Platform: Dreamcast
Dreamcast: the console that arrived early
Sega’s Dreamcast is one of those machines that feels both ahead of its time and poignantly out of step with the market it entered. Launched at the end of 1998 in Japan and in 1999 in the West, it brought online play, arcade-perfect experiences, crisp VGA output, a quirky memory card with its own screen, and a developer-friendly design that invited experimentation. It also faced a tidal wave named PlayStation 2 and the reality of Sega’s battered finances after the Saturn era.
If you have ever seen the white box with the spiral logo light up to that gentle chime, you know there is a special energy here. The Dreamcast was not just the first console of the so-called sixth generation. It was a blueprint for what modern consoles would become, with online services, downloadable content, and an emphasis on networked communities before those ideas were the default. And it remains a favorite among players, collectors, and homebrew developers because its library is vibrant, its hardware is elegant, and its legacy is a fascinating what-if for the industry.
The sections below explore how Dreamcast came to be, what made it tick, the games that defined it, and why its influence keeps popping up decades later.
Context and launch
After the Sega Saturn struggled outside Japan, Sega needed a reset. Internally, there were competing hardware proposals and a company trying to rebuild trust with both consumers and developers. The Dreamcast emerged from that mix as a focused, cost-conscious, and singular product designed to woo third parties and delight players who craved the best of arcades and innovative console experiences.
Two separate design efforts were explored during early development. Codenames like Blackbelt and Katana floated around, tied to different chipsets and strategic partners. The final hardware leaned on a Hitachi CPU and an NEC graphics solution, choices that aligned well with Sega’s arcade ambitions. This decision also made it easier to convert arcade hits at high quality, which turned out to be one of the console’s core strengths.
The rollout itself was memorable. Japan got the system in late 1998 with modest fanfare and a small lineup. The real flashpoint came on 9 September 1999 in the United States, branded as "9/9/99" and promoted with the line "It’s thinking". That date is etched into the memories of many players who saw something truly new. Europe followed shortly after. Initial sales were strong, and for a brief window it felt like Sega had recaptured the magic of the Mega Drive/Genesis era.
Then the market shifted. Sony’s PlayStation 2 promised DVD playback, backward compatibility with the massive PS1 library, and outsized hype. Electronics stores presented the PS2 as a dual-purpose media device and a games console, which, at that moment, resonated with households. Some third parties hedged or stepped away. One of the most impactful holdouts was Electronic Arts, which did not bring the Madden series to Dreamcast. Sega responded with its own 2K sports titles that were exceptional, but the challenge was clear.
By early 2001, Sega announced it would stop manufacturing Dreamcast hardware and refocus as a third-party publisher. That decision closed a chapter on Sega consoles but not on the Dreamcast itself, which continued to see new software in Japan for a time and, over the years, an active independent scene around the world. The final tally sits around 9 million units sold, a number that does not tell the whole story of what it achieved in design and ideas.
For a thorough overview of that arc, the Dreamcast entry on Wikipedia captures the broader timeline and context.
Hardware design
Sega engineered the Dreamcast to be deceptively simple for its era: a fast CPU, a smart tile-based GPU, modest but well-balanced memory pools, and a disc format with more capacity than CDs. That balance meant easy ports from arcades, quick load times, and visuals that still hold up when routed through a VGA box to a crisp display.
CPU and graphics
At the heart of the system is the Hitachi SH-4, a 32-bit RISC CPU running at 200 MHz with a vector-friendly floating-point unit. The SH-4 was a sweet spot for 1999 workloads. It could animate complex scenes and handle physics-heavy action without the exotic programming hurdles that other architectures of the time sometimes imposed.
Graphics came from the PowerVR2 CLX2. The PowerVR approach uses tile-based deferred rendering, which conserves bandwidth by drawing only visible fragments of the scene. Practically speaking, Dreamcast could deliver clean edges and stable performance with less wasted work. The GPU handled features like hardware texture compression and volume shadows that developers could leverage for surprisingly sophisticated imagery.
