Platform: Sega Saturn
Sega Saturn
The Sega Saturn is one of those consoles that keeps getting more interesting the deeper you look. Launched during the rush into the 32-bit era, it tried to bridge two worlds at once. On one side, it was an uncompromising 2D powerhouse with arcade DNA and some of the best sprite handling ever put in a home system. On the other, it was Sega’s bid to capture the new 3D frontier that Sony and Nintendo were pursuing. That balancing act, combined with rushed decisions, unusual hardware choices, and a few legendary games, turned the Saturn into a beloved enigma among enthusiasts.
If your mental image of the mid 90s is dominated by PlayStation billboards and Mario 64’s free-roaming charm, the Saturn can seem like the third wheel. Yet it was full of bold engineering ideas and a catalog that still surprises, especially if you love shoot ’em ups, fighting games, and clever Japanese oddities. It sold roughly around 9 million units worldwide, and while that number put it behind its competitors, the Saturn’s imprint is visible in today’s indie 2D scene, in the way we discuss complex console architectures, and in the reverence collectors reserve for some of its rarities.
For a high-level view, the Wikipedia entry on the Sega Saturn is a good anchor. This article goes deeper into context, hardware, standout games, and the legacy that keeps the Saturn relevant long after its retail shelf life ended.
The context of a complicated launch
Sega had just come off the Genesis and Mega Drive era, with a thriving arcade business and technical teams accustomed to pushing 2D graphics to the limit. The early 90s home market started pivoting to CD-based consoles, to 3D graphics, and to a more globalized approach to releases. Sega’s initial Saturn concept skewed toward excelling at 2D with some 3D capability. Then Sony entered the scene with the PlayStation’s triangle-based 3D, developer-friendly tools, and aggressive pricing. Intel and dedicated PC GPUs were not yet dominating 3D, so console makers were improvising architectures to render polygons cheaply and fast.
As stories go, Sega reacted by beefing up the Saturn late in development. The design doubled the main CPU count to two Hitachi SH-2 processors and leaned into a multi-coprocessor approach inspired by Sega’s arcade boards. The underlying idea was sound for expert teams. In practice, it made the machine powerful but finicky. Developers had to choreograph tasks across processors, manage memory carefully, and work within a rendering path that was different from PlayStation’s, sometimes outright opposite.
Japan got the Saturn first, in November 1994, and the system initially performed well there. In North America, Sega took a dramatic step at the first E3 in 1995. The company announced that the Saturn was on sale that same day at a 399 dollar price point, several months earlier than previously planned. Retailers and developers who were left out of the surprise launch were unhappy, and Sony undercut the narrative moments later with a famous single line: "299". You can imagine how that played out on sales charts and in boardrooms. The Saturn never truly recovered in Western markets from that combination of pricing, distribution hiccups, and confusion, even though its library quality rose significantly over time.
Hardware overview
It is fair to say the Saturn’s hardware is its most misunderstood aspect. Many summaries reduce it to "complex" or "hard to program", which is true but not enough. The real story is about intentional division of labor across chips, a luxury if you had the right team, a headache if you did not.
At the center sit two 32-bit Hitachi SH-2 RISC CPUs running around 28.6 MHz. They share responsibilities and memory, but the bus and cache structure require careful planning to avoid contention. An SCU, the System Control Unit, provides DMA functionality and a DSP that could be used for tasks like geometry transforms or audio processing, although many teams avoided it because time was scarce and Sega’s libraries arrived late.
Graphics are handled by two main video processors that work in tandem:
- VDP1 draws sprites and textured quads, handles Gouraud shading and distortion, and effectively pushes forward-facing polygons and sprites to a frame buffer. It is extremely fast at blitting and sprite operations.
- VDP2 manages multiple background planes, line scrolling, rotation, scaling, color math, and layer priority. Think of it as a turbocharged 2D background engine capable of exquisite parallax and Mode 7 style effects, only more flexible.
That division is the crux of the Saturn’s unique graphical flavor. Games could use VDP2 to draw gorgeous, layered backgrounds, then VDP1 to render actors, vehicles, or polygons over the top. The machine excels at effects like translucent water via mesh patterns, stylized shadowing, and scrolling backdrops that feel almost tactile. It is less comfortable with the raw, triangle-based, Z-buffered 3D that PlayStation popularized, because the Saturn favors quads and makes developers handle depth sorting more manually.
