

Zenkoku Seifuku Bishoujo 7.1


Grand Prix Find Love
Developer Daiki
Publisher Daiki
Release date (jp) October 2, 1997
Genre Puzzle
Mode 1 Player

Find Love is an adult jigsaw puzzle game featuring ten


different girls to choose from. Players must success-
fully complete the puzzle in the allotted time limit in
order to see the next image and continue through the
game.

“romstation.fr”

7.2 Zero Divide: The Final Conflict


Developer Zoom
Publisher Zoom
Release date (jp) November 20, 1997
Genre Fighting
Mode 1-2 Players

Zero Divide: The Final Conflict is the third and final


game in the 3D fighting series that originally started
on Playstation. Game play wise Zero Divide is best
described as a Virtua Fighter type of fighter.
The game made use of the Saturn’s two processors,
which is why it says FEATURING “SH-2” just above
the Zero Divide logo, resulting in high resolution
graphic.
“THE-BLU-DEMON@theisozone.com”
Zoku Gussun Oyoyo • 227

Zero4 Champ DooZy-J Type-R 6.7


Developer Media Rings
Publisher Media Rings
Release date (jp) June 20, 1997
Genre Racing
Mode 1-2 Players

While the cover and name of the game suggest a rac-


ing title, it is actually made of a mix of genres: rac-
ing, dating sim, sound novel and RPG among others.
The objective of the game is to guide the hero (Shinjo
Kakeru if the default name is used) from San Fran-
cisco to New York, where he will be competing for the
title of the “Zero4 World Champion”. Along the road,
many events will take place (some mandatory, others
hidden) in the form of the aforementioned genres.
“segaretro.org”

7.9 Zoku Gussun Oyoyo


Developer Irem, Banpresto
Publisher Banpresto
Release date (jp) February 28, 1997
Genre Puzzle
Mode 1-2 Players

Gussun Oyoyo is a puzzle game where players must


guide the doll Gussun to the exit while dropping Tetris
pieces. Players can not control the puppet them self,
only the puzzle pieces. When bombs fall, they can be
used to destroy enemies or wrongly placed pieces. Af-
ter a while, water begins to rise, and the players must
rush the puppet to the exit, or it drowns.

Zoku Hatsukoi Monogatari: 5.6


Shuugakuryokou
Developer Koga Game Factory
Publisher Tokuma Shoten Intermedia
Release date (jp) December 3, 1998
Genre Simulation
Mode 1 Player

Zoku Hatsukoi Monogatari: Shūgaku Ryokō is a mix-


ture of adventure and “love simulation” - more specifi-
cally, first love. The player takes the role of a male stu-
dent and can choose any time period between ground
school to college. Every time period has four differ-
ent girls that the hero can fall in love with. The player
must choose one of those girls as the main love object.
“mobygames.com”
228 • Zork I: The Great Underground Empire

6.1 Zoop
Developer Hookstone
Publisher Viacom New Media, (jp) Media Quest
Release date (jp) November 29, 1996
Genre Puzzle
Mode 1 Player

Zoop is a puzzle video game developed by


Hookstone Productions. Some of its rules resemble
those of the arcade game Plotting (known in some ter-
ritories as Flipull), but unlike Plotting, Zoop runs in
real time.
Players control a colored triangle standing in a 4x4 square in the center
4x4
of square Lines
the screen. in ofthe center
different of objects
colored t h eappear
from the four rows on
screen. Lines
each side of theof different
box. The goal iscolored objects
to destroy thoseappear
objects before they go on your
from theA,four
square. rowsCon
B, and eachIfside
shoot. of theshoot
players box. an
Theobject
goal is
of the same color as them,
the object will be destroyed and they will move on to the next object in that
row. When players have depleted the row, they will move back to the square
(facing the opposite direction). If they hit an object of a different color, they
swap colors with that object and return to their square, allowing them to shoot
different-colored objects. Therefore, the keys to success are timely color swap-
ping and fast reaction (especially since players come back to the square facing
the opposite direction).

6.6 Zork I:
The Great Underground Empire
Developer Infocom, Activision
Publisher Shoeisha
Release date (jp) March 15, 1996
Genre Adventure
Mode 1 Player

Zork: The Great Underground Empire - Part I,


later known as Zork I, is an interactive fiction game
written by Marc Blank, Dave Lebling, Bruce D a n i e l s
and Tim Anderson and published by Infocom in 1980.
It was the first game in the popular Zork trilogy and
was released for a wide range of computer systems.
The game
game takes
takesplace
placeininthe
theZork
Zorkcalendar year
calendar year 948 GUE. The player
948 GUE
steps (although
into the the passage
deliberately vague ofroletime is not
of an notable The game begins near
“adventurer”.
a white house in a small, self-contained area. Although the player is given little
instruction, the house provides an obvious point of interest.
The ultimate goal of Zork I is to collect the Twenty Treasures of Zork and
install them in the trophy case. Finding the treasures requires solving a variety
of puzzles such as the navigation of two complex mazes and some intricate ma-
nipulations at Flood Control Dam #3.
The Saturn game, Zork I: The Great Underground Empire, is a remas-
tered version of Zork I. This version includes graphics (with the interfaces of
Lucasfilm’s and Legend’s early entries in particular (Look, Take, e t c . ) ) ,
sound effects, auto-mapping, and music by Yuzo Koshiro.
230 • Software

Software
These few pages include software discs, or non-games not included on the game pages. Most,
if not all information and pictures are taken from segaretro.org.

Cleaning Kit for Sega Saturn


Developer C-Seven
Publisher C-Seven
Release date (us) 1995

Cleaning Kit for Sega Saturn is a cleaning kit for the Sega Saturn released ex-
clusively in the US by C-Seven. The package features Sonic and Tails promi-
nently.

NetLink Custom Web Browse


Developer PlanetWeb
Publisher Sega
Release date (us) October 31, 1996
(us (3.0)) 1997

NetLink Custom Web Browser is the software used with the NetLink Inter-
net Modem to allow North American Sega Saturn owners to connect to the
internet. It was created by PlanetWeb, who would go on to design the Sega
Dreamcast web web browser software in North America, appropriately ti-
tled Sega Dreamcast Web Browser.
Multiple versions of the NetLink Custom Web Browser exist:
Version 2.0
Version 2.0 came packaged with the NetLink Internet Modem, and so is the
most common variant of the software. It supports all HTML 2.0 tags, and
most HTML 3.0 tags, but is unable to view framed webpages, and does not
support IRC chat. It is somewhat comparable to early versions of Netscape.
Version 3.0
Version 3.0 came packaged with NetLink Game Pack, adding basic sup-
port for the viewing of framed pages (by letting the user access each frame individually, not all at
once) and a simplistic IRC client. The IRC client is crippled in that it can’t connect to major servers
such as DALnet and EFnet.
Golden Version 1.135
Golden Version 1.135 uses the same code as 3.0 except no CD was ever pressed and it does not in-
clude the “NetLink City” front page. It was available for download from Planetweb’s site.
Beta Version 4.035
Version 4.035 adds SSL support for secure online ordering and was also available for download on
Planetweb’s site.
“segaretro.org”
232 • Software

Pad Nifty
Developer Sega
Publisher Sega
Release date (jp) July 27, 1996

Pad Nifty was used to access Fujitsu’s now defunct NIFTY-Serve network.
Sega had a presence on NIFTY-Serve with their Sega Game Information
Station, with the network having previously hosted dedicated Sega bulletin
boards.
It is completely reliant on the Sega Saturn Modem (of which it was bundled
with) and the defunct NIFTY-Serve network, as such it cannot function in
the modern age.
“segaretro.org”

Pad Nifty 1.1 & Habitat II


Developer Sega
Publisher Sega
Release date (jp) 1997

Pad Nifty 1.1 & Habitat II is a compilation containing the software Pad
Nifty and Habitat II, both to be used in conjunction with the Sega Saturn
Modem in Japan.
“segaretro.org”

Sega Saturn CG Collection


Developer Sega
Publisher Sega
Release date (jp) 1995

Sega Saturn CG Collection is a video CD showcasing various pieces


of pictures and video clips, mostly Clockwork Knight and Panzer Dra-

Virtua Navi V. 2.00


Developer Hitachi
Publisher Hitachi

Sega Saturn Denshi Book Operator


Developer Sega
Publisher Sega
Release date (jp) June 23, 1995

The Sega Saturn Denshi Book Operator is a piece of software which


allows the Saturn to read electronic books in the EB, EB-G or EB-XA
disc formats.
Wonder Library offered similar functionality for certain variants of the
Wondermega and Mega CD.
“segaretro.org”
Software • 233

Pad Nifty 1.1 & Habitat II


Developer Aplix Corporation
Publisher Aplix Corporation
Release date (jp) 1996

Sega Saturn Internet Vol. 1 is internet software designed for the Sega Saturn
Modem in Japan.

Sega Saturn Internet 2


Developer Aplix Corporation
Publisher Aplix Corporation

Sega Saturn Internet 2 is internet software designed for


the Sega Saturn Modem in Japan.
“segaretro.org”

Special Disc with Sega Saturn


Internet 2
Developer Aplix Corporation
Publisher Aplix Corporation
236 • Compilation

Compilation
Included here are the most noteworthy compilation games. Most of these games came as
regular releases with a new cardboard packaging. Most, if not all information and pictures
are taken from segaretro.org.

SS Adventure Pack:
Nanatsu no Hikan & Myst
Release date (jp) March 28, 1997

• Myst
• Nanatsu no Hikan

Daisenryaku Pack
Release date (jp) December 13, 1996

• World Advanced Daisenryaku: Koutetsu no Senpuu


• World Advanced Daisenryaku: Sakusen File

EMIT Value Set


Release date (jp) December 15, 1995

• EMIT Vol.1
• EMIT Vol.2
• EMIT Vol.3

Eve Burst Error & Desire Value Pack


Release date (jp) February 26, 1998

• Eve Burst Error


• Desire
Compilation • 237

Eve Burst Error & Eve The Lost


One Value Pack
Release date (jp) July 2, 1998

• Eve Burst Error


• Eve the Lost One

Eve The Lost One & Desire


Value Pack
Release date (jp) May 7, 1998

• Eve the Lost One


• Desire

Falcom Classics Collection


Release date (jp) March 4, 1999

• Falcom Classics
• Falcom Classics II

Hideyoshi Nobunaga Set


Release date (jp) November 29, 1996

• Taikou Risshiden II
• Nobunaga no Yabou Tenshouki

Langrisser Tribute
Release date (jp) December 23, 1998

• Langrisser: Dramatic Edition


• Langrisser III
• Langrisser IV
• Langrisser V

Panzer Dragoon I & II


Release date (jp) December 13, 1996

• Panzer Dragoon
• Panzer Dragoon Zwei
238 • Compilation

NetLink Game Pack


Developer Sega
Publisher Sega
Release date (us) 1997

NetLink Game Pack is a special compilation for the Sega Saturn, re-
leased exclusively in North America. Due to its misleading packag-
ing design it is often confused for the NetLink Internet Modem, but
in fact contains nothing but software. The NetLink Game Pack was
bundled with the NetLink Internet Modem (80118) or Sega Saturn
NetLink bundle (80121) - it was not sold separately, though has its
own separate box.
The NetLink Game Pack contains NetLink-compatible versions of
Sega Rally Championship and Cyber Troopers Virtual-On, as well
as version 3 of the NetLink Custom Web Browser. It was released
sometime after the NetLink Internet Modem (which comes with ver-
sion 2 of the browser), though the precise details are still sketchy.
“segaretro.org”

NRJ Le Duo Saturn


Release date (fr) 1996

• Worms
• True Pinball

Puzzle Bobble 2X & Space Invaders


Release date (jp) April 4, 1997

• Puzzle Bobble 2X
• Space Invaders

Real Bout Garou Densetsu Best Collection


Release date (jp) August 6, 1998

• Real Bout Garou Densetsu


• Real Bout Garou Densetsu Special

Roommate Inoue Ryouko Complete Box


Release date (jp) March 16, 2000

• Roommate: Inoue Ryouko


• Roommate: Ryouko in Summer Vacation
• Roommate 3: Ryouko Kaze no Kagayaku Asa ni
• Ryouko no Oshaberi Room
Compilation • 239

Samurai Spirits Best Collection


Release date (jp) August 6, 1998

• Samurai Spirits Zankurou Musouken


• Samurai Spirits Amakusa Kourin

Shin Megami Tensei Devil Summoner


Special Box
Release date (jp) August 9, 1996

• Shin Megami Tensei: Devil Summoner


• Shin Megami Tensei Devil Summoner: Akuma Zensho

Special Gift Pack


Release date (jp) November 8, 1996

• Bishoujo Variety Game: Rapyulus Panic


• Tsuukai!! Slot Shooting

The King of Fighters ‘96 + ‘95:


Gentei KOF Double Pack
Release date (jp) August 9, 1996

• The King of Fighters ‘95


• The King of Fighters ‘96 (1MB RAM Set)

The King of Fighters Best Collection


Release date (jp) October 1, 1998

• The King of Fighters ‘95


• The King of Fighters ‘96
• The King of Fighters ‘97

Zork Collection
Release date (jp) March 12, 1998

• Zork I: The Great Underground Empire


• Return to Zork
240 • Compilation

Value Set Series: Nobunaga no Yabou


Tenshouki & Nobunaga no Yabou Returns
Release date (jp) February 21, 1997

• Nobunaga no Yabou Tenshouki


• Nobunaga no Yabou Returns

Value Set Series:


Sangokushi V & Sangokushi Returns
Release date (jp) February 21, 1997

• Sangokushi V
• Sangokushi Returns

Virtua Cop 1-2 Pack


Release date (jp) July 18, 1998

• Virtua Cop
• Virtua Cop 2

Virtua Cop 1-2 Pack


Release date (jp) February 19, 1998

• Virtua Cop
• Virtua Cop 2
• Virtua Gun
• The House of the Dead Taikenban

Yuukyuu Gensoukyoku
Hozonban Perpetual Collection
Release date (jp) December 7, 2000

• Yuukyuu Gensoukyoku
• Yuukyuu Gensoukyoku 2nd Album
Released on 7 December 2000,
• Yuukyuu Gensoukyoku ensemble it was the last officially released
• Yuukyuu Gensoukyoku ensemble 2 Saturn game.
• Yuukyuu no Kobako Official Collection
242 • Lost & Found

Lost & Found


by: JJ Hendricks@blog.pricecharting.com
The Lost & Found games are some of the more rare Sega Saturn “games” and were only released in
limited quantities at the CGE Expos in 2006, 2007, and 2008.
The Lost & Found Series for the Sega Saturn consists of Volumes 1, 2 and 3. These three volumes,
each released separately, consist of a total of seven disks that contain games and video clips that can
only be played and viewed on a Sega Saturn modded to play CDR discs.
All three Lost and Found versions were made by Oldergames, which no longer makes video games
and was sold in 2007.

Lost & Found Vol. 1


Release date August 21, 2004

Volume 1, released August 21 2004 at the CGE 2K4 as an exclusive, has a


gold-shaded cover. It’s the rarest of the three with a limited edition produc-
tion of only 25 copies.
The game contained 2 discs, Project: REBELLION and Saturn FMV Video
Vault.

Lost & Found Volume 2


Release date July 28, 2007

Volume 2 has a blue shaded cover and was released July 28, 2007 at the
NWCGE 2K7.
It contains two discs, REBELLION FMV Adventure and THREE DIRTY
DWARVES Early Development Prototype.

Lost & Found Volume 3


Release date Sptember 29, 2008

Volume 3 released September 29 2007 exclusively at CGE 2K7 and has a


purple shaded cover.
Volume 3 contained three discs, discs one and two are labelled Deep Fear
and disc three is labelled Duck Video Tools Sega Saturn Demonstration
Disc.

None of the three volumes came with a user manual or any other sort of
operating instructions. Each multi-disk volume was packed in a DVD case
and each volume had a full cover. The front covers depicted a photo of the
Sega Saturn and the production number of the enclosed set of disks. The
back cover of each volume included screenshots of some of the content and
some printed information about the included content.
244 • Unreleased Games

Unreleased Games
3D Ultra Pinball
The pages include some of, what I found, the more
Publisher Sierra On-Line, Sierra Pioneer
interesting games cancelled for the system. Most of Genre Pinball
the text on these pages are taken verbatim from se-
3D Ultra Pinball was developed as a port of
garetro.org. Alot of text and pictures are also taken
the PC game of the same name. The game was pre-
from unseen64.net. If you are interested in more on
viewed in the Japanese Sega Saturn Magazine issue
unreleased Saturn games, i recommend visiting some
26 and 32.
of these two sites, as they include more information,
pictures and videos on the subject.
Adidas Power Soccer
Developer Psygnosis, Perfect Entertainment
Publisher THQ
Release date Q4 1996-1997
The 11th Hour Genre Sports
Mode 1 Player
Developer Trilobyte
Publisher Virgin Interactive Entertainment Adidas Power Soccer is a football game de-
Release date Q4 1995 veloped by Psygnosis (then owned by Sony Compu-
Genre Adventure ter Entertainment) and released for the PlayStation in
Mode 1 Player
1996.
The 11th Hour is a PC adventure game and A Sega Saturn version was heavily promoted
sequel to 1993’s The 7th Guest. The game was men- for release but did not materialise. This version was
tioned in the magazine, Mean Machines Sega, issue ported to the console by Perfect Entertainment for a
34. planned release in 1997, but was cancelled for un-
Mean Machines Sega #34 known reasons, despite being reportedly completed.
Much-delayed interactive movie for the PC. A Saturn
version will follow hot on the heels of the completed
PC code. Apparently, although it’s very late it’ll blow Allegiance
our socks off Developer Team 17
Genre First-person shooter

Air NiGHTS Allegiance is an unreleased first person shoot-


Developer Sega
er once set for release on the 3DO, PlayStation and
Publisher Sega Sega Saturn. All three versions were cancelled for un-
known reasons. Apparently some levels were done.
Air NiGHTS is the name of an unreleased se-
Mean Machines Sega #34
quel to NiGHTS into Dreams, once set for release on
Another rendered effort, but this time a 3D war game
the Sega Saturn, then the Sega Dreamcast. The game
with the player scouring a post Cold War world in
never materialised, though a sequel to the game did
search of supplies and food - using whatever means
eventually emerge in the form of NiGHTS: Journey
necessary.
of Dreams for the Wii.
From what can be understood from interviews
with Sega employees, Air NiGHTS was conceived in Blade Runner
the late 1990s while the company was developing im- Developer Westwood Studios
proved Saturn and Dreamcast controllers. It was to Mean Machines Sega #52
use controllers which could detect motion (much like This has huge hit potential for Virgin, as only one pre-
the Wii), though was scrapped when Sega opted for vious Blade Runner game (for home computer) ever
a more traditional controller setup. Initial plans were appeared, and it’s appeal continues to grow. Nothing
based around a Saturn pad with a built-in tilt sensor, about the game is known, apart from the fact it’s be-
though this later evolved into something completely ing done by Westwood Studios (creators of Command
separate when the Dreamcast project started. & Conquer / Red Alert) and they are the BEST. There
It is also possible that the Saturn’s 3D Control is always strong strategy elements in their games,
Pad (“Multi Controller” in Japan), with its detachable which fits into the movie plot of tracking Replicants
cable may have been influenced by Air NiGHTS in around a grimy, futuristic city. We hope they get the
some way. flying adverts in.
Unreleased Games • 245

Sega Saturn Magazine UK #22;


Alien: Resurrection
Actua Sports Soccer, golf, ice hockey, tennis, topless Developer Argonaut Games
darts... is there any sporting profession that Gremlin Publisher Fox Interactive
Interactive don’t excel at? After the relative success Release date Q4 1998
of Actua Soccer Club Edition, and with the promise Genre First-person shooter
of more quality titles to come, Matt Yeo takes a sneak Mode 1 Player
peek at what our friends “oop north” are up to next. Alien: Resurrection is a first-person shooter
based on film with the same name. The game had a
Playstation release in 2000. It was to be Fox Interac-
Actua Golf 2 tive’s last Sega Saturn game, but development was
Developer Gremlin Interactive pulled on the Saturn version before it was completed.
Publisher Gremlin Interactive
Sega Saturn Magazine UK #28
Release date Q4 1997-1998
Genre Sports Saturn owners and movie fans alike will no doubt be
Mode 1 Player over the moon to learn that Fox Interactive are busy
Actua Golf 2 had a Playstation release. developing Alien: Resurrection for a Spring ‘98 re-
lease. Based on the recently flick of the same name,
the game casts players in the role of the back-fromthe-
Actua Soccer 2 dead Ripley as she kicks alien ass for a fourth time.
Developer Gremlin Interactive Developed by Argonaut (the folks behind Croc), Alien
Publisher Gremlin Interactive Resurrection is set to feature Tomb Raider-style 3D
Release date Q4 1997
Genre Sports
levels with massive light-sourced and texturemapped
Mode 1 Player stages taken directly from the movie. Players explore
these levels, exterminating aliens lurking in shadows
Actua Golf 2 had a PC and Playstation release
and attempting to make it off the movie’s doomed
in 1997. The Saturn version was set to be released in
space station in one piece. If Argonaut manage to
that period, but was cancelled very close to release.
capture the spooky look and feel of the film then
there’s no doubt they’ll have yet another successful
Actua Tennis hit on their hands.
Developer Gremlin Interactive Unfortunately, the downside is that Alien Res-
Publisher Gremlin Interactive urrection will be Fox Interactive’s last Saturn game.
Release date Q4 1997
While this is certainly a blow for Saturn owners, Fox
Genre Sports
Mode 1 Player deserve praise for sticking with Sega’s 23-bit wonder
long after 3rd party developers had lost their bottle.
Actua Golf 2 had a PC and Playstation release
in 1997. The Saturn version was set to be released in
that period, but was cancelled very close to release. Armed
Sega Saturn Magazine UK #22 Developer Point of View
Actua Tennis contains all the features that made the Publisher Interplay
Release date Q4 1996
other Actua titles so successful with Gremlin push-
Genre Action
ing their technical abilities even further. All the play- Mode 1 Player
ers in the game are animated using the latest motion
Armed, also referred to as Aftermath, is an
capture technology, giving the full, fluid movement of
unreleased Sega Saturn and PlayStation game. It ap-
real tennis pros (with real life players being filmed for
peared at E3 1996 but was cancelled mid way through
the full effect). Matches take place in true 3D courts,
its development for unknown reasons. According to
allowing you to view the action from any angle and to
the previews, the game was billed as a side-scrolling
replay those dubious line calls again and again.
shoot ‘em up with a sci-fi setting, rendered visuals,
The final act that Gremlin serve up is the
and cinematic cut-scenes.
presence of two celebrity commentators in the shape-
A playable prototype was dumped and re-
ly form of Sue Barker and the chunky Barry Davis.
leased on the internet in October 2017, featuring an
Actua Tennis also features a full range of playing
essentially complete version of the game stripped of
options, including Professional and Amateur tour-
any presentation and FMV cutscenes.
naments and tours, as well as singles, doubles and
mixed double matches
246 • Unreleased Games

Angel Barb Wire


Developer Scavenger Developer Cyro Interactive
Release date Q4 1996-1997 Publisher GT Interactive
Genre Action-platformer Release date Q4 1997
Genre Action
Angel was in development by Scavenger for Mode 1 Player
the Saturn. A demo was shown at E3 1996, but it is
unknown if it was playable or just a video. In early Barb Wire was a planned action game based
1997, Scavenger had to close down for economic on the 1996 film with the same name. PlayStation,
problems and all games in development were can- Sega Saturn, PC (both DOS and Windows) and Mac
celled. versions were announced, but neither were released.
GamePro (us) #102
Immerse yourself in the comic-book, movie-based
world of Barb Wire, a Resident-Evil-meets-Doom-
style action game featuring nine levels of patentleath-
er pugnacity. Play solo or compete in a two-player
mode that enables one player to be Barb and another
to play as an evil boss. Included as well is a death
match with a specially designed multiplayer level.
unknown magazine
This game might have the right stuff to wire you to
Angel is the closest Scavenger have come to a plat-
your game chair.
form blaster, and the early playable area is set on a
hexagonal tower with wall-hugging walkways.
The scenery is ornately gothic. The book of Battletech: Gray Death Legion
Revelation has been mined for a bizarre plot involv- Developer Imagineering
ing Satan ruling the earth and an angelic girl seeking Publisher Absolute Entertainment
Release date Q4 1995
an artifact with a demon’s help. Genre Shooter
Mode 1 Player
Bedlam Battletech: Gray Death Legion is an unre-
Developer Mirage leased mech shooter game for the Sega Mega-CD and
Publisher GT Interactive Sega Saturn set to be published by Absolute Enter-
Release date Q4 1996-1997 tainment, and based on FASA’s Battletech universe.
Genre Action
The game uses a first-person perspective for the ac-
Despite the game being reportedly finished, tion, and is similar to Absolute’s RDF: Global Con-
the Sega Saturn version of Bedlam was cancelled flict, also on Mega-CD. Nothing is known about the
for unknown reasons, though a PlayStation version Saturn version other than being mentioned on some
was released. During development it was originally magazines of the time, but it’s likely it would’ve
known as Mayhem. played similarly.
The game was put on indefinite hold in late
1995 due to the poor state of Absolute’s finances.
Kumite Sometime in the 2000s, a prototype of the
Developer 47 Tek
Publisher Konami
Mega-CD version was found, which was later given a
Release date Q4 1996-1997 commercial unlicensed release by Good Deal Games.
Genre Fighting GamePro (us) #79

Kumite is an unreleased fighting game for the Absolute Entertainment, makers of Turn and Burn
Sega Saturn. and Battletank, suspended operations and laid off
Mean Machines Sega (UK) #45
most of its staff late last fall, according to industry
Konami plans to outdo all other fighting games with sources. While the company hadn’t returned calls by
an incredibly authentic martial arts game put togeth- press time, sources say that Absolute’s last batch of
er by eight programmer/experts from San Francisco. games for 1995, including Penn & Teller’s smoke and
Mirrors (Sega CD, 3DO) and Battletech: Gray Death
Legion (Saturn), are indefinitely on hold as the com-
pany determines its future course.
Unreleased Games • 247

Bubsy 3D Buggy
Developer Eidetic Publisher Gremlin Interactive
Publisher Accolade Release date Q4 1997
Release date Q4 1996 Genre Racing
Genre Action-platformer
Buggy is a PlayStation and PC racing game.
Bubsy 3D is a 3D platform game released in A Sega Saturn version was planned for release in the
October 1996 for the PlayStation as a sequel to Bubsy fourth quarter of 1997, but was ultimately cancelled.
II. It was once planned for release on the Sega Sat- Other versions were pushed back to July 1998.
urn, but despite being advertised with a date of Win-
ter 1996, was cancelled for unknown reasons. During
development it was initially known as Bubsy III. Burn Cycle
Bubsy 3D was critically planned by the gam- Developer TripMedia
Publisher Philips Interactive Media
ing press and is often considered to be one of the Release date Q4 1996-1997
worst 3D platformers of all time. Genre Action
GamePro (US) #93
Burn Cycle is a CD-i game with full motion video
Rocket through five computer-generated planets with
released in 1994. Publisher Philips Interactive Media
everyone’s favorite bobcat, Bubsy. Hand-rendered
announced that in 1996 all of its CD-i games would
3D character inhabit the new worlds, and a 360-de-
be ported to the Sega Saturn and PlayStation - Burn
gree, nonlinear play frees you to explore it all. Bubsy
Cycle would have been the first, but despite being ad-
will have two players, alternating co-operative play,
vertised, neither version ever materialised.
thousands of frames of animation per character, and,
Sega Saturn Magazine (UK) #7
as always, plenty of attitude.
Now that the CDi isn’t doing too well (actually, it’s
never done too well), Phillips are looking further
Buster Bros. Collection afield for their future game releases. The initial re-
Developer Mitchell sult of this is that their full portfolio of games will be
Publisher Capcom released on both Playstation and Saturn in the third
Release date Q4 1996
quarter of this year.
Genre Compilation, Puzzle
The first release to hit the shelves will be Burn
Buster Bros. Collection is a compilation of Cycle, Phillips’ most acclaimed title to date, which
three arcade games in the Buster Bros. series for the features a futuristic cyber-guy who has two hours to
PlayStation. solve his own impending murder. Featuring film cuts
The Saturn version was advertised in North and some of the most involving puzzle action ever
America (and given an ESRB rating) around the same seen on the CDi (not exactly hard) this is bound to be
period as the PlayStation version, but did not materi- hit on Saturn as it’s fast paced and really good fun.
alise for unknown reasons. In Japan and Europe this Expect to see other Phillip titles such as QAD (Quin-
game is known as Super Pang Collection, however tessential art of Destruction) following a couple of
there is yet no evidence to suggest the Saturn ver- months after.
sion was ever due to be released in these regions. It
is thought that Sony initially rejected this game dur-
ing the PlayStation approval process for being 2D, Foes of Ali
which may have had a knock-on effect for the Saturn Developer EA Sports
release. Release date Q4 1996
Genre Sports
Foes of Ali is a boxing game developed by EA
Ecco the Dolphin Sports, featuring Muhammad Ali and several of his
Developer Sega
Publisher Sega
real-life opponents. It was released for the 3DO, and
while Saturn and PlayStation versions were planned,
The game was used as a Saturn tech demo. It neither were released. Development on the Saturn
didn’t get past the concept stage. version had progressed far enough for the game to be
reviewed in CVG #172, dated March 1996.
248 • Unreleased Games

Chelnov Chill
Genre Shooter Developer Silicon Dreams
Publisher Eidos Interactive
Chelnov, also known as Atomic Runner or Release date Q4 1998
fully titled as Atomic Runner Chelnov - Nuclear Man, Genre Sports
the Fighter, is a Japanese infinite runner arcade game Mode 1-2 Players
developed and published by Data East in 1988. The Chill is a snowboarding game developed by
game was ported to the Sega Mega Drive in 1992. Silicon Dreams and published by Eidos Interactive
Atomic Runner, in its original arcade form for the PlayStation in 1998.
was once set to appear for the Sega Saturn. It appeared The Saturn version of Chill was very close to
at the Tokyo Game Show and various game stores in release before it was axed, having been sent to the
the Akihabara district of Tokyo in 1997, though was press for review and was expected to hit store shelves
canceled for unknown reasons. A prototype has since in early 1998. The United Kingdom’s Sega Saturn
been leaked onto the internet. Magazine even announced that a playable demo
Chelnov is one of the most controversial ar- would feature in a future volume of Sega Flash, but
cade games in history. The setting, where a coal miner these plans never materialised. They did, however, go
is caught in a nuclear accident, a hammer and sickle on to review the game, giving it an 80% score.
visible on the game’s opening screen, and the game’s The presumably finished version of Chill
title (Chernobyl in Japanese) led many to interpret the from January 1998 was dumped and released on the
game as a tasteless parody of the Chernobyl disaster. internet in early 2010. It is fully playable and depicts
Data East responded in a television program that the a game similar in nature to Steep Slope Sliders.
name “Chelnov” was merely a relative of Karnov, the The reasons for cancelling the Saturn version
title character of one of the company’s games, and of Chill are unclear, though were likely due to Eidos’
was not at all influenced by the events at Chernobyl. plans to drop support for the Saturn. No North Ameri-
Other development staff members later explained that can or Japanese versions were ever announced, and
the game had been planned under a different name, the PlayStation release remained exclusive to Europe
but the events at Chernobyl led to the name “Chel- too.
nov,” which became the game’s title. Under this ex-
planation, the parodic elements resulted purely out of Dark Helix
coincidence, but over a year and a half passed from
Publisher Konami
the accident to the first release of the game, which Release date Q4 1997
was ample time for the developers to reassess the Genre Action
suitability of the game’s plot and content. The game’s Broken Helix is an action game for the Play-
storyline was changed considerably to remove con- Station. A Sega Saturn port was planned, but can-
notations with Chernobyl when the game was ported celled for unknown reasons. It was announced at E3
to the Sega Mega Drive/Genesis. 1996 as Dark Helix.
Sega Saturn Magazine (UK) #16
Deadly Skies Konami Enter Doom Territory! First impression do
Developer Virtual Studio convey a very Doom-esque experience, but there’s a
Publisher JVC lot more to Broken Helix.
Release date Q4 1996
Like What Exactly! Try a plotline, for instance.
Genre Shooter
There’s a lot of characters in the game which Konami
Deadly Skies, developed by Funcom is a have brought to life well.
PlayStation air combat game released in late 1997. Such As? Try the kick-
The game appears to have had a troubled de- ass musclehead with a
velopment, as it was originally also set for release Schwarzenegger sounda-
for the Saturn, 3DO and PC, with North American like voice over! “You set
versions handled by JVC. Despite being advertised, us up! It’s all bullshit! All
none of these versions materialised, and the PlaySta- of it!”
tion version was only released in Japan, where it was
published by Coconuts Japan.
Unreleased Games • 249

Clockwork Knight: Pengin War


Developer Sega
Publisher Sega Converse Hardcore Hoops
Release date Q4 1996 Publisher Virgin Interactive Entertainment
Genre Action Release date Q4 1995-1996
Mode 1-2 Players Genre Sports
Clockwork Knight: Pengin War is an unre- Converse Hardcore Hoops, also known as
leased Sega Saturn game based on the Clockwork Converse City Ball Tour, is an unreleased street bas-
Knight series. It was canceled for unknown reasons, ketball game set to be published by Virgin Interactive
but a prototype surfaced in 2006, dated 20th June, Entertainment around 1995 or 1996.
1995 with a product code labelled GS-9015. Converse Hardcore Hoops was shown at
The subtitle is not official (the game refers to E3 1995 and was set to release on a wide variety of
itself simply as “Clockwork Knight”), but has been systems, including the Super NES, PlayStation, PC
applied due to the existence of the words “Pengin and three Sega consoles; the Mega Drive, 32X and
War” in the prototype version’s header. Gameplay is Saturn. It was set to be a two-on-two half-court bas-
similar to Sega’s Pengo, which may suggest “Pengin” ketball game, however the project was drastically
is a misspelling of “Penguin”. That, or it originally changed after performing poorly in focus groups. It
had nothing to do with Clockwork Knight. Issue #3 was claimed at one point to have had twelve players
of Sega Saturn Magazine calls the game Clockwork and 15,000 frames of animation, but was cancelled
Knight Puzzle and suggests a February/March 1996 entirely during the summer of 1995.
release date for Japan. Very early screenshots (possibly mockups)
The game is played from a top-down per- were documented in some gaming magazines, al-
spective, in which Pepperouchau can pick up blocks though the version cannot be identified, nor can it be
from underneath him to reveal eggs. The object of the confirmed that the game was ever playable. Report-
game is to defeat all the enemies by kicking eggs at edly Virgin dropped its support for cartridge-based
them. systems around the time of cancellation, with their
last cartridge game, Spot Goes to Hollywood be-
ing handled by Acclaim Entertainment (in the US at
least).
EGM² (US) #15
Virgin has pulled the plug on their Larry Johnson
Grandmama-based title called Converse Hard-Core
Oops, I mean Hoops. Virgin had to eat a large chunk
of change on the game after it became apparent that
gamers weren’t too interested in playing a half-court,
two-on-two style of game. Some focus groups rejected
it in a big way, as well. The game was close to being
completed and slated to be released for the PlaySta-
Sega Saturn Magazine (UK) #3 tion, Sega Saturn, Genesis and Super NES, but all
Old Pepperouchau isn’t exactly what you’d call versions were put on ice. Virgin will be entering the
popular. His first adventure was slated for being realm of sports games with both a hockey and a base-
too easy and too short, although he certainly gained ball game for PlayStation and the Sega Saturn, and
some ground in the sequel, which implemented far they are working on a brand name for their sports
more innovative graphics and game trickery. product line. The hockey game doesn’t have a name
However this time, he’d decided to give the yet, but the baseball game is being referred to as The
platform games a miss and go for something that re- Show Baseball.Virgin has apparently decided not
quires a bit more (or some at least) lateral thinking. to produce anymore cartridge-based games. I have
Yep, Peps appears in his very own puzzle game. The learned that Virgin will sell the Super NES, Genesis
gameplay is very similar to the bomberman series of and 32X rights of Spot goes to Hollywood to Acclaim.
games that appeared on just about every 16-bit con-
sole going.
250 • Unreleased Games

Comix Zone 3D Darknet


A ‘quick-pitch’ for a 3D Based Comix Zone Darknet (sometimes written Dark Net) was given a
was apparently put together during the developers tiny preview in the August 1995 issue of Sega Power,
downtime from working on the canned Sonic X- in “Video Games The Ultimate Gaming Magazine”
Treme, along with a sample story board…. (Issue 90 July 1996) and in EGM 83, and aside from
There was said to be some level of interest a small screenshot and some concept art, very little is
from Marvel and a lot more from Japan to create li- said about the game.
censced Comix Zone games, but nothing seemed to Caught in the Net
go any further than inital interest. Seems like everybody’s getting on the Net these days,
It may be due to the poor sales of the Mega and Software developers have taken note of the weird
Drive original (developer never ‘broke even’ in terms parallel universe it represents. Already, there have
of cost of developing game) put potential publishers been a couple of (so far undistinguished) movies and
off. games about intrepid pioneers being sucked into the
“Ross Sillifant@unseen64.net” Web’s cyber-maelstrom, but American Softworks’
upcoming game Dark Net promises to up the ante a
tad. It’s set in a future controlled by an extremely so-
phisticated global computer network, which runs the
world’s entire social, economic, ecological and in-
dustrial base. In a plot strongly reminiscent of Isaac
Asimov’s Fantastic Voyage (splendidly filmed with
Raquel Welch in 1966).
Four students have been transformed into virtual cy-
berknights with superpowers. You can navigate the
inner space of multilevel, 3-D isometric cyberworlds
and confront the most bizarre, cyboid creatures in the
universe. Darknet features five unique worlds with
five levels in each played from a three-fourths isomet-
ric view.

Cyber Sled
Release date Q4 1995
Death Race
Genre Shooter Developer Ocean Software
Publisher Ocean Software
Cyber Sled is an 3D arcade game released Release date Q4 1996
by Namco in 1993. A Sega Saturn version was an- Genre Racing
nounced in May 1995, but did not materialise. Death Race is a cancelled 3D racing game de-
While the specifics are unclear, the cancella- veloped by Ocean for Playstation and Saturn, sched-
tion of the Saturn Cyber Sled was likely due in part uled for the end of ’96. The game was set in a distant
to Namco’s close relationship with Sony and its Play- future where the most popular show is Death Race.
Station console (although rumours circulated that dif- The game was a mix between the racing part (10
ficulties developing for the hardware may have been courses were available to challenge violent opposi-
a factor, with the lead programmer being poached by tion) and exploration on foot in a 3D environment.
Shiny Entertainment).
Namco did not release any Saturn games
throughout the console’s run - following the success
of PlayStation launch title Ridge Racer, it appears
the company chose to abandon all non-PlayStation
projects.

“unseen64.net”
Unreleased Games • 251

Dark Ride
Developer Rocket Science Games Dawn of Darkness
Publisher Rocket Science Games Developer Ocean Software
Release date Q4 1995 Publisher Ocean Software
Genre Action Release date Q4 1996
Mode xxx Genre First-person shooter
Darkside (sometimes written as Dark Ride or Dawn of Darkness is an unreleased first per-
Darkride) was one of many titles being devloped by son shooter for the PlayStation and Sega Saturn.
Rocket Science Games before being cancelled. It was Electronic Gaming Monthly (US) #83
to be a psychodellic tunnel-based game with bizarre Dawn of Darkness is a first-person shooter where
graphics, and was briefly previewed in the December you are in a fight for your life after being thrust into
1994 issue of Games World: The Magazine, which circumstances that many players will find out of the
stated that ‘the team behind the game are perfecting normal. Currently the standard for any type of ac-
the smooth scrolling of the ride… before the game- tion/adventure is the Doom-style, meaning players
play’. are always in a maze. Even with exceptional height-
Rocket Science Games themselves are prob- mapping techniques, many players still find this style
ably more interesting than the games they made - of game boring. DoD gives players a different style
funded by Sega Enterprises and promising more than of first-person game with over 40 complex room de-
they could deliver on, they mostly made Sega-CD and signs.
PC-based FMV based titles such as Cadillacs & Di-
nosaurs: The Second Cataclysm and Obsidian. How-
ever, their titles never sold well, and Sega themselves
Dungeon Keeper
Developer Bullfrog
cancelled half of the company’s titles around 1994/95
Publisher Electronic Arts
to keep costs down- it seems Dark Side / Dark Ride Release date Q4 1996-1997
was one of the victims of this. They eventually went Genre Strategy
out of business in 1997. Dungeon Keeper is a strategy game devel-
The preview in Games world: The Magazine oped by Bullfrog for DOS and Windows. Ports to
states that the game was being developed for the 3DO, the Saturn and PlayStation were due to be released in
although almost all other RSG games were being de- 1996, but were cancelled.
veloped for either the Sega CD or the PC- whether The programmer working on the ports,
this is a mistake on the magazine’s part is unknown. Carsten-Elton Sorensen, was hired in June 1996 and
In a short article published in French maga- claimed the Saturn version looked good, in part be-
zine CD Consoles issue #4 it is written that “Dark- cause of the system’s quadrilateral-based polygons
side” was in development for the Saturn and the game (instead of the usual triangles). The game was around
would have took the player into an imaginary world, 10% complete before work switched to the Play-
to explore it aboard a cart on rails (as in a rollercoast- Station version, which in turn was cancelled due to
er). This could mean that the title would be an on- memory limitations.
rails shooter. Sega Saturn Magazine (UK) #16
As written in an article in Wired 2.11, Rocket It’s Not Even Out On PC Yet! True, it’s due in Febru-
Science decided to cancel this project because it was ary and although it’s not confirmed, it’s a good bet for
too similar to other games of its time: conversion.
The trend toward more literate games means that How Good Is It? It’s Bullfrog’s most ambitious game
some projects well along the Rocket Science pipe- yet - control every aspect of your own dungeon and
line have had to be scrapped. “We saw some things butcher good guys like stinking hogs! Sounds like ace
at the Consumer Electronics Show very similar to fun to us.
our Rocket Boy and DarkRide, so we’ve put those on Looks Amazing... Damn right - Bullfrog’s 3D tech-
hold,” says Caldwell. “But we still have Wing Nuts, a nology is bloody amazing. The PC version looks ab-
World War I dogfight game, in the works.” solutely stunning.
“unseen64.net”
252 • Unreleased Games

Descent Destruction Derby 2


Developer Parallax Software Developer Reflections Interactive, Probe
Publisher Interplay Publisher Perfect Entertainment, THQ
Release date Q4 1995-1997 Release date Q4 1997
Genre First-person shooter Genre Racing
Descent is a first person shooter developed by Destruction Derby 2 is the sequel to Destruc-
Parallax Software and was released for the IBM PC tion Derby. It was originally released for the Play-
in 1994. It was brought to other platforms in the fol- Station and PCs in October 1996. A Saturn port was
lowing years, and was at one stage set to be released planned for 1997, but was cancelled after US publish-
for the Sega Saturn, where it would have been pub- ers THQ pulled out of the Saturn market in the sum-
lished by Interplay. mer of 1997.
Alongside Doom, Descent is often credited as The Saturn version of Destruction Derby 2
helping to kick-start the first person shooter genre, a was developed by Probe Entertainment, and would
style of game which has been at the forefront of video have been published by Perfect Entertainment. A pro-
game technology since the early 1990s. The Saturn totype has since been found suggesting that the basics
version, though highly anticipated, was reportedly of the game were implemented before cancellation -
cancelled after Interplay lost faith in the platform it misses textures and requires two separate discs (one
(although this is debatable - the publisher supported for the interface, another for the game itself). It has
the Saturn until mid-1997, while Descent would have been suggested that Saturn Destruction Derby 2 was
arrived during 1996, presumably alongside its Play- cancelled due to Perfect Entertainment’s decision to
Station counterpart). The announcement came in late stop supporting Sega’s console.
1996.
Internal builds were created and were report-
edly playable, but no prototypes have been found. Down in the Dumps
Developer xxx
Publisher xxx
Free Runner Release date Q4
Genre xxx
Developer Sega Mode xxx
Publisher Sega
Release date Q4 1995 Down in the Dumps is a cancelled Sega Sat-
Genre Adventure urn adventure game. It was originally planned to be a
Free Runner is an unreleased Sega Saturn CD-i game.
game created by Sega. Mean Machines Sega (UK) #44
Little is known about this project - it was re- Sniff My Dump
portedly an adventure game with “arcade elements”, Phillips Media are most definitely into Saturn, with
in which you played as a “cyber-hacker turned detec- up to five titles available this year (including a con-
tive” solving murders in a virtual world. The game version of Burn:Cycle). The Biggie is Down in the
was made up of both live action footage and 3D Dumps, a surreal adventure game set on a rubbish
worlds, and was set to be released in Winter 1995. tip, and featuring some of the best rendered art seen
Though the game was shown in some form at E3 on computer. It’s all a bit Toy Story, with a plot and
1995 and preliminary cover art was created, the game characters to unfold across four chapters as thumb-
was quietly cancelled without explanation. sized aliens try to escape from their stinky sector of
Free Runner may have been an evolution of earth.
the unreleased Sega VR game, Matrix Runner.
Mean Machines Sega (UK) #34
An adventure game along the lines of the hoary old
Activision classic, hacker. Invade a massive polygon-
generated Website as a murder investigation begins,
with you acting as a binary Columbo.
Unreleased Games • 253

Dreadnought
Into the Shadows Developer Ocean Software

Developer Triton HMS Carnage (later renamed to Dreadnought/


Publisher Scavenger Dreadnoughts and internally know as Dread0) is a
Release date Q4 1995-1996 cancelled Victorian steam-punk shooter (with strat-
Into the Shadows is an unreleased Sega Sat- egy elements) set on Mars, that was in development
urn, PlayStation and PC game developed by Triton for almost 3 years by the Tribe team at Ocean Soft-
and set to be published by Scavenger ware. It was an ambitious project, but only a small
While the game was considered impressive playable demo and detailed FMV were finished be-
for its time, it is thought to have been cancelled after fore Infogrames acquired Ocean in 1998 and decided
Scavenger went bankrupt, around late 1997 or early to kill it some months later.
1998. It was originally set to be released for PC, with It seems that the game concept was somehow
a Saturn version following a few months afterwards, similar to Warhawk, released in 2007 for the Playsta-
but no versions of the game were ever released in any tion 3, in which the player is able to use ground and
form. air vehicles, turrets and on-foot weapons to kill their
Mean Machines Sega (UK) #52 enemies and complete the mission objectives.
The most eagerly anticipated title of the coding con- HMS Carnage was mainly a PC game and
glomerate that seems to have the most ambitious the Playstation/Saturn ports were an afterthought: the
portfolio of Saturn projects but never seems to get console versions would have been very different with
them released. Scorcher, AMOK - these titles have more action and less strategy.
been kicking around in development for years. Into At the time Ocean had a reputation for pro-
the Shadows does look extremely smart, a full-blown ducing low quality movie tie-ins but with the much-
dungeon RPG but with incredible polygon characters hyped arrival of CD-ROM as a gaming format they
and real-time fighting. The latest sequences sent to us wanted to develop some really ground breaking
by Scavanger, from the heading PC version, look in- games. Ocean rebranded their internal development
credible. Wizard and magic, Orcs and heroes, goblins department as “Tribe”, invested a lot of money, hired
and elves, it’s going to be epic stuff. a lot of new talent and asked everyone to come up
Moistness Rating: Dripping with original concepts huge enough to fill a CD-
ROM.
HMS Carnage was one of the winning con-
Killing Time cepts, Silver was another (released 4 years later) and
Developer Studio 3DO the third was a point ‘n click adventure with Hanna-
Publisher Acclaim Entertainment
Release date Q4 1996-1997
Barbera characters, called “Zoiks” which was also
Genre First-person shooter cancelled.
The game kept its “HMS Carnage” title
Killing Time is a first person shooter relased
throughout most of the development, while “Dread-
for the 3DO in 1995. Following the demise of the
nought” was a name thought up by the marketing
console, developers Studio 3DO planned to bring it
department towards the end. Probably they though it
to the Saturn and PlayStation in 1997 (where it would
was a more sellable title for a shooter.
be published by Acclaim), but both versions were de-
Sadly the name-change was not enough to
layed and then cancelled, despite being advertised in
save the game. When Infogrames bought Ocean and
North America.
review Dreadnought, too much work and money were
While it saw a PC release in 1996, Killing
still needed to complete the project: they thought that
Time is a relatively simple FPS compared to much of
it could have been an economic failure and decided to
the competition around this period, particularly when
cancel the development. After the cancellation, part
it came to the likes of Quake. There is a high chance
of the Tribe team went to work at Psygnosis.
it was cancelled on that point alone.
A preview for HMS Carnage was published in
Edge magazine issue 32.
“monokoma@unseen64.net”
254 • Unreleased Games

Dream Team Basketball Eternal Champions:


Developer Anvil Incorporated The Final Chapter
Publisher U.S. Gold
Release date Q4 1996-1997 Developer Sega
Genre Sports Publisher Sega
Release date Q4 1995
Dream Team Basketball is an unreleased Genre Fighting
PlayStation and Saturn basketball game developed Mode 1-2 Players
by Anvil Incorporated and set to be published by U.S. Eternal Champions: The Final Chapter was an
Gold (Eidos Interactive co-publishing the PlaySta- unreleased game planned for the Saturn by the former
tion version). member of Sega of America, Michael Latham. The
While footage and screenshots of the Play- game only made it past the first 20 pages of concept
Station version was released, the status of the Saturn art before being forcefully canceled by Sega of Japan,
version is unknown. Both were advertised in North seeing the game as competition for the Saturn version
America, and were set to capitalise on the 1996 Ol- of AM2’s Virtua Fighter.
ympic Games in Atlanta. The Final Champter like would have con-
tained a second set of fighters fighting to regain their
lives (called the Infernals), creating a balance to the
timeline. A third force, called Chaos, would threaten
the timeline and the two sides have to work together
fight this new threat. Depending on your actions, the
timeline would change, affecting the looks, abilities
and histories of the characters in play. There were
thirty planned possible endings.
While this third Eternal Champions game
made it far into development before being axed, it
is advertised on the box of early North American
Saturns for a release in Autumn 1995. According
to Michael Latham, there was a Saturn demo made
demonstrating some of the fighting.
Word of its cancellation did not reach the
Midland gaming press until the first half of 1996.
Developer Future Soft
From the look of the only screen available,
the game should have probably been for the Playsta- Ganymede
tion or Saturn. There are basically no other info on Developer Rocket Science, BMG Interactive
this project, so we can assume that it was cancelled, Original announcement for Playstation and
but it could also be possible that it was relased under Saturn: “Players race across the rugged 3D moon-
a different name in Japan. scape in Ganymede, matching battle skills and strat-
“unseen64.net”
Unknown magazine egy against the warlike Eridani aliens. Piloting a
A realtime ploygon RPG, Midland drops you as a fe- heavily armed, frictionless vaporsled, the player
male or male swordsman into a 3D maze-like enviro- smashes through enemy battle craft and attacks mis-
ment visible from various camera angles. You’ll fight sion targets with stealth and speed. Superbly realistic
dragons, scorpions, knights driving physics accompanied by aggressive thrusting
and others. Midland looks power, minimal traction and rugged terrain make ex-
more action-orientaded ploring Ganymede, the ice-moon under the ominous
than other games of its watch of Jupiter, an adventure in itself. The ability to
sort, and may be best for freely navigate the surface of the entire moon on more
a younger audience. than 20 missions creates unlimited gameplay.” The
game was never released, the reason of the cancella-
tion is unknown.
“unseen64.net”
Unreleased Games • 255

Gender Wars
Developer Sales Curve Interactive
Release date Q4 1995
Fighting Force
Gender Wars is a PC strategy game published
Developer Core Design
Publisher Sega, (jp) Electronic Arts Victor (?) by Sales Curve Interactive. A Sega Saturn release was
Release date Q4 1997-1998 planned, but was cancelled for unknown reasons.
Electronic Gaming Monthly (US) #83
Fighting Force, called Metal Fist in Japan, is a
3D beat-’em-up developed by Core Design. Once due Now here’s a scary thought: the pressure between the
for release exclusively on the Saturn, various issues sexes escalating until a war begins. Who will win? I
saw the game released for every major video game guess that’s up to you. Gender Wars, for the Saturn
system on the market except the Saturn. and PlayStation, features a huge playing area, two
Core Design had originally intended Fighting games perspectives and
Force to be titled Streets of Rage 4, being pitched to a sick opportunity to take
Sega as a sequel to Streets of Rage 3. However, dur- out your daily stress on
ing development there was a change of plan, and the the opposite sex without
group decided it would be more worthwhile to create getting arrested! This one
a multi-platform game. Predictably, this caused Sega is a futuristic and strange
to demand the Steets of Rage trademark be removed, look into what could be.
and so the game was renamed Fighting Force.
Development resumed for Fighting, with Heart of Darkness
Sony PlayStation and Windows ports (along with the Developer Amazing Studios
Saturn version), being estimated for release around Release date Q4 1996-1997
Q4 1997. The PlayStation and Windows versions hit Genre Action
their target, however despite being reportedly com- Heart of Darkness is a platform game released
pleted, no Saturn version was released. It is said this strategy game released in 1998 for the PlayStation
occurred due to publishing disagreements - Core and Windows.
originally approached Eidos Interactive for publish- The game took six years to develop and went
ing, but later contacted and secured a deal with Sega through a number of iterations - in 1996 a Sega Sat-
of Europe for the Saturn version, who claimed the urn version was advertised (to be published by Virgin
game would be released in November 1997. For Interactive Entertainment), but a release did not ma-
whatever reason, this did not happen, though Eidos terialise. It was also thought to have been picked up
were able to publish the other ports (including an en- by Sega themselves, to be released on the Saturn be-
hanced Nintendo 64 edition, released in 1999). fore the PlayStation and PC in 1997, but again these
The December 1997 issue of Sega Video plans fell through. In the end, Interplay published the
Magazine also shows the Fighting Force/Metal Fist game in North America and Ocean Software (later In-
version of the game, indicating an also-cancelled fogrames) published it in Europe.
Japanese release by Electronic Arts Victor with a De- Mean Machines Sega (UK) #44
cember 4 release date and a price tag of ¥5,800. An electrifying demonstration of Sega’s new found
An early prototype of the Saturn version was status with third-party developers is the announce-
leaked in November 2008 by drx. ment that Virgin’s biggest game, and longest devel-
Fighting Force 2, a sequel to this game, saw a opment, Heart of Darkness, is to appear on Saturn
release on the Sega Dreamcast, though is a radical de- ahead of other formats. Apparently the Sega version
parture from the gameplay seen here. It was panned is at least as advanced as any, and will be ready with-
by most critics. in six months. Heart of Darkness has been in produc-
tion for over three years, it’s a massive adventure that
takes games like Delphine’s Flashback leaps forward
- a true interactive movie.
256 • Unreleased Games

Flying Nightmares 2 Grand Theft Auto


Developer Eidos Interactive Developer DMA Design
Publisher BMG Interactive Entertainment
Flying Nightmares 2 is a cancelled flight sim- Release date Q4 1996-1997
ulator/shooter that was in development for PC by Ei- Genre Action
dos Interactive, with a presumed port for the original
Grand Theft Auto is an action adventure game
Playstation and Saturn. As we can read in an inter-
developed by DMA Design for DOS and Windows,
view by Combat Sim with Bryan Walker, Lead Pro-
and the PlayStation. Versions were planned for the
ducer of the FN2 project, the game was “a sequel to
Saturn and Nintendo 64, but went unreleased. The
AV8B Harrier Assault, a game that Domark and Si-
Saturn version was apparently due in December 1996,
mis developed several years ago, and went on to be-
but was delayed and eventually cancelled because of
come SVGA Harrier, the first 640×480 flight sim on
poor sales of the console.
the PC, and Flying Nightmares on the Macintosh“.
The game’s sequel, Grand Theft Auto 2, was
An online multiplayer mode up to 16 players
released for the Sega Dreamcast.
was also planned. It seems that Eidos decided to shut
Saturn Power (UK) #10
down Flying Nightmares 2’s development team for
Grand Theft of GTA
unknown reasons and the game vanished with them.
DMA’s controversial Grand Theft Auto was rumoured
Only a self-running PC tech demo was released be-
to be coming to the Saturn early in December, with
fore the cancellation.
BMG keen for maximum exposure for this much-
There is not much info on the presumed Play-
lauded and offbeat release. Lamentably, plans for a
station and Saturn ports, but the unseen64.net mem-
Sega version have now been canned. “So why are you
ber, Celine, was able to find a scan with a short article
writing about it, then?” we hear you cry, but trust
about them on CD Consoles issue #4. We can assume
us... we’re getting to the good bit.
that the console ports would have been a downgraded
Between Monday December 1 and Tuesday
version with a more arcade-ish gameplay and no on-
December 2, a warehouse in the Midlands coontain-
line mode.
“monokoma@unseen64.net” ing Grand Theft Auto stock was, get this, ramraided.
Thieves got away with roughly 18,000 units. Local
police have, at the time of writing, caught one of the
culprits, retrieving 700 copies in the process. But
where are the other 17,300 games? The investigation
force are, naturally, making enquires.
Initially sceptical, the Saturn Power team
rang BMG PR supremo Gavin White, who assured us
in no uncertain terms that this was no cheap publicity
stunt - it actually happened. And, in a curious (and
equally ironic) twist to this tale, Kirsty - BMG’s Na-
tional Account Manager, responsible for selling their
games to stores countrywide - had her car broken
into and her stereo stolen. The time of this break-in?
Between December 1 and December 2.
Those worried about getting a PC or Playstation
copy of GTA - because we know many of you own
other formats - shouldn’t worry unduly. There are still
plenty of units available for sale, and we just happen
to know where.
Unreleased Games • 257

HyperBlade
Developer Activision
Hexen II Publisher Activision
Developer Raven Software Release date Q4 1996-1997
Publisher Activision Genre Sports
Release date Q4 1997 HyperBlade is a PC futuristic sports game.
Genre First-person shooter
Versions were announced for the Saturn and PlaySta-
Hexen II is the sequel to Hexen. Activision tion, but they never materialised.
announced a Sega Saturn port before the game was Electronic Gaming Monthly (US) #83
finished, but no such version materialised. Bloody action is what you’ll get with Armed for the
Saturn Power (UK) #1 PlayStation. With plenty of heavy artillery, this one
Hexen 2 Saturn bound? will definitely let you release any and all tension
Although we’re still waiting for definite confiramtion from a hard day. You control Vic through 12 ren-
from Activision, it would appear that they will be dis- dered levels. Each level increases in difficulty as you
tributing Hexen 2 when the game’s released towards work your way through to the toughest enemy in the
the end of the year. game... a traitor from your own special forces team!
Coded by Raven (the id-affiliated develop- 3-D graphics are featured throughout Armed in both
ment company who wrote the first game), Hexen the game and the cinemas. Like some other Interplay
2 will use a similar engine to Quake (although, as titles, the story line makes you feel like you’re inter-
you can see from these shots, they’ve beefed up the acting with a movie. In this case, an blood bath of a
graphics engine somewhat). Activision claimed that movie! Plus, the musical score goes along with the
the game will be far more interactive than the first plot.
one, with the fresh ability to ‘chat’ to townsfolk one
of the new inclusion. Basically, Hexen 2 will be more
of a action/RPG game and as soon as we have the
Incredible Idiots in Space
Developer Magnet Interactive Studio, ASC
inevitable confirmation of a Saturn conversion, we’ll Genre Sports
let you know. Fingers crossed, Lobotomy may even be
commissioned to produce the conversion... Incredible Idiots in Space is a cancelled com-
edy adventure game that was in development by Mag-
net Interactive Studios in 1995/1996 for the Playsta-
tion and Saturn. The game was going to be published
by ASC, but it seems that they decided to cancel the
project because the “market was not ready for a com-
edy game” of this kind.
In Incredible Idiots in Space the player would
have been able to meet over 36 different alien life
forms and talk to them to resolve their problems.
Millennium Fire “unseen64.net”
Developer Bandai Unknown magazine
Publisher Bandai IIIS is a breakthrough
Release date Q4 1998
Genre Shooter
comedy/action adventure
game where your mission
Millennium Fire is an unreleased Sega Saturn is to uncover who is at-
game created by Bandai. It appears to have been a rail tempting to gain control
shooter set on a space station, possibly with Virtua of the universe. The title features
Gun support. It was at one point given a 1998-08- 36 different alien life-forms and
27 release date for Japan and was set to be priced at allows you to select your own
¥5,800, though the game did not materialise. dialog when you interact with the
NPCs.
258 • Unreleased Games

The Indestructibles
Developer Bullfrog
The Indestructibles is an unreleased arcade want it to look like anything else. The game was of
strategy video game developed by Bullfrog Produc- Molyneux’s design.
tions. The game would have had players control a Of the characters, Cooper said that the cars
superhero or a team of superheroes to do battle with and the player’s team members were to be created
super villains. using vector graphics, and the civilians using “a mix-
The game was originally titled MIST - My In- ture of sprites”. He said that vectors were useful be-
credible Superhero Team, and was cancelled because cause they enable the characters to be more flexible
Bullfrog were unable to obtain a Marvel licence. and they use less memory, which he said was useful
The Indestructibles takes place in the early because the game was being developed for the Play-
20th century, and puts the player in control of a su- Station and Saturn.
perhero or a team of superheroes to compete against
super-villains in a 3D city. The player could have de-
signed a character and its abilities, and had the option
of being good or evil. Funding is granted by organisa-
tions depending on which side the player chooses: for
example, the government if good and from whoever
is willing to pay the most if evil. Money is used to
research faster and more powerful superheroes and Cooper also stat-
weapons. ed that he was “working
According to Computer Gaming World, the hard” to make The Inde-
action would have been based on physics rather than structibles an impressive
rules, and players would have been able to play as multiplayer game, and
super-villains. that he wanted to the BT
MIST - My Incredible Superhero Team, was WirePlay network. Ac-
in development by July 1995 and set for release in cording to Génération 4, The Indestructibles’s artifi-
November. It used Bullfrog’s Skeletal Mapping (a cial intelligence featured “very powerful” algorithms
technique with which a skeleton’s actions are cal- that analysed the player’s combat techniques and
culated by a computer, rather than the artist drawing countered them.
every possible animation a character could perform) Artist Fin McGhie said that development was
to make it possible for players to create superheroes, not smooth and that it eventually become apparent
according to Peter Molyneux. Edge stated that the that it would be unlikely to be completed. He left to
game featured a “fully modelled” city, textured poly- form Mucky Foot Productions and The Indestructi-
gon characters, and a Pentium mode that runs at 30 bles was rebooted, but that also “didn’t work out”.
frames per second. According to Bullfrog developer Glenn Corpes, The
The game had been renamed to The Inde- Indestructibles was cancelled because Marvel Com-
structibles by February 1996, and was produced by ics threatened to intervene if any of the game’s super-
Sean Cooper. At this time, PC Zone said the game heroes resembled any of theirs. According to Bullfrog
looked “so damn impressive”, and because of this, designer Alex Trowers, the game was cancelled due
Cooper would give the magazine monthly reports on to the lack interest in designing superheroes and an
its development. He stated that he had “very strong inability to obtain a Marvel licence. Corpes said the
views” on how he would have liked it to look, and game “would have been cool”, and Molyneux said it
that he wanted it done his own way and “nothing like “was a really nice game idea”.
it has ever been done before”. The game was origi- RetroGamer interview with Glenn Corpes issue #160
nally had a futuristic setting, but Cooper decided that “The Indestructibles would of been cool. It was like
he wanted a brighter and more colourful environment multiplayer Quake in that you’d get to know the level
for daytime settings and a “dull monochrome” ap- well. It didn’t happen because Marvel said here’s a
pearance for night-time. He said the latter was impor- list of several 100 superheroes, if any of yours are like
tant because ir creates atmosphere and that he did not ours…we’ll be talking to you..”
Unreleased Games • 259

Jet Ski Rage


Major Damage Release date Q4 1995-1996
Publisher Capcom Genre Racing
Release date Q4 1996-1997
Sega Visions (US) #25
Genre Action
Whoever said that a little water never hurt anyone
Major Damage is an unreleased Saturn action never played this spectacular wet ‘n wild game!
game once due to be published by Capcom. JetSkiRAGE is best described as a Racing/Fighting
In Major Damage players take on the role game with a tidal wave 360-degree 3-D action. Play-
of one of two characters, and traverse across stages ers race full-throttle through deadly courses, dodging
shooting enemies while jumping across platforms. It ferocious sharks, armed
is a “2.5D” game, in which backgrounds are rendered racers, disgruntled former
in 3D, but gameplay is played in two dimensions. racers, bounty hunters
Sprites are made from pre-rendered computer graph- and floating spike fields.
ics, pioneered by the likes of Donkey Kong Country. JetSkiRAGE is tons of fun,
Major Damage was reportedly axed due to but it ain’t no day at the
Sega’s decision to cease supporting the Saturn con- beach!
sole. The game was nearly finished, so the develop-
ers instead pitched the idea to Sony for the original
PlayStation. Sony rejected it, potentially due to the The Journeyman Project:
game’s similarities with the game Blasto. David Sill- Director’s Cut
er of Capcom Digital Studios has also suggested it Developer Preso Studios
was cancelled for just being a bad game. Publisher Sanctuary Woods
Two early prototypes of the game have since Release date Q4 1995
been leaked onto the internet. Genre Adventure
The Journeyman Project: Director’s Cut is an
update to the PC game, The Journeyman Project, once
Major Damage set to be published for the Sega Saturn and PlaySta-
Publisher Capcom
Release date Q4 1996-1997
tion. Both both versions were cancelled for unknown
Genre Action reasons.
Major Damage is an unreleased Saturn action Sega Visions (US) #25
game once due to be published by Capcom. Consider the fact that the original PC version of this
In Major Damage players take on the role game, The journeyman Project, won the prestigious
of one of two characters, and traverse across stages Multimedia Award for best animation and graphics.
shooting enemies while jumping across platforms. It Now imagine the next-generation game - on Sega
is a “2.5D” game, in which backgrounds are rendered Saturn. The Journeyman Project: Director’s Cut is
in 3D, but gameplay is played in two dimensions. a photo-realistic Adventure game. You’re Agent 5 of
Sprites are made from pre-rendered computer graph- the Temporal Protectorate, assigned to travel back in
ics, pioneered by the likes of Donkey Kong Country. time to save the future. Locations include a prehistor-
Major Damage was reportedly axed due to ic security station, an underwater military complex,
Sega’s decision to cease supporting the Saturn con- and a Martian mining colony. You travel through
sole. The game was nearly finished, so the develop- six panoramic worlds of fluid, full-motion graphics,
ers instead pitched the idea to Sony for the original virtual walk-throughs, fly-throughs, and live-action
PlayStation. Sony rejected it, potentially due to the video sequences. A MIDI sound track enhances the
game’s similarities with the game Blasto. David Sill- visceral, movie-theater experience.
er of Capcom Digital Studios has also suggested it
was cancelled for just being a bad game.
Two early prototypes of the game have since
been leaked onto the internet.
260 • Unreleased Games

Maximum Surge Micro Machines V3


Developer Digital Pictures Developer Codemasters
Publisher Digital Pictures Release date Q4 1996-1997
Release date Q4 1996 Genre Racing
Mode 1-8 Players
Maximum Surge is an unreleased full motion
video game by Digital Pictures, set for release on the Micro Machines V3 is the sequel to Micro
3DO, Mac, PC and Saturn in the first quarter of 1996. Machines 2: Turbo Tournament, and was released for
Maximum Surge would have been an on- the PlayStation and PC and in 1997 and 1998 respec-
the-rails shoot-’em-up in which you fight an enemy tively (with a watered-down Game Boy Color ver-
known as Drexel, who is attempting to replace hu- sion in 2000). It was also once set for release on the
manity with cyborgs. Though a demo of the PC ver- Saturn, but this version was cancelled.
sion was released and all the footage was shot, no Shortly before E3 1996, Codemasters report-
other versions made it to market. The Saturn version edly signed a deal with Sega to bring some of their
was even rated by the ESRB as M. The reason for the games to the Saturn, with Micro Machines V3 and
game’s cancellation is not known, however by 1996 Sampras Extreme Tennis being the two main candi-
FMV games were on the decline, and may have been dates for porting at the time. Neither were released
considered unprofitable. due to complications with the hardware, with Code-
Much of the footage in Maximum Surge was masters’ only Saturn game being Jonah Lomu Rugby,
reycled to create a movie, Game Over, released in released in 1997.
2003. Micro Machines V3 on the Saturn was devel-
oped in parallel with the PlayStation version, though
GamePro (US) The Cutting Edge: “Spring 1996”
the differing hardware meant that vast chunks of the
Digital Pictures scored the acting services of Yasmine
rendering code had to be re-written. A number of
Bleeth of Baywatch and Walter Koening, who played
programming tricks were employed to boost the ren-
Chekov on Star Trek, for this one-player interactive
dering power of the Saturn - the Motorola 68EC000,
action/adventure extravaganza.
used to drive sound on the Saturn was made to con-
Surge takes place in the 21st century. You’ve
vert the 3D models into sprites in real time, in an at-
been hired as a mercenary to protect the Brokaw Ter-
tempt to get over the “quirky” 3D hardware. Even
ritory and stop evil Drexil (played by Koening) from
the SH-1 disc controller was hacked to provide ex-
taking over the world and populating it with androids.
tra help with rendering. The team claim to have had
Your team includes a mercenary named Jo (played by
huge problems rendering the 3D world along with all
Bleeth), as well as a computer hacker and a resist-
eight cars, though the main game logic, written in C,
ance commander. Using an arsenal of weapons, you
remained largely unchanged between the Saturn and
battle androids and Drexil’s other minions across a
PlayStation.
desert and through a power station. The gameplay
The release date of the PlayStation version of
includes first-person shooting scenes, as well as in-
Micro Machines V3 slipped from Autumn of 1996 to
teractive scenarios.
Spring of 1997, with the Saturn port expected to ar-
rive around the same period. This did not materialise,
with the Saturn version being largely unfinished be-
fore the axe.