If you have ever wondered why so many Dreamcast fighters and arcade conversions look razor sharp even today, that tile-based renderer is a key part of the answer. You see less of the messy overdraw that plagued some contemporaries. The result is an image that can pop on a VGA monitor without noise.
For a primer on the graphics tech lineage, the PowerVR article is a good read. Sega and PowerVR were a strong match for this generation.
Memory and bandwidth
Dreamcast’s memory configuration was straightforward: 16 MB of system RAM, 8 MB of dedicated video RAM, and 2 MB of audio RAM. On paper, those numbers look small to modern eyes, but the tile-based renderer and the careful split between pools made a big difference. Developers could keep textures and frame buffers in the right places with minimal shuffling, which is one reason the machine punches above its weight in many ports.
Storage and the GD-ROM
One of Sega’s pragmatic decisions was the GD-ROM, a proprietary disc format that holds roughly a gigabyte of data compared to the 650 to 700 MB of a standard CD-ROM. This extra headroom mattered for high-resolution textures, quality audio, and content-rich titles. The format also aimed to discourage casual duplication.
The story around GD-ROM is a rollercoaster. It served its purpose for a time, but a later exploit related to MIL-CD compatibility opened a path for booting software from CD-Rs. The presence of that backdoor accelerated piracy and import booting, which had real consequences for software sales. As a hardware design decision, though, the GD-ROM reflected a very Sega mindset: an incremental, cost-effective way to exceed CD capacity without embracing the expense and complexity of DVD.
You can read more about the format on the GD-ROM page.
Audio hardware
Audio often gets less airtime than graphics, but the Dreamcast’s Yamaha AICA setup is a highlight. It features an integrated ARM7 and up to 64 channels of PCM sound. In practical terms, games could push rich soundscapes without the CPU paying a heavy tax. This helped titles like Skies of Arcadia, Shenmue, and many fighters deliver detailed sound effects and strong music while keeping frame rates smooth.
Controllers and accessories
Even people who never owned a Dreamcast remember the controller. It has a bold, almost toy-like shape with a central slot for the Visual Memory Unit (VMU) and a second expansion slot. The analog triggers remain a standout, providing a variable pull that enhanced racers and shooters. The analog stick and D-pad were competent, though opinions on the D-pad are spirited.
The VMU is part memory card and part tiny handheld. It stores saves, yes, but it also has a small LCD, a buzzer, and buttons. Some games used it as a stat display while you played. Others downloaded little mini-games to it so you could level up creatures or unlock goodies while away from the console. It sounds like a novelty, but it has character and utility that people still smile about. The Visual Memory Unit entry is a fun rabbit hole.
Dreamcast’s accessory lineup speaks to Sega’s arcade DNA. A light gun for House of the Dead 2. An arcade stick that still sees use on retro setups. A fishing controller that turns Sega Bass Fishing into something delightfully peculiar. The Samba de Amigo maracas that transform your living room into a rhythm stage. A keyboard and mouse for typing games and shooters. It is a system designed to be played with a grin.
Video output and the VGA edge
Dreamcast outputs clean 480i over standard connections, but the star is its VGA capability. With a VGA box, many games run in 480p, which looks amazing on compatible monitors and modern scalers. At a time when most consoles were tied to interlaced output and composite cables, Dreamcast’s VGA option felt like an insider secret. Not every title supports VGA, but the majority do, and the ones that do often look startlingly modern.
Networking and online play
Sega did something bold: it shipped Dreamcast with a modem in the box. In North America, that modem ran at 56k and plugged into a standard phone line. In Japan, an initial 33.6k modem appeared with later 56k options. A separate Broadband Adapter existed if you could find one, though it remained rare and was supported by fewer games.
