Platform: FM-7
FM-7: Japan’s Dual-CPU Playground That Trained a Generation
If you enjoy tracing the roots of Japan’s game development scene, the Fujitsu FM-7 is one of those machines that quietly shows up behind the curtains at key moments. Released in 1982, it sat at a sweet spot between price and capability, and it left fingerprints on countless early Japanese games, development tools, and even school computing programs. It never became the household shorthand for "computer" the way NEC’s PC-88 did, but walk through the catalogs of early Enix, Square, T&E Soft, or Hudson Soft, and FM-7 versions keep popping up. The platform had a personality too: a dual-CPU architecture built around the Motorola 6809, a friendly yet snappy BASIC, and a graphics subsystem that made colorful, fast-drawing programs feel achievable even for beginners.
This article takes a long look at the FM-7 family: its launch context and market, how its hardware really worked, the games that defined it, the quirks that endeared it to fans, and the legacy that still makes retro enthusiasts light up when they see an FM-7 or FM-77AV glowing away on a desk. For quick reference on the raw facts, the Wikipedia entry on the Fujitsu FM-7 is a useful companion, but here we’ll go beyond the bullet points and talk about what it felt like to use and develop for this machine.
Market Context and Launch
When the FM-7 landed in 1982, Japan’s microcomputer market was a lively three-way dance. NEC had momentum with the PC-6001 and would soon dominate with the PC-8801. Sharp pitched the X1 as a TV-friendly machine with video-in tricks that made it a darling for arcade-style graphics. Fujitsu had entered a little earlier with the FM-8, a serious and quite expensive system. The FM-7 was the clever follow-through: it took the FM-8’s 6809 core and graphic chops, trimmed costs, and positioned the machine within reach of hobbyists, students, and small offices.
That move worked. The FM-7 was competitively priced in Japan for its class, and it quickly found a foothold in schools and clubs. The system’s F-BASIC environment was approachable, but the real hook was speed. BASIC on many 8-bit micros felt like jogging through molasses whenever you tried to draw complex screens. The FM-7 solved this by giving graphics its own 6809 processor, so while you plotted, filled, or scrolled, you didn’t lock up the entire machine. It felt modern, even when you were typing out magazine listings at midnight.
Fujitsu understood the Japanese-language computing wave that was gathering. The FM-7’s successors integrated more robust Kanji support and better text display capabilities, which was a requirement as microcomputers moved beyond coder dens and into classrooms and offices where Japanese word processing mattered as much as games.
Models and Family Timeline
It helps to think of the FM-7 not as a single model but as a family that evolved in measured steps. The naming can be confusing at first, but there is a clear throughline if you pay attention to graphics and sound.
Fujitsu debuted the FM-7 as a cost-reduced, home-friendly sibling to the FM-8. It set the template: dual 6809 processors, color graphics with bitplane organization, and a cassette-first software ecosystem with optional floppy drives. After the FM-7, Fujitsu refined the concept with the FM-NEW7, which shaved cost even further for education and entry-level buyers, and then escalated features with the FM-77 line.
The FM-77 series introduced larger RAM configurations and better peripheral support, and then the FM-77AV models brought the fireworks: expanded color palettes, better video modes, and improved sound in later units. When people say "FM-7" in a broad sense, they often mean the FM-7 and FM-77 series taken together, because much of the software ecosystem moved across that range. The 77AV machines, especially the AV40 and AV40EX, are where you really feel the hardware trying to keep up with the rapidly advancing graphics standards mid-decade.
By the late 1980s, Fujitsu pivoted to the 32-bit FM Towns for the performance-hungry crowd, but the FM-7 family had done its job. It gave Fujitsu a foothold in the home and school markets and created a tightly knit developer community.
Architecture Overview
You can spend an afternoon looking at schematics and still come away with a simple truth: the FM-7 feels more responsive than most 8-bit micros, and that’s not an accident. The dual-CPU design is the headline, but the rest of the platform choices reinforce that idea of smooth interaction and relatively unfussy graphics programming.
CPU and Coprocessor Roles
The FM-7 uses two Motorola 6809 CPUs running around 2 MHz. One is the main CPU that runs your operating environment and application logic. The second is dedicated to graphics operations, acting as a display processor that can take commands and update video memory without making the whole system freeze. This separation matters when your program needs to draw lines, paint filled areas, or scroll portions of the screen. On single-CPU home micros, that kind of work halts everything, including keyboard input. On the FM-7, the system stays more responsive and the animations feel less like a slideshow.
