Platform: Sega Game Gear
Sega Game Gear at a glance
If the Nintendo Game Boy defined handheld simplicity, the Sega Game Gear defined handheld ambition. Launched in 1990, Sega’s color, backlit portable looked, sounded, and felt like a tiny arcade machine in your hands. It took the 8-bit heart of the Master System, slipped it into a curvy shell with a 3.2 inch color LCD, and promised living room experiences on the bus, in the back seat, and under the blanket after lights out. It did not topple the Game Boy’s dominance, but it carved out a distinctive place in gaming history, particularly in Europe, and left a legacy that still has fans recapping boards, swapping LCDs, and revisiting its compact gems today.
The Game Gear’s story is a great case study in how raw specifications, price, battery life, and software libraries all collide in the real world. It gave Sega a legitimate presence in handhelds, outselling the Atari Lynx and the TurboExpress, and showed how a platform can live on beyond its commercial years through passionate communities, clever accessories, and inventive conversions.
If you want a quick primer, the Game Gear’s essentials look like this: 8-bit Z80 CPU, Master System style graphics with a larger color palette, 160x144 backlit screen, crisp PSG audio with stereo through headphones, cartridges up to one megabyte and beyond in later releases, and battery life that could evaporate faster than your lunch money if you forgot your AC adapter. In other words, high flair, short endurance, and a surprisingly broad library.
For an overview of its background and library, the Wikipedia entry is a helpful starting point: Game Gear on Wikipedia.
Launch context and market backdrop
Sega introduced the Game Gear in Japan in October 1990, then rolled it out to North America and Europe in 1991. The timing put it directly into a busy field. The Nintendo Game Boy had debuted in 1989 with a monochrome screen, a modest price, and a battery life that bordered on supernatural. Atari entered the race with the Atari Lynx, a color handheld with hardware sprite scaling and a higher price, while NEC’s TurboExpress carried the PC Engine library into your palms at a premium price and with considerable heft.
Sega’s plan was to leverage two strengths. First, the company already had an 8-bit home system, the Master System, with a well-understood development environment and a library that could be adapted. Second, Sega’s brand momentum in arcades and the Genesis era was palpable. If any company could make a color handheld feel mainstream rather than niche, it was Sega.
At launch, the Game Gear cost more than the Game Boy in most regions, typically around 150 US dollars in North America. The price made sense for a backlit color screen, yet it created a clear consumer trade-off. Parents and kids could pick longevity and affordability with Nintendo, or pick visual punch with Sega. In press and TV ads, Sega leaned into that difference, often poking fun at "pea soup" monochrome visuals and promising arcade-like experiences on the go.
Commercially, the Game Gear performed well enough to become a solid second place in color handhelds of the era. It outsold the Lynx and the TurboExpress, reportedly moving around 10 million units worldwide, with an especially strong presence in Europe. In North America it faced the full force of Nintendo’s first-party slate and third-party support, which limited its ceiling. In Latin America, distribution and local partnerships varied, with some presence but not the same impact as Sega’s home console efforts.
Hardware design and specs
Part of the Game Gear’s appeal is the way it balances familiar 8-bit architecture with practical portable choices. Developers could hit the ground running, and players got color games that felt recognizable if you came from the Master System.
CPU and graphics
At its core, Game Gear runs a Zilog Z80 compatible CPU at roughly 3.5 MHz. This puts it close to the Master System, which made code reuse and engine sharing feasible. The video display processor is derived from the Master System’s VDP, though tuned for handheld needs. The Game Gear’s screen resolution is 160 by 144 pixels, which is smaller than the Master System’s typical 256 by 192. The color story, however, is the fun part. The Game Gear can draw from a palette of 4096 colors and display up to 32 on screen at once across background and sprites. That may sound quaint today, but in 1990 it was a visual feast compared to monochrome competition.
This combination produced a particular look. Many games use bright, saturated palettes that pop on the backlit screen, and the smaller resolution encourages chunkier, bolder sprite work. Developers often adapted art and level layouts from Master System projects to fit the Game Gear’s viewport, which sometimes meant tighter platforming, different enemy pacing, and simplified HUDs.
Display characteristics
The 3.2 inch LCD is backlit, which was the big selling point and the big power drain. The panel uses STN technology, typical for portables of the time, with the trade-offs you’d expect. Motion blur and ghosting can be noticeable in fast-action games, although developers learned to design around it with high-contrast sprite edges and slower parallax. Compared to later handhelds, the Game Gear’s screen is softer and has a narrower sweet spot, but in a dim bedroom or in a car at dusk, it felt magical.