The hardware was paired with services like SegaNet in the United States and Dreamarena in Europe. Web browsers on disc, e-mail clients, and online leaderboards made the console feel connected in a way that was fresh at the time. In my case, the moment that locked it in was joining a Phantasy Star Online lobby at night, watching avatars chatter while a gentle ambient soundtrack played, and realizing a console could be a social place. It felt new because it was.
For background on the service, see SegaNet.
The software ecosystem
Dreamcast’s game library is a hybrid of groundbreaking originals, arcade conversions via Sega’s NAOMI board, and ambitious ports. If you gravitate toward pick-up-and-play fun, it is a candy store. If you want deep solo adventures, it has those too.
A friendly development environment
Sega put serious effort into approachable development. The core SDK was tailored to the hardware and well supported. Developers could also target Windows CE, Microsoft’s embedded operating system, which made it easier to port certain PC titles. Using Windows CE had trade-offs in performance and memory footprint because it layered abstractions on top of the console’s bare-metal potential, but it lowered the barrier for teams that needed a familiar foundation.
The idea that you could meet developers where they were, on PC tooling and familiar APIs, was forward-thinking. You can find more on the operating system’s role in that era on the Windows CE page.
Arcade-perfect at home through NAOMI
So many Dreamcast classics trace back to Sega’s arcade boards. The Sega NAOMI hardware shared much with the console, which made conversions smoother and higher fidelity. Fighting games, racing games, and quirky Sega originals arrived with a polish that felt remarkable compared to past console ports.
The closeness of the hardware platforms meant timelines were shorter and compromises fewer. For more on the arcade board itself, the Sega NAOMI article is a great reference.
Iconic and exclusive games
Dreamcast’s library has both big names and cult favorites. It is not just a list of famous franchises. It is a mix of experimentation, tight gameplay, and arcade excellence that defined the console’s identity.
Let’s touch on some pillars and then group other notables by category.
Shenmue: Yu Suzuki’s sweeping ambition manifested in a living, breathing slice of late 80s Yokosuka where you could open drawers, feed a cat, and then get into beautifully choreographed fights. It pioneered ideas in open-world design, day-night cycles, and environmental storytelling. It was also expensive to make, which is both a testament to Sega’s ambition and a reminder of the risks it took. The first game is covered in Shenmue.
Phantasy Star Online: Perhaps the purest encapsulation of Dreamcast’s intent. It brought online cooperative RPG play to a console with elegant lobby design, clever communication tools like symbol chats, and a gameplay loop that remains satisfying. Console online services feel mundane now, but PSO was the moment many of us realized it could be done and could be joyful on a TV. Learn more at Phantasy Star Online.
Soulcalibur: A jaw-dropping launch window showcase that looked better on Dreamcast than it did in the arcade. Its smooth animation, detailed models, and responsive controls made it a party staple and a benchmark for the system’s capabilities.
Crazy Taxi: Route-optimization disguised as loud arcade chaos. Its distinctive art style, energetic soundtrack, and constantly ticking timer create a flow that makes "one more run" inevitable.
Jet Set Radio: A cultural statement with cel-shaded graphics, street art vibe, and a soundtrack that sticks with you. It showed that Dreamcast could be a home for daring aesthetics and new presentation models. It is also one of the first mass-market cel-shaded games that felt like a complete, cohesive vision. More at Jet Set Radio.
Resident Evil Code: Veronica: A mainline Resident Evil that departed from prerendered backdrops, delivering a fully 3D world on Dreamcast first. It was a signal that big franchises were comfortable pushing boundaries on Sega’s platform.
Skies of Arcadia: A high-flying JRPG about sky pirates, exploration, and bright optimism. It has a spirit that contrasted with darker contemporaries and a combat system with ship battles that kept the formula fresh.
2K Sports series: Visual Concepts delivered NFL 2K and NBA 2K with presentation value and gameplay depth that set a new standard. For many players, these were the best sports games available that generation. The absence of Madden was felt less because 2K filled the gap so convincingly.
