Platform: MSX
MSX in context
The MSX was a family of standardized 8-bit home computers introduced in 1983 with one big promise: buy a machine from Sony or Philips or Panasonic, pop a cartridge made by Konami or Compile or a dozen other companies, and it just works. In an era when every microcomputer was its own island with unique quirks, MSX pitched a common ground. It was part console, part computer, and entirely a product of a time when standards could make or break entire industries.
If you have ever played the original Metal Gear, got lost in the labyrinth of Vampire Killer, or hummed along to the warm, wobbling tones of a Konami SCC soundtrack, you already touched MSX culture, whether you knew it or not. The platform sold in the millions across Japan, Europe, the Middle East, and Latin America, becoming a cornerstone for gaming and programming communities that still thrive today.
Origins and the big idea
MSX was spearheaded by Kazuhiko Nishi of ASCII Corporation in partnership with Microsoft’s Japanese subsidiary. The market in 1983 was a wild patchwork. In Japan, Sharp, NEC, and Fujitsu were pushing technically capable PCs, while in the West the Commodore 64 and ZX Spectrum dominated homes. Software rarely crossed boundaries. Nishi’s vision was simple: create a unified hardware standard that many manufacturers could follow and that software could target without rewriting everything from scratch. The VHS vs. Betamax story was fresh in everyone’s mind. MSX aimed to be the VHS of home computers.
At the official announcement in Tokyo in June 1983, Microsoft’s involvement signaled credibility. MSX-BASIC, the built-in programming language, was written by Microsoft, and the BIOS layer provided a consistent programming interface, insulating developers from hardware differences. Leading Japanese consumer electronics brands quickly signed on. Sony, Panasonic, Toshiba, Yamaha, and Sanyo released machines; in Europe, Philips took the lead; in Korea, Daewoo and GoldStar participated; in Brazil, Gradiente and Sharp’s Epcom brand joined; in the Middle East, Sakhr became a household name in schools.
The United States was the notable holdout. Retail shelf space was already crowded and home computing had started converging on IBM PC compatibles for productivity and on the NES for gaming. MSX had stellar timing in Japan and parts of Europe, and awkward timing in the US.
Anatomy of the standard
To understand MSX, think of a recipe more than a single product. The standard defined ingredients and rules. Vendors could vary case designs and extras, but they had to meet the baseline so that software would run everywhere.
At the heart of the original MSX was a Z80-compatible CPU, usually clocked near 3.58 MHz. RAM started as low as 8 or 16 KB in cheap models and went up from there, while video memory lived separately. The system firmware included a BIOS and MSX-BASIC, which made every machine boot to a friendly prompt with graphics and sound commands baked in. If you plugged in a cartridge, it would autostart, and to a kid that felt magical.
Two standard cartridge slots were typical. This was huge for game distribution, for adding memory, for audio upgrades, for modems, and for all sorts of expansions. The slots were backed by a clever addressing scheme called the slot system, which let multiple devices share the 64 KB CPU address space without stepping on each other. Later revisions standardized a memory mapper so machines could have far more than 64 KB of RAM and still juggle it sanely.
It is not an exaggeration to say that this standardization made the MSX feel console-like for games while remaining a capable general-purpose computer.
Video
Original MSX machines used a video display processor compatible with the Texas Instruments TMS9918 family, typically with 16 KB of dedicated VRAM. That meant colorful, layered graphics with hardware sprites and a maximum resolution of 256 by 192 pixels. Sprites were limited to 4 per scanline and 32 total on screen, with one color per sprite. The palette offered 16 fixed colors.
If that sounds restrictive, it is also the formula that produced the crisp tiles and energetic action of early MSX titles. Games worked around sprite-per-line limits with classic flicker tricks, and because the VDP supported character-based tiled screens efficiently, side-scrolling and SHMUPs were designed with careful screen updates rather than smooth hardware scroll.