Monster Maker: Holy Dagger


Publisher NEC Interchannel
Release date Q4 1999
Genre Simulation
Monster Maker: Holy Dagger is a simulation
game for Saturn. It based on the card game Monster
Maker franchise, not related to the PC Engine game.
It was a long time in development, but was canceled
to the end of 1999 for unknown reasons.
Unreleased Games • 261

Magic: The Gathering


Publisher Acclaim Entertainment
Monika no Shiro Release date Q4 1996
Publisher Pioneer LDC Genre Simulation
Genre Role-playing Magic: The Gathering is a PC real-time strate-
Monika no Shiro is an unreleased Saturn gy game based on the Magic: The Gathering universe.
game. It was developed as Faradoon: The Legend of Both PlayStation and Saturn ports were planned, but
Dragon Castle, and renamed later in 1997. This game cancelled.
had been placed on the game magazine’s release cal- The specific history of this game is unclear.
endar for a long time, but disappeared in mid-spring It was published for PCs in March 1997 by Micro-
of 1999. Prose, but Electronic Gaming Monthly claimed Ac-
Mean Machines Sega (UK) #38
claim Entertainment was the publisher. Acclaim was
There are some very early details of a tasty look- working on a separate Magic strategy game, Magic:
ing RPG called Faradoon which, like Dark Saviour, The Gathering: Battlemage at this point - the two may
seems firmly rooted in the action adventure camp. have been confused with one-another.
With Soleil-type gameplay, polygon bosses and a vir- Both Saturn versions were scrapped before
tual perspective, it’s one to watch. One of its heroes release.
Electronic Gaming Monthly (US) #84
is a bit of a dandy, with his white breeches and feath-
ered cap. The popular card game Magic the Gathering will
soon have its own PlayStation game. Magic will take
an interesting approach to its source material by
Turok: Dinosaur Hunter turning it into a live-action war simulation. Players
Publisher Acclaim Entertainment assume the role of a wizard who can summon mon-
Release date Q4 1997 sters to do-in a rival wizard. The gameplay is similar
Genre First-person shooter to WarCraft with the nonstop action of monster bash-
Turok: Dinosaur Hunter is a first person ing each other. A number of spell effects can be sum-
shooter released for the Nintendo 64. Acclaim Enter- moned for use, each looking like the card from which
tainment announced a Sega Saturn version would be they are based. Magic players will like how close to
made (having been ported from the Nintendo 64) but the card game it really is. For example, monsters get
no such version materialised. summoning sickness. Abilities like Plainswalk and
Mean Machines Sega (UK) #48 Mountainwalk can be used as well. Acclaim has a
MONSTER! MONSTER! real hot license here. Magic fans get ready!
MEAN MACHINES can reveal that the game based
on Acclain comic character, Turok Dinosaur Hunter,
is to be converted to Saturn from its original N64 Screaming Wheels
form. The game is best described as a Doom/Quake Publisher JVC
clone but set in the open spaces of Turok’s antideluvi- Release date Q4 1995
an valley. Coded by Iguana software, Turok features Screaming Wheels is an unreleased racing
some amazing weaponry, including a nuclear-style game set to be published by JVC for the Sega Saturn
rocket-launcher of Independence Day proportions. and Sony PlayStation in 1995. The game was can-
The dinosaur adversaries are equally impressive, celled for reasons unknown.
with the most monstrous forms made of thousands of Mean Machines Sega (UK) #34
motion-captured polygons. What we’ve seen of Turok Not actually on show and expect the name to change,
so far has been on N64 - work on Saturn may not even but we’re promised a 007-style feast of driving action
have been started. with oil slicks and guns galore. Blimey.
262 • Unreleased Games

Mudkicker Ninja
Developer Scavenger Developer Core Design
Publisher GT Interactive Publisher Eidos Interactive
Release date Q4 1995-1997 Release date Q4 1996-1998
Genre Racing Genre Action
Mode 1-2 Players
Mudkicker is a cancelled off-road racing game
that was in development in 1995 / 1996 by Scavenger Ninja for the Sega Saturn is an unreleased ac-
for the Saturn, Playstation and PC. The project was tion game developed by Core Design. It was subtitled
meant to be published by GT Interactive, along with as Ninja: Shadow of Darkness and released for the
AMOK, Scorcher and Into the Shadows, but only the PlayStation in 1998, but the Saturn version did not
first 2 titles were finished. In January 1997, before materialise, likely as publisher Eidos Interactive had
Scavenger could complete and deliver the remaining at this point cancelled all upcoming Saturn projects
two titles, GT sent Scavenger a letter setting forth no- due to low sales of the console.
tice of “material breaches of the Agreement by Scav- Ninja had a prolonged development cycle,
enger” and purporting to terminate the development originally planned for release in Summer 1996 be-
of those games. Because of these problems with their fore being pushed back the November, then to Sum-
publisher and lack of money, Scavenger had to close mer 1997 and finally for its PlayStation release, to
down. Mudkicker was never finished and vanished September 1998. The game was announced relatively
forever with the closure of the studio. early in the Saturn’s lifespan and is thought, much
like Tomb Raider, to have originally been built with
Sega’s system in mind, before being brought over to
the PlayStation.
Mean Machines Sega (UK) #44
Core kept a suprise development, Ninja, from the
journos until the ECTS event. MEAN MACHINES
was the first to view this stunning new slant on the
beat ‘em up. Set in the times and landscapes of an
oriental feudal fantasy, the brave young Kuwosawa
Unknown Magazine fights polygon samurai, towering lizards and to be
Scavenger’s most conventional project is an arcade perfectly frank, large
off-road racer. Hydraulic four-by-four racers com- monsters. The graph-
pete over slalom courses and bridge jumps. For their ics are pretty incred-
first driving game, the 3-D engine is impressively fast ible, with a chunky,
and smooth. isometric 3-D of ad-
mirable detail even at
close rangem includ-
Premier Manager 97 ing spectacular archi-
Publisher Gremlin Interactive tecture which leaps out
Release date Q4 1996-1997 of the screen at you.
Genre Simulation Core are planning a
The Sega Saturn version of Premier Manager late summer release
97 is an unreleased simulation game in the Premier for this very exciting
Manager series. This would have been a more capa- game.
ble than the Mega Drive version.
Though both Saturn and PlayStation port
were advertised in the United Kingdom, only the PC
version of the game was ever released.
Unreleased Games • 263

Vandals
The Incredible Developer Accolade
Shrinking Character Publisher Accolade
Release date Q4 1996
Developer Go-Go Interactive Studios
Genre Action
Publisher Cyberdreams
Release date Q4 1996 Vandals is an unreleased action game an-
Genre Action-adventure nounced by Accolade for the Saturn and PlayStation.
The Incredible Shrinking Character is a can- Some concept art of the game was shown, but
celled action adventure game that was in develop- little else.
ment by Go-Go Interactive Studios and that would Electronic Gaming Monthly (US) #83
have been published by Cyberdreams for the Play- Accolade recently game EGM an exclusive look at
station, Saturn and PC in 1996. The plot involved a their under-development title code named Vandals.
crazy doctor that shrinked the main character with an This adventure title has some totally weird and cool
experimental potion. Players would had to explore characters. Vandals might just be a popular title.
the (now) huge laboratory resolving puzzles, to find a Since EGM only has a
way to return to normal. small amount of info and
As we can read at Bill Narum’website, former owner has seen an early version
of Go Go Studios: of the game, it’s hard to
The year is 1959. You are a Private Investigator hired say what later versions
to investigate the mysterious disappearance of Julie will consist of. One thing
Caldwell, daughter of a wealthy east-coast industri- is for certain, the sketch-
alist family. The subject, in her early twenties, was es are cool!
last reported heading to visit the home and labora-
tory of Dr. Warren Franklin.
On the afternoon of January 30th, you head
Virtua Hamster
off to the doctor’s castle for the interview of a life- Developer Sega, David A. Palmer Productions
Publisher Sega
time. Unknown to you, Dr. Franklin has laid a trap, Genre Action
and you awaken in a stupor to find yourself only 3
Virtua Hamster is a unreleased 32X and Sat-
feet tall and gradually shrinking. You realize now that
urn game. The game was to star a variety of selecta-
finding Julie will be no simple task.
ble rodents attached to rocket packs who could travel
Another reoccurring sound you can’t help but
through a series of connected tubes, fighting each
notice is that of a female screaming, most likely the
other and avoiding various obstacles.
victimized Julie. The volume and intensity increases
It was built solely with the 32X in mind, how-
as you approach the dungeon. You must find the anti-
ever after the console failed development moved to
dote and save Julie soon, but first you must evade be-
the Sega Saturn for a short while before being axed
coming dinner for the doctor’s house cat, and numer-
completely. It is also reported that Sega of Japan were
ous other deadly creatures, bats, rats, roaches and
not keen on use of the “Virtua” in the game’s name,
ants, etc. that inhabit the mysterious castle.
possibly so that the game was not associated with
They planned at least 10 levels in the game, in Sega AM2’s Virtua Fighter and Virtua Racing. An
which the main character would have shrinked more alternate box mock-up uses the title Virtual Hamster
and more each hour, leaving us to deal with big ants instead.
and size-based puzzles. A short preview of The In- In August 2009, Ryo Suzuki of SEGASat-
credible Shrinking Character with some screens were urno.com dumped an early prototype version of this
published in NextGeneration magazine issue 14 and game. In it, the only selectable character is hamster,
some more info on the project can be found at Bill Chip, and there is only one empty level (though there
Narum’website. A playable beta demo for PC was are numerous non-moving 3D models of other char-
also released on the internet. acters and items dotted around the map). A resets the
“unseen64.net”
game, and B/C can be used to move the camera for-
wards and backwards through the tube. There are also
two Sega screens.
264 • Unreleased Games

Perfect Weapon
Publisher American Softworks
Opposite Lock Release date Q4 1996-1997
Developer Quickdraw Development Genre Action
Opposite Lock was an early beta version of Perfect Weapon is an action game for the
Wreckin Crew. The graphic style remained the same, PlayStation. A Sega Saturn version was announced,
but the screenshot in the gallery below is probably but cancelled for unknown reasons.
from a target render (also the HUD is different). Mean Machines Sega (UK) #53
Opposite Lock was in development by Quick- EA is pretty busy at the moment, as it’s currently pre-
draw Development/Telstar for the Playstation, Saturn paring Perfect Weapon for a February release. Play-
and PC. It seems that Opposite Lock was going to be ers take on the role of the stupidly monikered Blake
an arcade with colorful Hunter, martial arts expert, and are faced with a stag-
graphic and stylized ve- gering 1300 3D locations to explore. There are 20
hicles based on real-life types of alien critters to duff up and, thanks to ad-
cars (as Chevrolet and vanced AI, you can expect simultaneous attacks from
Ford). It’s currently un- up to five enemies at once. The gameplay takes the
kown why the game was form of a scrolling beat-’em-up, with loads of martial
canned. arts to discover. If all goes according to plan, a pre-
The original press release: view will be gracing these
Based around a blisteringly fast game engine, Oppo- pages next month.
site Lock is an arcade style, 3D hot rod racing game
that also includes combat and stunt driving aspects.
With most driving games nowadays concentrating on
showing off the polygon engine rather than present-
ing a fast and furious racing game, Opposite Lock
sets out to redress this balance by putting the FUN
back into the genre. Modern racing games tend to-
wards the simulation end of the driving spectrum and
ignore the qualities that made Hard Driving, Power The Sacred Pools
Drift and Mario Kart so popular. Opposite Lock of- Developer SegaSoft
fers you the chance to drive a whole host of stylised Release date Q4 1996-1997
and customised vehicles from 1957 Chevrolets to Genre Action
Ford pickups, each with their own individual attack The Sacred Pools is an unreleased PC and
moves. There are stunt tracks, cup competitions and Sega Saturn full motion video game. It was one of the
head to head modes, not to mention a demolition first projects to be announced by the newly formed
derby competition and a complete action replay and SegaSoft, although very little is known about what
video editing suite to play back and save your favour- the project entailed.
ite moments. The game featured at E3 1996 but was not
• Multi-player option that allows up to 32 players on seen afterwards.
a network. In-game pickups and upgrades, including Mean Machines Sega (UK) #45
weapons, nitros and repair kits. Just when you thought the interactive movie was
• Over 100 different road side objects which interact dead... along comes Sacred Pools. This is another
with the players car. Hit a tyre stack and the tyres Segasoft venture, and one which they say revolution-
bounce all over the track! ises adventure gaming by mixing computer graphics
• Full screen VGA and SVGA modes ensure that you with video footage. At present only the video footage
are in the thick of the action at all times. was on show, and it’s the usual mix of Dr.Who effects
and actors without dignity. And we thought they’d
“unseen64.net”
learned their lesson with Double Switch.
Unreleased Games • 265

Rattlesnake Red
Pinky and the Brain Publisher
Release date
Acclaim Entertainment
Q4 1997
Electronic Gaming Monthly #84
Genre Action
Warner Bros’. maniacal Animaniac character The
Brain and his not-so-brainy partner Pinky will soon Rattlesnake Red is an unreleased action game
make their video-game debut in this Saturn title - for the Saturn and PlayStation. It was heavily inspired
courtesy of Konami. If you’re not familiar with the by Warner Bros.’ Looney Tunes shorts.
pair, Brain, of course, is the smarter of the duo, and Rattlesnake Red was reportedly cancelled due
he uses his genius to devise plans for taking over the to the game not living up to expectations. It has been
world. Pinky, on the other hand, ain’t all that interest- accused of being poorly managed, watered down
ed in world domination; he just hangs out with his pal from its original aims and “designed by commitee”
The Brain and usually fouls his partner’s plans. The by lead animator Sunny Strasburg.
Mean Machines Sega (UK) #51
Saturn version will follow this wacky story line with
The Brain heading off on yet another insanity-riddled Sega has announced what could well be the Saturn
adventure and Pinky just going along for company. beat-’em-up event of the year, Fighter Megamix! Sim-
ply put, the game Saturn owners can look forward
to is essentially Virtua Fighter 2 Vs Fighting Vipers,
Return Fire with all the characters from both games included. De-
Developer Prolific veloper AM2 have also started that a number of other
Publisher Williams Entertainment faimiliar faces will also be included as well as secret
Release date Q4 1996 fighters. Since they’re responsible for Virtua Cop 1
Genre Action & 2 and Daytona USA, things could get interesting.
Return Fire is an unreleased Sega Saturn The Virtua Fighter characters will have some of their
game, ported from the Panasonic 3DO. It is a top- all-new VF3 moves, and the Vipers are getting some
down 2.5D action game, in which you control a vari- new attack patterns too. Stages will be a mixture of
ety of vehicles and shoot enemies. Fighting Vipers and Virtua Fighter 2, with walls and
The Saturn version of the game was complet- fences included. All characters will be able to dodge
ed and was ready for release, but complications arose. and perform mid-air recoveries, and the some of the-
Hitachi, manufacturers of the HiSaturn, noted that the Virtua crew’s moves are being upgraded to armour
game did not run correctly on their variant of the con- breakers. Also new to the game is a rime attack mode,
sole, leaving the developers (Prolific) waiting for a where you only have a set amount of time to complete
HiSaturn console to test the game on. After this set- the entire game! Unbelievably, Fighters Megamix is
back the game’s publisher, Williams Entertainment, set for release in Ja-
decided to avoid publishing games for the Saturn, and pan on December 21st,
hence the project was effectively scrapped. Other ver- so hopefully, hopefully,
sions of the game were released, however, including we’ll have more info,
a version for the PlayStation. and even some pics, next
The full Saturn version of the game was month. We can’t wait!
leaked onto the internet in 2007. It was also reviewed
by several publications at the time and given a rela-
tively high score. Rebellion
A Sega 32X version was also planned at one Genre Adventure
point. Rebellion is an unreleased full motion video
adventure game for the Sega Saturn. An early proto-
type is known to exist.
266 • Unreleased Games

Rayman 2
Developer Ubisoft ers while rescuing his friends from their imprison-
Publisher Ubisoft ment – one character who was imprisoned by these
Release date Q4 1996-1997 robots was Betilla the Fairy. The robots planned to
Genre Action-platformer convert the entire planet into a cold ball of metal. A
by: raymanpc.com
character named the Chief, similar in design to the
Early in its development, Rayman 2 was in- General, would have been involved in the game’s
tended to be a 2D game, which would have been very story, and probably would have played a much larger
similar to the original Rayman in terms of graphics role than that of the General in the final version. It has
and gameplay. This 2D game would have been re- been speculated that he was the game’s villain, and
leased for the Saturn and PlayStation. was replaced by Razorbeard in the final game. Bet-
The game would have had a much stronger illa, and possibly other characters from the original
similarity to the original game than the final version Rayman would have returned, and new friends would
did. The art style would have remained very similar to also have appeared to aid Rayman.
that of the first game, as would the gameplay, with a
Rayman would have started the game with all
few notable additions. The mechanical gameplay was
of the powers he received during the original game,
to be more accessible and less difficult than that of the
with the exception of the running ability. He would
original Rayman game, but it was also to be more cer-
have gained additional powers as the player pro-
ebral; puzzles would have taken on a larger role, as
gressed. His telescopic fist would have been able to
can be seen in the playable
fly around more freely, and with greater momentum;
level which was included
punching and jumping in a certain way would even
with the PlayStation ver-
cause the fist to circle Rayman completely due to the
sion of the final game.
centrifugal force. Rayman would have been able to
According to one
punch through certain surfaces to open up secret pas-
magazine article, the game
sageways. As in the final 3D game, Rayman would
was due for release in the
have learned to swim. Rayman would have met new
late Autumn of 1996. It is
friends, and some of these would have followed and
unknown exactly how near
helped him during gameplay.
the game was to comple-
Rayman would have started using mechani-
tion, but it seems that its
cal tools and devices. These would have included a
music had not yet been
plunger vehicle (possible something similar to the
composed when the game
was scrapped. However, plunger gun in Rayman
the magazine’s article on Raving Rabbids), a hook,
the game stated that ‘it’s a laser pistol, and a ‘de-
already in a fairly advanced viant’ – a device used to
state – expect to see a pre- make Rayman’s telescop-
view next month’. ic fist rebound. Rayman
When the devel- would also have been able
opers saw Naughty Dog’s to mount and ride certain
original Crash Bandicoot vehicles and creatures, in-
game at the 1996 Elec- cluding a robot dinosaur
tronic Entertainment Expo, (this idea was recycled in
they became aware of the the cancelled Rayman 4).
new gameplay possibilities One new platform-
offered by the 3D platform genre. This lead to their ing element was the addi-
cancellation of the sidescrolling Rayman 2 prototype tion of a ‘cowardly’ plat-
in favour of the final 3D game. form, which would shrink
away from Rayman in
The plot of the cancelled game was similar fear should he approach
to that of the final Rayman 2. In the prototype game, it. Punching the platform
Mr Dark has been defeated and has vanished from would create a sparkling
Rayman’s island. Then, evil robotic invaders from connection between it and
space arrive, and Rayman has to defeat these invad-
Unreleased Games • 267

and Rayman, which would prevent it from escaping In the final 3D Play-
while the connection endured. This new power was Station version of Rayman
to be called the platform fist. Very similar-looking 2: The Great Escape, the
(though otherwise completely different) platforms player can unlock a single
were found in the Game Boy Color version of Ray- level from the canceled
man. Perhaps the most significant alteration to the 2D version of Rayman 2.
gameplay was that the levels were now two-layered; This is done by collecting
there was both a background and foreground. Enemies at least 90% of the Yel-
in the background could fire projectiles at Rayman low Lums, then complet-
while he was in the foreground, Rayman would be ing the Crow’s Nest level.
able to teleport himself between layers by activating Since the PlayStation ver-
a device that resembled a shower with a toilet-handle sion of Rayman 2 has only 800 Yellow Lums to col-
attached. This background–foreground system was lect, the player only needs to collect 720 of them in
quite similar to the one found in the games Oddworld: order to access the level. The level takes place in a
Abe’s Oddysee and Oddworld: Abe’s Exoddus. grassy environment with strange rock formations in
Another new addition to the game were float- the background, in addition to a cloudy, purple sky.
ing, purple bombs. These explosives could be moved Music from the Walk of Life level plays in the back-
around the area by Rayman’s punches, but would ground.
detonate upon contact with Rayman or each other. An inspection of the files on the disc of the
Another new object was a small floating box PlayStation version of Rayman 2 reveals a file called
with a hand protruding from it; some of these boxes RAY.INF, which contains only the following French
floated stationary, but others moved horizontally or text:
vertically. When Rayman punched the hand, his fist ///RayMan 2 PlayStation/version:01.12d/date:31 mai
would bounce off it; this would allow Rayman’s fist 1996/gravure:Vincent Greco/demande:equipe RM2
to reach otherwise unaccessible spots, such as an out- Sony/destinataire:equipe RM2 Sony/usage perso/
of-the-way life statue, or let him his a floating bomb derniere version/
from another angle. It was even possible for the fist to Its exact meaning is unknown; however, Vin-
be bounced around between multiple floating hands. cent Greco was the lead programmer on the original
Tings would have appeared in the game; un- Rayman game, and went on to work on Rayman M
like the sparkling, blue Tings of the original game, and Rayman 3. Judging by the appearance of his
these Tings would have been silvery and metallic, name in its files, it would seem that he was also in-
and reflected their surroundings, like small convex volved in the production of this prototype.
mirrors. Life statues and exit signs would also have
returned. Red flying rings would have returned, al-
though, strangely, they functioned the same as purple
ones.

The Chief and an unnamed robotic dinosaur


appear prominently in this preview image of
the game.
268 • Unreleased Games

Re-Loaded Shenmue
Developer Gremlin Interactive Developer Sega
Release date Q4 1997 Publisher Sega
Genre Action Genre Role-playing
Mode 1 Player
Re-Loaded, frequently known as Reloaded is
the sequel to Loaded and was released by Gremlin The first prototype for Shenmue began back
Interactive in 1996 for the PlayStation and later DOS in 1995. The Old Man and the Peach Tree was to be a
computers. It was once set for release on the Saturn, Sega Saturn title that would increase freedom of con-
but this version was cancelled for unknown reasons. versation and controllability as well as give player
Re-Loaded is peculiar in that its Saturn port free motion and promote conversation with a world’s
was heavily previewed and advertised before cancel- characters. It would follow the player in a third-per-
lation. Demo versions of game were even released to son view, and would be complimented with cinemat-
the public as part of Gremlin Interactive Demo Disc, ics.
Saturn Power No. 2 and an issue of Sega Magazin, It would be set in 1950s China, in the city
featuring the first level of the game. Luoyang - an idea that came to Suzuki after visiting
Many print magazines, including the United the country in 1993. It would tell the story of a man
Kingdom’s Sega Saturn Magazine reviewed full ver- named Taro. This young man would visit China to
sions of the game (or claimed to have full copies ready search for a Kung Fu master named Ryu.
for review). Saturn Power ran a competition where Suzuki had it planned out so well that he de-
customers could win free copies of Re-Loaded, but tailed a cutscene where a man suspected of being Ryu
as the full game was not released, entrants were of- was shown skipping rocks across a lake. Every rock
fered alternative Saturn games. Dean Mortlock who skip would hit a fish, taking them out, and leaving
worked on the magazine later described the full game them floating belly up. Sometimes he would hit two
as “awful”. or three fish with one stone. After witnessing this
Re-Loaded was at one point scheduled for a spectacle, Taro was certain that the man was in fact
release in Europe in Spring of 1996, though the Play- Ryu.
Station port did not arrive until November. No North
American or Japanese releases were ever confirmed.
Mean Machines Sega (UK) #53 Spider: The Video Game
Gremlin will be revisiting its space criminals on Sat- Developer Boss Game Studios
urn again this spring, with the follow-up to Loaded. Publisher BMG Interactive Entertainment
Release date Q4 1997
The conversion of the original was a suprise hit for Genre Action
the Sheffield developer - No.1 in the charts in fact.
Re-Loaded is essentially more of the same, with some Spider: The Video Game, known simply as
of the irritations of the original smoothed out. The Spider in Europe, is an action game released by Boss
Vox character has been ‘erased’, but two more more Game Studios for the PlayStation. A Saturn version
take her place, the cannibalistic disco bunny known was also in development, but was cancelled for un-
as The Consumer, whose favourite recipe is ‘Beefy known reasons.
Brains’ and Sister Magpie, intergalactic nun. Ex-2000 The Saturn Spider is said to have had six
AD artists have created new artwork and rendered se- months of development time, and was heavily pre-
quences for each. There are also six new planets split viewed (and even reviewed) by the gaming press. Its
into multiple overhead-viewed sub-levels, taking one PlayStation counterpart received another year and a
or two players to confront their old adversary FUB, half’s treatment before release in early 1997.
now brain-merged with a hippie artist resulting in the Spider is often confused with another can-
creations if a gigantic beast known as CHEB. The celled Saturn release, Tarantula.
Mean Machines Sega (UK) #45
levels are more compact than their sprawling pred-
ecessors, new puzzle elements, more sophisticated BOSS game studios big ideas: Take a cyber spider
than those door-key conundrums of Loaded. Smarter and pit him against a range of polygon beasties. Nice
graphics and a more noticeable 3D perspective have backgrounds, but why has a spider fot homing mis-
also been developed. Expect Re-Loaded sometime in siles?
the early Spring.
Unreleased Games • 269

Split Realities Syndicate Wars


Developer Funcom Developer Bullfrog
Publisher JVC Publisher EA
Release date Q4 1995-1996 Release date Q4 1996-1997
Genre Strtegy, Action
Split Realities is a 2D action game developed
by Funcom and was set to be published by JVC for Syndicate Wars is a strategy game and sequel
the Sega Saturn and PlayStation. The game was can- to Syndicate, developed by Bullfrog and published by
celled, although some material was apparently reused EA for DOS computers and PlayStation. A version
for Funcom’s PC game The Longest Journey. for the Sega Saturn was also in development, but was
GamePro (US) The Cutting Edge: “Spring 1996” cancelled in early 1997. Reportedly the Saturn ver-
As Solo Axelrod, you’re the only person who can slip sion was in an advanced stage of development, miss-
between the worlds of unpredictable nature and cold, ing only full motion video segments.
harsh technology. Mean Machines Sega (UK) #43
I this one-player role-playing game, you must MEAN MACHINES are the first to know that the Bull-
use advanced fighting skills, ingenuity, and magic to frog’s ‘Playstation only’ product, Syndicate Wars,
defeat an evil force that’s working overtime to destroy will now be a future Saturn title. The next genera-
both worlds. tion sequel to the fantastic Syndicate has been in de-
velopment, with such innovation as video sequences
interlaced into fully manipulatable 3-D worlds, light-
Tarantula sourcing, etc. Now Bullfrog, bouyed by the quality of
Developer Scavenger their other Saturn conversions, are satisfied the ma-
Release date Q4 1996-1997 chine can handle ‘Wars, The future-set game places
Genre Action
you as a cyborg operative of a crime Syndicate, with
Tarantula was a planned PC, PlayStation and orders to fulfil some bloody and ruthless missions.
Sega Saturn action game. No versions were released, As the PSX version is not out yet, the Saturn version
possibly due to the closure of Scavenger. won’t be that far behind!
This game is often confused with Spider: The
Video Game, another cancelled Saturn game featur-
ing playable spiders.
Mean Machines Sega (UK) #45
A rolling demo of team Mescal’s creepy-crawly ad-
venture demonstrated the immense promise Tarantu-
la has. The pictures here are real-time game shots, as
you control a deadly spider out to save her spiderlings
after a rat runs off with the egg sack. The mundane
interior of the Desert Rose Deli in Texas provides the Theme Hospital
backdrop to a miniature drama in nature. Developer Bullfrog Productions
Release date Q4 1995-1996
Genre Simulation
Waterworld Theme Hospital is a PC hospital simulation,
Developer Ocean Software and a sequel of sorts to Theme Park. It was also brief-
Publisher Ocean Software
Release date Q4 1995-1996
ly known as Sim Hospital.
Developers Bullfrog Productions announced
Waterworld is a platform action game devel- Sega Mega Drive and Sega Saturn ports of the game
oped by Ocean Software for the Mega Drive, 32X before any significant work had been done on the
and Saturn based upon the 1995 Waterworld film. PC version. The Mega Drive version was scrapped
The game was set for release in September 1995, but by mid-1995, and the Saturn version at some point
was cancelled for unknown reasons. Development for thereafter. A PlayStation port was released, however.
the game was completed, with releases for the SNES, No screenshots or footage of either Sega ver-
PC, Game Boy and Virtual Boy. sion was ever released.
A copy of the Mega Drive ROM has since
been dumped and released on the internet.
270 • Unreleased Games

Sonic X-treme
Developer Sonic Team, Sega Technical Institute ond pitch was of an untitled isometric game starring
Publisher Sega Sonic, the only work done being a single conceptual
Release date Q4 1996 screenshot by video game designer Chris Senn.
Genre Action-platformer Though both were ultimately passed on, they
by: sonicretro.org
helped lay the groundwork for a third pitch that was
Sonic X-treme is an unreleased Sonic the accepted - Sonic Mars. Led by Michael Kosaka and
Hedgehog game, developed by Sega Technical Insti- featuring work by Chris Senn, the game was meant to
tute and set to be published by Sega of America dur- be a fully polygonal representation of Sonic on the ill-
ing the mid-1990s. fated Sega 32X. Before returning to Japan, Yuji Naka
X-treme is perhaps the most infamous Son- was shown the early animated work for the project,
ic game to be cancelled, and personifies much of in which he could only shake his head and offer two
the problems related to Sega’s corporate structure very important words: “Good Luck.”
for much of the decade. Following a showing at E3
1996, X-treme was aggressively pushed by Sega of
America in an attempt to boost flagging Sega Saturn
sales during the Christmas 1996 season. However af-
ter a troubled development timeline, the project was
shelved, and a Saturn port of Sonic 3D: Flickies’ Is-
land was released in its place.
Only one form of Sonic X-treme was of-
ficially revealed to the public - a Sega Saturn game
featuring Sonic the Hedgehog in a fully-rendered 3D
world. However, the project dates back much further, The first test animation created for Sonic X-
treme’s precursor, Sonic Mars
to the latter half of 1993 in which proposals were put
forward for a Sega Mega Drive game. Development Because of internal disputes between Michael
then shifted to the Sega 32X, Sega Saturn and finally Kosaka and Dean Lester, Kosaka left Sega in 1995,
Windows, before ending in early 1997. leaving the still-young Sonic Mars without a lead
designer. Chris Senn, who had never been in a lead-
With the release of Sonic & Knuckles, Sega
ership position before in such an ambitious project,
was more than aware of the potential contained
was thrust into the job. Though given the impression
within the Sonic franchise. Not wanting to lose the
it was only a temporary position until another, more
momentum created by the string of hits in the ear-
experienced designer could be found, he held the po-
ly 90’s, Sega wanted to create the next “big” Sonic
sition through most of the development of the game.
game, along with a slew of other titles to help support
It was around this time that the Saturday morning car-
it. While games like Knuckles Chaotix, Sonic 3D:
toon elements were dropped from the game, and the
Flickies’ Island, and even G Sonic were being done in
decision to switch platforms to the next generation
other areas of Sega, Sega Technical Institute received
Sega system was brought up.
the big assignment - to create the true successor to
Due to the confusion behind what the true
Sonic & Knuckles.
successor to the Mega Drive was to be, an effort was
With such a daunting task ahead of them,
made to focus the development on the proposed car-
and with the Japanese side of STI returning to their
tridge-based nVidia-powered system being developed
home country, the American team behind such games
by Sega of America. Though the system promised to
as Sonic Spinball, The Ooze, and Comix Zone dove
be even more capable at 3D rendering than Sega of
head first into a project that would take numerous
Japan’s “Project Saturn”, a failed demonstration of
twists and turns before its cancellation.
the nVidia chip caused Sega of America’s project to
The earliest pitches as to what would ultimate- be turned down, and development shifted once again
ly result in the “Sonic X-treme project” were meant to a new console.
to be developed for the Mega Drive. The furthest With the project fully underway, development
along of these pitches was Sonic-16, a game based for Sonic X-treme was split into two separate groups.
on the Saturday morning series Sonic the Hedgehog. The first, led by Chris Senn and programmer Ofer
Headed by Peter Morawiec, the game was meant to Alon, focused on the main body of the game, creating
be a slower, more story-intensive platformer. The sec- the worlds that Sonic would run through. The second
Unreleased Games • 271

group, led by programmer Chris Coffin, was tasked


with creating the boss encounters, with a completely
separate engine started in the 32X-era of the project.
Both teams were watched over by Mike Wal-
lis, who also become responsible for the smaller
groups forming in each team, focusing on different
aspects of development. Even though these divisions
were meant to make development easier, in practice
the entire process was a mixture of inconsistency and
confusion. With certain people working on levels
that hadn’t been approved, others waiting until the
programming was done, and lack of communication
across the board, it was clear that this would not be an
easy undertaking.
Originally developed on the Macintosh plat-
form, Ofer Alon’s engine was quickly ported over to
the PC, with the intent being to port the code to the The layout to the first level in Sonic X-treme,
Sega Saturn. While the levels played smoothly on the Jade Gully.
PC, Ofer’s early attempts at porting the code to the ing done by Ofer. Pointing to the engine being the
Saturn were anything but, a framerate of only three boss battles, he ordered STI to make the rest of the
or four being the maximum. This, coupled with the game like that. By the time Chris Senn arrived, the
numerous delays and internal arguments at SOA, Japanese executives were already tense, and though
prompted the executives to intervene. he had a brief moment to mention that another, fur-
At a meeting with Alon and Senn, technical ther along presentation was on its way, nerves got the
director at STI, Robert Morgan informed the duo that better of him. Due to the poor reception of STI’s first
they were bringing in a third party, a company called showing, Nakayama and the rest had already left the
Point Of View (POV), to take over programming du- building when Ofer Alon arrived.
ties for the game. Showing the two a very basic dis-
In the aftermath of the meeting, STI was left
play of Sonic on a checkerboard surface, Senn could
with little choice but to follow Nakayama’s demands,
not help but scoff at them. Though POV’s stated pur-
dropping Ofer Alon’s work. Making Chris Coffin
pose was to port Alon’s work to the Saturn, it was
lead programmer, Mike Wallis gathered his team and
made clear that yet another layer had been added to
sequestered them away from the politics at the STI
the X-treme development saga, Ofer Alon essentially
headquarters, so they could focus on the project in the
being demoted. While Ofer took it in stride, Chris
hopes of having it done by Christmas.
Senn was livid, unable to believe that Sega would
Knowing time was not on their side, Wal-
want to essentially start from scratch.
lis turned to then-new CEO of Sega of America
Regardless, work on the engine continued,
Bernie Stolar, asking him for the engine being used
with Ofer Alon secluding himself to focus. POV,
for NiGHTS into Dreams, the Sonic X-treme team
meanwhile, began its attempt to port an older ver-
in desperate need of the development tools within.
sion of the engine, finding it just as difficult as Ofer
In a few days, the engine arrived, and for the next
did when he tried, if not more so. Making matters
two weeks the team became familiar with the engine,
worse, in March of 1996, a group of representatives
thankful they wouldn’t have to spend precious time
from Sega of Japan (including then-president Hayao
programing elements that were already fully working
Nakayama) visited the American branch, expecting
within NiGHTS. However, development using the
a presentation of the work done so far to Sonic X-
engine was forced to cease, Yuji Naka having learned
treme. Instead, effectively two presentations emerged
that his work had been taken without his consent.
- one demonstrating Chris and Ofer’s PC engine, and
Threatening to quit, Sega bent to Naka’s wishes, and
another by POV.
the X-treme team was forced to start back at square
Viewing the broken efforts of POV, Nakaya-
one.
ma was furious at the state of the project, oblivious
Desperate to make the deadline, programmer
to the fact that it was not reflective of the work be-
Chris Coffin moved into the development headquar-
272 • Unreleased Games

ters, working almost non-stop, the few hours of sleep fresh from their work on NiGHTS into Dreams, did
being had in a cot within the office. The strain of the briefly work on a Sonic title for the system, they real-
project became simply too much, Chris being over- ized it would be futile to continue further, seeing as
taken with pneumonia in August of 1996. With doc- the system’s short lifespan was already visible. Tak-
tors saying he only had months to live if he kept this ing what they had, they quickly slapped together the
up, Coffin was forced to bow out of the development Sonic World area in Sonic Jam, applying what they
cycle. With its lead programmer out of commission, learned from this experiment into the production of
Mike Wallis was forced to tell management that the Sonic Adventure, which would ultimately be released
game would not be completed in time for Christmas. on the Sega Dreamcast.
Though the official word was the project had Sega of America, having never officially can-
been postponed, those involved knew the game had celed Sonic X-treme in the public’s eye, at one point
finally been canceled after years of production. To fill teased the idea of certain concepts from X-treme
its place, a hastily-done port of Sonic 3D: Flickies’ (such as Sonic’s proposed arsenal of new moves) be-
Island with enhanced graphics, a new special stage, ing carried over to Adventure, but in reality it was all
and redone music was released on the Saturn that spin to try and rebuild brand loyalty in US, who had
year. The advertisement money that was intended for felt burned at the lack of a new Sonic platformer for
X-treme was devoted to Sonic Team’s NiGHTS into the Saturn.
Dreams, which became the Saturn’s top seller that X-treme stands as one of several examples
Christmas, the port of Flickes’ Island being second. of the fraught relations between Sega of Japan and
Sega of America, others being the Sega 32X console
itself, as well as problems concerning the Saturn and
Dreamcast.
The storyline for Sonic X-treme was one nev-
er set in stone, with quite a few ideas thrown about
during the development process. The best known of
these (which were mentioned in such magazine fea-
tures as the Red Shoe Diaries) explains that Sonic
Sonic the Hedgehog in the first test the Hedgehog, having received a “bluestreak” dis-
level of “Project Condor,” referred tress signal, runs over to the home of Professor Ga-
to as Jade Gully in-game. zebo Boobowski and his daughter, Tiara. The two are
the guardians of the Rings of Order, and also know
Even though they had been removed from the the ancient art of ring smithing. Dr. Eggman, hav-
project, Chris Senn (who was also suffering severe ing learned of the rings, has set about to claim them
medical issues as a result of Sonic X-treme) and Ofer himself, prompting the professor to ask Sonic to re-
Alon continued to work on the engine and the textures trieve the mystical rings before the evil doctor. When
used for the levels. Creating another presentation, the explaining the evolution of the storyline years later,
two showed off their work to the PC division of Sega Chris Senn stated that the “Rings of Order” story was
with the hope that the game would be released on PC, hastily thrown together for the specific purpose of the
where it always worked at the proper framerate. Red Shoe Diaries feature in Game Players, the “final”
The management declined to take it on, cit- story having yet to be solidified.
ing it was not in their budget to finance a new game, No less than seven other storylines were cre-
preferring to stick with ports of existing Sega titles. ated over the project’s lifespan, the final one authored
While Chris Senn believed the real reasons were just by Hirokazu Yasuhara and Richard Wheeler. In this
more internal politics at Sega because of Nakayama’s version, Dr. Eggman returns with a Death Egg that
distaste for the shoddy port of Ofer’s work, the end is larger than planet Earth, its gravity causing other
result was still the same. Ceasing work on Sonic X- planets to fall into an orbit with the space station.
treme, Ofer left the company, thus putting an end to Miles “Tails” Prower teleports Sonic to the Death
the Sonic X-treme development saga. Egg in the hopes of stopping Eggman’s latest scheme,
With the cancellation of Sonic X-treme, the but the beam is intercepted by one of the planets now
Sega Saturn would not see a core Sonic the Hedge- in orbit. Finding himself on a strange world, Sonic
hog title released on the system. Though Sonic Team, also discovers that the badniks Eggman are using are
Unreleased Games • 273

powered by an alien species called “Mips,” the na- There was also meant to be a ring attack, where Sonic
tives to the planets that have become a part of the could throw the rings he had collected at enemies,
Death Egg’s defenses. an idea that was introduced early on in the Sonic X-
Earlier storylines also briefly considered us- treme development cycle.
ing the cast of the Saturday morning series Sonic the Even though there was no official announce-
Hedgehog, though those iterations of Sonic X-treme ment, it became quite clear that Sonic X-treme was
never went beyond the conceptual phase. indeed canceled, and soon became a wildly discussed
Nearly from the get-go, the intent of Sonic myth in fan circles, little known about what had hap-
X-treme was to place Sonic the Hedgehog in a com- pened to the game. It was only with the growth of
pletely 3D environment, building upon the ideas of the Internet and a fanbase reaching adulthood that al-
exploration and the “go-anywhere-or-run-through” lowed proper inquiry into what had really happened,
concept. The levels were constructed in an almost resulting in fan contact with Mike Wallis, Chris Senn,
tube-like fashion, the camera pointing ahead to en- and Christina Coffin. This outpouring of support led
courage the player to run forward towards their ul- to the creation of the Sonic Xtreme Compendium, a
timate destination. Because 3D was still new and X- site owned and operated by Chris Senn meant to or-
treme was experimenting with how to properly have ganize the many resources made during the project,
Sonic in a 3D world, the camera was given a “fish- and chronicle the highs and lows of development.
eye” lens, in an effort to let the player see more of Though no copy of Ofer Alon’s engine has
their surroundings within a given zone. Taking a cue been released, a prototype of Chris Coffin’s boss en-
from the special stages in Chaotix, Sonic was also gine (early in its conversion into “Project Condor”)
supposed to have the ability to run up walls and walk was put up for auction on ASSEMbler Games, and
on ceilings, giving what might have seemed like a though effort was made to buy it for public release, it
linear level added areas to explore. was ultimately sold to a private collector.
Originally, Chris Senn wanted to use a number The latest major release of material concern-
of playable characters, including Miles “Tails” Prow- ing the game was in 2009, when a package of unre-
er, Knuckles the Echidna, and newcomer Tiara Boo- leased textures and level data was leaked to the pub-
bowski, giving each their own style of gameplay and lic. Coupled with a viewer, the release finally allowed
camera perspective. Sonic’s was meant to be a 3/4 fans to experience the levels that were meant to be in
view, Tails was to have the camera positioned behind Chris and Ofer’s Sonic X-treme, albeit in an unplay-
him, Knuckles would have had a top-down view, and able format.
Tiara’s gameplay would have been viewed from the In 2014, ASSEMbler Games member Jollyro-
side. Though Chris Senn, the lead designer through ger acquired a source code archive of Point of View’s
most of Sonic X-treme’s life, was excited at the pros- work on Sonic X-treme. This archive contains the
pect of multiple characters and styles, the game’s lead source for builds v37 and v40 of Ofer Alon’s engine
programmer, Ofer Alon, convinced Chris to keep and level editor titled “SonicBoom”, along with lev-
things simple and focus on the core Sonic gameplay, el data and a never before seen engine programmed
and to only add more characters if time allowed. from scratch by Point of View on Sega Saturn. The
Chris Coffin, the lead developer of the boss PC version of the engine requires an nVidia Diamond
stages, also briefly toyed with the idea of Amy Rose Edge 3D NV1 video card, NV1 SDK and a Windows
being a playable character, modifying the Sonic sprite 95 system to work.
set the team was using to look like the pink hedgehog. The v37 engine has been recompiled in the
However, aside from the sprites being made, nothing latest version of Visual Studio and the NV1 renderer
else was done with the concept. code was converted to render in OpenGL instead. It
The game was also meant to introduce a vari- was released for first time on February 23, 2015 as a
ety of new moves into Sonic’s arsenal. Among them single level demo. The level featured in this release
were the “Power Ball” (an attack to strike down on was the same version of Jade Gully featured in the E3
enemies below), “Super Bounce” (a jump with added 1996 trailer.
height but less control), “Ring Shield” (a shield one In 2016, Jollyroger discovered that the POV
could create at the cost of a number of rings collect- archive also contained binaries of build v001 on PC
ed), and the “Sonic Boom” (an attack in conjunction from 1995. This build is very early, with no control-
with the Ring Shield to attack all enemies on screen). lable Sonic.
274 • Unreleased Games

Sonic Saturn S.T.O.R.M.


Developer STI Developer Virtual Studio
Genre Action-platformer Publisher American Softworks
by: sonicretro.org Release date Q4 1995-1996
Alongside the production of Sonic X-treme, Genre Shooter
STI was working on another game only known as S.T.O.R.M. is a PC side-scrolling shoot-’em-
“Sonic Saturn”. Rather than use sprites for sonic, up developed by Virtual Studio and published by
though, it was going to use a 3D model for Sonic. American Softworks in 1996. It was at one point also
This game was meant to have a more realistic rendi- set to be released for the PlayStation and Sega Sat-
tion of Sonic’s world than X-treme. It was never actu- urn consoles, however despite being advertised, these
ally announced publicly that it was in production, but ports did not materialise for unknown reasons.
didn’t get very far before being canceled. Electronic Gaming Monthly (US) #83
S.T.O.R.M. features multiple parallax background
scrolling, high resolution images and various “ride”
sequences to create an intense mix of gameplay per-
spectives. To keep the audio end up to the visual par,
the title also features a hauntingly eerie soundtrack.

Werewolf: The Apocolypse


Developer Capcom
Publisher ASC Games
The bonus rounds of Sonic Saturn were go- Release date Q4 1996-1997
ing to be a game of pool. After the cancellation of Genre Action
Sonic Saturn the pool game was being considered to Werewolf: The Apocolypse is an unreleased
be included as a bonus round in the Saturn version of Sega Saturn game based on the role playing game of
Sonic 3D. Due to time constraints, this too was aban- the same name.
doned in favor of a 3D version of Sonic 2’s special The game was cancelled in late 1996 after
stage. a troubled development cycle, which had seen the
The concept for the game was Sonic would game turn into an action RPG (originally being just
stand behind a ball, use his Spin Dash and aim his action), and the closure of publisher ASC Games.
direction then smash into it. The camera would then Electronic Gaming Monthly (US) #83
switch to an overhead Experience the mysterious life as a werewolf in
view and show the result- Capcom’s soon to be released title named after the
ing action as he smashes strange creature. This one is still being kept under
into the other balls. The wraps. It is not known where the player fits into this
goal was to knock all title, but with the beautifully rendered characters and
the balls into some por- sharp backgrounds, it really has something to offer.
tals within a certain time Just wait and see what transpires on this title of blood
limit. It was possible to and guts.
push the balls but it is GamePro (US) #95
slower than spinning into As a creature of the night, you journey through six
them. Later stages would worlds from a 3/4-overhead perspective, with mul-
have enemies walking tiple gameplay paths providing extensive replay.
around, damaging Sonic Rendered graphics feature
if he touched them. Oth- hundreds of gruesome en-
er arenas were also be- emies for you to feed on.
ing developed, such as a Choose from seven unique
South-Western courtyard, werewolves, each with
among others. three forms (human, wolf,
and werewolf) and dozens
of abilities straight from
the Story-teller game.
276 • Unreleased Games

Tomb Raider II
Developer Core Design
Publisher Eidos Interactive Sega Saturn Magazine (UK) #21
Release date Q4 1997 Tomb Raider 2 Jeopardy!
Genre Action Shocking news reaches SEGA SATURN MAGAZINE
Mode 1 Player
regarding the status of the Saturn rendition of Tomb
Tomb Raider II was released for the PlaySta- Raider 2, Core Design’s eagerly anticipated title
tion console and Windows in 1997. For a good chunk which was due to be released in October along with
of its development, a Saturn release was also planned, PC and PlayStation versions.
but by May 1997 this port had been shelved due to Notice the emphasis on “was” because the
“technical issues”. latest news to emerge is that the game will ONLY ap-
Tomb Raider II is one of the more notorious pear on the PC and PlayStation. Numerous reasons
Saturn absentees, as the game was eagerly awaited are cropping up as to the reason behind the game’s
by the gaming press and went onto become a best non-appearance on the Sega Saturn. First of all there
seller, particularly in the United Kingdom. The origi- is talk of Sony signing an exclusivity deal on the
nal Tomb Raider had been designed with the Saturn game, looking out all other console conversions. This
in mind, debuting before the PlayStation release in hasn’t been confirmed by Core or Sony at the time of
many territories and being adopted by Sega as a key writing.
selling point for the system, however Core Design The second, perhaps more sinister, reason
claimed that upgrades to the game engine reportedly concerns the Saturn’s suitability for the game. The
led to a Saturn port becoming unfeasible in Eidos In- original game ran at a slower frame rate than the
teractive’s given time frame. PlayStation version and Core are pushing that game’s
Were this a non-issue, other factors likely engine to the limit for the new sequel. In the original,
would have come into play. Sony later signed an around 150 polygons were used on-screen to show off
exclusivity contract with Eidos in September 1997 the backgrounds - this is thought to be far higher on
meaning Tomb Raider games could only be released Tomb Raider 2, which is set in Venice. This would ex-
on PlayStation consoles over the next two years plain the rumours regarding Core looking into using
(which may explain why a reported Nintendo 64 ver- the fourth-coming 3D enhancement cartridge widely
sion also did not materialise), and Eidos backed away tipped to be packaged with Saturn Virtua Fighter 3.
from Saturn development entirely around the same Considering the lack of details to emerge on the up-
period. grade (and whether there will actually be one at all
The cancelled Saturn version still appears to - AM2 have yet to announce anything on VF3 which
have affected Tomb Raider II’s development, as simi- looks set to slip to 1998) perhaps this isn’t so surpris-
lar to the original, levels are built with quad-based ing. Whatever the reason, the sad fact is that at the
geometry in mind (something that would not be re- time of writing, Tomb Raider 2 is not in development
solved until the game’s sequel, Tomb Raider III: The for the Sega Saturn.
Adventures of Lara Croft, which also skipped the Regardless of TR2’s fate, Core have confirmed
Saturn as part of that aforementioned contract (one that their two other major products: Fighting Force
which incidentally expired by the release of the Sega and the potential amazing Ninja will DEFINITELY
Dreamcast version of Tomb Raider: The Last Revela- be coming for the Saturn. So the company are by no
tion, and never effected PC versions)). means leaving the Saturn market behind.

Apparently this can’t be done on Saturn.


Unreleased Games • 277

Varuna’s Forces
Developer Accent Media
Publisher JVC
Release date Q4 1995
Genre First-person shooter
Varuna’s Forces is a first-person shooting
game developed by Accent Media and set to be pub- Varuna’s Forces
lished by JVC for the Sega Saturn, 3DO and Atari Developer Accent Media
Jaguar CD. The Saturn version was cancelled in Publisher JVC
Release date Q4 1995
favour of a Sega Dreamcast version, and the 3DO/
Genre First-person shooter
Jaguar versions were cancelled due to poor console
sales. The Dreamcast version itself was also aban- Virtua Fighter 3 was released in 1996 for Sega
doned later. Finally, the developers moved to the PC, Model 3 Step 1.0 arcade hardware, as the first game
but by then JVC had run into financial trouble and the to hit the system, followed by Scud Race.
game had to be scrapped entirely. Following its arcade debut, it was rumoured
Mean Machines Sega (UK) #34 that Virtua Fighter 3 would be brought to the Saturn.
A Daedalus clone, with more than a hint of Alien Tril- This was confirmed at and then confirmed at the Sega
ogy. Take your squad of space gooks through a laby- Saturn Senryaku Happyoukai conference on the 8th
rinthian maze of corridors as you attempt to destroy November 1996 by Yu Suzuki. However, given the
the very core of an alien invasion force. complexities involved in converting Sega Model 2
games to the system, it was widely expected that con-
verting a Model 3 game would bring significant chal-
Viper lenges.
Developer Neon It was therefore decided that supporting hard-
Publisher Ocean Software ware would be produced - an “accelerator cartridge”
Release date Q4 1997 (of unknown specifications) would be used to give
Genre Shooter developers access to Model 3-like graphics. This pe-
Mode 1 Player
ripheral could then theoretically be used for other
Viper is a shoot-’em-up for the PlayStation. conversions, such as Scud Race. Sega Europe’s Andy
A Sega Saturn version was planned, but cancelled for Mee suggested the price would be pegged at around
unknown reasons. the price of a third-party Nintendo 64 game in the UK
Viper was delayed quite considerably from its - £80, but hopefully lower.
original 1996 announcement, arriving Sony’s console During 1996 a promotional trailer for Saturn
in July 1998, exclusively in Europe. Virtua Fighter 3 was released in Japan, and subse-
Viper and Tunnel B1 were originally con- quently passed across the world’s press. The trailer
ceived as being two parts of the same game, before comprised entirely of pre-rendered footage, with no
publishers Ocean Software decided otherwise. The gameplay shown and no references to dates or price.
two games run on the same core engine. No in-game Saturn footage or screenshots were ever
released to the public during the conversion’s devel-
opment.
Wet Corpse By mid-1997, all plans for an accelerator
Developer Vic Tokai cartridge were scrapped, likely due to costs and the
Unknown Magazine simultaneous development of a console successor to
A Resident Evil clone, the Saturn.
just six weeks into de-
velopment. You’re al-
ready dead at the start
of the game. Yep, it’s a
weird one.
278 • Unreleased Games
• All Star Soccer • “MT”
• Animal Olympics • Nanotek Warrior
• Apocalypse • NBA Hang Time
• Aqua • NBA in the Zone
• Arms Race • NCAA Football
• “AB” • NHL Breakaway 98
• Bad Mojo • NHL Open Ice
• Ballblazer X • Offensive
• Ceasars World of Gambling • Olympic Games Vol 1
• Championship Pool 2 • Peperami
• Colliderz • Planet Pinball
• Condemned (a.k.a. Forsaken) • Project Overkill
• Conquest Earth • Raiden II
• Constructor • Raw Persuit
• Criticom 2 (Dark Rift?) • Road Racer
• Crow 2 • Robinson’s Requiem
• Dark Rift (Criticom 2?) • Rocket Boy
• Davis Cup Complete Tennis • Rollcage
• Dawn Patrol • Sampras Extreme Tennis
• Death Trap Dungeon • Scud Race
• Dream Golf 18/Fantasy Golf • Sentinel Returns
• Dream Knight • Shadoan
• Empire Golf • Shredfest
• Endorfun • Shutokou Battle Gaiden: Super Technic Challenge
• European Champions League • Sign of the Sun
• Fake Down • Slipstream
• Fighter Attack (a.k.a. Flying Corps) • Spearhead
• Fighting Fantasy • Speed Freak
• Firo & Klawd • Star Control III
• Flying Aces • Super Cross
• Football Manager • Super Soccer
• Gen 13 • Take Down
• Guts ‘n’ Garters in DNA Danger • Tank Commander
• Hanna Barbera Project • Tanktics
• HMS Dreadnought • Terminus
• Hulk 2 • Topps MVP Baseball ‘96
• Inferno • Ultimate Skidmarks
• International Moto • Ultra Flappy
• Iron & Blood • Velocity
• Legends of Football ‘97 • Viewpoint
• Lethal Enforcers I & II • Virtual Chess
• Lightning Gunner • VMX Racing
• Lunatik • VR Baseball
• Manic Karts • VR Pool
• Mickey Thompson’s Supercross • War Gods
• Mission: Deadly Skies • Warhammer 40,000: Dark Crusaders
• Mission Impossible • Warhammer: Shadow of the Horned Rat
• Motor Cross • XS: Shield Up - Fight Back
• Moustache Red
280 • Sega Saturn Magazines

Sega Saturn Magazine


Publisher EMAP
Country United Kingdom
Releases Nov. 1995 - Nov.1998
Issues 37
Frequency Monthly

Sega Saturn Magazine was a monthly magazine released in


the UK as the “official” magazine dedicated to the Sega Sat-
urn, having previously been titled Sega Magazine. For nearly
two years it was the only Saturn-based magazine in the coun-
try (though Saturn+ was a small time competitor for a few
months) and ran from November 1995 to November 1998. In
its early days the magazine provided Sega Flash demo discs,
produced by Sega themselves, though this feature was cut
from the later releases as Sega had moved their efforts onto
supporting the Sega Dreamcast.
Sega Saturn Magazine was notable for having a more mature
outlook than most other magazines of the time. It kept readers
up to date with events happening in Japan and the US, and a
focus on imported games not available in the UK. It was also
able to obtain information about the Sega Dreamcast before
other magazines due to its connections with Sega.

