Platform: Sharp X68000
Introduction
If you love arcade games and vintage computers, few machines inspire the same mixture of awe and curiosity as the Sharp X68000. Often nicknamed X68k by fans, it is a Japanese microcomputer line famous for its arcade-quality graphics, exceptional sound, and a software library that reads like a who’s who of late 80s and early 90s game design. In an era when home systems were often compromises, the X68000 felt like an arcade cabinet wearing a suit.
Part workstation, part game developer’s playground, and part enthusiast dream, Sharp’s machine carved a very particular niche. It never left Japan officially, but it shaped the way many Japanese studios built and tested games, and it helped define what a high-end domestic computer for entertainment and creative work could look like. It is a platform built by hardware romantics for software romantics, without forgetting practicality.
If you want a quick anchor, imagine a sleek twin-tower computer powered by a Motorola 68000 CPU, paired with a flexible video subsystem and a professional-grade sound path that could feed both internal FM synthesis and external MIDI modules. Then add an operating system designed with developers in mind and a case you can power on from the keyboard. It’s as if someone asked: "What if a game studio PC also looked and felt like a piece of premium hi-fi equipment?" That’s the X68000.
For an overview that captures the big picture, you can read the Sharp X68000 on Wikipedia. Below, we’ll take a tour through its history, architecture, best-known games, and the cultural footprint it left behind.
History
The X68000 launched in 1987, right as Japan’s microcomputer scene was fragmenting and aligning at the same time. Businesses gravitated toward NEC’s PC-98 line, while creative and multimedia users sought more graphics and sound capability. Sharp had already experimented with the X1 series, but the X68000 upped the ante. Its focus was clear: a high-performance personal computer that could rival the audiovisual finesse of contemporary arcade boards and handle serious creative work.
Sharp released several models over the years, refining the CPU and expanding memory, storage, and I/O. The original unit was followed by more powerful variants like the XVI and ultimately the X68030, which carried a Motorola 68030. While the platform never achieved the mainstream dominance of business-oriented systems, it earned a reputation among developers and enthusiasts as a “do things right” machine. It sold primarily as a premium home computer, often bundled with a high-quality monitor, and it became a favorite inside studios for asset creation, prototyping, and arcade game conversions.
The line quietly faded in the mid 1990s as Windows PCs gained momentum and consoles captured the game market’s center stage. But the story didn’t end. Emulation, preservation projects, and a loyal fanbase have kept the X68000’s legacy alive. In recent years, it even inspired dedicated mini-style hardware tributes in Japan, a sign that its mystique only grew with time.
Design philosophy
Sharp’s design choices feel like a love letter to arcade and workstation sensibilities. The case is legendary: a twin-tower vertical design with a handle, front-loading floppy drives, and an understated black finish that looks surprisingly modern. Functionally, it was just as thoughtful. You could power the system on from the keyboard. The bundled monitor could sync to both 15 kHz and 31 kHz, which let the machine display classic low-resolution arcade-style graphics and crisp high-resolution modes for work.
Inside, the X68000 balanced flexibility and performance. It used a modular approach to I/O and expansions and paired a fast 68k CPU with custom graphics hardware that specialized in tile and sprite operations, scrolling, and multiple resolutions. Audio support combined integrated FM synthesis with optional MIDI output, so developers and musicians could go from arcade-like chiptunes to lush external sound modules with no fuss.
The result was a system comfortable doing pixel-perfect arcade conversions on Friday night and bitmap editing or animation on Monday morning. Few home computers at the time could claim this kind of dual personality without compromise.
CPU, memory, and core architecture
At the heart of early X68000 models is the Motorola 68000 CPU, a 16/32-bit CISC processor that powered many famous systems of the era, including the Apple Macintosh and Sega Mega Drive. You can read about the CPU’s architecture on Motorola 68000. Sharp clocked the 68000 in the X68000 at speeds competitive for the time, and later models like the XVI bumped the frequency, while the X68030 moved to a 68030 CPU. These upgrades extended the lifespan of the platform without abandoning the fundamental architecture that developers loved.
Memory configurations varied by model and user upgrades. Entry-level units typically started with a modest amount of RAM by today’s standards, but expansions allowed several megabytes, and advanced models could be outfitted with enough memory to handle large graphic assets, MIDI sequencing, and bigger games. For a system that often served artists and coders, memory flexibility mattered, and Sharp catered to that.