MSX2 machines upgraded to a Yamaha V9938 VDP with 64 or 128 KB of VRAM. This was a leap. New bitmap modes allowed 256 by 212 pixels in 256 colors, and 512 by 212 in fewer colors. The palette expanded to 512 possibilities, with 16 simultaneously in most modes. Hardware-assisted drawing functions accelerated lines, blocks, and copies, and sprite handling improved, with up to 8 sprites per scanline. MSX2+ pushed the envelope further via the V9958, adding smoother horizontal scrolling and special YJK color modes capable of showing thousands of colors, which artists used to stunning effect in demos and late commercial games.
The last stop, the turboR generation, kept the V9958 graphics core, relying on raw CPU power and better memory throughput for speed.
Sound
MSX audio started with the classic three-channel programmable sound generator, usually a General Instrument AY-3-8910 or Yamaha YM2149 variant. It provided two pulse channels plus noise, crisp arpeggios, and that signature chiptune charm. Many of us can pick out an MSX PSG melody in seconds.
Then came the expansions. Konami’s cartridges often included the SCC sound chip, a 5-channel wavetable synthesizer that let composers use custom waveforms. The SCC sound is thick and expressive, and if you fire up Nemesis 2 or Space Manbow your speakers will absolutely tell on you.
There were official standards too:
- MSX-MUSIC: Yamaha YM2413 OPLL, a 9-channel FM synth with a set of preset instruments. Many later MSX2+ and turboR machines had it built in, and an FM-PAC cartridge could add it to older models.
- MSX-AUDIO: Yamaha Y8950, sometimes seen in Philips cartridges and a few machines. This was more advanced and included ADPCM capabilities, predating the OPL family popularized on PC sound cards.
And if you were deep into the scene later, you might have seen the OPL4-based Moonsound expansions, which brought sample-based synthesis to the platform.
Storage and I/O
MSX debuted in the cassette era. Early machines saved and loaded at leisurely speeds from tape, which was perfectly normal for home computers then. Floppy drives became common on MSX2 and higher, especially 3.5 inch drives with 360 KB or 720 KB formats. Hobbyists later added hard drive support, SD card readers, and network adapters via cartridges.
Joysticks used the de facto Atari standard. Printers connected via Centronics ports. Some Yamaha models included MIDI, which made the MSX rather interesting for music. And because video output followed TV standards, you could hook an MSX to a family TV or a dedicated monitor and be playing or coding in minutes.
BIOS, BASIC, and MSX-DOS
One of MSX’s strengths was a consistent programming model. MSX-BASIC was friendly and surprisingly capable. You had commands for drawing lines and circles, working with sprites, and making music with a simple "PLAY" statement. For serious work, assembly language libraries could call standardized BIOS routines so code would behave across brands.
When storage upgraded from tape to disks, MSX-DOS arrived. It provided a command line similar to MS-DOS, with tools and a filesystem that developers recognized. MSX-DOS 2 later added subdirectories and a more modern environment. For many kids in the 80s and 90s, this was the first experience using a DOS-like system in a home that otherwise might not have a PC.
Generations at a glance
MSX came in several official generations, each mostly backward compatible with the previous one.
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MSX, the original 1983 specification, defined the Z80-class CPU, TMS9918-class video, 16 KB VRAM, PSG sound, and cartridge slots. It was a colorful, approachable machine that could do serious work or arcade-style games, but with obvious video limitations for smooth scrolling.
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MSX2, announced in 1985, brought the Yamaha V9938 video processor, more VRAM, bitmap modes, a bigger palette, better sprites, and new BIOS functions. Games stole the show here, but MSX2 was also a productive personal computer with better graphics for applications.
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MSX2+, arriving in 1988, refined the video system again with the V9958 and new color modes that could display thousands of colors at once. Smooth horizontal scrolling became achievable without elaborate software tricks, and the audio baseline often included MSX-MUSIC.
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MSX turboR, released in 1990, integrated a fast R800 CPU alongside the legacy Z80-compatible core. It kept MSX2+ graphics and pushed performance in ways that late-generation games, demos, and productivity software could use. Models like Panasonic’s FS-A1ST and FS-A1GT are sought after today.
These steps reflect a platform that evolved without breaking compatibility, which made life easier for both players and developers.
