Platform: NEC PC-FX
NEC PC-FX at a glance
The NEC PC-FX is one of those gaming platforms that seems to have slipped into a parallel timeline. Launched only in Japan in late 1994 as the successor to the celebrated PC Engine, it arrived with striking industrial design, an emphasis on 2D animation and full-motion video, and a philosophy that zigged when the rest of the industry zagged into early polygonal 3D. It is remembered today as a fascinating what-if machine, an ambitious system that bet on anime-style presentation and high-quality video playback rather than textured triangles and z-buffer bravado.
If you picture the era, you will immediately see the hill it had to climb. PlayStation had just hit the market, Sega Saturn was showing off its arcade pedigree, and 3D visuals were the new language of hype. The PC-FX countered with a tower-shaped console, a development environment that consciously courted PC-minded creators, and hardware designed to pump high-resolution, full-screen motion JPEG without breaking a sweat. The library that followed was unmistakably Japanese, heavy on visual novels, strategy, and anime tie-ins, with some shining exceptions that demonstrated the machine’s 2D strengths.
For a concise historical overview and detailed game list, Wikipedia’s PC-FX entry is a reliable starting point. What follows is a deeper look at how and why the system came to be, what makes it interesting under the hood, the games that define it, and the legacy it left behind.
Origins and launch context
The PC-FX was born in the long shadow of the PC Engine (TurboGrafx-16 abroad), a platform co-developed by NEC and Hudson Soft that punched well above its weight from 1987 through the early 1990s. The PC Engine’s CD add-ons popularized large, voice-acted games and experimental genres. That heritage deeply shaped the PC-FX’s design priorities, but timing would prove far less friendly.
Early in the 90s, NEC and Hudson explored a true next-generation follow-up, often mentioned under the codename "Tetsujin." As the 16-bit era wound down, their thinking crystallized around a key belief: the future belonged to high-quality 2D animation and CD-based multimedia. 3D, in their view, still looked rough and would age quickly. If you buy that premise, a system optimized to animate beautiful sprites and decompress film-like video in real time made perfect sense.
By the time the PC-FX launched in December 1994, the winds had shifted. Sony and Sega had already made a public commitment to 3D, third-party developers were relocating their boldest projects, and players were mesmerized by polygonal races and 3D fighters. NEC’s platform offered a compelling but different proposition, and the alignment of software, marketing, and developer momentum just was not there. The PC-FX stayed a Japan-only product, and its library settled mostly into the niche that embraced it: fans of anime storytelling, visual novels, and experimental multimedia.
Design philosophy
Rather than build a polygon-pushing powerhouse, NEC and Hudson set out to create a console that excelled at what the PC Engine CD did best: lush 2D art, voice acting, and video-driven experiences. The PC-FX was a "multimedia-first" machine that emphasized smooth full-screen video, multiple graphics planes, and visual effects that complemented animation production. It was designed to be a flexible canvas for studios that wanted to blend traditional game logic with filmed or pre-rendered content.
The console’s very shape told the story. The vertical tower case looked like a small computer, not a living-room deck. This was not accidental. NEC wanted the platform to feel familiar and inviting to PC-centric developers, and to signal a step toward the convergence of games and multimedia authoring. Inside, the chipset placed heavy silicon budget on image decompression and color depth. Polygon math, however, was left to software. With the PlayStation and Saturn grabbing headlines for 3D fighters and platformers, the PC-FX’s proposition felt specialized and, to many players in 1995, a bit old-fashioned.
Hardware overview
Talk to anyone who has tinkered with a PC-FX and they will tell you two things right away. First, the machine is built like a small component stereo, with thoughtful front-panel access to memory and clean video outputs. Second, the heart of its graphics is optimized for moving a lot of pixels and video frames, not for generating triangles.
Here is a high-level snapshot of the platform that keeps to the essentials:
- CPU: NEC V810 RISC processor clocked around 21.5 MHz. The same CPU family powered several contemporary devices, and on PC-FX it provides competent 2D performance but limited headroom for software 3D.
- Video focus: Hardware support for Motion JPEG-style video decompression, multiple background and sprite planes, and generous color depth by mid-90s console standards. Many developers leaned into full-screen, full-motion sequences to set tone and deliver story.
- Display capabilities: Resolutions flexible enough for interlaced high-detail stills and smooth video playback. Color output comfortably supported true-color imagery for its time, which made anime artwork look crisp and saturated on S-Video connections.