Once you start, the list expands fast. Grandia II, Power Stone, Seaman, Virtua Tennis, Ikaruga, Rez, Quake III Arena, and on it goes. Some highlights grouped by theme:
- Arcade energy: Crazy Taxi, Virtua Tennis, Sega Rally 2, Daytona USA 2001, House of the Dead 2.
- Fighting depth: Soulcalibur, Marvel vs. Capcom 2, Street Fighter III: 3rd Strike, Capcom vs. SNK 2.
- Creative experiments: Seaman, Jet Set Radio, Samba de Amigo, Rez.
- Role-playing adventures: Skies of Arcadia, Grandia II, Phantasy Star Online, Elemental Gimmick Gear.
- Cult favorites: Ikaruga, Bangai-O, Typing of the Dead, Metropolis Street Racer.
Dreamcast was also home to notable timed exclusives and enhanced ports. Resident Evil Code: Veronica debuted here before heading elsewhere. Quake III Arena brought online FPS play to the living room and even supported keyboard and mouse. And then there is the wonderfully odd Typing of the Dead, which turned a light gun shooter into a typing tutor that is somehow both educational and hilarious.
Online pioneers
The modem in the box was not a gimmick. Sega built services, encouraged developers to use them, and shipped software that depended on being connected. For 1999 to 2001, that was a bold bet.
Phantasy Star Online is the canonical example, but it was not alone. Sports titles pushed online matchups, leaderboards, and roster updates. Racing games hosted time attack ladders. Puzzle titles like ChuChu Rocket! embraced multiplayer chaos over dial-up. Browser discs allowed you to surf the web from your console using a keyboard, send e-mails, and download content to your VMU.
People sometimes ask if these services were stable or fast. On 56k in that era, "stable enough" is the honest answer. The magic was in the design that compensated for latency with smart netcode and gameplay loops that fit the constraints. You learned to love the connection music and the thrill of seeing another human avatar in your space. And if you had the rare Broadband Adapter and a supported game like Quake III Arena, you enjoyed a glimpse of the low-latency future to come.
For many players, Dreamcast made "online console" a real category. That influence is hard to overstate. Xbox Live did not appear from a vacuum. Developers and platform teams learned from what Sega attempted and refined the model.
Impact on the industry
Dreamcast shifted expectations in several areas that later became standard.
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Online as a core feature: Including a modem in every box said the quiet part out loud. Consoles should connect to services, and online play should be part of the baseline. Sony and Microsoft embraced that idea fully in the next cycle, but Sega brought it to market first at scale.
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Arcade-quality visuals at home: The synergy with NAOMI delivered conversions that made home and arcade versions feel like siblings rather than distant cousins. That changed what fans expected from ports and raised the bar for image quality and frame rate.
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Peripherals with purpose: Dreamcast did not just have extras for novelty. The keyboard and mouse enabled serious online use. The maracas made Samba de Amigo unforgettable. The fishing controller turned a genre into a tactile experience. This set a template for purposeful accessories aligned with key software.
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Friendly development workflows: Offering Windows CE alongside Sega’s SDK reflected a willingness to meet developers halfway. The outcome was an uptick in ambition from smaller teams and easier PC ports, a practice that became much more common in later generations.
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Sports presentation leap: Visual Concepts’ 2K series changed how serious sports games looked and felt. That DNA continues in today’s sports titles, from broadcast-style camera work to deep franchise modes.
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Early use of DLC and event content: Dreamcast games like Sonic Adventure supported small downloadable extras, seasonal content, and special events via the console’s network features. It seems quaint today, but it foreshadowed a service-driven mentality that is now everywhere.
Put simply, Dreamcast planted seeds. Sometimes the market is not ready for the whole tree, but the seeds still take root.
Curiosities and anecdotes
Dreamcast’s story is full of side notes that make it fun to revisit.