Where it thrived
MSX was a pan-continental story. In Japan, it competed head-on with PC-88 and X1 machines as a gaming and hobbyist platform. Konami, Compile, Microcabin, and Falcom either originated or brought their hits to MSX, often using the machine as a testbed for new design ideas.
In Europe, especially the Netherlands and Spain, Philips drove adoption with strong retail presence and local magazines that nurtured a friendly developer culture. Many European action and adventure games were ported to MSX alongside Spectrum and Amstrad CPC counterparts. The Iberian scene, in particular, left a mark with distinctive art and design.
Latin America embraced MSX thanks to brands like Gradiente and the Epcom HotBit in Brazil, and Talent in Argentina. Localized keyboards, robust constructions for local power conditions, and TV-friendly outputs made MSX a practical home computer.
In the Middle East and North Africa, Sakhr machines from Al Alamiah gained momentum in education. Arabic-localized MSX-BASIC and software made computing accessible to a wider audience. In the Soviet sphere, Yamaha MSX models found their way into classrooms, creating generations of programmers who first learned to code on these systems.
Iconic games and unique jewels
There is no shortage of MSX standouts. While many titles appeared on multiple platforms, the MSX often received versions with distinct mechanics, visuals, or sound. Several franchises were born or redefined here. To keep this readable, I will highlight a set that shows variety and influence.
Before the list, it is worth noting how much Konami, Compile, and Microcabin shaped the sonic and visual identity of the platform. Their composers and artists squeezed magic out of PSG, SCC, and later FM chips, and their level designs were tailored to match the strengths and quirks of the video hardware.
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Metal Gear: Designed for MSX2, this shifted the action genre by making stealth the star. Hardware limitations on smooth scrolling encouraged a design that rewarded planning over raw firepower. Its sequel, Metal Gear 2: Solid Snake, is frequently cited as one of the best 8-bit-era action adventures. If you want a quick overview, see Metal Gear 2 on Wikipedia.
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Vampire Killer: Released the same year as the first Castlevania, this MSX2 counterpart is a different beast. It blends exploration with action in larger, non-linear stages, emphasizing item collection and backtracking. Many players discovered an alternate blueprint for the series here.
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Penguin Adventure: A charming, fast action title by Konami that pushed MSX1 hardware with colorful scrolling and clever tricks. It even sneaks in light RPG elements. It is often remembered for involving a young Hideo Kojima on the team.
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The Maze of Galious: Part platformer, part adventure. You explore a vast castle with secrets, switch between two characters, and collect power-ups. Its DNA can be seen in countless indie Metroidvania titles.
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Gradius 2 (Nemesis 2) and Nemesis 3: The MSX originals are not mere ports. They integrate story elements, branching routes, and characteristic SCC soundtracks that give them a distinct feel. The power-up system and boss designs were cutting edge.
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Space Manbow: Late-era MSX2 showpiece with slick scrolling and audiovisual polish. Its SCC soundtrack is up there with the best 8-bit music ever produced.
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SD Snatcher: A reimagining of Snatcher as an RPG for MSX2 with cartridge-based SCC+ sound. It is witty, moody, and technically ambitious. The battle system and presentation stand out.
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Aleste and Aleste 2: Compile’s shooters are a masterclass in fast, responsive design. They balance dense enemy patterns with fair difficulty and memorable music, using both PSG and FM when present.
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Ys I and II: Falcom’s action RPGs had excellent MSX2 versions. The bump-combat system and dramatic chiptunes help these still feel surprisingly modern in pace and structure.
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Illusion City: Microcabin’s late MSX2 RPG with bold cinematic sequences and impressive music, showing what the platform could do when pushed.
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F1 Spirit and Konami’s Soccer: Polished sports and racing titles that demonstrated how much fun clean controls and tight design can be, even with simple visuals.
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Knightmare and Usas: More Konami gems with great level design and music. Knightmare is a top-down shooter with a medieval twist; Usas blends platforming with puzzle elements and cooperative mechanics.