- Audio: PCM and ADPCM capabilities suitable for voice-heavy games and orchestral or pop-style soundtracks. The CD format helped deliver long-form music without the limitations of cartridge-based synthesis.
- Storage: CD-ROM drive with faster-than-1x performance for the era, optimized for streaming. Practically, this meant responsive playback of video and large voice clips.
- I/O and form factor: Standard controller ports and AV outputs, including composite and often S-Video, in a vertical chassis with easy access to backup memory. The tower design still looks unique on a shelf of 90s consoles.
- Expandability: Backup RAM units and a development-friendly posture, which later included the unusual PC-FXGA boards for PCs.
Scholars sometimes compare the PC-FX to a console-shaped LaserDisc player with a game engine on top. That undersells it a bit. The system can certainly run conventional 2D games, and a few prove it can be brisk and responsive when developers work with the grain of the hardware. But the design unapologetically orbits video and voice.
The library and its character
Players expecting a PlayStation-style line-up of 3D platformers, arcade racers, and polygon fighters would not find much of that here. The PC-FX’s library leans toward narrative, often with branching paths and extensive dialogue. Many titles feel like interactive anime episodes, with gameplay segments interspersed between voiced scenes and lush stills. A significant number are exclusive to Japan and never received official English releases, which has contributed to the platform’s cult aura.
That said, there are standouts across several genres:
- 2D action games that exploit crisp sprites and smooth animation.
- Vertical shooters that use the CD format to elevate presentation and soundtrack.
- Role-playing games and strategy titles that benefit from voice acting and cinematic storytelling.
- Fighting and adventure experiments that blend FMV with traditional input.
Because the machine was built for full-screen FMV, even mid-tier titles look and sound better than many contemporaries when it comes to animated sequences. The catch is that game logic often takes a back seat to presentation, which is precisely why the system has a very specific, very passionate audience.
Notable games worth knowing
Any conversation about the PC-FX eventually turns into a tour of its more interesting releases. Many are Japan-only and some have become sought-after collectibles. The following selections illustrate range and identity. If you plan to explore through emulation or import collecting, this list makes a good map.
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Team Innocent: The Point of No Return: A launch-window adventure that demonstrates the platform’s cinematic leanings with pre-rendered backdrops and frequent voiced dialogue. The interface borrows ideas from PC adventure games, and while it is not the fastest-paced title, it captures the PC-FX’s attempt to merge anime aesthetics with interactive storytelling.
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Tyoushin Heiki Zeroigar (Super Weapon Zeroigar): Often singled out as a flagship shooter, Zeroigar pairs classic vertical shmup design with lavish presentation. Expect big sprites, colorful backgrounds, and a rousing soundtrack. It feels like a love letter to earlier Hudson shooters, augmented by the PC-FX’s ability to dress the stage with animated storytelling.
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Kishin Douji Zenki FX: Vajra Fight: A solid action game based on the "Kishin Douji Zenki" manga and anime. It uses bold character art and brisk combat to show that the PC-FX can move plenty of 2D pixels around when the design keeps things tight. Not a system seller on its own, but one of the better ambassadors for the console’s 2D chops.
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Battle Heat: A curiosity and a cult favorite, this is essentially an FMV-based fighting game that plays out like an interactive anime, with button inputs triggering different animated sequences. The result is flashy and theatrical, and it lives or dies by how much you enjoy timing-based play dressed in hand-drawn action.
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Blue Breaker: An RPG that became something of a minor hit among importers. It blends dating-sim elements with party-based adventuring, and its presentation makes good use of voice and character art. The PC-FX wheelhouse shows here: generously voiced scenes, expressive portraits, and a story that leans into character relationships.
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Boundary Gate: Daughter of Kingdom: A first-person dungeon-crawling RPG that feels like a throwback in structure but forward-looking in presentation. The interface mixes richly illustrated character art with the kind of methodical mapping and party management that fans of PC-style RPGs enjoy.
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Miraculum: The Last Revelation: Another RPG that puts the platform’s strengths on display. Expect animated sequences to set up story beats and a mix of traditional dungeon exploration with a lush audiovisual wrapper.
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First Kiss Story: One of the system’s best-known romance visual novels, later ported elsewhere. On PC-FX, it stands as an example of how much the machine’s library catered to story-first experiences. The voice work and character art take center stage.