Modern owners often replace the stock LCD with a contemporary IPS panel, which dramatically improves clarity and reduces power draw. There is a small joy in seeing a Game Gear display its full palette on a crisp modern screen, especially in titles that pushed color gradients.
Sound system
For audio, the Game Gear uses a PSG compatible with the SN76489 style of synthesis, essentially the same basic sound as the Master System with square waves and noise channels. The system includes stereo panning on a per-channel basis, which gives headphone users a wider soundstage. Through the built-in speaker it is mono, but it is loud and characterful. If you grew up with 8-bit Sega, the timbre of Game Gear music will feel instantly familiar.
Some Master System features like the optional YM2413 FM synth are not available out of the box on Game Gear. Composers still found clever ways to create rich melodies and percussion with the available channels, from the sharp basslines in platformers to the rounder noise patterns used as snares and hi-hats.
Power, size, and ergonomics
The shell is a rounded landscape slab with a D-pad, two face buttons, a Start button, and a conveniently placed volume wheel. It sits comfortably in adult hands compared to more cramped contemporaries. Power comes from 6 AA batteries. Real-world battery life typically falls around 3 to 5 hours depending on brightness and game workload. There is also an AC adapter input for home use and a car adapter for road trips. Many longtime owners remember a desk drawer full of rechargeable AAs or the ritual of playing near an outlet.
On the practical side, the Game Gear is portable in the sense that it fits in a backpack or jacket pocket, less so in a jeans pocket. It is closer in spirit to a small console you can carry rather than a pocket toy. The weight feels solid without being fatiguing.
Expansion and connectivity
Sega offered several accessories to extend the system’s functionality. The most famous is the TV Tuner, a cartridge-shaped module that plugs into the slot and lets you watch over-the-air analog broadcasts. It also has a composite input, which allowed a bit of hacker fun like using the Game Gear as a tiny monitor for other devices. There is a Gear-to-Gear link cable for two-player titles and a variety of external power solutions like rechargeable battery packs clip-on style.
One of the more interesting pieces is the Master Gear Converter, an adapter that lets you play Master System cartridges on a Game Gear. It adds bulk and weight, and image framing becomes an issue because of the resolution difference, but it is a wild proof of concept that the handheld is essentially a portable Master System with a different screen.
Game library and highlights
The Game Gear’s catalog is a blend of Master System conversions, original exclusives, and clever reinterpretations of 16-bit hits. Its best games lean into the platform’s strengths, like bright colors, compact level design, and short session play.
Several franchises became mainstays on the system, including Sonic, Shinobi, Shining Force, and Columns. It also saw portable takes on arcade staples like Streets of Rage and Mortal Kombat, handheld RPGs that found an eager audience, and some put-a-smile-on-your-face oddities such as Virtua Fighter as a chibi brawler and Panzer Dragoon reimagined in sprite form.
It helps to call out a few standouts that either felt definitive on Game Gear or offered experiences you could not get elsewhere at the time.
Before listing, a quick note on naming: in the 8-bit Sega ecosystem, some Sonic and RPG titles have different names by region, and certain Game Gear exclusives were later remade on other platforms. That does not take away from their importance here, but you may see them resurface in forms like Sega CD compilations.
-
Sonic the Hedgehog (8-bit): The Game Gear’s Sonic titles are not shrunk-down Genesis games. They are original 8-bit designs with different level layouts, tweaked physics, and a greater emphasis on precision platforming. The first Sonic on Game Gear features distinctive stages like Bridge and Jungle that give it a unique identity. Some players argue its boss battles are more demanding than the 16-bit version, which is charming for a handheld debut.
-
Sonic the Hedgehog 2 (8-bit): Notable for its minecart sections and a slightly meaner difficulty curve, this entry shows a studio learning how to push the handheld’s performance while keeping Sonic’s flow. It has an infamous first boss that tests new players.
-
Sonic the Hedgehog: Triple Trouble: This later entry refines the formula and is often cited as the pinnacle of Sonic on the system. It balances speed, exploration, and visual flair with clearer signposting. It has been reappraised in recent years as a worthy portable entry in the series. You can read more about it here: Sonic Triple Trouble.