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Eggerland: Puzzle-action that eventually evolved into Adventures of Lolo on other platforms. It is an evergreen design that shines on MSX.
There are many more. The MSX library is vast and eclectic, ranging from pure arcade experiences to stately RPGs and experimental adventures.
Constraints that sparked creativity
A recurring MSX anecdote is that certain famous design choices were directly inspired by hardware limitations. This is not a myth. Consider smooth scrolling. Early MSX video modes did not scroll entire bitmaps efficiently, so developers embraced room-based screens, tile tricks, and smart camera changes. The result was a flavor of action game that combined deliberate pacing with bursts of intensity.
Sound played a similar role. The PSG’s character is unmistakable, and composers leaned into arpeggios, vibrato, and clever duty-cycle play to suggest richness. When SCC and FM chips became available, many soundtracks evolved into lush arrangements that could rival arcade cabinets. The way the SCC’s wavetable interacts with PSG yields that recognizable Konami texture that makes certain soundtracks instantly identifiable.
Even game distribution shaped design. Cartridges imposed size limits until MegaROM mappers allowed larger games, at which point developers layered in cutscenes, bigger maps, and voiced snippets. Saving games to cartridges with small SRAM banks became part of the workflow, especially with FM-PAC accessories.
I still remember the first time I booted a Philips MSX2 with an FM-PAC. The machine sang a tiny jingle at power-on, and that one-second flourish probably sold more kids on "this is special" than a brochure ever could.
Industry impact and legacy
MSX’s impact radiates in several directions.
As a business model, it proved that a common standard across many manufacturers could build a rich software ecosystem without forcing everyone into identical machines. That seems obvious now in the age of PCs, but in the early 80s it was not. MSX showed the power of a clear baseline and a friendly BIOS.
As a creative platform, it launched or nurtured major developers. Konami’s 8-bit legacy leans heavily on MSX. Compile honed shooter design with speed and fairness that influenced later generations. Microcabin and Falcom built worlds and music that traveled across platforms. And yes, Hideo Kojima’s career arc is entangled with MSX, from early design roles to flagship titles.
In education, MSX brought programming to classrooms from Spain to Kuwait to the USSR. MSX-BASIC’s approachable syntax made it less intimidating to draw a sprite or play a tune. Many engineers learned memory layouts, I/O ports, and timing by poking at an MSX on a dining table.
For audio, MSX is a living museum of late 8-bit and early FM sound design. The jump from PSG to SCC and FM-MUSIC is audible history. It connects directly to the OPL era on PCs and the FM synth heritage of Yamaha’s chips.
The platform’s legacy also thrives in a vibrant modern community. The MSX Resource Center keeps news, projects, and archives flowing. Emulators like openMSX make it comfortable and accurate to run most of the catalog on modern machines. There are regular homebrew competitions like MSXdev, new cartridges with SD storage and network capabilities, and hardware clones that keep the spirit alive.
If you want a historical primer, the MSX article on Wikipedia is a good overview and a springboard to hardware notes and software lists.
Engineering details that mattered
One of the less glamorous but crucial aspects of MSX is the slot architecture. Each machine exposes a set of primary slots that can be subdivided into secondary slots. ROMs, RAM, and devices map into 16 KB pages of the Z80 address space. This means a game cartridge could contain a ROM, a sound chip, and even SRAM, all neatly present to the system without exotic drivers. It also powered MegaROM mappers, so later games could bank-switch large programs into view.
Memory mapping became more standardized with MSX2 and MSX-DOS 2, allowing machines to carry hundreds of kilobytes of RAM and letting software like disk operating systems and advanced applications use it efficiently. The combination of a consistent BIOS with a flexible slot system is why so many expansions simply worked.
Video development followed a similar philosophy. Programmers could choose between BIOS calls that abstracted away timing or direct VDP pokes and port I/O for maximum speed. Many games mix both, using BIOS for initialization and low-level writes for hot loops. Because the video chip had its own VRAM and direct block operations, well-optimized code could move surprising amounts of data per frame.
Curiosities and anecdotes
There is a lot of folklore around the MSX name and history. Not all of it is worth arguing over, but some tidbits make for good conversation.