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Cutey Honey FX: Based on the classic Go Nagai franchise, this is an adventure-action hybrid that revels in the PC-FX’s anime DNA. The adaptation feels authentic, packed with voice, vibrant color, and stylized presentation that fans of the source material will appreciate.
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Anime Freak FX series: Not a single game, but a set of interactive discs that functioned as behind-the-scenes showcases for anime content and game previews. These discs capture the multimedia ambition of the platform and offer a snapshot of mid-90s otaku culture as filtered through the console.
This short list leaves out dozens of dating sims, strategy titles, and episodic adventures. Part of the fun with PC-FX is exploring beyond the usual suspects. A few titles are exclusive to the system for practical reasons, since their heavy FMV integrates deeply with the PC-FX hardware, while others later migrated to PlayStation or Saturn with alterations.
Development environment and the PC-FXGA angle
One of the most unusual aspects of the PC-FX ecosystem is how developer friendly it tried to be. NEC and Hudson actively encouraged a PC-style mindset. The most striking manifestation was the PC-FXGA series of development boards, which could be installed in PC-98 or DOS/V Windows machines to create and test PC-FX software with much of the console chipset included on a card. This was not locked away in industrial labs. The boards were sold at retail in Japan, which is almost surreal by modern standards.
The implication was clear: NEC wanted a world in which skilled hobbyists, small studios, and traditional PC developers could target the console without massive infrastructure. The tower-shaped PC-FX and its relatively transparent multimedia architecture only reinforced that impression. While this push did not turn into a groundswell of indie PC-FX games in the 90s, it foreshadowed the democratization of console development that later generations would embrace.
Another practical detail that developers appreciated was how straightforward data layout could be on CD. Streaming voice and video at scale was a first-class citizen on the system, not a hack. You can see this in how consistently PC-FX titles feature elaborate voiced sequences, often with minimal loading friction.
These choices have long-term benefits for preservation. Modern emulators such as Mednafen include PC-FX cores that run games with high compatibility, which has opened the library to a global audience. If you are curious about emulation generally, the Mednafen page on Wikipedia offers an overview and links to resources.
Why it struggled in the market
Given the elegant industrial design and some standout software, it is natural to ask why the PC-FX did not gain traction. Several factors converged, and none of them alone would have been fatal. Together, they formed a mountain that was hard to climb.
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Timing and competition: The console arrived within weeks of PlayStation and shortly after Saturn in Japan, both of which placed 3D at the center of their strategies. Media coverage and player imagination were fixated on polygonal worlds, which made the PC-FX proposition feel retrograde to many buyers.
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Lack of dedicated 3D hardware: While the platform could manage simple 3D effects in software, that was not enough for genres that were redefining expectations. Developers who wanted to make cutting-edge fighters, racers, and platformers simply chose other targets.
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No backward compatibility with PC Engine formats: Many fans hoped the new console would play the extensive library of PC Engine CDs. It did not. That severed an emotional and economic bridge that might have softened the transition.
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Third-party momentum elsewhere: Sony’s developer tools and aggressive courting of studios, plus Sega’s existing arcade ties, pulled the most visible projects away. NEC could not match that scale of support and marketing.
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Software identity that narrowed appeal: The heavy tilt toward visual novels and anime tie-ins meant the PC-FX struggled to win over action-first players. Without a handful of universally acclaimed, system-defining hits, it became harder to justify the hardware purchase.
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Price and perception: Priced as a premium machine in Japan, the PC-FX faced a skeptical audience that was already saving for PlayStation or Saturn. The tower shape looked classy, but it also read as exotic, and many households defaulted to brands with longer console pedigrees.
In short, the PC-FX was not a bad system. It was a specialized one, launched into a marketplace that demanded the opposite specialization.
Impact and legacy
Despite its commercial struggles, the PC-FX has a distinct place in gaming history. It is a case study in divergent design philosophy at a crucial transition point for the medium. When most manufacturers sprinted toward textured polygons, NEC and Hudson triple-downed on serialized storytelling, smooth video, and 2D fidelity. That contrarian choice did not pay off in the mid-90s, but history has been kind to crisp 2D art and voice-heavy narratives. You can draw a line from the PC-FX’s priorities to later visual novel booms on handhelds and PCs, and to modern indie reverence for hand-drawn animation.