-
Tails Adventure and Tails’ Skypatrol: Two curios that point the Sonic universe in different directions. Tails Adventure is a slower, exploration-heavy platformer that almost feels like a Metroidvania starter kit, while Skypatrol is a sideways take with auto-scrolling mechanics. They are unmistakably Game Gear in pace and mood.
-
The GG Shinobi and The GG Shinobi II: Original ninja action games designed for the screen’s resolution and color palette. Fast, readable, and packed with tight platforming, they are often held up as proof that Game Gear could do high-quality action exclusive to handheld.
-
Shining Force Gaiden series: Tactical RPGs that later formed the basis for Shining Force CD. Their format fits handheld play beautifully, with bite-sized battles and menu-driven strategy. They also showcased that Game Gear could handle more than twitch action.
-
Defenders of Oasis: A richly themed Arabian Nights style RPG with expressive sprite work and a gentle difficulty curve. It remains one of the system’s best long-form adventures.
-
Columns: Sega’s color handheld was practically built to show off jewel-matching color clarity. Columns served as a pack-in in some regions and remains a perfect five-minute puzzle loop kind of game. The Wikipedia entry on Columns covers its broader history.
-
Sonic Drift 2: A surprisingly fun chibi kart-style racer that keeps speed while staying readable on the small screen. It is not a Mario Kart challenger, yet it captures that mid-90s Sega arcade vibe in pocket form.
-
Ninja Gaiden (8-bit adaptation): A distinct take with tight controls and excellent spritework. It is not just a port of the NES game, but an adaptation tailored to the hardware.
-
Ristar, Streets of Rage, Mortal Kombat, and other conversions: These vary in quality, but the better ones show how to translate big-screen brands into compact, fast-loading handheld sessions. Ristar in particular is an impressive down-port with charming animation.
-
Panzer Dragoon Mini and Virtua Fighter Animation: Two delightful oddities that show Sega’s willingness to experiment with its flagship 32-bit brands in 8-bit form.
Japanese exclusives add more flavor, including visual novels and anime tie-ins, while Brazil’s scene produced unique localizations and occasionally bespoke content. There is something satisfying about discovering that a favorite console series had a smart, self-contained handheld branch you missed.
Ports, conversions, and cross-compatibility
Because the Game Gear is so close to the Master System at a hardware level, many games are straightforward conversions. This has trade-offs. The smaller resolution often requires cropping or redesign of UI elements. Boss arenas may feel tighter, and some enemy patterns are simplified. On the other hand, color depth is higher, so artists often boost contrast and saturation, which helps readability.
This compatibility also explains the existence of the Master Gear Converter. Playing actual Master System cartridges on the Game Gear is an impressive party trick, even if it is not always ergonomic. A few titles map over extremely well, such as RPGs and turn-based games that do not rely on quick scrolling or large HUDs. Shooters and platformers can be a mixed bag without thoughtful framing.
It is worth noting that code reuse and engine sharing shortened development time. Many teams would prototype on Master System hardware or dev kits, then adapt to the handheld’s viewport and color mapping. That kept costs manageable and helped broaden the Game Gear lineup, especially in Europe where the Master System had longer life.
Accessories that defined the vibe
Sega leaned into peripherals, and the Game Gear has one of the most memorable accessory libraries of its era. The TV Tuner is the star. Plug it in, extend the antenna, and suddenly your handheld is a portable television. In regions with different broadcast standards, variants supported NTSC or PAL. The module’s composite input gave tinkerers the ability to feed in video from camcorders or consoles, which was the closest thing to a pocket monitor you could buy in the early 90s without raiding a broadcast van.
The link cable enabled head-to-head play in supporting games, though the catalog for link play is smaller than on Game Boy. The Big Window magnifier snaps over the screen to increase apparent size. The car adapter saved many family vacations. Various rechargeable battery packs let you clip a brick to your belt and play tethered like an early cyberpunk decker. None of this solved the core battery drain permanently, but the ecosystem helped owners shape the device to their habits.
Regional stories and distribution
Europe was a Game Gear stronghold. Bundles with Columns, aggressive promotions, and the enduring popularity of Master System titles created a fertile market. In the UK and parts of continental Europe, you were more likely to see the Game Gear side by side with a Game Boy in shop displays than in North America, where shelf space skewed heavier to Nintendo.
Japan received special editions and color variants, including the coveted Coca-Cola branded Game Gear and shells in blue, red, and yellow. Collectors love these today. Third-party publishers in Japan experimented with visual novels, manga tie-ins, and puzzle collections that did not always leave the region.