Mean Machines Sega


Publisher EMAP
Country United Kingdom
Releases Oct. 1992 - Mar.1997
Issues 53
Frequency Monthly

Mean Machines Sega was a monthly magazine devoted to


Sega video game consoles in the United Kingdom. It was one
of two products that resulted after a previous magazine, Mean
Machines split (the other being Nintendo Magazine System, a
Nintendo magazine). The magazine was reasonably success-
ful (though not as successful as Mean Machines) and lasted a
number of years.
Problems, however, arose when EMAP launched Sega Maga-
zine, a similar product which had the edge in that it was offi-
cially endorsed by Sega. As a result, sales of Mean Machines
Sega were damaged and the magazine was eventually incor-
porated into Sega Magazine’s successor title Sega Saturn
Magazine.
Content from Mean Machines Sega was syndicated for use in
two foreign-language publications: Mega Console (Italy) and
Mega Sega (Spain).
Sega Saturn Magazines • 281

Sega Visions
Publisher The Communique Group, Infotainment World
Country United States
Releases Jun. 1990 - Sep.1995
Issues 37
Frequency Bimonthly, Quarterly

Sega Visions was a US-based magazine which focused on many of the


Sega consoles of the early 1990s - the Master System, Mega Drive, Game
Gear and Mega-CD. Later issues also covered the 32X and Saturn
The magazine was released to coincide with the launch of the North Amer-
ican Genesis, and was Sega’s answer to the popular Nintendo-endorsed
Nintendo Power magazine which was extremely popular with NES own-
ers. Unfortunately Sega’s mag read more like a long advertisement rather
than giving the user any exclusive coverage of Sega products.

Sega Saturn Magazine


Publisher Soft Bank
Country Japan
Releases Nov. 1994 - Oct. 1998
Issues 116
Frequency Monthly / Bi-weekly / Weekly

The Japanese version of Sega Saturn Magazine was a magazine which focused
on the Sega Saturn. It succeeded Beep! MegaDrive at some point in 1995. It
later became Dreamcast Magazine.

Sega Power
Publisher EMAP
Country United Kingdom
Releases Nov. 1995 - Nov.1998
Issues 37
Frequency Monthly

Sega Power was a monthly magazine sold within the UK that focused on
Sega products, namely the Sega Master System, Sega Mega Drive (and its
add-ons, the Sega Mega-CD and Sega 32X), Sega Game Gear and later,
the Sega Saturn. It was the successor to S: The Sega Magazine, and took
advantage of the boom of video game consoles during the early 1990s.
The magazine continued until 1997 when it was rebranded Saturn Power
and focused solely on the Sega Saturn.
Sega Power continues the numbering scheme set up by S: The Sega Maga-
zine, and so starts at issue 13.
282 • Saturn Demo Discs

first stages (and boss fights). Sega Worldwide Soccer


Saturn Demo Discs ‘97 allows for one exibition match (or half of one)
between any country in-game - there are many subtle
These pages feature the different demo disc released changes from the final version, including a different
for the console. Pictures and text are taken verbatim title screen, spelling errors, a lack of commentary and
from segaretro.org. an outdated flag for South Africa (the demo uses the
pre-1994 variant). Athlete Kings allows for a quick
playthrough of its main events and Panzer Dragoon
Zwei lets players fly through episode three.
In a presumed effort to save space, the videos
of Virtua Fighter Kids, The Story of Thor 2, Three
Sega Flash Dirty Dwarves and Exhumed are compiled together
in a low-resolution clip shown with borders.
Publisher Sega
In the United Kingdom this was released with
The Sega Flash series was the official brand issue #12 of Sega Saturn Magazine.
of European Sega Saturn demo discs. They were pro-
duced by Sega, and similar to the Sega Dreamcast’s Sega Flash Vol. 3
DreamOn series, were both bundled with new Saturn
consoles and provided through the officially branded
Sega Saturn Magazine. The discs typically contain a
couple of game demos and a few trailers of upcoming
games.
Only seven volumes were produced, and
many demos/movies were recycled:.
Sega Flash Vol. 1 Sega Flash Vol. 3 was released in 1996. Vol. 3 adopts
a different presentational style to prior volumes, a
style which would stick with the four volumes which
followed. It contains four playable demos, however
Sega Worldwide Soccer ‘97 is identical to the demo
seen in Sega Flash Vol. 2 (though the title screen and
in-game music has been removed).
Daytona USA: Championship Circuit Edi-
tion forces the player to drive the standard Hornet
Sega Flash Vol. 1 is the first demo disc in the Sega car around the Dinosaur Canyon track, again with-
Flash series. It was released in 1996. Vol. 1 is thought out music. Cyber Troopers Virtual-On has music, but
to have been distributed exclusively with new Sat- only allows the player to fight one enemy, and Tomb
urn consoles for a short period, unlike its successors Raider covers the first stage of the game, with menus
which were distributed alongside magazines as well. and options being stripped out. The videos are full-
Sega Flash Vol. 2 screen and are no-frills demonstrations of gameplay
footage.
In the United Kingdom this was released with
issue #15 of Sega Saturn Magazine. A bug causes
Saturns to freeze if the disc be played for three hours
- supposedly was only discovered by Sega after the
discs started being pressed but before shipment.

Sega Flash Vol. 2 was released in 1996. Vol. 2 con-


tains five playable demos, although Baku Baku Ani-
mal’s demo is lifted from Sega Flash Vol. 1. The
NiGHTS into Dreams demo is the most expansive,
allowing playthroughs of both Claris’ and Elliot’s
Saturn Demo Discs • 283

Sega Flash Vol. 4 Sega Flash Vol. 6

Sega Flash Vol. 4 was released in 1997. It contains Sega Flash Vol. 6 was released in 1997. It contains
three playable demos, however Cyber Troopers Vir- three playable demos; Steep Slope Sliders contains
tual-On is recycled from Sega Flash Vol. 3. Die Hard two characters and two tracks, Sega Worldwide Soc-
Arcade contains the first section of the first stage and cer ‘98: Club Edition, much like the Sega Worldwide
Sonic 3D: Flickies’ Island contains the first level too Soccer ‘97 demo in previous Sega Flash discs, allows
(and bonus stages). The videos are full-screen and are users to play half an exhibition match with any team
again no-frills demonstrations of gameplay footage. of their choosing, and Sega Touring Car Champion-
There is an additional “arcade titles” video which ship contains the first track.
shows Model 2/Model 3 footage of Last Bronx, Sega In the United Kingdom this was released with
Touring Car Championship and Virtua Fighter 3, all issue #27 of Sega Saturn Magazine.
considered big Sega arcade games at the time.
In the United Kingdom this was released with Sega Flash Vol. 7
issue #19 of Sega Saturn Magazine.

Sega Flash Vol. 5

Sega Flash Vol. 7 is the seventh and final demo disc


in the Sega Flash series. It was released in 1998. It
contains three playable demos, although Steep Slope
Sega Flash Vol. 5 was released in mid-1997 and Sliders and Sega Touring Car Championship are re-
features four playable demos; Sonic Jam, Die Hard cycled from Sega Flash Vol. 6, with Sega Worldwide
Arcade, Sonic 3D: Flickies’ Island and Sega Rally Soccer ‘98: Club Edition being substituted for World
Championship, as videos containing previews of sev- League Soccer.
en other games. In the United Kingdom this was released with
Much of the content is recycled from Sega issue #32 of Sega Saturn Magazine.
Flash Vol. 1 and Sega Flash Vol. 4 - the only “new”
demo is Sonic Jam, which allows players to play
through the first stages of Sonic the Hedgehog and
Sonic the Hedgehog 2, as well as a reduced section of
Sonic World. As the game had not yet been released
in Europe at the time, the game uses Japanese art for
its cartridges (the cut-off screen is in Japanese too).
All of the extra features are inaccessible.
In the United Kingdom this was released with
issue #23 of Sega Saturn Magazine. It was also dis-
tributed with consoles.
284 • Saturn Demo Discs

Alien Trilogy Taikenban Bootleg Sampler


Publisher Acclaim
Release Japan
Alien Trilogy Taikenban is a
Japanese Sega Saturn demo
disc for Alien Trilogy.

Azel: Panzer Dragoon RPG Taikenban


Publisher Sega
Release Japan Dec.1997
Azel: Panzer Dragoon RPG
Taikenban is a Japanese demo
disc for Azel Panzer Dragoon
RPG. It was distributed ex-
clusively with the official
Publisher Sega
soundtrack of the game. Release US, Europe 1995
Bootleg Sampler, despite its name, is an official Sega
Bug! Playable Preview Saturn demo disc packaged with new consoles for a
period in both North America and Europe. Like later
demo discs, it features a number of playable demos
and movie clips.
Three variants of the Bootleg Sampler were
released among the US and Europe, with small dif-
ferences. The first version (US), contains three play-
able demos and eight videos, while the second ver-
sion added a playable demo for Bug! (rather than the
Developer Realtime Associates
Release US 1995 video presented in the first). The third version was the
PAL release, which was identical to the second other
Bug! Playable Preview is a playable demo of Bug!,
than certain PAL related messages. The Bug! FMV is
bundled with some Sega Saturn consoles in North
still on the game disc for the second USA and PAL
America.
release.
Burning Rangers Taikenban The PAL version
was distributed with issue
#3 of the UK’s Sega Saturn
Magazine.

Clockwork Knight Sample


Publisher Sega
Developer Sonic Team Release Japan
Release Japan 1998 Clockwork Knight Sample
Burning Rangers Taikenban is a trial version for the is a Japanese demo disc of
Japanese Sega Saturn version of Burning Rangers. Clockwork Knight.
Same disk was distributed with Sega Saturn Maga-
zine issue #1998/06ex as SatMag Sono CD Vol.2.
Saturn Demo Discs • 285

Code R Taikenban Cross Tantei Monogatari:


Motsureta Nanatsu no Labyrinth Taikenban
Release Japan 1998
This is a Japanese demo disc
for Cross Tantei Monogatari:
Motsureta Nanatsu no Laby-
rinth.

Code R Taikenban is a Japanese demo disc for Code R.

D-Xhird Sample
Core Demo Disc
Publisher Takara
Release Japan 1997
D-Xhird Sample is a Japanese
demo disc for D-Xhird.

Dark Savior Taikenban


Developer Climax Ent.
Developer Core Design Release Japan
Release Europe 1997 Dark Savior Taikenban is a
Core Demo Disc is a demo disc released in Europe. Japanese Sega Saturn demo
It contains playable demos of Tomb Raider, Swag- disc for Dark Savior.
man and Blam! Machinehead, plus a “rolling demo”
of the unreleased Saturn game, Fighting Force, all de-
Devil Summoner: Soul Hackers & Ronde
veloped by Core Design.
This disc was re-
leased twice, having also
been bundled with the first
issue of Saturn Power and
titled Saturn Power No. 1.

Deep Fear Promotion Disc Movie Developer Atlus


Release Japan 1997
Devil Summoner: Soul Hackers & Ronde is a demo
disc featuring two Atlus RPGs: Devil Summoner:
Soul Hackers and Ronde.
Digital Pinball:
Last Gladiators Taikenban
Developer KAZe
Publisher Sega Release Japan
Release Japan 1998
Digital Pinball: Last Gladia-
Deep Fear Promotion Disc Movie is a Japanese demo
tors Taikenban is a Japanese
disc for Deep Fear. It is simply three preview videos
demo disc for Digital Pin-
for the game which run on a loop indefinitely.
ball: Last Gladiators.
286 • Saturn Demo Discs

Flash Sega Saturn


Publisher Sega
The Flash Sega Saturn series was a set of official demo
discs for the Sega Saturn released exclusively in Ja-
pan. There are 32 normal volumes and a Ochikadzu-
ki-hen one. Normal were given free to members of
the Sega Club. These should not be confused with the
European Sega Flash series.
Saturn Demo Discs • 387

DJ Wars Taikenban
Developer Spike
Release Japan
DJ Wars Taikenban is a Japa-
nese demo disc for DJ Wars.

DonPachi Sample
Developer Atlus
Release Japan 1996
DonPachi Sample is a Japa-
nese demo disc for DonPachi.

Farland Story Taikenban


Release Japan
Farland Story Taikenban is a
Japanese demo disc for Far-
land Story: Habou no Mai.

Fighting Vipers Taikenban


Developer Sega
Flash Sega Saturn: Ochikadzuki-hen Release Japan 1996
Fighting Vipers Taikenban
is a Japanese demo disc for
Fighting Vipers.

Full Cowl Mini Yonku


Super Factory Taikenban
Publisher Media Quest
Release Japan 1997

Publisher Sega Full Cowl Mini Yonku Super


Release Japan 1996 Factory Taikenban is a Japa-
Flash Sega Saturn: Ochik- nese demo disc for Full Cowl
adzuki-hen is a Japanese Mini Yonku Super Factory.
demo disc. Unlike other
Flash Sega Saturn series, Gekitotsu Koushien
this disc was bundled with Taikenban ROM
the Saturn hardware. Publisher Magical

Gaia Breeder Taikenban Gekitotsu Koushien Taiken-


ban ROM is a demo disc for
Publisher Aspect
Release Japan 1997 the Sega Saturn game, Geki-
totsu Koushien.
Gaia Breeder Taikenban is a
Japanese demo disc for Gaia
Breeder.
288 • Saturn Demo Discs

Goiken Muyou: Anarchy


Gunbird Sample
in the Nippon Taikenban
Publisher Psikyo
Release Japan Release Japan
Goiken Muyou: Anarchy Gunbird Sample is a Japa-
in the Nippon Taikenban is nese demo disc for Gunbird.
a Japanese demo disc for
Goiken Muyou: Anarchy in
the Nippon. Hang On GP ‘95 Hibaihin Mihonban
Publisher Sega
Gremlin Interactive Demo Disc Release Japan 1995
Hang On GP ‘95 Hibaihin
Mihonban is a Japanese Sega
Saturn demo disc for Hang
On GP ‘95. Only the first
course is made available, but
others can be viewed in the
demo roll.
Developer Gremlin Interactive
Release Europe 1997 The House of the Dead Taikenban
Gremlin Interactive Demo Disc is a demo disc re-
leased in PAL regions for upcoming Sega Saturn ti-
tles by Gremlin Interactive. It should not be confused
with the awkwardly titled Gremlin Interactive Demo
Disk, which was released earlier and features differ-
ent games.
This disc was bundled with issue #58 of Mega
Force in France. It was also distributed with UK maga-
zine Saturn Power, being retitled Saturn Power No. 2. Release Japan 1998
The disc contains The House of the Dead Taikenban is a Japanese demo
three demos, consisting of disc for The House of the Dead.
Actua Soccer: Club Edition, The disc contains a two minute timed demo
Hardcore 4x4 and perhaps of the game with a countdown timer in the bottom
most significantly, the un- right hand side of the screen (which not affected by
released Saturn port of Re- menus or loading screens). Given the on-rails nature
Loaded. of the game, this usually sees the game end mid-way
through the first stage.
Gungriffon II Taikenban
Machi Sample

Developer Game Arts


Publisher ESP
Publisher Chun Soft
Release Japan 1998
Release Japan 1997
Gungriffon II Taikenban is a Japanese demo disc for Machi Sample is a Japanese demo disc for Machi.
Gungriffon II.
Saturn Demo Discs • 289

Hudson Soft New Soft Line Up for Sega Saturn


Layer Section II
Taikenban
Publisher Taito
Publisher Media Quest
Release Japan 1997
Layer Section II Taikenban
is a Japanese demo disc for
Layer Section II.
Developer Gremlin Interactive
Release Europe 1997
Magical Drop Sample
Hudson Soft New Soft Line
Up for Sega Saturn, also Publisher Data East
Release Japan 1995
called Hudson Shinsaku
Preview, is a demo disc pub- Magical Drop Sample is a
lished by Hudson Soft for the Japanese demo disc for Mag-
Sega Saturn containing dem- ical Drop.
os of five Hudson games.
MeltyLancer
Java Tea Original Virtua Fighter Kids Re-inforce Taikenban
Publisher Imadio
Release Japan 1998
This disc was a demo for
MeltyLancer Re-inforce. It
was bundled with a version
of Eve The Lost One in 1998.

Developer Sega AM2


Developer Sega
Panzer Dragoon Playable Preview
Release Japan 1996
Java Tea Original Virtua Fighter Kids is a trial version
of the Sega Saturn game, Virtua Fighter Kids. It is a
prize of Otsuka Seiyaku and features advertisements
for Java Tea.

Panzer Dragoon Saga Developer Team Andromeda


Publisher Sega
Demo Disc Release Us, Eur 1995
Publisher Sega
Panzer Dragoon Playable
Release Europe 1998
Preview (unnamed in Eu-
Panzer Dragoon Saga Demo rope) is a demo disc contain-
Disc is a demo disc for Pan- ing a shortened version of Panzer Dragoon for the
zer Dragoon Saga distributed Sega Saturn. Only episode 2 is playable, and is as-
in Europe. Curiously it con- sumed to be identical to the full product.
tains the entire first disc of This disc was bundled with Saturn consoles
the game. for a short period in both North America and Europe.
It was not released elsewhere, nor did it see a separate
commercial release.
290 • Saturn Demo Discs

NiGHTS into Dreams Sampler Otanoshimi 3 Shiro! Disc

Developer Sonic Team Publisher Sega


Publisher Sega Release Japan 1998
Release Us, Eur 1996
Otanoshimi 3 Shiro! Disc is a
NiGHTS into Dreams Sam- collection of demo discs giv-
pler is a demo disc distrib- en to people who purchased
uted with Sega Saturn cons- a Sega Saturn late in the consoles life. The collec-
oles in North America to promote NiGHTS into tion features a case that initially appears to be a 12”
Dreams. It was also distributed in Europe as NiGHTS Record casing, but opens up to reveal 3 demo discs -
into Dreams Demo Disc, although the origins of that Sonic R: Trial Version, Shining Force III Scenario 1:
version are not currently understood. Outo no Kyoshin Taikenban and Machi Sample.
The disc is a two level demo of NiGHTS into
Dreams, allowing players to complete both Claris Preview Sega Saturn Vol. 1
and Elliot’s first stages (and boss battles), Spring Val-
Publisher Sega
ley and Splash Garden, respectively. Most of the op- Release Europe
tions (and of course the other five stages) have been
Preview Sega Saturn Vol. 1
stripped out, but what is left
is a demo disc bundled with
is thought to be similar, if not
Sega Saturn consoles in
identical, to the final game.
France (and possibly else-
This demo was also
where). There was no “vol-
included as part of Sega Flash
ume 2”, although the early
Vol. 2.
Sega Flash demo discs use
the same menu system.
Purikura Daisakusen Rayman Playable
Mihonhin Game Preview
Publisher Atlus Publisher Media Quest
Release Japan Release Japan 1997
Purikura Daisakusen Mihon- Rayman Playable Game Pre-
hin is a demo disc for the view is a stripped down demo
game, Purikura Daisakusen. of the finished game (debut-
ing after the full release hit
store shelves), with only the
Rabbit Mihonhin first world being playable.
Publisher Electronic Arts This release stands as the first third-party
Release Japan demo disc for a Sega system and the first to be
Rabbit Mihonhin is a demo released on two platforms simultaneously; a similar
disc for the game, Rabbit. disc being released for the PlayStation.
Saturn Demo Discs • 291

Real Sound:
Kaze no Regret Taikenban Saturn Power demo discs
Developer Warp During its lifespan, the UK Sega Saturn Magazine Sat-
Publisher Warp urn Power produced a number of demo discs which it
Release Japan 1997 distributed along with its magazine. Unlike the Sega
This is a Japanese Sega Flash series, they were not published by Sega, and so
Saturn demo disc for Real there were fewer discs produced and each disc had
Sound: Kaze no Regret. less content. 5 discs were released in total.

SatMag Sono CD Saturn Power No. 1


The first disc has identi-
cal content to the Core
Demo Disc, meaning all
the games included were
developed by Core.

Saturn Power No. 2


The second disc is identi-
Release Japan 1998 cal to the Gremlin Demo
SatMag Sono CD is a Japanese Sega Saturn demo Disc, meaning all the
disc distributed with Sega Saturn Magazine issue games included were de-
#1998/04. veloped by Gremlin In-
teractive.
Saturn Bomberman
Fight!! Taikenban Saturn Power No. 5:
WipeOut 2097
Developer Hudson Soft
Publisher Hudson Soft The last Saturn Power Saturn Power No. 3:
Release Japan release is identical to the Block-Rocking Beats
Saturn Bomberman Fight!! WipeOut 2097 Demo Possibly due to a lack of
Taikenban is a Japanese Disc. demos to publish, Sat-
demo disc for Saturn Bomb- urn Power No. 3 was
erman Fight!!. purely a music CD, being
a compilation of tunes
from various Sega Saturn
Street Fighter games.
Collection Taikenban
Publisher Capcom
Release Japan 1997
This is a Japanese demo disc
for Street Fighter Collection.
Silhouette Mirage Taikan
CD-ROM Sousa Setsumei
Developer Treasure
Release Japan
Street Fighter Zero 2 Taikenban
This is a Japanese demo
Publisher Capcom disc for Silhouette Mirage.
Release Japan
It allows the player to play
Street Fighter Zero 2 Taiken- through the second stage of
ban is a Japanese demo disc the full game.
for Street Fighter Zero 2.
292 • Saturn Demo Discs

Saturn Super demo discs


Developer CRI (Captain soft)
Publisher JICC (Takarajima)
Release Japan
Saturn Super was a Japanese
magazine which focused on the
Sega Saturn. It had its own set of
demo discs.

Shiroki Majou: Mouhitotsu no


Taikenban Saturn Soft Taizen
Eiyuu Densetsu Taikenban
Publisher Sega
Release Japan
This is a Japanese demo disc
for Shiroki Majo: Mouhitot-
su no Eiyuu Densetsu.

Developer CRI (Captain soft)


Publisher JICC (Takarajima) Super Robot Taisen F
Release Japan 1995 Taikenban
Taikenban Saturn Soft Taizen is a Japanese demo disc Release Japan
distributed with Saturn Super special issue. Super Robot Taisen F Taiken-
ban is a Japanese demo disc
for Super Robot Taisen F.
Saturn Demo Discs • 293

Sega Saturn Choice Cuts


Sega Screams Volume 1

Developer Sega
Publisher Sega Developer Sega
Release US 1995 Publisher Sega
Sega Saturn Choice Cuts is a Release US
demo disc for the Sega Sat- Sega Screams Volume 1 is
urn, released exclusively in a demo disc for the Sega
North America. It was the Saturn, released exclusive-
first Saturn demo disc to hit ly in North America with
American shores, and was bundled with all new con- console bundles. Bizarrely Sega of America released
soles during 1995. this game twice - initially as Sega Saturn Bootleg II
Most likely due to its early release, there aren’t (as a “sequel” to Bootleg Sampler). The product in
actually any playable demos in Sega Saturn Choice its Bootleg II form is far less common, though aside
Cuts, just gameplay footage of upcoming or recently from a changed title screen (on some discs), the two
released titles, along with promotional material. discs are identical.
Unlike Bootleg Sampler, Sega Screams Vol-
ume 1 opts for the “standard” Saturn demo disc men-
us often seen in the European Sega Flash series.
Virtua Fighter 2
Hibaihin Mihonban Sega Screams Volume 2
Publisher Saturn
Release Japan 1995 Developer Sega
Publisher Sega
Virtua Fighter 2 Hibaihin Mi- Release US
honban is a Japanese demo Sega Screams Volume 2 is a
disc for Virtua Fighter 2. demo disc for the Sega Sat-
The disc contains a timed demo of the arcade urn, released exclusively in
mode, though if the user performs a soft reset (A + B North America with console
+ C + Start) the demo will cycle between a timed two- bundles. It is a “sequel” to
player mode and a timed “watch” mode (in which the Sega Screams Volume 1. It
CPU battles itself). All of the main characters are se- is less common than its pred-
lectable. ecessor.
Sega Touring Car
Championship Taikenban
Shining Force III Scenario 1: Publisher Sega
Outo no Kyoshin Taikenban Release Japan 1997
Publisher Sega Sega Touring Car Champion-
Release Japan 1997 ship Taikenban is a Japanese
This is a Japanese demo disc Sega Saturn demo disc for
for Shining Force III Scenar- Sega Touring Car Champi-
io 1: Outo no Kyoshin. onship. It was included as
part of the Sega Touring Car
Championship soundtrack.
294 • Saturn Demo Discs
Tech Saturn
Developer CRI (Captain soft)
Publisher ASCII
Release Japan
Tech Saturn Tsuushin later known simply as Tech Sat-
urn (?) was a Japanese magazine focused on the Sega
Saturn. It came with its own set of demo discs.
note:
missing pixture of Tech Saturn Tsuushin Vol.3

Suiko Enbu: Tactics Formula


Fuuun Saiki Sample Taikenban
Publisher Data East
Release Japan
Release Japan 1995
Suiko Enbu: Fuuun Saiki Tactics Formula Taikenban is
Sample is a Japanese demo a Japanese Sega Saturn demo
disc for Suiko Enbu: Fuuun disc for Tactics Formula.
Saiki.
Saturn Demo Discs • 295

Tactics Formula Taikenban


Developer AKI, T’s Music Tenant Wars Hibaihin
Publisher Sega Publisher KID
Release Japan 1997 Release Japan
Tactics Formula Taikenban Tenant Wars Hibaihin is a
is a Japanese demo disc for demo disc for the game, Ten-
Tactics Formula. ant Wars.

Tomb Raiders
Vampire Hunter:
Taikenban Hibaihin
Darkstalkers’ Revenge Sample
Developer Core Design
Publisher Victor Interactive Publisher Capcom
Release Japan 1997 Release Japan

Tomb Raiders Taikenban This is a Japanese demo disc


Hibaihin is a Japanese demo for Vampire Hunter: Dark-
disc for Tomb Raiders. stalkers’ Revenge.
The disc contains a five minute timed demo of
one of the early stages in the game.

Vatlva Taikenban
Touge King the Spirits 2
Developer Ancient
Mihonhin Publisher Victor
Publisher Atlus Release Japan
Release Japan 1997
Vatlva Taikenban is a Japa-
Touge King the Spirits 2 Mi- nese demo disc for Vatlva.
honhin is a demo disc for the
game, Touge King the Spirits 2.

Wangan Dead Heat


Waku Waku 7 Taikenban Mihonhin
Publisher Sunsoft Publisher Pack-In-Video
Release Japan 1997 Release Japan
Waku Waku 7 Taikenban is a Wangan Dead Heat Mihonhin
Japanese demo disc for Waku is a demo disc for the game,
Waku 7. Wangan Dead Heat.

Waku Waku Puyo Puyo


Dungeon Taikenban X-Men: Children of the
Publisher Compile Atom Hibaihin
Release Japan Publisher Capcom
This is a Japanese demo disc Release Japan
for Waku Waku Puyo Puyo X-Men: Children of the Atom
Dungeon. Hibaihin is a demo disc for the
game, X-Men: Children of the
Atom.
296 • Sega Saturn Consoles

Sega Saturn Consoles


by:segaretro.org
There exist various Sega Saturn models, which differ Grey Japanese Saturn
from each other to varying degrees.
Perhaps the most well-known difference The original Japanese Saturn model is grey in color—
is that between “Model 1” and “Model 2” Saturns, excepting the cartridge slot flap and the front, which
which are easily distinguishable through the differ- are black. It has three blue buttons (Power, Open, and
ing designs of their Power and Reset buttons—oval Reset), a drive access LED, and a non-notched power
in the former, round in the latter—and also differ in- cord. Production was later ended in favor of the white
ternally, chiefly in having different types of CD cable, Saturn. Revisions: VA0, VA1, VA2, VA3.
which can complicate efforts to install a modchip.
Moreover, within the broad categories of Model 1 or
2, several types of motherboard exist, with different
arrangements of components and paths.
All Sega Saturns are either NTSC or PAL.
Within these categories, US and Canadian (NTSC)
Saturns are identical, as are European and Austral-
ian (PAL) models. There was no SECAM Saturn: the
‘SECAM’ models released in France were simply
PAL models with a bundled PAL-to-SECAM con-
verter.
Sega Saturn
The model number shown represents the
model number of the box set, not the model number ¥44,800
of the console. For example: Box set model number November 22, 1994
HST-0001 (printed on the box) includes a gray con- • HST-0001 console
sole with model number HST-3200 (printed on the • HSS-0101 Control Pad
rear sticker of the console).

Sega Saturn 1,000,000th Campaign Box


¥34,800
July 16, 1995
• HST-0001 console
• HSS-0101 Control Pad
• Virtua Fighter Remix

Sega Saturn 1,000,000th Campaign Box


¥34,800
July 16, 1995
• HST-0005 console
• HSS-0101 Control Pad
• Virtua Fighter Remix

Sega Saturn
¥34,800
July 5, 1995
• HST-0004 console
• HSS-0101 Control Pad
Sega Saturn Consoles • 297

White Japanese Saturn Sega Saturn


‘White’ Saturns has a light gray color. It has round ¥20,000
gray Power and Reset buttons, a pink Open button, March 22, 1996
and no drive Access LED. The systems came packed • HST-0014 console
with a matching white controller with multi-colored • HSS-0101-S Control Pad
buttons. Toys ‘R’ Us sold an exclusive white Saturn
with a silhouette of Sonic printed on the drive lid.
Revisions: VA4, VA5, VA6, VA7, VA8, VA9, VA10,
VA11, VA13, VA15. Sega Saturn Bomberman Kit
Note: the integrated sound block on revisions VA13
and VA15 has a bug in certain 68000 commands. The 1996
result is that certain games are incompatible with • HST-0014 console
these boards. The Japanese only releases of Space • HSS-0101 Control Pad
Harrier and Outrun are two, and both have received • Saturn Bomberman
second pressings that eliminate this bug and work in
all machines equally.
Sega Saturn Christmas Nights Cam-
¥20,000
November 22, 1996
• HST-0004 console
• HSS-0101 Control Pad
• Christmas Nights

Sega Saturn
¥20,000
July 10, 1997
• HST-0019
• HSS-0101-S Control Pad

Sega Saturn Sonic Toys ‘R’ Us

1997
• HST-0019 console
• HSS-0101 Control Pad

Sega Saturn Otoshidama Campaign Box

1997
• HST-0014 console
• HSS-0101 Control Pad

298 • Sega Saturn Consoles

Skeleton Saturn Sega Saturn Skeleton (This is Cool) -


The two ‘Skeleton Saturns’ were the final models to 1998 Special Campaign Original
be produced in Japan (and hence the world), and they
were the only non-standard models brought to other 1998
regions (?). They are a valuable collector’s item, be- • HST-0020 console
ing quite rare. The unique feature that provides their • HSS-0162 Control Pad
name are their see-through body and matching con-
trollers. Other than that, they’re basically identical
to the second version of the white Saturn. Revisions:
VA13, VA15. Sega Saturn Skeleton (This is Cool)
Note: the integrated sound block on revisions VA13 ¥20,000
and VA15 has a bug in certain 68000 commands. The April 4, 1998
result is that certain games are incompatible with • HST-0021 console
these boards. The Japanese only releases of Space • HSS-0162 Control Pad
Harrier and Outrun are the only two that come to
mind, and both have received second pressings that
eliminate this bug and work in all machines equally.
Sega Saturn Skeleton (Derby Stallion)
¥20,000
March 25, 1999
• HST-0022 console
• HSS-0101 Control Pad

• HST-0020/HST-0021: These two models were both


translucent smoky grey, with “This is Cool” printed
on the CD drive lid and the controllers. Approximate-
ly 30,000 units were produced. HST-0020 was not for
sale and only given away as a prize in a contest. HST-
0021 was released in Japan on 4 April 1998 retailing
at ¥20,000.
• HST-0022: This model was a promotional tie-in
with ASCII’s popular Derby Stallion horse racing
simulation franchise; it came with stickers for the
game. The console differs in the hue of its transparent
case and also does not have the line “This is Cool”
printed anywhere on it. Approximately 20,000 were
produced for Japan. This model was released in Japan
on 25 March 1999 retailing at ¥20,000.
Sega Saturn Consoles • 299

Hi-Saturn Hi-Saturn - 1,000,000th Campaign Box


Sega licensed the rights to produce Saturns to some
of their hardware partners. One was Hitachi, who
provided the CPUs and several other chips. The Hi-
Saturn is yet another early style Saturn but with the
Video CD Card included, and Hi-Saturn printed on
the CD drive lid. It was sold at high-end department
stores and was marketed as a multimedia player in-
¥64,800
stead of just a video game console.
July 16, 1995
The start up screen is different as well. Instead
• MMP-1 console
of a bunch of pieces forming together, the word Hi-
• HSS-0118 Control Pad
Saturn shoots out from the middle of the screen and
• Virtua Fighter Remix
then flips around ‘till it’s readable and then it flashes
on screen like other Saturns do. GameNavi Hi-Saturn
• MMP-1: These models are based on the first ma-
jor Saturn model, with oval buttons and Drive Access
LED and is two toned charcoal gray with black as the
bottom color.
• MMP-11: This model is based on the second major
Saturn model, with round buttons and is two toned
charcoal gray with black as the bottom color. ¥150,000 (~1400$)
• MMP-1000NV: Known as the Game & Car Navi July 16, 1995
Hi-Saturn, this model is much different from all • MMP-1000NV console
other Saturn models, both in design and funcional- • HSS-0118 Control Pad
ity. It has a lower, more square profile, and an add- • Virtua Fighter Remix
on LCD monitor for playing games on. The system
is completely flat on top and lacks the bulge of the Hi-Saturn
CD drive. The system also had a GPS receiver sold
separately (with only Japanese regional software be-
ing available). 2000 units were produced by Hitachi
each month, while the LCD screens had a run of 1000
per month.

1996
Hi-Saturn • MMP-11 console
• HSS-0101 Control Pad

Hi-Saturn Christmas Nights Campaign Box

¥64,800
April 1, 1995
• MMP-1 console
• HSS-0118 Control Pad 1996
• MMP-11 console
• HSS-0101 Control Pad
• Christmas Nights
300 • Sega Saturn Consoles

JVC/Victor V-Saturn
JVC-Victor also produced their own version of the V-Saturn
Saturn hardware called the V-Saturn. There are two
versions of this system. The casing is similar to that
of any standard Saturn. The colors are different, as is
the machine’s circuitry, and “V-Saturn” is printed on
top of the machine.
The boot-up sequence on a V-Saturn has the
polygons form a V-Saturn logo instead of the Sega
Saturn logo. 1995
• RG-JX1 console
• RG-JX1: This model is based on the first major Sat- • RG-CP5 Control Pad
urn model, with Drive Access LED and oval buttons • Virtua Fighter Remix
and is two toned blueish gray and dark gray as the
bottom color. V-Saturn
• RG-JX2: This model is based on the second major
Saturn model, with round buttons and is two toned
light gray with darker gray as bottom color.

V-Saturn

June 7, 1996
• RG-JX2 console
• RG-CP6 Control Pad

V-Saturn Christmas Nights Campaign Box


¥44,800
November 22, 1994
• RG-JX1 console
• RG-CP5 Control Pad

V-Saturn - 1,000,000th Campaign Box 1996


• RG-JX2 console
• RG-CP6 Control Pad
• Christmas Nights

V-Saturn Christmas Nights Campaign Box

¥34,800
June 16, 1995
• RG-JX1 console
• RG-CP5 Control Pad
• Virtua Fighter Remix
1996
• RG-JX2 console
• RG-CP6 Control Pad
• Vatlva
302 • Sega Saturn Consoles

Sega Saturn - Virtua FIghter


North America Saturn
All North American models of the Sega Saturn are
1995
black in color. The US and Canadian consoles are
• MK-80001 console
identical, other than bilingual text on the Canadian
• MK-80100 Control Pad
packaging and manuals.
• Virtua Fighter
• MK-80000: Manufactured from approximately
April 1995 to March 1996 and it’s identical to the
Japanese grey model except in color. Sega Saturn - Video Game Sampler Enclosed
• MK-80000 (Sega Sports): Manufactured starting
October 1995. It has the Sega Sports logo in color on 1995
top in blue, red, and white. • MK-80006 console
• MK-80000A: Manufactured from March 1996 to • MK-80100 Control Pad
October 1997. It featured a notched power cord, no • “Video Game Sampler”
drive access light, round power and reset buttons, and
a 1.00a BIOS. Jumper locations are once again dif-
ferent. Sega Saturn

1996
• console
• MK-80100 Control Pad

Sega Saturn - Video Game Sampler Enclosed

1996
• MK-80006 console
Sega Saturn • MK-80100 Control Pad
$399 • “Video Game Sampler”
May 11, 1995
• MK-80001 console
• MK-80100 Control Pad Sega Saturn
$199.99
Sega Saturn - Virtua Fighter 1996
$449 • MK-80008 console
May 11, 1995 • MK-80116 Control Pad
• MK-80001 console
• MK-80100 Control Pad
• Virtua Fighter
Sega Saturn - Video Game Sampler Enclosed
• Sega Saturn Choice Cuts
Sega Saturn - Virtua Fighter 1996
• MK-80008 console
1995 • MK-80116 Control Pad
• MK-80001 console • “Video Game Sampler”
• MK-80100 Control Pad
• Virtua Fighter
• Sega Saturn Choice Cuts
Sega Saturn Consoles • 303

Sega Saturn NetLink - Sega Rally


Sega Saturn $449.99
1996 October 31, 1996
• console 80012 console •
• MK-80116 Control Pad MK-80116 Control Pad •
• Bootleg Sampler Bootleg Sampler •
Custom Web Browser •
NetLink Keyboard •
NetLink Internet Modem •
Sega Saturn - Video Game Sampler Enclosed - NetLink Keyboard Adapter •
Sega Rally Sega Rally Championship •
NiGHTS into Dreams Sampler •
1996
• MK-80008 console
• MK-80116 Control Pad
• Sega Rally Championship Canada
• “Video Game Sampler”
Sega Saturn
1995
Sega Saturn - Video Game Sampler Enclosed - • console
Nights Into Dreams • MK-80100 Control Pad
1996
• MK-80008 console
• MK-80116 Control Pad
• NiGHTS into Dreams
Sega Saturn - Sega Rally
• “Video Game Sampler”
1995
• console
Sega Saturn - Video Game Sampler Enclosed - • MK-80100 Control Pad
Virtua Fighter 2 • Sega Rally Championship
1996
Sega Saturn - Virtua Fighter
• console
• MK-80116 Control Pad 1995
• Virtua Fighter • console
“Video Game Sampler” • MK-80100 Control Pad
• Virtua Fighter

Sega Saturn - Video Game Sampler Enclosed - Sega Saturn - Panzer Dragoon
3 Free Game Pack 1995
1996 • console
• MK-80001 console • MK-80100 Control Pad
• MK-80116 Control Pad • Panzer Dragoon
• “3 Free Games With
Sega Saturn
Purchase of Sega Saturn”
• Bootleg Sampler 1996
• 80008-22 console
• MK-80116 Control Pad
304 • Sega Saturn Consoles

Sega Saturn - 3 Free Game Pack


1996
• 80008-22 console
• MK-80116 Control Pad
• “3 Free Games With
Purchase of Sega Saturn”
European Saturn
These models are all black and externally quite simi-
lar to the NA models, but they naturally run at the
Sega Saturn - 3 Free Game Pack - Sega Rally 50 Hz refresh rate characteristic of PAL territories.
1996 Also, EU/AUS machines will have “PAL” next to the
• 80008-22 console BIOS revision number on the system settings screen
• MK-80116 Control Pad instead of “NTSC”, unless the system has been modi-
• “3 Free Games With fied. There is no SECAM Saturn. The French used
Purchase of Sega Saturn” the same PAL Saturn as the rest of Europe but with a
• Sega Rally Championship different RF/SCART adapter.
• MK-80200-50 (PAL model 1): Based on the first
major Saturn design, is black with oval buttons and
has a Drive Access LED. One green power light next
United Kingdom to the power switch, one orange Drive Access LED
next to the Reset button, large trapezoid-like eject
£399.99 button, usual Saturn styling, vent holes in the side
July 8, 1995 casing unlike some later models.
• console • MK-80200A-50 (PAL model 2): Based on the sec-
• MK-80301 Control Pad ond major Saturn design, is black with gray round but-
tons and has no Drive Access LED. One green power
light next to the power switch, smaller recessed gray
1995 eject button, no vent holes in the side casing.
• console
• MK-80301 Control Pad
• Virtua Fighter

1996
• console
£349.99
• MK-80313 Control Pad
1995
• Command & Conquer
• console
• MK-80301 Control Pad
• Daytona USA 1995
• console
• MK-80313 Control Pad
1995
• Tomb Raider
• console
• Sega Flash Vol. (?)
• MK-80301 Control Pad
• Virtua Fighter
• Sega International 1995
Victory Goal • console
• Clockwork Knight • MK-80313 Control Pad
Sega Saturn • Sega Rally Championship
1996 • Sega Worldwide
• console Soccer ‘97
• MK-80313 Control Pad
• Sonic Jam
Sega Saturn Consoles • 305

Germany
France
Sega Saturn
3,390F 1995
July, 1995 • console
• console • MK-80301 Control Pad
• MK-80301 Control Pad
1995
• console
2,590F • MK-80301 Control Pad
1995 • Virtua Fighter
• console • Clockwork Knight
• MK-80301 Control Pad
• Daytona USA Sega Saturn
1995
1996 • console
• console • MK-80301 Control Pad
• MK-80313 Control Pad
• Preview Sega Saturn Vol. 1 1996
• console
• MK-80313 Control Pad
• Sega Rally Championship
1996
• Sega Flash Vol. (?)
• console
• MK-80313 Control Pad
• Virtua Fighter
• Sega Rally Championship
December 1, 1996
• console
Sega Saturn Action Pack
• MK-80313 Control Pad
1,590F • Command & Conquer
March 4, 1996
• console
• MK-80313 Control Pad
• Sega Rally Championship Sega Saturn Action Pack
• Sega Worldwide Soccer ‘97 449,95DM
• Sega Flash Vol. (?) 1997
• console
Latvia and Estonia • MK-80313 Control Pad
• Sega Rally Championship
• Sega Worldwide Soccer ‘97
1996
• Sega Flash Vol. (?)
• console
• MK-80301 Control Pad
Slovenia
1996
• console
• MK-80301 Control Pad
306 • Sega Saturn Consoles

Spain
Sega Saturn
79,900 Ptas
July, 1995
• console
• MK-80301 Control Pad Italy
• Virtua Fighter
Sega Saturn
69,900 Ptas 1995
1995 • console
• console • MK-80301 Control Pad
• MK-80301 Control Pad • Virtua Fighter
• Daytona USA
69,900 Ptas
1995
1995
• console
• console
• MK-80313 Control Pad
• MK-80301 Control Pad

1995
• console
• MK-80313 Control Pad
Bulgaria
1996
• console
• MK-80301 Control Pad Romania
1996
• console
• MK-80301 Control Pad
Serbia and Montenegro
1996
• console
• MK-80301 Control Pad Poland
1200 zł
March 1, 1996
• console
Czech Republic and Slovakia • MK-80301 Control Pad

8.998 Kc
1996
• console
• MK-80301 Control Pad
Sega Saturn Consoles • 307

Portugal Australia

Sega Saturn $695


1995 1996
• console • console
• MK-80301 Control Pad • MK-80301 Control Pad
• Daytona USA
1996 • Bootleg Sampler
• console
1995
• MK-80313 Control Pad
• console
• MK-80313 Control Pad
• Sega Flash Vol. 2
Sega Saturn
1996
• console
• MK-80301 Control Pad Russia & CIS
• Sega Flash Vol. 5
1996
1995 • console
• console • MK-80301 Control Pad
• MK-80313 Control Pad
• Daytona USA

1995
• console
• MK-80313 Control Pad
• Virtua Fighter
• Sega Rally Championship

1997
• console
• MK-80301 Control Pad
• Pocket Boy
• Sega Flash Vol. ?

Lithuania
2799 Lt
1996
• console
• MK-80301 Control Pad
308 • Sega Saturn Consoles

1997
• MK-80228-07 console
Asian Saturn • HSS-0101 Control Pad
Sega Saturn consoles released in Asian countries (oth-
er than Japan and South Korea) are normal Japanese
units, with different boxing only, and a 220v power
supply. These units all have their model numbers end 1998
in -07. Not much to say about these, their boxes and • MK-80229-07 console
manuals were in English instead of Japanese. They • HSS-0101 Control Pad
are a nice option if you live in PAL land but want a • Video CD Card
60hz machine without modding, as their 220v power
supply makes voltage converters unnecessary. They
had counterparts for almost every Japanese boxed re-
lease. Known motherboards are VA0, 1, 3, 5, 7, 13,
and 15. The last few units came with Video CD cards
preinstalled, and had a red “Video CD” label on the
console and the boxing had unique yellow colors in-
stead of white.

Sega Saturn
1994
• MK-80202-07 console
• HSS-0101 Control Pad

Sega Saturn - 1,000,000th Campaign Box


1994
• console
• HSS-0101 Control Pad
• Virtua Fighter Remix

1994
• MK-80215-07 console
• HSS-0101 Control Pad

1996
• MK-80220-07 console
• HSS-0101 Control Pad

1997
• MK-80228-07 console
• HSS-0101 Control Pad
Sega Saturn Consoles • 309

South Korean Saturn Initially retailing for up to ₩595,000 the


Samsung Saturn was a commercial failure due to the
In 1995, while LG was distributing the 3DO in Korea
high price and limited number of available games.
and Nintendo was distributed by Hyundai, Samsung
Most people instead imported the cheaper Japanese
(who previously distributed both the Master System
consoles.
and Mega Drive) distributed the Saturn. It was re-
By February 1997, Samsung completely exit-
leased as the Samsung Saturn in November 10th 1995
ed the gaming business due to the failure of the Sam-
and was made only for South Korea. There are a lot
sung Saturn and the 1997 Asian financial crisis.
of rumors about what is inside these, but all units that
In September 1997, Kama Entertainment dis-
have been seen opened up were all completely stock
tributed the model 2 Sega Saturn in South Korea. It
Japanese VA1 motherboards (171-7006C 837-11613-
looks similar to the North American model 2 console
01), had everything intact, with only the region jump-
but has the Japanese-style Sega Saturn logo, has a
ers and the BIOS rom being different. The region is
220v power supply, uses VA13 motherboards with the
set to 2 for Korea, and the BIOS version states v1.02a
region code set to 1 for Japan and bios v1.01. It was
and looks like the USA/PAL version rather than the
released at a cheaper price of ₩349,000. It has the
Japanese one. The bios is unique in that it disables
standard Sega Saturn branding instead of Samsung
the Japanese language option when the console is set
Saturn. Kama Entertainment and Wooyoung System
to the default region 2 code (it reappears if the region
also distributed a handful of games under the Sega
code is set to anything other than region 2). There was
Saturn branding. Some consoles were also bundled
no Korean language option added. It’s power supply
with Sega Rally or Virtua Cop 2.
is unique in that it is capable of handling 110v-220v.
This is because South Korea was in the process of
converting it’s power grid from 110v to 220v, so most
South Korean retro game consoles come with a mul-
ti-voltage power supply. Units produced: unknown,
probably ~3,000-4,000, but there might have been a
lot more.
There are 4 different model numbers of the
Samsung Saturn (SPC-SATURN, SPC-SATURN II,
SPC-ST, SPC-ST2), although the consoles them-
selves are identical. The model number only indicates
whether the console was packaged with a game or a
Saturn region converter cartridges (this can be seen
in old magazine advertisements). SPC-SATURN
and SPC-SATURN II were the initial released mod- ₩550,000
els, with SPC-SATURN II including Virtua Fighter November 10, 1995
Remix. SPC-ST and SPC-ST2 were later released • SPC-SATURN console
models and both came with a ST-KEY region con- • SATURN-0001 Control Pad
verter cartridge (hence the model name), with SPC-
ST2 also including 1 game.
Launch games included Daytona USA, Pan- Sega Saturn
zer Dragoon, Virtua Fighter Remix and Worldwide
₩595,000
Soccer: Sega International Victory Goal Edition.
November 10, 1995
It is compatible with all Samsung Saturn
• SPC-SATURN II console
games as well as all Korean Sega Saturn games (non-
• SATURN-0001 Control Pad
Samsung branded). There are also a few Japanese,
• Virtua Fighter Remix
Asian and American games that were also coded for
region 2, which will play on Samsung Saturn without
the need for a region converter cartridge.
310 • Sega Saturn Consoles

₩418,000
1995
• SPC-ST2 console
• SATURN-0001 Control Pad
• Converter

₩451,000
November 10, 1995
• SPC-SATURN console
• SATURN-0001 Control Pad
• Converter
• unknown
₩349,000
1997
• MK-80226-08 console
• HSS-0101 Control Pad

1997
• MK-80226-08 console
• HSS-0101 Control Pad
• Virtua Cop 2

1997
• MK-80226-08 console
• HSS-0101 Control Pad
• Sega Rally Championship
Sega Saturn Consoles • 311

1996
• 180090 console
Brazil Saturn • HSS-0101 Control Pad
Like the Sega Master System and Sega Mega Drive
before it, the Sega Saturn was distributed by Tectoy
in Brazil. These units were essentially re-branded
USA units at first (both model 1 and 2), then Japa-
nese white units, and lastly Derby Stallion Skeleton 1999
Saturns. All these units had a few internal modifica- • console
tions: custom power supplies were added, all serial • HSS-0101 Control Pad
numbers were removed, the region was changed to • Virtua Fighter Remix
region 4 for USA when necessary, and units were fit-
ted to output PAL-M signal. This sometimes included
1995
changing the master clock to 14.302446 Mhz, but
• 180010 console
sometimes they only added a separate sub-board with
• MK-80301 Control Pad
an oscillator, and fed the clock input directly to the
• Virtua Fighter
video encoder, leaving the default 14.318 Mhz master
clock in place. Since all serials were removed, it is
impossible to guess how many of these were made.
Like previous SEGA consoles released in Brazil, they 1995
are fully compatible with all games released in North • 180010 console
America. In fact, most of the Tectoy Saturn games • MK-80301 Control Pad
were simply US discs in Brazilian packaging. • Virtua Fighter Remix

1996
• console
• MK-80313 Control Pad
• Virtua Fighter Remix
• Sega Worldwide Soccer 97
• Daytona USA:
Champion Circuit Edition
Accessories • 313

Saturn Accessories
These pages are mostly taken from:segaretro.org
These pages include accessories for the Sega Saturn.
Several accessories were released for the Sega Saturn,
across the three regions, some in common, some exclu-
sive to Japan. Like the Saturn Models, many were also
licenced by other Sega hardware partners.

Monaural AV Cable
Manufacturer Sega
Release (jp) November 22, 1994 S-Video Cable
Type TV connector
Manufacturer Sega
The Monaural AV Cable is the offi- Release (jp) November 22, 1994
cial method of connecting a Saturn Type TV connector
to a television via RCA video (yel- The S-Video Cable is the official method of
low) and audio (white) standards connecting a Saturn to a television via S-Video.
The reason for this cable’s
existence is not fully understood, as
all Japanese Saturn consoles were
bundled with Stereo AV Cables,
which fulfill exactly the same func- 21 Pin RGB Cable
tions (and were sold separately). Manufacturer Sega
What differs between the two is the Release (jp) November 22, 1994
omittance here of the red “right au- Type TV connector
dio channel” cable for stereo sound, The 21 Pin RGB Cable is the offi-
but given as each cable is plugged cial method of connecting a Saturn
in separately, it does not make the to a television via the Japanese RGB
Stereo AV Cable incompatible with standard (not SCART, which uses
mono televisions. Likewise the Sat- the same connector). It was only re-
urn can be configured via the set- leased in Japan and a SCART ver-
tings screen to output audio in mono, sion for Europe was never released
and thus only use the white lead. separately.

21 Pin RGB Cable


Manufacturer Sega
Release (jp) November 22, 1994
Release (us) May, 1995
Release (eu) July 8, 1995
Type TV connector

The RF Unit is the official method of connecting


a Saturn to a television via RF standards. Con-
nector types differ between countries so the units
are slightly different per region, but they function
in much the same way.
In Europe, RF Units were distributed with
later consoles. Other regions received superior
Stereo AV Cables instead, with RF Units offered
separately for consumers with older televisions.
314 • Accessories

Stereo AV Cable
Manufacturer Sega
Release (jp) November 22, 1994
Type TV connector

The Stereo AV Cable for the Sega Saturn is the


official method of connecting a Saturn to a tel-
evision via RCA video (yellow) and audio (white
left, red right) standards.
All Japanese Saturn consoles were bun-
dled with this cable, although it was also sold
separately. It was not officially released outside
of the country.

AV Selector RF Unit
Manufacturer Sega Manufacturer Electronic Equipment
Release (jp) 1996 Release >= 1995
Type TV connector Type TV connector
The AV Selector is a switch allow-
ing users to toggle between four sets
of composite video outputs. It was RF Unit
released by Sega and has a Sega Sat- Type TV connector
urn product name, but a Saturn is not
required for it to function.

AV Cable
Manufacturer Retro-bit
Type TV connector
RF Unit
Manufacturer Electronics Boutique
Release >= 1995
Type TV connector

RF Unit
S-Video AV Cable AV Cable Manufacturer Performance
Release 1997
Manufacturer Retro-bit Manufacturer Tomee Type TV connector
Type TV connector Release 2012
Type TV connector
Accessories • 315

N-PAL Convertor
Manufacturer Game Source Pro Extension
Type TV connector Manufacturer Naki
Release >= 1995
Type Extension cable

Extension Cable
Manufacturer Tosk
Controller Extension Cable Release >= 1995
Type Extension cable
Manufacturer Performance
Release >= 1995
Type Extension cable

Extension Cable
Manufacturer High Frequency
Release >= 1995
Type Extension cable

CD Soft Case
Manufacturer Sega
Release (jp) 1996
Type Storage case
The CD Soft Case is a means of storing compact discs
endorsed by Sega. It was only released in Japan and
shares the Sega Saturn’s aesthetic and product code
scheme, but is by no means limited to Saturn software.
The CD Soft case is essentially a soft CD hold-
er in a plastic Saturn-shaped box.
316 • Controllers

‘ ‘ ‘ ‘ ‘

US MK-80100 EU MK-80301 EU MK-80313 JP Cool Pad BR

‘ ‘ ‘ ‘

US MK-80114 KR Samsung Saturn JP HiSaturn US MK-80116

‘ ‘ ‘

JP V-Saturn, RG-CP6 JP V-Saturn, RG-CP5 JP White

US MK-80100
EU MK-80301

JP Grey

US MK-80116 Samsung
EU MK-80313 KR SATURN-0001
KR HSS-0101

US MK-80114 V-Saturn
JP HSS-0101 JP RG-CP5
BR

white V-Saturn
JP HSS-0101 JP RG-CP6
BR

skeleton Hi-Saturn
JP HSS-0101 JP HSS-0118 BR
Controllers • 317

Control Pad
Manufacturer Sega
Release (jp) November 22, 1994
(us) May 11, 1995
(eu) July 8, 1995
Type Controller Control Pad
Manufacturer Sega OziSoft
The Sega Saturn Control Pad, later known sim- Release (eu) 1996
ply as the Controller in North America, is pri- Type Controller
mary method of user input for the Sega Saturn.
It is an evolution of the Six Button Control Pad The Control Pad by Sega OziSoft is a control-
for the Sega Mega Drive and was originally ler for the Sega Saturn, released exclusively in
seen in 1994 along with the Saturn console. Australia in 1996.
It has a circular D-Pad, a Start button, Though very similar to a standard Saturn
and six face buttons; A, B, C, X, Y and Z. New Control Pad (of which there are many variants),
to the Saturn is the addition of two shoulder but- this particular model has a slightly different
tons, L and R, which replace the Mega Drive’s plastic casing - a design not seen either before
“mode” button to bring the total number of or since. Most notably, the Australian Control
buttons to nine. Like the Mega Drive Control Pad has turbo switches on the back of the unit
Pad(s), it is ergonomically designed for maxi- - though several turbo controllers received offi-
mum comfort. cial branding for the Sega Mega Drive (namely
The Saturn controller debuted in Ja- the Sega MegaFire), this is the only “official”
pan in 1994 and remained largely unchanged Saturn control pad to offer this service (the Vir-
throughout the lifespan of the console. In North tua Stick offers these functions in arcade stick
America and Europe however, a different, much form).
bulkier controller was released to supposedly It is presumed to have been phased out
accommodate for the “bigger hands” of west- relatively quickly, as Sega began to roll out the
ern consumers. This “MK-80100” control pad similar, cost-reduced, Japanese-style control
is functionally identical to its Japanese cousin, pad as the standard controller.
but is slightly larger and has a peculiar concave Similar to previous controllers released
D-Pad, not seen in a Sega console since. This by Sega OziSoft, it is a re-brand of a third-party
particular model is often regarded to be worse controller.
than the Japanese variant, and was replaced en-
tirely during the summer of 1996, cutting costs
as the console was redesigned.
There are many slightly different colour
variations of the controller, mostly to match the
colour of the console. Japan initially received
grey pads, but eventually saw white and clear
varieties as well as those designed for V-Saturns
and HiSaturns. In the rest of the world (bar Bra-
zil), only black controllers were released.
318 • Controllers

Saturn Infrared Control Pad


Manufacturer Sega
Release (jp), (eu)
Type Controller
The Saturn Infrared Control Pad, known as the Cordless
Pad in Japan, is a special type of Sega Saturn control pad,
which rather than rely on leads communicates with a Sega
Saturn through infrared light.
The Infrared Control Pad requires both of the Sega
Saturn’s control ports. It was sold as a bundle (containing
a controller and a receiver), though it was also possible to
purchase controllers and receivers separately.

Prototype

Sega Prologue Control Pad


Manufacturer Sega
Release (jp)
Type Controller
The Sega Prologue Control Pad is an extremely
rare peripheral compatible with the Sega Saturn.
It is essentially a standard Saturn Control Pad but
with a much longer cord - one that’s five metres
long.
Though completely compatible with
home Sega Saturns, the Prologue Control pad
was not designed for the console. Instead, it was
designed for the extremely rare Sega Prologue 21
karaoke unit.
Controllers • 319

Saturn third-party controllers


There are many third-party controllers for the
Sega Saturn. For the majority of controllers, very
little information about them is currently avail-
able to the public.
ST 11
Competition Pro

Turbo Turbo
WS WS

S-S Pad
Joyshuttle
Zykon

Explorer
Joytech, Innovation

StrikePad SaturnStick
Quickshot
320 • Controllers

Explorer+

The Pad (alt)


Joytech Innovation

The Pad

Innovation
ST-18
Competition Pro

Stealth

VR-Especial

Saturn-18
Funsoft

Infra-Red Controllers
Blaze

Panther 3
Panther

Power Pad
Naki

Saturn Pad 6
Funsoft

Fighting Commander SS
Hori

Old Skool controller

SunSaturn Pad
Sunsoft
Controllers • 321

Super Cobra Old Skool


Kiki

Panther 3 VR-Especial
Speed Pad Panther Saturn Control Pad
Super Cobra

Explorer Super Joypad

Access Line
SS Pad Saturn-18

ST ProPad
Odyssey
Phase 9

Super Cobra

Infra-Red Controllers
Blaze
322 • Controllers

Explorer SA
Manufacturer Logic 3
Release (eu)
Type Controller

The Explorer SA by Logic 3 is a third-party


control pad. It is identical to a normal pad
aside from added turbo features and program-
mable functions. Explorers were made for
other consoles too - the Explorer SG for ex-
ample is designed for the Sega Mega Drive.

Astro Pad
Manufacturer QuickShot
Type Controller
ASCII Pad X The Astro Pad, not to be confused with the Sega
Manufacturer ASCII Dreamcast AstroPad, is a third-party control pad
Release (jp) for the Sega Saturn. It is a fairly bog-standard ac-
Type Controller cessory moulded similarly to previous controllers
The ASCII Pad X is a third-party con- released by the company, such as the Invader 3
troller developed by ASCII for the Sega for the Sega Mega Drive.
Saturn. It is a round controller with turbo
switches sold only in Japan.

Horipad SS
Manufacturer Hori
Release (jp) white - August 2, 1996
(jp) clear - December 12, 1997
Type Controller
The Horipad SS is a third-party controller
released by Hori in Japan. It is a simple re-
placement controller with no major additions
over the official control pad. Both white and
transparent (“clear”) versions exist.
Controllers • 323

Mad Catz Control Pad for Saturn


Manufacturer Mad Catz
Release (us), (eu)
Type Controller
The Mad Catz Control Pad for Saturn is a
third-party controller developed by Mad Catz.
It is a fairly common and relatively
bog-standard Saturn controller, with all the
features of a regular Control Pad, just in a
slightly different shell. There are at least
three slight variants of this - the standard
Mad Catz branded controller, a High Fre-
quency version meant for North American
Toys R Us stores, and a version sold in
Europe by Gamester who used their own
branding on the product.
The Mad Catz Advanced Control
Pad for Saturn is similar to this controller
but with added turbo features.

Master 32
Manufacturer Logic 3
Release (eu)
Type Controller
Mad Catz Advanced Control Pad
The Master 32 by Logic 3 is a third-party for Saturn
control pad. It is dual-format controller (with Manufacturer Mad Catz
support for the PlayStation), and has turbo/ Release (us), (eu)
programmable features. It builds on a Play- Type Controller
Station controller called the Station Master, The Mad Catz Advanced Control Pad for
similar to how the Explorer 32 (with similar Saturn is a third-party controller for the
features to this pad) builds on the Explorer Sega Saturn developed by Mad Catz.
SS. The Advanced Control Pad is effec-
tively a Mad Catz Control Pad for Saturn
but with added turbo features. A version
was sold in Europe by Gamester who used
324 • Controllers

SG Tornado Pad
Manufacturer Imagineer
Release (jp)
Type Controller
The SG Tornado Pad is a third-party controller released by Imagi-
neer in Japan.
The SG Tornado Pad is a stripped down version of the
Eclipse Pad seen elsewhere in the world, with many of the turbo
features removed, and swapped placement of the Start and Slow
Motion buttons. It is unknown whether other regions of the world
received the SG Tornado Pad (or whether Japan officially received
the Eclipse Pad). The SG Tornado Pad also uses a lighter shade of
grey for its case.
A similar story befalls its arcade stick counterpart, the SG
Tornado Stick.

SS JoyPad AI
Manufacturer VIC Tokai (?)
Release (jp)
Type Controller
The SS JoyPad DX is a third-party controller. It was marketed
by VIC Tokai in Japan, though judging from its similarities to
the SS JoyPad AI, it was likely manufactured by a different com-
pany (one which is currently unknown). The SS JoyPad DX is a
strangely-shaped Saturn controller with turbo features.

SS JoyPad AI
Manufacturer (jp) Intec, Game Source/Eternal Peace Electronics
Release (jp), (eu)
Type Controller
The SS JoyPad AI is a third-party controller. The Japanese
version credits Intec as its creators, although elsewhere it was
marketed as the SS Majoris AI, with credits going to Game
Source/Eternal Peace Electronics. At present its true origins
are unknown.
The SS JoyPad AI is an upgrade over
the SS JoyPad DX, with added programming
abilities.
Controllers • 325

SS Pro Commander
Manufacturer Optec
Release (jp)
Type Controller
The SS Pro Commander is a third-party controller created by Optec.
It is a programmable controller, which can also use data stored on
small cartridges.

Wireless Pro Controller


Manufacturer Naki
Release (us)
Type Controller
The Wireless Pro Controller by Naki is a third-party controller.
It is an infra-red wireless controller with basic turbo features.
Doc’s Hi Tech Game Products released an own-brand
version in North America.