Just as important was the bus design and the custom chips managing graphics and sound. The X68000 was not a generic PC clone. It was a platform with an identity. Lots of coding tricks discovered in arcade ports relied on the predictable behavior of its video hardware and the directness of its programming environment. Developers could think in terms of tiles, sprites, palette tricks, and scanline timings, which fit how many arcade games were designed.
Graphics capabilities
Talking about X68000 graphics often leads to a single phrase: "arcade perfect." That’s not a strict technical term, but the machine did excel at reproducing the look and feel of period arcade titles. It supported multiple resolutions and color depths, with modes suitable for both low-res action games and high-res applications. Practically, this meant you could run a classic side-scrolling shooter in a 15 kHz mode that felt like your favorite arcade cabinet, then flip to a higher-frequency mode for desktop work.
The video subsystem handled:
- Hardware sprites and tiles: Essential for fast-moving action without taxing the CPU.
- Multiple layers and scrolling: Parallax effects and smooth camera movement were straightforward to implement.
- A large color palette: The system could select from tens of thousands of colors, with modes that emphasized either more colors on screen or higher resolution depending on the task.
While exact sprite counts and niche timing details vary by model and mode, the overall experience was this: programmers could build arcade-like display routines directly, and many arcade conversions required minimal rethinking of artwork. If you load up Gradius or R-Type on the X68k today, you can feel that tight, immediate response, and the pixel art simply looks right.
Sound and MIDI
One of the strongest parts of the X68000 identity is sound. The base machine featured FM synthesis driven by a respected Yamaha chip and a companion ADPCM for sampled audio. You can dig into the history of FM chip design on Yamaha YM2151, which powered many arcade classics. Used wisely, this setup produces punchy basslines, crystal-clear leads, and distinct percussion that are hard to mistake.
The X68k had something extra that elevated it to near-mythic status among game music fans: widespread support for MIDI output to external synths and modules like the Roland MT-32 and later the SC-55. With an expansion interface and the right drivers, many games let you choose internal FM or external MIDI. The result was a small miracle in a home setting. You might be playing a shooter while your bookshelf Roland unit fills the room with studio-quality arrangements. To understand the standard and why it mattered, check MIDI.
A lot of legendary X68000 recordings you hear online are exactly that mixture of old-school computer and high-end sound module. Even today, a well-configured X68k can surprise modern ears. More than once I have seen someone ask if a particular track is from a remastered compilation only to discover it’s a three-decade-old X68000 and a desktop Roland box singing in harmony.
Storage, I/O, and peripherals
Original X68000 models shipped with 5.25 inch floppy drives, with later units adding or switching to 3.5 inch. Many users also installed SCSI hard disks, a professional storage interface that could daisy-chain multiple devices. For a late 80s home user, booting your personal computer from a hard disk felt like having a workstation. You could also connect CD-ROM drives and other SCSI peripherals as the ecosystem matured.
The machine was generous with ports. Keyboard and mouse were included, with the distinctive touch that you could power the computer from the keyboard. Joystick support was common, and the platform was friendly with adapters and popular sticks of the era. Professional users could add expansion boards for MIDI, networking, or extra RAM, and there was always the sense that the system welcomed tinkering while still aiming to be elegant.
One detail that often gets mentioned is the feel of the floppy drives. The X68k’s front-loading drives had a motorized polish that gave them personality, and using them today can feel like operating a high-end VCR. It’s a minor thing, but it speaks to Sharp’s care.
Operating system and tools
The X68000 runs Human68k, an operating system designed by Hudson Soft. Its command structure is reminiscent of MS-DOS, though it is its own platform with its own drivers and utilities. On top of Human68k you could run SX-Window, a windowed desktop environment for file management, text editing, and graphics applications. For a creative user in Japan in the late 80s, this felt surprisingly advanced.
Developers found the environment approachable. C compilers, assemblers, graphics editors, sound drivers, and a lively ecosystem of utilities formed around the machine. Many studios kept X68000 units around specifically for spriting, palette tuning, map editing, and in some cases full prototyping of game logic. Having a predictable and powerful display path along with MIDI-capable sound meant fewer gotchas when moving assets to arcade boards or consoles.
It is not an exaggeration to say that the X68000 functioned as both a target and a tool. That dual role explains why so many ports are faithful. The same toolchain that helped build the game also ran it in near-final form.