In Brazil, Sega’s local partner Tectoy kept the Master System ecosystem alive well into the 90s and made unique conversions and localizations. While the Game Gear was not as pervasive there as Sega’s consoles, the brand presence helped, and the 8-bit Sega aesthetic resonated with players who grew up with Tectoy’s releases.
Impact and industry lessons
From a pure sales standpoint, the Game Gear sits in the middle. It sold far fewer units than the Game Boy, which ultimately reached over one hundred million when combined with Game Boy Color, but it outperformed pricier color competitors like the Lynx and the TurboExpress. The lesson everyone took away was simple and stark. Battery life, price, and a strong, consistent pipe of first-party and third-party games matter at least as much as a color screen.
Within Sega, the Game Gear proved that the Master System architecture still had legs and that handheld development could coexist with Genesis and later Saturn efforts. It did not yield the same war chest of profits as the Game Boy did for Nintendo, but it built a fan base, especially in Europe, and became a platform where teams could experiment with portable spinoffs and tactical RPG subseries.
For the industry, it was a visible early example of the spec-versus-experience battle that would recur in many cycles. Having the most colorful screen did not guarantee victory. You needed excellent battery life, affordable mass-market pricing, and signature software that people could not ignore. Sega delivered parts of that equation, and the bits it missed are as instructive as the bits it nailed.
As competitors, the Atari Lynx and TurboExpress provided important context. They were technological marvels in their own right, with strengths like Lynx’s sprite scaling and TurboExpress’s compatibility with PC Engine HuCards. The Game Gear’s blend of accessible price and mainstream branding allowed it to beat them. Yet only the monochrome Game Boy could stretch beyond.
Legacy, collecting, and modern play
Two important threads define the Game Gear’s modern life. One is the retro hardware scene. Many original units suffer from leaking capacitors, which leads to dim screens and weak audio. Recapping is common, and the console responds very well to modern LCD replacement kits. With an IPS panel, refurbished audio, and a clean power board, a Game Gear becomes a delightful daily driver. Flash cartridges such as EverDrive GG type carts simplify access to rare titles. There are also USB-C power mods and modern battery packs that make on-the-go play more practical than it ever was in the 90s.
The second thread is re-releases and emulation. Sega and partners like M2 have brought Game Gear titles to modern platforms over the years. The Nintendo 3DS received a selection of Game Gear games via the Virtual Console, often with excellent emulation and quality-of-life features. The premium FPGA handheld Analogue Pocket offers a high quality way to play original cartridges with an adapter, as detailed here: Analogue Pocket.
Collecting Game Gear cartridges is friendlier than chasing complete sets on some consoles. Many of the best games are affordable, though rare late releases and region exclusives can get pricey. Hardware variants, especially limited color shells and special editions, are the deeper rabbit hole. If you ever wanted a bright yellow Game Gear to match your Columns obsession, someone in Japan probably owned it first.
In a quirk that underscores its durability as a brand, Sega even released micro novelty versions in 2020 to celebrate the system’s 30th anniversary. These tiny devices are not meant for serious play, but they show how much goodwill the name still carries. You can read about them here: Game Gear Micro.
Notable curiosities and anecdotes
Every platform has stories that give it character. The Game Gear has a treasure chest of them, some technical, some cultural, and some borderline ridiculous in the best way.
-
TV on a train: The TV Tuner was not just a marketing bullet. It genuinely worked. People watched morning news on the way to school. In the analog era, that felt like owning a prop from a sci-fi movie. If you plugged a camcorder into the composite jack, you had a proto-selfie monitor years before front-facing phone cameras.
-
Master System inside: Show a curious friend that a small adapter can feed full Master System cartridges into a handheld, and you will see eyebrows rise. It is the kind of engineering flex that makes Sega fans grin. Yes, some games display with borders or have UI cuts, but it was a portable 8-bit living room in practice.
-
Sonic’s different DNA: Sonic on Game Gear is a remixed experience. Bosses require more pattern learning and patience. Certain stages are exclusive. If you ever struggled with the Bridge Zone in the first 8-bit Sonic, you discovered a version of Sonic design that encouraged deliberation rather than speedruns. It is a nice counterpoint to the 16-bit flow.
