Platform: TurboGrafx-CD
What Is the TurboGrafx-CD?
The TurboGrafx-CD is the North American CD-ROM expansion for the TurboGrafx-16, the western version of NEC and Hudson Soft’s celebrated PC Engine. It turned a compact, HuCard-based console into a disc-driven machine capable of redbook music, animated cutscenes, and far richer game content than what cartridges typically allowed in the late 1980s and early 1990s. If you think of the Sega CD, you are in the right neighborhood, except this one arrived earlier and helped set the tone for how optical media could reshape console gaming.
In Japan, the base platform was a cultural phenomenon with the PC Engine leading a spirited rivalry against the Famicom and later the Super Famicom. In North America, the TurboGrafx-16 faced an uphill battle against Sega’s Genesis and Nintendo’s Super NES. The TurboGrafx-CD entered that tough market with a premium price and a library that shined brightest in genres like RPGs and shooters. It never ruled the sales charts in the West, yet it inspired a loyal community and left an outsized creative footprint thanks to ambitious audio, lavish art, and voice-acted storytelling that felt like a preview of the CD generation to come.
For a quick orientation, the base machine is covered extensively on Wikipedia’s entry for the TurboGrafx-16. The CD expansion rests atop that foundation.
The Road to a CD Console
By the late 1980s, Hudson Soft was already pushing the PC Engine past its cartridge roots. CD-ROM promised enormous storage and high fidelity audio compared to HuCards, which were credit-card sized ROM cartridges. NEC and Hudson were among the first to bet big on that promise for a home console. In Japan, the CD-ROM² System debuted in 1988, effectively making the PC Engine the earliest mainstream console platform with a widely supported CD add-on.
North America got the TurboGrafx-CD shortly after the TurboGrafx-16 itself, but the rollout collided with market realities. The United States had fallen in love with the head-to-head campaign of Sega Genesis against the rising Super Nintendo. The TurboGrafx-16 was racing with a third car and trying to sell an expensive pit stop in the form of a CD unit. Enthusiasts understood the leap. A lot of casual buyers did not. Early optics in magazines were enthusiastic, yet retail traction remained stubborn.
Even so, the CD model gave developers new territory to explore. RPGs could include hours of voice work and music. Shooters could pair arcade-speed action with cinematic intros. Visual novels gained room for story, animation, and character portraits with expressive voice acting. The disc format worked beautifully for the strengths of the PC Engine ecosystem. Japan embraced it quickly. North America saw a smaller, curated slice.
How It All Connected
Physically, the TurboGrafx-CD was an add-on that attached to the TurboGrafx-16 via a dock-like interface. The arrangement felt like a briefcase that housed the console and the single-speed CD drive. In Japan, the equivalent setup was the PC Engine with its Interface Unit and the CD-ROM² drive. Later, NEC and Hudson released combined units that integrated console and CD logic into one chassis. In North America this was the TurboDuo, a sleek all-in-one model that simplified life and included support for enhanced CD titles out of the box.
Under the hood, games booted through a tiny HuCard called a System Card. The card contained the BIOS and memory specifications the CD unit needed. Early CD-ROM² games used one set of system cards. Later, the Super System Card expanded RAM and made possible a higher class of CD software called Super CD-ROM². There was yet another boost called the Arcade Card that allowed certain late-generation CD games to rival early 32-bit aesthetics with large sprites and smooth animation. These cards were the secret handshake between discs and hardware.
If that sounds complex, it mostly was not for owners of the TurboDuo since it built in the Super System BIOS and RAM. For collectors working with a first-generation CD unit, matching discs with the right system card is part of the charm and the mild chaos.
Technical Foundations
The base platform’s brain is Hudson Soft’s HuC6280, a custom CPU derived from the 65C02 family. It runs at a selectable speed that can jump to a higher clock for demanding operations. The video subsystem uses a dedicated graphics display controller and a color encoder that together specialize in fast, sprite-heavy visuals and colorful tiles. This is one reason why the PC Engine lineage became a shooter paradise.