Memory is not lavish by modern standards, but it is thoughtfully split. The console includes 2 MB of main RAM, about 1.5 MB of video memory spread across the VDPs, and 512 KB of sound RAM. There is also a small amount of internal backup memory for save data, kept alive by a battery, plus external options such as cartridges. Storage comes from a 2x CD-ROM drive, which affects streaming strategies, and the system BIOS includes a friendly memory manager that many older fans still remember for its glassy music and chunky interface.
For audio, a Yamaha SCSP with 32 channels of PCM and a DSP for effects provides rich soundscapes. A 68EC000 processor handles the audio subsystem, and the results range from crisp voice samples to lush reverb-heavy tracks that feel right at home in Saturn’s RPGs and shooters.
Even this short overview shows the machine’s DNA. The Saturn was built by engineers who knew how to extract beauty and speed from layers and sprites, then tried to extend that to 3D by brute-force CPU work and clever compositing. When games align with that intent, the console still looks magical.
Technical character and developer experience
The key to working with the Saturn was to embrace concurrency. Well-structured engines assigned jobs across the twin SH-2 CPUs, used the SCU’s DMA to shuffle data without blocking, and kept the VDPs busy with well-timed command lists. Synchronization mattered because the CPUs share a bus and lack cache coherency with each other. You either learned to pipeline, or your frame times spiked.
3D presented a philosophical choice. Saturn’s VDP1 prefers textured quads over triangles. You could approximate triangles by degenerate quads, but many developers instead represented surfaces as quads. Combined with a lack of a true Z-buffer in the hardware, it nudged studios toward a painter’s algorithm approach, carefully drawing from back to front. When done well, as in Sega’s own engines, the result looked clean and often more stable than PlayStation’s affine texture wobble. When done poorly, you saw scenery clipping, sorting glitches, or inconsistent frame rates.
On the 2D front, VDP2 was a dream. It can rasterize multiple planes with independent scrolling, rotation, scaling, color math operations like addition and subtraction for pseudo transparency, and scanline-based effects. You get "free" looking parallax and elaborate backdrops at high speed. This is why the Saturn’s ports of Capcom and SNK fighting games, as well as many shooters, are outstanding. The machine could keep everything smooth and crisp while playing samples and music with minimal trade-offs.
Early toolchains, however, were not as friendly as Sony’s. Sega offered SBL and SGL libraries, improved documentation over time, and shared engine tech with partner studios. But the perception stuck, especially outside Japan, that Saturn required elite internal knowledge. As a result, third parties that had flocked to Genesis were now betting on PlayStation.
If you are curious about individual chips and their lineage, Wikipedia has concise pages on the Hitachi SH-2, VDP1, and VDP2. They put names and numbers to the design ideas described here.
Controllers and peripherals
Sega’s standard Saturn pad is revered. The later "Model 2" controller, with its rounded D-pad and six face buttons, is often cited as one of the finest 2D controllers ever made. It takes the Genesis six-button layout and refines it, perfect for fighting games and platformers. If you ever pull off a complicated combo in a Capcom port on Saturn, the comfort of that pad is a big reason why.
The console also supported an analog "3D Control Pad" that shipped with NiGHTS into Dreams. It adds an analog disc and triggers, and it is compatible with several other titles, including Sonic R and Burning Rangers, making them feel more modern. Sega released a robust light gun, commonly called the Virtua Gun or Stunner, used by Virtua Cop and other shooters. A multi-tap allowed large local multiplayer, famously in Saturn Bomberman with its chaotic ten-player mode if you had enough controllers and a large TV.
Cartridge-based add-ons sat in the top slot. Some provided extra RAM for specific games, like 1 MB or 4 MB expansion cartridges that dramatically improved animation in fighting games. Others offered larger backup save memory or combined region bypass with RAM in a single accessory. Japan also saw a Video CD MPEG add-on card that slotted into a rear bay on certain Saturn models, intended for movies and enhanced FMV in a handful of titles.
The Sega NetLink modem deserves a nod. It offered dial-up connectivity for a small set of supported games and could even use direct dial peer-to-peer play without an ISP, a niche but clever approach for the time. The Sega NetLink page captures the concept and the short list of compatible titles.