The 6809 itself is an unusually capable 8-bit CPU with 16-bit sensibilities. Indexed addressing is flexible, and the instruction set is orthogonal enough to make assembly programming less of a puzzle. That shows up in FM-7 software, where complex adventure game engines and fast arcade ports don’t feel tortured by the CPU, even if they are pushing a lot of pixels for the time.
Memory, VRAM, and Color
A standard FM-7 configuration comes with 64 KB of main RAM, which is typical for an early 80s 8-bit system. The graphics side has its own VRAM, commonly 48 KB, organized into bitplanes. Bitplanes are just what they sound like: separate memory planes for each bit of color information. If you have three planes, you get 3 bits per pixel, which equals 8 colors. That perfectly lines up with the FM-7’s common mode, which displays at up to 640 by 200 resolution with 8 colors. Since the planes are separate, you can do neat tricks like masking and blending by manipulating one plane at a time.
The trade-offs are the usual suspects. High resolution with limited colors, or more flexible color handling at lower resolution. Even in the base FM-7, the 8-color scheme is attractive and bright, and the dual-CPU approach keeps drawing snappy. But the AV-series machines opened things up a lot. The FM-77AV line pushed toward larger palettes, up to 4096 colors in the 77AV generation, and allowed more colors on screen at once. That made late FM-77AV titles pop in a way the original FM-7 couldn’t match.
Some models in the 77AV family added niceties such as hardware-assisted scrolling and page flipping, which is the trick of drawing off-screen and swapping the buffer in one hit. That "no flicker" feel is a big deal if you are trying to pull off arcade-style animation on an 8-bit foundation.
Sound Capabilities
Early FM-7 models use a standard 3-voice programmable sound generator. If you’ve listened to a lot of early 80s micros, you know the tone: bright, square-wave melodies with noise for percussion. It’s surprisingly musical when tuned well, and plenty of FM-7 games used the chip’s strengths to create catchy soundtracks. Later models in the FM-77AV line step up with Yamaha FM synthesis, often via the YM2203 OPN family, giving you richer timbres and that classic bell-like FM punch. That change mirrored the broader trend in Japanese micros, where developers leaned into FM as soon as hardware allowed.
What you notice aurally is a timeline. Early FM-7 games chirp and buzz with charming PSG tunes. Jump to AV-era conversions of action games and the soundtracks suddenly have depth, bass, and more elaborate percussion. It tells you at a glance which sub-model you’re listening to.
Storage and I/O
Like most early 80s machines, cassette tape is the default program storage on the base FM-7. It works, it is affordable, and it teaches patience. Optional external 5.25-inch floppy drives became the standard for commercial software pretty quickly, both for capacity and much faster load times. The FM-77 and 77AV machines integrated floppy drives more cleanly, and later units added 3.5-inch options. A typical environment in the mid-80s would be an FM-77AV with dual floppy drives and a stack of disks that contained everything from utilities and fonts to RPG save files carrying weeks of progress.
Across the line you will find the expected ports: a printer interface, expansion buses, joystick inputs, and serial communication options. A light pen and plotter support showed up in education and productivity settings, and Kanji ROM hardware became important on the 77-series machines as word processing matured. None of this is flashy, but it made the FM-7 family adaptable across home, school, and small office needs.
Software Culture and Development
If you only look at spec sheets, you miss the soul of the FM-7 series. The platform thrived because it sat at the right intersection of power and approachability. F-BASIC was easy to learn and, crucially, felt responsive thanks to the graphics coprocessor. You could write programs that drew animated graphs, simple games, or UI-like menus without feeling punished for trying. That encouraged experimentation.
Magazines were the lifeblood of microcomputing in Japan, and FM-7 owners were well served. Listings appeared across multi-platform publications, and there were FM-7 focused columns and periodicals that gave tips on fast drawing, tape reliability, and even hand-assembling routines for time-critical sections. The scene produced a gentle pipeline: learn BASIC, start modifying listings, sprinkle in assembly to squeeze more out of the machine, and eventually you had the skills to write something ambitious. Plenty of professional developers in the late 80s cut their teeth that way.
Commercially, Fujitsu’s platform benefited from a wave of cross-platform ports. Companies such as Enix, Square, Hudson Soft, T&E Soft, Bothtec, and others supported the FM-7 family with versions of their hits. The machine became a safe bet: if you bought a popular PC-88 game, odds were good an FM-7 version would follow. This cross-pollination helped cement shared genres and mechanics across platforms, and it meant FM-7 owners rarely felt left out.
Representative and Iconic Games
People love to debate "best" lists, but the FM-7 library does have clear pillars. Many of these games were multi-platform, but the FM-7 implementations are important because they anchored genres on the system and showed what the machine could do. Rather than dump a long list, here are some titles that FM-7 fans reliably bring up, and why they matter.