Plugging in the CD unit did not change the CPU or core video hardware. Instead, it added optical storage, a BIOS, extra RAM via the system cards, and expanded audio options. That last bit is crucial. The CD format made redbook audio standard. Games could store entire soundtracks as music tracks on the disc and play them back in real time. The result was a huge leap in timbre, composition variety, and production value. It meant real instruments, arranged tracks, and the kind of sweeping orchestration that cartridges could not cache in reasonable cost budgets.
The CD drive is single speed, which means load times are part of the period charm. Clever developers masked loading with stylized screens or brief transitions. Compared to later CD consoles, everything feels leaner and more efficient. Compared to HuCard-only games, the world suddenly becomes bigger and more production-heavy.
Memory expansion is the other half of the story. Early CD-ROM² games worked within tight RAM constraints for data streaming and graphics. Super CD-ROM² titles unlocked a chunk of additional RAM, which let developers avoid constant disc access and allowed more animation, more voice samples, and bigger level data. The Arcade Card took that idea to its practical limit for this platform, enabling complex fighters and tech showcases that would have looked impossible during the system’s first years.
What Made It Different
There are three standout traits that defined the TurboGrafx-CD experience for players who discovered it.
First, the music. Even today, you can drop into a TurboGrafx-CD library and find tracks that would feel at home in a modern arranged album. Electric guitars in shooters, warm synth pads in RPGs, and moody ambient pieces in adventure games suddenly became the norm. That leap mattered because sound does enormous work in making old games feel fresh. The TurboGrafx-CD communicates that very clearly.
Second, narrative flavor. The platform became a haven for visual novels and RPGs with lengthy voice acting and cinematic cutscenes. The spoken intros, the multi-track voice scenes, the occasional theme song that played like an anime opener, all of that felt unusual and special to players who had grown up with bleepy theme loops. One of the best examples of this is Nihon Falcom’s Ys I & II, which fused strong action-RPG gameplay with a full CD soundtrack and generous voice presentation. You can read more about the series on Wikipedia’s Ys I & II page, and it remains one of the best ambassadors for the format.
Third, variety in styles that shone on this particular hardware. The PC Engine’s sprite throughput and the team’s know-how with shooters and action platformers meant the CD enhancement went to talented hands. Side-scrolling action with CD music and clean visuals became a signature look, and it has aged beautifully.
Icons and Exclusives
Everyone will lobby for their favorites. These are representative highlights that showcase why the add-on still ignites conversations. If you are building a mental playlist, start here.
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Ys Book I & II: An action RPG milestone. The CD audio amplifies the already beloved Falcom tunes, and the presentation raises the atmosphere in every town and dungeon. It is also one of the most commonly cited gateways into the system’s CD library.
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Castlevania: Rondo of Blood: Known in Japan as Akumajou Dracula X Chi no Rondo, this Super CD-ROM² entry is often singled out as one of the best 2D Castlevanias. Opulent backgrounds, branching paths, and a killer soundtrack define it. It started here and eventually found broader audiences through later reissues, but the original release belongs to this platform. The game’s history and reverence are captured on Wikipedia’s dedicated page.
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Gate of Thunder and Lords of Thunder: Two shooters that pair buttery scrolling with redbook soundtracks that turn heads. Gates’ level design and weapon balance stay sharp today, and Lords adds a fantasy holographic album cover vibe with heavy guitar tracks.
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Snatcher: The PC Engine CD hosted one of the most celebrated versions of Hideo Kojima’s cyberpunk adventure in Japan. Voice, music, and artwork finally aligned to sell its moody world. The language barrier exists for many players, but fans prize this release for its atmosphere and fidelity.
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Tengai Makyou series: Many Japanese RPG fans point to this franchise as a flagship for how the format enabled skits, voice scenes, and lavish presentation. It is a cultural marker within the platform’s prime years.
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Spriggan and Spriggan Mark 2: Compile and Naxat delivered shooters with impressive set pieces and strong use of CD sound. These were the kind of titles that made shooter aficionados gravitate to the machine.
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Dungeon Explorer II: A multiplayer action RPG that used the CD to expand scope and audio presence over its cartridge predecessor. Local co-op made it a living room classic for the faithful.