Models and revisions
As with many Japanese microcomputers, the X68000 line grew through iterative releases. Early models kept the 68000 CPU at modest clock speeds, then XVI variants pushed higher frequencies for a smoother experience in demanding software. The pinnacle came with the X68030, which introduced the Motorola 68030 CPU and stretched the platform’s life well into the 90s. Memory ceilings went up, storage options matured, monitors improved, and more add-ons appeared.
The series also produced compact models that integrated more into smaller cases, though the classic twin-tower remains the icon. If you ask collectors what image comes to mind when they think of the X68000, it is usually that twin-tower silhouette with the handle and the vertically stacked drives.
Game library
Whenever people talk about the X68k library, two themes appear. First, it is packed with high-quality arcade conversions, from shooters to action classics. Second, it nurtured an original and dōjin scene that used the machine as a canvas for experimentation. Because the platform was powerful and approachable, it attracted both commercial publishers and talented amateurs.
Some ports will make you blink at how close they feel to the arcade. Others will impress because they add features or polish beyond the original. And then there are the exclusives, new takes on existing series, or personal labors of love that only make sense in a high-performance enthusiast context.
Arcade-quality ports
The X68000 excelled at shooters, brawlers, and fast action. The phrase "arcade perfect" is often applied to these ports because the platform could match the source material’s resolution, color handling, and sprite movement with minimal compromises. For recognizable examples, see:
- Konami and Irem shooters like Gradius and R-Type, which showcase fast scrolling and meticulous pixel art.
- Capcom sidescrollers and brawlers such as Daimakaimura known internationally as Ghouls 'n Ghosts, and the 1989 beat-em-up scene where the X68k held its own. The platform also handled Strider with great flair.
- A bustle of shooters like Salamander and variants that demonstrate the system’s comfort with parallax and hectic bullet patterns.
This library owes a debt to similarities in development philosophy with boards like the Capcom CP System, covered in Capcom CP System. Both worlds think in tiles, sprites, palettes, and scanlines. The X68k wasn’t a perfect match to any one arcade board, but the conceptual overlap is obvious.
Originals and exclusives
The platform is not only about ports. Some of its most beloved titles were built specifically for it or arrived there in unique forms.
- Akumajō Dracula: The X68000 received a stunning reimagining of the original Castlevania with new stages, arrangements, and audiovisual splendor. This version later influenced the PlayStation compilation known as Castlevania Chronicles, but aficionados often point back to the X68k release as the definitive expression of that design.
- Geograph Seal: A 3D action shooter with a lineage that connects to Exact’s later Jumping Flash on PlayStation. It’s a case study in how X68k developers pushed into polygonal territory before it became mainstream.
- Nemesis ’90 Kai: A remixed Gradius entry that shows the platform’s affection for Konami’s iconic series.
- Aquales: A beautiful, fluid action game with swimming mechanics and lush backgrounds that leverage the system’s color handling.
- Falcom RPGs: The X68000 hosted polished versions of Ys and other Falcom titles that benefit from higher resolution graphics and sound refinements.
These games carry the polish of a premium platform. When you see the dithering work, palette fades, and subtle animation in these titles, it is easy to understand why artists enjoyed creating on the X68k.
Dōjin and homebrew scene
The X68000’s open and capable environment made it a magnet for dōjin developers. The crown jewel often cited is Cho Ren Sha 68K, a homebrew shoot-em-up that stands as one of the finest examples of the genre on any system. Expect tight controls, fair difficulty, and a soundtrack that shows off the YM2151.
There were also demos, utilities, fan remakes, and experimental works that traveled by BBS and on floppies between enthusiasts. To this day, the dōjin lineage contributes to the platform’s mythos. People remember the official releases, but the homebrew gave the machine its studio-in-your-bedroom vibe.
Industry impact and legacy
The X68000 did not dominate the mass market. In Japan’s ecosystem, business users leaned PC-98, and the broader games market moved toward consoles like the Super Famicom and Mega Drive. Even so, the X68k had outsized influence where it counted: inside development studios and among serious enthusiasts.
- It set a benchmark for home arcade fidelity. When writers and fans used the phrase "arcade perfect" in the early 90s, a lot of them were thinking of X68000 conversions.
- It helped shape game art workflows. Artists could edit sprite sheets, tune colors, and test effects in an environment that resembled the target experience. This influenced practical pipelines in 2D game production.
- It nurtured MIDI-savvy game audio. Having so many games support external MIDI modules encouraged composers and sound designers to think about music as performance, not just playback. That had ripple effects well beyond one machine.