Before the list, a quick note on availability and versions. Japanese microcomputer games often shipped in slightly different forms across platforms. An FM-7 version might have fewer colors than a PC-88 release or a slower scrolling routine than a Sharp X1 port, but it might also run smoother in other scenes because of the way the FM-7 delegated drawing to its graphics CPU. That variety adds to the charm.
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Thexder: Thexder is a classic action shooter by Game Arts that spread widely across Japanese micros. The FM-7 version demonstrates how well the platform handles smooth player control in a maze-like environment with significant sprite-like work done in software. The dual-CPU architecture pays off in reduced input lag and respectable animation for an 8-bit display without hardware sprites.
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The Portopia Serial Murder Case: Yuji Horii’s foundational adventure game, known in Japan as "Portopia Renzoku Satsujin Jiken," is a milestone for narrative design. The FM-7 version is significant because it put sophisticated text-and-graphics investigation gameplay on a system many Japanese students had access to at school clubs. It was a conversation starter and a strong example of how FM-7 graphics could be used for more than just arcade clones.
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The Black Onyx: Bullet-Proof Software’s The Black Onyx is the early Japanese hit that made RPG mechanics mainstream in the microcomputer scene. The FM-7 port helped tutor a generation in turn-based combat, dungeon mapping, and the satisfaction of incremental progress. Its popularity catalyzed a tide of RPG development that reached deep into FM-7 magazine scenes and hobby projects.
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Hydlide: T&E Soft’s Hydlide and its sequels offered open-field action RPG gameplay that feels like a step between Ultima and Ys. FM-7 versions are well regarded as a middle path between speed and color, and they showcase the platform’s ability to keep field scrolling and action coherent on limited hardware. Ask any Japanese retro fan of a certain age, and they likely saw Hydlide running on an FM-7 at least once.
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Door Door: Chunsoft’s Door Door is deceptive in its simplicity. It is a single-screen action puzzle game that demands timing and planning. The FM-7 release nails the crisp input and colorful, readable stage design that made it a favorite. It is a perfect example of a genre the FM-7 does extremely well.
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The Death Trap and Will: The Death Trap II: Before Final Fantasy, Square’s founders cut their teeth on cinematic text adventures. The Death Trap and Will: The Death Trap II appeared across multiple platforms, including the FM-7. They illustrate how the FM-7’s graphics routines help with quick screen updates, which matters when you are building mood through frequent imagery changes and interface prompts.
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Mario Bros. Special: Hudson Soft’s Mario Bros. Special is an oddball that Japanese micro fans cherish. It is a reimagined Mario Bros. for micros, with levels and behavior that diverge from the arcade original. The FM-7 version is a fun snapshot of how arcade-to-micro ports worked in that era, and why "Special" often meant "similar vibe, new content."
You can add to this lineup with plenty of honorable mentions. Falcom’s Dragon Slayer series influenced action RPGs across the board, and the FM-7 family received ports of early entries. Bothtec’s adventure and sci-fi titles left marks. Shooters, often built carefully without hardware sprites, were common showcases for clever engine design on the FM-7.
How It Stacked Up Against Rivals
Comparisons are unavoidable. The FM-7’s most direct rival in the early to mid-80s was the NEC PC-8801. The PC-88 had a larger software base and became the default target platform for many developers in Japan. It also had strong text modes and eventually advanced graphics capabilities that kept the platform fresh. In many multi-platform releases, the PC-88 version became the reference.
The Sharp X1 is the other neighbor in any serious discussion. The X1’s appeal was rooted in display tricks and RGB color vibrancy, aided by TV integration options. For arcade-like titles, X1 ports were often extremely pretty, and some studios favored it for that reason. The FM-7 could keep up in speed thanks to the graphics coprocessor but sometimes showed its limits in color depth before the AV generation.
Then there is MSX, which arrived as a standard rather than a single machine. MSX brought a common baseline and hardware sprites to the mainstream, and it crushed when it came to accessible hobby development. FM-7 games have a different flavor. They rely more on fast software rendering and BASIC-driven graphics than on sprite hardware or a fixed standard, and they feel closer to "rolling your own engine" than many MSX contemporaries.
Still, the FM-7’s comfort zone was real. If you wanted a machine that felt fast in BASIC, handled text-and-graphics adventures gracefully, and participated in the big Japanese micro software ecosystem, the FM-7 was reliable and satisfying.
Industry Impact and Legacy
The FM-7 family contributed in three lasting ways.