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Arcade Card showpieces: The late-life expansion enabled technical feats that surprised even seasoned fans. Ginga Fukei Densetsu Sapphire stands out as an almost mythical technical showcase. Fighters like Fatal Fury 2 and Art of Fighting demonstrated just how far the hardware could be stretched with more RAM.
North American owners received a smaller selection than Japanese players, yet several of the above reached the West in one form or another. In particular, TurboDuo owners often discovered the platform through shooter compilations and the Ys release that came to define the CD’s promise.
The Library That Grew Sideways
The system’s CD library leaned toward specific genres because of both cultural preferences and development wisdom. In Japan, dating sims, visual novels, and RPGs were natural beneficiaries of voice and music. In North America, where the appetite leaned more toward action at retail, shooters and action platformers carried the torch.
This created a library that felt distinct. It was not trying to outdo the hardest core arcade ports of the Genesis or the mode-based optical effects of the Super Nintendo. It was selling mood, momentum, and story with music and art that exceeded cartridge comfort zones. That continues to give the TurboGrafx-CD an identity. Even today, it is easy to recognize a PC Engine CD game at a glance and by ear.
Market Reality in North America
The add-on’s premium price put it at a disadvantage in the United States. Early adopters paid a lot for the future. If you think in 1990s dollars, this could be a serious fraction of a summer job’s income. The software pipeline also lagged behind Japan, where the platform enjoyed a deeper bench of developers and more sales volume to justify localization. Distribution partnerships in North America were inconsistent, marketing brands changed hands, and retail shelf space was brutally competitive.
All of this meant the TurboGrafx-CD never approached the sales of its rivals in the West. Enthusiasts found it through magazines, specialty shops, or friends with import setups. It was a scene. That smaller footprint did not equal minor impact though. The ideas and techniques it normalized would crop up again when CD-based consoles became the standard a few years later.
Sound and Voice, Front and Center
It is worth lingering on audio because it shaped the system’s legacy. The base console had a capable multi-channel PSG with a distinctive timbre. That gave the platform a reputation for bright, catchy music even on HuCards. Add CD audio, and composers went wild. Full studio albums showed up inside games. Symphonic arrangements, rock themes, jazz interludes, and vocal tracks poured into soundtracks that did not sound like games in the older sense. They sounded like polished records.
Voice acting evolved similarly. Early CD games experimented with short voiced intros and character greetings. Super CD-ROM² titles pushed for voiced scenes and even full dub tracks. Some of it was campy, and that is part of the charm. A lot of it was earnest and effective, and that contributed to the emotional reach of RPGs and adventures on this platform long before the PlayStation era standardized it.
The Hardware Ecosystem
Owning a TurboGrafx-CD was rarely just about one box. It was about an ecosystem. You had HuCards for standard games, CD-ROM² discs for early CD titles, Super CD-ROM² discs for the later generation, and potentially an Arcade Card if you chased the cutting edge. The Arcade Card came in flavors that targeted older Interface Units versus integrated Duo models. If you liked tinkering and matching pieces, this was like building a little high-fidelity LEGO set.
Collectors often praise NEC’s industrial design. The briefcase-style dock in Japan, the visual unity of the North American CD base, and the svelte lines of the TurboDuo all feel premium in their own ways. Functionally, the integrated models are easier to live with today. Original CD mechanisms can need restoration due to age, belts, and lasers. The Duo’s consolidated design reduces variables but still benefits from routine maintenance.
Compatibility and Regional Quirks
HuCards are region locked between PC Engine and TurboGrafx-16. CD games are not region encoded in the same manner. The practical barrier is the system card and BIOS version you have. Once you meet the memory and BIOS requirements, most CD games are happy to run. There are exceptions and edge cases, but the general rule makes CD collecting more forgiving across regions compared to HuCards.
That said, language will shape your library experience. A lot of the Japan-only CD games rely on reading and listening. For action-oriented titles and shooters, this is less of an issue. For visual novels and text-heavy RPGs, you will either need to read Japanese or look for fan translations and modern patches in the preservation community.
Influence on Game Design
The TurboGrafx-CD nudged designers to treat consoles like multimedia platforms instead of just sprite machines. That shift manifested in a few ways that echoed throughout the 1990s.