- It inspired a preservation ethos. The X68k community today is active, technical, and passionate. Their work in archiving floppies, restoring hardware, and documenting software details helps preserve an era when so much risked being lost.
Culturally, the X68000 became a symbol of "if you know, you know" excellence. It appears in interviews with developers, in retro-themed exhibits, and in the general reverence Japanese creators often express for well-designed tools.
Curiosities
The X68000 is full of little touches and stories that give it personality. A few favorites show why fans get starry-eyed:
- Boot messages: On certain holidays the machine’s boot screen displays cheerful greetings, a small flourish that says "we thought about the human on the other side."
- Keyboard power-on: Press a key, the machine wakes. It sounds normal today, but in the late 80s it felt like sci-fi.
- Floppy theatrics: The front-loading drives feel more like audio equipment than computing. Iconic sound, iconic motion.
- Studio sightings: You’ll find references to X68000 use in developer interviews and old office photos. It served as a sprite editor, test bench, and sometimes a music station with a Roland module perched nearby.
- Lasting jargon: Among fans, "X68k" shorthand signals a certain standard. If someone says a port is "X68k-tier," the implication is that it’s faithful, fast, and polished.
Collecting and preservation
If the X68000 tempts you as a collector or a tinkerer, a few realities are worth noting. These machines are not new, and they are not shy about their needs. Many units require recapping because aging electrolytic capacitors can fail. Power supplies often need rebuilds. Internal backup batteries may leak and must be replaced or removed. Floppy drives and belts can be worn. Monitors, while excellent, are heavy and sometimes prefer expert attention.
That said, the community is resourceful. There are replacement SCSI solutions, SD-card based storage emulators, and adapter kits for modern displays. Enthusiasts share disk images, recovery tools, and OS configurations that make it easier to get started. If you prefer software-only exploration, emulation is robust. MAME in particular has seen steady improvements for the platform. Check the project at MAME to understand the scope of emulation today.
Expect to spend time learning about Human68k, how to mount or write disk images, and how to configure MIDI if you plan to enjoy external modules. None of this is instantaneous, but it is part of the charm. The path from a powered-off tower to a fully set up, MIDI-capable, X68000 gaming and creation station is a journey. Many would argue the journey is the reward.
Tips for modern enthusiasts
Starting from zero can feel daunting, but a few guidelines can make your experience smooth and rewarding.
- Research the model you want. Early models are closer to the platform’s original spirit with the 68000 CPU, while later machines like the XVI or X68030 offer more speed and memory. Think about the software you want to run.
- Factor in restoration costs. If you buy untested or non-recapped hardware, budget for a power supply rebuild and capacitor replacement. Look for sellers who provide photos of the internals and status reports.
- Get comfortable with Human68k basics. Knowing how to navigate directories, mount or copy disks, and configure system files will pay off immediately.
- Decide on your sound setup. Internal FM and ADPCM already sound great. If you want the full "X68k plus MIDI module" experience, plan for a MIDI interface and a compatible sound module. The charm is real, and the grin on your face will be too.
- Start with a short list of games that show the range. For ports, try Gradius or R-Type. For action, launch Daimakaimura and Strider. For exclusives, hunt down Akumajō Dracula and Geograph Seal. For dōjin, fire up Cho Ren Sha 68K. You will get a feel for the variety very quickly.
Why it still matters
If you’re reading about a Japan-only computer from the late 80s, you already have good taste. Beyond nostalgia, the X68000 teaches a few lessons that feel relevant.
- It shows how a coherent hardware design can ignite creativity. When the graphics and sound subsystems invite you to push them, you push them.
- It reminds us that tools shape art. Many of the best X68k games feel a certain way because the platform encouraged developers to think in layers, palettes, and channels.
- It validates the enthusiast market. Sharp built a machine for people who cared deeply about experience and precision. Those people rewarded the effort with decades of affection.
As a small confession, the first time I heard an X68000 feeding a Roland module, I stopped typing and just listened. The room felt different. The mix of sharp FM edges and warm MIDI pads was the kind of contrast that makes you remember why you fell in love with games and computers in the first place.