Before listing a few, remember that MSX was a cosmopolitan platform. Releases often had different names, artwork, or features across regions, and local communities had their own heroes and preferred hardware.
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What does MSX stand for: Explanations range from "MicroSoft eXtended" to "Machines with Software eXchangeability." The official line was elusive, and the ambiguity did not hurt the brand. The initialism became its own identity.
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Bill Gates on stage: Microsoft’s support was not just a logo. Gates appeared at the 1983 announcement in Tokyo, signaling that this was a serious platform with software backing.
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Schools full of Yamahas: In parts of the USSR and later CIS states, Yamaha MSX models became common in classrooms for music and programming. If you meet a developer in Eastern Europe whose first system was "a Yamaha," ask if it was an MSX and watch the nostalgia bloom.
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Konami’s SCC signature: Many Konami cartridges included the SCC or SCC+. If you owned several of them, your shelf was secretly an expanding synthesizer rack.
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Middle Eastern localization: Sakhr’s Arabic MSX machines offered right-to-left text support and localized BASIC, which was rare and transformative for students who learned programming in their native language.
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Tape tricks: Early MSX games often boasted "turbo loaders" on cassette that used faster modulations to reduce load times. The squeals and warbles of a turbo loader are a rite of passage.
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A stealth icon born of scrolling limits: The story that Metal Gear’s stealth design emerged from MSX2’s constraints is one of those delightful examples of creative judo. Whether every detail of that origin is documentary level or not, it is true that MSX hardware shaped game design choices in this era.
Why it aged so well
MSX holds up for several reasons. Variety is a big one. The catalog spans arcade sensibilities, deep RPGs, and inventive puzzles. The machines are small and friendly. The audio is addictive. And the platform was just "standard" enough to feel consistent while leaving space for clever hardware in cartridges.
It also enjoys a rare continuity. Because MSX evolved in generations that respected the past, you can explore the library in layers, watching the technical bar rise with each step: the crisp, tile-driven MSX1 look; the lush bitmap art of MSX2; the horizontally smooth MSX2+ showcase pieces; and turboR’s brisker engines.
Finally, the community never left. New games appear every year. Musicians keep composing with PSG, SCC, and FM palettes. Developers build new hardware like the MegaFlashROM SCC+ SD or multi-function cartridges that give old machines modern storage and even networking. FPGA-based recreations like the 1chipMSX and descendants made it easier to experience the ecosystem without relying on fragile vintage gear.
Getting started today
Trying MSX in 2025 is easy and rewarding. Emulation is excellent, and real hardware is accessible if you enjoy retro setups.
If you prefer software, start with openMSX. It is accurate, flexible, and well documented. Pair it with a front-end if you like convenience. Grab legitimate ROMs or disk images from publishers that still distribute their classics, or explore homebrew titles from MSXdev. Many modern releases are made freely available by their authors.
If you enjoy the real thing, a Philips MSX2 or a Panasonic MSX2+ is a fine way in. Check that the machine’s video output matches your display options, that its keyboard layout suits your language, and that you have at least one cartridge slot available for expansions. An FM-PAC or a machine with built-in MSX-MUSIC gives you richer audio in supported games. An SD-based flash cartridge makes loading software painless and adds save features.
A simple starter playlist could include Penguin Adventure for MSX1 charm, Aleste 2 for MSX2 action, Space Manbow for that late-era showcase feeling, and SD Snatcher if you want something story-driven. Sprinkle in Knightmare or The Maze of Galious and your weekend will disappear.
A few technical tips for new explorers
If you are tinkering, a couple of practical details can save you time. MSX video modes differ across generations, so if a game boots to audio with a black screen, check whether it requires MSX2 or later. Many titles autodetect hardware, but some expect specific VDP features. Software that uses SCC or FM will still run without the hardware, but you will miss key parts of the soundtrack.
If you are writing code, start with MSX-BASIC for prototyping and learn to call BIOS routines for graphics and I/O. When performance matters, move hot loops to Z80 assembly and write to the VDP through its I/O ports. The V9938’s block operations are your friends for MSX2 and later. Understanding the slot system is essential if you want to build or use cartridges that include RAM, ROM, and devices simultaneously.