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Cinematic intros and cutscenes: Games started telling stories with short animations, not just text boxes and music cues. This foreshadowed what Sega CD, 3DO, Saturn, and PlayStation would standardize as part of mainstream production.
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Hybrid genres: Adventure games and visual novels felt at home in the living room, not just on PCs. The PC Engine CD releases demonstrated a market for more story-forward console experiences.
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Soundtrack culture: When your game disc also feels like a music album, fans begin to treat soundtracks as collectible art. The scene around Gate of Thunder or Ys music proves this point. Later generations would build entire collector markets around soundtracks and arranged albums.
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Memory-first design: The system card model taught developers to balance disc access and RAM as strategic levers. That discipline showed up across CD consoles as teams learned to stream assets cleverly and cache the right chunks at the right time.
Comparison With Other CD Platforms
The TurboGrafx-CD predates the Sega CD in Japan and delivered its thesis while the industry was still thinking about whether optical drives belonged in the living room. Sega CD would arrive with more CPU horsepower tied in and a stronger push into full-motion video. When Nintendo explored a CD add-on for the Super NES through various partnerships, many in the industry were already looking at what NEC and Hudson had achieved.
In strict specs, later CD consoles had more raw bandwidth, extra processors, and eventually the leap to 32-bit architecture. The TurboGrafx-CD did not win on brute force. It won on clever use of storage and a platform identity that encouraged elegant 2D art and great music. That is why it still looks and sounds so good today.
The TurboDuo Era
As the market matured, NEC introduced integrated systems. The TurboDuo combined the TurboGrafx-16 and the CD capabilities in one console. It simplified ownership and came ready for Super CD-ROM² software. North American marketing around the Duo tried to reintroduce the brand with a cleaner value proposition, often bundling high-profile titles to entice newcomers.
The Duo era also coincided with some of the platform’s most polished works. Even if the wider market had moved toward 16-bit giants and was peeking at 3D horizons, the TurboGrafx-CD community enjoyed a steady stream of quality releases. It is a good reminder that market share and creative health do not always align perfectly.
Anecdotes and Curiosities
Stories tend to cluster around this hardware because it sat at a cultural crossroads.
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"CD-ROM²" spoken name: In Japan, fans often called it CD-ROM two or CD-ROM squared. Either way, it communicated the idea that this was something beyond a simple drive and that system cards mattered.
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Pack-ins became legends: North American bundles sometimes hid additional games on discs or packed multiple titles in creative ways. Owners of certain compilations discovered bonuses that felt like secret concerts.
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SuperGrafx compatibility: The short-lived SuperGrafx console could also connect to the CD system, creating one of the more boutique setups in console history. The overlap is small but endlessly fascinating for hardware tinkerers.
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Arcade Card late bloom: By the time the Arcade Card landed, the next console generation was already on stage. That timing made the final wave of PCE CD games feel like a swan song powered by raw technique and affection for 2D craft.
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Import joy: Many North American fans remember the TurboGrafx-CD as their introduction to importing. Specialized shops, magazine ads, and mail order created a microculture around tracking down Japanese discs, system cards, and adapters.
Preservation and Collecting Today
If you are collecting, a few practical notes help. Optical drives age. Belts dry out, lasers drift, capacitors need attention. The integrated Duo units are popular because they simplify the setup, but they commonly require recapping and a tune-up. Good news is the community is vibrant and parts are still available.
On the software side, CD games are less region bound than HuCards, which opens a larger library. Disc rot is a concern for very old media, though high-quality pressings from reputable producers have fared well. Many collectors also build digital setups through flash solutions and ODEs in order to preserve hardware while still playing. If you do that, you are in good company. The spirit of preservation matters here, because the platform’s defining features are audiovisual and deserve to be experienced in their intended fidelity.
Legacy and Why It Still Matters
The TurboGrafx-CD helped normalize the idea that console games could be albums, radio plays, and animated shorts wrapped around interactive cores. It pushed storytelling and music into the spotlight years before 32-bit CD consoles would finish the job. It influenced an entire generation of composers and artists who cut their teeth turning memory budgets and PCM channels into full arrangements.