SBom Joycard
Manufacturer Hudson Soft
Release (jp) 1996
Type Controller
The SBom Joycard (model no. HC-735) is a controller
manufactured by Hudson Soft. It was built mainly with
Saturn Bomberman in mind, and was often distributed with
the game along with the SBom Multitap in Japan, where it
remained exclusive.
The SBom Joycard functions exactly like an or-
dinary Saturn controller, however has nine turbo switches
and a moulding of Bomberman on its shell. The turbo func-
tion claims to be able to output 26 “shots” per second. It
also features a switch in the center that when put into “Hu
Position”, unlocks hidden features in Hudson Soft games.
326 • Controllers

Saturn Infrared Control Pad


Manufacturer InterAct
Release (eu), (us) 1996
Type Controller
The ST ProPad is a third-party controller created by Recoton’s STD
Manufacturing division and sold under the InterAct name. It is a
simple controller with turbo switches.
The ST ProPad is one of the more common third-party
controllers. It was sold as the Game Pad by Electronics Boutique,
Quantum by Wild Things and under the Turbo Pad Control brand by
Dynacom in Brazil. It also appears to have inspired the Odyssey by
Phase 9.

Super Pad 8
Manufacturer InterAct (Recoton)
Release (us), (eu)
Type Controller
The Super Pad 8 is a third-party controller manu-
factured by Performance. It is very simliar to a
regular Saturn controller however has a number of
small improvements. It has a turbo mode that ap-
plies to all face buttons, an extra long lead and a
slow motion mode. The controller was sold in the
US and Europe.
Controllers • 327

Psychopad Jr.
Manufacturer Act Labs
Power Pad Release (us) 1997
Manufacturer Naki, Doc’s Hi-Tech Game Products Type Controller
Release (us) 1995
Type Controller The Psychopad Jr. is a third-party program-
mable control pad for the Sega Saturn, as a
The Power Pad by Naki is a third-party controller
non-stick alternative to the Psychopad K.O..
for the Sega Saturn. It is effectively an upgraded
PlayStation and Super Nintendo ver-
version of Naki’s Control Pad, with extra turbo fea-
sions were also released.
tures added.
Doc’s Hi Tech Game Products released an
own-brand version in North America.

Saturn-28
Manufacturer A-1
Release (us), (eu)
Type Controller
The Saturn-28 by A-1 is a third-party controller. Simi-
lar packaging style and controller trends suggest it was
likely manufactured by Honey Bee.
Aside from minor cosmetic differences, it is not
known how this differs from the Saturn-18.

Explorer 32
Manufacturer Logic 3
Release (eu)
Type Controller

The Explorer 32 by Logic 3 is a third-party


control pad. It is essentially an upgraded Ex-
plorer SS, now with added support for the
PlayStation). How it differs from the Master
32 aside from aesthetics is not clear.
328 • Controllers

Saturn-8
Manufacturer Honey Bee, Competition Pro, Nyko
Release (us), (eu)
Type Controller
The Saturn-8 is a third-party control pad for the Sega Sat-
urn. It is a simple pad which is functionally identical to
the official Saturn control pad, though likely retailed for
slightly cheaper upon release.
The Saturn-8 is presumed to have been created by
Honey Bee, although was distributed under various differ-
ent labels including Competition Pro in the United King-
dom and Nyko in North America (as the Strike Pad).

Control Pad
Manufacturer Naki
Release (us)
Type Controller
The Control Pad by Naki is a third-party
controller for the Sega Saturn. Other than
different styling it is a bog-standard control-
ler which functions no differently than the Eclipse Pad
official model. Both black and white vari- Manufacturer InterAct
ants exist. There is an another version of the Release (eu), (us) 1995
Control Pad with a more “classic” shell, that Type Controller
have audio/video player functions. The Eclipse Pad is a third-party
controller created by Recoton’s
STD Manufacturing division and
sold under the InterAct name. It is
the direct descendant of the Sega
Mega Drive’s SG ProPad 6, be-
ing almost identical bar the name,
plug, and extra shoulder buttons.
Like the SG ProPad 2/SG
ProPad 6, it can be “programmed”
so that certain buttons have turbo
features. It also contains a “slow”
button, which rapidly pauses/un-
pauses the game, giving the effect
of slow motion.
330 • Controllers

3D Control Pad
Manufacturer Sega
Release (jp) July 5, 1996
(us) August 23, 1996
(eu) September, 1996
Type Controller

The 3D Control Pad, called the Sega


Multi Controller in Japan and the Joy-
stick 3D in Brazil, is a control pad de-
veloped for use with the Sega Saturn.
Debuting with NiGHTS into Dreams, it
was Sega’s answer to the then revolu-
tionary Nintendo 64 controller, which
featured an analogue stick as opposed
to relying solely on D-Pads.
Analogue sticks generally allow for greater
precision in a 3D environment, which in 1996 were
becoming more common in the console video game
market.
The 3D Control Pad builds on the features pads for certain genres. Even in Japan, where the
already seen in the standard Saturn Control Pad, Saturn was successful, the controller was not used
containing an eight-direcional D-Pad, and A, B, C, by many games (many of them coming from Sega,
X, Y, Z and Start face buttons. New to the controller though some developers, such as KID, supported it
is an analogue thumbstick (or “3D Directional Pad” quite a bit (in their case, even after Sega introduced
as Sega called it), positioned on the left hand side the Dreamcast)).
of the controller above the D-Pad. Also inlcuded are The 3D Control Pad also works with games
analogue L and R shoulder triggers, a first for main- compatible with the steering wheel controllers, and
stream video game controllers. the Sega Mission Stick.
To avoid compatibility issues, the analog The 3D Control Pad takes many of its design cues
controller has a switch under the start button to from the XE-1AP, an analog thumbstick controller
swap between “Digital” and “Analogue” modes. previously released for the Mega Drive in 1989, ex-
Switching to “Digital” mode disables all analogue clusively in Japan.
settings, essentially turning the controller back into The 3D Control Pad is one of Sega’s most
a standard control pad. This switch was vital, be- significant video game controllers, with Sega filing
cause earlier games were not built to understand the a patent covering a number of possible extensions
analogue technology and will not function correctly to the design, achieved through the port at the top of
if the wrong mode is chosen. The original PlaySta- the controller.
tion and its latter dual-analogue controllers also re- Covered ideas include wireless connections
quired this feature. to the console (and light gun-style support), extra
The lead can also be removed from the con- joysticks and trackballs, memory cards, a second
troller for storage purposes. display, clocks, a curious rotatable standand motion
The 3D Control Pad did not see widespread control.
adoption for the same reason the Sega Saturn failed Vibration feedback is also considered which
to capture a large share of the market in the west. may pre-date attempts by Nintendo.
The Saturn’s 3D output was low, and as the control- Notably the 3D Control Pad beat the Nin-
lers were never bundled with the console, consum- tendo 64 to market by a month in the US and sev-
ers were more familiar with the standard Saturn con- eral months in Europe, so the Sega Saturn stands
trol pads. It also has some design issues, namely the as the first video game console to support modern
fact it is quite a lot bigger than most other control- analogue stick support.
lers and arguably less comfortable than the standard “segaretro.org”
Controllers • 331

The 3D Control Pad can be credited for many com-


mon features seen in controllers today, with its design
greatly influencing that of the Sega Dreamcast Control-
Korea, NiGHTS into Dreams ler. Analogue shoulder buttons have since been adopt-
ed by Nintendo, Microsoft and Sony in the Nintendo
GameCube, Xbox and PlayStation 3 (and their succes-
sors) and the placement of the analogue stick has also
US been copied by several firms, including Microsoft and
Nintendo. Microsoft’s Xbox and Xbox 360 controllers
in particular borrow a number of design elements from
Brazil the Dreamcast Controller and Saturn 3D Control Pad.

North American games which support


the 3D Control Pad have this icon indi-
cating compatibility on the back of the
box.

Japan

US, NiGHTS into Dreams

Computer & Video Games (UK) #176


[ SATURN “3D” PAD REVEALED ]
Sega chose the week of E3 to unveil can finally be given up in favour of the
Japan, NiGHTS into Dreams
their new analogue controller for the cool triggers replacements. Overall
Saturn. It will be bundled with the then, the Sega Saturn Analogue Con-
NIGHTS game, with release dates set troller has potential to give Saturn
for July in Japan, and 20 September games the edge over PlayStation. But
in the US. If you want one on its own, Nintendo need not worry - too much.
the price is 3800 Yen (approx $25 US)
which should translate directly to £25
Japan, Magic Carpet in the UK. The crucial component - the
3D controller - is obviously different
in style and placement to N64’s cen-
tre mounted 3D stick. On its own, the
analogue pads works well and lends a
fantastic new feel to NIGHTS. How-
ever the crucial difference is that both
Europe controllers cannot function simulta-
neously. Nintendo’s can. Limitations
aside, the 3D pad is set to boost the
appeal of other flight and race games
on Saturn. Plus the flimsy shoulder
buttons on the US and British pads

Europe, NiGHTS into Dreams


332 • Controllers

Saturn Twin-Stick
Manufacturer Sega
Release (jp) November 29, 1996
Type Controller
The Saturn Twin Stick is a special peripheral de-
signed with Cyber Troopers Virtual-On in mind. As
the name suggests it features two joysticks at the
expense of fewer buttons. Despite having a product
code of its own (HSS-0151), it was only ever sold as
part of a HSS-0154 pack containing Cyber Troopers
Virtual-On.
The Saturn Twin Stick was only released in
Japan (despite having detailed descriptions of the
controls in the US and EU Cyber Troopers Virtual-
On manual), and its design would go on to inspire
the Dreamcast Twin Stick.

Terminator
Manufacturer Logic 3
Release (eu)
Type Controller
The Terminator is a third-party controller for
the Sega Saturn created by Logic 3. Despite
its odd shape, it is no different than a stand-
ard Saturn control pad, though does come
equipped with extra LEDs. A turbo version
was released as the Voyager.

Voyager
Manufacturer Logic 3
Release (eu)
Type Controller
The Voyager is a third-party controller for
the Sega Saturn created by Logic 3. It is es-
sentially a turbo version of the Terminator.
Controllers • 333

Sankyo FF
Manufacturer Sankyo
Release (jp) 1997
Type Controller
The Sankyo FF is a third-party controller re-
leased by Sankyo for use with pachinko games.
It was only released in Japan.
A similar PlayStation variant also exists.
Compatible games;
• Sankyo Fever Jikki Simulation S
• Sankyo Fever Jikki Simulation S Vol. 2
• Sankyo Fever Jikki Simulation S Vol. 3.

The Maximizer
Manufacturer Nyko
Release (us) Action Replay
Type Controller
Manufacturer ASCII
The The Maximizer is a third-party control- Release (jp) 1996
ler created by Nyko. It is an arcade stick with Type Controller
turbo features. A variant was also produced The ASCII Grip X controller
for the PlayStation. is a peripheral manufactured
by ASCII for the Sega Sat-
urn (with a similar peripher-
al appearing for the PlaySta-
tion). It is an unusual device,
in that it moves all the but-
tons from a standard Saturn
Control Pad so that games
can be played with only one hand.
The ASCII Grip X only works with adven-
ture games or RPGs - games that do not require
fast reactions or require multiple buttons to be
pressed at once. It was not
Densha de Go! Controller
released outside of Japan.
Manufacturer Takara
Release (jp) October 1, 1998
Type Controller
The Densha de Go! Controller is a special con-
troller designed for Densha de Go! EX. It has but-
tons and brake-and-throttle levers to suggest real-
world train controllers.
334 • Controllers

Sega Mission Stick


Manufacturer Sega
Release (jp) September 29, 1995
Type Controller
The Sega Mission Stick, called the Analog Mission
Stick in Japan, is an analog flight stick for the Sega
Saturn.
The Mission Stick comes in two parts - a
large flat unit featuring the usual Sega Saturn but-
tons (with turbo features) and a stick unit, com-
plete with a trigger, two other buttons, and a throt-
tle wheel. The Mission Stick is unique in that it
can be “flipped” to suit both left handed and right
handed players player - the flat “control panel” unit
connects to the Saturn console, but the stick unit is
detachable and can be inserted at either side (this
connects to the flat unit via a “main control” port Interestingly enough, there’s an expansion
located at the base of the unit). This “control pan- connector on the bottom of the stick labeled “sub
el” base unit has all nine regular Saturn buttons on control”, which was given no official use. Howev-
it, including duplicates of the three on the stick. er, this can be exploited through a second Mission
The base also has individual turbo switches Stick to access a hidden function of the controller.
for each button. The Mission Stick was designed Mounting two sticks to the control panel at either
designed primarily for flight and 3D shooting side, where one uses “main control” and the other
games, though it is compatible with the majority of “sub control” will create a “twin-stick”. Only one
Saturn software because it can also work in a dig- game, Panzer Dragoon Zwei, is known to support
ital mode. Unlike the 3D Control Pad, the Mission that twin-stick mode, and it is important to note
Stick does not have a switch to switch between that the Mission Stick in twin-stick mode is not
modes; instead, the stick will be proportional in compatible with the Saturn Twin Stick, which is an
games that support analog, or digital in games that entirely separate control scheme.
do not. The Mission Stick was also one of the more
Like with the Arcade Racer Joystick, most expensive Saturn control peripherals, and (as far as
games which support the Mission Stick also work Japan goes) very few games supported it, however,
in analog mode on the 3D Control Pad. The Arcade most games which support the Arcade Racer Joy-
Racer Joystick and Mission Stick each have sev- stick in analog mode will also support the Mission
eral games that only work in analog on that specific Stick in analog mode. In western markets some
controller, but most work on both, and on the 3D games such as MechWarrior 2: 31st Century Com-
Control Pad as well. However, the throttle wheel bat and Panzer Dragoon function with the Mission
on the stick is not supported by other controllers. Stick, even though the information is missing from
The throttle wheel is only used in a small number the packaging, so its library isn’t quite as small as
of the games though, and in some cases, such as it may appear to be.
MechWarrior 2: 31st Century Combat, native 3D Because of design differences from the reg-
Control Pad support avoiding the wheel is still an ular digital control pad, not all games will recog-
option. Others such as Black Fire are only partial- nize the Mission Stick, such as Tunnel B1 or Bulk
ly-compatible with the 3D Control Pad in analog Slash. Furthermore, certain games, such as Solar
mode due to a reliance on the throttle. Eclipse will ignore custom button configurations.
Interestingly enough, there’s an expansion Also of note is the type of connector used by the
connector on the bottom of the stick labeled “sub “main control” and “sub control” ports - it is a
control”, which was given no official use. Howev- DE-9 connector, used for previous Sega consoles.
er, this can be exploited through a second Mission In Japan, the controller has model number
Stick to access a hidden function of the controller. HSS-0114 and was released on 29 September 1995
Mounting two sticks to the control panel at either and retailed at ¥7,800.
Controllers • 335

GamePro (US) #91


Fired in the sky
If you’re yearning to get off the runway on your
Compatible games;
Saturn, step up to Sega’s own Mission Stick. Like
note: this list omits non-Japanese games and may use
Sony’s Analog Joystick, Sega’s Mission Stick is an
Japanese names instead of western ones.
analog controller designed to maximise your flight
• Black Dawn experience on the Saturn.
• Black Fire This slick black peripheral offers straight-
• Congo the Movie: The Lost City of Zinj forward aviation-style control with a few extras. To
• Creature Shock: Special Edition appease both lefty and righty pilots, the joystick can
• Crimewave (Japanese version only) be easily screwed to either side of the base of the
• Cyber Speedway controller. The stick’s buttons include a trigger plus
• Daytona USA: Championship Circuit Edition two top-mounted action buttons bisected by a thin
• Darklight Conflict directional switch, which moves you up and down in
• Die Hard Trilogy games like BlackFire. The stick is well-shaped for a
• Enemy Zero combat grip and moves with a smooth roll. The base
• Fuusui Sensei sports a standard eight-button layout, plus rapid-
• G Vector fire switches for each button and a speed adjust-
• Ghen War (digital controls only) ment.
• Gungriffon II (digital controls only) Designed for use with shooters like Wing
• MechWarrior 2: 31st Century Combat Arms, BlackFire, and Panzer Dragoon, this snappy
• Midway Presents Arcade’s Greatest Hits: The Atari Coll. 1 controller adds a bit of fun to otherwise bland flight
• Night Striker S sims.
• NiGHTS into Dreams Landing at your local game dealer for
• Panzer Dragoon about 80$, this costly peripheral may be for top-gun
• Panzer Dragoon Zwei enthusiasts only. If the unfriendly skies don’t have
• Road & Track Presents The Need for Speed you running for the cockpit, you’ll probably want to
• Scorcher leave this one on the tarmac.
• Sega Ages: Volume 1
• Sega Ages After Burner II
• Sega Ages Galaxy Force II
• Sega Ages VOL.2: Space Harrier
• Sega Rally Championship
• Shockwave Assault
• Sky Target
• Soukyugurentai
• Sonic 3D: Flickies’ Island
• Soviet Strike
• Spot Goes to Hollywood
• StarFighter 3000
• Thunderhawk II
• Vatlva
• Wing Arms
• World Series Baseball
“segaretro.org”
336 • Controllers

Pro Arcade Joystick 2


Wireless Pro Fighter 8 Manufacturer Blaze
Manufacturer Naki Release (eu)
Release (us) 1996 Type Controller
Type Controller
The Pro Arcade Joystick 2 is a third-party arcade
The Wireless Pro Fighter 8 is a third-party ac- stick with turbo features for the Sega Saturn and
cessory created by Naki. It is an infra-red arcade PlayStation. It is a successor of sorts to the Pro
stick with turbo features, acting as a wireless Arcade Joystick, in which Saturn and PlayStation
version of the Pro Fighter 8. Naki also released a versions were released separately.
model for the PlayStation.

Pro Fighter 8
Manufacturer Naki
Release (us)
Type Controller
The Pro Fighter 8 is a third-party arcade stick
created by Naki. An infra-red version exists as
ASCII Saturn Stick the Wireless Pro Fighter 8.
Manufacturer ASCII
Release (jp), (us) 1996
Type Controller
The ASCII Saturn Stick, known as the AS-
CII Fighter Stick X in Japan, is a third-party
arcade stick manufactured by ASCII for the
Sega Saturn.
A white version with red buttons was
released alongside Street Fighter Zero 2 in
Japan.
Controllers • 337

Pro Arcade Joystick


Manufacturer Super UFO
City Boy 2 Release (eu)
Manufacturer Honest (?) Type Controller
Release Europe The Pro Arcade Joystick is a third-par-
Type Controller
ty arcade stick with turbo features. A
The City Boy 2 is an arcade stick compatible with similar arcade stick with the aforemen-
both the Saturn and PlayStation. It is a successor tioned features for the PlayStation also
to the Mega Drive City Boy and shares a similar exists. It was also sold by Super UFO
feature set, albeit with a different colour scheme. as the Saturn Arcade Joystick.
The history of the City Boy 2 is not fully The Pro Arcade Joystick was
understood. It was distributed by Blaze in Europe followed by the Pro Arcade Joystick 2,
in relatively small quantities, though it was likely which brings together both Saturn and
released elsewhere. PlayStation support.

Fighting Stick SS
Manufacturer ASCII
Release (jp), (us) 1996
Type Controller
The Fighting Stick SS is a third-party arcade stick
manufactured by Hori.

advert: Thunder Stick


We admit it - it’s an unfair advantage. But, Manufacturer Shakehand
hey, do they ask for mercy when they chal- Release (us)
Type Controller
lenge you to the toughest fighting games
in the universe? We didn’t think so. That’s The Thunder Stick by Shakehand is a third-party
why we built the Fighting Stick SS for Sega arcade stick compatible with both the Sega Saturn
Saturn. We created it from actual part and and PlayStation. For Saturn owners it is essentially
designs from real arcade units so it gives stands a cheaper version of the official Virtua Stick.
you the most realistic feel possible for your
gaming experience! We’ve even added ex-
tra room around the joystick to give you
the maximum in playing maneuver-ability!
Now you can feel the explosive power of
every fighting game! With the Fighting
Stick SS, you can take on the toughest ti-
tles and the meanest opponents and keep
smilin’ as you blow them away!
338 • Controllers

Virtua Stick
Manufacturer Hori
Release (jp) November 22, 1994
(jp) 2nd ver. - July 27, 1996
(us) 1995
(eu) July 8, 1995
Type Controller
The Virtua Stick is an arcade stick peripheral released for
the Sega Saturn - the first officially licensed one built by
Sega. There are two models of the Virtua Stick, the first
(HSS-0104) was released internationally and features turbo
switches, while the second (HSS-0136) only made it to Ja-
pan and is closer to what you might find built-in to Sega
arcade cabinets.
Both Virtua sticks have nine face buttons, seven
functioning like the regular face buttons on a regular Saturn
Controller and another two for L and R. As the name sug-
gests, the Virtua Stick was intended to be used with Virtua
Fighter, one of the earliest Saturn versus fighting games.
The Virtua Stick was redesigned for the Japanese
audience to make it more authentic. The buttons and joy-
sticks were replaced those more common to the arcade. The
second Virtua Stick would go on to influence the Dreamcast
Arcade Stick in the years that followed, as well as PlaySta-
tion 2 and PC versions.
The HSS-0136 model was also re-released for the
Dreamcast by a third-party, including an internal Sega Sat-
urn to Dreamcast controller adapter. It was re-branded as
“DC GAMEMATE Fighting Stick” by sticking new foil la-
bels over the old branding. Japan also received the Virtua
Stick Pro, which adds space for a second player.

Computer & Video Games (UK) #165


Like most of Sega’s home-pro-
duced joysticks, this is a solid,
responsive, well-made con-
troller. As the name suggests,
it’s certainly one that’s going
to give you an edge in Virtual
Fighter.
Controllers • 339

Virtua Stick
Manufacturer Hori
Release (jp) November 22, 1994
(jp) 2nd ver. - July 27, 1996
(us) 1995
(eu) July 8, 1995
Type Controller
The Virtua Stick Pro is an arcade stick peripheral buttons. In fact, the entire upper metal plate of this
for the Sega Saturn. It can be seen as an “upgrade” stick is removable, and a full actual arcade plate
to the regular Virtua Stick (second version), having can be installed; even the Virtua On panel will fit.
the same aesthetics and shape but being twice as Buyers of these sticks today are cautioned
long to accommodate a second player. It was only to check the included metal plate for rust; a very
sold in Japan. The stick is designed to resemble the common sight on this item when used heavily.
arcade panel of Sega’s popular (and still widely in The base plastic is quite rugged, and the
use) arcade machines. lower metal plate can be removed for easy modifi-
In a move unusual for the era, the HSS- cations. Those looking to purchase a stick sight un-
0130 used two Seimitsu LS-32 Joysticks. Popular seen should be aware that many are now yellowed
for shooting games, these sticks were frequently with age; this is common if the stick is used in a
used in the Astro City arcade machines that the smoking household.
Virtua Stick Pro is based on. Unfortunately, the The Virtua Stick Pro also features an ar-
HSS-0130 does not contain arcade-grade buttons. cade-sized field at the top for installation of move-
Instead, snap-in copies directly touch a printed lists. Any list that fits on an Astro City or Blast City
circuit board below. These sticks accept modifica- cabinet will fit. Unlike the original cabinets, this
tion easily, and without too much trouble the but- field is not removable and is made of plexi-glass
tons can be replaced with popular arcade quality instead of actual glass. When new, move-lists for
snap-ins. Due to the metal tabs that hold snap ins Virtua Fighter 2, VF Kids, and FIghting Vipers
in place, some cutting is required to fit screw-in were included.

‘ ‘

Power Arm Joystick Fighting Stick


340 • Controllers

advert:
This powerful stick - with
Eclipse Stick a sturdy metal base, eight
Manufacturer InterAct
full-size fire buttons, semi
Release (eu), (us) 1995
Type Controller and hands-free auto-fire,
programmable synchro-
The Eclipse Stick is a third-party arcade stick
fire, slow motion, an LED
manufactured by InterAct. It is essentially an
panel, and an extra long
arcade stick version of the Eclipse Pad, with
cord - brings home all the
“programmable” turbo buttons.
action of your favorite ar-
cade hits.

Programmable 10 in 1
Power Stick
SG Tornado Stick
Manufacturer KV
Release (us) Manufacturer Imagineer
Type Controller Release (jp)
Type Controller
The Programmable 10 in 1 Power Stick
The SG Tornado Stick is a third-party arcade stick re-
by KV is a third-party arcade stick
leased by Imagineer in Japan.
compatible with both the Sega Saturn
The SG Tornado Stick is a stripped down ver-
and PlayStation. It is, as the name sug-
sion of the Eclipse Stick seen elsewhere in the world,
gests, a programmable arcade stick
with many of the turbo features removed. It is un-
with a multitude of options and turbo
known whether other regions of the world received
switches.
the SG Tornado Stick (or whether Japan officially re-
ceived the Eclipse Stick). The SG Tornado Stick also
uses a lighter shade of grey for its case.
A similar story befalls its control pad counter-
part, the SG Tornado Pad.
Controllers • 341

Real Arcade VF
Manufacturer Hori
Release (jp) 1995-12-01
(jp) Dash -1997-07-25
Type Controller
Real Arcade VF is an arcade stick developed by Hori for the
Sega Saturn. It has only three face-buttons (A B and C) as it
was built with Virtua Fighter in mind, hence the “VF”. A sec-
ond model, the Real Arcade VF Dash (stylized as Real Arcade
VF′), was made specifically for Fighters Megamix and adds the
R button to the mix (which was used in that game for the Escape
maneuver). Both joysticks were released only in Japan
The Real Arcade VF is an odd accessory as it omits
many of the buttons featured in a standard Sega Saturn Control
Pad. Both the Virtua Fighter and Virtua Fighter 2 arcade cabi-
nets include three buttons, but as most Saturn games try to make
use of the six standard face buttons and two shoulder buttons of
the standard control pad, this makes the Real Arcade VF incom-
patible with the majority of Saturn titles.
Conversely, Sega’s own Virtua Stick contains all of the
required buttons, plus turbo switches, and is significantly easier
to find. Hori’s earlier accessory, the Fighting Stick SS, also in-
cludes all the required face buttons

Super Pro-Stick
Manufacturer Sigma
Release (us)
Type Controller
The Super Pro-Stick by Sigma is a third-
party arcade stick compatible with both
the Sega Saturn and PlayStation.

SRC Dual Stick


342 • Controllers

Psychopad K.O.
Manufacturer Act Laboratory
Release (us)
Type Controller
The Psychopad K.O. is a third-party arcade
stick created by Act Laboratory. It is compatible
with the Sega Saturn, PlayStation and Super
Nintendo (each requiring their own lead sup-
plied in the box). The Psychopad K.O. is a very
advanced stick, with programmable features,
turbo controls and a relatively high build qual-
ity compared to other third-party peripherals of
the day.

Wireless Pro Fighter 8


Manufacturer Naki
Release (us) 1996
Type Controller
The Wireless Pro Fighter 8 is a third-
Electronic Gaming Monthly #89:
party accessory created by Naki. It is
an infra-red arcade stick with turbo Naki Cuts its Cords
features, acting as a wireless version of Wireless Arcade Sticks Hit Playstation, Saturn
the Pro Fighter 8. Naki also released a A wireless arcade-style joystick for 32-Bit gam-
model for the PlayStation. ers has finally hit the scene, courtesy of periph-
eral maker Naki International. Both the PS
Wireless Joystick and the SS Wireless Joystick
have an eight-button layout, as well as Slow-
motion and Turbo Fire controls. These joysticks
send infrared signals to the system via a plug-
in-module (which doesn’t interfere with the
memory card slot in the PlayStation version).
These wireless joysticks have an operat-
ing range between 15-35 feet. Plus, the joystick
can be held by the user at up to 45-degree an-
gle.
Four AA batteries can power the joystick
for up to 40 hours. Instead of an on/off switch,
the joystick automatically turn off after 140 sec-
onds of inactivity to prevent battery drain.
Each joystick will retail for $59.99 and
should currently be available in stores.
344 • Controllers

Arcade Racer Joystick


Manufacturer Sega
Release (jp) April 1, 1995
(us) 1995
(eu) August, 1995
Type Controller

The Arcade Racer Joystick, called the Racing Con-


troller in Japan, is a racing wheel style controller
for the Sega Saturn.
As opposed to many digital controllers at the
time, the Arcade Racer is analog in nature, allowing
for smoother control than a standard Sega Saturn
D-Pad. Whereas digital controllers rely on values
assigned to on/off switches (like light switches,
they react in steps), analog controllers respond in a
smoother arc (like dimmer switches).
The Arcade Racer was designed primarily
for racing games such as Virtua Racing, Daytona
USA or Sega Rally Championship. Its height and
angle can be adjusted by the user. The seven face
buttons are positioned on the face of the wheel, and
the Up and Down directions are redesigned into Electronic Gaming Monthly (US) #59
paddles on each side of the wheel which resemble Sega will be releasing the Sega Wheel. as it is called,
semi-automatic transmission paddle shifters (or a around the same time as Virtua Racing for the Gen-
“flappy paddle gearbox”). These paddles are dig- esis. The wheel basically replaces the standard pad
ital, not analog, unlike the wheel itself. The Arcade and gives more of a lifelike feel to the game. As you
Racer does not have L or R buttons, so games de- can see by the picture, the six buttons are located
signed for it cannot use those buttons. on the wheel hub and are actuated by your tumbs.
The Arcade Racer is supported by most Of course, the familiar mode and start buttons are
driving games released for the Sega Saturn (in located within easy reach as well. The Sega Wheel
North America it was mandatory that racing games is primarily targeted for Virtua Racing but should
supported the peripheral). There are a few, such as work well with other driving games out on the mar-
Impact Racing or Road Rash, that do not support it, ket. For ultimate driving realism, this is it.
however, perhaps because they need the addition-
al buttons that the Arcade Racer is missing. Most Computer & Video Games (UK) #165
games that do support the Arcade Racer will also A solid and well-made plastic steering wheel thingy.
work in analog mode on the Sega Mission Stick and Groovy gimmick that works well with Daytona, al-
3D Control Pad, but a few, including Virtua Racing though we couldn’t beat any of the times we set by
and Hang-On GP, require the Arcade Racer for ana- playing the game with a joypad.
log play.
“segaretro.org”

US Europe Japan (grey) Japan (white)


Controllers • 345

Per4mer Turbo Wheel


Manufacturer Home Arcade Systems
Release (us)
Type Controller

The Per4mer Turbo Wheel is a third-party steering wheel


controller created by Home Arcade Systems for a variety
of home systems, including the Sega Mega Drive and Sega
Saturn. The Saturn version is known to come with pedals,
though it is unclear whether this also applies to the Mega
Drive version.
Both variants of the Per4mer are rare.
The Saturn version is expected to be a fairly
unremarkable steering wheel (and one of many
readily available), but the Mega Drive variant
likely stands as the only racing controller for the
system. The Mega Drive version is known not
to be strictly analogue, more likely working as
a glorified turbo switch (e.g. the more you turn
left, the faster the device sends a Left signal to
the console). Whether similar methods are ap-
plied to other versions is not known.
Per4mers were also released for the IBM
PC, SNES, 3DO, PlayStation and Nintendo 64.
“segaretro.org”
346 • Controllers

Act Labs RS
Manufacturer Act Labs
Release (us) 1998
Type Controller VRF1 X-Cellerator
The Act Labs RS is a multi-platform racing wheel. Manufacturer Act Labs
It was initially advertised as being compatible Release (eu) 1997
with Windows, the PlayStation, the Nintendo 64 Type Controller
and the Sega Saturn. The VRF1 X-Cellerator is a third-party analogue
racing wheel released by Blaze. It is compatible
with the Sega Saturn, PlayStation and Nintendo
64. The package comes equipped with both a
wheel and pedals.

ZeroTech SS
Manufacturer Act Labs
Release (us) 1998
Type Controller
The ZeroTech SS is a third-party controller released by
Hori for the Sega Saturn in Japan.
The ZeroTech SS is a “steering controller”, acting
as an alternative to the official Arcade Racer Joystick. It
is a fraction of the size of Sega’s model, and is operated
in a different way - steering is controller by a small wheel
on the side, while analogue acceleration and deceleration
is provided through “gun-like” triggers underneath.
A PlayStation model, simply called the ZeroTech,
was also released.

TopGear
Manufacturer Act Labs
Release (us) 1998
Type Controller
The TopGear is a steering wheel controller manu-
factured by Logic 3 for the Sega Saturn, PlaySta-
tion and Nintendo 64. It features a gearstick and
two pedals.
348 • Controllers

Virtua Gun
Manufacturer Sega
Release (jp) November 24, 1995
(jp) shin - September 20, 1996
(us) 1995
(eu) December 8, 1995
Type Light gun

The Virtua Gun, known as the Stunner in North


America, is the official light-gun peripheral for the
Sega Saturn.
As the name might suggest, the Virtua
Gun was built for Virtua Cop and Virtua Cop 2 in
mind, and was bundled with these games as a result
(though it was also available separately). It was also
bundled with The House of the Dead in Europe and
Asia.
Japanese Virtua Guns are black, European
models are blue and North American models are
red. At the time, many light-gun peripherals were
forced to use bright colours or non-realistic designs
due to fears that it they could be linked with gun
crime.

Compatible games;
• Area 51
• Chaos Control (European version)
• Chaos Control Remix
• Crypt Killer
• Death Crimson
• Die Hard Trilogy
• The House of the Dead
• Jinzou Ningen Hakaider: Last Judgement
• Maximum Force
• Mighty Hits
• Policenauts
• Scud the Disposable Assassin
• Virtua Cop
• Virtua Cop 2
Controllers • 349

Predator
Manufacturer Logic 3, Nuby, Nyko
Release (us) 1996
(eu) 1997
Type Light gun
The Predator is a third-party light gun for the Sat-
urn and PlayStation. It has been rebranded several
times - as the Predator by Logic 3, the Virtual Gun
(not to be confused with the official Virtua Gun) by
Nuby and the Cobra Gun by Nyko.
There is also a Predator 2, which from a Sat-
urn perspective is much the same, but adds vibra-
tion for PlayStation users.

Real Arcade Light Gun


Manufacturer (uk) Joytech, (us) Pelican, Innovation
Release (us), (eu) 1997
Type Light gun
The Real Arcade Light Gun, also known as the
Super Jolt Gun and Jolt Gun, is a light gun and
pedal accessory which is compatible with the Sega
Saturn and PlayStation. It is inspired by the Play-
Station’s G-Con gun, which similarly had a recoil
feature and separate pedal attachment.

Super Cobra
Manufacturer Nyko
Release (us)
Type Light gun
The Super Cobra by Nyko is a third-party light gun for the
Sega Saturn, and an upgrade to the Cobra Gun. The Super Co-
bra is a meaningful release for PlayStation owners, adding vi-
bration and Namco GunCon support, but for Saturn owners, it
is much the same product as the Cobra Gun.
350 • Controllers

Assassin Automatic Handgun


Manufacturer Nu-Gen
Release (eu) 1999
Type Light gun
The Assassin Automatic Handgun is
a light gun manufactured by Nu-Gen
for the Sega Saturn and Sony Play-
Station. It includes a foot pedal, dual
connector and recoil action.
advert:
Why sacrifice power for size? The
Nu-Gen assassin automatic handgun
packs a powerful punch. It’s perfect Panther
for those players who demand a su- Manufacturer Blaze
perior level of accuracy, speed and Release (jp), (eu)
overall reliability to survive when the Type Light gun
going gets though. The Panther is a third-party light gun for the Sega
Saturn and PlayStation. It has been released multi-
ple times by different distributors often under dif-
ferent names, meaning it is also the Scorpion by
Blaze and the Game Pistol by Fox. The Panther II
also exists, but it is unknown whether this model
Pump Action Gun differs outside of aesthetics.
Manufacturer Access Line
Release Europe
Type Light gun
The Pump Action Gun is a light gun acces-
sory manufactured by Access Line for the
Sega Saturn and PlayStation. It featured a
reload mechanism similar to a pump action
shotgun.
352 • Controllers

Avenger
Manufacturer Blaze
Release Europe
Type Light gun
The Avenger is a third-party light gun for
the Sega Saturn. It was also released under
the name The Enforcer.

Erazer MP5
Manufacturer Nu-Gen
Release (jp), (eu) 1999
Type Light gun
The Erazer MP5, known as the Erazer Gun in
Japan, is a light gun compatible with both the
Sega Saturn and PlayStation. Its origins are cur-
rently unknown, however it was distributed by
Blaze in Europe and Gametech in Japan. As the
name implies, the Erazer MP5 is modeled after
the Heckler and Koch MP5 submachine gun.
Two versions of the Erazer are known to
exist, one in black, and one with a green/brown
camouflage texture.

Screen Mount-Sight
Manufacturer Tanio-Koba
Release (jp)
Type Light gun accessories
The Screen Mount-Sight is a third-party accessory which adds
a pseudo line of sight to the Sega Saturn’s Virtua Gun. It was
only released in Japan.
Controllers • 353

Fazor
Manufacturer Mad Catz
Release (us) 1996
Type Light gun
The Fazor by Mad Catz is a third-party light
gun. It is also compatible with the Sony
PlayStation.
354 • Accessories

Saturn 6 Player Adaptor


Manufacturer Sega
Release (jp) January, 1995
Release (us) 1995
Release (eu) September, 1995
Type Multitap
The Sega Saturn 6 Player Adaptor, called the Multi
Terminal 6 in Japan, is an peripheral for the Sega Sat-
urn. It has extra controller ports which allows up to six
people to play together simultaneously on compatible
games. By using two 6 Player Multiplayer Adapters up
to ten players could play in some games, such as Saturn
Bomberman.

Multitap
Manufacturer Honest Soft
Release >= 1996
Type Multitap

S-S Promoter
Manufacturer Game Source
Release (jp)
Type Controller accessories
The S-S Promoter is a peripheral released by
Game Source which allows Super Nintendo (or
Super Famicom) controllers to be plugged into a
Multi-Tap Saturn. Due to Super Nintendo/Super Famicom
Manufacturer Blaze controllers having one less button than Sega Sat-
Release >= 1996 urn controllers, there is a switch on the side of the
Type Multitap unit that toggles the function of the Super Nin-
tendo/Super Famicom controller’s Start button
between the Sega Saturn’s R and Start buttons.
Accessories • 355

SBom Multitap
Manufacturer Hudson Soft
Release (jp) 1996
Type Multitap
The SBom Multitap is a peripheral for the Sega Saturn re-
leased exclusively in Japan. It is a third party version of the
Sega Saturn 6 Player Multiplayer Adapter‎ and it compatible
with the same games. It was created by Hudson Soft and is
designed to look like Bomberman’s head.
As with the Sega Saturn 6 Player Multiplayer Adapt-
er it has extra controller ports which allows up to six people
to play together simultaneously on compatible games. By
using two 6 Player Multiplayer Adapters up to ten players
could play in some games, such as Saturn Bomberman.

Taisen Cable
Manufacturer Sega
Release (jp) November 22, 1994
Type Accessories
The Taisen Cable is device which allows two Sega Sat-
urns to connect to each other. It can be seen as a con- Compatible games;
sole equivalent to a local area network (LAN) setup Japan
usually found with computers, where systems are all • Daytona USA Circuit Edition
linked together within a small area. The official Sega- • Doom
branded Taisen Cable was only released in Japan, how- • Gungriffon 2
ever third-party alternatives were released in other ter- • Hexen (accessed through debug menu, very buggy)
• Hyper 3D Taisen Battle Gebockers
ritories and a number of non-Japanese games support
• Hyper Reverthion
the device. • Steeldom
The Taisen Cable and its derivatives perhaps Europe
had more of a use in store displays and gaming events • Doom
rather than in the home. Despite acting as a physical • Hexen (accessed through debug menu, very buggy)
connection between two Saturn consoles, each console North America
requires its own television and its own copy of a com- • Hexen (accessed through debug menu, very buggy)
patible game in order to play. Only a few games were
released with Taisen Cable compatibility, though many
try to hide this fact, or have difficulty working with
third-party variants of the cable.
Today physical links such as these have largely
been replaced with online services, though this can pro-
duce latency and affect the quality of your game. Mod-
ern consoles can still be connected together through
similar methods to the Taisen Cable.
“segaretro.org”
Accessories • 357

Pri Fun
Manufacturer Sega
Release (jp)
Type Accessories
The Sega Pri Fun (Printer Fun-Fun) is a Japanese add-
on printer for the Sega Saturn and Sega Pico. It uses a
video-in interface to make pictures approximately 4 x
6 inches from the Saturn itself. It uses a single roll of
thermal dye that makes very good pictures for such a
process. It can be used in conjunction with the Saturn
Freeze Card that freezes the Saturn so you can take
a picture. The unit also accommodates sticker sheets.
“segasaturn.org”

MKU-1
Manufacturer Hitachi
Release (jp) April 4, 1995
Type Accessories
The Hitachi Karaoke MKU-1 is a karaoke peripheral for the Sega Sat-
urn, only sold in Japan. Though to the western world it seems like an
odd attachement for a games console, karaoke is hugely popular in Ja-
pan, with many of the major consoles supporting karaoke adapters.
The karaoke unit sits below the Saturn system and links up via a
expansion cable. The device supports up to two microphones, each with
its own volume control.
“segasaturn.org”

Sega Saturn-you Word Processor Set


Manufacturer Koei, Canon
Release (jp) 1996
Type Accessories
The Sega Saturn-you Word Processor Set
is a set sold by Koei for the Sega Saturn in
Japan which allows the Saturn to be used
as a word processor. It comes with the soft-
ware, called EGWORD, a printer, the Can-
on BJC-210J, and an interface cable for the
printer. It is compatible with, but does not
come with, the Sega Saturn Keyboard and
Sega Saturn Floppy Disk Drive. A later
set, the WorPro Keyboard Set, includes the
keyboard.
It is unclear if the components were
sold separately, though Koei’s website did
list individual prices.
358 • Accessories

NetLink Internet Modem

Manufacturer Sega
Release (us) 1996-10-31
(br) 1996-12
Type Accessories
The NetLink Internet Modem (or Net Link Internet
Modem) is a device used to utilise with the NetLink Though heavily advertised, the NetLink
internet service offered by Sega of America for Sega service is seen as a failure in North America, mostly
Saturn consumers in North America. NetLink had due to its high price point and lack of games that
several purposes, including basic internet access, supported it. At the end of the console’s run, less
email and online gaming - a precursor to similar at- than five million people had purchased a Sega Sat-
tempts for the Sega Dreamcast, and the many online urn console, with significantly less having a Sega
features video game consoles have today. NetLink modem as well.
NetLink was exclusive to North America, Originally the unit was priced at $400 when
though a small, unsuccessful test-run of the service bundled with the console, $199 by itself.
occurred in Finland for a short period. In Japan there While the NetLink was not the first piece of
was the Sega Saturn Modem, an older (and slower) hardware to allow American gamers to get online
device which utilised different online services. (or at least play against others online/direct dial*), it
The NetLink service can cause confusion, as was the first to allow players to use their own inter-
it requires both a modem and compatible disc soft- net service provider (ISP). While Sega recommend-
ware in order to function. The NetLink Internet Mo- ed Concentric as the ISP of choice (similar to the
dem needs to be placed in the Saturn’s cartridge slot Sega Dreamcast when released in this region), they
and hooked to a phone line (similar to the earlier allowed for any ISP that met their technical specifi-
Sega Mega Drive XB•ND service), but in order to cations.
be utilised, a NetLink Custom Web Browser disc (or Sega’s target for North America was 100,000
a compatible game disc) needs to be placed in the NetLinks, however records show that only 15,000-
console. This is similar to the online services of the 25,000 were actually sold. Only five games sup-
Sega Dreamcast, however the major difference there ported the peripheral in this region, and all debuted
is that the Dreamcast Modem was included with the much later than the modem itself, arriving in the lat-
system. ter half of 1997.
NetLink Internet Modems were sold in two A European release was on the cards for
forms, in a package (catalogue number 80118) con- years, though outside of test runs in Finland, never
taining just the modem and a NetLink Custom Web materialised due to the state of Europe’s network in-
Browser disc, and alongside Model 2 Sega Saturn frastructure at the time. Sega finally pulled the plug
consoles (catalogue number 80121). Depending on on the idea in the latter half of 1997.
“segaretro.org”
the retailer, the extra NetLink Game Pack may have Compatible games:
been thrown in as an added bonus. Also available as • Daytona USA: CCE NetLink Edition
part of the NetLink “range” was the NetLink Mouse, • Duke Nukem 3D
NetLink Keyboard and NetLink Keyboard Adapter. • Saturn Bomberman
• Sega Rally Plus - Netlink Edition
• Virtual-On Netlink Edition
Accessories • 359

Sega Saturn Modem


Manufacturer Sega
Release (jp) July 27, 1996
Type Accessories
The Sega Saturn Modem is a modem attachment for
the Sega Saturn which allows the system to connect
to the internet. It was only released in Japan, with
its North American, equivalent being the NetLink
Internet Modem.
The Sega Saturn Modem is a grey 14.4kbps
modem designed to be placed in the Saturn’s car-
tridge port. Little is known about the Sega Saturn
Modem performance in Japan, however the unit
was engineered slightly differently to the NetLink
modem, with a card “holder”, designed for use with
“Saturn media cards” (priced at 2,000 yen each)
containing pre-paid credits. One game credit was
worth roughly 20 yen.
The Sega Saturn Modem is built upon the
XBAND technology for North American Sega Mega
Drives. It was originally bundled with Sega Saturn
Internet Vol. 1 (software that allows access to the
world wide web and email), the SegaNet version of
Virtua Fighter Remix (not sold separately) and Pad
Nifty. Later it was released with Sega Saturn Internet
2 and the SegaNet version of Virtua Fighter Remix
and Decathlete. The latter version is extremely rare.
There are more Japanese games which
make use of the peripheral than US games
using NetLink. Games that support it sport a
“SegaSaturn Networks” logo on the box.
“segaretro.org”

Compatible Games:
• Daytona USA Circuit Edition
• Decathlete
• Dennou Senki Virtual-On
• Dennou Senki Virtual-On Media Card Pack
• Habitat II
• Pad Nifty
• Pad Nifty 1.1 & Habitat II
• Puyo Puyo Sun
• Puzzle Bobble 3
• Saturn Bomberman
• Sega Rally Championship Plus
• Sega Saturn Internet 2
• Sega Saturn Internet Vol. 1
• Sega Worldwide Soccer ‘98
• Shadows of the Tusk
• Special Disc with Sega Saturn Internet 2
• Virtua Fighter Remix
360 • Accessories

NetLink Keyboard Adapter


Intelligent Gamer #08:
Manufacturer Sega
Sega gets connected Release (us) October 31, 1996
In late October, Sega released the NetLink, a mo- Type Accessories
dem that plugs into the cartridge slot of the Saturn
NetLink Keyboard Adapter is an accessory for
game console. (NetLink is not the first modem for
the Sega Saturn, allowing keyboards with PS/2
a game console. There was a modem for the Atari
inputs to be used with the console (thus acting as
2600.)
an alternative to the NetLink Keyboard). It was
NetLink’s Internet access is currently lim-
only released in North America.
ited. NetLink connects to a Web site called NetLink
Strictly speaking the peripheral has noth-
City from which users can access 225 Internet
ing to do with the NetLink service, though in
sites. At this time, NetLink does not handle video
North America, only NetLink-compatible soft-
files, but according to Sega spokespeople, audio
ware made use of keyboard attachments. Inter-
and video upgrades will be released.
estingly no such device was released in Japan,
Sega has released a keyboard adaptor that
forcing users to purchase a Saturn Keyboard.
allows users to attach a PC keyboard to their Sat-
urn. The adapter retails for $19.99. Sega has also
released a Saturn mouse that sells for $24.99. A
Saturn on-line system, complete with black key-
board, Saturn, NetLink, telephone cables and
Sega Rally is retailing for $449.99.
In an effort to make parents more comfort-
able with their children cruising the Internet, Sega
has equipped NetLink with a parental control that
allows them to sensor the kinds of files and sites
their children can access. Media coverage of por- Saturn Keyboard
nography on the Internet has made many adults Manufacturer Sega
nervous about letting their children have ‘Net ac- Release (jp) July 27, 1996
cess. Release (jp) Shin - November 29, 1996
Type Accessories
NetLink Keyboard The Sega Saturn Keyboard is a keyboard periph-
Manufacturer Sega eral for the Sega Saturn. Unlike its successor,
Release (us) the Dreamcast Keyboard, it did not see as much
Type Accessories widespread release, mostly because few games
The NetLink Keyboard is a keyboard accessory were released in the west that supported it.
for the Sega Saturn, and the North American It was released in Japan for games such
equivalent to the Saturn Keyboard. NetLink key- as Habitat II (which was sometimes bundled
boards, however, are black, and opt for a slightly with the unit) and was compatible with the Sega
different design. NetLink online service. It did not see a release in
NetLink Keyboards were never sold sep- North America, however regular PC keyboards
arately, only as part of the Sega Saturn NetLink can be hooked up to the console via the NetLink
bundle (80120). It is a standard PS/2 keyboard Keyboard Adapter instead.
that plugs into the included NetLink Keyboard
Adapter. It was designed primarily to work with
software utilizing the NetLink Internet Modem
and NetLink service.
Accessories • 361
NetLink Mouse
Manufacturer Sega
Release (us) October 31, 1996
Shuttle Mouse Type Accessories
Manufacturer Sega
Release (jp) November 22, 1994 The NetLink Mouse is a mouse accessory for the
Release (jp) white - July 5, 1996 Sega Saturn, and the North American equivalent
Type Accessories to the Shuttle Mouse. NetLink mice, however, are
The Shuttle Mouse is an official mouse periph- black, and opt for a slightly different design.
eral for the Sega Saturn. It is a successor of sorts NetLink Mice were designed primarily to
to the Sega Mouse, released for the Sega Mega work with software utilising the NetLink Internet
Drive some years prior, and was designed to be Modem and NetLink service, but are in fact compa-
used with simluation-orientated games where a bitle with the same software as the Shuttle Mouse. It
standard control pad is hindered by the style of came with a red mouse mat.
gameplay. It later became an accessory to as-
sist in the Saturn’s primitive online capabilities,
alongside the Saturn Keyboard.
The Shuttle Mouse is a four-button (A,
B, C and Start) ball mouse which shipped with
its own light blue mouse mat in two different
colours - a grey model with a blue Start button
(HSS-0102) to match early Japanese Saturns,
and a white model with a red Start button (HSS-
0139) to match later ones. The latter was also
bundled with limited editions of Sakura Taisen
but colour schemes aside, all Shuttle Mice be- Preview of European model,
have identically. As with many mice of the day, said to be from Mega Force
the Shuttle Mouse pre-dates many modern com- magazine
puter mice “standards” and thus can be cumber-
some to use - there is no scroll wheel, and as it
uses a ball, its inner workings are susceptible to
being clogged up with dust and dirt, causing the
device to not function as intended.
Unlike the Sega Mouse, the Shuttle
Mouse was only officially released in Japan. In
North America, consumers were given a differ-
ent mouse - the NetLink Mouse, which provides
similar features. A European release for the
Shuttle Mouse was once planned for late 1995
but shelved for unknown reasons - magazine
coverage suggests the model would be black, to
match with European Saturns.
“segaretro.org”
362 • Accessories

Twin Advanced ROM System


Manufacturer Sega
Release (jp)
Type Accessories Densetsu make use of this feature, likely due to the
The Twin Advanced ROM System for the Sega fact that they both pre-date the Extended RAM Car-
Saturn is a game-specific ROM cartridge periph- tridge which could achieve similar results in a dif-
eral which fits into the Saturn’s cartridge slot. They ferent way. A filled cartridge slot means that both
should not be confused with Saturn Backup Mem- games can only save data to the Saturn’s internal
ory cartridges or Extended RAM Cartridges which memory, which is both limited in size and is likely
deal with types of RAM (random access memory) to be deleted if the internal battery dies.
- ROM Cartridges deal with game data (read only If the user attempts to run either game with-
memory) in a similar manner to the cartridges of out its ROM Cartridge, it will not boot. Likewise
older Sega consoles (i.e. the SG-1000, Sega Master these cartridges are not interchangable - you can-
System and Sega Mega Drive). not boot Ultraman with The King of Fighters ‘95’s
ROM Cartridges exist presumably to reduce cart and vice versa. It also means these two games
loading times, a common problem in the early days can only run on unmodded systems which share
of disc-based media. The Saturn can read data more the same region encoding - for other games, region
quickly from the cartridge slot than from a com- locking can be bypassed through an Action Replay
pact disc, and so it can make more sense to store device, but this requires the use of the cartridge slot.
data in a cartridge instead. However, there is not This type of peripheral was never seen in
enough space in a typical ROM cartridge to fit an North America, however surprisingly did make it
entire Saturn game inside (complete with CD qual- to PAL regions as The King of Fighters ‘95 was
ity audio, full motion video, etc.) so this space was released there. Curiously no Extended RAM Car-
typically reserved for small amounts of data that is tridges were released in that region, making this
used frequently. The disc would still be used, and so game the only PAL region game to require use of
in order to run the game, both a disc and a cartridge the cartridge slot.
would need to be inserted into the console.
This was considered a fairly impractical
method of playing games (and a cost factor was
added due to the more expensive nature of produc-
ing cartridges) and so wasn’t widely adopted by
developers. In fact, only The King of Fighters ‘95
(plus re-releases) and Ultraman: Hikari no Kyojin

Saturn Floppy Drive


Manufacturer Sega
Release (jp) July 27, 1996
Type Accessories
The Saturn Floppy Disk Drive (Saturn FDD) peripheral is an add-on to
the Sega Saturn console, allowing for data to be saved to commercial-
ly-available 3.5-inch floppy disks (MF-2HD).
The floppy disk drive connects to the Saturn using the con-
sole’s rear extension communication terminal, however requires its
own AC adaptor to function. Also included in the package is a FDD
Operator CD-ROM, allowing users to manage data. Primarily the Sat-
urn FDD acts as a substitute for the console’s internal save memory,
with a floppy disk offering 50 times more storage for save games or
online data.
Only a handful of games can communicate directly with the
Saturn FDD, such as the Japanese version of Panzer Dragoon Saga and
Dezaemon 2’s shooter construction kit.
Accessories • 363

Saturn Backup Memory


Manufacturer Sega
Release (jp) November 22, 1994
Release (us) May, 1995 Box Description:
Release (eu) September, 1995
Save Games and Keep Track of
Type Accessories
your Teams’ Stats.
The Sega Saturn Backup Memory, otherwise called • Don’t start the game over every time you
Back-Up RAM Cartridge in the US or Power Mem- play! With Sega Saturn Backup you can save
ory in Japan, is an external storage cartridge used to a season’s worth of team and player stats.
save game progress and data as an alternative to using • Great for sports, role-playing games and
the system’s internal memory. The cartridge provides other games with “save” features like NHL
over 16 times the amount of space; offering up to 512k All-Star Hockey, NBA Action Basketball,
of memory as opposed to the internal 32k. NFL ‘96, and Myst.
The cartridge works similarly to the CD Back- • Provides 512 KBytes of backup RAM for
Up RAM Cart offered for the Sega Mega-CD. storing game data.
Some games were distributed with stickers for • It’s easy to use with any Sega Saturn game
the Backup Memory, including Policenauts and the with a “save” option. Just insert the Backup
North American release of Dragon Force. into the cartridge slot and make your choice
There are also numerous Saturn third-party from the system settings icon on the Sega
memory cartridges. Saturn Control Panel.

GamePro #75:
Lost RAM on Saturn
You may already know that the Sega CD
hardware doesn’t have a heck of internal
memory. Instead of correcting this problem
when designing the Saturn, Sega offers an
EU optional Back-Up RAM Cartridge.
JP - MK-80101-07
Complete with 512 kilo-bytes of
memory, this cart allows you to transfer
saved games from the cart to internal mem-
ory, and vice versa. Because it costs $60, we
advise you to wait until your internal memo-
JP - HSS-0111
ry is almost full before deciding if you want
to delete some of your games or spend the
60 clams. If you’re not a “save freak” who
needs to keep every stat and score you’ve
ever compiled, spend your money elsewhere.

Computer Video Games #165:


JP - HSS-0138 Back-up Memory
We reckon that this is almost as essential
US as a joypad. Although the Saturn’s memo-
ry is pretty hefty, it soon gets chocka with
save games and stored Daytona times, so if
you’re going to buy an extra hardware, we
JP - Sakura Taisen
reckon this should be top of your list.
JP - Tamagotchi Park
364 • Accessories

Saturn third-party memory cartridges


366 • Accessories

Extended RAM Cartridge


Manufacturer Sega
Release (jp) 1996
Two versions of the Extended RAM Car-
Type Accessories
tridge exist, one which adds 1MB of RAM (“1.5
The Extended RAM Cartridge is an accessory for times” the normal Work RAM), and another which
the Sega Saturn. It should not be confused with the adds 4MB (“4 times” the normal Work RAM - the
Saturn Backup Memory, sometimes called “Back- numbers can be disputed). Some games work with
up RAM Cartridge”, which, though looks virtu- both, though some require the extra storage of the
ally the same, has a completely different function. 4MB cart. On rare occasions, older games reliant
It should also not be confused with game-specific on the 1MB cart will break if a 4MB cart is de-
“ROM Cartridges”. tected, leading to corrupt graphics.
The Extended RAM Cartridge, as the name No Extended RAM Cartridges were offi-
suggests, extends the Sega Saturn’s “Work RAM” cially released outside of Japan, however the Ac-
(random access memory) giving games the ability tion Replay Plus has 1MB/4MB RAM functionali-
to work with more data in real-time. This is op- ty built-in, being able to detect which type of RAM
posed to the Backup RAM Cartridge which ex- cartridge is required. The Action Replay Plus is
tends a different type of memory - the internal stor- also considered to be the better plan due to the fact
age used for save game slots. Some games require it functions as a Backup RAM Cartridge, cheat de-
the Extended RAM Cartridge in order to function, vice and freeloader (allowing games from any re-
whereas others can simply use it to enhance visu- gion to be played on the system), and so saves the
als. user the effort of changing carts as well as chang-
It is similar to the system employed by Nin- ing discs (unless the game requires a ROM Car-
tendo’s Nintendo 64 console, in which the “Con- tridge).
troller Pak” can be used for saving and the “Expan- Though no western games “officially” sup-
sion Pak” used for enhancing visuals (by adding port the Extended RAM Cartridge, all versions of
RAM). The difference with the Saturn is that both Marvel Super Heroes are compatible with the pe-
accessories use the same cartridge slot, and thus ripheral regardless of region. If the game required
cannot be used in conjunction with each other. Es- the Extended RAM Cartridge, it was made avail-
sentially this means that games which require the able in a RAM Cartridge bundle.
Extended RAM Cartridge must save their data to There are also numerous Saturn third-party
the console’s internal storage memory, which is RAM cartridges.
both limited in size and will be deleted if the inter- “segaretro.org”
nal battery dies.
Accessories • 367

Compatible Games

1MB 4MB
* 1MB only * 4MB only
† optional † optional
• Astra Superstars (†) • Astra Superstars (†)
• Cotton 2 (†) • Cotton 2 (†)
• Cyberbots: FullMetal Madness (†) • Cyberbots: FullMetal Madness
• Fighter’s History Dynamite • Dungeons & Dragons Collection (*)
• Friends: Seishun no Kagayaki (†) (Shadow over Mystara only)
• Groove On Fight: Gouketsuji Ichizoku 3 • Fighter’s History Dynamite
• Marvel Super Heroes (†) • Final Fight Revenge (*)
• Metal Slug • Friends: Seishun no Kagayaki
• Noël 3 (†) • Groove On Fight: Gouketsuji Ichizoku 3
• Pia Carrot e Youkoso!! 2 (†) • Marvel Super Heroes (†)
• Real Bout Garou Densetsu (*) • Marvel Super Heroes vs. Street Fighter (*)
• Real Bout Garou Densetsu Best Collection • Metal Slug
• Real Bout Garou Densetsu Special • Noël 3 (†)
• Samurai Spirits Amakusa Kourin (*) • Pia Carrot e Youkoso!! 2
• Samurai Spirits Best Collection • Pocket Fighter† (*)
• Samurai Spirits Zankurou Musouken • Real Bout Garou Densetsu Best Collection
• Super Real Maajan P7 (†) • Real Bout Garou Densetsu Special
• The King of Fighters ‘96 (*) • Samurai Spirits Best Collection
• The King of Fighters ‘96 + ‘95 • Samurai Spirits Zankurou Musouken
(Gentei KOF Double Pack) (*) • Street Fighter Zero 3 (*)
• The King of Fighters ‘97 • Super Real Maajan P7 (†)
• The King of Fighters Best Collection • The King of Fighters ‘97
• Waku Waku 7 • The King of Fighters Best Collection
(The demo discs of Samurai Spirits Amakusa Kourin • Vampire Savior: The Lord of Vampire (*)
Hibaihin, The King of Fighters ‘97 and Vampire Savior • Waku Waku 7
support the cartridges in the same way their full coun- • X-Men vs. Street Fighter (*)
terparts do).
368 • Accessories

Saturn third-party RAM cartridges


370 • Accessories

Video CD Card
Manufacturer Sega, Victor, Hitachi For various reasons, most notably the lack
Release (jp) June 23, 1995
of copy protection, the Video CD format failed to
Release (eu) October, 1995
Type Accessories take off in Japan, and despite early pushes, was also
rejected in Europe. Though the VCD format made
The Video CD Card, called the Movie Card in Ja-
it to North America, the Saturn’s Video CD Card
pan, is a daughtercard-like peripheral that plugs
did not, and all three regions stuck dismissed the
into the Sega Saturn (though the door the battery is
concept in favour of earlier technologies, usually
accessed from), and, as the name suggests, allows
treating the Saturn purely as a video game console.
the Saturn to play Video CDs (VCDs), otherwise
By 1995 the DVD standard had been created, and
known as the White Book disc standard. The Vid-
became the dominant form of video media during
eo CD Card also allows the hardware playback of
the late 1990s and 2000s (something the PlaySta-
MPEG-1 (version 1) video in certain games, lead-
tion 2 greatly benefited from). The Photo CD stand-
ing to higher quality full motion video for use in
ard, though initially popular, became a loss-making
cutscenes (and occasionally, gameplay).
venture and was retired between 2001 and 2004.
The Video CD Card was released seven
VCDs, however, remained popular in
months after the console’s debut in Japan. Nev-
smaller Asian markets, such as mainland China,
ertheless, the Video CD card stands as one of the
Taiwan, Hong Kong, Singapore, Malaysia, Thai-
earliest attempts at transforming a system tradi-
land, Burma, Indonesia, Philippines, Vietnam,
tionally used for games into something more akin
India, Pakistan and Bangladesh. For this reason,
to a general entertainment device. It was released
VCD compatibility was given to some Asian Sega
in Japan and Europe and variants were manufac-
Saturns straight out of the box. Sony also produced
tured by Sega, Victor, and Hitachi. Many cards are
VCD-compatible PlayStations with the model
also capable of handling the rarely seen Photo CDs
number SCPH-5903 (with third-party accessories
(or Beige Book disc standard), and there have also
giving standard PlayStations VCD support).
been reports of Saturn third-party video CD cards.
Primarily the Video CD Card is used by Sat-
With the Photo CD and Video CD standards urn enthusiasts to upgrade the quality of in-game
only being finalised in 1992 and 1993 respectively, movies. VCD resolution is 352x288 for PAL and
the formats were still relatively new when the Sat- 352x240 for NTSC. The Saturn does not support
urn was released, and similar to the relationship the extensions to the standard, namely the SVCD
with the Xbox 360 and HD-DVD standard, and or XVCD technologies.
PlayStation 3 and Blu-Ray standard seen in later
generations, for a short while the Saturn became Compatible Games;
a spokesperson for the two technologies, attempt- note: Games that used the card include (not necessarily
ing to persuade consumers to switch from analogue complete list)
systems such as VHS. • Chisato Moritaka: Watarasebashi/Lala Sunshine
In Japan, the Movie Card was launched • Falcom Classics (disc 2 of the limited edition)
alongside the Photo CD Operating System and • Gungriffon (Japanese version only)
Electronic Book Operator on 23 June 1995 and re- • Lunar: Silver Star Story MPEG-ban
tailed for ¥19,800. Europe received a similar pack- (the only game that requires the card)
age, save for the Electronic Book Operator shortly • Moon Cradle
afterwards. The card fits in all versions of the Japa- • Sakura Taisen Hanagumi Tsuushin
• Sakura Taisen Jouki Radio Show
nese Saturn (the Hi-Saturn naturally comes with
• Vatlva
MPEG capability), with early Japanese Saturns • Wangan Dead Heat + Real Arrange
(i.e. the gray ones) having the connector for it on a • Yuukyuu Gensoukyoku Hozonban Perpetual Collection
second circuit board inside the unit, and later ones • Yuukyuu no Kobako Official Collection
having the connector on the main board. Despite • Yoshiyuki Sadamoto Illustrations
not being sold in the North America, all variants The EU MK-80310 Video CD Card is incompatible with all
of the Video CD Card should work in a US Saturn, of these games. The US version of Gungriffon still has MPEG
but the system’s language may need to be changed. movies on the disc but that they are not played during the
game. Instead, the in-game movies have been apparently
converted to Cinepak or Truemotion.
Accessories • 371

Several variants of the Video CD Card exist, with the pri-


mary differences being native Photo CD capability (or
the lack of) and whether the television technology used
is NTSC or PAL. For cards which lack native Photo CD
support, the alternative for reading Photo CDs is to use
the Photo CD Operator, however this requires disc-swap-
ping.
Name Photo CD Support Region MK-80310
HSS-0119 (Sega) (JP) No NTSC
MK-80310 (Sega) (EU) No PAL
RG-VC1 (Victor) No NTSC
RG-VC2 (Victor) Yes NTSC
RG-VC20 (Victor) Yes NTSC/PAL
RG-VC3 (Victor) Yes NTSC/PAL
Model 1 (Hitachi) No NTSC
Model 2 (Hitachi) No NTSC
HiSaturn model 1 HiSaturn model 2 AS model

HSS-0119 RG-VC20

RG-VC3S RG-VC3 RG-VC1

Saturn third-party video CD cards

RG-VC2
372 • Accessories

Saturn region converter cartridges


Type Accessories
The Sega Saturn is region-locked, meaning that
games can only be played on hardware from the
same region. Various factors led to the Saturn being
under-supported in the West. Thus, in order to play
the plethora of Japanese releases, to play American
games in Europe, or vice-versa of either scenario,
>= 1995
one requires a region converter.
CD+Plus
Saturn region converters are cartridges which Super UFO
plug into the Saturn’s cartridge slot. The majority of
converters start working as soon as the console is
swiched on, i.e. there is no need to swap cartridges
and discs to play games (unlike later consoles such
as the Sega Dreamcast). Converters come in all >= 1995
shapes and sizes, most notably the Action Replay Ultra Madness ST-Key
Plus, which bypasses region locking as well as of- Madness
fering storage space and cheat facilities. But before
the Action Replay Plus became the de facto acces-
sory for Saturn collectors, consumers had to make
do with a basic region converter, which offered no >= 1995
CD+Plus
additional features. Blaze
Unlike Mega Drive region converters, it is
usually easier for Saturn region converters to enable
playing of games from all regions at once, rather
than unlocking one specific region. They are, how-
ever, similar in the sense that they cannot solve all
regional issues. A game programmed for 60 Hz dis-
play on NTSC televisions will run slower, at 83.3%
of its correct speed, on the 50 Hz televisions used (at
least then) in PAL territories, due to the difference in
refresh rate. Conversely, a European game running >= 1995
ST-Key
on an NTSC TV will run too fast – that is, if it was >= 1995
correctly adjusted for 50 Hz display during localisa- Pro Universal Adapter
tion for Europe, which many were not. Finally, and Datel
for obvious reasons that do not constitute a flaw in
the region converter, games cannot be automatically
translated; a converter may enable you to play a Jap-
anese game on your Western Saturn, or vice-versa,
but it will not guarantee that you can understand any
of its text.