Library highlights
Talking Saturn without talking games is missing the point. The library leans heavily into fast arcade experiences, deep 2D combat, inventive RPGs, and shooters with stylistic bravado. Many releases remain staples for fans, and some are easier to reach today through ports and remasters.
NiGHTS into Dreams is often the first stop. Built by Sonic Team, it invented its own language of acrobatic flight and score chasing, and it showcased the 3D Control Pad. Its dreamlike visuals used VDP2’s backgrounds to stunning effect, while characters and props kept the action smooth. The Christmas NiGHTS sampler is a gem, full of seasonal variations and calendar-based surprises that can turn the game into something different depending on when you play. One particular April treat switches things up in a way fans still gush about.
Sega’s arcade heritage shines in Virtua Fighter 2 and Sega Rally Championship. Virtua Fighter 2 is remarkably smooth, with high resolution and precise animation. Sega Rally’s physics and sense of drift are timeless, and the Saturn version communicates track texture and car feedback with convincing audio and smart use of the VDPs.
The Panzer Dragoon series defines one side of Saturn’s soul. The first game is a moody rail shooter, painterly and haunting. Panzer Dragoon Zwei sharpens mechanics and art direction. Then comes Panzer Dragoon Saga, a fully fledged RPG that pushed the system far past expectations with its hybrid battle system and cinematic storytelling. It is famously rare in the West and tied up in preservation worries, partly because the original source code is believed to be lost, which complicates any potential re-release. If you ever find yourself with a copy, handle it like a fragile museum piece.
Treasure, the studio known for maximalist action design, delivered Guardian Heroes and Radiant Silvergun. Guardian Heroes mixes beat ’em up action with RPG stats, multiple story paths, and a ridiculous versus mode. Radiant Silvergun is a celebrated vertical shooter with a weapon-based scoring system and elaborate set pieces, widely endorsed by genre fans. Its spiritual successor, Ikaruga, later made a splash on other platforms, but Saturn owners still point to Radiant for its ambition and atmosphere.
Capcom’s fighting ports set a quality bar. With the 1 MB and 4 MB RAM expansion cartridges, games like Street Fighter Alpha 3 and X-Men vs. Street Fighter sport high frame-count animation and minimal loading. SNK’s King of Fighters series found a welcome home too, with versions tailored to Saturn’s strengths. If you primarily play fighters, Saturn sits alongside Neo Geo in hearts and minds.
Strategy and RPG selections add depth. Dragon Force is a real-time strategy cult classic where massive armies clash as you manage resources and pursue grand alliances. Shining Force III’s first scenario was released in the West, with further scenarios staying in Japan, a bittersweet story for fans who wanted the whole saga. Sakura Wars blended visual novel storytelling with tactical battles and theater charm, becoming a major Sega franchise in Japan and a prime example of Saturn’s regional identity.
Shooters and arcade conversions fill entire shelves. Darius Gaiden, Layer Section, Soukyugurentai, and Thunder Force V are all excellent and feel like Saturn was built with them in mind. Virtua Cop 1 and 2 remain definitive light gun experiences at home, with quick, readable set pieces and crisp aiming. Even racing and sports got solid entries, like Daytona USA’s improved Championship Circuit Edition and the World Series Baseball titles.
There are curiosities too. Enemy Zero crafts an experimental horror narrative with sound-based navigation. Burning Rangers demonstrates late-era engine cunning with its dynamic lighting feel and indoor fire-fighting antics. Tomb Raider launched first on Saturn as a timed exclusive, an unusual feather in the console’s cap at a moment when the industry was shifting toward Sony’s ecosystem. And if you want a pure platformer throwback, try Astal, which practically drips with hand-drawn charm.
For quick references on key games, Wikipedia entries for NiGHTS into Dreams, Virtua Fighter 2, and Sega Rally Championship are helpful.
Regional realities
Saturn did best in Japan. The library there aligned with domestic tastes, from dating sims and RPGs to arcade conversions. Strong early sales and a more consistent pipeline of software kept the system visible long enough to build a loyal base. Developers in Japan also tended to have closer ties to Sega’s arcade and internal tech, which made the hardware’s eccentricities less daunting.
In North America and Europe, the narrative fell apart. The surprise launch, the higher price, weaker early software lineup, and messaging that sometimes seemed to dismiss 2D were costly mistakes. Leadership changes at Sega of America were public and sometimes combative. Third parties that could not justify bespoke Saturn engines prioritized PlayStation, which was easier to target and had rapidly growing install bases. Later, the Nintendo 64’s arrival captured family and Nintendo loyalist audiences, carving away more of the Saturn’s potential market.