First, it democratized capable graphics programming for an 8-bit audience. Giving the graphics work to a second CPU was not common in home micros, and it made a difference. Hobbyists could write fast line-drawing and area fills without resorting to pure assembly from day one. That lowered barrier fed directly into the listing culture and nurtured future professionals.
Second, the machine served as a training ground for developers and musicians. Many early Japanese developers learned to mix BASIC with assembly on an FM-7 at home or at school. Music composers, accustomed to the PSG sound of early FM-7 models, later leapt to FM synthesis on the AV line and beyond. If you look at the generation that built PC-88 and PC-98 blockbusters in the late 80s, a non-trivial number started on a Fujitsu.
Third, it bridged Fujitsu’s move into multimedia. The FM-77AV’s focus on color, sound, and Japanese text handling set a trajectory that culminated in the FM Towns in 1989. FM Towns gets the fanfare for CD-ROM and graphics, but the seeds of "we will take audio-visual experiences seriously" were planted in the AV line.
Culturally, the FM-7 series helped define how cross-platform releases felt in Japan. If there was a big PC-88 or X1 hit, a reasonably faithful FM-7 or FM-77AV version often followed. That expectation of broad availability raised the water level for the entire market, and it reduced the "wrong machine" anxiety that can haunt retro buyers even today.
Curiosities and Anecdotes
Machines that people love tend to gather good stories. The FM-7 family’s are a mix of technical quirks and cultural memories.
One favorite tidbit is how the dual-CPU design surprised new owners. People would run a BASIC program that filled large areas with color and then try to break out or type during the operation. On many micros, you could make coffee while the machine chewed on the command. On an FM-7, the system often felt alive and responsive. It taught a helpful lesson about decoupling tasks, long before kids learned the word "multithreading".
The education angle produced its own nostalgia. The FM-NEW7, a cost-reduced variant, showed up in school labs where groups of students wrote short games together. The device became a social platform before that term was a website. People remember binding stacks of printouts from Micom BASIC Magazine and scotch taping them into tiny books next to a monitor full of colorful boxes and lines.
The AV-series machines generated an amusing rite of passage. Owners would proudly show off 4096-color graphics and FM synthesis to friends with base FM-7s or MSX1 machines, and then fall back to an older title that looked better in 8 colors anyway. Capability is one thing, art direction is another. The best FM-7 era games often maximized the palette they had with clean designs rather than cramming every color into a single screen.
On a personal note, the first time I heard a peppy PSG tune from an FM-7 rolling out of a CRT speaker, I understood why so many Japanese composers hold the simple three-voice sound in high esteem. It is raw, sure, but it is expressive. When the AV machines graduated to Yamaha FM chips, that same melody suddenly had weight, and it felt like you had unlocked a bonus track on an album you already loved.
Preservation and Experiencing It Today
If the FM-7 and FM-77AV line piques your curiosity, the good news is that emulation is strong. The platform is supported by multi-system emulators, and there are dedicated FM-7 emulators that reproduce timing and video behavior with care. Documentation and software archives exist, along with fan communities that maintain disk images and tips for tricky titles.
A practical way to dive in is to look up the FM-7 on a broad emulator suite, then start with simple BASIC experiments. Draw lines and filled circles, get a feel for how responsive the system is, and then layer in an old magazine listing or two. From there, explore classic ports. Try Door Door for crunchy puzzle action, Portopia for a dose of adventure history, and Thexder to see how the machine handles fast action without sprite hardware.
If you want background before you begin, the Wikipedia page for the Fujitsu FM-7 is a compact launch pad with links to related models and games. It helps to understand the FM-77 and FM-77AV additions so you can pick the right emulated configuration for the titles you want to test.
Be mindful of regional differences and disk formats. Japanese microcomputer software often expects specific keyboard layouts and may rely on Kanji ROMs present in later machines. The community guides and emulator readmes do a good job of pointing you at the correct ROM sets and machine profiles.
Why It Still Matters
It is tempting to evaluate hardware purely by raw specs or by sales figures. The FM-7 family holds up because it teaches a design philosophy. If you offload the right task to the right processor, even a modest machine can feel fast. If you make high-level graphics commands accessible in BASIC, people will experiment and create. If you nurture a cross-platform software ecosystem, you reduce buyer fear and invite a broader community.
The FM-7 was not the most famous Japanese micro, and it did not dominate charts forever. What it did was push a thoughtful architecture into homes and schools at the exact moment Japan’s game development culture was forming. The ripple effects are bigger than the numbers suggest. Developers learned principles they carried to the PC-88 and PC-98, then to consoles, and eventually to modern PCs and handhelds.