>= 1995
Multi-Game Adaptor
Trend Master
1997
>= 1995 >= 1995 8 Meg Direct Access
Pro Universal Adapter Mega Converter (only Memory Card
Datel packaged with Samsung (region converter+1MB
Saturn consoles) memory)
Samsung Innovation
Accessories • 373

Magic Card V2
Manufacturer Datel, InterAct
Release (tw)
Type Accessories
The Magic Card V2 is a two-part accessory for
the Sega Saturn, allowing the system to play
“backup” versions of Saturn software. It is an
alternative to physical modifications which by-
passes all of the Saturn’s anti-piracy and region
locking mechanisms. It assists in doing the swap
trick by stopping the disc from spinning at cer-
tain points, and providing on-screen instructions
on when to swap discs or reset the console.
>= 1995 >= 1995 The Magic Card V2 is a very rare item
Game Adapter Meg Memory Card
and comes in two parts - a cartridge and a disc,
(region converter
+1MB memory) both of which are required to achieve the de-
Joytech sired effect (although any retail Saturn disc can
be substituted for the Magic Card V2 disc). At
present it is not known who made the Magic
Card V2 (or whether there was a “V1”) - it was
not endorsed by Sega, and copies often retail for
significant sums of money second-hand.
>= 1995
Ultra Madness 4M Turbo
Key (region converter
+1MB/4MB RAM)
Madness

>= 1995
Sega Satellite
EMS
>= 1995
ST-Key+4MB RAM
(region converter
+1MB/4MB RAM)
Madness

>= 1995
Ultimate Game
Memory Card (region
converter+memory card)

>= (kr) 1995 1997 1997


S-S Key >= 1995 Memory Card Plus Memory Card Plus alt
ST-Key (region converter (region converter+1MB
+1MB memory) memory)
Performance Performance
376 • Accessories

Action Replay
Manufacturer Datel, InterAct
Type Cheat cartridge
The Sega Saturn Action Replay is a cheat cartridge
released as part of the Action Replay series.
The original Saturn Action replay stands as
the first, and least useful Action Replay cartridge
for the Saturn - it is a cartridge which allows users
to add cheat codes and modify a game at run-time,
and can bypass region locking, allowing for import
games to be played. They also have a comms port,
allowing them to hook up to a pc to update codes
or backup save data. These original Action Replays
can be seen as redundant and are not in high de-
mand, having been superseded by the superior Pro
Action Replay and Action Replay Plus, which re-
tain all the features seen in this version of the de-
vice while adding more.
In North America this Action Replay was
released by InterAct as the GameShark, and in Ger-
many as the Game Buster. However, aside from
branding differences and some replaced text, the
cartridges are identical.

Game Shark advert:


Can you still call it a game if you can
never loose?
Kill faster! Jump higher! Never
die! This time interact has gone too far!
With the Game Shark™ for the Play-
Staion™ and Sega Saturn™ systems,
the rules no longer apply! YOU decide
what weapons you want, how much
GameShark newer (US) Action Replay (UK) ammunation you have, how strong you
are, how fast you can goo\, and what
you can drive!! It’s the ultimate game
enhancer!
The game Game Shark is menu-
driven, so there’s no manual to figure
out - just tons of built-in codes you can
Game Buster (DE) Action Replay alt (UK) use to customize all of your favorite
games! And Game Shark is totally up-
datable! Go on-line to check out the
hottest new codes on the World Wide
Web! Or, for hardcore gamers, there’s
Dangerous Waters, the members-only
source for exclusive codes! No game
enhancer is as powerful as Interact’s
Game Shark!

GameShark older (US) GameShark (CA)


Accessories • 377

Action Replay Plus


Manufacturer EMS
Type Cheat cartridge
The Action Replay Plus, is a cartridge developed by
EMS for the Sega Saturn as an upgrade to the Pro
Action Replay. The cartridge has a wide array of fea-
tures that make it a highly useful and sought-after
accessory for Saturn owners, particularly those with
non-Japanese systems.
All versions of the cartridge have four ba-
sic abilities: to enable the console to play games Action Replay Plus
from all regions; to function as either a 1MB or a
4MB Extended RAM Cartridge for use with more
demanding games; to function as a Saturn Backup
Memory cartridge; and, like many other products
for various systems with the name Action Replay,
to activate cheats for many particular games. Older Multi-Action
versions only support 1MB RAM.
In addition to these functions, the original
incarnation of the cartridge included a communica-
tions port that enables one to link their Saturn to a
PC for other purposes. This is not present in all ver-
sions of the cartridge, especially not newer editions.
The cartridge has always been highly pop-
ular among Saturn fans, as its multiple functions
means that it very rarely has to be swapped with an-
other cartridge or removed from the console at all.
It was kept in production for many years after the Action Replay Plus
Saturn’s demise and is still fairly easy to find, though
the original version with the communications port is
much more rare and highly valued. Nonetheless, ap-
parently, the circuitry is still present in all versions
of the cartridge, and the port can be re-added through
alterations to the cartridge.
Although the cartridge is marketed as hav-
ing been made by EMS, there appears to have been
a connection to Datel, who own the Action Replay
trademark; Datel sold the cartridge as the Pro Action
Replay in markets such as the UK, although EMS Ultra Madness Replay Pro
ship worldwide. It remains to be confirmed whether
newer cartridges, which are still fairly prevalent for
a product of such an age, are/were made by EMS
or anyone connected; or whether they are simply
clones.

Action Replay Plus


378 • Accessories

Pro Action Replay


Manufacturer Datel, EMS, (jp) Karat
Type Cheat cartridge
The Sega Saturn Pro Action Replay is a cheat cartridge re-
leased as part of the Action Replay series. It was produced by
EMS for Datel, although EMS released copies on their own.
The Pro Action Replay is an upgrade over the Saturn
Action Replay, serving as a 512KB Saturn Backup Memory Power Replay
cartridge and adding a communications port to interface with
computers. Pro Action Replays are not common, and were
superseded by the Action Replay Plus which initially retained
all the aforementioned features while adding Extended RAM
Cartridge support.
There was no official North American release of the
Pro Action Replay, however Karat brought the device to Ja-
pan.

(tw) Multi-Function
Terminative Card Plus

(uk) Pro Action Replay Pro Action Replay Pro Action Replay

(jp) Pro Action Replay (jp) Pro Action Replay 2 (jp) Pro Action Replay

(jp) Pro Action Replay 2 (jp) Pro Action Replay 2 (jp) Pro Action Replay
Accessories • 379

X-Terminator
Manufacturer Gametech
(uk) Pro Action Replay Release (jp)
Type Cheat cartridge
The X-Terminator is a cheat device for the Sega
Saturn, and is one of several poorly documented
X-Terminator accessories for home video game
consoles believed to have been developed by Gam-
etech.
The X-Terminator is said to be a GameShark
device with an added secondary feature - it can con-
nect to a separate device with an LCD screen (or a
(uk) Pro Action Replay computer) which can be used to “detect” possible
in-game cheats, without the need to key the codes
in manually.
Little is understood about the X-Terminator.
At least two versions are known to exist - an origi-
nal, almost no-frills device with unknown function-
ality, and a “Ver. 3” version with the aforementioned
X-Terminator
extra detection device. It is not
known if there was a “version
2” released to the public - while
units were sold in Japan, none
are thought to have come to
the west through conventional
Replay Pro. means.

(jp) X-Terminator

Power Saturn

(jp) X-Terminator ver.2


380 • Debugging Stations

Indy
Manufacturer SGI
Release (jp), (us), (eu) July 12, 1993
Type Debugging Station
The Indy is a workstation developed by SGI. It was
at one point workstation of choice for Sega Saturn
development, endorsed and distributed by Sega.
By workstation standards the Indy is consid-
ered a low-end machine, however it was still more
powerful than conventional home and business
computers of the era. Primarily it would have been
tasked with running Softimage, a graphics render-
ing program that typically required large amounts of
computer resources.
There are several slight variations of the
Indy, all released between July 1993 and June 1997.
The full Indy package would have contained the
Indy unit itself (with a distinctive blue finish), a CRT
monitor, keyboard, mouse and an IndyCam webcam
for video conferencing.
“segaretro.org”

PSY-Q Development System


Manufacturer Psygnosis, SN Systems
Release (us), (eu) 1995
Type Debugging Station
The PSY-Q Development System for the Sega Saturn, is a set of
development tools for producing and testing mixed C and/or as-
sembler programs.

PSY-Q Development System Manual:


• Psy-Q has been developed by Psygnosis and SN
Systems, with many years of experience of de- • Psy-Q has ‘C’ compiler support built in. The
velopment software and developers’ needs. Psy- Linker can link directly to standard COFF object
Q represents the next generation of development files, as produced by the popular Sierra C com-
systems, backed up by a commitment to continual piler and many others.
enhancement, developed and technical support. • Psy-Q provides a high-speed genuine SCSI par-
• Psy-Q includes 3 industry-standard Assemblers, allel link between Host PC and target system, with
a Linker and a Debugger. The Assembler are ex- a data transfer rate of over 1 Megabytes per sec-
tremely fast, and fully compatible with other popu- ond. The system supports up to 7 connected target
lar development systems. The Debugger offers an devices, and cable lengths of over 6 metres.’
additional easy-to-use interface, with full support • Psy-Q’s Assembler and Linker make full use of
for mouse and pop-down menus, and works in any extended or expanded memory, on PC compatibles
DOS text screen resolution or Windows. with more than 640K of RAM.
• Psy-Q offers Source Level Debugging. This al- Psy-Q development systems are available for a
lows you to step, trace, set breakpoints, etc. In variety of other platforms: Sega 32X, Sony Play-
your original C or Assembler source code. The station, Sega MegaDrive/Genesis, Sega Mega-
system automatically, and invisibly, handles mul- CD, Nintendo Super NES, and Commodore Amiga
tiple text files. 1200 and 600.
Debugging Station • 381

MIRAGE Universal CD Emulator


Manufacturer Hitachi
Release (us), (eu) 1995
Retail (us) $3,000, (eu) £1,750
Type Debugging Station
The MIRAGE Universal CD Emulator is a development kit for the
Sega Saturn released in 1995 by Cross Products. It provides a com-
plete hardware-based real-time CD-ROM emulation system when
connected to a target machine or games console and acts as a trans-
parent substitute for that machine’s CD-ROM drive.

MIRAGE Universal CD Emulator Brochure:


The Mirage Universal CD Emulator provides a complete The following are included in the Mirage package:
hardware-based CD-ROM emulation system in one high A • The Mirage CD Emulator
quality package. The Mirage connects to a target machine B •Floppy Disk containing the Mirage and
or games console and acts as a transparent substitute for CPBUILD programs and firmware (for PC
that machine’s CD-ROM drive - the target machine cannot development hosts only)
tell the difference! Unlike a CD you can update files directly C • CD containing the Mirage program, CP-
from the host computer (PC pr SG Indy) and then test the BUILD and Mirage Mounter (for SG Indy
‘CD’ in seconds without the need for a time consuming build development hosts only)
process. D • Manual
Emulation directly from files E • Power cable
The Mirage gives accurate emulation of all the target CD F • CD Interface cable (the exact type de-
mechanism’s function and timings. The Mirage’s extremely pends upon target)
high performance dual-SCSI bus means that the Mirage has G • 2 SCSI terminators
the ability to emulate at full speed directly from files with the H • SCSI to SCSI cable (the exact type de-
Mirage performing the CD encoding on-the-fly. pends upon set up)
Quality image building has never been easier I • Hard disk tray key
The Mirage is supplied with emulation control software as
well as high quality CD build tools.
Designed for the real world
The Mirage lets you introduce fully configurable errors into
the data stream for testing error handling in a real world en-
viroment. In addition, a ‘nudge’
facility can simulate knocks to the
target. The Mirage allows you to
place hard errors into your emu-
lation files to test redundancy rou-
tines.
382 • Debugging Station

Saturn CartDev
Manufacturer Sega of America, Cross Products
Release (jp), (us), (eu) 1995
Type Debugging Station
The Saturn CartDev is a development kit for the
Sega Saturn, released by Sega of America in 1995.
They replaced the older Sega Saturn Programming
Boxes, and are designed to be placed beneath modi-
fied consumer Saturn hardware, as opposed to being
an all-in-one unit. Two versions of the CartDev were
released: Revision A (Sega of America) and Revi-
sion B (Cross Products). The Revision A was report-
edly very unreliable.
Connected to a Modified Production Saturn
via the cartridge slot, this development system, in
conjunction with the SNASM2 Development Soft-
A complete CartDev Revision B setup consists of: ware provides an inexpensive and easy-to-use devel-
• Cartdev Rev B
opment environment. This debugger executes both
• Modified Saturn Rev B(Cross Modified)
• 9V Power Adaptor for Cartdev
COFF files generated by the GNU-C compiler or bi-
• Adaptec 1542CF SCSI Card Kit w/ software nary files produced by the SNASM SH2 Assembler.
• 6’ SCSI I to SCSI II Cable These files can be downloaded directly through the
• SNASM2 Software ( 5 X 3.5” Disks) Cartdev system. The SNASM debugger allows full
• SNASM2 Manual source level debugging, register content viewing, as-
• Confidence Test/HSI Tools (3.5” Disk) sembly code debugging, memory viewing and more.
• Saturn Cartdev Hardware Installation Guide “segaretro.org”

Sega Saturn Programming Box


Manufacturer Sophia Systems
Release (jp), (us), (eu)
Type Debugging Station
The Sega Saturn Programming Box is a develop-
ment kit for the Sega Saturn, released by Sophia
Systems. These are the “old” Saturn devkits (pre-
dating consumer Saturn hardware) and were re-
placed in mid-1995 by Sega of America’s CartDev.

E7000
Manufacturer Hitachi
Release Japan
Type Debugging Station
The E7000 is a debug station unit used for Sega
Saturn development.
Debugging Station • 383

Shade III Light Sega Saturn Ban


Manufacturer Expression Tools
Release Japan
Type Debugging St
Shade III Light Sega Saturn Ban is a piece of Japanese Sega Saturn
development software released by Expression Tools for Macintosh
computers. It is an adapted version of the 1994 release of Shade III
Light, a 3D modelling and animation program, likely altered for Saturn
development.
Little is known about this software. The package contains four
high density 3.5-inch floppy disks containing the program, two extra
floppies acting as a 1.2 upgrade kit, a dongle for your keyboard, multi-
ple manuals and a user guide.
“segaretro.org”

Sega Saturn Programming Box


Manufacturer Cross Products
Release (us), (eu) 1995
Type Debugging Station
SNASM2 is a set of development tools for the Sega Saturn.
Initially a third-party alternative to creating Saturn software,
it was adopted by Sega as an official set of tools after Cross
Products were purchased outright by Sega of America.
The SNASM2 system is essentially split into two
parts - an assembler, which takes code written in assembly
language and creates an executable for the Saturn hardware
to run (in *.coff format), and a debugger, allowing for real-
time software debugging.
“segaretro.org”

advert:
Develop games on Saturn.
(spaceship not included) • The interface hardware has its own RISC proc-
To launch games developers into the new age of en- essors to avoid burdening the processores you’re
tertainment, Cross Products is proud to announce trying to program with debugging tasks.
the SNASM2 Saturn development systems are now • You can rapidly port existing code, or code sam-
available. Check out the features below and then ples, as we support GNU and Hitachi syntax in ad-
give us a call so you can join us in running rings dition to our powerful SNASM2 code syntax!
around the competition. With prices starting at • The interface firmware is in flash memory so that
£3,000 + VAT SNASM 2 Saturn development sys- any updates that may be required can be quickly
tems offer the following: and easily performed on-site without needing to
• A complete system: you get the Saturn, the inter- return systems for upgrade.
face hardware and the software tools, so you just • Our debugging systems have been designed to
need a PC and a programmer and you’re in busi- work alongside the Saturn CD BIOS so you get full
ness. access to the CD features without having to jump
• The interface hardware we supply forms part of through hoops.
an open inter-face standard, so it supports other • With SNASM2 you get backup of a company
tools such as editors and artwork designers. which has been supporting game developers for
over five years.
384 • SGX

SGX
The SunSeibu SGX (model no. HSG-0007) is a Inside the system, a production Saturn PCB is
modified Saturn in a steel enclosure hooked up to used, with the battery, VCD and serial ports ac-
a coin operated mechanism and a 7 disc CD-ROM cessible from the rear. A standard Saturn power
changer. Using a remote control or the panel- supply is also used, though the AC plug has been
mounted buttons, the CDs can be easily cycled to removed and there’s now a cable providing power
select the game of choice. The coin slot activates to the PCB where normally the supply is connected
the unit and a timer counts down the remaining directly. A large JVC CD changing mechanism, the
play time. When the last minute comes up, the sys- same as found in their home audio equipment with
tem’s internal speaker beeps. For the last ten sec- a 6-CD cartridge and a single tray, provides the
onds it beeps rather insistently, giving the player disc-swapping capability.
ample time to slap in another hundred yen. It was The only parts of the Saturn PCB that are
manufactured primarily for use in Japanese ho- used normally are the serial port, VCD slot and
tels, although a few entrepreneurial types installed battery. The rest are moved to other locations in
them in arcades. the box. The controller ports and AV output are re-
The owner can configure it to run for a routed to a small PCB mounted under the Saturn
determined time whenever the proper number of PCB. The controller ports are connected with a
coins are inserted. It can also be set to free-play, ribbon cable, the video output from the Saturn is
perfect for the home user. Two standard controllers connected via three wires soldered to the base of
can be connected to the rear of the unit, and it uses the Saturn board. These wires are the only changes
the standard AV cable and power cord. There’s a made to the Saturn PCB. The BIOS is standard
slot for the VCD card, presumably for love hotels Sega Saturn fare.
that wanted less gaming and more entertainment. The system is set to Japanese, though you
There’s a video passthrough so a VCR or TV tuner can set the language like any normal Saturn via the
can be connected to the same TV. Both the remote boot menu. Since it uses a standard Saturn board
and deck have a Game/TV switch to select the out- you can easily configure it to run games from any
put. region. It’s trivially easy to connect the RGB or S-
There are only five controls accessible video output as well, however this will obviously
when the cover is on: power, coin, CD+ & CD-, bypass the video passthrough function.
and TV/Game. When the cover is removed (us- “segaretro.org”
ing a key) there are four additional buttons: CD The full SunSeibu SGX system comes with:
Eject, Cartridge Eject, Credit and Reset. There’s • Saturn Unit
also a switch to enable the video passthrough (or • Control Pad x2 (5m cables)
not) when there’s no credits on the clock. There • 6-CD Cartridge
are two LED displays, one shows the currently se- • Movie Card
• Remote Control (5m cable)
lected CD and the other shows remaining time in
• AV Cable
minutes. • Power Cord
Ports on the rear are your standard fare; • Lithium Battery
two standard Saturn controller ports, a serial port • Instruction Book
(for a modem, since linking two of these is prob- • Keys (2 kinds, 2 of each)
able completely unheard of), AV in and AV out. • Screwdriver
There are three removable panels, one hides the
VCD card and battery, one allows installation or
removal of the remote unit (which is not cordless),
and one on top allows access to the cartridge slot.
This cartridge slot must use a special 90-degree
riser, normal carts will not fit.

“segaretro.org”
Saturn Prototypes • 385

Saturn Prototypes Sega Pluto


The Sega Pluto is an unreleased video game console devel-
These pages are mostly taken from:segaretro.org
oped by Sega during the 1990s. The console’s existence was
These pages include some, if not all, of the kept away from the general public until April 2013, when a
known Sega Saturn prototypes. former Sega employee leaked details of the system onto the
internet.
The Sega Pluto would have been a cost-reduced
Sega Saturn with built-in NetLink Internet Modem (making
it one of the first consoles to have internet support straight
out of the box). It is unknown exactly how far the project
Article of the story on how “Kidvid666” got his was carried through before it was cancelled - only two pro-
hand on the Saturn Pluto 01: totypes were ever produced (Pluto 01 and Pluto 02, respec-
Kidvid666 bought the console five or six tively), both presumably from around the 1997-1999 period.
years ago at a flea market in Stockton, Both Pluto prototypes have been found, though they
Calif., for $1. “The guy I bought it from lie in the hands of collectors. Both share the same shell
thought it was a VCR and I haggled him but have minor aesthetic differences - Pluto 02 has the text
down to $1 from $5”. The system bears “Sega Saturn” printed on the unit, and “Pluto 02” printed
the Sega Saturn logo on the lid for its disc on the underside, while Pluto 01 lacks both of these things.
receptacle — the lid won’t stay closed Each have a North American BIOS which may suggest it
— but the unit is distinguished from the was only ever intended for that market (most likely due to
consumer model of Sega’s mid-’90s con- the NetLink technology being scarcely seen outside of this
sole by its built-in NetLink modem. region). Pluto 01 also has a faulty disc drive door which
“I just thought it was a huge does not fully close - as to whether this was a manufacturing
Sega Saturn,” he said. defect or something picked up since is not yet known.
Someone purporting to be a Sega According to a subsequent auction of Pluto 01, the
employee revealed in April that he owned system is 9 inches x 3½ inches x 14 inches in size, with an
a 14-year-old Pluto prototype, and once estimated weight of 5lbs. These are similar dimensions to a
Kidvid666 saw a news story about it, he Sega Mega Drive 2 connected to a Sega Mega-CD 2.
realized that he had one, too. “Pluto” was likely just a code name and was unlike-
“By Samit Sarkar@polygon.com” ly to be used in marketing.
“segaretro.org”

Pluto 01 Pluto 02
386 • Saturn Prototypes

Saturn V08
The Saturn V08, was a joint project between
Sega and NVIDIA that was worked on during
some point in either 1995 or 1996. The V08 was
Sega Jupiter designed as a potential successor or upgrade to
the Sega Saturn, however it was not revealed
The Sega Jupiter is an unreleased console de- publicly by any of the parties involved, and only
veloped by Sega during the early 1990s. The Ju- came to light after interviews with former mem-
piter would have been a cartridge-based 32-bit bers of Sega Technical Institute in the mid-to-
console with similar (if not identical) specifica- late 2000s.
tions to the Sega Saturn. It is frequently confused The V08 was an extension of the graph-
with the Sega 32X project, codenamed “Mars”. ics technology seen in the Sega Saturn console,
The concept of the Sega Saturn being continuing to use the quadrilateral polygons but
able to run cartridge-based (as well as compact with fewer limitations than the Saturn’s VDP1.
disc-based) software was explored during de- The V08 is suspected to be NVIDIA’s effort to
velopment (and explains the reason for the con- utilise its NV2 graphics card technology in con-
sole having a cartridge slot), but was ultimately sole form - the NV2 being a planned successor
scrapped in favour of being disc-only. The Ju- to the NV1, itself based on Saturn hardware.
piter was rumoured to have been essentially a While NVIDIA were keen to pitch the
Saturn without a CD drive, so would have been concept to Sega, who in turn explored its use for
able to run the same cartridge based software, a short period, ultimately the company rejected
had any been made. EDGE magazine also sug- NVIDIA’s NV2 technology in favour of the
gested that the Jupiter would have retailed for work being pioneered by 3Dfx. Primarily this
¥30,000 (at the time, the Saturn’s price was set was due to a desire for triangle-based 3D render-
at ¥50,000), and could have been converted into ing (as was quickly becoming the standard in the
a Saturn by purchasing an extra CD drive (simi- industry), but NVIDIA’s fate was sealed when
lar to the relationship between the Sega Mega its NV2 prototype failed to work in a demonstra-
Drive and Sega Mega-CD). tion.
Work is rumoured to have begun in early The V08 name likely comes from “Mu-
1994, though unlike the Sega Neptune, no pro- tara V08”, the name of the NV2 chip (NV2,
totypes of the Jupiter were ever made. By mid- strictly speaking, being the code number).
1994 the idea had been scrapped entirely, though The secretive nature of what became an
the concept was explored again for Sega Titan unfinished project means little is known about
Video arcade hardware the following year. The the V08. The infamous Sonic X-treme was
Jupiter is said to have been scrapped for the sim- briefly developed for V08 hardware before be-
ple reason that CDs were a more cost-effective ing moved to stock Saturns and the PC.
form of media, and that the industry was moving Following the cancellation of the NV2
away from the more limited cartridge format. project, NVIDIA began work on what would
“segaretro.org” become the RIVA 128 chipset (NV3); Direct3D-
compatible PC graphics technology that debuted
in 1997.
“segaretro.org”
Emulators • 387

Emulators
The Saturn is notoriously hard to emulate due to its dering had a fourth side with a length of zero. This
complex architecture (dual processors, etc.), but are technique proved problematic as it caused texture
notable emulators do exist. distortion and required careful reworking to achieve
The complexity of the system has made the creation the desired appearance—Sega provided tools for
of a proper emulator for it rather difficult. remapping textures from UV space into rectangular

\ “One very fast central processor would be tiles. These complications can be seen in the Saturn
preferable. I don’t think all programmers have the version of Tomb Raider.
ability to program two CPUs—most can only get
about one-and-a-half times the speed you can get
from one SH-2. I think that only 1 in 100 program-
mers are good enough to get this kind of speed [near-
ly double] out of the Saturn.” Yu Suzuki reflecting
upon Saturn Virtua Fighter development. Yabause
The Saturn had technically impressive hard- Developer Yabause Team
System(s) Saturn
ware at the time of its release, but its complex de- License Open / GNU GPLv2
sign, with two CPUs and six other processors, made OS Windows, Linux, OpenBSD, Mac OS X,
harnessing this power difficult for developers accus- Dreamcast, PlayStation Portable, FreeBSD
tomed to conventional programming. The biggest Yabause is an open source Sega Saturn emulator
disadvantage was that both CPUs shared the same for Windows, Linux, OpenBSD and Mac OS X
bus and were unable to access system memory at systems using OpenGL and SDL, as well as Sega
the same time. Making full use of the 4 kB of cache Dreamcast and PlayStation Portable. The first ver-
memory in each CPU was critical to maintaining sion in 2003 was Linux only; Windows and Mac
performance. One example of how the Saturn was ports were added for version 0.0.6 in July 2004.
utilized was with Virtua Fighter’s use of one CPU for Yabause can load games from CDs, virtual CD
each character. Many of the Saturn’s developers, such drives or disc images (ISO). It also has debugging
as Lobotomy Software programmer Ezra Dreisbach, features and cheats. Save states are planned for a
found it difficult to develop for compared to the Play- future release, as is an Android port.
Station because of its more complex graphics hard- Third parties have ported Yabause to Free-
ware. In order to port Duke Nukem 3D and PowerS- BSD, Dreamcast and Android (as uoYabause,
lave to the Saturn, Lobotomy Software had to almost which itself has been ported to Windows and
entirely rewrite the Build engine to take advantage iOS).
of the Saturn’s unconventional hardware. Third-
party development was initially hindered by the lack
of useful software libraries and development tools, Yaba Sanshiro (old uoYabause)
requiring developers to write in assembly language
Developer devMiyax
to achieve good performance. During early Saturn System(s) Saturn
development, programming in assembly could of- License Open (Fork of Yabause) / GNU GPLv2
fer a two to fivefold speed increase over C language. OS Android, Windows, iOS
Sega responded to these criticisms by writing new uoYabause, also known as Yaba Sanshiro, is a
graphics libraries which were claimed to help make Sega Saturn emulator for Android, Windows and
development easier. These libraries were presented iOS, developed by devMiyax. It is based upon the
as a new operating system by Sega of Japan. emulator Yabause. On Google Play, uoYabause
Unlike the PlayStation and Nintendo 64 was renamed to Yaba Sanshiro in order to pass
which used triangles as their basic geometric primi- their rules.
tive, the Saturn rendered quadrilaterals with forward
texture mapping. This proved to be a hindrance be-
cause most of the industry’s standard design tools
were based on triangles, with independent texture
UV coordinates specified per vertex. One of the
challenges brought forth by quadrilateral-based ren-
388 • Emulators

Mednafen SSF
Developer Mednafen Team Developer Shima
System(s) SG, SMS, GG, Saturn System(s) Sega Saturn, arcade (Sega Titan Video)
License Open / GNU GPLv2 License Closed
OS Windows, OS X, Linux, OpenBSD OS Windows
Mednafen (My Emulator Doesn’t Need A Frickin’ SSF is a Sega Saturn and Sega Titan Video emula-
Excellent Name), formerly known as Nintencer, tor for Windows, developed by Shima. It is able
is an open source multi-system emulator for Win- to run most Saturn games without issues, directly
dows. It uses source code from Genesis Plus and from a CD or virtual CD drive.
SMS Plus for Sega Mega Drive, Master System The emulator has a certain amount of in-
and Game Gear emulation, as well as original put lag. Suggested solutions are to disable V-sync
code for Saturn emulation. (emulator settings, causes tearing) and enable
MedSat is a third-party frontend for Med- “VDP2 RAM write timing”.
nafen, developed by paul_met. It simplifies the
process of loading Saturn games.
Nova
System(s) Saturn
Satourne License Closed
Developer Runik OS Windows
System(s) Sega Saturn, arcade (Sega Titan Video)
License Closed
Nova is a new and last emulator join to the party.
OS Windows Which is in development by a single developer.
Saturnin is a Sega Saturn and Sega Titan Video
emulator for Windows, developed by Runik.
Satourne
Developer Fabien Autrel
System(s) Sega Saturn, arcade (Sega Titan Video)
GiriGiri License Closed
Developer Shinya “MegaDeath” Miyamoto OS Windows
System(s) SG, SMS, GG, Saturn
License Closed Satourne is a Saturn and Sega Titan Video emula-
OS Windows tor for Windows, developed by Fabien Autrel.
GiriGiri is a Sega Saturn emulator for Windows,
developed by Japanese programmer Shinya
“MegaDeath” Miyamoto. Initially a freeware pro- MAME
gram that worked only with the Japanese version Developer Nicola Salmoria, MAME Team
of Windows 98, the developer released “debug- System(s) Multi-platform
ger” beta versions up until 0.6a in early 2001. License New BSD, GNU GPL v2 or later
OS Windows, macOS, Linux, BSD, Amiga, etc.
Debugger version 0.9 and the full GiriGiri Saturn
emulator were announced, but never released. In- MAME, formerly an acronym for Multiple Ar-
stead, Sega hired the developer behind the project cade Machine Emulator, was born, as the acro-
and bought the software to run downloadable nym suggests, as a program capable of emulating
Sega Saturn titles on the online Cyber Disc/B- multiple types of arcade machine. Unlike home
Club service. The service was short-lived, closing video game consoles or even computers, arcade
in March 2004. machines often have hardware that is devoted
The emulator was later hacked by Gavi- to only running one specific game. The MAME
onne to improve compatibility, and released as project, which began its life in February 1997, at-
GiriGiri Gav. Another version (0.7.7 beta) was tempts to emulate every arcade machine known
released by MiC with a new loader program. to man.
390 • Developers
Developers

Activision ADK
Founded October 1, 1979 Founded July 1980 (as Alpha Denshi)
Parent Activision Blizzard 1993 (as ADK)
Employees 4000 Defunct 2003
Headquarters California, United States Fate Closed, properties sold
Key people Eric Hirshberg (CEO) Successor SNK Corporation
Headquarters Ageo, Saitama, Japan

Activision Publishing, Inc. is an American video ADK Corporation was a Japanese video game pro-
game publisher. It was founded on October 1, 1979 duction company throughout the 1980s and 90s.
and was the world’s first independent developer and ADK began as a developer of arcade games but is
distributor of video games for gaming consoles. Its best known for their library of Neo Geo titles, main-
first products were cartridges for the Atari 2600 vid- ly produced in the 1990s in partnership with SNK.
eo console system published from July 1980 for the ADK was founded in July 1980 in Ageo,
US market and from August 1981 for the interna- Saitama, Japan. At the time, it was known as Alpha
tional market (UK). Denshi or Alpha for short. Originally a producer of
Before Activision, third-party developers did audio and telecommunications equipment, Alpha
not exist. Software for video game consoles were first ventured into video games in 1980 with two ar-
published exclusively by makers of the systems for cade titles: Dorachan by Craul Denshi and Tehkan’s
which the games were designed. For example, Atari Shogi, a basic Japanese chess game. Dorachan was
was the only publisher of games for the Atari 2600. recalled shortly after release due to unlicensed usage
This was particularly galling to the developers, as of the fictional character Doraemon.
they received neither financial rewards nor credit for Despite an inauspicious start, Alpha con-
games that sold well. tinued to develop arcade games in 1981. Janputer,
Atari programmers David Crane, Larry Kap- published by Sanritsu Giken, was one of the earliest
lan, Alan Miller, and Bob Whitehead met with Atari arcade Mahjong titles and helped Alpha to establish
CEO Ray Kassar in May 1979 to demand that the themselves in the industry. In 1983, Alpha expanded
company treat developers as record labels treated into sports games with their self-published Exciting
musicians, with royalties and their names on game Soccer and two Champion Baseball titles for Sega.
boxes. Kaplan, who called the others “the best de- Alpha would produce several more games for Sega
signers for the [2600] in the world”, recalled that through the mid 1980s while continuing to publish
Kassar called the four men “towel designers” and others on their own.
that “anyone can do a cartridge.” Crane, Miller, Alpha Denshi began developing games al-
and Whitehead left Atari and founded Activision in most exclusively for SNK hardware in 1987. In
October 1979 with former music industry executive 1990, SNK was developing a new unified video
Jim Levy and venture capitalist Richard Muchmore; game platform for both the home and arcades.
Kaplan joined soon. David Crane has said the name In 2000, ADK released its last video game ti-
“Activision” was based on Jim Levy’s idea to com- tle, Dynamite Slugger, and was primarily focused on
bine ‘active’ and ‘television’. The original name pro- developing content for Japanese i-mode-based mo-
posed for the company was VSync, Inc. bile devices. After their bankruptcy, SNK Playmore
As of January 2017, Activision is one of bought up ADK’s relinquished intellectual proper-
the largest third-party video game publishers in the ties. To this day, ADK characters are still known to
world and was also the top publisher for 2016 in the occasionally appear in SNK Playmore games.
United States.
Developers • 391

Argonaut Games ASCII Corporation


Founded 23 February 1982 Founded 1977
Founder Jez San Founder Kazuhiro Nishi
Defunct 1 October 2004 Keiichiro Tsukamoto
Fate Liquidated Successor ASCII Media Works, Agetec,
Headquarters London, England, UK and Enterbrain
Website argonaut.com Key people Kiyoshi Takano (President)
Headquarters Chiyoda, Tokyo

Argonaut Games plc was a British video game de- ASCII Corporation was a publishing company based
veloper, founded in 1982 and liquidated in late 2004, in Tokyo, Japan. It became a subsidiary of Kadokawa
with the company ceasing to exist in early 2007. It Group Holdings in 2004, and merged with another
was most notable for the development of the Super Kadokawa subsidiary MediaWorks on April 1, 2008,
NES video game Star Fox and its supporting Super and became ASCII Media Works. The company pub-
FX hardware. lished Monthly ASCII as the main publication.
Founded as Argonaut Software by teenager During the early years of the ASCII Corpo-
Jez San in 1982, the company name is a play on his ration’s existence, the group focused on developing
name (J. San) and the mythological story of Jason the MSX and different content for it. It also formed
and the Argonauts. a joint venture with Microsoft in 1979, and repre-
In 1993, Argonaut collaborated with Nin- sented Microsoft in Japan until 1986 when it went
tendo during the early years of the NES and SNES, public and opened its own Japanese office.
a notable incident being when Argonaut submitted However, during the 1980s when the videog-
a proof-of-concept method of defeating the Game ame market seemed to collapse, the group decided
Boy’s copyright protection mechanism to Nintendo. to focus on publishing Japanese games for the popu-
The combined efforts from both Nintendo and Argo- lar consoles of the time - the most notable of these
naut yielded a prototype of the game Star Fox, ini- being the NES and the Sega Genesis. The company
tially codenamed “NesGlider” and inspired by their reported success in this market, and chose to form
earlier Atari ST and Amiga game Starglider, that an American branch of their company. This branch
they had running on the NES and then some weeks was formed in 1991, and became known as ASCII
later on a prototype of the SNES. Jez San told Nin- Entertainment.
tendo that his team could only improve performance Over time the market once held by ASCII
or functionality of the demonstration if Nintendo al- Corporation shrunk considerably, and the company
lowed Argonaut to design custom hardware to ex- grew weaker in its market over time. In a complete
tend the SNES to have true 3D capability. Nintendo change, the market possessed by ASCII Entertain-
agreed, so San hired chip designers and made the ment (their US brand) grew considerably. Due to
Super FX chip. They originally codenamed it the this success, another brand was formed by the AS-
Mathematical Argonaut Rotation I/O, or “MARIO”, CII Corporation. This company was known as AS-
as is printed on the chip’s surface. So powerful was CII Game Entertainment Technology, and was com-
the Super FX chip used to create the graphics and monly abbreviated to Agetec. After just over a year,
gameplay, that they joked that the Super NES was Agetec was sold off and managed to survive thanks
just a box to hold the chip. to different company relationships.
In late October 2004, Argonaut Games called During March 2002, ASCII chose to cease
in receivers David Rubin & Partners, laid off 100 all game-based operations, and to return to their
employees, and was put up for sale. Lack of a con- original field of work: computer systems.
stant stream of publishing deals had led to cashflow
“giantbomb.com”
issues and a profit warning earlier that year.
392 • Developers

Atari, Inc. Atlus


Founded July 26, 1972 Type Kabushiki gaisha
Founders Nolan Bushnell Subsidiary
Ted Dabney Founded April 7, 1986 (Atlus Co., Ltd.)
Defunct July 1, 1984; 33 years ago September 5, 2013 (Sega Dream Corp.)
Fate Closed, properties sold Headquarters Setagaya, Tokyo, Japan
Successor Atari Corporation, Atari Games Parent Sega
Headquarters Sunnyvale, California, United States Employees 210 (2017)

Atari, Inc. was an American video game developer Atlus Co., Ltd. is a Japanese video game developer,
and home computer company founded in 1972 by publisher and distribution company based in Tokyo,
Nolan Bushnell and Ted Dabney. Primarily responsi- and a subsidiary of Sega. It is best known for devel-
ble for the formation of the video arcade and modern oping the Megami Tensei, Persona, Etrian Odyssey
video game industries, the company was closed and and Trauma Center series.
its assets split in 1984 as a direct result of the North Atlus began in April 7, 1986 as a video game
American video game crash of 1983. developer of computer games for other companies.
Atari was named after Japan’s centuries old In January 1987, Atlus started selling amusement
classic, Go. The term “atari” is used by Go players to equipment. It expanded into the sale of karaoke
politely inform their opponent that they are about to equipment in March 1989. Atlus released the first
be overrun. The company was created in 1972 with video game under its own name in 1989: Puzzle Boy
money earned by Bushnell’s first game Computer for the Game Boy.
Space. While this initial game was not considered Atlus started in the arcade industry in the
to be a success financially, it seeded the ideas for 1990s by manufacturing its first arcade video game,
the game Pong, which would become the first gam- BlaZeon, in 1992. In 1995, Atlus launched Print
ing classic the gaming industry would see. By most Club Arcades in partnership with Sega. In its goal
gaming historians, this is considered to be the true to further increase its presence in the amusement in-
birth of the gaming industry. dustry, Atlus acquired the manufacturer Apies from
Several financial problems would eventually Yubis Corporation in 1999. Atlus suffered from defi-
lead to the sale of Atari to Warner Communications cit financial results in both 1999 and 2000. To ad-
in 1976 for $28 - $32 Million (est .). dress the issue, Atlus established a management re-
In 1977 Atari was able to release what would form plan in 2001. In its restructuring efforts, Atlus
become their lasting legacy, the Atari 2600. sold two subsidiaries (one of them being Apies) to
In July of 1984, a $240 million deal was their respective employees as part of a management
struck between Atari and ex-head of Commodore, buyout.
Jack Tramiel, and all of Atari was sold except for the On 30 August 2010, Index Holdings an-
small coin-operated arcade business, Ataritel. Warn- nounced its merger with Atlus. Although fans were
er retained the arcade division, continuing it under concerned about the company’s future, CEO Shinichi
the name Atari Games and eventually selling it to Suzuki said that Atlus would continue to provide the
Namco in 1985. Warner also sold Ataritel to Mit- “finest quality game experiences possible” and the
subishi. merger “further strengthens the foundation of Atlus,
Atari would eventually be renamed Atari both in Japan and here in the United States.” After
Corporation and would never be able to regain con- the dissolution, the name Atlus continued as a brand
trol of the console market, or have the same amount used by Index Corporation for video game publish-
of clout that they had during the peak of the 2600’s ing until 2013. Atlus in its current incarnation was
popularity. founded as Sega Dream Corporation in September
“giantbomb.com” 2013, a new shell corporation established by Sega.
Developers • 393

Backbone Entertainment Banpresto


Founded February 19, 2003 Type Kabushiki gaisha
Predecessor ImaginEngine Subsidiary
Digital Eclipse Software, Inc. Founded April 1977
Headquarters California, United States April 1, 2008 (B.B. Studio)
Headquarters Shinagawa, Tokyo, Japan
Parent Bandai Namco Holdings

Backbone Entertainment is an American video game Banpresto Co., Ltd. is a Japanese toy company, and
developer based in Rancho Santa Margarita, Califor- a former game developer and publishing, headquar-
nia. tered in the Shinagawa Seaside West Building in
Backbone Entertainment is the result of a Shinagawa, Tokyo. The current iteration of the com-
2003 merger between Digital Eclipse Software and pany was formed on April 1, 2008, with the focus on
ImaginEngine. Digital Eclipse specialized in arcade the toy consumer business.
game emulation and handheld video games, and The original company was founded April
formerly had studios in Emeryville, California and 1977 as Hoei Sangyo, Co. Ltd.. During the 1980s
Vancouver, British Columbia. It was known for con- it worked mainly as a subcontractor for Sega and
versions of classic Williams Atari titles for modern its arcade division, and the company was renamed
home computer systems, such as Defender, Ms.Pac- Coreland in 1982. It started to be partially owned by
Man or Marble Madness, many of which were re- Bandai in 1989, when it gained its current name. It
leased in compilations. became a wholly owned subsidiary of Bandai Nam-
ImaginEngine specializes in children’s soft- co Holdings in March 2006.
ware, formerly having studios in San Francisco, Cal- Banpresto has created a variety of Japan-
ifornia and Boston, Massachusetts. The San Fran- only video games, most notably the Super Robot
cisco and Emeryville teams were combined at the Wars series. Other projects include anime tie-in
Emeryville location upon execution of the merger. games such as the Slam Dunk basketball games and
One of their first franchise projects as Back- Tenchi Muyou! Game Hen. Banpresto also made
bone Entertainment was Death Jr., for the PSP. They the Another Century’s Episode series, a collabora-
have also produced a sequel, Death, Jr. II: Root of tion with FromSoftware, and the Compati Hero se-
Evil, and a Nintendo DS version of the franchise en- ries of games which crosses over the Ultraman, Ka-
titled Death Jr. and the Science Fair of Doom. When men Rider and Gundam franchises. Banpresto also
Death Jr. was first announced, the CEO of Backbone makes several varieties of mechanical prize-winning
spoke on making DJ a full-featured franchise, with games. As Coreland, the company has produced a
comic books, a TV show, action figures, and more. number of games for Sega, including Pengo, 4-D
According to GameRankings, the average review Warriors and I’m Sorry.
score for the three games in the franchise is a 59%, Banpresto’s video game operations were ab-
with Death Jr. and the Science Fair of Doom scoring sorbed into Bandai Namco Games on April 1, 2008.
the lowest overall. As part of the merger, two of Banpresto’s subsidiar-
In 2005 the company merged with another ies, Pleasure Cast Co. Ltd and Hanayashiki Co. Ltd,
video game developer, The collective in Newport became Namco subsidiaries. Banpresto itself now
Beach, CA to form a new conglomerate, Foundation focuses on its prize machines business.
9 Entertainment.
An additional studio was formed in 2006 in
Charlottetown, Prince Edward Island, but was spun
out in 2007 to become Other Ocean Interactive.
394 • Developers

The Bitmap Brothers Blizzard Entertainment


Founded 1987 Formerly called Silicon & Synapse
Key people Mike Montgomery, MD (1991–1994)
Eric Matthews Chaos Studios, Inc.
Steve Kelly (1994)
Mark Coleman Founded February 8, 1991
Headquarters Wapping, United Kingdom Employees 4,700 (2012)
Website http://www.bitmap-brothers.co.uk/ Parent Activision Blizzard

The Bitmap Brothers are a UK based video game Blizzard Entertainment, Inc. is an American video
developer founded in 1987. The company entered game developer and publisher based in Irvine, Cali-
the industry in 1988 with the scrolling shooter Xe- fornia, and is a subsidiary of the American company
non. They quickly followed with Speedball. Prior to Activision Blizzard. The company was founded on
becoming the publisher of their own games (under February 8, 1991, under the name Silicon & Synapse
Renegade Software), early Bitmap Brothers titles by three graduates of the University of California,
were distributed by Image Works and Konami. Los Angeles: Michael Morhaime, Frank Pearce, and
The Bitmap Brothers were based in Wap- Allen Adham. The company originally concentrated
ping, East London and were privately owned. The on the creation of game ports for other studios be-
company’s MD was Mike Montgomery, who had fore beginning development of their own software in
founded the company together with Eric Matthews 1993 with games like Rock n’ Roll Racing and The
and Steve Kelly. Mike Montgomery later went on to Lost Vikings. In 1994 the company became Chaos
take sole control of the business. Studios, Inc., then Blizzard Entertainment, Inc. after
Mark John Coleman is a computer graphics being acquired by distributor Davidson & Associ-
developer who frequently worked with the Bitmap ates.
Brothers, and along with Dan Malone was respon- Shortly thereafter, Blizzard released Warcraft:
sible for the visual style that became a trademark Orcs & Humans. Blizzard created several other vid-
of the Bitmap Brothers’ games. Other key staff in- eo games, including Warcraft sequels, the Diablo
cluded Technical Director John Phillips, Art Direc- series, the StarCraft series, and in 2004 the massive-
tor John Kershaw, Business Development Director ly multiplayer online role-playing game World of
Ed Bartlett and Creative Director Jamie Barber. Warcraft. Their most recent projects include the first
The Bitmap Brothers became known for the expansion for Diablo III, Reaper of Souls, the online
high difficulty of their games. Montgomery later collectible card game Hearthstone, the sixth expan-
remarked that “all of the Bitmap Brothers games... sion for World of Warcraft, Legion, the multiplayer
they’re probably a bit too difficult. The reason for online battle arena Heroes of the Storm, the third and
that was we designed games that we wanted to play final expansion for StarCraft II: Wings of Liberty,
- for us it was actually quite hard to think that some- Legacy of the Void, and the multiplayer first-person
body would want to play something that’s easy.” The hero shooter Overwatch.
development team was voted Best 16-bit Program- On July 9, 2008, Activision merged with
mers of the Year at the Golden Joystick Awards. Vivendi Games, culminating in the inclusion of the
Speedball was also voted best 16-bit Game of the Blizzard brand name in the title of the resulting hold-
Year overall. ing company. On July 25, 2013, Activision Blizzard
After 2002 the company released ports of announced the purchase of 429 million shares from
several of their games for both the Game Boy Ad- majority owner Vivendi. As a result, Activision Bliz-
vance and Pocket PC platforms, and since then they zard became a completely independent company.
have been licensing their old games and properties
to several other companies.
Developers • 395

Bullfrog Productions Camelot Software Planning


Founded 1987 Formerly called Sega CD4
Founders Les Edgar Sega Software Planning
Peter Molyneux Founded 1990
Headquarters Guildford, United Kingdom employees 42 (2010)
Defunct 2001 Headquarters Tokyo. Japan
Fate Merged into EA UK Parent Sega (1990–1995)
Parent Electronic Arts (1995–2001) Website www.camelot.co.jp

Bullfrog Productions was a British video game de- Camelot was founded in 1990 as a division of Sega
veloper, founded in 1987 by Les Edgar and Peter known as Sega CD4 (Consumer Development Stu-
Molyneux. The company was based in Guildford. dio #4), soon changing their name to Sonic! Software
Bullfrog gained recognition in 1989 for their third Planning, which was formed to create, alongside
release, Populous, and is also well known for titles Climax Entertainment, Shining in the Darkness for
such as Theme Park, Magic Carpet, Syndicate, and the Sega Mega Drive/Genesis. The studio also de-
Dungeon Keeper. Bullfrog’s name was derived from veloped other successful games in the franchise, in-
an ornament in the offices of Edgar’s and Molyneux’s cluding Shining Force and Shining Force II. In 1995,
other enterprise, Taurus Impact Systems, Bullfrog’s Sonic! officially separated from Sega, but agreed to
precursor where Molyneux and Edgar were devel- continue developing games for the Shining series
oping business software. Bullfrog Productions was and to not release any games for rival systems that
founded as a separate entity after Commodore mis- would threaten the success of the Shining franchise.
took Taurus for a similarly named company. In 1995, there was a brief period where they
Electronic Arts, Bullfrog’s publisher, ac- worked for Sony Computer Entertainment in addi-
quired the studio in January 1995. Molyneux had be- tion to creating Shining products.
come an Electronic Arts vice-president and consult- By Shining Force III, the studio had begun
ant in 1994, after EA purchased a significant share of operating under its current name, Camelot Software
Bullfrog. Molyneux’s last project with Bullfrog was Planning. In late 1998, Sega began focusing their
Dungeon Keeper, and as a result of his dissatisfac- resources on the Dreamcast, leaving Camelot with
tion of the corporate aspects of his position, he left their final Shining Force III scenario, for the Sega
the company in July 1997 to found Lionhead Studi- Saturn, in jeopardy. Though the scenario was re-
os. Others would follow them to Lionhead, and some leased, Camelot decided to move away from Sega
founded their own companies, such as Mucky Foot completely and to establish a partnership with Nin-
Productions. After Molyneux’s departure, Electronic tendo.
Arts’ control over Bullfrog caused several projects The company then developed many Mario
to be cancelled—in 2001 Bullfrog was merged into sports games, including Mario Golf, and Mario Ten-
EA UK and ceased to exist as a separate entity. Bull- nis, as well as the Golden Sun series of role-playing
frog titles have been looked upon as a standard for games.
comparison and have spawned numerous spiritual The creation of the Mario character, Waluigi,
sequels. can be attributed to Camelot Software, after Nin-
The final title released under the Bullfrog tendo requested a “Wario-like” counterpart for Luigi
brand, Theme Park Inc, was published in 2001. By during the development of Mario Tennis.
the time the game was in development, most of the
Bullfrog teams had become part of EA UK, and
much of the development was handled by another
company.
396 • Developers

Capcom CAVE
Founded May 30, 1979 Founded June 15, 1994
Founder Kenzo Tsujimoto Headquarters Shinjuku, Tokyo, Japan
Owner Tsujimoto family Total assets JP¥ 874,251,193 (2012)
Headquarters Chūō-ku, Osaka, Japan Employees 158 (2012)
Revenue Increase $239.6 million (2014) Subsidiaries
Employees 2,811 (2017) Beads Mania (merged on June 1, 2008)
Mini4WD Networks Co., Ltd. (44.8% stake)

Capcom Co., Ltd. is a Japanese video game develop- CAVE Interactive CO., acronym for “Computer Art
er and publisher known for creating multi-million- Visual Entertainment”, is a Japanese video game
selling franchises such as Mega Man, Street Fighter, company founded in 1994 by former employees of
Resident Evil, Devil May Cry, Ace Attorney, and Toaplan following its bankruptcy. They are known
Monster Hunter as well as games based on the Dis- primarily for their “bullet hell” shoot ‘em ups; from
ney animated properties. Established in 1979, it has 1995 up to 2010, CAVE was one of the most pro-
become an international enterprise with subsidiaries lific shoot ‘em up developers in the Japanese mar-
in North America, Europe, and East Asia. ket. Alongside this, CAVE has produced a variety of
The original companies that spawned Cap- other types games for arcades, home consoles, PCs,
com’s Japanese branch were I.R.M Corporation as and smartphones, also dating back to 1995.
well as its subsidiary Japan Capsule Computers Co., Key staff members include Tsuneki Ikeda
Ltd., both of which were devoted to the manufac- (director and COO) and Makoto Asada (game de-
turing and distribution of electronic game machines. velopment department head) who left the company
The name Capcom is a clipped compound of “Cap- in 2013. On January 24, 2014, community manager
sule Computers”, a term coined by the company to “Masa-King” announced that the Cave-World Twit-
describe the arcade machines it solely manufactured ter and blog were shutting down on February 28,
in its early years, designed to set themselves apart 2014, terminating all existing English social media
from personal computers that were becoming wide- presence in the west.
spread at that time. The word capsule alludes to how CAVE’s arcade titles have used various ar-
Capcom likened its game software to “a capsule cade boards over the years. Earlier titles used a
packed to the brim with gaming fun”, as well as to CAVE-designed board based on a Motorola 68000
the company’s desire to protect its intellectual prop- CPU, with later releases moving over to the PGM
erty with a hard outer shell, preventing illegal copies (Poly Game Master) hardware, and then, starting
and inferior imitations. with Mushihimesama, onto boards based on the Hi-
In the first few years after its establishment, tachi SH-3 CPU. CAVE dabbled in PC-based hard-
the Japanese branch of Capcom had three develop- ware for Deathsmiles II, but switched back to SH-3
ment groups referred to as “Planning Rooms”, led for later titles.
by Tokuro Fujiwara, Takashi Nishiyama and Yoshiki Since 2006, CAVE has hosted CAVE Mat-
Okamoto, respectively. Later, games developed suri, a yearly festival in which several announce-
internally used to be created by several numbered ments regarding company affairs are made. Also,
“Production Studios”, each assigned to different some titles are offered exclusively at this event such
games. Starting in 2002, the development process as Mushihimesama Cave Matsuri ver 1.5.
was reformed to better share technologies and exper- Within the Guinness World Records, Cave
tise, and all of the individual studios were gradually holds the record for the “most prolific developer of
restructured into bigger departments responsible for danmaku shooters”, having released 48 games in the
different tasks. genre since 1995 as of October 2010.
Developers • 397

Climax Studios Codemasters


Founded 1988 Founded 6 August 1986
Founder Karl Jeffery Founders Richard Darling
Headquarters England, United Kingdom David Darling
Website www.climaxstudios.com Headquarters Southam, England
Aliases The Climax Group Employees ~400
Climax Solent Parent Reliance Entertainment
Climax Action Website codemasters.com

Climax Studios is an independent development stu- The Codemasters Software Company Limited (for-
dio founded in 1988 by Karl Jeffery in Portsmouth, merly Electric Games Company Limited), doing
Hamshire. The studio has developed numerous li- business as Codemasters, is a British video game
censed games, and is perhaps best known for its two developer and publisher founded by David Darling
entries in Konami’s Silent Hill franchise - 0rigins and his brother Richard in 1986. Headquartered in
and Shattered Memories - and the prolific output of Southam, Warwickshire, Codemasters is one of the
its racing studio in the early 2000s, which included oldest British game studios, and in 2005 was named
Sony’s ATV Offroad Fury series and the THQ-pub- the top independent games developer by Develop
lished MotoGP games. Most recently, the studio has magazine.
developed the XBLA title Bloodforge and down- Established on 6 August 1986 by Richard
loadable Vita puzzler Smart As. Darling and David Darling (who worked previously
Climax Studios was, in the early 2000s, one for Mastertronic), Codemasters established them-
of many studios in The Climax Group, a collective selves in the growing ZX Spectrum market, mostly
of independent studios. The empire began when Cli- with action games that required the player to solve
max Studios - who, during this time, rebranded their simple puzzles by combining different objects, such
development staff as Climax Solent after the strait in as the Dizzy series. While rooted in the ZX Spec-
the vicinity of where they are based - purchased Syr- trum, Codemasters did not write exclusively for this
ox Developments and reestablished them as Climax computer. They also released software (including
London; they were soon followed by Climax Hand- the Dizzy series) for the Commodore 64, Commo-
held Games (originally a division of Climax London dore 16, BBC Micro, Acorn Electron, Amstrad CPC,
staffed by former members of Crawfish Interactive Atari 8-bit, Commodore Amiga and Atari ST.
that became further ingrained in Climax London as As the 8-bit computer market diminished,
the studio shifted focus to handheld development), Codemasters turned to developing for the 8-bit and
Climax Brighton (a.k.a., Climax Racing) and an 16-bit console markets, as well as moving away from
American branch in Climax LA. However, financial their budget title legacy to more full-price games on
issues and restructuring ultimately led to the number the 16-bit computers. They had major success with
of Climax-branded studios being whittled back the Micro Machines series and Pete Sampras Tennis
down to one. Climax Racing was rebranded as Black on the Sega Mega Drive.
Rock Studio and sold to Disney in 2006; Climax LA In the last years Codemasters have since con-
was closed in 2007 after the troubled development tinued to release titles for later generation systems,
of Silent Hill: Origins forced the Solent branch to such as the TOCA Touring Car series, Colin McRae
take over the project; Climax London, along with Rally series, Brian Lara Cricket series and Operation
the Solent branch, was rebranded Climax Action in Flashpoint.
2004 in an effort to unify the development efforts of In April, 2016 Codemasters started a studio
both studios, a move that eventually saw the London based in Runcorn consisting of former Evolution
branch merged with the Solent branch and shuttered. Studios developers, who’s most recent creation was
“giantbomb.com” Driveclub.
398 • Developers

Core Design CRI Middleware

Founded 13 May 1988 Founded 1983


Parent CentreGold (1994–1996) Type Kabushiki gaisha
Eidos Interactive (1996–2006) Headquarters Tokyo, Japan
Rebellion Developments (2006–2010) Website www.criware.com/en
Defunct March 2010 Industry Computer and video games
Fate Closed by parent Products Audio and video middleware
Headquarters Derby, England for video game consoles