Yet even in the West, the Saturn maintained small, passionate pockets. Fighting game communities loved the controller and the RAM-assisted ports. Import fans discovered a treasure trove of Japan-only releases. By the time Sega shifted resources to the Dreamcast, the Saturn felt like an insider’s machine, misunderstood in mainstream terms, prized by people who valued how it played to its strengths.
Anecdotes and curiosities
The Saturn story is dotted with moments that enthusiasts still share at meetups.
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The E3 mic drop: Sony’s "299" counter to Sega’s 399 dollar surprise launch is one of the most quoted moments in gaming trade show history. It is the shortest press conference highlight reel you will ever see.
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The BIOS suite: Booting the Saturn to its memory manager yields a minimalist 3D menu accompanied by a serene ambient track. Tweaking save data almost feels like meditation, until you realize the clock battery died and your progress vanished.
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Cartridges that matter: The Action Replay 4M Plus and similar carts became almost mandatory for importers. These combine RAM expansion, region bypass, and extra save space in one simple accessory. They are also great reminders of how physical and inventive 90s gaming could be.
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Shenmue’s shadow: Yu Suzuki and team produced a Saturn tech prototype during Shenmue’s early stages, proving that their cinematic ambitions were not entirely out of reach on the older hardware. The full game migrated to Dreamcast, but Saturn fans still enjoy discussing the early footage and the "what if" scenario.
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Calendar tricks: Christmas NiGHTS re-skins itself for holidays and seasons, which might be the most heartwarming use of an internal clock on any console. It also hides a playful surprise that flips the vibe entirely for a day.
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NetLink dialing: The idea of playing head-to-head by directly dialing your friend’s phone number feels quaint today, but in 1996 it made Saturn look daring, even if the setup process could test your patience.
Industry impact and legacy
From a business perspective, the Saturn’s struggles pushed Sega to regroup and design the Dreamcast with a clearer, more developer-friendly approach. The Dreamcast’s Windows CE option, better tools, and focus on modem-based online play reflect lessons learned. Some might argue that the Saturn’s commercial trajectory, followed by Dreamcast’s early discontinuation, set Sega on the path to becoming a software-first company. That change ultimately gave us Sega games on every platform, which is not a bad legacy.
Technically, the Saturn’s success stories influenced how developers think about highly specialized hardware. You see appreciation today for well-defined data pipelines, offloading work to the right accelerators, and building engines that play to hardware strengths. The independent scene’s love for sprites and parallax owes a cultural debt to machines like Saturn that showed how expressive 2D can be with the right tools. If you ever marvel at a modern indie game’s layered backgrounds and subtle scanline effects, that lineage is part of the story.
Culturally, Saturn became a symbol for games that feel uncompromised in their design values. Panzer Dragoon Saga surfaces in debates about preservation, reminding us how fragile access can be when rights, code, and niche demand collide. Guardian Heroes and Radiant Silvergun represent a flavor of creativity that thrives under technical constraints. NiGHTS into Dreams keeps inspiring developers to think about input and flow differently, not just about polygon counts.
Finally, the Saturn’s quirks make it a rewarding system to collect and to emulate. Hardware mods like optical drive emulators, RAM carts, and region switches are well documented. Emulation has improved dramatically over the years. Open source projects such as Yabause helped build foundational knowledge, while multi-system emulators like Mednafen and front ends like RetroArch offer accessible ways to explore the library. Accuracy and performance can still vary by title, because the Saturn’s many subsystems are difficult to re-create properly, but the progress is real.
Hardware models and practical notes
Collectors and tinkerers often ask practical questions, and the Saturn has a few quirks worth knowing. Early Japanese models have a grey shell, while Western ones are usually black. The so-called "Model 2" Saturn revised the case and pack-in controller and tends to be preferred for its pad, although both revisions play the same games. The console uses a CR2032 battery to maintain the internal clock and backup RAM, which means your saves will vanish if you forget to replace it. The system offers an external backup cartridge option too, which saves heartbreak.