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The swirl and its color: In most regions the Dreamcast logo swirl is orange. In North America it is blue, reflecting a trademark consideration in that market. If you see collector photos with different swirl colors, that is why.
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Bleem! on Dreamcast: A small team created Bleemcast, a commercial emulator that allowed a handful of PlayStation games to run on Dreamcast with enhanced visuals. Seeing Metal Gear Solid or Gran Turismo 2 look sharper on Sega’s hardware felt like a magic trick. The legal saga around Bleem! is chronicled at Bleem!.
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The VMU beep: Owners know the sound. If the CR2032 batteries in your VMU ran low, it would chirp on boot in a way that startled sleeping cats and roommates alike.
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Cancelled treasures: Several anticipated games never shipped. A console port of Half-Life was close before it was dropped. Flight combat title Propeller Arena was cancelled late, with rumors pointing to sensitivity around real-world events at the time. Castlevania Resurrection existed only as a prototype before it was shelved.
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Browser discs: Dreamcast shipped with web browsers like Dream Passport in Japan and PlanetWeb in the West. They came on discs and even saw updates via magazine cover discs. It is hard not to smile at the idea of a console web browser as a retail product.
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VGA quirks: While many games support 480p via VGA, a handful do not. Owners learned tricks like booting through composite then swapping to VGA at the right moment to coax some reluctant titles into progressive scan.
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The coder’s cable: Before broadband adapters were widely used, hobbyists leveraged a serial cable to talk to the console from a PC. That cable became part of the lore of homebrew and backup culture around the Dreamcast.
There is a texture to the platform that goes beyond specs and sales. You can feel the experimentation and the earnestness of a company trying to delight its audience.
Challenges and why it struggled commercially
Talking about Dreamcast’s brilliance without acknowledging its commercial headwinds would be incomplete. Several factors amplified one another.
First, timing. Dreamcast launched strong, then had to hold momentum while the PlayStation 2 juggernaut built hype. The promise of DVD playback was powerful. For many households, the PS2 was a game machine and a new way to watch movies, which justified the cost. Dreamcast could not offer that.
Second, third-party dynamics. After the Saturn era, some publishers were cautious. Electronic Arts’ absence was particularly visible in North America where Madden was ubiquitous. Sega countered with 2K sports, but brand gravity matters.
Third, financial pressures. Sega’s resources were not limitless. Supporting hardware, building first-party software, and marketing aggressively on multiple continents is expensive. As sales softened and PS2 dominated mindshare, that equation grew harder for Sega to sustain.
Fourth, piracy. The MIL-CD exploit allowed unmodified consoles to run CD-R copies. Once that genie was out, it spread quickly. It is hard to quantify the exact impact, but in a tight market, lost software sales hurt badly.
Finally, fragmentation of accessories and network. Some of Dreamcast’s magic required extras: a keyboard, a mouse, a rare broadband adapter. Different regions had different service names and policies. Compared to later unified networks like Xbox Live, it felt patchwork.
None of these diminish what the console accomplished, but they explain why its commercial story diverges from its cultural reputation.
Collecting, modding, and preservation today
Dreamcast is lovely to collect because so much of its library is still affordable and approachable. If you want the best image quality on modern displays, grab a VGA box or one of the excellent HDMI adapters based on the console’s analog RGB output. Many titles support progressive scan and look startlingly clean when scaled properly.
If disc drives or GD-ROMs are a concern, there are optical drive emulators that allow you to load games from SD cards while preserving your original hardware. Preservation-minded owners often recap aging power supplies or replace the real-time clock battery to avoid reset woes.
On the software side, the independent Dreamcast scene is unusually active. New games continue to release on pressed discs and digital images. Ports of modern indie titles, shmups developed specifically for the hardware’s strengths, and creative experiments arrive year after year. Homebrew developers often use KallistiOS, an open-source SDK that has matured into a practical toolkit.