Rebellion (Derby) Ltd (formerly Core Design Lim- CRI Middleware Co. Ltd., formerly known as CSK
ited) was a British video game developer based in Research Institute Corp., was set up to function as a
Derby, England. The company was acquired by um- research institute for the CSK group in 1988, whose
brella company CentreGold in 1994, which in turn primary holding was Sega. That year, the company
was acquired by Eidos Interactive in April 1996. developed Japan’s first CD-ROM software: After
Following the latter acquisition, Core Design was re- Burner for the Fujitsu FM Towns console. Using its
organised as a subsidiary of Eidos Interactive, while skills gained in CD-ROM technology, in 1993 the
other CentreGold components were either closed or institute took part in the development of the Sega
sold off. In May 2006, the Core Design personnel Saturn. CRI developed the Saturn’s BIOS file sys-
and assets were acquired by Rebellion Develop- tem, development tools and supplied technical sup-
ments, and the company became Rebellion Derby. port for the system. In 1996, CRI Sofdec (formerly
Based in the city of Derby, England, Core CRI MPEG Sofdec) and CRI ADX are developed.
Design was founded in 1988 by Chris Shrigley, Andy Apart from doing research into new media and for-
Green, Rob Toone, Terry Lloyd, Simon Phipps, Dave mats and developing support tools for the software
Pridmore, Jeremy Heath-Smith, Kevin Norburn industry (mainly Sega and its third parties), it did
and Greg Holmes. Most were former employees of also do some games development itself for the Sega
Gremlin Graphics. The studio was part of distribu- Mega Drive, Mega CD, Sega 32X, Sega Saturn and
tion company CentreGold when it was acquired by Sega Dreamcast.
Eidos Interactive in 1996. Eidos subsequently sold On September 30, 1999, CSK sold its 100%
most of CentreGold, but retained U.S. Gold, the interest in CSK Research Institute Corp. by Sega to
owners of Core Design. Core had a brief history of Isao Okawa for $853 million. The sales price was
producing titles for the Sega consoles, such as Thun- based on an appraisal performed by a third party.
derhawk for Mega-CD and the original Tomb Raider When Sega was splitting of its divisions into sepa-
game for the Saturn. rate companies in 2000, CRI merged with the AM2
The company is widely known for the Tomb division. As part of the deal, the merged company
Raider series. The first game was created by Toby gained the rights to Shenmue series.
Gard and Paul Howard Douglas, which was released CRI Middleware logo.
in 1996 and followed by several sequels. The suc- In 2001, Sega turns to multi-platform devel-
cess of Tomb Raider and its subsequent sequels opment. As a result, when the game developers move
played a huge part in keeping Eidos Interactive fi- to Sega AM2, the CRI was rebranded as the middle-
nancially solvent. After the successful Saturn debut ware developer CRI Middleware Co. Ltd. Their cus-
of the original Tomb Raider a full month and a half tomers since this move have included high-profile
ahead of the PlayStation version, Sony decided to clients such as Microsoft, Electronic Arts, Nintendo,
use the brand to boost sales of its own console. In Capcom, Konami, Namco Bandai Games, Atari In-
September 1997, Sony’s U.S. arm, SCEA, signed an fogrames, Sony Computer Entertainment, Square
exclusivity deal with Eidos to keep the franchise on Enix, and Bungie.
their consoles. “segaretro.org”
Developers • 399

Cryo Interactive Crystal Dynamics


Founded 1992 Founded July 8, 1992
Defunct October 2002 Founder Judy Lang
Fate Bankruptcy, assets acquired by Madeline Canepa
DreamCatcher Interactive David Morris
Subsidiaries Cryo Studios North America Owner Square Enix
Headquarters Paris, France Headquarters California, United States
Website crystald.com

Cryo Interactive Entertainment was a French video Crystal Dynamics, Inc. is an American video game
game development and publishing company found- developer that was founded in 1992. It was acquired
ed in 1992, but existing unofficially since 1989 as a by Eidos Interactive in 1998. After Square Enix’s ac-
developer group under the name Cryo. It was formed quisition of Eidos in 2009, it became a subsidiary of
by members of ERE Informatique who left Info- Square Enix. The company’s mascot was the video
grames (proprietor of ERE since 1986) — among game character Gex the Gecko.
these were Philippe Ulrich, Rémi Herbulot and Jean- Crystal Dynamics was formed on 8 July 1992
Martial Lefranc. by Sega veterans Judy Lang, Madeline Canepa, and
The first game developed under the Cryo In- Dave Morse. Crystal was the first licensed developer
teractive moniker was the hit Dune, which granted for 3DO, a gaming hardware platform simultane-
the newly formed software company both public- ously funded by Kleiner Perkins. In 1993, Strauss
ity and funding for further games under Virgin until Zelnick, president of 20th Century Fox’s film stu-
1996, when Cryo started self-publishing inside the dio, was hired to run Crystal Dynamics. This made
European market, and in North America through national news and helped to touch off the frenzy of
then partially owned Canadian publisher Dream- multimedia investments of the mid-1990s. A 1993
Catcher Interactive. editorial in Electronic Gaming Monthly declared
Cryo made its name mostly through adapta- that “the hottest new video game company on the
tions of already existing stories (such as Riverworld, upscale scene is definitely Crystal Dynamics.”
based on Philip José Farmer’s novel and Ubik by Due chiefly to the unexpectedly slow growth
Philip K. Dick) or those based on historical scenarios of the next generation gaming market, Crystal Dy-
(like KGB, a game set days before the dissolution of namics’s massive expansion in its early years failed
the Soviet Union and several games based in Atlan- to pay off. In 1996 new CEO Ted Ardel announced
tis, Ancient Egypt, Qing Dynasty’s China and Louis the company was cutting one third of its workforce
XIV’s France, developed with Cryo’s Omni3D en- and stepping aside as a publisher to focus strictly on
gine). Although most of the post-Virgin games man- games development.
aged to capture and stay true to the original settings, Crystal Dynamics had been most known for
poor interfaces and the lack of worldwide distribu- developing Legacy of Kain and Gex, but in 2003,
tion turned little profit from each game. the studio was also entrusted the development of the
In July 2002, not long after Frank Herbert’s best-selling Tomb Raider franchise after its origi-
Dune flopped, Cryo’s situation was no longer sus- nal developer, Core Design, failed to gain critical
tainable, and the company was declared bankrupt. or commercial success with their later Tomb Raider
After much negotiation, most of the assets and de- games, and released its first game in the series in
velopment teams of Cryo Interactive were absorbed 2006, Tomb Raider: Legend, which was the fastest
by DreamCatcher Interactive, forming the base for selling game in the entire series, selling 4.5 million
DreamCatcher Europe. units worldwide. In 2009, Crystal Dynamics laid
On 20 October 2008 Microïds acquired the off over 30 employees to refocus their efforts on the
brands and intellectual property of Cryo Interactive. Tomb Raider games only.
400 • Developers

Culture Brain Data East


Founded 1980 Founded April 20, 1976
Headquarters Katsushika, Tokyo, Japan Founder Tetsuo Fukuda
Industry Video games Defunct June 25, 2003
Total equity ¥192 million (2007) Fate Bankruptcy
Website www.culturebrain.co.j Headquarters Suginami, Tokyo, Japan
Total equity ¥282.5 million (2001)

Culture Brain is a small Japanese developer/publish- Data East Corporation, also abbreviated as DECO,
er of DS titles that was once known for some unique was a Japanese video game and electronic engineer-
hybrid titles on the NES, SNES and GB. ing company. The company was in operation from
Culture Brain was founded in 1980 as Nihon 1976 to 2003, and released 150 video game titles.
Game Corporation. In 1981, a subsidiary to handle Data East was founded on April 20, 1976 by
the sales operations of the company was established. Tokai University alumnus Tetsuo Fukuda. Data East
Its first video games were arcades games, with titles developed and released in July 1977 its first arcade
such as Shanghai Kid and Chinese Hero that were game Jack Lot, a medal game based on Blackjack for
manufactured under “Taiyo Systems” trademark. In business use. This was followed in January 1978 by
1987, it transitioned from arcade to console video Super Break which was its first actual video game.
games and renamed itself “Culture Brain”. The com- More than 15 arcade games were released by Data
pany has also alternatively used the brand “Micro East in the 1970s.
Academy” in the mid-1980s. Data East established a U.S. division in
In North America, Culture Brain is mostly 1979, after its chief competitors Sega and Taito had
known for its six video games for the NES and its already established a market presence. In 1980, Data
three for the Super NES. Two of those games, The East published Astro Fighter which became its first
Magic of Scheherazade and Flying Warriors, were major arcade title. While making games, Data East
strongly redesigned by Culture Brain USA (the com- released a series of interchangeable systems compat-
pany’s division in Redmond, Washington) to better ible with its arcade games, notably the DECO Cas-
appeal North American consumers. sette System which soon became infamous among
Culture Brain was distinct for its innovative users due to technical problems. Data East dropped
gameplay and its mixture of role-playing video game the DECO Cassette by 1985.
elements with either action or adventure. However, Data East continued to release arcade video
like many other Japanese video game companies, games over the next 15 years following the video
Culture Brain ceased its operations in the United game crash of 1983. Some of its most famous coin-
States in the 1990s. Ever since the demise of Culture op arcade games from its 1980s heyday included
Brain USA, video games developed by the parent Karate Champ, Heavy Barrel, BurgerTime, Bump
company have rarely made it in America. An excep- ‘n’ Jump, Karnov and Atomic Runner Chelnov.
tion of the latter situation is the Nintendo 64 version In 1981, three staff members of Data East
of Flying Dragon which was published by Natsume. founded Technōs Japan, who then supported Data
Culture Brain also ran until 2003 a profes- East for a while before becoming completely inde-
sional school, the Culture Brain Art Institute. pendent.
In 2016, the company was renamed Culture Most of Data East’s intellectual properties
Brain Excel and the website’s URL was changed to were acquired in February 2004 by G-Mode, a Japa-
the new name. The longtime Culture Brain logo was nese mobile game content provider.
instantly dropped and will be replaced by a new logo
that was scheduled to be unveiled in 2017.
Developers • 401

Eidos Interactive Electronic Arts


Founded January 1, 1990 Founded May 27, 1982
Headquarters Wimbledon, London Founder Trip Hawkins
Owner Square Enix Headquarters Redwood City, California, U.S.
Aliases Square Enix Europe Key people Larry Probst (Chairman)
Eidos Interactive Limited Andrew Wilson (CEO)
Website www.eidos.co.uk Employees 8,800 (2017)
Website ea.com

Eidos was an English based developer and publisher Electronic Arts (EA) is an international developer,
behind such games as Tomb Raider, Age of Conan, marketer, publisher and distributor of video games.
and Hitman. Since a buyout from Square Enix, the The company has sparked controversies over its ad-
company is now know as Square Enix Europe. vertising efforts, microtransactions, and acquisition
Following the business deal, games devel- of other studios.
oped by the company will still carry the Eidos name Founded and incorporated on May 28, 1982
but games published by the company will carry the by Trip Hawkins, the company was a pioneer of
new Square Enix Europe label. the early home computer games industry and was
The most successful franchises to come out notable for promoting the designers and program-
of the company have been the Tomb Raider and mers responsible for its games. Originally, EA was
Hitman series of games. Both series have received a home computing game publisher, however in the
generally positive reviews, and the original Tomb late 1980s, the company began developing games
Raider is revered as a classic game of the original in-house and began to support consoles by the early
Playstation’s life cycle. 1990s. EA later grew via acquisition of several suc-
While many publishers have been implicated cessful developers, and by the early 2000s, EA had
in meddling with the press to obtain good review become one of the world’s largest third-party pub-
scores and the possible sales boost that can come lishers.
from that, Eidos in particular has received much Electronic Arts is one of the most significant
criticism over the years for their interference with third-party publishers for Sega consoles - the Sega
the critical process. Perhaps their most infamous Mega Drive being EA’s main console of choice for
review controversy, in November 2007, Eidos was the first half of the 1990s. Initially EA had planned to
implicated in being involved in the firing of Jeff Ger- avoid direct contact with Sega, reverse-engineering
stmann, former Editorial Director of CNET’s Game- the Mega Drive which later formed a barganing chip
spot. Gerstmann gave Eidos’ major release for that for securing a better deal for EA as a third-party de-
fall, IO Interactive’s Kane & Lynch: Dead Men, a veloper than rival firms. EA would go on to make
6.0 out of 10. Shortly following, he was let go from huge gains on consoles, particularly when it came to
his Gamespot position. Insider sources claimed that sports games (starting with John Madden Football
Gerstmann had been fired for giving the game a low in 1990), and supported the Mega Drive until 1997 -
score after Eidos complained to CNET. well after others had abandoned the system.
In February 2009, word came out that Square EA supported the Sega Saturn, but its refusal
Enix Holdings Co. Ltd. had come to an agreement to to support the Dreamcast in favor of preparing titles
purchase the financially struggling Eidos for roughly for the PlayStation 2 is seen by some as a contribut-
$120 million. Throughout the remainder of February ing factor to the console’s failure.
and March, support was gained by many sharehold- Currently, EA develops and publishes games
ers, including Warner Bros., for the purchase. under several labels including EA Sports titles FIFA,
Madden NFL, NHL, NCAA Football, NBA Live,
“giantbomb.com” and SSX. “segaretro.org”
402 • Developers

Enix Fill-in-Cafe
Type Kabushiki gaisha Founded 1987 (as Team Cross Wonder)
Founded September 22, 1975 Defunct 1998
Founder Yasuhiro Fukushima (Active CEO) Headquarters Japan
Fate Merged with Square Key people Masatoshi Imaizumi
Successor Square Enix Kanta Watanabe
Headquarters Shibuya, Tokyo, Japan Masaki Ukyo
Employees 134 (2002) Keishi Yonao

Enix Corporation was a Japanese video game pub- Fill-in-Cafe was a video game developer that was
lisher that produced video games, anime and manga. founded in Japan in 1987. They are best known for
Enix is known for publishing the Dragon Quest se- creating the Asuka 120% BURNING Fest. franchise,
ries of role-playing video games. as well as Mad Stalker: Full Metal Forth.
Enix was founded on September 22, 1975 as In 1987, Fill-in-Cafe was founded as Team
Eidansha Boshu Service Center by Japanese archi- Cross Wonder, and later renamed itself as “Fill-in-
tect-turned-entrepreneur Yasuhiro Fukushima. The Cafe” in 1989 and incorporated in 1991. They first
company initially published tabloids that advertised developed Metal Sight for the Sharp X68000 under
real estate. the Team Cross Wonder label, followed by develop-
In February 1980, Eidansha Boshu Service ing Neural Gear under the Fill-in-Cafe label. Later,
created a wholly owned subsidiary for the purpose they hired several more companies like Intec and
of specializing in real estate trading and brokerage. Family Soft to publish their products. In 1994, they
This new subsidiary would take on the name of Ei- became successful with the release of the Asuka
dansha Systems in August 1981. The following year, 120% BURNING Fest. franchise, as well as with
in August 1982, Eidansha Systems was renamed Mad Stalker: Full Metal Forth and its multiple ver-
Enix Corporation. The name “Enix” is a play on the sions.
words “phoenix”, a mythical bird that is reborn from In 1998, Fill-in-Cafe filed for bankruptcy.
its own ashes, and “ENIAC”, the world’s first digital Some planned titles were canceled, such as a sequel
computer. to Panzer Bandit and an untitled, enhanced arcade
After a failed attempt of Eidansha Boshu port of the Asuka 120% BURNING Fest. Limited
Service to go nationwide in 1982, its newly estab- with Kaneko being the arcade publisher. Shortly af-
lished Enix subsidiary began a foray into the gam- terward, Success Corporation became in charge of
ing market by holding a personal computer game developing Asuka 120% BURNING Fest. Final and
programming contest. One of the winners was Love Asuka 120% BURNING Fest. Return after their re-
Match Tennis, created by Yuji Horii. It would go lationship with Fill-in-Cafe and Datam Polystar in
to become one of the company’s first PC releases. developing and publishing titles together, such as
Another winner was the puzzle game Door Door by Makeruna! Makendō 2: Kimero Youkai Souri for in-
Koichi Nakamura, which would become one of the stance.
company’s better known home computer titles. Na- After bankruptcy, Family Soft bought the
kamura would stay on board as one Enix’s key pro- rights to most of its developed library, including its
grammers. only self-published title Community POM. Kanta
The company merged with its competitor Watanabe and Masaki Ukyo moved to Treasure while
Square in 2003 to form Square Enix, in order to mu- Masatoshi Imaizumi moved to establish R.U.N (Re-
tually decrease development costs and to compete lease Universe Network). Masaki Ukyo later joined
with foreign developers. R.U.N with Imaizumi.
Developers • 403

Funcom Gainax
Founded 1993 Industry Animation (Anime)
Headquarters Oslo, Norway Founded December 24, 1984
Key people Rui Casais (CEO) Headquarters Mitaka, Tokyo, Japan
Employees 100 Key people Hiroyuki Yamaga (President)
Website funcom.com Website www.gainax.co.jp
Aliases Funcom Oslo A/S

Funcom Oslo AS (formerly Funcom Productions GAINAX Co., Ltd. is a Japanese anime studio fa-
AS) is a Norwegian video game developer specializ- mous for productions such as Gunbuster, The Wings
ing in online games. It is best known for the MMOR- of Honneamise, Nadia: The Secret of Blue Water,
PG titles Age of Conan, Anarchy Online, The Secret Neon Genesis Evangelion, Magical Shopping Ar-
World and The Longest Journey series of adventure cade Abenobashi, FLCL, Gurren Lagann and Panty
games. The company has offices in Oslo, Norway & Stocking with Garterbelt, which have garnered
and North Carolina, US. They previously also had critical acclaim and been commercially successful.
offices in Beijing, Dublin and Montreal. The studio was formed in the early 1980s as
In March, 2007, Funcom stopped releasing Daicon Film by university students Hideaki Anno,
games on CD and DVD, and started to use digital Yoshiyuki Sadamoto, Hiroyuki Yamaga, Takami
distribution completely. This was done because of Akai, Toshio Okada, Yasuhiro Takeda and Shinji
financial losses due to piracy of their games. Higuchi. Their first project was an animated short
In September of 2008, one of the founders for the 20th Annual Japan National SF Convention,
and game director of Age of Conan, Gaute Godager, also known as Daicon III, held in 1981 in Osaka,
left Funcom because he was dissatisfied with parts Japan. Though the short had an ambitious scope, the
of Age of Conan. animation was rough and low-quality.
In February of 2009 Funcom reported finan- The group made a much bigger splash with
cial losses of approximately $23 million in Q4 of the short they produced for the 22nd Annual Japan
2008, and the unsuccessful launch of Age of Conan National SF Convention, Daicon IV, in 1983. The
was largely to blame. An analyst at DnB NOR, esti- Daicon IV short firmly established Daicon Film as
mated that around 100,000 people were playing the a talented new anime studio (albeit small and with
game immediately after launch. This was far below only 20 million yen or about US$200,000). The stu-
what Funcom had expected. dio changed its name to Gainax in 1985, basing the
On September 1, 2009, Funcom announced term “Gainax” on an obscure Tottori Prefecture term
that they were opening a new studio in Montreal, for “giant”, with the English suffix -x added because
Canada. The new studio is currently working on it sounded “good and was international”.
their latest MMO, The Secret World, and was also During 1988, Gainax produced a number of
the developer of the Age of Conan expansion, Rise items such as garage kit and adult video games (a
of the Godslayer. Shortly after the announcement of major earner which kept Gainax afloat on occasion,
the new studio Funcom reduced their staff by 20%. though they were sometimes banned).
In August of 2012 Funcom announced the Gainax has also produced a number of com-
layoff of half of its employees due to the lackluster puter games, including a strip mahjong game featur-
performance of The Secret World. Funcom blames a ing Evangelion characters and its most famous, the
poor Metacritic score and the launch of Diablo 3 for Princess Maker series (later adapted as Puchi Puri
The Secret World’s unsuccessful launch. Yūshi).
404 • Developers

Genki Gremlin Interactive


Type Kabushiki gaisha Founded 2 April 1984
Founded October 16, 1990 (original company) Founder Ian Stewart
February 26, 2008 (current company) Kevin Norburn
Headquarters Nakano, Tokyo Defunct 2003
Key people Hiroshi Hamagaki (President) Fate Dissolved by parent
Website www.genki.co.jp (en) Successor Sumo Digital
Headquarters Sheffield, England

Genki Co., Ltd. is a Japanese developer of computer Infogrames Studios Limited (formerly Gremlin
and video games. It was founded in October 1990 by Graphics Software Limited and later Gremlin Inter-
Hiroshi Hamagaki and Tomo Kimura, who left Sega active Limited) was a British software house based
to form the company. The company is best known in Sheffield, working mostly in the home computer
for its racing game titles. According to MobyGames, market. Like many software houses established in
the company logo is a picture of Hiroshi Hamagaki, the 1980s, their primary market was the 8-bit range
drawn by his son when he was 3 years old. of computers such as the ZX Spectrum, Amstrad
In its early years, Genki dabbled in a few dif- CPC, MSX, Commodore 16 and Commodore 64.
ferent genres, looking for its niche. On one end of The company was acquired by French video game
the spectrum, there was Devilish, a game similar to publisher Infogrames in 1999, and was renamed
Arkanoid that was released for Sega’s Game Gear Infogrames Studios in 2000. Infogrames Studios
and Mega Drive systems in 1991. On the other end, closed down in 2003.
there was Kileak: The DNA Imperative, a first-per- The company, originally a computer store
son mecha shooting game for the PlayStation which called Just Micro, was established as a software
was released in 1995. house in 1984 with the name Gremlin Graphics
Genki found its niche in 1994 with the re- Software Ltd by Ian Stewart & Kevin Norburn.
lease of Shutokō Battle ‘94 Keichii Tsuchiya Drift Gremlin’s early success was based on games such
King for the SNES—the first in a long-running se- as Wanted: Monty Mole for the ZX Spectrum and
ries of racing games. Shutokou Battle 2 followed Thing on a Spring for the Commodore 64.
one year later, in 1995, and was also for the SNES. In 1994, it was renamed as Gremlin Interac-
Within the same year, Genki shifted towards tive, now concentrating on the 16-bit, PC and con-
developing 3D games, continuing the Shutokou Bat- sole market. Gremlin enjoyed major success with the
tle series with Highway 2000 on the Sega Saturn. Zool and Premier Manager series in the early 1990s,
Genki also produced major titles for both the Play- and then with Actua Soccer, the first football game in
Station and Nintendo 64 consoles in the following full 3D; other successful games included the Lotus
two years. racing series; a futuristic racing game, Motorhead; a
In 2010, Genki created an alternate reality stunt car racing game, Fatal Racing (1995); and the
game division called Genki ARG, to replace the cur- 1998 flight simulator Hardwar.
rently discontinued Genki Racing Project. This divi- In 1997, Gremlin acquired DMA Design
sion was closed in late of March 2012. (creators of Grand Theft Auto and Lemmings). After
The Shutokou Battle series was recently re- 1999, they themselves were bought by Infogrames
vived with a Mobage version for mobile phones re- and renamed “Infogrames Sheffield House”, for a
leased in 2017. This is the first Shutokou Battle game reported fee of around £24 million, but the studio
after GRP was discontinued. The same year, however, closed in 2003. The building they latterly occupied
Genki announced that they were discontinuing the near Devonshire Green has since been demolished
service, to be shut down in late of that year. when Infogrames Sheffield House was supposed to
be renamed “Atari Sheffield House”.
Developers • 405

Gust Hudson Soft


Founded October 1, 1993 (as Gust Co. Ltd) Founded May 18, 1973
July 28, 2014 (as Gust) Founders Yuji Kudo
Headquarters Nagano, Nagano, Japan Hiroshi Kudo
Key people Aoyagi Kazuo Defunct March 1, 2012
Parent Independent (1993–2011) Fate Merged into Konami Digital Ent.
Koei Tecmo (2011–present) Parent Konami
Website www.gust.jp Employees 421 (2011)

Gust Co. Ltd. is a video game developer and divi- Hudson Soft Co., Ltd, commonly known by its brand
sion of Koei Tecmo Holdings, known for their Atel- name Hudson, was a Japanese video game company
ier and Ar tonelico series. that released numerous games for video game con-
Gust Co. Ltd. was founded in 1993 in Na- soles, home computers and mobile phones, mainly
gano, Japan, as the first game software house in from the 1980s to the 2000s. It was headquartered
Nagano Prefecture. The company began by creat- in the Midtown Tower in Tokyo Midtown, Akasaka,
ing dôjinshi games for personal computers. Its first Minato, Tokyo, Japan, with an additional office in
project was Story of King Ares for the NEC personal the Hudson Building in Sapporo.
computer. In 1994 the company became an official Hudson Soft was founded in Toyohira-ku,
developer for the PlayStation console, and its first Sapporo, Japan on May 18, 1973 by brothers Yuji
PlayStation product was the simulation game Falk- and Hiroshi Kudo. The founders grew up admiring
ata. In 1997, Gust released Atelier Marie, the first trains, and named the business after their favorite,
game in the long-running, popular, and iconic Atel- the Hudson locomotives (called the “4-6-4”, and es-
ier series. Since then the company has released sev- pecially Japanese C62). Initially, it dealt with per-
eral successful games for various home and portable sonal computer products, but later expanded to the
video game systems. On 7 December 2011 the finan- development and publishing of video games, mobile
cial news source Nikkei reported that Tecmo Koei content, video game peripherals and music record-
had bought all shares of the company from the stake- ing. Primarily a video game publisher, it internally
holders for 2.2 billion yen with the intention to make developed many of the video games it published,
social games of Gust’s Atelier console role-playing as well as a few published by other companies. It
game franchise. is known for series such as Bomberman, Adventure
It was announced on July 28, 2014 that Gust Island, Bloody Roar, and Bonk.
will be absorbed by its parent company Koei Tecmo Hudson Soft made the TurboGrafx-16 in as-
on October 1, 2014, and will continue to develop ex- sociation with NEC, to compete against Nintendo,
isting game series and new intellectual properties as Sega, and SNK, while continuing making games on
“Gust Nagano Development Group”. other platforms, as a second-party developer.
In 2015, Gust released a new site called Hudson Soft ceased to exist as a company
“Gust Social” exclusively for its social games, start- on March 1, 2012, and merged with Konami Digital
ing with Nights of Azure, Atelier Sophie and Ciel Entertainment who was the surviving entity. Despite
Nosurge as the first advertised, for the purpose of the demise of Hudson Soft, Konami had intended for
improving communication with fan feedback. The products and services to continue being developed
website allows for fans to make a Gust ID account and offered under the Hudson brand. The Hudson
which allows them to participate in surveys, buy website was even initially retained and maintained
products from the Gust online store, and a variety by Konami. In practice, however, there was no sig-
of other related content. Additionally, the Gust So- nificant action from Konami with the Hudson brand,
cial serves as an active news site for its new social save for some re-releases on the Virtual Console.
games.
406 • Developers

id Software Iguana Entertainment


Founded February 1, 1991 Founded August 14, 1991
Parent ZeniMax Media Founders Jeff Spangenberg (CEO & President)
Headquarters Richardson, Texas, U.S. Beth Spangenberg (CFO)
Employees 200 + (2012) Darrin Stubbington (VP)
Divisions id Software Frankfurt Matt Stubbington (Art Director)
Website idsoftware.com J. Moon (Development Manager)
Defunct September 1, 2004

id Software LLC is an American video game devel- Iguana Entertainment (later Acclaim Studios Austin)
oper headquartered in Dallas, Texas. The company was an American video game developer from 1991
was founded by four members of the computer com- to 2004 best known for developing the Turok series
pany Softdisk, programmers John Carmack and John and the home console versions of NBA Jam.
Romero, game designer Tom Hall, and artist Adrian Iguana Entertainment was first incorporated
Carmack (no relation to John Carmack). Business in California, in 1991, by Jeff Spangenberg. Prior to
manager Jay Wilbur was also involved. incorporating Iguana Entertainment, Mr. Spangen-
id Software’s history starts at Softdisk, an berg had run Punk Development. Based in Sunny-
Apple II disk magazine company. At a board meet- vale, Punk Development was the product develop-
ing at Softdisk in 1990, John Carmack introduced ment arm of RazorSoft, Inc., an Oklahoma-based
a groundbreaking technique to develop rapid side- video game distributor. All of the founders and many
scrolling graphics on a PC. Carmack and co-worker early employees worked for Punk Development.
Tom Hall worked through the night developing a Iguana Entertainment’s major clients included
replica of the first level of Super Mario Bros. 3 using Acclaim Entertainment and Sunsoft. In September
stock images from co-worker John Romero’s game, 1993, Iguana Entertainment moved to Austin, Texas,
Dangerous Dave. Unknown to Softdisk, the three becoming Austin’s second-largest developer of com-
men designed a full carbon copy of Super Mario puter games, smaller only than Origin Systems.
Bros. 3 on the PC, hoping to license the game to The original pet iguanas could not be easily
Nintendo. Despite their work, Nintendo turned them moved between states and were given away. Once
down, saying they had no interest in expanding to in Texas, a new tank and iguanas were added to the
the PC market, and that Mario games were to remain lobby. Cyrus Lum created an updated company log-
exclusive to Nintendo consoles. otype (featuring a portrait of the new iguana named
id Software made important technological Killer) and animation that appears in many Iguana
developments in video game technologies for the PC games with the iguana mascot.
(running MS-DOS and Windows), including work In 1993, the company acquired Optimus
done for the Wolfenstein, Doom, and Quake fran- Software Ltd of Teesside, England which became
chises. id’s work was particularly important in 3D Iguana Entertainment UK. Iguana UK proved a val-
computer graphics technology and in game engines uable resource, both for “porting” arcade games in-
that are heavily used throughout the video game in- cluding NBA Jam to home video game consoles and
dustry. for recruiting and preparing employees for transfer
The company was also heavily involved to the US office.
in the creation of the first-person shooter genre. In 1995, owners Jeff and Beth Spangenberg
Wolfenstein 3D is often considered as the first true sold Iguana Entertainment to Acclaim Entertainment.
FPS, Doom was a game that popularized the genre When Acclaim Entertainment went bankrupt in 2004,
and PC gaming in general, and Quake was id’s first most employees of Acclaim Studios Austin found
true 3D first-person shooter. out when they showed up for work but the building’s
manager had locked them out of their offices.
Developers • 407

Jaleco JVC
Type Corporation Founded September 13, 1927
Founded October 3, 1974 Headquarters Yokohama, Japan
July 3, 2006 Key people Shoichiro Eguchi (President)
Defunct May 21, 2014 Employees 19,044 (2008)
Fate Dissolved Parent JVC Kenwood Corp.
Headquarters Shinagawa-ku, Tokyo 141-0031 Subsidiaries Victor Entertainment
JCVision

Jaleco was founded on October 3, 1974 as the Ja- Victor Company of Japan, Ltd, usually referred to
pan Leisure Co., Ltd., a manufacturer of amusement as JVC or The Japan Victor Company, is a Japanese
equipment; its headquarters was in Setagaya-ku, To- international professional and consumer electronics
kyo, Japan. In 1982, the company started developing corporation based in Yokohama. Founded in 1927,
and manufacturing arcade video games. That year, the company is best known for introducing Japan’s
the company shortened its brand name to Jaleco and first televisions and for developing the VHS video
formally changed its name to Jaleco Ltd. in 1983. recorder.
Jaleco was a video game company whose fo- JVC began its live in 1927 as The Victor
cus lay in arcade titles, as well as titles for the NES Talking Machine Company of Japan, Ltd, a Japanese
and other popular computer and video game con- subsidiary of the US-based Victor Talking Machine
soles of the 1980s and 1990s, most notably the Bases Company. In 1929 the conglomerate merged with
Loaded series and Carrier. RCA, becoming RCA Victor, but the JVC branch
In 2006, it decided to become a pure holding kept its original branding. JVC severed its ties with
company by renaming itself Jaleco Holding and split- RCA Victor during World War II, becoming its own
ting its video game operations into a newly created stand-alone company (though the Victor name and
subsidiary that took its former name of Jaleco Ltd. “Nipper” the dog trademark was shared between the
By 2000, Jaleco, still active in the develop- two, and both companies continue to work closely to
ment of arcade and console video games, hadn’t pro- this day).
duced any hit title in years and was in a struggling JVC has spent most of its existence produc-
state. Its American division Jaleco USA had already ing electronics, notably the first Japanese televisions
left the arcade industry in 1993. In 2000, Jaleco was in 1939, as well as stereos, multimedia equipment,
acquired by Hong Kong company PCCW. Jaleco, and the VHS home video standard in 1976. In the
renamed PCCW Japan, gave the PCCW Group a 1980s it began a venture into the home computer
foothold in Japan. PCCW heavily restructured the market, producing the HC-95 MSX computer.
company, shutting down Jaleco’s arcade division In 1972 it established one of their subsidi-
and other non-profitable departments to focus on aries as Victor Musical Industries (later Victor En-
video games for consoles of the sixth generation era. tertainment and then Victor Interactive Software) to
PCCW Japan itself acquired on April 2001 the VR-1 originally cater for the audio market (before going
Group which included VR-1 Entertainment, a U.S. on to publish video games). This is one of several
developer of massively multiplayer online role play- forays JVC have made into the video gaming world,
ing games, to bring a more global focus to its cur- alongside Electronic Arts Victor (a partnership with
rent and future software endeavors. In 2009, Jaleco Electronic Arts) and BMG Victor (a partnership with
Holding sold Jaleco Ltd to Game Yarou. On May BMG Interactive Entertainment).
21, 2014, Game Yarou was declared bankrupt by the JVC has itself published video games, and
Tokyo District Court. Since then, Jaleco has disap- has created hardware including the Wondermega
peared and its website is no longer active. and V-Saturn.
“segaretro.org”
408 • Developers

Koei Konami
Founded July 25, 1978 Type Kabushiki gaisha
Founder Yōichi Erikawa Founded March 21, 1969
Keiko Erikawa Founders Kagemasa Kōzuki
Fate Merged with Tecmo Headquarters Tokyo Midtown, Minato, Tokyo, Japan
Successor Koei Tecmo Games Owner Kozuki family (29%)
Headquarters Yokohama, Japan Employees 5,048 (2017)
Parent Koei Tecmo Subsidiaries 4K Media Inc.

Koei Co., Ltd. was a Japanese video game pub- Konami Holdings Corporation, commonly referred
lisher, developer, and distributor founded in 1978. to as Konami, is a Japanese entertainment company.
The company is known for its historical simulation It operates as a product distributor (which produces
games based on the novel Romance of the Three and distributes trading cards, anime, tokusatsu, slot
Kingdoms, as well as simulation games based on machines and arcade cabinets), video game devel-
pseudo-historical events. oper and publisher company. It also operates health
Koei was established in July 1978 by Yōichi and physical fitness clubs across Japan.
Erikawa (also known as Kou Shibusawa) and Keiko Konami is famous for popular video game
Erikawa. Yoichi was a student at Keio University, series such as Suikoden, Castlevania, Contra, Dance
and when his family’s rural dyestuffs business failed Dance Revolution, Metal Gear, Pro Evolution Soc-
he decided to pursue his interest in programming. cer, Silent Hill and Yu-Gi-Oh!. Konami is the twen-
The company to this day is located in the Hiyoshi tieth-largest game company in the world by revenue.
area of Yokohama along with Erikawa’s alma mater. The company’s founder and current chair-
The company initially focused on personal man, Kagemasa Kozuki, previously ran a jukebox
computer sales and made-to-order business soft- rental and repair business in Toyonaka, Osaka before
ware. In 1983 it released Nobunaga’s Ambition, a transforming the business into a manufacturer of
historical strategy game set during the Sengoku peri- amusement machines for video arcades. Their first
od of Japanese history. The game went on to receive coin-operated video game was released in 1978, and
numerous awards, and Koei produced several more they began exporting products to the United States
such games set against the backdrop of world his- the following year. Konami began to achieve suc-
tory, including Romance of the Three Kingdoms, set cess with hit arcade games such as 1981’s Frogger,
during the Three Kingdoms period of Chinese his- Scramble, and Super Cobra, many of which were
tory, and Uncharted Waters, set in Portugal during licensed to other companies for stateside release, in-
the Age of Exploration. cluding Stern Electronics and Gremlin Industries.
The company has also found mainstream The name “Konami” (/koʊˈnɑːmi/; Japanese
success in a series of loosely historical action games, pronunciation: [koꜜnami]) is a conjunction of the
the flagship titles of which are the Dynasty Warri- names Kagemasa Kozuki, Yoshinobu Nakama, and
ors and Samurai Warriors series, also known as the Tatsuo Miyasako.
Musō series. Koei also owns a division known as On March 3, 2015, Konami announced they
Ruby Party, which focuses on otome games. would be shifting focus away from individual stu-
On April 1, 2009, Koei merged with Tecmo dios, notably Kojima Productions. Internal sources
to form the Tecmo Koei Holdings holding company. claimed the restructure was due to a clash between
Koei changed its name to Tecmo Koei Games on Hideo Kojima and Konami. Kojima left Konami
April 1, 2010 by absorbing Tecmo, and again on July several days afterwards, re-opening Kojima Produc-
1, 2014 to Koei Tecmo Games. As of 2017, Koei tions as an independent company.
Tecmo Games continues to use the Koei brand.
Developers • 409

Krome Studios Lobotomy Software


Founded 1999 Industry Computer and video games
Headquarters Fortitude Valley, Queensland Interactive entertainment
Key people Robert Walsh (Chief Executive Officer) Founded January 13, 1993
Steve Stamatiadis (Creative Director) Defunct April 27, 1998
Lindsay Parmenter (Head of Development) Headquarters Redmond, Washington, U.S.
Website www.kromestudios.com

The company that would eventually become Krome Lobotomy Software, Inc. was an American video
Studios started life as several Australian splinter game company responsible for the Sega Saturn ports
companies, founded years apart. of Quake and Duke Nukem 3D, and the original
Melbourne House was founded in the UK game PowerSlave.
in 1978 as Melbourne House - for the purpose of Lobotomy Software was founded in 1993,
publishing books - by Australian ex-pats Alfred when a group of friends working at Nintendo of
Milgrom and Naomi Besen. Seeing the success of America left to form their own company, becoming
the burgeoning video game industry in the US and the Creative department of Lobotomy, with the en-
Japan, they retooled that business plan in 1980 to gineering talent coming from Manley & Associates
involve localization and importation of US games (Manley & Associates was later acquired by Elec-
for the UK market. Fortuitously, soon after the an- tronic Arts in 1996, renamed Electronic Arts Seattle,
nouncement of this change, the Sinclair ZX80 was and subsequently shut down in 2002). They origi-
released. Milgrom jumped on this opportunity by nally worked out of co-founder Paul Lange’s apart-
writing a book for the home computer market and ment, but soon set up an office in Redmond, Wash-
distributing it through his own company. The book ington. The team began working on various game
was a success, and it convinced the two founders demos, one of which later became the first-person
that they could make money by focusing entirely on shooter PC game, PowerSlave.
the video game market. PowerSlave received enough success to help
The founders returned to Melbourne and Lobotomy Software secure a contract to port the
founded Beam Software in late 1980 to localize and game over to the Sega Saturn and Sony PlayStation.
import US games to a largely-untapped Australian Lobotomy Software originally wanted to port Pow-
market. 1981 was largely spent publishing software erSlave from the PC to the Saturn and PlayStation
for the VIC-20 and Sinclair ZX81, but in 1982 Beam with no changes. However, the weaker hardware of
released its first in-house production The Hobbit for the consoles made this impossible. Instead, Lobot-
the newly-released ZX Spectrum. The Spectrum omy Software created their own fully 3D game en-
would go on to become one of the most popular gine known as SlaveDriver and decided to recreate
video game platforms in UK/Australian history, and PowerSlave with new level designs for the Saturn
The Hobbit would eventually go on to become one and PlayStation; the console versions of PowerSlave
of the best-sellers for the Spectrum. This early suc- were a success.
cess cemented the company’s market position, and In 1998, Lobotomy Software was acquired by
allowed the company to hire more programmers for the now defunct Crave Entertainment and renamed
in-house games. Lobotomy Studios. The team worked on a Caesar’s
Today, Krome Studios is best known for their Palace gambling game for the Nintendo 64, but after
Ty the Tasmanian Tiger games and for their reboot a year of development, the game was postponed and
of the Spyro the Dragon franchise. Krome has con- eventually cancelled. At that point, Lobotomy Stu-
tinued localizing and releasing games locally, while dios was closed and employees were let go or given
developing one or two in-house titles per year. the option to be relocated to another position.
410 • Developers

LucasArts Maxis
Founded May 1, 1982 Founded 1987
Founder George Lucas Founders Will Wright
Headquarters California, United States Jeff Braun
Employees <10 Headquarters Redwood Shores, California, U.S.
Parent Lucasfilm Parent Electronic Arts (1997–)
(The Walt Disney Company) Website www.maxis.com

LucasArts Entertainment Company, LLC is an EA Maxis is a subsidiary of Electronic Arts. The


American video game publisher and licensor. Until company was founded in 1987 as Maxis Software,
2013, it was also a video game developer. LucasArts an American independent video game development
is best known for its graphic adventure games, as company, and later became known as Maxis.
well as games based on the Star Wars and Indiana Maxis’s name was derived from a formula
Jones franchises. suggested by Jeff Braun’s father: video game com-
It was founded in May 1982 by George Lu- panies should have two-syllable names and should
cas as Lucasfilm Games, the video game develop- include an ‘x’.
ment group of his film company, Lucasfilm. Lucas Maxis was founded in 1987 by Will Wright
initially served as the company’s chairman. During a and Jeff Braun to help publish SimCity on home
1990 reorganization of Lucas companies, the Lucas- computers. The title went on to become one of the
film Games division was renamed LucasArts. most popular and successful video games of all time.
The Lucasfilm Games Group originally co- The SimCity series has spawned multiple sequels
operated with Atari, which helped fund the video and spin-offs. Following the broad success of SimC-
game group’s founding, to produce video games. ity 2000, Maxis moved from Orinda, California, to
The first results of this collaboration were unique Walnut Creek in 1994.
action games like Ballblazer in 1984, and Rescue on After the success of SimCity, Maxis experi-
Fractalus!. Their first games were only developed mented with different genres. However, their new
by Lucasfilm, and a publisher would distribute the games, including The Crystal Skull and SimCopter,
games. Maniac Mansion was the first game to be were commercial failures.
published and developed by Lucasfilm Games. In 1997 Maxis agreed to be acquired by Elec-
LucasArts was acquired by The Walt Disney tronic Arts by means of a stock swap which valued
Company through the acquisition of its parent com- Maxis at $125 million. The transaction completed on
pany Lucasfilm in 2012. On April 3, 2013, Disney July 28, 1997.
halted all internal development at LucasArts and laid Over 1998 Maxis was allowed to finish Sim-
off most of its staff. However, LucasArts remained City 3000 on its own time; following this, Wright’s
open so that it could retain its function as a licensor. efforts were thrown into The Sims, at the time seen
Development of games based on the Star as a major gamble for the company, as the dollhouse
Wars license would be carried out by Electronic game was not seen as a match for the video game
Arts, through an exclusive license, for the core gam- market’s demographics. The Sims was released in
ing market. Disney Interactive Studios retained the February 2000; its success buoyed Wright’s reputa-
ability to develop, and LucasArts retained the ability tion and saved Maxis as a separate working unit.
to license the franchise for the casual gaming mar- Maxis’ Emeryville studio was closed in
ket. Development of video games based upon other March 2015, moving development of Maxis titles
Lucasfilm properties would now be assumed by Dis- to other EA studio locations. Employees of the Em-
ney Interactive Studios or licensed to third parties. eryville studio were “given opportunities to explore”
other positions within Maxis and other EA studios.
Developers • 411

Mitchell Corporation Natsume


Founded February 1, 1960 Founded October 20, 1987 (Natsume-Atari)
Defunct November 20, 2012 May 1988 (Natsume Inc)
Fate All research and development ceased; Headquarters Shinjuku, Tokyo, Japan
technically company is still active California, United States
Headquarters Suginami, Tokyo, Japan Employees 150 (Natsume-Atari)
Key people Roy Ozaki (CEO) Website www.natsume-game.com (N.Atari)
Koichi Niida (Director) www.natsume.com (Natsume Inc)

Mitchell Corporation was a Japanese video game de- Natsume is the name of two video games publishers,
veloper based in the Suginami ward of Tokyo. Roy Natsume-Atari and Natsume Inc, that were once the
Ozaki served as president, and Koichi Niida served same company but are now completely separated.
as vice-president. Some employees were former Natsume Co Ltd was founded in Japan on
Capcom and TAD Corporation employees. The October 20, 1987. It established in 1988 an American
company was originally established on February 1, division called Natsume Inc. In 1995, Natsume Inc
1960, as an import/export business by the father of split from Natsume Co Ltd to become an independ-
Roy Ozaki. Ozaki and Niida took over the company ent company. The name “Natsume” was retained by
and began acting as exclusive overseas agents for both companies in their respective countries. In 2013,
such video game companies as Visco, Video Sys- Natsume Co Ltd renamed itself Natsume-Atari fol-
tem, Seta, Metro, Home Data, and other small video lowing a merger with its subsidiary Atari that year.
game manufacturers in the 1980s. Company activity Also in 2013, Natsume Inc (the American company)
was suspended on 20 November 2012. inaugurated a Japanese division called Natsume Inc
Mitchell Corporation develops titles for Japan with no connection to its former parent com-
home consoles, handhelds, Japanese mobile phones, pany.
the arcade and interactive kiosks located in res- Natsume-Atari is based in Shinjuku, Tokyo,
taurants and other places. Mitchell also distributes Japan and is known for developing licensed titles
printed circuit boards for the arcade/coin-op market. and mobile games. Natsume Inc is located in Burl-
The company also develops video games for other ingame, California and is best known for publishing
publishers. Since 2004 they have developed games unique, family-oriented niche games, such as Har-
only for Nintendo hardware. vest Moon and Reel Fishing.
Mitchell Corporation is best known as the During the NES and SNES era, NatsumeA-
game developer of Puzz Loop. Copyright and trade- tari developed numerous titles, often licensed, such
mark registration of Puzz Loop was established in as Power Rangers. Natsume Inc published a wide
December 1999, the same year it was released to range of titles, including those developed by Nat-
the international coin-op arcade market. Prior to sume-Atari, such as S.C.A.T., Wild Guns and Shad-
this, it developed the Pang! series of games, known ow of the Ninja.
in America as Buster Bros. and distributed there From the end of the Super NES era up until
by Capcom. Puzz Loop was first released in North late 2014, Natsume Inc was known for publishing a
America, as well as Europe, under the title Ballistic series of Story of Seasons games in North America.
for the original PlayStation console and Game Boy Natsume has also operated an eBay shop,
Color handheld. Infogrames published the PlaySta- selling copies of older games sealed in their original
tion and Game Boy Color versions in North America packaging, collected from storage at its offices. At
in late 1999, while THQ published these same ver- auction, the company sold a sealed copy of Pocky &
sions for European territories. Tokyo Crash Mobs is Rocky for over $1,600.
the latest instalment of the Puzz Loop series.
Capcom published both versions for the Japanese
412 • Developers

NEC Neversoft
Founded July 17, 1899 Founded July 1994
Founders Kunihiko Iwadare Founder Joel Jewett
Takeshiro Maeda Mick West
Headquarters Tokyo, Japan Chris Ward
Key people Nobuhiro Endo (Chairman) Defunct July 10, 2014
Takashi Niino (President) Fate Merged with and into Infinity Ward
Website www.nec.com Parent Activision

NEC Corporation is a Japanese multinational pro- Neversoft Entertainment was an American video
vider of IT services and products, headquartered in game developer. Neversoft is best recognized for
Minato, Tokyo, Japan. It provides IT and network their line of Tony Hawk’s Pro Skater and Guitar
solutions to business enterprises, communications Hero video game franchises. The company was ac-
services providers and to government agencies, and quired by Activision in October 1999. The studio
has also been the biggest PC vendor in Japan since was merged with Infinity Ward on May 3, 2014 and
the 1980s. The company was known as the Nippon was officially made defunct on July 10, 2014.
Electric Company, Limited, before rebranding in Neversoft was founded in July 1994 by three
1983 as just NEC. Its NEC Semiconductors business employees of Malibu Interactive (previously Acme
unit was one of the worldwide top 20 semiconductor Interactive), a division of Malibu Comics based in
sales leaders before merging with Renesas Electron- Westlake Village, California. Joel Jewett was at the
ics. NEC is a member of the Sumitomo Group. time head of development at the rapidly shrinking
The company started with the production, Malibu Interactive. He teamed up with Mick West, a
sales and maintenance of telephones and switches. game programmer, and Chris Ward, an artist.
NEC modernized the production facilities with the In July 1994, Neversoft was formed. They
construction of the Mita Plant in 1901 at Mita Shiko- initially found work for Playmates Interactive En-
kumachi. It was completed in December 1902. tertainment, who were about to release a line of toys
In 1980, NEC created the first digital signal called Skeleton Warriors and wanted a video game
processor, the NEC µPD7710. NEC Semiconduc- to go along with the toys and the cartoon series. Nev-
tors Ltd. was established in 1981, producing VLSIs ersoft began work on the game design and moved
and LSIs. NEC introduced the 8-bit PC-8800 series into offices in Woodland Hills, California. Never-
personal computer in 1981, followed by the 16-bit soft worked on the Genesis version for five months,
PC-9800 series in 1982. This made the company the over that time they hired another artist and a level
dominant leader of the Japanese PC industry, hold- designer. In December 1994, Playmates cancelled
ing 80% market share at the time. the game. They were not unhappy with the progress,
NEC is responsible for a number of parts but had decided that they needed to get on the 32-bit
used in Sega consoles (and the PC Engine/Tur- bandwagon and develop the game for the Sega Sat-
boGrafx-16). They have also published video games urn. 1995 was spent developing Skeleton Warriors
for Sega consoles. for the Sega Saturn.
NEC’s in-house video game development In May 2014 it was reported that Neversoft
team before the mid-1990s was called NEC Avenue; had been merged with Call of Duty creators Infin-
this was eventually consolidated with other software ity Ward to create what was internally referred to
developers to form NEC Interchannel. Their NEC as a “super-studio”. Neversoft was officially made
Home Electronics division was also responsible for defunct on July 10, 2014, 20 years to the day of its
developing and publishing video games during the founding, with the remaining employees attending a
NEC Interchannel years. burning of a sculpture of the skewered eyeball from
their logo that has been part of their offices before.
Developers • 413

Psygnosis Radical Entertainment


Founded 3 July 1985 Founded 1991
Founder Ian Hetherington Founders Rory Armes
David Lawson Dave Davis
Jonathan Ellis Ian Wilkinson
Defunct 22 August 2012 Headquarters Vancouver, Canada
Fate Merged Parent Sierra Entertainment (2005–08)
Successor XDev Activision (2008–)

Psygnosis Limited was a video game developer and Radical Entertainment Inc. is a Canadian video game
publisher headquartered in England. Founded by developer based in Vancouver, British Columbia and
Jonathan Ellis, Ian Hetherington and David Lawson, a subsidiary of Activision. The studio is best known
the Liverpool-based Psygnosis was indirectly born for developing three games in the Crash Bandicoot
from the ashes of the defunct 8-bit game company franchise, and the Prototype series of games.
Imagine Software, where Lawson was one of the Radical Entertainment was founded in 1991
founders and Hetherington was Financial Director. by Rory Armes, Dave Davis, and Ian Wilkinson, of
After the collapse of Imagine in 1984, the name and which Davis and Armes had previously worked at
trademarks were bought by Ocean Software, while Vancouver-based Distinctive Software. The studio
the rights of the software remained with original primarily developed NES ports and adaptations of
copyright owners. After Imagine, Lawson and Het- other video games, peaking at eight projects in 1994.
herington set up a new company called Finchspeed Between 1997 and 1998, several employees left the
which used Bandersnatch (one of Imagine’s much- studio to form Barking Dog Studios.
hyped but never completed “Megagames”) as the In 2003, Radical Entertainment opened a de-
basis of what became Brataccas, the first game pub- velopment division, 369 Interactive, which was set
lished by Psygnosis. to develop multiple titles based on the CSI franchise,
In 2000, the publishing branch of the compa- in partnership with Ubi Soft.
ny was merged into Sony Computer Entertainment Although Radical Entertainment developed
Europe as a whole, and the Psygnosis brand was few titles for Vivendi Universal Entertainment,
dropped in favour of SCE Studio Liverpool, which the titles gained massive success and warranted
marked the full integration of the studio within Sony the company’s interest in the developers. In 2005,
Computer Entertainment. Vivendi acquired Radical Entertainment, however,
Studio Liverpool was the oldest and second as described by a former developer at Radical, the
largest development house within Sony Computer mood did not change much and Radical still oper-
Entertainment Europe’s stable of developers, and is ated as an independent game developing company.
best known for the Wipeout series. The studio is also On 28 June 2012, Activision announced
known for the Formula One series of licensed rac- that Radical Entertainment had seen a “significant
ing games, and the Colony Wars series released on reduction in staff”, and that the studio “will cease
the original PlayStation. As Psygnosis, they were the development of its own games going forward”,
original publishers of the Lemmings series. prompting media speculation that the developer had
Reports of Studio Liverpool’s closure sur- closed. The publisher cited Prototype 2’s failure to
faced on 22 August 2012, with Edge quoting staff “find a broad commercial audience” as the reason
tweets. Staff were told the news by the vice president behind Radical’s closure. According to Activision,
of Sony Worldwide Studios Europe, Michael Denny. some employees will remain working for Radical
In a press release Sony stated that after an assess- Entertainment supporting other existing Activision
ment of all European studios, it had decided to close Publishing projects, thus, while keeping the studio
Studio Liverpool. active, leaves them as a support team.
414 • Developers

Sculptured Software Silicon Knights


Founded 1984 Founded 1992
Defunct 2002 Defunct 2014
Headquarters Salt Lake City, Utah Headquarters St. Catharines, Ontario, Canada
Key people Bryan Brandenburg Key people Denis Dyack
George Metos Michael Mays
Peter Adams Employees 97 (July 2011)
Parent Acclaim Entertainment (1995–2002) 5 (October 2012)

Sculptured Software was a game development com- Silicon Knights was a Canadian video game devel-
pany based in Salt Lake City, Utah and founded in oper. Founded in 1992 by Denis Dyack, the com-
1984 by George Metos, Peter Adams, and Bryan pany was headquartered in St. Catharines, Ontario.
Brandenburg. George Metos incorporated the com- In 2012, following the loss of a court case against
pany on July 12, 1985 in the state of Utah with the Epic Games, Dyack left Silicon Knights to form a
help of some investors, as Sculptured Software, new game studio, Precursor Games. The case then
Inc. The company was an early pioneer in the video led Silicon Knights to bankruptcy on May 16, 2014.
gaming industry, porting many games from arcade Silicon Knights’ first games were real-time
to home console systems, and developing its own strategy/action hybrids for the computers. Silicon
games as well. The development company stayed Knights’ last PC game, Blood Omen: Legacy of
very busy and successful, with over 50 games to its Kain was published in 1996. Since that time, Silicon
credit, making it a target for acquisition by larger Knights moved from creating PC games to console
companies. This happened in October 1995 when titles. In 2000, Silicon Knights was signed by Nin-
Acclaim Inc. bought the company. tendo to create games exclusively for its consoles,
Acclaim had also purchased Probe Enter- during which time it produced Eternal Darkness:
tainment as well as Iguana Entertainment several Sanity’s Requiem. Together with Nintendo, Silicon
months earlier, and the three companies were col- Knights worked with Konami to create Metal Gear
lectively known as “Acclaim Studios” in 1998, al- Solid: The Twin Snakes. In 2004, the company ended
though no official name changing happened until lat- exclusivity with Nintendo. In 2005, it partnered with
er. It appears that the Sculptured Studios, Inc. name publisher Microsoft Game Studios for Too Human,
remained since it was printed on game packaging all though Nintendo still owned stock in the company.
the way through 1999. It was referred to as “Iguana In 2011, Silicon Knights partnered with Ac-
West”, but it is unsure whether this name was offi- tivision Blizzard and released X-Men: Destiny to
cially used as a development entity. average to poor reviews. It was later alleged that
Restructuring and rearranging things within the studio had used development funds granted to
Acclaim occurred in an attempt to streamline opera- them by Activision intended for X-Men: Destiny to
tions, and the Sculptured Software name was discon- instead work in secret on a tech demo for a poten-
tinued in favor of Acclaim Studios Salt Lake City tial Eternal Darkness sequel. Further compounding
in 1999. The first game on record developed by Ac- Silicon Knights’s troubles, the company lost their
claim Studios SLC was ECW Hardcore Revolution suit against Epic in large part due to the fact that the
(January, 2000), and the last completed game by the game engine code in Too Human and X-Men: Des-
studio was Legends of Wrestling II (2002). Acclaim tiny, supposedly created using a new internal engine,
Studios SLC was working on Legends of Wrestling in fact featured large chunks of code taken from the
III when the headquarters decided to close the studio Unreal Engine. As part of Epic’s legal victory, the
in December 2002. Everything was absorbed into court ordered all unsold copies of both Too Human
Acclaim’s Austin studio at that time. and X-Men: Destiny destroyed.
“segaretro.org”
Developers • 415

SNK Sunsoft
Type Kabushiki gaisha Type Division
Subsidiary Founded 1978
Founded 1978 (Shin Nihon Kikaku Corp.) Headquarters Kōnan, Aichi, Japan
(defunct on October 22, 2001) Parent Sun Corporation
2001 (as Playmore Corporation) Website sunsoft.jp/en
Headquarters Suita, Osaka, Japan
Owner Orient Securities Co., Ltd.