-
Battery realism: Gaming magazines of the time often quoted battery life on the optimistic side. Owners quickly learned that puzzle games like Columns sipped power more gently, while action games with lots of scrolling and brightness set high chewed through AAs. The AC adapter became a best friend.
-
Regional gems: Japan’s library hides some charming adventures and anime tie-ins that never left the country. With modern translations, more players are discovering how much the catalog stretches beyond the usual suspects.
-
Coca-Cola Kid Game Gear: Sega loved special editions, and the Coca-Cola collab in Japan might be the most distinct. A branded shell, themed pack-in, and the sort of collectible aesthetic that screams 90s.
-
Panzer and Virtua in 8-bit clothes: There is something wonderfully audacious about taking 32-bit Saturn showcases and distilling them to 8-bit action on Game Gear. They do not replicate the original feel, but they create a kind of parallel universe where Sega’s biggest brands have sprite-based cousins.
On a personal note, the first time I borrowed a Game Gear with a TV Tuner, I used it as a very serious screen to tweak the composite output of an old VCR. Nothing builds respect for a handheld like using it as home AV calibration gear. It worked, and then I played The GG Shinobi to celebrate.
Technical realities and common questions
People often wonder why the Game Gear did not simply crush the Game Boy with its color screen. A few practical answers help.
The backlit color LCD is power hungry. Six AAs for several hours is fine on a road trip but expensive for everyday play. The Game Boy’s reflective monochrome screen is frugal, which meant kids could play after school all week on a single set of batteries. The Game Gear’s higher price and cost of ownership made it more of a planned purchase.
Software matters. Sega delivered strong titles, but Nintendo had a relentless wave of first-party hits and third-party support. Tetris, Pokémon later on, and evergreen brands like Mario did heavy lifting. Sega’s own portfolio was spread across Genesis and later Saturn, leaving the handheld fighting for resources.
Resolution matters in surprising ways. The Game Gear’s 160 by 144 resolution is the same height as Game Boy but with color. It is smaller than the Master System, so some conversions end up more cramped. Designers adapted, but it is a subtle limit that shaped the platform’s feel.
Despite those constraints, the Game Gear absolutely found its niche. It did so by leaning into short session play, color-rich art, and brisk action platformers that could be absorbed on the go.
How it feels to play today
Modernizing a Game Gear brings out its best qualities. With a fresh LCD, the palette pops, the blur diminishes, and you realize how carefully many artists managed contrast and color ramps. With a recapped audio board, the PSG has punch, especially through headphones. The controls remain tight and comfortable. And with a flash cart or a curated set of originals, you can bounce between tactics in Shining Force Gaiden and quick puzzles in Columns without downtime.
If original hardware is not an option, software re-releases handle the task. The 3DS Virtual Console versions often include screen filters and mapping options that make play comfortable. FPGA handhelds provide low-latency cartridge play with modern amenities. However you approach it, the library rewards curiosity.
Why the Game Gear still matters
There is a temptation to frame the Game Gear solely as "that colorful handheld that lost to Game Boy." That sells it short. It proved that handhelds could be more than monochrome, that portable RPGs could thrive outside the Game Boy world, and that companies could take risks with accessories like TV tuners that feel delightfully bold even now. It also left behind a portfolio of games that are not mere footnotes, but genuinely engaging entries with their own identity. Sonic Triple Trouble, The GG Shinobi, Defenders of Oasis, Shining Force Gaiden, and Columns live comfortably in any curated retro rotation.
The Game Gear’s DNA also flows into later Sega portables. The Genesis Nomad, a portable Genesis sold in the mid-90s, is a spiritual cousin in the same philosophy of putting console experiences into your hands. That story arcs forward to micro celebratory devices and modern reissues that keep the name alive.
And there is something enduring about the physical object itself. The comfortable grip, the clicky D-pad, the unashamedly bright screen in a dim room. It is a reminder that games are as much about texture and mood as they are about pixel counts. If you grew up with one, a refurbished unit can transport you back quickly. If you are discovering it fresh, the platform can surprise you with how cohesive many of its best games feel, even today.
Final thoughts
The Sega Game Gear was a bold swing that landed somewhere between cult favorite and mass-market success. It delivered color, light, and sound in a pocketable form at a time when most handheld gaming was green and black. It suffered the practical costs of that ambition in price and battery life. Yet it carved out a distinct identity, influenced how we think about handheld trade-offs, and left a library worth celebrating.