For those who enjoy emulation, the Dreamcast scene is strong there too. Emulators like Flycast and Redream on PC and mobile deliver high compatibility and enhancements. They are also helpful for preservation work and for developers testing builds.
One tip that is half technical, half aesthetic: if you can, experience a few games on a CRT with VGA input or through a good scaler that preserves low latency. Dreamcast was made for responsiveness. Feeling Soulcalibur’s input on a low-lag display or navigating Jet Set Radio’s rails with immediate feedback adds something that numbers cannot fully capture.
My short take
I still remember unboxing a Dreamcast and plugging a phone line straight into the back. The idea that a console could dial into a world of other players without an extra accessory felt radical. Seeing my character in a Phantasy Star Online lobby and realizing the people around me were real players on different continents is one of those gaming memories that sticks.
From a more technical angle, the elegance of the hardware is appealing. The SH-4 and PowerVR pairing is balanced. Texture management, z-ordering, and overdraw issues are handled with an intelligence that rewards good art. It is the kind of system that invites you to build within its constraints, and great teams did exactly that.
Why it still matters
Dreamcast’s influence is woven into modern console design. Integrated network services, approachable development workflows, serious support for online multiplayer, and service-style content updates are now fixtures. Aesthetically, it set a precedent for cel shading, bold UI, and arcade pacing that echoes in today’s indie scene.
There is also a lesson about ambition and sustainability. Dreamcast proves how far you can leap when you prioritize developer joy and player delight. It also shows how critical timing, partnerships, and ecosystem stability are to commercial success. Sega’s pivot to third-party publishing after Dreamcast reshaped the company and the industry in lasting ways.
If you discover the system now, you will find a library that feels surprisingly fresh. The best games are immediate, colorful, and designed to be learned in minutes and mastered over hours. The big adventures are heartfelt and full of unusual detail. And the online experiments, even in historical context, feel like peeking at the blueprint for what came next.
Quick answers to common questions
It is natural to have a few lingering curiosities when exploring a console this storied. Here are concise answers that come up often.
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Was Dreamcast a 128-bit console: Marketing used that label, but bit counts were already a fuzzy metric by that era. The SH-4 CPU is a 32-bit RISC with a powerful floating-point unit. What matters is the system’s balanced design and the kind of work it could do efficiently, which was a lot for its time.
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Can you still play online: Yes, with caveats. Fan-run servers resurrect online modes for several games, often requiring a "line voltage inducer" for dial-up emulation or a broadband adapter for supported titles. It takes tinkering, but the communities are welcoming.
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Do GD-ROMs suffer disc rot: As with any optical media, age and storage conditions matter. Many discs are fine decades later if stored properly. Backups and optical drive replacements are viable paths for preservation.
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Which video output is best: VGA at 480p is the gold standard for supported titles. Use a VGA box or a modern HDMI adapter based on the console’s analog RGB to get a clean, low-lag signal.
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Is the lack of EA sports a deal-breaker: It was a commercial challenge at the time, but as a player today, the 2K series holds up beautifully and often outshines contemporaries in feel and presentation.
Recommended starting points
If you are diving in, a few pathfinder titles show different sides of the machine. Shenmue for atmosphere and ambition. Soulcalibur for instant arcade thrills and visual showcase. Jet Set Radio for style and soundtrack. Skies of Arcadia for a classic JRPG with charm. Crazy Taxi for five minutes of pure fun that become fifty. And if you can manage it, Phantasy Star Online on a fan server for a taste of the console’s pioneering online spirit.
If you want to read more, the Dreamcast overview on Wikipedia gives a broad context, Sega NAOMI explains the arcade linkage, GD-ROM details the disc format, PowerVR covers the graphics heritage, Visual Memory Unit explores the quirky memory card, Phantasy Star Online captures the online milestone, Shenmue reflects the ambition, and Bleem! chronicles an unexpected twist.