When you watch a late FM-77AV game glow with a generous palette, or when you listen to an FM chip sing a soundtrack you first heard on a PSG years earlier, it feels like closing a circle. The machine was part of a shared language. It belonged to a dynamic, inventive era where hardware limitations were not a wall but a playground. There is a reason so many veterans smile when the FM-7 comes up in conversation.
Final Thoughts
The FM-7 is easy to underestimate until you spend time with it. The dual-6809 architecture keeps the machine lively, the graphics subsystem makes even BASIC feel powerful, and the software library is broad enough to represent most of the big early 80s Japanese micro genres. Climb the ladder to the FM-77AV and you get richer audio, bigger palettes, and more creature comforts, yet the underlying feel remains consistent.
For players, it is a gateway to formative versions of RPGs, adventures, and action puzzlers that defined the period. For developers, it is a masterclass in designing around constraints by assigning work to the right parts of the system. And for anyone in love with microcomputer history, it is a reminder that influence is not only measured by market share. Sometimes it is the machine that a kid used at school or the one that made their first animation feel "instant" that shapes a career.
If you decide to explore, start simple, pick a few landmark games, and give yourself space to appreciate the craft. The FM-7 family rewards curiosity with little moments of delight that feel shockingly modern for a computer that predates many of today’s developers by decades. And if you catch yourself smiling at a flicker-free page flip or at a three-voice melody that hits just right, welcome to the club.
Most played games
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Labyrinth (1986)Story -Extras -Complete -
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Championship Lode RunnerStory -Extras -Complete -
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The Death Trap II: WillStory 1h 57mExtras -Complete -
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Psy-O-BladeStory -Extras -Complete -
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Space CruiserStory -Extras -Complete 0h 20m
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TransylvaniaStory -Extras -Complete -
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Lode Runner (1983)Story 2h 24mExtras 2h 53mComplete 4h 20m
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The Death TrapStory 1h 27mExtras -Complete -
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Woody PocoStory -Extras -Complete -
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Hydlide 2Story 17h 51mExtras -Complete -
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XanaduStory 40h 0mExtras 33h 54mComplete -
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The Portopia Serial Murder CaseStory 2h 36mExtras 5h 1mComplete 2h 5m
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Mystery HouseStory 1h 13mExtras -Complete -
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Gandhara: Buddha no SeisenStory -Extras -Complete -
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Nobunaga's Ambition (1986)Story 41h 12mExtras -Complete -
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Expedition AmazonStory -Extras -Complete -
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Dragon Slayer (1984)Story 5h 49mExtras 4h 51mComplete 8h 19m
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The Black OnyxStory -Extras 9h 16mComplete -
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Front LineStory 0h 27mExtras -Complete 1h 9m
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Jesus: Tale of the Dreadful Bio-MonsterStory 2h 20mExtras -Complete 3h 8m
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Ys III: Wanderers from YsStory 6h 20mExtras 6h 48mComplete 6h 23m
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Ys IIStory 8h 48mExtras 11h 43mComplete 11h 49m
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Ys I: Ancient Ys VanishedStory 6h 48mExtras 7h 57mComplete 9h 51m
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Wizardry: Proving Grounds of the Mad Overlord (1981)Story 25h 22mExtras 32h 38mComplete -
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Wizardry IV: The Return of WerdnaStory -Extras 46h 2mComplete -
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Wizardry II: The Knight of DiamondsStory 26h 59mExtras 23h 5mComplete -
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Wizardry III: Legacy of LlylgamynStory 21h 49mExtras 27h 24mComplete -
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Valis: The Fantasm SoldierStory 1h 20mExtras 1h 20mComplete 1h 16m
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Ultima IV: Quest of the AvatarStory 19h 31mExtras 39h 6mComplete 52h 56m
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Ultima II: The Revenge of the EnchantressStory 7h 17mExtras 11h 50mComplete 15h 41m
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Ultima III: ExodusStory 16h 50mExtras 27h 6mComplete 51h 33m
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Thexder (1985)Story -Extras -Complete -
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SorcerianStory 29h 34mExtras -Complete -
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SilpheedStory 1h 7mExtras -Complete -
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Phantasie IIStory -Extras 24h 30mComplete 29h 24m
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Phantasie III: Wrath of NikademusStory -Extras 20h 12mComplete 25h 15m
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PhantasieStory 13h 10mExtras 18h 18mComplete 29h 42m
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FlickyStory 1h 11mExtras 4h 0mComplete 2h 17m
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Dig DugStory 0h 52mExtras 2h 29mComplete 4h 36m
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Bomberman (1983)Story 2h 40mExtras 2h 57mComplete 3h 22m