Memory management under MSX-DOS 2 will feel pleasantly familiar if you used DOS on PCs. Tools like assemblers and text editors run comfortably on 128 KB or more of RAM, and a floppy or SD-based drive makes development comfortable.
Final thoughts
MSX is one of those platforms that becomes more interesting the longer you sit with it. On the surface it is an 8-bit computer of its time with a lively game library. Look closer and you find a serious attempt to standardize home computing, a fertile training ground for now-legendary designers, and an audio-visual aesthetic that is both technically clever and emotionally sticky.
The qualities that made it succeed in the 80s still make it worth exploring: clarity of design, a strong baseline, and just enough constraints to push creativity forward. Whether you are discovering it now through an emulator and a pair of headphones or dusting off a beloved Panasonic or Philips machine from the attic, the MSX has a way of making the past feel present.
And if, while you are playing, you hear a sudden, unmistakable SCC glissando that makes you smile, welcome to the club.
Most played games
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Konami's BoxingStory 0h 16mExtras -Complete -
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Sky JaguarStory 0h 10mExtras -Complete -
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Magical TreeStory 0h 23mExtras -Complete 1h 33m
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Space ManbowStory 0h 37mExtras -Complete -
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Konami's GolfStory 0h 14mExtras -Complete -
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Athletic LandStory 0h 18mExtras -Complete -
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PippolsStory 0h 28mExtras -Complete -
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Metal Gear (MSX)Story 4h 56mExtras 4h 57mComplete 4h 56m
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Comic BakeryStory 0h 16mExtras -Complete -
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SkrambleStory 1h 38mExtras -Complete -
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Parodius (1988)Story 1h 14mExtras -Complete -
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Chiller (1986)Story 0h 11mExtras -Complete 0h 14m
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SnatcherStory 7h 57mExtras 9h 42mComplete 9h 58m
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Nemesis 2Story 1h 43mExtras -Complete 4h 11m
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Dead of the BrainStory 3h 5mExtras 3h 1mComplete -
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Eggerland MysteryStory 5h 45mExtras 3h 36mComplete 6h 13m
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GuardicStory 1h 37mExtras -Complete -
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Yie Ar Kung-Fu IIStory 0h 20mExtras -Complete -
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Aliens: Alien 2Story 0h 24mExtras -Complete -
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Penguin AdventureStory 2h 41mExtras 2h 19mComplete -
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Xak II: Rising of the RedmoonStory 10h 18mExtras 23h 13mComplete 34h 56m
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Super CobraStory 0h 6mExtras -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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King's ValleyStory 1h 56mExtras -Complete 2h 5m
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SD SnatcherStory 19h 48mExtras -Complete 26h 34m
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Vampire KillerStory 3h 31mExtras 2h 59mComplete 4h 39m
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Circus CharlieStory 0h 35mExtras 1h 11mComplete 0h 40m
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Knightmare (1986)Story 1h 12mExtras -Complete 1h 27m
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Undead LineStory 0h 45mExtras -Complete -
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ZaxxonStory 0h 11mExtras -Complete -
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Road FighterStory 0h 52mExtras 0h 46mComplete 4h 4m
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Pitfall II: Lost CavernsStory 0h 52mExtras 0h 38mComplete 2h 39m
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NemesisStory 0h 40mExtras 4h 17mComplete 4h 57m
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Metal GearStory 4h 7mExtras 4h 54mComplete 5h 19m
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Metal Gear 2: Solid SnakeStory 6h 17mExtras 6h 52mComplete 7h 6m
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Legacy of the WizardStory 5h 13mExtras 22h 46mComplete 4h 30m
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Ganbare Goemon! Karakuri DouchuuStory 2h 49mExtras 5h 29mComplete -
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Dig DugStory 0h 52mExtras 2h 29mComplete 4h 36m
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Antarctic AdventureStory 0h 33mExtras 1h 10mComplete 1h 5m