Dreamcast did not win its generation on sales charts, but it won something arguably more valuable. It convinced a generation of players and developers that consoles could be more connected, more stylish, more experimental, and more welcoming to bold ideas. If that is the legacy of being early, it is a legacy worth celebrating.
Most played games
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Cannon SpikeStory 1h 37mExtras 4h 9mComplete 6h 56m
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Zombie RevengeStory 1h 25mExtras 3h 50mComplete -
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Tony Hawk's Pro SkaterStory 4h 18mExtras 10h 5mComplete 14h 11m
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The House of the Dead 2Story 1h 10mExtras 2h 15mComplete 6h 59m
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Sword of the Berserk: Guts' RageStory 4h 1mExtras 4h 38mComplete 11h 58m
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Street Fighter III: Third Strike - Fight for the FutureStory 1h 16mExtras 6h 45mComplete 29h 10m
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Space Channel 5Story 1h 41mExtras 5h 7mComplete 5h 36m
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SoulcaliburStory 1h 1mExtras 7h 36mComplete 20h 59m
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Sonic AdventureStory 9h 7mExtras 13h 57mComplete 26h 49m
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Sonic Adventure 2Story 9h 8mExtras 16h 44mComplete 47h 38m
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Skies of ArcadiaStory 42h 34mExtras 52h 51mComplete 58h 50m
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ShenmueStory 19h 27mExtras 22h 12mComplete 24h 0m
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Shenmue IIStory 23h 15mExtras 28h 44mComplete 30h 22m
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RezStory 2h 1mExtras 3h 12mComplete 18h 51m
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Resident Evil Code: VeronicaStory 11h 34mExtras 14h 58mComplete 13h 24m
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Resident Evil Code: Veronica XStory 11h 42mExtras 14h 16mComplete 19h 6m
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Resident Evil 2 (1998)Story 6h 24mExtras 9h 55mComplete 16h 15m
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Resident Evil 3: NemesisStory 6h 46mExtras 8h 5mComplete 14h 10m
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Rayman 2: The Great EscapeStory 8h 1mExtras 8h 45mComplete 12h 4m
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Project JusticeStory 1h 3mExtras 3h 47mComplete 6h 32m
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Power StoneStory 1h 8mExtras 3h 25mComplete 5h 55m
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Power Stone 2Story 1h 51mExtras 3h 40mComplete 11h 43m
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Metropolis Street RacerStory 18h 19mExtras 27h 11mComplete 41h 25m
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Marvel vs. Capcom 2Story 1h 35mExtras 20h 51mComplete 63h 48m
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Maken XStory 5h 9mExtras 8h 0mComplete 9h 6m
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Legacy of Kain: Soul ReaverStory 11h 48mExtras 12h 53mComplete 13h 44m
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Jet Set RadioStory 6h 46mExtras 9h 49mComplete 20h 34m
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IllbleedStory 8h 57mExtras 11h 17mComplete 14h 41m
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Grandia IIStory 32h 13mExtras 37h 2mComplete 45h 55m
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Giga WingStory 1h 7mExtras 4h 52mComplete -
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EGG: Elemental Gimmick GearStory 17h 32mExtras 14h 23mComplete 22h 12m
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Dynamite CopStory 1h 17mExtras 1h 42mComplete 2h 58m
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Dino CrisisStory 6h 27mExtras 8h 28mComplete 10h 14m
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Dead or Alive 2Story 1h 26mExtras 7h 4mComplete 19h 42m
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D2Story 9h 9mExtras 10h 40mComplete 9h 42m
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Crazy TaxiStory 2h 31mExtras 4h 35mComplete 7h 47m
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ChuChu Rocket!Story 2h 9mExtras 6h 2mComplete 11h 48m
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Carrier (2000)Story 8h 24mExtras 8h 58mComplete 10h 1m
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Capcom vs. SNK: Millennium Fight 2000Story 0h 28mExtras 3h 55mComplete -
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Blue StingerStory 9h 32mExtras 9h 16mComplete 15h 38m