Further reading and references
If you want to dive deeper into history and specs, the following links are reliable starting points:
- Overview and history: Sharp X68000 on Wikipedia
- CPU architecture lineage: Motorola 68000
- FM synthesis chip used widely in the era: Yamaha YM2151
- The standard behind external sound modules: MIDI
- Arcade board context for many ports: Capcom CP System
- Representative arcade titles that highlight the platform’s strengths: Gradius, R-Type, Ghouls 'n Ghosts
- The PS1 collection rooted in the X68k exclusive: Castlevania Chronicles
- Emulation project with X68000 support: MAME
Final thoughts
The Sharp X68000 is a landmark that earned its place in computing history with taste, power, and idiosyncrasy. It bridged arcade sensibilities and home computing with unusual grace, and it invited both professionals and hobbyists to treat software like craft. Maybe that is the real legacy. Not just that it ran beautiful games, but that it inspired people to make them.
If you ever get the chance to sit down with a well-kept X68k, a stack of classic floppies, and a MIDI module humming to itself, take it. Load up an arcade-port shooter, watch the sprites click into motion, and listen to that mix of FM and samples. You will understand immediately why this machine is still spoken about with a smile.
Most played games
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Scorpius (1991)Story 1h 3mExtras -Complete -
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Code-ZeroStory 0h 53mExtras -Complete -
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Momotarou Densetsu: Peach Boy LegendStory 30h 36mExtras 32h 38mComplete 26h 51m
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Star Wars: Attack on the Death StarStory 1h 26mExtras -Complete -
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NaiousStory 0h 47mExtras -Complete -
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Geograph SealStory 1h 45mExtras -Complete -
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Cho Ren Sha 68kStory 1h 46mExtras -Complete 33h 19m
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Akumajou Dracula X68000Story 2h 46mExtras 12h 22mComplete -
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Genocide 2: Master of the Dark CommunionStory 1h 57mExtras 1h 18mComplete -
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Dynamite DukeStory 0h 33mExtras -Complete 0h 14m
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Ultima V: Warriors of DestinyStory 21h 53mExtras 60h 19mComplete 60h 42m
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Ultima IV: Quest of the AvatarStory 19h 31mExtras 39h 6mComplete 52h 56m
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Twin CobraStory 0h 55mExtras 2h 58mComplete 2h 13m
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Thunder Force IIStory 1h 2mExtras 0h 43mComplete 2h 30m
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The NewZealand StoryStory 1h 41mExtras 3h 11mComplete 1h 54m
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SimAnt: The Electronic Ant ColonyStory 2h 11mExtras 7h 4mComplete 12h 7m
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SimCity (1989)Story 15h 29mExtras 18h 42mComplete 32h 49m
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R-TypeStory 1h 23mExtras 1h 2mComplete 1h 39m
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QuarthStory 4h 50mExtras 2h 7mComplete 2h 59m
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Prince of Persia (1989)Story 2h 27mExtras 4h 22mComplete 3h 37m
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Populous II: Trials of the Olympian GodsStory 17h 35mExtras 16h 45mComplete -
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PopulousStory 12h 16mExtras 23h 40mComplete 36h 43m
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Pipe Dream (1990)Story 1h 58mExtras -Complete 3h 44m
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Phantasie III: Wrath of NikademusStory -Extras 20h 12mComplete 25h 15m
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Phalanx (1991)Story 1h 42mExtras -Complete -
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Parodius (1990)Story 1h 29mExtras 2h 18mComplete 2h 27m
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Pac-ManStory 0h 49mExtras 2h 24mComplete 4h 48m
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Nobunaga's Ambition: Lord of DarknessStory -Extras -Complete -
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Lemmings (1991)Story 20h 53mExtras 23h 32mComplete 25h 9m
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Lagoon (1991)Story 8h 27mExtras 8h 18mComplete 13h 15m
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Galaga '88Story 0h 57mExtras 1h 6mComplete -
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Fatal Fury SpecialStory 1h 10mExtras 2h 2mComplete 2h 14m
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Fantasy ZoneStory 1h 19mExtras -Complete 3h 33m
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Emerald DragonStory 17h 13mExtras 16h 28mComplete 15h 6m
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Dungeon Master: Chaos Strikes Back - Expansion Set #1Story 19h 42mExtras 24h 48mComplete -
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Dungeon MasterStory 16h 13mExtras 21h 1mComplete 16h 58m
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DrakkhenStory 6h 49mExtras 13h 14mComplete 4h 4m
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Detana!! TwinBeeStory 1h 15mExtras -Complete -
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Cloud MasterStory 0h 46mExtras -Complete -
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Castlevania ChroniclesStory 3h 20mExtras 5h 17mComplete 8h 16m