SNK Corporation is a Japanese video game hard- Sunsoft, stylized as SUNSOFT, is a Japanese video
ware and software company, successor to the Shin game developer and publisher. Sunsoft in itself is
Nihon Kikaku and current owner of the SNK video not a company, but instead the brand name of Japa-
game brand and Neo Geo video game platform. The nese electronic manufacturer Sun Corporation for
Shin Nihon Kikaku Corporation was founded in its video games operations. Its U.S. subsidiary oper-
1978 by Eikichi Kawasaki. Initially called Shin Ni- ated under the name Sun Corporation of America,
hon Kikaku (New Japan Project), the name was in- though, as in Japan, games published there showed a
formally shortened to SNK Corporation in 1981 be- logo that read only Sunsoft.
fore becoming the company’s official name in 1986. In April 1971, Sun Electronics Corporation
SNK is most notable as creator of the Neo (alternatively called Sun Denshi) was founded in
Geo family of arcade, home, and handheld game Kōnan, Aichi as a manufacturer and vendor of elec-
consoles, beginning in 1990. The Neo Geo line was tronics equipment.
halted in 2001, when financial troubles forced SNK Sun Corporation’s history in video games
Corporation to close on October 22, 2001. Antici- began in October 1978 in arcades with two titles:
pating the end of the company, Kawasaki founded Block Challenger and Block Perfect. Sun Corpora-
Playmore Corporation on August 1, 2001. By Oc- tion had several arcade hits in the early 1980s such
tober, Playmore had acquired all of the intellectual as Arabian, Ikki and Kangaroo. At the time, its ar-
property of the former SNK Corporation. In 2003, cade video games were released under its own cor-
Playmore Corporation was renamed to SNK Play- porate name of Sun Electronics Corporation.
more Corporation, to more firmly establish itself as The brand Sunsoft first appeared in the lat-
the successor to the SNK brand and legacy. ter of the 1980s when Sun Corporation began devel-
Traditionally, SNK operated primarily as oping original games and technology for the home
a video game developer, publisher, and hardware video game console market, with emphasis mostly
manufacturer, focusing on arcade games but also on the Famicom. Sunsoft had gone international at
working on console and PC games. In 2004, the that time, and it had the publishing might to secure
company started manufacturing pachislot machines, major licenses of the day (such as Batman and The
which the company leaned heavily into before with- Addams Family). In the 1990s, Sun Corporation of
drawing from the market in 2015. In 2009, the com- America joined forces with Acclaim Entertainment
pany also entered an active wave of mobile game de- to handle ad sales rights to Sunsoft’s video games for
velopment. Classic SNK franchises like Metal Slug, game consoles.
Samurai Shodown and The King of Fighters feature Finally, in 1995, Sun Corporation of Amer-
heavily in its recent offerings. ica heavily restructured in the face of bankruptcy,
In 2016, SNK dropped the “Playmore” name and all the company’s pending projects were either
from its logo and reintroduced its original slogan, sold to other companies or cancelled. On September
“The Future Is Now”, as a means to signify “a return 14, 2006, Nintendo announced that Sunsoft was a
to SNK’s rich gaming history.” partner on the Wii’s Virtual Console.
Former Sunsoft producer and director René Boutin
416 • Developers

SystemSoft Alpha Taito


Industry Computer and video games Type Kabushiki gaisha
Headquarters Japan Subsidiary
Website www.ss-alpha.co.jp Founded August 24, 1953
Founder Michael Kogan
Headquarters Shinjuku, Tokyo, Japan
Employees 609 (2017)
Parent Square Enix Holdings

SystemSoft Alpha Corporation is a Japanese soft- Taito Corporation is a Japanese video game devel-
ware development company. oper and publisher of arcade hardware and mobile
Formerly just “SystemSoft”, they have a long phones, and an operator of video arcades. It is also
series of mainly military strategic simulation games a former publisher of home video games. Taito is
(generally hex-based) popular in the Japan market. known for producing hit arcade games, such as Space
Notable among these are the many Daisenryaku and Invaders, Bubble Bobble, and Arkanoid. It has pro-
Master of Monsters series games that have been duced arcade games all around the world, while also
ported to multiple platforms from PCs to consoles. importing and distributing American coin-op video
SystemSoft “Alpha” initially was to develop games in Japan. Taito owns several arcades in Japan
for all console based games such as Daisenryaku known as Taito Stations or Game Taito Stations.
while the parent SystemSoft focused on Windows The company was founded in 1953 by a Rus-
and Macintosh editions. Now the “SystemSoft” sian Jewish businessman named Michael Kogan as
website focuses on more general software solutions Taito Trading Company. Taito started out importing
outside of games, while SystemSoft Alpha is the and distributing vending machines. It was also the
game-making arm of the company. The main web- first company to distill and sell vodka in Japan. Lat-
site for the game division, regardless of platform, is er, it began leasing jukeboxes and eventually started
now SystemSoft Alpha, but “Alpha” still is not seen to manufacture its own. Taito began producing elec-
in the logo of the company on game boxes. tro-mechanical arcade games in the 1960s.
Only a handful of the dozens of games in On August 22, 2005, it was announced that
their portfolio have ever been translated to make it to the gaming conglomerate Square Enix would pur-
English-speaking markets, including two Master of chase 247,900 Taito shares worth ¥45.16 billion
Monsters games for the Sega Genesis and PlaySta- ($409.1 million), to make Taito Corporation a sub-
tion (“Disciples of Gaia”). Part of the reason for this sidiary of Square Enix. The purpose of the takeover
is that the main platform for their games for almost a by Square Enix was to both increase Taito’s profit
decade was the NEC PC-9801. margin exponentially as well as begin its company’s
SystemSoft has produced many wargames expansion into new forms of gaming (most notably,
that are from the perspective of the Japanese Mili- the arcade scene), and various other entertainment
tary, circa World War II. These games fill a niche venues. The takeover bid from Square Enix was ac-
in the hex wargaming market that Japanese Military cepted by previous stockholder Kyocera, making
enthusiasts cannot expect from Western game devel- Taito an official Square Enix subsidiary. By March,
opers who often portray the Japanese as the “enemy” 2006 Taito became a subsidiary wholly owned by
in games, if at all. Similarly, if less controversial, is Square Enix and was delisted from the First Section
the guaranteed inclusion of the Japanese Self De- of the Tokyo Stock Exchange. Despite being a sub-
fense Forces in modern wargames like the Daisen- sidiary to Square Enix Holdings, the parent company
ryaku series. has kept the branding of Taito distinct from Square
Enix.
Developers • 417

Takara Tantalus Media


Founded 1955 Type Proprietary limited company
Defunct March 1, 2006 Founded 1994
Fate Merged to Tomy Founder Andrew Bailey
Successor Takara Tomy Trevor Nuriden
Headquarters Japan Arthur Kakouris
Website www.takaratoys.co.jp Headquarters Melbourne, Australia
Employees 20 to 30 contractors

Takara Co., Ltd. was a Japanese toy company found- Tantalus Media (formerly Tantalus Interactive) is a
ed in 1955. In March 2006, the company merged video game developer based in Melbourne, Austral-
with Tomy company limited to form Takara Tomy. ia, founded in 1994 by former Beam Software pro-
The Takara motto was “playing is culture”. grammers Trevor Nuridin, Tim Bennett and Andrew
In 1975, Takara produced the Diaclone and Bailey.
Microman Micro Change toys. In 1984, the toy line Their first original title was South Park Rally,
was rebranded by Hasbro as “Transformers”. Takara completed for four platforms in seven months. Their
continued to sell Microman and used it as the basis first handheld game was ATV Quad Power Racing
for the Micronauts toy line. Micronauts were sold for the Game Boy Advance, and they released Space
internationally by the Mego Corporation. Takara Race, their first PS2 game, that same year. They used
also invented Battle Beasts, the E-kara karaoke mi- two cross-platform engines: CRIS for handhelds,
crophone, B-Daman and Beyblade. These toys were with skinned mesh rendering, and the Mercury En-
sold or distributed internationally by Hasbro. In gine for new generation consoles in its early years.
1978, Takara developed the Choro-Q, mini pullback In the mid 1990’s Tantalus was partly owned by UK
cars. Internationally, they have been sold as “Penny developer Perfect Entertainment, which secured
Racers”. contracts with Psygnosis for ports of their popular
Takara developed and published video PlayStation games to the Sega Saturn. During this
games. Despite publishing video games from as time, Tantalus was known as Tantalus Entertain-
early as 1983, Takara made their name in the video ment, but reverted to Tantalus Interactive after they
game industry in the early 1990s, porting SNK’s became independent when separating from Perfect
Neo Geo titles to the likes of the Sega Mega Drive in 1998.
and Super NES. It moved onto publishing Tamsoft’s The developer’s best performing title was
3D fighting game series Battle Arena Toshinden and the 2007 girl’s horse riding simulator Pony Friends
numerous other Japanese-only titles. It purchased for the Nintendo DS, which sold more than 1 million
a controlling stake in Atlus in 2003, and many of copies, making it the largest-selling single-format
Takara’s licenses were published under that name. game developed in Australia.
March 1, 2006 saw the company merge with The company changed its name to Tantalus
Tomy to create Takara Tomy. The company still out- Media in 2007 following investment from private
puts video games, but is more focused on the toy equity company Netus.
manufacturing business, selling many of Hasbro’s Tantalus briefly re-branded to Straight Right,
products in Japan and producing its own Micro- relocated its entire studio and underwent a number
man, Transformers, Battle Beasts, Beyblade and B- of changes which despite keeping the business
Daman toys, just to name a few. branding of ‘Tantalus’ to this day, heralded a radical
change for the developer. During this time Tantalus
Media dabbled in some touch-gaming development
and largely returned to its former self- a studio dedi-
cated to porting on Nintendo platforms.
418 • Developers

Team Ninja Technosoft


Type Division Former type Kabushiki gaisha
Founded January 1, 1995 Founded February 1980
Founder Tomonobu Itagaki Defunct 2001
Headquarters Shinjuku, Tokyo, Japan Fate Assets incorporated into Twenty-one
Parent Tecmo (1995–2009) Company, properties acquired by Sega.
Koei Tecmo (2009–) Headquarters Sasebo, Nagasaki, Japan
Website www.tecnosoft.com

Team Ninja is a Japanese video game developer and Technosoft (also known as Tecno Soft and Techno
a division of Koei Tecmo, founded in 1995. It is best Soft) was a Japanese video game developer that was
known for the Ninja Gaiden action-adventure game active from 1980 to 2001. Technosoft as a corpora-
series and the Dead or Alive fighting game series. tion ceases to exist as its current incarnation is the
Team Ninja was formed by Itagaki from internal research and development division of Twen-
game designers working at Tecmo, specifically for ty-One Company, the parent company that acquired
the purpose of creating the home versions of the Technosoft in 2001. Technosoft is currently referred
fighting game Dead or Alive and its sequel, Dead or to as Twenty-One Technosoft division.
Alive 2. In 2008, the action-adventure game Ninja The company’s most commercially success-
Gaiden II for the Xbox 360 was published by Mi- ful franchise was the Thunder Force series. It was a
crosoft Game Studios, making it the first game cre- series of free-roaming scrolling shooter video games.
ated by Team Ninja to not be published by Tecmo; The series began with the original Thunder Force in
Tecmo Koei later released an enhanced version of 1983. The games are known by fans of the genre for
Ninja Gaiden II on the PlayStation 3 as Ninja Gaiden their hardcore appeal, pleasing graphics, and gener-
Sigma 2. ally well composed synthesizer-based chiptune mu-
On June 3, 2008, Dead or Alive creator To- sic soundtracks.
monobu Itagaki announced that he would be leav- Other notable releases include Elemental
ing Tecmo and Team Ninja on July 1, 2008, citing Master (1990) and the conversion of TurboGrafx-16
difficulties with the company. In the same statement game Devil’s Crush (dubbed Dragon’s Fury and re-
announcing his resignation, he also announced that leased in North America by Tengen). In 2001, the
he was filing a lawsuit against Tecmo over unpaid company was purchased by pachinko maker Twen-
bonuses for his work on Dead or Alive 4 for the ty-One Company and was merged into its R&D divi-
Xbox 360. It was later reported that he was fired sion.
from Tecmo on June 18, 2008 in retaliation for his In 2006, the URL Tecnosoft.com was reg-
lawsuit. Many of his colleagues at Team Ninja quit istered and updated. However, as of January 2008,
as well to join him at his new game development no updates other than “We will restart soon! Please
team, Valhalla Game Studios. Some ex-Team Ninja wait for a while.” and “THUNDERFORCE is a reg-
members also helped with Ubisoft’s Teenage Mutant istered trademark.” have been added to the website.
Ninja Turtles: Smash-Up. However, with the announcement of Thunder Force
In 2013, following a reconstructing of Koei VI, the copyright for the game has been apparently
Tecmo, Team Ninja was split into two distinct devel- turned over to one of the series’ creators and may no
opment teams. They are dubbed Ichigaya Develop- longer apply.
ment Group 1 (led by Ninja Gaiden Sigma director Some staff members left Technosoft to start
Yosuke Hayashi) and Ichigaya Development Group the game development companies Arsys Software in
2 ( by Fatal Frame producer Keisuke Kikuchi). 1985 (founded by Katsunori Yoshimura, creator of
Thunder Force and Plazma Line) and CAProduction
in 1993.
Developers • 419

Tose Toys for Bob


Type Public K.K. Type Subsidiary
Industry Interactive entertainment Founded 1989
Founded November 1979 Founder Paul Reiche III
Headquarters Kyoto, Japan Fred Ford
Employees 1,000 (2015) Terry Falls
Headquarters Novato, California, United States
Parent Activision

Tose is a Japanese developer that was founded in Toys for Bob is an American video game developer
1979 as a spin-off from Toa Seiko, a Japanese elec- founded in Novato, California in 1989. The name
tronics and technology development firm. Special- Toys for Bob was invented by Laurie Lessen-Re-
izing predominantly in outsourced work from other iche; it was chosen to stimulate curiosity and allude
development companies in both Japan and overseas, to Paul and Fred’s appreciation of real toys.
although it is only officially credited on a handful of The company was founded by Paul Reiche
games, most notably all of the Game & Watch Gal- III (CEO and creative director), Fred Ford and Terry
lery games, as well as the Starfy franchise, which is Falls. They created Star Control and its sequel Star
its own creation, Tose is believed to have been in- Control II in the early 1990s. However, they were
volved in the development of 1100-plus games for not involved in the development of Star Control 3.
numerous platforms in various capacities over the After this, they went on to develop a number of vid-
years ranging from graphics support to full devel- eo games for Crystal Dynamics from 1994 to 2000
opment. However, since it routinely declines to be including The Horde, Pandemonium!, The Unholy
credited in most of the games to which they contrib- War and 102 Dalmatians: Puppies to the Rescue.
ute work, it has come to be known as a “ninja devel- After the release of their next game they de-
oper,” with portions of its exact resume largely being veloped called Disney’s Extreme Skate Adventure
made apparent either by clients that make its hiring in 2003, the company was bought by Activision
known, such as Square-Enix for Enix/Dragon Quest on May 3, 2005, and is now a wholly owned sub-
franchise-related ports, or by forensic work done on sidiary. The management team and employees have
both the games themselves and external resources all signed long-term contracts with Activision, and
related to the company. The ways involved in the lat- Toys for Bob remains in place in Novato, California.
ter method include financial reports and ROM hack- Under Activision, the developer mainly focused on
ing, among other means. licensed video games; however, the market for these
The developer’s secrecy extends as far as its types of games began to dry up circa 2008 and they
work force, with even its upper management often were forced to find a new niche.
preferring anonymity over having their names made They took a gamble in 2011 on the game
known. Sporting over 1000 employees, Tose is one Skylanders: Spyro’s Adventure. A first of its kind ti-
of the world’s largest developers that, with one ex- tle that used real world toy figures and put them in
ception in the form of the PSP Network title Susume the game as playable characters. This game spawned
Tactics, doesn’t also do publishing work. In addition 3 sequels (announced) to date and created a new
to the main office in Japan, it also maintains branch genre that other developers are emulating.
offices in the United States and China.
“giantbomb.com”
420 • Developers

Treasure Ubisoft
Type Kabushiki gaisha Type Public
Founded June 19, 1992 Founded 12 March 1986
Headquarters Tokyo, Japan Headquarters Rennes, France
Key people Masato Maegawa (CEO) Key people Yves Guillemot (Chairman, CEO)
Employees 20-30 Serge Hascoët (CCO)
Website http://www.treasure-inc.co.jp/ Employees 11,779 (2017)
Website ubisoft.com

Treasure Co., Ltd. is a Japanese video game devel- Ubisoft Entertainment SA (formerly Ubi Soft Enter-
oper, founded by former employees of Konami on tainment Software) is a French video game publisher,
June 19, 1992. Treasure is best known for classic- headquartered in Rennes. It is known for publishing
style action games that employ innovative gameplay games for several acclaimed video game franchises
systems. Their greatest commercial successes have including Assassin’s Creed, Far Cry, Just Dance,
been games like Wario World and Mischief Mak- Prince of Persia, Rayman, and Tom Clancy’s. It is
ers, but they are better known for their critical suc- the fourth largest publicly-traded game company in
cesses, such as Sin and Punishment, Gunstar Heroes, the Americas and Europe after Activision Blizzard,
Bangai-O, and Ikaruga. Their first released game Electronic Arts, and Take-Two Interactive in terms
was Gunstar Heroes, although McDonald’s Treasure of revenue and market capitalization.
Land Adventure was developed first. In March 1986, five brothers of the Guille-
Treasure is a small, privately held company, mot family founded Ubi Soft in Carentoir, a small
consisting of around 30-40 members, though this village located in the Morbihan department of the
number is somewhat misleading as they also employ Brittany region in France. Yves Guillemot soon
independent contractors to assist development and made deals with Electronic Arts, Sierra On-Line,
sometimes partner with other companies like Sega, and MicroProse to distribute their games in France.
G.rev and Nintendo to increase the size of their By the end of the decade, Ubi Soft began expand-
teams. They have worked on many titles based on ing to other markets, including the United States, the
licenses, including Astro Boy, McDonald’s, Bleach United Kingdom, and Germany. They entered the
and Tiny Toon Adventures, as well as partnering video game distribution and wholesale markets, and
with companies like Sega, Enix and Nintendo to pro- by 1993 they had become the largest distributor of
duce original properties. video games in France. In the early 1990s, Ubi Soft
Treasure does not have a rigid hierarchy. initiated its in-house game development program,
There are not designated “directors” from project to which led to the 1994 opening of a studio in Mon-
project; all directors also work as programmers, art- treuil, France. It later became their administrative
ists, or composers, and may work on other projects and commercial head office, even as the company
that they are not directing. continues to register its headquarters in Rennes.
For the first five years of Treasure, the com- Ubisoft has expanded heavily through the
pany produced games exclusively for Sega consoles. years. Between 1996 and 2000 the company estab-
According to a Treasure representative, their first lished development studios in Shanghai (China),
game (Gunstar Heroes) was developed on the Sega Annecy (France), Montreal (Canada), Casablanca
Genesis for hardware performance reasons, and af- (Morocco), Barcelona (Spain) and Milan (Italy), and
ter that they continued developing for Sega consoles distribution offices in Spain, Italy, Australia, Bel-
since their fan base consisted of owners of those gium, China and Denmark. Ubisoft also acquired
consoles. Red Storm Entertainment, Blue Byte Software and
the games division of The Learning Company.
Developers • 421

Visual Concepts Westwood Studios


Type Subsidiary Former type Subsidiary
Founded May 1988 Founded 1985
Headquarters Novato, California, U.S. Founders Brett Sperry
Key people Greg Thomas (President) Louis Castle
Parent Sega (1999–2005) Defunct January 29, 200
Take-Two Interactive (2005) Fate Dissolved
2K Sports (2005–) Headquarters Las Vegas, Nevada

Visual Concepts Entertainment is an American video Westwood Studios, Inc. was an American video
game developer based in Novato, California. Found- game developer, based in Las Vegas, Nevada. It was
ed in May 1988, the company is best known for sport founded by Brett Sperry and Louis Castle in 1985 as
games in the 2K franchise. Westwood Associates and was renamed Westwood
In September 1997, Sega announced their Studios when it merged with Virgin Games (later
intentions to acquire Visual Concepts, a deal that Virgin Interactive Entertainment) in 1992. The com-
was closed on May 18, 1999, for an undisclosed pany was bought by Electronic Arts alongside Vir-
sum. Following a June 2004 deal between Sega gin Interactive’s North American operations in 1998,
and TakeTwo Interactive, wherein the two would and Westwood was closed by EA in 2003.
co-publish and distribute titles in Visual Concepts’ Westwood is best known for developing re-
ESPN-based game series, rumors started spreading al-time strategy, adventure and role-playing genres.
in December 2004, which suggested that Take-Two It was listed in Guinness World Records for selling
Interactive was planning to acquire Visual Concepts more than 10 million copies of Command & Con-
from Sega. On January 24, 2005, Take-Two Inter- quer worldwide. The last former Westwood employ-
active announced to have completed a transaction ee quit working for Electronic Arts after the release
of $24 million to Sega for the acquisition of Visual of Command & Conquer: Generals in 2003.
Concepts, its subsidiary Kush Games, and the intel- Brett Sperry and Louis Castle founded West-
lectual property to the 2K franchise. The publisher’s wood Studios in 1985.
2006 Form 10-K filing later showed that a total of According to Louis Castle, the company was
$32.2 million had been paid to Sega for the acquisi- named after the “entertainment meets professional”
tion of Visual Concepts and affiliate properties by character of the Westwood neighborhood in Los
January 2006. On January 25, 2005, the day follow- Angeles; “We really liked the “entertainment meets
ing the acquisition, Take-Two Interactive announced professional” character of Westwood CA (in L.A.)
their new publishing label, 2K Games, and its 2K and the attraction of the area to teens and young
Sports division, the latter of which would henceforth adults felt like the perfect fit for a new company spe-
manage Visual Concepts and Kush Games. cializing in entertainment software. Even back then
A March 2009 research study on Metacritic we recognized that it took a team of people to make
scores, conducted by GameQuarry, ranked Visual great products so we appended the “Associates” to
Concepts as the number one “most consistent” video emphasize that aspect of product development. We
game developer on the review aggregator website, were not really sure if we could make a go at game
with 50 out of their 72 games at the time having development so the original name “Westwood As-
received an aggregated review score of 80/100 or sociates” also gave us the ability to get into more
higher. In August 2010, Visual Concepts laid off 30 traditional business software if necessary.”
employees due to “the need for resource alignment The company’s first projects consisted of
and better efficiency”. contract work for companies like Epyx and Strategic
Simulations, Inc. (SSI), porting 8-bit titles to 16-bit
systems like Commodore Amiga and Atari ST.
424 • Checklist
Checklist
To compile this lists I used satakore.com as a master, and included info from. These lists are not a Master-list,
I suspect alot of different variations are missing. For more on each variations, please visit satakore.com. Black
page numbers are pages in Volume.1. Green are pages in Volume.2.

Title Model R Pg. C I B


2do Aru Koto ha Sando R T-6802G 22
2do Aru Koto ha Sando R (Satakore) T-6804G 22
2Tax Gold T-4305G 22
3D Baseball T-15906H 22
3D Baseball The Majors T-18003G 22
3D Lemmings T-11304H-50 23
3D Lemmings T-15013G 23
3D Mission Shooting Finalist T-18511G 159
3x3 Eyes ~Kyuusei Koushu~ S T-21301G 26
6 Inch My Darling T-19721G 26
Actua Golf T-12302H-50 29
Actua Golf T-18710G 29
Actua Soccer T-18706G 29
Actua Soccer Club Edition T-12305H-50 29
Advanced V.G. (Variable Geo) T-32501G 29
Advanced V.G. (Variable Geo) (Genteiban) T-32506G 29
Advanced World War Sennen Teikoku no Koubou ~Last of the GS-9087 30
Millennium~
Advanced World War Sennen Teikoku no Koubou ~Last of the GS-9190 30
Millennium~ (Satakore)
Adventure Pack ~Nanatsu no Hikan & Myst~ T-7639G 236
After Burner II GS-9109 30
AI Igo T-17601G 30
Ai Iijima - Good Island Cafe T-25201G 30
AI Shougi T-18602G 32
AI Shougi 2 T-17602G 32
Air Management '96 T-7611G 32
Air Management '96 (Koei Best Collection) T-7668G 32
Airs Adventure T-20301G 33
Akumajou Dracula X ~Gekka no Yasoukyoku~ T-9527G 36
Albert Odyssey - Legend of Eldean T-12705H 33
Albert Odyssey Gaiden ~Legend of Eldean~ T-1514G 33
Albert Odyssey Gaiden ~Legend of Eldean~ T-26804H-08 33
Albert Odyssey Gaiden ~Legend of Eldean~ (Satakore) T-1517G 33
Albert Odyssey Gaiden ~Legend of Eldean~ (Shokai Press Gentei) T-1507G 33
Album Club (Mune Kyun) ~Saint Paulia Jogakuin~ T-21903G 39
Alien Trilogy 191x56 40
Alien Trilogy T-8113H-50 40
Alien Trilogy T-8113H-18 40
Alien Trilogy T-8113G 40
Alien Trilogy T-8113H 40
Checklist • 425
Title Model R Pg. C I B
All-Star Baseball '97 Featuring Frank Thomas T-8150H 40
Alone in the Dark - Jack is Back T-15101H-50 41
Alone in the Dark - One Eyed Jack's Revenge T-29401H 41
Alone in the Dark 2 T-10602G 41
Amagi Shien T-1513G 42
America Oudan Ultra Quiz T-6004G 42
AMOK 192106 43
AMOK MK81064-50 43
AMOK T-7637G 43
AMOK 81064 43
Andretti Racing 191x33 44
Andretti Racing T-5020H-50 44
Andretti Racing T-5020H-09 44
Andretti Racing T-5020H-18 44
Andretti Racing T-5020H 44
AnEarth Fantasy Stories ~The First Volume~ T-27801G 44
Angel Graffiti S ~Anata he no Profile~ T-7308G 45
Angel Paradise Vol.1 Sakaki Yuko ~Koi no Yokan in Hollywood~ T-2403G 45
Angel Paradise Vol.2 Yoshino Kimika ~Isshoni I-ta-i in Hawaii~ T-2405G 45
Angelique Duet T-7662G 46
Angelique Duet (Premium box) T-7663G 46
Angelique Special T-7615G 46
Angelique Special (Premium Box) T-7622G 46
Angelique Special (Premium Pack) T-7650G 46
Angelique Special 2 T-7627G 46
Angelique Special 2 (Premium Box) T-7638G 46
Another Memories T-38001G 47
Apo Nashi Gals Olympos (Shokai Gentei Cel-ga Package A) T-4304G 47
Apo Nashi Gals Olympos (Shokai Gentei Cel-ga Package B) T-4306G 47
Apo Nashi Gals Olympos (Shokai Gentei Cel-ga Package C) T-4307G 47
Aqua-World ~Umi Monogatari~ T-30301G 47
Aquazone Desktop Life T-24001G 48
Aquazone Option Disc Series 1 Angel Fish T-24002G 48
Aquazone Option Disc Series 2 Black Molly T-24003G 48
Aquazone Option Disc Series 3 Blue Emperor T-24004G 49
Aquazone Option Disc Series 4 Clown Loach T-24005G 49
Aquazone Option Disc Series 5 False Rummy-Nose T-24006G 49
Arcana Strikes T-10311G 50
Area 51 193476 51
Area 51 T-25408H-50 51
Area 51 T-18613G 51
Area 51 T-9705H 51
Arthur to Astaroth no Nazomakaimura ~Incredible Toons~ T-1209G 50
Assault Rigs T-18606G 50
Astal 191x76 53
Astal 81019 53
426 • Checklist
Title Model R Pg. C I B
Astra Superstars T-1521G 54
Asuka 120% Limited ~Burning Fest. Limited~ T-16708G 52
Athlete Kings MK81115-50 132
Atlantis - Secrets d'un monde oublié MK81091-09 55
Atlantis - The Lost Tales MK81091-50 55
Ayakashi Ninden Kunoichiban Plus T-21512G 56
Ayrton Senna Personal Talk ~Message for the Future~ GS-9020 56
Azel Panzer Dragoon RPG GS-9076 402
BackGuiner ~Yomigaeru Yuusha-tachi~ Hishou-hen "Uragiri no T-19907G 56
Senjou"
BackGuiner ~Yomigaeru Yuusha-tachi~ Kakusei-hen "Guiner T-19906G 57
Tensei"
Baku Baku MK81501-50 57
Baku Baku 81501 57
Baku Baku Animal ~Sekai Shiikugakari Senshuken~ GS-9040 57
Baku Baku Animal ~Sekai Shiikugakari Senshuken~ (Satakore) GS-9144 57
Bakuretsu Hunter T-22402G 57
Bakuretsu Hunter R T-24903G 58
Bakushou!! All Yoshimoto Quiz Ou Ketteisen DX T-20001G 58
Baldy Land T-20608G 58
Baroque T-33901G 59
Bases Loaded '96 - Double Header T-5703H 60
Batman Forever The Arcade Game T-8140H-50 60
Batman Forever The Arcade Game T-8118G 60
Batman Forever The Arcade Game T-8140H 60
Batsugun T-20605G 62
Battle Arena Toshinden Remix 191x64 63
Battle Arena Toshinden Remix MK81029-50 63
Battle Arena Toshinden Remix 81029 63
Battle Arena Toshinden URA (Ultimate Revenge Attack) MK81054-50 63
Battle Arena Toshinden URA (Ultimate Revenge Attack) 81054 63
Battle Athletess Daiundoukai T-24601G 60
Battle Garegga T-10627G 63
Battle Monsters T-8137H-50 64
Battle Monsters T-18701G 64
Battle Monsters T-8137H 64
Battle Stations T-5021H-50 64
Battle Stations T-5021H 64
BattleSport T-8149H 64
Beach de Reach! T-29004G 65
Big Ichigeki! Pachislot Daikouryaku ~Universal Museum~ T-16704G 65
Bio Hazard T-1219G 452
Bishoujo Hanafuda Kikou Michinoku Hitou Koi Monogatari Spe- T-36701G 65
cial
Bishoujo Senshi Sailor Moon SuperS ~Various Emotion~ T-15701G 66
Bishoujo Variety Game ~Rapyulus Panic~ T-21503G 55
Checklist • 427
Title Model R Pg. C I B
Black Dawn 191x69 66
Black Dawn T-7027H-50 66
Black Dawn T-7013G 66
Black Dawn T-7027H 66
Black Fire 191x89 67
Black Fire T-7011H-50 67
Black Fire T-7003G 67
Black Fire 81003 67
Black/Matrix T-20113G 67
Black/Matrix T-20115G 67
Black/Matrix T-20118G 67
Blam! -MachineHead T-11505H-50 67
Blam! -MachineHead T-11505H-09 67
Blam! -MachineHead T-11505H-18 67
Blam! -MachineHead T-7015G 67
Blast Chamber 191x48 68
Blast Chamber T-13003H-50 68
Blast Chamber T-13003H 68
Blast Wind T-1810G 68
Blazing Dragons T-15913H-50 69
Blazing Dragons T-15913H-09 69
Blazing Dragons T-15913H-18 69
Blazing Dragons T-15907H 69
Blazing Heroes 81303 364
Blood Factory T-12504G 304
Blue Breaker ~Ken yorimo Hohoemi wo~ T-4314G 70
Blue Seed ~Kushinada Hirokuden~ GS-9014 70
Body Special 264 ~Girls in Motion Puzzle Vol.2~ T-21003G 71
Bomberman Wars T-14320G 71
Bottom of the 9th T-9505H 71
Bouken Katsugeki Monomono T-21508G 72
Brain Battle Q T-25701G 72
Brain Dead 13 T-7305G 74
Brain Dead 13 T-12103H 74
Break Point T-16408H-50 72
Break Point T-9107G 72
Break Point Tennis T-8145H 72
Break Thru! T-21501G 73
Bubble Bobble also featuring Rainbow Islands T-8131H-50 76
Bubble Bobble also featuring Rainbow Islands T-8131H 76
Bubble Symphony T-19905G 76
Bug Too! 193336 79
Bug Too! MK81040-50 79
Bug Too! 81040 79
Bug Too! ~Motto Motto Jump Shite, Fundzukechatte, Pecchanko~ GS-9128 79
Bug! 191x80 78
428 • Checklist
Title Model R Pg. C I B
Bug! MK81004-50 78
Bug! 81004 78
Bug! ~Jump Shite, Fundzukechatte, Pecchanko~ GS-9063 78
Bulk Slash T-14310G 79
Bulk Slash (Satakore) T-14325G 79
Burning Rangers 191566 79
Burning Rangers MK81803-50 79
Burning Rangers GS-9174 79
Burning Rangers 81803 79
Bust-A-Move 2 Arcade Edition T-8132H-50 81
Bust-A-Move 2 Arcade Edition T-8132H 81
Bust-A-Move 3 T-8155H-50 81
Bust-A-Move 3 T-31103H 81
Can Can Bunny Extra T-19706G 82
Can Can Bunny Premiere T-19701G 82
Can Can Bunny Premiere (Thank You Soft) T-19704G 82
Can Can Bunny Premiere 2 T-19703G 82
Can Can Bunny Premiere 2 (Thank You Soft) T-19705G 82
Capcom Generation ~Dai-1-shuu Gekitsuiou no Jidai~ T-1232G 84
Capcom Generation ~Dai-2-shuu Makai to Kishi~ T-1233G 84
Capcom Generation ~Dai-3-shuu Koko ni Rekishi Hajimaru~ T-1234G 84
Capcom Generation ~Dai-4-shuu Kokou no Eiyuu~ T-1235G 85
Capcom Generation ~Dai-5-shuu Kakutouka-tachi~ T-1236G 85
Casper T-12512H-50 83
Casper T-12503G 83
Casper T-12512H 83
Cat the Ripper ~13-ninme no Tanteishi~ T-35701G 83
Center Ring Boxing T-6005H 285
Chaos Control T-15102H-50 85
Chaos Control T-7002G 85
Chaos Control Remix T-7006G 85
Chibi Maruko-chan no Taisen Pazurudama T-9507G 86
Chisato Moritaka Watarasebashi / Lala Sunshine GS-9172 86
Choro Q Park T-10314G 86
Choro Q Park (Satakore) T-10318G 86
Chou Aniki ~Kyuukyoku ... Otoko no Gyakushuu~ T-2503G 87
Choujikuu Yousai Macross ~Ai Oboeteimasuka~ T-23403G 87
Civilization ~Shin Sekai Shichidai Bunmei~ T-2003G 89
Cleaning Kit for Sega Saturn T-25901H 230
Cleopatra Fortune T-1108G 89
ClockWerx T-22302G 89
Clockwork Knight 191x86 90
Clockwork Knight MK81007-50 90
Clockwork Knight 81007 90
Clockwork Knight ~Pepperouchau no Daibouken Gekan~ GS-9029 91
Clockwork Knight ~Pepperouchau no Daibouken Joukan~ GS-9004 90
Checklist • 429
Title Model R Pg. C I B
Clockwork Knight ~Pepperouchau no Fukubukuro~ GS-9074 92
Clockwork Knight 2 191x81 91
Clockwork Knight 2 MK81021-50 91
Clockwork Knight 2 81036 91
Code R T-23502G 92
College Slam T-8111H 92
Columns Arcade Collection GS-9161 30
Command & Conquer 191x32 94
Command & Conquer T-7028H-50 94
Command & Conquer T-7028H-09 94
Command & Conquer GS-9131 94
Command & Conquer T-7028H 94
Command & Conquer - Teil 1: Der Tiberiumkonflikt T-7028H-18 94
Command & Conquer (Satakore) GS-9193 94
CONGO The Movie - The Lost City of Zinj 81010 93
Contra - Legacy of War T-9507H 93
Corpse Killer - Graveyard Edition T-16201H 97
Cotton 2 T-9904G 98
Cotton Boomerang T-9906G 98
Courier Crisis MK81099-50 98
Courier Crisis T-18010G 98
Courier Crisis T-25415H 98
Creature Shock T-1303G 101
Creature Shock Special Edition T-1304H 101
Crimewave 191x11 104
Crimewave T-8807H-50 104
Crimewave T-7018G 104
Crimewave T-8807H 104
Criticom T-2302 H 105
Criticom ~The Critical Combat~ T-2302G 105
Croc - A Lenda de Gobbos 191x58 102
Croc - Legend of the Gobbos T-5029H-05 102
Croc - Legend of the Gobbos T-5029H-09 102
Croc - Legend of the Gobbos T-5029H-18 102
Croc - Legend of the Gobbos T-5029H-06 102
Croc - Legend of the Gobbos T-16105H 102
Croc! ~Pau-Pau Island~ T-26410G 102
Cross Romance ~Koi to Maajan to Hanafuda to~ T-7103G 105
Cross Tantei Monogatari ~Motsureta Nanatsu no Labyrinth~ T-36401G 105
Crows ~The Battle Action for SegaSaturn~ T-16806G 108
Crusader No Remorse 191x30 106
Crusader No Remorse T-5014H-50 106
Crusader No Remorse T-5014H-09 106
Crusader No Remorse T-5014H-18 106
Crusader No Remorse T-5014H 106
Crypt Killer T-9509H-50 108
430 • Checklist
Title Model R Pg. C I B
Crypt Killer T-9509H-05 108
Crypt Killer T-9509H 108
Cube Battler ~Anna Mirai-hen~ T-21006G 110
Cube Battler ~Debugger Shou-hen~ T-21004G 110
Cubic Gallery ~Edy & Disy~ T-19401G 110
Culdcept T-31401G 111
Culdcept (Satakore) T-31402G 111
Cyber Doll T-22401G 112
Cyber Doll Fukkokuban T-22406G 112
Cyber Speedway 191636 112
Cyber Speedway MK81205-50 112
Cyber Speedway 81205 112
Cyberbots ~FullMetal Madness~ T-1217G 113
Cyberbots ~FullMetal Madness~ Chou Genteiban T-1216G 113
Cyberia 191x70 113
Cyberia T-12508H-50 113
Cyberia T-12501G 113
Cyberia T-12508H 113
D 191x79 116
D T-8106H-50 E 116
D T-8106H-50 F 116
D T-8106H-50 G 116
D T-8106H 116
D no Shokutaku T-8101G 116
D no Shokutaku (Satakore) T-8124G 116
D-Xhird T-10307G 165
Daibouken ~Saint Elmo's no Kiseki~ T-23101G 118
Daikoukai Jidai Gaiden T-7657G 118
Daikoukai Jidai II T-7628G 118
Daikoukai Jidai II (Premium Pack) T-7649G 118
Daina Airan T-4503G 119
Daina Airan ~Yokoku-hen~ T-4505G 119
Daisenryaku Pack GS-9125 236
Daisenryaku Strong Style T-21202G 119
Daisuki T-18510G 119
Daitoride T-29201G 120
Darius Gaiden T-8123H-50 120
Darius Gaiden T-1102G 120
Darius Gaiden T-8123H 120
Darius II MK81085-50 121
Darius II T-1104G 121
Dark Hunter Ge Youma no Mori T-7632G 121
Dark Hunter Jou Ijigen Gakuen T-7631G 121
Dark Legend T-1305H 125
Dark Savior MK81304-50 126
Dark Savior T-22101G 126
Checklist • 431
Title Model R Pg. C I B
Dark Savior 81304 126
Darklight Conflict 191xx5 130
Darklight Conflict T-5022H-50 (EAY) 130
Darklight Conflict T-5022H-50 (EAZ) 130
Darklight Conflict T-5022H 130
Darkseed T-18501G 122
Darkseed II T-36101G 124
Daytona USA 193026 127
Daytona USA MK81200-50 127
Daytona USA GS-9013 127
Daytona USA GS-9501J 127
(MK-81200-08)

Daytona USA 81200 127


Daytona USA C.C.E. Net Link Edition 81218 129
Daytona USA Championship Circuit Edition 193596 129
Daytona USA Championship Circuit Edition MK81213-50 129
Daytona USA Championship Circuit Edition GS-9614J 129
(MK-81213-08/
MK-81044-08)