Region locking is present at the disc level, and refresh rates differ between NTSC and PAL units. Many players use region-bypass cartridges or perform simple internal mods to enjoy imports. Optical drive emulators can replace the mechanical CD drive with an SD or USB solution, which speeds up loading and preserves your discs. If you keep the original drive, cleaning and careful maintenance go a long way, since some Saturn discs are already approaching three decades of use.
One underappreciated tip is to lean into what the machine does best. If you hunt for ports that were built around PlayStation’s triangle-first pipeline and rushed to Saturn late, you may get a poor impression. Look instead for games authored with Saturn’s strengths in mind, or Sega’s own conversions of its arcade hits. You will see why fans are so persistent about this console’s enduring appeal.
Common questions, answered briefly
People new to the Saturn usually hit the same questions, so let us get a few quick answers out in the open.
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Is Saturn harder to develop for than PlayStation? Yes, in general. Saturn expects careful multi-CPU planning and manual depth handling for 3D. Sony’s tools and the triangle pipeline lowered the barrier. That said, expert Saturn teams produced outstanding results.
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Is the 2D hype real? Absolutely. The system’s layered backgrounds, scaling, and sprite muscle are still a joy. The best fighting game and shooter ports back this up.
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Why are some Saturn games so expensive? Low print runs, limited regional releases, and collector demand. Panzer Dragoon Saga and Radiant Silvergun are the poster children. Japanese copies are often more affordable than Western ones, but even those can climb.
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Can I play imports easily? Yes, with a region-bypass cartridge, a region switch mod, or an optical drive emulator. Just remember that language barriers and save compatibility can vary.
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How about emulation? It is good and getting better. It is also more demanding than emulating some contemporaries, because Saturn’s multi-processor design and VDP combo take careful timing to replicate.
A system worth discovering
If you are into technical history, the Saturn reads like an engineering experiment conducted at full speed in public. If you are into games, it rewards curiosity with a library full of personality. Even today, few consoles match how confidently Saturn puts 2D art on a large screen or how gracefully it unspools arcade pacing.
My personal Saturn memory is not some rare import, but a Saturday spent swapping between Guardian Heroes’ story mode and its chaotic versus mode with friends, button-mashing and laughing until it hurt. That mix of depth and immediate fun is the spirit of the platform. It can be studied, benchmarked, and debated, and it can also make a living room feel like an arcade in an instant.
For those who were there, Saturn is a story about Sega’s ambition and the rough edges that came with it. For newcomers, it is an invitation to rethink the mid 90s beyond the single narrative of polygon counts and platform dominance. The multi-chip beast sitting under that flip-top CD lid still has surprises in it. As long as there are people who enjoy pushing hardware to its limits and celebrating games that commit to a style, the Saturn will feel alive.
Quick technical snapshot
It is useful to summarize the core specs in words, with an eye toward how they matter in practice.
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Main CPU cluster: Two Hitachi SH-2 32-bit RISC processors, roughly 28.6 MHz, with shared bus arbitration. Great for parallel workloads if carefully scheduled.
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System control and DMA: SCU with DMA channels and a DSP used by advanced teams for transforms or mixing. Reduces CPU bottlenecks when used well.
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Graphics pair: VDP1 for sprites and textured quads, VDP2 for layered backgrounds, scrolling, rotation, scaling, and color math. Emphasizes 2D excellence and composited 3D.
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Memory pools: 2 MB main RAM, around 1.5 MB total video memory across VDPs, 512 KB sound RAM, small internal backup memory for saves. Encourages careful streaming and asset budgets.
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Audio stack: Yamaha SCSP with 32 PCM channels and DSP effects, controlled by a Motorola 68EC000. Capable of rich mixes and convincing effects.
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Storage media: 2x CD-ROM. Longer seeks require smart data layout and prefetching for smooth playback.
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Input ecosystem: Six-button digital pad revered for 2D, optional 3D Control Pad for analog support, light gun and multi-tap for arcade-style setups.
If you read that and think "specialist machine with sharp tools", you have the right idea.
Where to start if you are curious
The best way to understand Saturn is to try a mix that covers its range.
Start with NiGHTS into Dreams to feel the analog control and the Saturn’s airy 3D presentation. Sample Virtua Fighter 2 or Sega Rally to see how well Sega could translate its arcade genius. Queue up Guardian Heroes or a Capcom fighter with the 4 MB RAM cart to appreciate the 2D muscle. Then pick a shooter like Darius Gaiden or Radiant Silvergun, and, if you can, find time for Panzer Dragoon Zwei to soak in the art direction and music.