If you are curious, start with a few approachable highlights. Try Sonic Triple Trouble for platforming craft, The GG Shinobi for tight action, Columns for one-more-game loops, and Defenders of Oasis or a Shining Force Gaiden for portable adventures. From there, branch into Japan exclusives, odd demakes, and the many respectful Master System conversions.
Whether you rediscover it on a modern handheld, through the 3DS Virtual Console, or on a lovingly recapped original with a new LCD, the Game Gear still has that spark. It is the kind of platform that makes you appreciate how many different shapes handheld gaming can take, and how much joy can fit into 160 by 144 pixels lit up in 32 colors at a time.
Most played games
-
GG Aleste IIStory 1h 3mExtras -Complete -
-
Sassou Shounen Eiyuuden Coca-Cola KidStory 1h 37mExtras -Complete -
-
Jurassic Park (SMS/GG)Story 1h 24mExtras -Complete -
-
Panzer Dragoon MiniStory 0h 30mExtras 1h 58mComplete -
-
Disney's Aladdin (1994)Story 1h 9mExtras -Complete 1h 10m
-
Aerial AssaultStory 1h 15mExtras -Complete 1h 56m
-
Tempo Jr.Story 1h 8mExtras -Complete -
-
Tails AdventureStory 4h 37mExtras 4h 52mComplete 4h 50m
-
Halley WarsStory 0h 39mExtras -Complete 0h 41m
-
Tails' SkypatrolStory 1h 13mExtras -Complete 0h 38m
-
Legend of Illusion Starring Mickey MouseStory 1h 15mExtras 1h 56mComplete -
-
Phantasy Star AdventureStory 1h 40mExtras -Complete 1h 53m
-
Ninja Gaiden (1991)Story 0h 50mExtras -Complete 0h 58m
-
Deep Duck Trouble Starring Donald DuckStory 1h 46mExtras 1h 18mComplete 3h 36m
-
Land of Illusion Starring Mickey MouseStory 2h 28mExtras 2h 23mComplete 2h 58m
-
Sylvan TaleStory 4h 34mExtras -Complete 9h 57m
-
Sonic the Hedgehog: Triple TroubleStory 1h 32mExtras 2h 4mComplete 4h 40m
-
Sonic the Hedgehog SpinballStory 2h 30mExtras 3h 7mComplete 2h 58m
-
Sonic the Hedgehog 2 (8-bit)Story 1h 47mExtras 2h 27mComplete 2h 29m
-
Sonic the Hedgehog (8-bit)Story 1h 32mExtras 1h 45mComplete 1h 48m
-
Sonic LabyrinthStory 1h 22mExtras 1h 25mComplete -
-
Sonic Drift 2Story 0h 59mExtras -Complete 0h 58m
-
Sonic DriftStory 1h 2mExtras 0h 37mComplete 0h 31m
-
Sonic BlastStory 1h 0mExtras 1h 31mComplete 1h 13m
-
Sonic ChaosStory 1h 4mExtras 1h 39mComplete 1h 36m
-
Shinobi (Game Gear)Story 2h 8mExtras 3h 56mComplete -
-
Shinobi II: The Silent FuryStory 2h 55mExtras 2h 19mComplete 2h 35m
-
Shining Force: The Sword of HajyaStory 15h 20mExtras 14h 28mComplete 17h 38m
-
Mega Man (Game Gear)Story 1h 18mExtras 3h 42mComplete 2h 58m
-
Vampire: Master of DarknessStory 1h 49mExtras 1h 46mComplete 1h 23m
-
Gunstar HeroesStory 2h 2mExtras 2h 50mComplete 3h 13m
-
GG AlesteStory 0h 53mExtras -Complete 3h 59m
-
Fatal Fury SpecialStory 1h 10mExtras 2h 2mComplete 2h 14m
-
Ecco: The Tides of TimeStory 3h 58mExtras 5h 30mComplete 5h 55m
-
Defenders of OasisStory 14h 17mExtras 13h 49mComplete 8h 50m
-
Crystal WarriorsStory 8h 49mExtras 14h 40mComplete 9h 17m
-
ColumnsStory 1h 25mExtras 4h 15mComplete 16h 41m
-
Castle of Illusion Starring Mickey Mouse (1990)Story 1h 54mExtras 1h 57mComplete 2h 46m
-
Batman ReturnsStory 1h 38mExtras 3h 3mComplete 2h 38m
-
Ax Battler: A Legend of Golden AxeStory 2h 37mExtras -Complete -