Daytona USA Championship Circuit Edition 81213 129


Daytona USA Circuit Edition GS-9100 128
Dead or Alive T-3603G 131
Dead or Alive (Gentei Seisan-ban) T-3604G 131
Deadalus GS-9008 460
Death Crimson T-23202G 130
Death Throttle ~Kakuzetsu Toshi kara no Dasshutsu~ T-26403G 130
DeathMask T-22701G 132
DecAthlete 193406 132
DecAthlete GS-9096 132
Decathlete 81115 132
DecAthlete (Satakore) GS-9150 132
DecAthlete for SegaNet GS-7110 132
Deep Fear MK81804-50 133
Deep Fear GS-9189 133
Defcon 5 T-25401H-50 134
Defcon 5 T-25401H-09 134
Defcon 5 T-24101G 134
Defcon 5 T-1301H 134
Dejig Aqua World T-30303G 135
Dejig Lassen ~Art Collection~ T-30304G 135
Dejig McKnight ~Art Collection~ T-30305G 135
Dejig Tin Toy T-30302G 136
Deka Yonku ~Tough The Truck~ T-4313G 227
Dennou Senki Virtual-On GS-9099 112
Dennou Senki Virtual-On for SegaNet GS-7106 112
Dennou Senki Virtual-On for SegaNet Media Card Pack GS-7107 112
432 • Checklist
Title Model R Pg. C I B
Denpa Shounenteki Game T-14316G 159
Denpa Shounenteki Game T-14318G 159
Denpa Shounenteki Game 2 T-14317G 159
Densetsu no Ogre Battle T-5305G 137
Densha de Go! EX T-10317G 136
Derby Analyst T-20505G 138
Derby Stallion T-2113G 138
Deroon Dero Dero T-3601G 138
Desire T-15031G 139
Desire (Premium Pack) T-15036G 139
Destruction Derby T-11303H-50 140
Destruction Derby T-18604G 140
Detana Twinbee Yahho ! Deluxe Pack T-9505G 139
Device Reign T-27810G 139
Devil Summoner Soul Hackers T-14420G 141
Devil Summoner Soul Hackers ~Akuma Zensho Dai-ni-shuu~ T-14421G 142
Dezaemon 2 T-16804G 142
Die Hard Arcade 191536 144
Die Hard Arcade MK81057-50 144
Die Hard Arcade 81057 144
Die Hard Trilogy 193466 145
Die Hard Trilogy T-16103H-50 145
Die Hard Trilogy T-16103H-09 145
Die Hard Trilogy GS-9123 145
Die Hard Trilogy T-16103H 145
Digital Ange ~Dennou Tenshi SS~ T-33003G 142
Digital Dance Mix Vol.1 Namie Amuro GS-9133 143
Digital Monster Ver.S Digimon Tamers T-13331G 143
Digital Pinball MK81680-50 149
Digital Pinball Last Gladiators T-18901G 149
Digital Pinball Last Gladiators Ver.9.7 T-18903G 149
Digital Pinball Necronomicon T-18902G 149
Discworld T-20502G 146
Discworld II - Missing, presumed... !? MK81093-50 148
DJ Wars T-18807G 143
DoDonPachi T-14419G 152
DoDonPachi (Satakore) T-14424G 152
DonPachi T-14405G 152
Doom 191x35 150
Doom T-25406H-50 150
Doom T-25406H-51 150
Doom T-18610G 150
Doom T-25405H 150
Doraemon ~Nobita to Fukkatsu no Hoshi~ T-19801G 149
Double Switch T-16207H 153
Doukoku Soshite... T-1315G 154
Checklist • 433
Title Model R Pg. C I B
Doukoku Soshite... Final Edition T-1317G 154
Doukyuusei ~if~ T-20102G 154
Doukyuusei 2 T-20104G 152
Dragon Ball Z Idainaru Dragon Ball Densetsu T-13301H-09 156
Dragon Ball Z Idainaru Dragon Ball Densetsu T-13305G 156
Dragon Ball Z Idainaru Dragon Ball Densetsu (Satakore) T-13317G 156
Dragon Ball Z Shinbutouden T-13302G 156
Dragon Ball Z The Legend T-13301H-06 156
Dragon Force MK81382-50 155
Dragon Force GS-9028 155
Dragon Force T-12703H 155
Dragon Force (Satakore) GS-9145 155
Dragon Force II ~Kami Sarishi Daichi ni~ GS-9184 156
Dragon Master Silk T-19503G 158
DragonHeart - Fire & Steel T-8117H-50 158
DragonHeart - Fire & Steel T-8117H 158
Dream Generation ~Koi ka? Shigoto ka!?...~ T-2511G 158
Dream Square Hinagata Akiko T-3002G 159
Druid ~Yami he no Tsuisekisha~ T-7670G 162
Duke Nukem 3D 191x27 160
Duke Nukem 3D MK81071-50 160
Duke Nukem 3D 81071 160
Dungeon Master Nexus T-9111G 162
Dungeons & Dragons Collection T-1224G 162
Dungeons & Dragons Collection (Kakuchou Ram Cartridge 4MB Fuzoku) T-1245G 162
DX Jinsei Game T-10302G 164
DX Jinsei Game (Satakore) T-10308G 164
DX Jinsei Game II T-10310G 164
DX Nippon Tokkyuu Ryokou Game T-10306G 164
Dynamite Deka GS-9122 144
Dynamite Deka (Satakore) GS-9192 144
Earthworm Jim 2 T-7019H-50 166
Earthworm Jim 2 T-10304G 166
Earthworm Jim 2 T-13203H 166
Eberouge T-10309G 168
Eberouge Special ~Koi to Mahou no Gakuen Seikatsu~ T-10315G 168
Eisei Meijin T-9506G 168
Eisei Meijin II T-9516G 169
Eiyuu Shigan ~Gal Act Heroism~ T-5204G 169
Elevator Action² Returns T-19903G 170
Elf wo Karu Mono-tachi T-16605G 171
Elf wo Karu Mono-tachi ~Hanafuda-hen~ T-16606G 171
Elf wo Karu Mono-tachi II T-16610G 171
Emit Value Set T-7610G 236
Emit Vol.1 ~Toki no Maigo~ T-7602G 176
Emit Vol.2 ~Inochigake no Tabi~ T-7603G 176
434 • Checklist
Title Model R Pg. C I B
Emit Vol.3 ~Watashi ni Sayonara wo~ T-7604G 176
Enemy Zero 191326 172
Enemy Zero MK81076-50 172
Enemy Zero T-30001G 172
Enemy Zero 81076 172
Enemy Zero (Satakore) T-30004G 172
Eternal Melody T-27802G 169
étude Prologue ~Yureugoku Kokoro no Katachi~ T-37901G 177
Eve Burst Error T-15011G 177
Eve Burst Error & Desire Value Pack T-15037G 236
Eve Burst Error & Eve The Lost One Value Pack T-15042G 236
Eve Burst Error (Genteiban) T-15022G 177
Eve Burst Error (Premium Pack) T-15032G 177
Eve the Lost One T-15035G 177
Eve the Lost One & Desire Value Pack T-15040G 236
Eve the Lost One (Meltylancer Re-inforce Taikenban-tsuki) T-15041G 177
Exhumed 81084-50 416
F-1 Challenge MK81206-50 178
F-1 Live Information GS-9035 178
F1 Challenge MK-81206 178
Falcom Classics T-31502G 180
Falcom Classics (Satakore) T-31506G 180
Falcom Classics (Shokai Genteiban) T-31503G 180
Falcom Classics Collection T-31507G 237
Falcom Classics II T-31505G 180
Falcom Classics II (Ongaku CD-tsuki Gentei Premium-ban) T-31504G 180
Fantastep T-5710G 180
Fantasy Zone GS-9136 31
Farland Saga T-32507G 179
Farland Saga ~Toki no Michishirube~ T-32509G 179
Farland Saga ~Toki no Michishirube~ (Shokai Gentei Original T-32511G 179
Telephone Card-tsuki)
Farland Story ~Habou no Mai~ T-32505G 179
Father Christmas T-18504G 182
FEDA Remake! ~The Emblem of Justice~ T-21001G 182
FIFA 97 T-5017H-50 181
FIFA 97 T-5017H-09 181
FIFA 97 T-5017H-18 181
FIFA A Caminho da Copa 98 191456 181
FIFA Die WM-Qualifikation 98 T-5025H-50 (EAG) 181
FIFA En Route pour la Coupe du Monde 98 T-5025H-50 (EAF) 181
FIFA Road to World Cup 98 T-5025H-50 (EAE) 181
FIFA Road to World Cup 98 T-5025H-50 (EAI) 181
FIFA Road to World Cup 98 T-5025H-50 (EA0) 181
FIFA Road to World Cup 98 T-5025H 181
FIFA Rumbo al Mundial 98 T-5025H-50 (EAS) 181
Checklist • 435
Title Model R Pg. C I B
FIFA Soccer 96 191x82 181
FIFA Soccer 96 T-5003H-50 181
FIFA Soccer 96 T-10606G 181
FIFA Soccer 96 T-5003H 181
FIFA Soccer 97 191x37 181
FIFA Soccer 97 T-5017H 181
Fighter's History Dynamite GS-9107 182
Fighter's History Dynamite (Kakuchou Ram Cartridge-tsuki) GS-9153 182
Fighters Megamix 191x12 183
Fighters Megamix MK81073-50 183
Fighters Megamix GS-9126 183
Fighters Megamix 81073 183
Fighting Vipers 193446 184
Fighting Vipers MK81041-50 184
Fighting Vipers GS-9101 184
Fighting Vipers GS-9610J 184
(MK-81041-08)
Fighting Vipers 81041 184
Final Fight Revenge T-1249G 186
Final Fight Revenge (Kakuchou Ram Cartridge 4MB Fuzoku) T-1248G 186
Find Love 2 ~Rhapsody~ T-34605G 187
Find Love 2 ~The Prologue~ T-34604G 187
Fire Pro Gaiden Blazing Tornado T-4302G 187
Fire Prowrestling S ~6Men Scramble~ T-4308G 188
Fire Prowrestling S ~6Men Scramble~ (Satakore) T-4316G 188
Firestorm Thunderhawk 2 T-11501H-50 139
Fishing Koushien T-24901G 188
Fishing Koushien II T-24904G 189
FIST T-15015G 188
Formula Grand Prix Team Unei Simulation T-7309G 189
Formula Karts Special Edition MK81282-50 189
Frank Thomas Big Hurt Baseball T-8138H-50 190
Frank Thomas Big Hurt Baseball T-8111G 190
Frank Thomas Big Hurt Baseball T-8138H 190
Frankenstein - Through the Eyes of the Monster T-12511H-50 191
Free Talk Studio ~Mari no Kimamana Oshaberi~ (Blue Case) T-20504G 192
Free Talk Studio ~Mari no Kimamana Oshaberi~ (Red Case) T-20506G 192
Friends ~Seishun no Kagayaki~ T-20109G 192
From TV Animation Slam Dunk I Love Basketball T-13301G 192
Fully Cowled Mini Yonku Super Factory T-26408G 193
Funky Fantasy T-20002G 193
Funky Head Boxers T-20003G 193
Funky Head Boxers Plus T-20004G 194
Fushigi no Kuni no Angelique T-7634G 194
Fuusui Sensei T-21701G 194
G Vector T-30603G 196
436 • Checklist
Title Model R Pg. C I B
Gaia Breeder T-34801G 196
Gakkou no Kaidan GS-9026 196
Gakkou no Kowai Uwasa Hanako-san ga Kita!! T-1205G 197
Gal Jan T-29101G 197
Galactic Attack T-8116H-50 198
Galactic Attack T-8116H 198
Galaxy Fight T-1504H-50 200
Galaxy Fight T-1504H 200
Galaxy Fight ~Universal Warriors~ T-1510G 200
Galaxy Force II GS-9197 31
Gale Racer GS-9003 223
Gals Panic SS T-29002G 197
Game Basic for SegaSaturn T-2111G 200
Game de Seishun T-19711G 201
Game Nihonshi ~Kakumeiji Oda Nobunaga~ T-7633G 201
Game no Tatsujin T-1502G 203
Game no Tatsujin 2 T-1509G 203
Game no Tetsujin The Shanghai T-1506G 201
Game Tengoku ~The Game Paradise!~ T-5712G 203
Game Tengoku ~The Game Paradise!~ Gokuraku Pack T-5711G 203
Game-Ware T-17002G-T 204
Game-Ware Vol.2 T-17003G 204
Game-Ware Vol.3 T-17004G-T 204
Game-Ware Vol.4 T-17005G 205
Game-Ware Vol.5 T-17006G 205
Garou Densetsu 3 ~Harukanaru Tatakai~ T-3102G 206
GeGeGe no Kitarou ~Gentou Kaikitan~ T-13310G 205
Gekiretsu Pachinkers T-29601G 207
Gekirindan ~Time Travel Shooting~ T-7008G 207
Gekitotsu Koushien T-6701G 207
Gekka Mugentan Torico GS-9056 309
Gekka no Kishi ~Ouryuusen~ T-20606G 208
Gensou Suikoden T-9525G 211
Gex 191x87 212
Gex T-15904H-50 212
Gex T-15904G 212
Gex T-15904H 212
Ghen War T-7010H-50 213
Ghen War T-7004G 213
Ghen War 81001 213
Ginga Eiyuu Densetsu T-22301G 208
Ginga Eiyuu Densetsu Plus T-22303G 208
Ginga Ojousama Densetsu Yuna 3 ~Lightning Angel~ T-14311G 209
Ginga Ojousama Densetsu Yuna Mika Akitaka Illust Works T-14308G 209
Ginga Ojousama Densetsu Yuna Mika Akitaka Illust Works 2 T-14323G 210
Ginga Ojousama Densetsu Yuna Remix T-14307G 209
Checklist • 437
Title Model R Pg. C I B
Girl Doll Toy ~Tamashii wo Kudasai~ T-37002G 210
Go III Professional Taikyoku Igo T-29003G 210
Godzilla ~Rettou Shinkan~ GS-9050 214
Goiken Muyou ~Anarchy in the Nippon~ T-28902G 214
Gokujou Parodius Da! Deluxe Pack T-9501G 406
Golden Axe The Duel 191x88 215
Golden Axe The Duel MK81045-50 215
Golden Axe The Duel GS-9041 215
Golden Axe The Duel 81045 215
Gotha ~Ismailia Seneki~ GS-9009 214
Gotha II ~Tenkuu no Kishi~ T-7608G 230
Gradius Deluxe Pack T-9509G 215
Gran Chaser GS-9022 112
Grand Slam T-7004H 215
Grandia T-4507G 216
Grandia ~Digital Museum~ T-4512G 218
Grandia Memorial Package T-4513G 216
GranDread T-20603G 218
Greatest Nine '96 GS-9086 218
Grid Run T-7017H-50 219
Grid Runner 191166 219
Grid Runner T-7009G 219
Grid Runner T-7025H 219
Groove on Fight ~Gouketsuji Ichizoku 3~ T-14411G 224
Groove on Fight ~Gouketsuji Ichizoku 3~ T-14413G 224
(Kakuchou Ram Cartridge-tsuki!)
GT 24 T-5714G 99
Guardian Force T-9905G 222
Guardian Heroes MK81035-50 220
Guardian Heroes GS-9031 220
Guardian Heroes 81035 220
Gun Frontier Arcade Gears T-26109G 224
Gunbird T-14402G 223
GunBlaze-S T-19710G 224
Gungriffon MK81046-50 225
Gungriffon 81046 225
Gungriffon ~The Eurasian Conflict~ T-4502G 225
Gungriffon ~The Eurasian Conflict~ (Satakore) T-4509G 225
Gungriffon II T-4510G 225
Gungriffon II (Taisen Cable Doukonban) T-4511G 225
Gussun Oyoyo-S T-26101G 225
Gyuwambler Jikochuushinha ~Tokyo Mahjongland~ T-4504G 200
Gyuwambler Jikochuushinha ~Tokyo Mahjongland~ (Satakore) T-4508G 200
Habitat II GS-7105 226
Hang On GP '95 GS-9032 226
Hang On GP '96 MK81202-50 226
438 • Checklist
Title Model R Pg. C I B
Hang-On GP 191x78 226
Hang-On GP 81202 226
Hankou Shashin ~Shibarareta Shoujo-tachi no Mita Mono ha?~ T-15008G 226
Hansha de Spark! T-20902G 227
Hardcore 4X4 T-12303H-50 227
Harukaze Sentai V-Force T-19904G 227
Hatsukoi Monogatari T-33004G 228
HatTrick Hero S T-1103G 228
Haunted Casino T-21902G 228
Heartbeat Scramble T-15014G 230
Hebereke's Popoitto T-1502H-50 231
Heir of Zendor ~The Legend and the Land~ 191496 230
Heir of Zendor ~The Legend and the Land~ T-7605H 230
Heisei Tensai Bakabon Susume! Bakabons T-17001G 230
Heiwa Pachinko Soushingeki T-18702G 232
Henry Explorers T-9518G 108
Herc's Adventures T-23001H 232
Hexen T-25405H-50 234
Hexen T-25405H-51 234
Hexen ~Beyond Heretic~ 191x36 234
Hexen ~Beyond Heretic~ T-18612G 234
Hexen ~Beyond Heretic~ T-25406H 234
Hi-Octane T-5002H-50 235
Hi-Octane T-10608G 235
Hi-Octane - The Track Fights Back! T-5002H 235
Hideo Nomo World Series Baseball GS-9061 214
Hideyoshi Nobunaga Set T-7625G 237
High Velocity - Mountain Racing Challenge T-14402H 232
Highschool Terra Story T-19715G 233
Highway 2000 T-6012H-50 233
Highway 2000 T-31101H 233
Himitsu Sentai Metamor V T-29005G 233
Hissatsu Pachinko Collection T-1503G 236
Hissatsu! T-23402G 236
Hiyake no Omoide + Himekuri ~Girls In Motion Puzzle Vol.1~ T-21002G 236
Hokuto no Ken T-20601G 237
Honkaku 4-nin Uchi Geinoujin Taikyoku Maajan ~The Wareme DE Pon~ T-3001G 237
Honkaku Hanafuda T-16611G 237
Honkaku Pro Maajan Tetsuman Special T-18709G 240
Honkaku Pro Maajan Tetsuman Special (Satakore) T-18716G 240
Honkaku Shougi Shinan Wakamatsu Shougi Juku T-4402G 240
Hop Step Idol T-20507G 240
Horror Tour T-24301G 241
Houkago Renai Club ~Koi no Etude~ T-19713G 241
Houkago Renai Club ~Koi no Etude~ (Genteiban) T-19714G 241
Houma Hunter Lime Perfect Collection T-2001G 241
Checklist • 439
Title Model R Pg. C I B
Hyper 3-D Pinball T-7015H 242
Hyper 3D Pinball 191x47 242
Hyper 3D Pinball T-7007G 242
Hyper 3D Taisen Battle Gebockers T-5303G 243
Hyper 3D Taisen Battle Gebockers (Taisen Cable-tsuki Gentei Pack) T-5304G 243
Hyper Duel T-1809G 243
Hyper Reverthion T-1803G 243
Hyper Securities S T-9105G 244
I Love Mickey Mouse ~Fushigi no Oshiro Daibouken~ / GS-9179 32
I Love Donald Duck ~Georgia Ou no Hihou~
Ide Yousuke Meijin no Shin Jissen Maajan T-1208G 245
Idol Janshi Suchie-Pai II T-5705G 245
Idol Janshi Suchie-Pai Mecha Genteiban T-5716G 245
~Hatsubai 5 Shuunen Toku Package~
Idol Janshi Suchie-Pai Remix T-5704G 248
Idol Janshi Suchie-Pai Secret Album T-5717G 248
Idol Janshi Suchie-Pai Special T-5701G 248
Idol Maajan Final Romance 2 T-16702G 249
Idol Maajan Final Romance 4 T-3003G 249
Idol Maajan Final Romance R T-16703G 249
Idol Maajan Final Romance R Premium Package T-16705G 249
Image Fight & XMultiply Arcade Gears T-26110G 250
Impact Racing T-6010H-50 250
Impact Racing T-7307G 250
Impact Racing T-26806H-08 250
Impact Racing T-8139H 250
In The Hunt T-10001H-50 254
In The Hunt T-10001H 254
Independence Day T-16104H 255
Independence Day - The Game 191426 255
Independence Day - The Game T-16104H-50 (FXY) 255
Independence Day - The Game T-16104H-50 (FXZ) 255
International Victory Goal MK81105-50 37
Ippatsu Gyakuten ~Gambling King he no Michi~ T-29602G 250
Irem Arcade Classics T-22403G 251
Iron Man X-O Manowar in Heavy Metal 191x20 256
Iron Man X-O Manowar in Heavy Metal T-8119H-50 256
Iron Man X-O Manowar in Heavy Metal T-8115G 256
Iron Man X-O Manowar in Heavy Metal T-8119H 256
Iron Storm T-12701H 257
Ishin no Arashi T-7645G 256
Isto E Zico ~Zico no Kangaeru Soccer~ T-18802G 258
J.B.Harold Blue Chicago Blues T-5302G 70
J.League Go Go Goal! T-3602G 259
J.League Jikkyou Honoo no Striker T-9528G 259
J.League Pro Soccer Club wo Tsukurou! GS-9034 259
440 • Checklist
Title Model R Pg. C I B
J.League Pro Soccer Club wo Tsukurou! 2 GS-9168 260
J.League Pro Soccer Club wo Tsukurou! 2 (Satakore) GS-9206 260
J.League Victory Goal '96 GS-9048 260
J.League Victory Goal '97 GS-9140 260
Jantei Battle Cos-Player T-34601G 261
Japan Super Bass Classic '96 T-18707G 261
Jewels of the Oracle T-1503H-50 261
Jikkyou Oshaberi Parodius ~Forever With Me~ T-9513G 262
Jikkyou Powerful Pro Yakyuu '95 Kaimaku-ban T-9502G 263
Jikkyou Powerful Pro Yakyuu S T-9523G 263
Jikuu Tantei DD (Dracula Detective) ~Maboroshi no Lorelei~ T-2103G 263
Jinzou Ningen Hakaider ~Last Judgement~ GS-9088 264
Jissen Maajan T-15002G 264
Jissen Pachinko Hisshouhou! Twin T-2407G 264
Jissen Pachislot Hisshouhou! 3 T-2401G 265
Jissen! Pachislot Hisshouhou! 4 T-2406G 265
Jissen! Pachislot Hisshouhou! Iron Hook T-2404G 265
Johnny Bazooka T-7302G 266
Johnny Bazookatone T-7909H-50 266
Johnny Bazookatone T-7909H 266
Jonah Lomu Rugby T-12003H-50 266
Jonah Lomu Rugby T-12003H-05 266
Jonah Lomu Rugby T-12003H-09 266
Joshikousei no Houkago... Pukunpa T-16802G 266
Jun Classic C.C. & Rope Club T-11403G 269
Jung Rhythm T-16607G 269
Jungla de Cristal - La Trilogia T-16103H-06 145
Jungle Park ~Saturn Jima~ T-18008G 269
Jungle Park ~Saturn Jima~ (Gentei Special Package-ban) T-18009G 269
Juusou Kihei Leynos 2 T-2501G 53
K-1 Fighting Illusion Shou T-26102G 270
K-1 Fighting Illusion Shou (Satakore) T-26113G 270
Kaitei Daisensou ~Torppedoes armed and ready!~ T-15006G 254
Kaitou Saint Tail T-28201G 270
Kakinoki Shougi T-2104G 270
Kakyuusei T-28002G 271
Kamen Rider ~Sakusen File 1~ T-14101G 271
Kanazawa Shougi T-16505G 271
Kanzen Chuukei Pro Yakyuu Greatest Nine GS-9017 272
Keio Flying Squadron 2 T-6008H-50 272
Keiou Yuugekitai ~Katsugeki-hen~ T-6003G 272
Kekkon ~Marriage~ T-10501G 273
Kekkon Zenya T-10502G 273
Keriotosse! T-30306G 273
Kidou Senkan Nadesico ~The Blank of 3 Years~ GS-9195 276
Kidou Senkan Nadesico ~Yappari Saigo ha [Ai ga Katsu] ?~ GS-9142 276
Checklist • 441
Title Model R Pg. C I B
Kidou Senshi Gundam T-13303G 276
Kidou Senshi Gundam (Satakore) T-13329G 276
Kidou Senshi Gundam Gaiden ~The Blue Destiny~ T-13318G 277
Kidou Senshi Gundam Gaiden I ~Senritsu no Blue~ T-13307G 277
Kidou Senshi Gundam Gaiden I ~Senritsu no Blue~ T-13306G 277
(Shokai Press Tokushu Package Shiyou)
Kidou Senshi Gundam Gaiden II ~Ao wo Uketsugu Mono~ T-13311G 277
Kidou Senshi Gundam Gaiden II ~Ao wo Uketsugu Mono~ T-13309G 277
(Genteiban)
Kidou Senshi Gundam Gaiden III ~Sabakareshi Mono~ T-13313G 277
Kidou Senshi Gundam Gaiden III ~Sabakareshi Mono~ T-13312G 277
(Genteiban)
Kidou Senshi Gundam Gihren no Yabou T-13330G 280
Kidou Senshi Gundam Gihren no Yabou (Shokai Genteiban) T-13327G 280
Kidou Senshi Gundam Gihren no Yabou Kouryaku Shireisho T-13333G 280
Kidou Senshi Z Gundam ~Kouhen Sora wo Kakeru~ T-13320G 280
Kidou Senshi Z Gundam ~Zenpen Zeta no Kodou~ T-13315G 281
Kindaichi Shounen no Jikenbo ~Hoshimitou Kanashimi no Fukushuuki~ T-14315G 281
Kiss yori... T-19724G 281
Kiss yori... (Shokai Genteiban Original Telephone Card Doukon) T-19723G 281
Kisuishou Densetsu Astal GS-9019 53
Kochira Katsushikaku Kameari Kouenmae Hashutsujo Nakagawa T-13319G 285
Land Dai Race! no Maki
Kochira Katsushikaku Kameari Kouenmae Hashutsujo Nakagawa T-13332G 285
Land Dai Race! no Maki (Satakore)
Koden Koureijutsu Hyaku Monogatari ~Hontoni Atta Kowai Hanashi~ T-14312G 285
Koden Koureijutsu Hyaku Monogatari ~Hontoni Atta Kowai T-14324G 285
Hanashi~ (Satakore)
Koi no Summer Fantasy ~in Miyazaki Seagaia~ Okina Megumi T-23407G 286
Konami Antiques MSX Collection Ultra Pack T-9530G 286
Konoyo no Hate de Koi wo Utau Shoujo Yu-No T-28004G 287
Konoyo no Hate de Koi wo Utau Shoujo Yu-No T-28005G 287
(Shuttle Mouse-tsuki Genteiban)
Koudou Saisoku Densetsu ~Kashiramoji D (Initial D)~ T-25503G 287
Kouryuu Sangoku Engi T-26104G 287
Krazy Ivan T-11305H-50 288
Krazy Ivan T-11305H-18 288
Krazy Ivan T-18605G 288
Kumitate Battle Kuttu Ketto T-1813G 288
Kunoichi Torimonochou T-6803G 288
Kuro no Danshou ~The Literary Fragment~ T-21204G 290
Kuro no Danshou ~The Literary Fragment~ (Genteiban) T-21203G 290
Kurubushi Kyoudai Gekijou Dai-ikkan Maajan-hen T-21803G 290
Kururin Pa! T-24201G 290
Kuusou Kagaku Sekai Gulliver Boy T-14303G 291
Kyuukyoku Tiger II Plus T-18715G 291
442 • Checklist
Title Model R Pg. C I B
Kyuutenkai T-1801G 291
La Mansión de las Almas Ocultas MK81012-06 327
Langrisser Dramatic Edition T-2507G 292
Langrisser III T-2502G 293
Langrisser III (Satakore) T-2510G 293
Langrisser III (Shokai Genteiban) T-2504G 293
Langrisser IV T-2506G 294
Langrisser IV (Satakore) T-2512G 294
Langrisser IV (Special Package) T-2505G 294
Langrisser Tribute T-2513G 237
Langrisser V ~The End of Legend~ T-2509G 295
Last Bronx 191x38 289
Last Bronx MK81078-50 289
Last Bronx GS-9152 289
Last Bronx 81078 289
Last Gladiators - Digital Pinball T-4804H 149
Layer Section T-1101G 198
Layer Section (Satakore) T-1112G 198
Layer Section II T-26409G 300
Le Manoir des Ames Perdues MK81012-09 327
Legend of K-1 Grand Prix '96 T-7503G 289
Legend of K-1 The Best Collection T-7501G 289
Lifescape 2 Body Bionics ~Kyoui no Shouuchuu Jintai~ T-26411G 299
Lifescape Seimei 40-okunen Harukana Tabi T-26405G 299
Linda³ Kanzenban T-2112G 299
Linkle Liver Story GS-9055 302
Loaded T-12301H-50 304
Loaded T-12519H 304
Lode Runner ~The Legend Returns~ T-25101G 303
Lode Runner Extra T-25103G 303
Logic Puzzle Rainbow Town T-4303G 302
Lost & Found Vol. 1 LF1 242
Lost & Found Volume 2 LF2 242
Lost & Found Volume 3 LF3 242
Lost Vikings 2 - Norse by Norsewest T-12521H-50 307
Lovely Pop 2 In 1 Jan Jan Koi Shimasho T-5801G 308
Lovely Pop 2 In 1 Jan Jan Koi Shimasho (Genteiban) T-5802G 308
LuLu ~Un Conte Interactif de Romain Victor-Pujebet~ GS-9118 308
Lunacy T-14403H 309
Lunar 2 Eternal Blue T-27906G 312
Lunar Silver Star Story T-27901G 310
Lunar Silver Star Story MPEG-ban T-27904G 310
Lupin the 3rd ~Pyramid no Kenja~ T-2004G 314
Lupin the 3rd ~The Master File~ T-18801G 314
Lupin the 3rd Chronicles (Lupin Version) T-18804G 314
Lupin the 3rd Chronicles (Lupin + Fujiko Version) T-18805G 314
Checklist • 443
Title Model R Pg. C I B
Lupin the 3rd Chronicles (Lupin + Jigen + Goemon Version) T-18806G 314
m [emu] ~Kimi wo Tsutaete~ T-31202G 316
Maajan Doukyuusei Special T-25301G 316
Maajan Doukyuusei Special (Portrait CD-tsuki Shokai Genteiban) T-25302G 316
Maajan Gakuensai T-25304G 316
Maajan Gakuensai (Seiyuu Interview Hi CD-tsuki Shokai Genteiban) T-25305G 316
Maajan Gakuensai DX ~Zenjitsu ni Matsuwaru Funsenki~ T-25306G 317
Maajan Ganryuujima T-2101G 317
Maajan Gokuu Tenjiku T-10601G 317
Maajan Hyper Reaction R T-2402G 318
Maajan Kaigan Monogatari ~Maajan-kyou Jidai Sexy Idol-hen~ T-2201G 318
Maajan Taikai II Special T-7621G 318
Maajan Tenshi Angel Lips T-27001G 319
Maajan Yon-Shimai ~Wakakusa Monogatari~ T-18704G 319
Maajan-kyou Jidai Cebu Island '96 T-2204G 319
Maajan-kyou Jidai Cogal Houkago-hen T-2203G 321
Maboroshi no Black Bass T-25303G 321
Machine Head 191x62 67
Machine Head T-7914H 67
Madden NFL 97 T-5018H-50 321
Madden NFL 97 T-5010H 321
Madden NFL 98 T-5024H-50 322
Madden NFL 98 T-5024H 322
Madou Monogatari T-6607G 322
Magic Carpet T-5006H-50 323
Magic Carpet T-10611G 323
Magic Carpet T-5006H 323
Magic Carpet (Tokubetsu Genteiban Sega Multi Controller Set) T-10614G 323
Magic Knight Rayearth T-12706H 324
Magical Drop T-1304G 328
Magical Drop 2 GS-9104 328
Magical Drop III Toretate Zoukangou! T-1313G 328
Magical Drop III Toretate Zoukangou! (Satakore) T-1318G 328
Magical Hoppers T-13316G 395
Mahou Gakuen Lunar! T-27902G 326
Mahou Kishi Rayearth GS-9058 324
Mahou Kishi Rayearth (Shokai Gentei W Premium) GS-9018 324
Mahou no Janshi Poe Poe Poemy T-15004G 322
Mahou Shoujo Pretty Samy ~Heart no Kimochi~ T-20112G 329
Mahou Shoujo Pretty Samy ~Osorubeshi Shintai Sokutei! T-20110G 329
Kakubakuhatsu 5-Byou-mae!!~
Mahoutsukai ni naru Houhou T-32510G 329
Mainichi Kawaru Quiz Bangumi Quiz 365 T-21201G 331
ManX TT Super Bike 191236 330
ManX TT Super Bike MK81210-50 330
ManX TT Super Bike GS-9102 330
444 • Checklist
Title Model R Pg. C I B
ManX TT Super Bike 81210 330
Maria ~Kimi-tachi ga Umareta Wake~ T-36302G 331
Marica ~Shinjitsu no Sekai~ T-6008G 331
Marie no Atelier Ver.1.3 ~Salburg no Renkinjutsushi~ T-15033G 332
Mario Mushano no Chou Shougi Juku T-24905G 332
Marvel Super Heroes T-7032H-05 336
Marvel Super Heroes T-7032H-50 336
Marvel Super Heroes T-7032H-51 336
Marvel Super Heroes T-1215G 336
Marvel Super Heroes T-1214H 336
Marvel Super Heroes Vs. Street Fighter T-1239G 337
Marvel Super Heroes Vs. Street Fighter T-1238G 337
(Kakuchou Ram Cartridge 4MB Fuzoku)
Mass Destruction MK81089-50 332
Mass Destruction T-18007H 332
Mass Destruction ~Otousan ni mo Dekiru Soft~ T-18007G 332
Master of Monsters ~Neo Generations~ T-6301G 333
Masters Harukanaru Augusta 3 T-11401G 333
Matsukata Hiroki no World Fishing T-26401G 333
Maximum Force T-25417H-50 338
Maximum Force T-9707H 338
MechWarrior 2 191x50 339
MechWarrior 2 T-13004H-50 339
MechWarrior 2 T-23406G 339
MechWarrior 2 T-13004H 339
Media ROMancer Daisuke Asakura T-25001G 338
(T-2500IG)
Mega Man 8 - Anniversary Collector's Edition T-1216H 340
Mega Man X3 T-7029H-50 342
Mega Man X4 191396 344
Mega Man X4 T-1219H 344
MeltyLancer ~Ginga Shoujo Keisatsu 2086~ T-15016G 346
MeltyLancer ~Ginga Shoujo Keisatsu 2086~ Special Edition T-15017G 346
MeltyLancer Re-inforce T-15038G 346
MeltyLancer Re-inforce Special Edition T-15039G 346
Message Navi T-4401G 347
Message Navi Vol.2 T-4404G 347
Metal Black T-19902G 348
Metal Black (Satakore) T-19909G 348
Metal Fighter Miku T-6002G 346
Metal Slug T-3111G 350
Metal Slug (Kakuchou Ram Doukon Okaidoku Set!!) T-3114G 350
Mezase Idol Star!! Natsuiro Memories ~Maajan-hen~ T-31001G 347
Midway Presents Arcade's Greatest Hits T-9703H 351
Midway Presents Arcade's Greatest Hits - The Atari Collection 1 T-25413H-50 351
Midway Presents Arcade's Greatest Hits - The Atari Collection 1 T-9706H 351
Checklist • 445
Title Model R Pg. C I B
Mighty Hits MK81087-50 352
Mighty Hits T-16604G 352
Minakata Hakudou Toujou T-14414G 352
Minami no Shima ni Buta ga Ita ~Lucas no Daibouken~ T-27101G 352
Minnesota Fats - Pool Legend T-1302H 353
Minton Keibu no Sousa File Doukeshi Satsujin Jiken T-5307G 353
Mizubaku Daibouken T-19910G 353
Mizuki Shigeru no Youkai Zukan Soushuuhen T-25506G 354
Moero!! Pro Yakyuu'95 Double Header T-5703G 60
Momotarou Douchuuki T-14309G 354
Momotarou Douchuuki (Satakore) T-14326G 354
Monster Slider T-27302G 354
Moon Cradle T-9109G 355
Mortal Kombat II T-8103H-50 356
Mortal Kombat II T-8103H 356
Mortal Kombat II Kanzenban T-8107G 356
Mortal Kombat Trilogy 191x42 358
Mortal Kombat Trilogy T-25414H-50 358
Mortal Kombat Trilogy T-9704H 358
Motteke Tamago with Ganbare! Kamonohashi T-18712G 355
Mouri Motonari ~Chikai no Sanshi~ T-7646G 355
Mr. Bones 193126 360
Mr. Bones MK81016-50 360
Mr. Bones GS-9127 360
Mr. Bones 81016 360
Mujintou Monogatari R ~Futari no Love Love Island~ T-28901G 361
Murakoshi Seikai no Bakuchou Nihon Rettou T-9115G 361
My Best Friends ~St. Andrew Jogakuin-hen~ T-14404G 361
My Dream ~On Air ga Matenakute~ T-21303G 364
My Fair Lady Virtual Maajan 2 T-2207G 364
Myst 192056 362
Myst T-26801H-16 362
Myst MK81081-50 362
Myst T-1501G 362
Myst T-26801H-08 362
Myst T-8101H 362
Mystaria - The Realms of Lore MK81300-50 364
Mystaria - The Realms of Lore 81300 364
Mystery Mansion - Das Haus Der Verlorenen Seelen MK81012-18 327
Nanatsu Kaze no Shima Monogatari T-35501G 366
Nanatsu no Hikan T-7616G 368
Nanatsu no Hikan (Koei Best Collection) T-7665G 368
Nascar 98 191476 368
Nascar 98 T-5028H-50 368
Nascar 98 T-5028H-09 368
Nascar 98 T-5028H-18 368
446 • Checklist
Title Model R Pg. C I B
Nascar 98 T-5028H-06 368
Nascar 98 T-5028H 368
NBA Action MK81103-50 368
NBA Action 81103 368
NBA Action 98 191406 369
NBA Action 98 MK81124-50 369
NBA Action 98 81124 369
NBA Jam Extreme T-8151H-50 369
NBA Jam Extreme T-8122G 369
NBA Jam Extreme T-8120H 369
NBA Jam Tournament Edition 191x73 369
NBA Jam Tournament Edition T-8102H-50 369
NBA Jam Tournament Edition T-8102G 369
NBA Jam Tournament Edition T-8102H 369
NBA Live 97 191x53 370
NBA Live 97 T-5015H-50 370
NBA Live 97 T-5015H 370
NBA Live 98 T-5027H-50 (EAY) 370
NBA Live 98 T-5027H-50 (EAX) 370
NBA Live 98 T-5027H 370
Nekketsu Oyako T-1802G 370
Net Link Custom Web Browser (PlanetWeb Internet Browser V. 1.011) 80118B 230
(80118C)
Net Link Custom Web Browser Version 3.0 80118D 230
(PlanetWeb Internet Browser V. 1.135)
Net Link Game Pack 81608 238
Net Link Internet Modem 80118 238
Next King ~Koi no Sennen Oukoku~ T-13328G 371
Next King ~Koi no Sennen Oukoku~ (Shokai Tokuten-tsuki) T-13323G 371
NFL '97 81111 371
NFL Quarterback Club '96 T-8109H-50 371
NFL Quarterback Club '96 T-8105G 371
NFL Quarterback Club '96 T-8109H 371
NFL Quarterback Club '97 T-8136H-50 372
NFL Quarterback Club '97 T-8116G 372
NFL Quarterback Club '97 T-8136H 372
NHL 97 T-5016H-50 372
NHL 97 T-5016H-18 372
NHL 97 T-10620G 372
NHL 97 T-5016H 372
NHL 98 T-5026H-50 372
NHL 98 T-5026H 372
NHL All-Star Hockey MK81102-50 373
NHL All-Star Hockey 81102 373
NHL All-Star Hockey 98 MK81122-50 373
NHL All-Star Hockey 98 81122 373
Checklist • 447
Title Model R Pg. C I B
NHL Powerplay T-7013H-50 373
NHL Powerplay '96 T-7012G 373
NHL Powerplay '96 T-7012G (SK) 373
(T-7012G)
NHL Powerplay '96 T-7013H - 373
Night Striker S T-19901G 374
Night Warriors - Darkstalkers' Revenge 193296 375
Night Warriors - Darkstalkers' Revenge T-7009H-50 375
Night Warriors - Darkstalkers' Revenge T-1208H 375
Nightruth Explanation of the paranormal "Futatsu dake no Shinjitsu" T-36201G 378
Nightruth Explanation of the paranormal "Maria" T-20206G 378
Nightruth Explanation of the paranormal #01 "Yami no Tobira" T-20204G 378
Nightruth Explanation of the paranormal Making of Nightruth II T-20205G 379
~Voice Selection~
Nightruth Explanation of the Paranormal Nightruth Voice Selection T-20207G 379
~Radio Drama-hen~
Nightruth Explanation of the Paranormal The Making of Nightruth T-20203G 379
Nights Into Dreams... 193226 380
Nights Into Dreams... MK81020-50 380
Nights Into Dreams... GS-9046 380
Nights Into Dreams... GS-9608J 380
(MK-81020-08)
Nights Into Dreams... 81020 380
Nights Into Dreams... (Satakore) GS-9148 380
Nights Into Dreams... (Teugbyeol Hanjeongpan Samsung Multi Pad Set) GS-9608J2 380
Nights Into Dreams... (Tokubetsu Genteiban Sega Multi Controller Set) GS-9095 380
Nights Into Dreams... + 3D Control Pad MK81048-50 380
Nights Into Dreams... with 3D Control Pad 81048 380
-81605
Nihon Pro Maajan Renmei Kounin Doujou Yaburi T-18714G 374
Nile-gawa no Yoake T-9106G 374
Ninja Jajamaru-kun ~Onigiri Ninpouchou~ Gold T-5709G 384
Ninkuu ~Tsuyokina Yatsura no Daigekitotsu!~ GS-9036 384
Ninpen Manmaru T-35502G 384
Nippon Daihyou Team no Kantoku ni Narou! Sekaihatsu Soccer RPG T-35504G 385
Nissan Collections Skyline GS-7005 385
Nissan Collections Terrano & Primera GS-7004 385
Nissan Presents Over Drivin' GT-R T-10613G 386
Nissan Presents Over Drivin' GT-R T-10615G 386
(Premium Pack S-20 Engine Tokusei Key Holder-tsuki)
Nobunaga no Yabou Returns T-7614G 386
Nobunaga no Yabou Sengoku Gunyuuden T-7658G 386
Nobunaga no Yabou Shouseiroku T-7664G 387
Nobunaga no Yabou Tenshouki T-7605G 387
Nobunaga no Yabou Tenshouki with Power-Up Kit T-7643G 387
Noël 3 T-22206G 388
448 • Checklist
Title Model R Pg. C I B
Noël 3 (Shokai Genteiban) T-22205G 388
Nonomura Byouin no Hitobito T-28001G 388
Noon T-5206G 389
Norse by Norsewest - The Return of The Lost Vikings T-12522H 307
NRJ Le Duo Saturn NRJDUOFR2431 238
O-chan no Oekaki Logic T-1508G 390
Ochige Designer Tsukutte pon! T-9108G 390
Off-World Interceptor Extreme T-15908H-50 391
Off-World Interceptor Extreme T-15901G 391
Off-World Interceptor Extreme T-15908H 391
Ojousama Tokkyuu T-27803G 390
Ojousama wo Nerae!! T-38101G 392
Okudera Yasuhiko no Sekai wo Mezase! Soccer Kids ~ Nyuumon-hen T-26001G 392
Olympic Soccer T-7904H-50 392
Olympic Soccer T-7904H-09 392
Olympic Soccer T-7904H-18 392
Olympic Soccer T-7304G 392
Olympic Soccer T-7904H 392
Omakase! Savers GS-9030 393
OoEdo Renaissance T-9104G 393
Oracle no Houseki T-1511G 261
Ousama Game T-21904G 393
OutRun GS-9110 32
P.T.O. II - Pacific Theater of Operations II 191506 394
P.T.O. II - Pacific Theater of Operations II T-7604H 394
Pachinko Hall Shinsou Daikaiten T-37501G 394
Pachislot Kanzen Kouryaku Uni-Colle'97 (Universal Collection) T-36501G 394
Pad Nifty GS-7101 232
Pad Nifty 1.1 & Habitat II GS-7109 232
Pandemonium! MK81090-50 395
Pandemonium! T-15914H 395
Paneltia Story ~Kerun no Daibouken~ T-21510G 396
Panic-chan T-15010G 397
Panic-chan (Genteiban) T-15029G 397
Panzer Dragoon 192016 398
Panzer Dragoon MK81009-50 398
Panzer Dragoon GS-9015 398
Panzer Dragoon GS-9502J 398
Panzer Dragoon (MK-81009-08)
Panzer Dragoon 81009 398
Panzer Dragoon I & II GS-9124 237
Panzer Dragoon Saga MK81307-50 402
Panzer Dragoon Saga 81307 402
Panzer Dragoon Zwei 192146 404
Panzer Dragoon Zwei MK81022-50 404
Panzer Dragoon Zwei GS-9049 404
Checklist • 449
Title Model R Pg. C I B
Panzer Dragoon Zwei 81022 404
Pappara Paoon T-23201G 397
Parodius T-9501H-50 406
Pastel Muses T-30602G 397
PD Ultraman Link T-13304G 407
Pebble Beach Golf Links MK81101-50 407
Pebble Beach Golf Links 81101 407
Pebble Beach Golf Links ~Stadler ni Chousen~ GS-9006 407
PGA Tour 97 T-5011H-50 410
PGA Tour 97 T-10619G 410
PGA Tour 97 T-5011H 410
Phantasm T-36001G 408
Phantasy Star Collection GS-9186 34
Photo CD Operating System MK81681-50 410
Photo Genic T-1525G 410
Pia Carrot he Youkoso!! ~We've Been Waiting For You~ T-19719G 411
Pia Carrot he Youkoso!! ~We've Been Waiting For You~ (Shokai Genteiban) T-19708G 411
Pia Carrot he Youkoso!! 2 T-20114G 411
Pinball Graffiti T-6011H-50 411
Pinball Graffiti T-9101G 411
Planet Joker T-18711G 412
Playboy Karaoke Collection Volume 1 T-2303G 416
Playboy Karaoke Collection Volume 2 T-2304G 416
Pocket Fighter T-1230G 412
Policenauts T-9510G 418
Popoitto Hebereke T-1504G 231
Power Drift GS-9181 33
Powerslave T-13205H 416
Primal Rage T-4802H-50 417
Primal Rage T-18614G 417
Primal Rage T-4802H 417
Princess Crown T-14418G 420
Princess Crown (Satakore) T-14425G 420
Princess Maker ~Yumemiru Yousei~ T-35101G 421
Princess Maker 2 T-5201G 421
Princess Maker 2 (Satakore) T-5203G 421
Princess Quest T-24603G 426
Princess Quest (Shokai Gentei Trading Card-iri) T-24604G 426
Prisoner of Ice ~Jashin Kourin~ T-26112G 426
Private Idol Disc Data-hen Race Queen F T-30805G 422
Private Idol Disc Data-hen Race Queen G T-30806G 422
Private Idol Disc Tokubetsu-hen Campaign Girl '97 T-30808G 422
Private Idol Disc Tokubetsu-hen CosPlayers T-30804G 422
Private Idol Disc Tokubetsu-hen Kogal Dai-hyakka 100 T-30807G 422
Private Idol Disc Vol.1 ~Kinoshita Yuu~ T-30801G 424
Private Idol Disc Vol.2 ~Uchiyama Miki~ T-30802G 424
450 • Checklist
Title Model R Pg. C I B
Private Idol Disc Vol.3 ~Ooshima Akemi~ T-30803G 424
Private Idol Disc Vol.4 ~Kuroda Mirei~ T-30809G 424
Private Idol Disc Vol.5 ~Fujisaki Nanako~ T-30811G 425
Private Idol Disc Vol.6 ~Yoshida Satomi~ T-30813G 425
Private Idol Disc Vol.7 ~Asou Kaori~ T-30814G 425
Private Idol Disc Vol.8 ~Furukawa Emiko~ T-30815G 425
Private Idol Disc Vol.9 ~Nagamatsu Keiko~ T-30816G 425
Private Idol Disc Vol.10 ~Masaki Mai~ T-30817G 425
Private Idol Disc Vol.11 ~Hirose Mayumi~ T-30818G 425
Pro Maajan Kiwame S T-16801G 428
Pro Maajan Kiwame S (Satakore) T-16807G 428
Pro Shinan Maajan Tsuwamono T-38501G 429
Pro Yakyuu Greatest Nine '97 GS-9139 427
Pro Yakyuu Greatest Nine '97 Make Miracle GS-9171 427
Pro Yakyuu Greatest Nine '98 GS-9185 427
Pro Yakyuu Greatest Nine '98 (Satakore) GS-9208 427
Pro Yakyuu Greatest Nine '98 Summer Action GS-9202 428
Pro Yakyuu Team mo Tsukurou! GS-9165 428
Pro-Pinball T-12520H 429
Pro-Pinball - The Web T-30701H-50 429
Pu Li Ru La Arcade Gears T-26106G 432
Pup-Breeder T-29301G 431
Purikura Daisakusen T-14409G 431
Puyo Puyo Sun T-6603G 432
Puyo Puyo Sun (Satakore) T-6609G 432
Puyo Puyo Sun for SegaNet GS-7111 432
Puyo Puyo Tsuu T-6601G 433
Puyo Puyo Tsuu (Satakore) T-6604G 433
Puzzle Bobble 2X T-1106G 81
Puzzle Bobble 2X & Space Invaders T-1111G 238
Puzzle Bobble 2X (Satakore) T-1114G 81
Puzzle Bobble 3 T-1109G 81
Puzzle Bobble 3 for SegaNet GS-7113 81
Pyon Pyon Kyaruru no Maajan Biyori T-31101G 433
Quake 191286 436
Quake MK81066-50 436
Quake 81066 436
Quantum Gate I ~Akumu no Joshou~ T-18502G 438
Quarterback Attack T-16213H 439
Quiz Nanairo Dreams Nijiirochou no Kiseki T-1220G 440
QuoVadis T-17401G 440
QuoVadis 2 ~Wakusei Kyoushuu Ovan Rei~ T-17402G 440
R?MJ The Mystery Hospital T-13322G 442
Rabbit T-10610G 442
Race Drivin' T-4802G 442
Radiant Silvergun T-32902G 443
Checklist • 451
Title Model R Pg. C I B
Rampage World Tour 191x39 444
Rampage World Tour T-25416H-50 444
Rampage World Tour T-9708H 444
Rampo GS-9011 444
Rayman 191046 445
Rayman T-17701H-50 445
Rayman T-17701G 445
Rayman T-17701H 445
Real Bout Garou Densetsu T-3105G 446
Real Bout Garou Densetsu Best Collection T-3124G 238
Real Bout Garou Densetsu Special T-3117G 447
Real Bout Garou Densetsu Special T-3119G 447
(Kakuchou Ram Cartridge-tsuki Okaidoku Set!!)
Real Maajan Adventure "Umi he" ~Summer Waltz~ T-16511G 448
Real Maajan Adventure "Umi he" ~Summer Waltz~ P's Club Genteiban T-16512G 448
Real Sound ~Kaze no Regret~ T-30002G 448
Refrain Love ~Anata ni Aitai~ T-5308G 444
Resident Evil 191386 452
Resident Evil MK81092-50 452
Resident Evil T-1221H 452
Resurrection Rise 2 T-8114H-50 456
Resurrection Rise 2 T-8114H 456
Return to Zork T-23401G 449
Revolution X - Music is the Weapon T-8107H-50 449
Revolution X - Music is the Weapon T-8107H-50G 449
Revolution X - Music is the Weapon T-8106G 449
Revolution X - Music is the Weapon T-8107H 449
Riglord Saga GS-9021 364
Riglord Saga 2 GS-9084 448
Rise of the Robot 2 ~Resurrection Rise 2~ T-8104G 456
Riven A Sequência de Myst 191546 456
Riven The Sequel to Myst MK81801-50 456
Riven The Sequel to Myst T-35503G 456
Road & Track Presents The Need For Speed 193246 457
Road & Track Presents The Need For Speed T-5009H-50 457
Road & Track Presents The Need For Speed T-5009H 457
Road Rash 193176 458
Road Rash T-5008H-50 458
(T-5008-50)
Road Rash T-10609G 458
Road Rash T-5008H 458
Robo Pit T-10002H-50 459
Robo Pit T-16603G 459
Robo Pit T-10002H 459
Robotica T-8104H 460
Robotica - Cybernation Revolt MK81008-50 460
452 • Checklist
Title Model R Pg. C I B
Rockman 8 ~Metal Heroes~ T-1214G 340
Rockman 8 ~Metal Heroes~ (Satakore) T-1237G 340
Rockman X3 T-1210G 342
Rockman X4 T-1221G 344
Rockman X4 (Satakore) T-1243G 344
Rockman X4 (Special Limited Pack) T-1222G 344
Romance of the Three Kingdoms IV - Wall of Fire T-7601H 460
Ronde T-14415G 461
Roommate ~Inoue Ryouko~ T-19502G 462
Roommate ~Ryouko in Summer Vacation~ T-19506G 462
Roommate ~Ryouko in Summer Vacation~ (Shokai Genteiban) T-19504G 462
Roommate 3 ~Ryouko Kaze no Kagayaku Asa ni~ T-19507G 462
Roommate Inoue Ryouko ~Complete Box~ T-19510G 238
Roommate W ~Futari~ T-19508G 463
Rouka ni Ichidanto R GS-9043 33
Rox 6=Six T-16612G 461
Ruriiro no Yuki T-19716G 464
Ruriiro no Yuki (Shokai Gentei!! Original Hologram Seal-tsuki) T-19722G 464
Ryougae Puzzle Game Moudjiya T-7010G 463
Ryouko no Oshaberi Room T-19509G 463
Ryouri no Tetsujin ~Kitchen Stadium Tour~ T-21702G 464
Ryuuteki Gosennen ~Dragons of China~ T-15025G 464
Sakamoto Ryouma ~Ishin Kaikoku~ T-19709G 18
Sakura Taisen GS-9037 10
Sakura Taisen (Fukkokuban) GS-9151 10
Sakura Taisen (Satakore) GS-9191 10
Sakura Taisen (Tokubetsu Genteiban A type) GS-9115 10
Sakura Taisen (Tokubetsu Genteiban B type) GS-9117 10
Sakura Taisen 2 ~Kimi, Shinitamou Koto Nakare~ GS-9198 16
Sakura Taisen 2 ~Kimi, Shinitamou Koto Nakare~ (Shokai Tokutenban) GS-9169 16
Sakura Taisen Hanagumi Taisen Columns GS-9138 17
Sakura Taisen Hanagumi Tsuushin GS-9134 17
Sakura Taisen Jouki Radio Show GS-9160 17
Sakura Taisen Teigeki Graph ~Teigeki Graph in Sakura Wars~ T-32602G 18
Sakura Tsuushin T-38401G 18
Salamander Deluxe Pack Plus T-9520G 19
Samurai Spirits Amakusa Kourin T-3116G 20
Samurai Spirits Amakusa Kourin (Kakuchou Ram Doukon Okaidoku Set!!) T-3118G 20
Samurai Spirits Best Collection T-3123G 239
Samurai Spirits Zankurou Musouken T-3106G 20
Samurai Spirits Zankurou Musouken T-3104G 20
(Kakuchou Ram Cartridge-tsuki Okaidoku Set!!)
Sangokushi Eiketsuden T-7613G 21
Sangokushi Eiketsuden T-7603H-16 21
Sangokushi Eiketsuden T-7603H-11 21
Sangokushi Eiketsuden (Premium Pack) T-7652G 21
Checklist • 453
Title Model R Pg. C I B
Sangokushi IV T-7601G 460
Sangokushi IV T-7601H-08 460
Sangokushi IV T-7601H-16 460
Sangokushi IV T-7601H-11 460
Sangokushi IV (Koei Best Collection) T-7669G 460
Sangokushi IV with Power-Up Kit T-7644G 460
Sangokushi Koumeiden T-7629G 21
Sangokushi Koumeiden (Premium Pack) T-7651G 21
Sangokushi Returns T-7617G 22
Sangokushi V T-7623G 22
Sangokushi V T-7606H-16 22
Sangokushi V T-7606H-11 22
Sangokushi V (Premium Pack) T-7648G 22
Sankyo Fever Jikki Simulation S T-32101G 23
Sankyo Fever Jikki Simulation S (Genteiban) T-32102G 23
Sankyo Fever Jikki Simulation S (Satakore) T-32104G 23
Sankyo Fever Jikki Simulation S Vol.2 T-32103G 23
Sankyo Fever Jikki Simulation S Vol.3 T-32105G 23
Sankyo Fever Jikki Simulation S Vol.3 Bonus Pack T-32106G 23
Saturn Bomberman MK81070-50 24
Saturn Bomberman T-14302G 24
Saturn Bomberman 81070 24
Saturn Bomberman (Party Pac) T-14313G 24
Saturn Bomberman (Satakore) T-14314G 24
Saturn Bomberman Fight!! T-14321G 25
Saturn Bomberman for SegaNet T-14305G 25
Saturn Music School T-32801G 24
Saturn Music School (MIDI Keyboard Doukon Special Pack) T-32802G 24
Saturn Music School 2 T-32803G 24
Savaki T-5208G 22
Scorcher 192126 19
-192106
Scorcher MK81214-50 19
Scorcher T-8128G 19
Scorcher 81214 19
Scud - The Disposable Assassin 14003 25
SD Gundam G Century S T-13324G 26
Sea Bass Fishing T-6009H-50 26
SeaBass Fishing T-6005G 26
SeaBass Fishing 2 T-6011G 26
SeaBass Fishing 2 (Satakore) T-9114G 26
Sega Ages T-12707H 27
Sega Ages Memorial Selection VOL.1 GS-9135 28
Sega Ages Memorial Selection VOL.2 GS-9163 28
Sega Ages Vol.1 MK81604-50 27
Sega International Victory Goal GS-9044 37
454 • Checklist
Title Model R Pg. C I B
Sega Rally Championship 193076 36
Sega Rally Championship MK81207-50 36
Sega Rally Championship GS-9047 36
Sega Rally Championship GS-9506J 36
(MK-81207-08)
Sega Rally Championship 80012 36
Sega Rally Championship 81207 36
Sega Rally Championship Plus GS-9116 36
Sega Rally Championship Plus (Satakore) GS-9149 36
Sega Rally Championship Plus Net Link Edition 81215 36
Sega Saturn CG Collection GS-7001 232
Sega Saturn de Hakken!! Tamagocchi Park T-13325G 37
Sega Saturn Denshi Book Operator HSS-0120 233
Sega Saturn FDD Operator (Sega Saturn Floppy Disc Drive Operator) HSS-0128 ---
(610-6276)
Sega Saturn Internet 2 T-31302G 233
Sega Saturn Internet Vol.1 T-31301G 233
(610-6280)
Sega Saturn Photo CD Operator HSS-0121 410
Sega Saturn-you Word Processor Keyboard Set [EGWORD Ver 1.02] T-7626G-1 38
Sega Saturn-you Word Processor Set [EGWORD] T-7626G 38
Sega Saturn-you Word Processor Set T-7641G 38
(Digital Camera Taiouban) [EGWORD Ver 2.00]
Sega Saturn-you Word Processor Upgrade Kit T-7642G 38
(Digital Camera Taiouban) [EGWORD Ver 2.00]
Sega Touring Car Championship 191296 38
Sega Touring Car Championship MK81216-50 38
Sega Touring Car Championship GS-9164 38
Sega Touring Car Championship 81216 38
Sega Worldwide Soccer '97 193346 39
Sega Worldwide Soccer '97 MK81112-50 39
Sega Worldwide Soccer '97 81112 39
Sega Worldwide Soccer '98 GS-9187 39
Sega Worldwide Soccer '98 Club Edition MK81123-50 39
Segata Sanshirou Shinken Yuugi GS-9204 38
Seifuku Densetsu Pretty Fighter X T-15001G 44
Seikai-Risshiden ~Yoi Kuni - Yoi Seiji~ T-18005G 40
Seireki 1999 ~Pharaoh no Fukkatsu~ T-18001G 416
Sekai no Shasou kara I Swiss-hen ~Alps Tozantetsudou no Tabi~ T-32201G 40
Sengoku Blade T-14410G 40
Senken Kigyouden T-37401G 41
Senkutsu Katsuryuu Taisen Chaos Seed T-30902G 41
Senkutsu Katsuryuu Taisen Chaos Seed (Satakore) T-30904G 41
Senryaku Shougi T-10604G 41
Sentimental Graffiti T-20106G 42
Sentimental Graffiti ~First Window~ T-20111G 42
Checklist • 455
Title Model R Pg. C I B
Sento Monogatari Sono I T-6801G 42
Sexy Parodius T-9514G 45
Shadows of the Tusk T-14319G 45
Shanghai ~Banri no Choujou~ T-1505G 46
Shanghai ~Banri no Choujou~ (Satakore) T-1527G 46
Shanghai: Great Moments T-1512G 46
Shanghai: Triple-Threat T-13001H 46
She'sn T-19717G 46
ShellShock T-11502H-50 47
ShellShock T-11502H-09 47
ShellShock T-11502H-18 47
ShellShock T-10607G 47
ShellShock T-7901H 47
Shichisei Toushin Guyferd ~Crown Kaimetsu Sakusen~ T-1242G 47
Shichuu Suimei Pitagraph T-19501G 47
Shienryuu T-29102G 50
Shin Kaitei Gunkan ~Koutetsu no Kodoku~ T-2105G 50
Shin Megami Tensei Devil Summoner T-14403G 52
Shin Megami Tensei Devil Summoner (Satakore) T-14417G 52
Shin Megami Tensei Devil Summoner ~Akuma Zensho~ T-14406G 53
Shin Megami Tensei Devil Summoner Special Box T-14408G 239
Shin Shinobi Den GS-9010 60
Shin Theme Park T-10618G 50
Shingata Kururin Pa! T-24202G 51
Shining Force III MK81383-50 54
Shining Force III 81383 54
Shining Force III Scenario 1 ~Outo no Kyoshin~ GS-9175 54
Shining Force III Scenario 2 ~Nerawareta Miko~ GS-9188 55
Shining Force III Scenario 3 ~Hyouheki no Jashinguu~ GS-9203 55
Shining the Holy Ark MK81306-50 56
Shining the Holy Ark T-33101G 56
Shining the Holy Ark 81306 56
Shining Wisdom MK81381-50 59
Shining Wisdom GS-9057 59
Shining Wisdom T-12702H 59
Shinobi Legions 191x66 60
Shinobi Legions T-2301H 60
Shinobi-X MK81082-50 60
Shinouken T-3113G 51
Shinpi no Sekai El-Hazard T-22203G 37
Shinpi no Sekai El-Hazard T-26803H-08 37
Shinpi no Sekai El-Hazard T-22202G 37
(Shokai Tokuten Gouka Box Shiyou & Himitsu Book-tsuki)
Shinrei Jusatsushi Taroumaru T-4804G 51
Shinseiki Evangelion GS-9051 61
Shinseiki Evangelion (Shin Package) GS-9141 61
456 • Checklist
Title Model R Pg. C I B
Shinseiki Evangelion ~Eva to Yukaina Nakama-tachi~ T-35103G 64
Shinseiki Evangelion 2nd Impression GS-9129 61
Shinseiki Evangelion Digital Card Library GS-9159 64
Shinseiki Evangelion Koutetsu no Girlfriend GS-9194 64
Shinsetsu Samurai Spirits Bushidou Retsuden T-3112G 65
Shinsetsu Yumemi Yakata ~Tobira no Oku ni Dareka ga...~ GS-9005 327
Shippuu Mahou Daisakusen T-18506G 66
Shiroki Majo ~Mouhitotsu no Eiyuu Densetsu~ T-14322G 66
Shockwave Assault 191x74 66
Shockwave Assault T-5005H-50 66
Shockwave Assault T-5005H 66
Shougi Matsuri T-16502G 67
Shoujo Kakumei Utena ~Itsuka Kakumei Sareru Monogatari~ GS-9182 67
Shouryuu Sangoku Engi T-15009G 67
Shukudai ga Tanto R GS-9042 29
Shunsai T-18703G 68
Shusse Maajan Daisettai T-24902G 68
Shutokou Battle '97 ~Tsuchiya Keiichi & Bandou Masaaki~ T-15019G 68
Shutsudou! Mini-skirt Police T-30810G 69
Shutsudou! Mini-skirt Police (Shokai Gentei Double Tokuten) T-30812G 69
Side Pocket 2 ~Densetsu no Hustler~ T-1301G 69
Side Pocket 3 T-1314G 69
Side Pocket 3 (Satakore) T-1319G 69
Silhouette Mirage T-32901G 70
Silhouette Mirage (Satakore) T-32903G 70
Sim City 2000 191x75 71
Sim City 2000 MK81580-50 71
Sim City 2000 GS-9027 71
Sim City 2000 T-12601H 71
Simulation RPG Tkool T-2106G 70
Simulation Zoo T-18611G 72
Skeleton Warriors T-7018H-50 72
Skeleton Warriors T-13204 H 72
Skull Fang -Kuuga Gaiden- T-1311G 72
Sky Target MK81051-50 73
Sky Target GS-9103 73
Sky Target 81051 73
Slam'n Jam '96 featuring Magic & Kareem 191x84 73
Slam'n Jam '96 featuring Magic & Kareem T-15902H-50 73
Slam'n Jam '96 featuring Magic & Kareem T-15905G 73
Slam'n Jam '96 featuring Magic & Kareem Signature Edition T-15902H 73
Slayers Royal T-27903G 74
Slayers Royal 2 T-27907G 74
Snatcher ~Cyber Punk Adventure~ T-9508G 76
Sokkou Seitokai T-20611G 73
Sol Divide T-14423G 75
Checklist • 457
Title Model R Pg. C I B
Solar Eclipse T-15911H 75
Söldnerschild GS-9155 78
Solo Crisis T-23501G 78
Sonic 3D Blast 193376 80
Sonic 3D Blast 81062 80
Sonic 3D Flickies' Island MK81062-50 80
Sonic 3D Flickies' Island GS-9143 80
Sonic Jam 191276 82
Sonic Jam MK81079-50 82
Sonic Jam GS-9147 82
Sonic Jam 81079 82
Sonic Jam (Satakore) GS-9200 82
Sonic R 191306 84
Sonic R MK81800-50 84
Sonic R GS-9170 84
Sonic R 81800 84
Sonic Wings Special T-26402G 79
Sorvice T-16609G 78
Sotsugyou Album T-10504G 89
Sotsugyou Crossworld T-10503G 89
Sotsugyou II Neo Generation T-5301G 88
Sotsugyou III Wedding Bell T-10505G 88
Sotsugyou III Wedding Bell (Shokai Gentei!) T-10506G 88
Sotsugyou S T-20103G 88
Soukuu no Tsubasa ~Gotha World~ T-2205G 79
Soukyuu Gurentai T-10616G 79
Soukyuu Gurentai Otokuyou T-10626G 79
Sound Novel Machi T-34001G 90
Sound Novel Tkool 2 T-2108G 90
Sound Qube T-4318G 89
Soviet Strike 191x44 92
Soviet Strike T-5013H-50 92
Soviet Strike T-5013H-09 92
Soviet Strike T-5013H-18 92
Soviet Strike T-10621G 92
Soviet Strike T-5013H 92
Space Harrier GS-9108 29
Space Harrier (Gentei Special Pack) GS-9111 29
Space Hulk - Vengeance of the Blood Angels 191x21 91
Space Hulk - Vengeance of the Blood Angels T-5007H-50 91
Space Hulk - Vengeance of the Blood Angels T-5007H 91
Space Invaders T-1107G 90
Space Jam T-8125H-50 94
Space Jam T-8119G 94
Space Jam T-8125H 94
Special Disc with Sega Saturn Internet 2 T-31303G 233
458 • Checklist
Title Model R Pg. C I B
Special Gift Pack T-21509G 239
Spot Goes to Hollywood T-7001H-50 94
Spot Goes to Hollywood T-7014G 94
Spot Goes to Hollywood T-7001H 94
Stakes Winner ~GI Kanzen Seiha he no Michi~ T-3107G 95
Stakes Winner 2 ~Saikyouba Densetsu~ T-3115G 95
Standby Say You! (Shokai Gentei Special Package 1) T-4309G 95
Standby Say You! (Shokai Gentei Special Package 2) T-4312G 95
Standby Say You! (Shokai Gentei Special Package 3) T-4311G 95
Star Fighter T-8135H 96
StarFighter 3000 T-29701H-50 96
StarFighter 3000 T-15012G 96
Steam-Heart's T-32502G 97
SteamGear Mash T-10301G 97
Steeldom T-1805G 96
Steeldom (Taisen Cable Doukonban) T-1806G 96
Steep Slope Sliders 191x15 98
Steep Slope Sliders MK81128-50 98
Steep Slope Sliders T-9112G 98
Steep Slope Sliders 81128 98
Steep Slope Sliders (Satakore) T-9116G 98
Stellar Assault SS T-4403G 98
Strahl ~Himerareshi Nanatsu no Hikari~ T-20501G 99
Street Fighter Alpha - Warriors' Dreams T-7008H-50 102
Street Fighter Alpha - Warriors' Dreams T-1206H 102
Street Fighter Alpha 2 191x57 104
Street Fighter Alpha 2 T-7026H-50 104
Street Fighter Alpha 2 T-1213H 104
Street Fighter Collection 191446 106
Street Fighter Collection T-7033H-50 106
Street Fighter Collection T-1223G 106
Street Fighter Collection T-1222H 106
Street Fighter II Movie T-1204G 107
Street Fighter Real Battle on Film T-1201G 107
Street Fighter The Movie T-8105H-50 107
Street Fighter The Movie T-8105H 107
Street Fighter Zero 193286 102
Street Fighter Zero T-1206G 102
Street Fighter Zero 2 T-1212G 104
Street Fighter Zero 2' (Satakore) T-1244G 104
Street Fighter Zero 3 T-1247G 105
Street Fighter Zero 3 (Kakuchou Ram Cartridge 4MB Fuzoku) T-1246G 105
Street Racer T-17702H-50 108
Street Racer Extra T-17702G 108
Striker '96 T-8133H-50 109
Striker '96 T-8114G 109
Checklist • 459
Title Model R Pg. C I B
Striker '96 T-8133H 109
Strikers 1945 T-14407G 110
Strikers 1945 II T-20402G 110
Suchie-Pai Adventure Doki Doki Nightmare T-5713G 109
Suchie-Pai Adventure Doki Doki Nightmare Special Package-ban T-5715G 109
Sugobencha ~Dragon Master Silk Gaiden~ T-19505G 109
Suiko Enbu T-1302G 125
Suiko Enbu ~Fuuun Saiki~ T-1305G 111
Suikoden ~Tenmei no Chikai~ T-7624G 111
Suikoden ~Tenmei no Chikai~ (Premium Pack) T-7655G 111
Suikoden Tendou 108 Sei T-7656G 111
Super Adventure Rockman T-1241G 112
Super Adventure Rockman (Recalled) T-1225G 112
Super Casino Special T-7306G 113
Super Puzzle Fighter II Turbo T-7030H-50 113
Super Puzzle Fighter II Turbo T-1215H 113
Super Puzzle Fighter II X T-1213G 113
Super Real Maajan Graffiti T-16504G 114
Super Real Maajan Graffiti P's Club Genteiban T-16506G 114
Super Real Maajan P V T-16501G 114
Super Real Maajan P V P's Club Genteiban T-16503G 114
Super Real Maajan P VI T-16507G 114
Super Real Maajan P VI P's Club Genteiban T-16508G 114
Super Real Maajan P7 T-16509G 115
Super Real Maajan P7 P's Club Genteiban T-16510G 115
Super Robot Taisen F T-20610G 115
Super Robot Taisen F Kanketsuhen T-20612G 115
Super Tempo T-26413G 116
Swagman T-11507H-50 116
Sword & Sorcery T-5202G 116
Sword & Sorcery (Satakore) T-5207G 116
Tactical Fighter T-21402G 118
Tactics Formula T-34101G 118
Tactics Ogre T-5306G 120
Tadaima Wakusei Kaitakuchuu! T-16602G 118
Taiheiyou no Arashi 2 ~Shippuu no Moudou~ T-15018G 119
Taiheiyou no Arashi 2 ~Shippuu no Moudou~ T-15024G 119
(Shokai Gentei Premium Box)
Taikou Risshiden II T-7618G 119
Taikou Risshiden II (Koei Best Collection) T-7667G 119
Taikou Risshiden II (Premium Pack) T-7653G 119
Taikyoku Shougi Kiwame II T-29001G 119
Taito Chase H.Q. + S.C.I. T-1105G 122
Taklamakan ~Tonkou Denki~ T-25102G 123
Tama ~Adventurous Ball in Giddy Labyrinth~ T-4801G 123
Tanjou S ~Debut~ T-20101G 123
460 • Checklist
Title Model R Pg. C I B
Tantei Jinguuji Saburou ~Mikan no Report~ T-1307G 124
Tantei Jinguuji Saburou ~Yume no Owari ni~ T-1316G 124
Techno Motor T-37601G 124
Techno Motor (Satakore) T-37602G 124
Teitoku no Ketsudan II T-7607G 394
Teitoku no Ketsudan III T-7640G 125
Teitoku no Ketsudan III (Premium Pack) T-7654G 125
Teitoku no Ketsudan III with Power-Up Kit T-7661G 125
Tekkyuu True Pinball T-18505G 158
Tempest 2000 T-12516H-50 125
Tempest 2000 T-12516H 125
Ten Pin Alley T-13705H 126
Tenant Wars T-19707G 126
Tenchi Muyou! Mimiri Onsen ~Yukemuri no Tabi~ T-21802G 127
Tenchi Muyou! Rensa Hitsuyou T-22204G 127
Tenchi Muyou! Ryououki Gokuraku CD-ROM for Sega Saturn T-21801G 127
Tenchi Muyou! Toukou Muyou ~Aniraji Collection~ T-26103G 128
Tenchi wo Kurau II ~Sekiheki no Tatakai~ T-1207G 128
Tengai Makyou Dai-yon no Mokushiroku - The Apocalypse IV T-14301G 129
Tenka Seiha T-15030G 128
Tennis Arena T-17703G 129
Terra Cresta 3D T-7102G 130
Terra Phantastica GS-9054 130
Terra Phantastica (Satakore) GS-9176 130
Terry Pratchett's Discworld T-11302H-50 146
Tetris Plus T-5704H-50 131
Tetris Plus T-5708G 131
Tetris Plus T-5704H 131
Tetris S T-20802G 131
Tetris S (Satakore) T-20804G 131
Texthoth Ludo ~Arcana Senki~ T-23102G 130
Texthoth Ludo ~Arcana Senki~ (Satakore) T-23103G 130
The Conveni ~Ano Machi wo Dokusen seyo~ T-4310G 104
The Conveni ~Ano Machi wo Dokusen seyo~ (Satakore) T-4319G 104
The Conveni 2 ~Zenkoku Chain Tenkai da !~ T-4317G 104
The Crow - City of Angels T-8124H-50 108
The Crow - City of Angels T-8124H-18 108
The Crow - City of Angels T-8124H 108
The Crow ~City of Angels~ T-8123G 108
The Horde T-15909H-50 238
The Horde T-15909H-09 238
The Horde T-15909H-18 238
The Horde T-15902G 238
The Horde T-15909H 238
The House of the Dead 191516 239
The House of the Dead GS-9173 239
Checklist • 461
Title Model R Pg. C I B
The House of the Dead MK-80318-40 239
(671-9617E)
The House of the Dead MK81802-50 239
The House of the Dead 81802 239
The House of the Dead (Satakore) GS-9207 239
The Hyper Golf ~Devil's Course~ T-2301G 170
The Incredible Hulk - The Pantheon Saga T-7905H-50 257
The Incredible Hulk - The Pantheon Saga T-7905H 257
The King of Boxing T-6001G 285
The King of Fighters '95 MK81088-50 282
The King of Fighters '95 T-3101G 282
The King of Fighters '96 T-3108G 283
The King of Fighters '96 (Kakuchou Ram Cartridge-tsuki Okaidoku Set!!) T-3109G 283
The King of Fighters '96 + '95 (Gentei KOF Double Pack) T-3110G 239
The King of Fighters '97 T-3120G 284
The King of Fighters '97 (Kakuchou Ram Cartridge-tsuki Okaidoku Set!!) T-3121G 284
The King of Fighters Best Collection T-3125G 239
The Legend of Heroes I & II ~Eiyuu Densetsu~ T-37101G 303
The Legend of Oasis 81302 306
The Lost World Jurassic Park 191x41 307
The Lost World Jurassic Park MK81065-50 307
The Lost World Jurassic Park GS-9162 307
The Lost World Jurassic Park 81065 307
The Mansion of Hidden Souls MK81012-05 327
The Mansion of Hidden Souls 81012 327
The Psychotron T-18503G 431
The Star Bowling T-21804G 44
The Star Bowling Vol.2 T-21805G 44
The Story of Thor 2 MK81302-50 306
The Tower T-21601G 132
The Unsolved ~Hyper Science Adventure~ T-7017G 167
The Yakyuuken Special T-21901G 220
Theme Park T-5001H-50 134
Theme Park T-10605G 134
Theme Park T-5001H 134
Thor ~Seireioukiden~ GS-9053 306
Three Dirty Dwarves MK81033-50 132
Three Dirty Dwarves GS-9137 132
Three Dirty Dwarves 14002 132
Thunder Force Gold Pack 1 T-1807G 136
Thunder Force Gold Pack 2 T-1808G 136
Thunder Force V T-1811G 137
Thunder Force V (Satakore) T-1814G 137
Thunder Force V (Special Pack) T-1812G 137
Thunder Storm & Road Blaster T-20701G 138
Thunderhawk 2 Firestorm T-11501H-18 139
462 • Checklist
Title Model R Pg. C I B
Thunderhawk II T-6006G 139
Thunderstrike 2 191x72 139
Thunderstrike 2 T-7902H 139
Tilk ~Aoi Umi kara Kita Shoujo~ T-32508G 132
Tilt! T-7015H-50 242
Time Bokan Series Bokan to Ippatsu! Doronboo Kanpekiban T-20607G 138
Time Commando T-8129G 140
Time Gal & Ninja Hayate T-20702G 141
Time Warner Interactive's V.R. Virtua Racing T-4801H-50 141
Time Warner Interactive's V.R. Virtua Racing T-4803G 141
Time Warner Interactive's V.R. Virtua Racing T-4801H 141
Titan Wars T-15911H-50 75
Titan Wars T-15903G 75
TNN Motor Sports Hardcore 4X4 T-13703H 227
Tokimeki Maajan Graffiti ~Toshishita no Tenshi-tachi~ T-20202G 142
Tokimeki Maajan Paradise ~Koi no Tenpai Beat~ T-20201G 142
Tokimeki Memorial ~Forever With You~ T-9504G 142
Tokimeki Memorial ~Forever With You~ (Special-ban) T-9511G 142
Tokimeki Memorial Drama Series Vol.1 ~Nijiiro no Seishun~ T-9522G 143
Tokimeki Memorial Drama Series Vol.2 ~Irodori no Lovesong~ T-9529G 143
Tokimeki Memorial Drama Series Vol.3 ~Tabidachi no Uta~ T-9532G 143
(Sotsugyou Kinen Set)
Tokimeki Memorial Selection Fujisaki Shiori T-9517G 144
Tokimeki Memorial Taisen Pazurudama T-9512G 144
Tokimeki Memorial Taisen Tokkaedama T-9524G 144
Tokusou Kidoutai J SWAT T-20602G 152
Tokyo Shadow T-1110G 152
Tomb Raider 191x59 148
Tomb Raider MK81086-50 148
Tomb Raider T-7910H 148
Tomb Raiders T-6010G 148
Tomb Raiders (Satakore) T-9113G 148
Top Anglers ~Super Fishing Big Fight 2~ T-18705G 152
Torico MK81053-50 309
Touge King the Spirits T-14401G 232
Touge King the Spirits 2 T-14412G 153
Tour Party ~Sotsugyou Ryokou ni Ikou~ T-10312G 153
Tournament Leader T-6007G 186
Touryuu Densetsu Elan Doreé T-38202G 153
Toushinden S GS-9078 154
Toushinden URA T-10305G 154
Transport Tycoon T-15028G 155
Trash It T-25411H-50 159
True Pinball T-16406H-50 158
True Pinball T-16406H 158
Tryrush Deppy T-21302G 154
Checklist • 463
Title Model R Pg. C I B
Tsuukai!! Slot Shooting T-21504G 155
Tunnel B1 T-16414H-50 159
Tunnel B1 T-8144H 159
Turfwind '96 ~Take Yutaka Kyousouba Ikusei Game~ T-5707G 158
Tutankhamen no Nazo ~A.N.K.H~ T-35601G 160
Twinkle Star Sprites T-37301G 160
UEFA Euro 96 England MK81180-50 162
Ultimate Mortal Kombat 3 191x43 166
Ultimate Mortal Kombat 3 T-25403H-50 166
Ultimate Mortal Kombat 3 T-9701H 166
Ultraman ~Hikari no Kyojin Densetsu~ T-13308G 162
Ultraman Zukan T-25501G 163
Ultraman Zukan 2 T-25502G 163
Ultraman Zukan 3 T-25505G 163
Umanari 1 Furlong Gekijou T-35001G 169
Universal Nuts T-36202G 169
Uno DX T-26414G 169
Valora Valley Golf T-2303H-50 170
Valora Valley Golf T-2303 H 170
Value Set Series ~Nobunaga no Yabou Tenshouki & T-7635G 240
Nobunaga no Yabou Returns~
Value Set Series ~Sangokushi V & Sangokushi Returns~ T-7636G 240
Vampire Hunter ~Darkstalkers' Revenge~ T-1202G 375
Vampire Savior ~The Lord of Vampire~ T-1228G 170
Vampire Savior ~The Lord of Vampire~ T-1229G 170
(Kakuchou Ram Cartridge 4MB Fuzoku)
Vandal Hearts ~Ushinawareta Kodai Bunmei~ T-9526G 172
Vatlva T-31501G 173
Victory Boxing T-6005H-50 285
Victory Goal GS-9002 186
Victory Goal Worldwide Edition GS-9112 39
Virtua Cop 193056 174
Virtua Cop MK81015-50 174
Virtua Cop GS-9060 174
Virtua Cop GS-9505J 174
(MK-81015-08)
Virtua Cop 81015 174
Virtua Cop (with Stunner Arcade Gun) 191x31 174
Virtua Cop (with Stunner Arcade Gun) 81026 174
Virtua Cop 1 - 2 Pack GS-9201 240
Virtua Cop 2 193606 175
Virtua Cop 2 MK81043-50 175
Virtua Cop 2 GS-9097 175
Virtua Cop 2 GS-9613J 175
(MK-81043-08)
Virtua Cop 2 MK-81043-08 175
464 • Checklist
Title Model R Pg. C I B
Virtua Cop 2 81043 175
Virtua Cop 2 (with Stunner Arcade Gun) 81052 175
Virtua Cop 2 Gentei Virtua Gun Set GS-9154 175
Virtua Cop Special Pack GS-9059 240
Virtua Cop Special Pack GS-9180 240
(Virtua Cop 1 & 2 + The House of the Dead Taikenban)
Virtua Fighter 191xx7 176
Virtua Fighter MK81005-50 176
Virtua Fighter GS-9001 176
Virtua Fighter 81005 176
Virtua Fighter 2 193066 178
Virtua Fighter 2 MK81014-50 178
Virtua Fighter 2 GS-9079 178
Virtua Fighter 2 GS-9507J 178
(MK-81014-08)
Virtua Fighter 2 81014 178
Virtua Fighter 2 (Satakore) GS-9146 178
Virtua Fighter CG Portrait Series Vol.1 Sarah Bryant GS-9062 182
Virtua Fighter CG Portrait Series Vol.2 Jacky Bryant GS-9064 182
Virtua Fighter CG Portrait Series Vol.3 Akira Yuki GS-9065 182
Virtua Fighter CG Portrait Series Vol.4 Pai Chan GS-9066 181
Virtua Fighter CG Portrait Series Vol.5 Wolf Hawkfield GS-9068 183
Virtua Fighter CG Portrait Series Vol.6 Lau Chan GS-9069 183
Virtua Fighter CG Portrait Series Vol.7 Shun Di GS-9070 183
Virtua Fighter CG Portrait Series Vol.8 Lion Rafale GS-9071 184
Virtua Fighter CG Portrait Series Vol.9 Kage Maru GS-9067 184
Virtua Fighter CG Portrait Series Vol.10 Jeffry McWild GS-9072 184
Virtua Fighter Kids 191x28 180
Virtua Fighter Kids MK81049-50 180
Virtua Fighter Kids GS-9098 180
Virtua Fighter Kids GS-9609J 180
(MK-81049-08)
Virtua Fighter Kids 81049 180
Virtua Fighter Remix 191x52 181
Virtua Fighter Remix MK81083-50 181
Virtua Fighter Remix GS-9039 181
Virtua Fighter Remix GS-9503J 181
(MK-81023-08)
Virtua Fighter Remix (Blue Disc) 81028 181
Virtua Fighter Remix (Purple Disc) 81023 181
Virtua Fighter Remix for SegaNet GS-7103 181
(610-6342)
Virtua Gun & The House of the Dead 81805 239
Virtua Gun & Virtua Cop MK81026-50 174
Virtua Gun & Virtua Cop 2 0081052-50B 173
Virtua Navi V. 2.00 T-17809G 232
Checklist • 465
Title Model R Pg. C I B
Virtua Photo Studio ~Cameraman Simulation~ T-8103G 173
Virtuacall S T-19720G 173
Virtuacall S (Shokai Gentei Sweet Voice Yobikake-kun Doukon) T-19718G 173
Virtual Casino T-27301G 188
Virtual Casino T-31102H 188
Virtual Golf T-11506H-50 186
Virtual Hydlide MK81380-50 187
Virtual Hydlide GS-9012 187
Virtual Hydlide T-14401H 187
Virtual Kyoutei T-7101G 188
Virtual Kyoutei 2 T-7104G 188
Virtual Maajan T-2206G 189
Virtual Open Tennis T-8129H-50 189
Virtual Open Tennis T-15007G 189
Virtual Open Tennis T-8129H 189
Virtual Volleyball T-15005G 189
Virtual-On - Cyber Troopers 191x65 112
Virtual-On - Cyber Troopers MK81042-50 112
Virtual-On - Cyber Troopers GS-9612J 112
(MK-81042-08)
Virtual-On - Cyber Troopers MK-81042-08 112
Virtual-On - Cyber Troopers 81042 112
Virtual-On - Cyber Troopers Net Link Edition 81072 112
Virus T-14304G 190
Voice Fantasia S ~Ushinawareta Voice Power~ T-16706G 190
Voice Idol Maniacs ~Pool Bar Story~ T-1312G 190
VR Golf '97 T-12518H 29
VR Soccer T-12517H 29
Wachenröder GS-9183 193
Waialae no Kiseki ~Extra 36 Holes~ T-11402G 193
Waku Waku 7 T-1516G 194
Waku Waku 7 (Kakuchou Ram Cartridge-tsuki Okaidoku Set) T-1515G 194
Waku Waku Monster T-16608G 193
Waku Waku Puyo Puyo Dungeon T-6606G 195
Waku Waku Puyo Puyo Dungeon (Genteiban) T-6608G 195
WanChai Connection GS-9007 195
Wangan Dead Heat T-9102G 233
Wangan Dead Heat + Real Arrange T-9103G 194
Wangan Trial Love T-9110G 195
Wara² Wars ~Gekitou! Daigundan Battle~ T-21507G 198
Warcraft II - The Dark Saga 191366 196
Warcraft II - The Dark Saga T-5023H-50 196
Warcraft II - The Dark Saga T-5023H 196
Warcraft II ~The Dark Saga~ T-10623G 196
Welcome House T-15027G 198
Whizz T-9514H-50 198
466 • Checklist
Title Model R Pg. C I B
Whizz T-36102G 198
Willy Wombat T-14306G 199
Wing Arms 191x45 199
Wing Arms MK81024-50 199
Wing Arms 81024 199
Wing Arms ~Kareinaru Gekitsuiou~ GS-9038 199
Winning Post T-7602H 200
Winning Post 2 T-7612G 200
Winning Post 2 (Koei Best Collection) T-7666G 200
Winning Post 2 Final '97 T-7647G 200
Winning Post 2 Program '96 T-7620G 200
Winning Post 3 T-7660G 201
Winning Post 3 Program '98 T-7671G 201
Winning Post EX T-7606G 201
Winter Heat 191x63 205
Winter Heat MK81129-50 205
Winter Heat GS-9177 205
Winter Heat 81129 205
WipEout T-11301H-50 202
WipEout T-18603G 202
WipEout 81211 202
WipEout 2097 T-11308H-50 204
WipEout XL T-18619G 204
With You ~Mitsumeteitai~ T-20117G 205
Wizard's Harmony 2 T-22004G 205
Wizardry Llylgamyn Saga T-38601G 206
Wizardry Nemesis ~The Wizardry Adventure~ T-37001G 208
Wizardry VI & VII Complete T-1306G 207
Wizards Harmony T-22001G 205
Wolf Fang SS Kuuga 2001 T-26105G 209
Wonder 3 Arcade Gears T-26107G 212
World Advanced Daisenryaku ~Koutetsu no Senpuu~ GS-9025 257
World Advanced Daisenryaku ~Sakusen File~ GS-9082 208
World Cup '98 France ~Road to Win~ GS-9196 209
World Cup Golf - Professional Edition T-7903H-50 212
World Cup Golf - Professional Edition T-7903H-09 212
World Cup Golf - Professional Edition T-7903H-18 212
World Cup Golf - Professional Edition T-7903H 212
World Cup Golf ~In Hyatt Dorado Beach~ T-7301G 212
World Evolution Soccer T-2002G 213
World Heroes Perfect T-3103G 213
World League Soccer 98 MK81181-50 213
World Series Baseball MK81109-50 214
World Series Baseball 81109 214
World Series Baseball '98 MK-81127-08 214
World Series Baseball '98 81127 214
Checklist • 467
Title Model R Pg. C I B
World Series Baseball II MK81113-50 214
World Series Baseball II GS-9120 214
World Series Baseball II 81113 214
Worldwide Soccer 191x68 37
Worldwide Soccer - Sega International Victory Goal Edition GS-9504J 37
(MK-81105-08)
Worldwide Soccer - Sega International Victory Goal Edition 81105 37
Worldwide Soccer '98 191316 39
Worldwide Soccer '98 81123 39
Worms 193206 216
Worms T-16403H-50 216
Worms T-22405G 216
Worms T-16403H 216
WWF In Your House T-8126H-50 215
WWF In Your House T-8120G 215
WWF In Your House T-8126H 215
WWF Wrestlemania The Arcade Game T-8112H-50 215
WWF Wrestlemania The Arcade Game T-8112G 215
WWF Wrestlemania The Arcade Game T-8112H 215
X JAPAN Virtual Shock 001 GS-9023 218
X-Men Children of the Atom T-8108H-50 218
X-Men Children of the Atom T-1203G 218
X-Men Children of the Atom T-8108H 218
X-Men Vs. Street Fighter T-1227G 219
X-Men Vs. Street Fighter (Kakuchou Ram Cartridge 4MB Fuzoku) T-1226G 219
Xian Jian Qi Xia Zhuan T-37401H-16 219
Yellow Brick Road T-8109G 220
Yoshimoto Maajan Club T-20403G 221
Yoshimura Shougi T-9531G 221
Yoshiyuki Sadamoto Illustrations T-35102G 221
Yumimi Mix Remix T-4501G 220
Yuukyuu Gensoukyoku T-27804G 222
Yuukyuu Gensoukyoku 2nd Album T-27807G 222
Yuukyuu Gensoukyoku ensemble T-27808G 222
Yuukyuu Gensoukyoku ensemble 2 T-27809G 223
Yuukyuu Gensoukyoku Genteiban!! T-27805G 222
Yuukyuu Gensoukyoku Hozonban Perpetual Collection T-27811G 240
Yuukyuu no Kobako Official Collection T-27806G 223
Yuushun Classic Road T-6009G 223
Z T-25412H-50 224
Zanma Chou Ougi Valhollian T-38201G 225
Zap! Snowboarding Trix T-7502G 225
Zap! Snowboarding Trix'98 T-7504G 225
Zen Nihon Pro Wres Featuring Virtua GS-9158 226
Zen Nihon Pro Wres Featuring Virtua (Satakore) GS-9205 226
Zenkoku Seifuku Bishoujo Grand Prix Find Love T-34602G 226
468 • Checklist
Title Model R Pg. C I B
Zero Divide ~The Final Conflict~ T-31601G 226
Zero4 Champ DooZy-J Type-R T-21401G 227
Zoku Gussun Oyoyo T-20604G 227
Zoku Hatsukoi Monogatari ~Shuugaku Ryokou~ T-33005G 227
Zoop T-26406G 228
Zork Collection T-21511G 239
Zork I ~The Great Underground Empire~ T-21502G 228

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