Collectors and historians value the system for the window it provides into Japanese multimedia culture of the era. The library is an eclectic time capsule of animation styles, voice talent, and genre norms. Even the failures are instructive. "Battle Heat" is not a great fighting game by most definitions, yet it is a fascinating experiment in how to choreograph action when your engine is playing back bespoke animation.
There is also a preservationist angle. Because the PC-FX leaned so heavily on CD-based assets, emulation has a relatively straightforward path compared to platforms where bespoke chips must be cycle-accurate to replicate behavior. That has allowed enthusiasts worldwide to study the catalog, translate a handful of titles, and keep the system’s cultural footprint alive. The PC-FX has quietly become a favorite among players who enjoy digging below the topsoil of gaming history.
Collecting and experiencing PC-FX today
If the platform has piqued your interest, you have two practical routes: import hardware or use emulation. Both have charms and caveats.
Real hardware is visually distinctive and feels surprisingly modern with its vertical stance and clean AV output. Japanese units are common in collector channels, and because the system was never released elsewhere, you do not need to worry about region variations. The CD drive is decades old, so basic maintenance is smart, including checking drive belts and ensuring the laser mechanism is still healthy. Controllers are comfortable and well made, usually with six action buttons that work nicely for 2D fighters and action games.
Emulation via popular multi-system emulators has matured significantly. You will find solid compatibility across the core library, and some front ends make configuration easy. The simplicity of the PC-FX’s core design, relative to systems with exotic 3D pipelines, works in preservation’s favor. Legal game ownership aside, emulation is the most accessible way to sample titles and decide what is worth importing physically.
Language is the other practical barrier. Many of the system’s standout works are text-heavy. If you cannot read Japanese, you will want to prioritize action titles, shooters, and hybrids, or seek out fan translation patches where they exist. Community resources and guides can help you navigate menus and story summaries when needed.
Curiosities and anecdotes
It would not be the PC-FX without a handful of delightful oddities. A few details always come up when enthusiasts swap stories.
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The tower case that felt like a PC: The vertical design was more than a style choice. It communicated the system’s multimedia identity and its kinship to NEC’s broader PC ecosystem. On a shelf crowded with horizontal consoles, the PC-FX still pops.
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The PC-FXGA boards: Selling development boards at retail was gutsy. It democratized tinkering, gave hobbyists a legitimate path into console development, and blurred the boundaries between PC and console production in the 90s. In some circles, the PC-FXGA is as famous as the console itself.
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Anime Freak FX as snapshot of an era: Those discs capture a media landscape in transition, when magazines, television, and CD-ROMs were converging. Watching them now feels like flipping through a living magazine.
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Unrealized ambitions: Several high-profile projects that might have improved the console’s fortunes did not arrive. Some were delayed, others moved to Saturn or PlayStation. The oft-cited "what if" of a killer RPG or action showpiece landing within the first six months is the kind of alternate timeline fans love to imagine.
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A controller built for the times: Fighting games were big, and six-button controllers made sense. The PC-FX pad, inspired by the PC Engine’s Avenue Pad 6 lineage, is sturdy and comfortable for the library’s action-minded entries.
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Only in Japan: Because the platform never released elsewhere, it offers an unusually pure look at mid-90s Japanese tastes. That means certain genres are overrepresented by Western standards, but it also means a consistently strong art direction and voice talent base.
Personally, I discovered the PC-FX through a late-night import session where "Zeroigar" unexpectedly stole the show. The game is not flawless, but when the music swells and the screen lights up with color, you feel why someone believed in this machine.
Frequently asked questions
It is normal to have a few practical questions if the system is new to you. These are the ones that come up most often.
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Does the PC-FX play PC Engine or TurboGrafx-16 games? No. Despite the pedigree, there is no backward compatibility with HuCard or CD formats from the earlier system. This was a sticking point for fans in 1994 and remains a disappointment for collectors hoping for a one-stop NEC shelf.
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Are there many action-heavy games? There are some, and the good ones are worth playing, but the bulk of the catalog lives in visual novels, strategy, and adventure. If your heart is set on arcade-style action, you will find highlights like "Zenki FX" and "Zeroigar," but not a deep bench.
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Is there anything like a killer app? Not in the mainstream sense. "Zeroigar" is a common recommendation. For story-focused players, "First Kiss Story" and "Blue Breaker" have fans. The absence of a universal must-play is one reason the system struggled.