If you prefer reading first, the Sega Saturn page gives a reliable launchpad, with links to many of the games and components mentioned here. From there, you can branch to specific entries like NiGHTS into Dreams or Panzer Dragoon Saga, and hardware articles such as VDP1, VDP2, and Hitachi SH-2. For emulation, Yabause, Mednafen, and RetroArch are solid references.
The Saturn asks you to meet it halfway. Do that, and it rewards you with a very particular kind of joy, one born from bold engineering and a stubborn love of fast, expressive games.
Most played games
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Shining Force III: Scenario 3Story 25h 1mExtras 49h 41mComplete 56h 6m
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Shining Force III: Scenario 2Story 34h 40mExtras 44h 16mComplete 48h 46m
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Clockwork Knight 2Story 1h 59mExtras 3h 6mComplete -
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Fighters MegamixStory 0h 21mExtras 2h 3mComplete 3h 4m
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Virtua Fighter KidsStory 0h 28mExtras 1h 36mComplete -
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Virtua Fighter (1994)Story 0h 34mExtras 2h 24mComplete 1h 33m
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Virtua Fighter 2Story 1h 1mExtras 3h 39mComplete 5h 53m
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Virtua CopStory 0h 45mExtras 3h 4mComplete 1h 13m
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The House of the DeadStory 0h 49mExtras 2h 4mComplete 2h 36m
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Sonic RStory 1h 5mExtras 2h 22mComplete 2h 34m
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Shinobi LegionsStory 1h 55mExtras 5h 56mComplete -
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Shining the Holy ArkStory 30h 49mExtras 35h 11mComplete 43h 41m
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Shining WisdomStory 11h 11mExtras 13h 23mComplete 18h 1m
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Shining Force IIIStory 35h 42mExtras 51h 3mComplete 48h 6m
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Sega Rally ChampionshipStory 1h 0mExtras 4h 57mComplete 7h 19m
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Saturn BombermanStory 3h 14mExtras 4h 5mComplete 5h 5m
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Sakura TaisenStory 18h 59mExtras 31h 47mComplete 61h 28m
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Radiant SilvergunStory 3h 48mExtras 13h 12mComplete 13h 15m
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PolicenautsStory 11h 44mExtras 12h 47mComplete 12h 30m
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Panzer Dragoon SagaStory 15h 32mExtras 17h 2mComplete 22h 15m
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Panzer DragoonStory 1h 40mExtras 2h 5mComplete 4h 42m
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Panzer Dragoon II ZweiStory 1h 44mExtras 1h 21mComplete 4h 39m
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NiGHTS into Dreams...Story 2h 33mExtras 4h 24mComplete 6h 46m
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Mega Man X4Story 3h 57mExtras 4h 31mComplete 6h 11m
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Guardian HeroesStory 1h 41mExtras 5h 40mComplete 5h 48m
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GrandiaStory 41h 26mExtras 54h 55mComplete 70h 40m
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Fighting VipersStory 0h 46mExtras 2h 8mComplete 1h 40m
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Dragon ForceStory 31h 37mExtras 49h 55mComplete 32h 30m
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Die Hard ArcadeStory 0h 41mExtras 1h 1mComplete 1h 19m
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Deep Fear (1998)Story 8h 45mExtras 9h 57mComplete 9h 21m
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Dark SaviorStory 6h 30mExtras 9h 54mComplete 11h 9m
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DStory 1h 53mExtras 1h 38mComplete 1h 54m
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Clockwork KnightStory 1h 59mExtras 2h 0mComplete 3h 35m
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Christmas NiGHTS into Dreams...Story 0h 38mExtras 1h 51mComplete 1h 19m
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Castlevania: Symphony of the NightStory 8h 35mExtras 11h 43mComplete 16h 8m
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Burning RangersStory 2h 42mExtras 3h 48mComplete -
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Bulk SlashStory 1h 19mExtras 3h 52mComplete 19h 24m
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Blazing HeroesStory 19h 50mExtras 20h 4mComplete 27h 9m
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AstalStory 2h 18mExtras 4h 58mComplete 2h 40m
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Albert Odyssey: Legend of EldeanStory 24h 27mExtras 31h 46mComplete 41h 51m