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How hard is it to emulate? Relatively straightforward for a 90s system. Most mainstream multi-system emulators that advertise PC-FX support can run the library well. If you are new to emulation, reading up on a general-purpose emulator such as Mednafen will put you on the right track.
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Is it worth collecting? If you enjoy corners of gaming history where design choices are bold and idiosyncratic, absolutely. Prices fluctuate, and some titles are rare, but the collection is manageable, and the hardware is distinctive.
What the PC-FX taught the industry
Every platform that swims against the current teaches something, even if the lesson is painful on a balance sheet. The PC-FX’s bet on 2D and FMV at a time of 3D revolution reminded manufacturers that technology transitions are not only about raw capability but also about matching audience expectations. Even if 2D would eventually enjoy a massive renaissance, the mid-90s wanted a shiny polygon future.
At the same time, the PC-FX validated the idea that multimedia authoring and game development were converging. The widespread use of voice acting and elaborate cutscenes on later consoles owes a debt to platforms like the PC Engine CD and PC-FX, which normalized the idea of cinematic presentation as a first-class design element. The democratizing spirit behind PC-FXGA hinted at a world where independent creators could contribute to console libraries, a prophecy realized in later generations through official indie programs and consumer-grade development tools.
Perhaps most importantly, the PC-FX’s fate encourages a more nuanced reading of "failure." Commercial success is the easiest way to write history, but cultural and design influence travel in less linear ways. If you leaf through modern visual novels on PC or handhelds, or enjoy a boutique 2D action title that prizes animation fluidity, you can feel ancestral echoes of what NEC and Hudson were trying to bottle.
Final thoughts
The NEC PC-FX is a console for curious minds. It will not replace your PlayStation or Saturn as a 90s mainstream time capsule, but it does something those machines rarely attempt: it treats animation and voice as the core of the experience rather than as garnish. When a PC-FX title clicks, you do not just play a game. You step into a particular flavor of multimedia storytelling that could only have happened in mid-90s Japan, in a lab where engineers believed that anime-quality 2D and CD-driven presentation would carry the medium forward.
That belief was out of sync with the market in 1994, yet it aged better than many expected. Skilled artists still draw sprites, voice actors still bring characters to life, and players still care about stories. The polygon wars came and went, and the PC-FX remains on the shelf, a vertical reminder that there is more than one way to imagine the future.
Most played games
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Anime Freak FX: Vol.6Story -Extras -Complete -
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Anime Freak FX: Vol.4Story -Extras -Complete -
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Anime Freak FX: Vol.5Story -Extras -Complete -
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Anime Freak FX: Vol.3Story -Extras -Complete -
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Anime Freak FX: Vol.2Story -Extras -Complete -
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AnimeFreak FX Vol. 1Story -Extras -Complete -
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Fire Woman MatoigumiStory 21h 49mExtras -Complete -
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Choujin Heiki ZeroigarStory 1h 37mExtras -Complete -
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J.B. Harold: Blue Chicago BluesStory 4h 41mExtras -Complete -
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Mahjong Gokuu TenjikuStory 0h 58mExtras -Complete -
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Team Innocent: The Point of No ReturnStory -Extras -Complete -
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Chip-chan Kick!Story -Extras -Complete -
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Tokimeki Card ParadiseStory 1h 0mExtras -Complete 2h 55m
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Angelique: Tenkuu no RequiemStory -Extras -Complete -
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Fushigi No Kuni No AngeliqueStory -Extras -Complete -
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Kishin Douji Zenki FX: Vajura FightStory 0h 45mExtras -Complete -
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Welcome to Pia CarrotStory 3h 0mExtras 8h 14mComplete -
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Sotsugyou II: Neo GenerationStory -Extras 3h 10mComplete 16h 28m
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Ruruli Ra RuraStory 3h 1mExtras -Complete -
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Battle HeatStory 0h 29mExtras -Complete -
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Blue Breaker: Ken Yori Bishoumi oStory -Extras -Complete -
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Dragon Knight 4Story -Extras -Complete -
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Farland Story (1995)Story 19h 36mExtras -Complete -
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Return to ZorkStory 6h 56mExtras 17h 35mComplete 10h 57m
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Der LangrisserStory 23h 42mExtras 40h 50mComplete 33h 12m