Its footprint is also evident in how we talk about 2D excellence. When people praise 2D games that feel timeless, a lot of the examples share PC Engine DNA. They prioritize clarity, speed, saturated palettes, and bold track design. The TurboGrafx-CD library sits near the center of that conversation.
There is also a philosophical legacy. The system demonstrated that innovation is not only about polygon counts and CPU cycles. Sometimes the biggest change comes from giving artists more expressive mediums. CD audio did that. Extra memory did that. And the teams who knew how to compose for those tools made indelible work.
A Personal Note
I first heard the TurboGrafx-CD through a living room stereo that someone had lovingly connected to their CRT. The opening minutes of a shooter exploded with guitar riffs, the kind you expect from a stage performance, not a living room console. It instantly reframed what I thought consoles could do with music. That moment repeats for a lot of people when they first hear a redbook soundtrack stitched to 2D action that runs like silk. If you have not had that moment yet, put on good headphones and start with Rondo of Blood or Gate of Thunder. It is a time machine.
Common Questions People Ask
People who discover the platform usually circle the same practical questions. It is worth clearing them up in one place.
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Is the CD library region free? Mostly yes, with the big caveat that you need the correct system card for the disc you want to play. The discs themselves are not region coded like modern DVDs. BIOS and RAM requirements are the real gatekeepers.
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What about load times? The drive is single speed, so there are noticeable loads. Developers often covered with transitional scenes or kept levels in memory once loaded. It is rarely intrusive in well-designed games.
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Do I need a TurboDuo or can I use the original CD unit? Either route works. TurboDuo is simpler because it has built-in support for Super CD-ROM². The original CD unit with an early BIOS will require the proper system cards for later games.
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Are Arcade Card games worth it? If you love late-era 2D showpieces and fighters, yes. The library is small but spectacular where it shines.
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Why did it underperform in North America? Price, timing, and marketing. The competition’s momentum was tremendous, and the TurboGrafx brand struggled to maintain mindshare at retail.
Where to Read More
If you want a compact overview of the base platform and its historical context, start with the TurboGrafx-16 entry. For specific games, the pages for Ys I & II and Castlevania: Rondo of Blood offer detailed histories and references. For a contrast point on CD add-ons in the same era, the Sega CD page provides a useful parallel.
Final Thoughts
The TurboGrafx-CD sits at a wonderful intersection. It is early enough to feel pioneering and late enough to be polished. It is niche in the West yet massive in influence among people who care about 2D art and game music. It encouraged developers to think cinematically before full-motion video became a buzzword and to compose like producers before CD-based consoles were the default.
If you are exploring its library today, embrace what it does best. Start with games that put audio and pacing at the forefront. Let the music guide you. Savor the cutscenes. Admire the way sprites move. It is a platform that rewards each of those pleasures, and it is the rare piece of hardware whose value grows the more you listen.
Most played games
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Fausseté AmourStory 2h 7mExtras -Complete -
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Star ParodierStory 2h 7mExtras 3h 21mComplete -
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Legend of Xanadu: Kaze no Densetsu Xanadu IIStory 14h 4mExtras 14h 57mComplete 15h 16m
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Kaze KiriStory 1h 4mExtras -Complete -
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Ginga Fukei Densetsu SapphireStory 1h 25mExtras 3h 21mComplete 2h 56m
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Crest of WolfStory 1h 5mExtras -Complete -
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Spriggan Mark 2: Re-Terraform ProjectStory 1h 7mExtras -Complete -
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Seirei Senshi SprigganStory 1h 2mExtras -Complete -
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Last AlertStory 2h 25mExtras -Complete -
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L-DisStory 1h 13mExtras -Complete -
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Download 2Story 1h 17mExtras 1h 8mComplete -
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SylphiaStory 1h 14mExtras 1h 19mComplete 2h 24m
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Dungeon Explorer IIStory 6h 13mExtras 6h 18mComplete -
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Fray in Magical AdventureStory 1h 35mExtras -Complete -
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Super Air Zonk: Rockabilly-ParadiseStory 1h 34mExtras -Complete -
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Valis IIStory 1h 25mExtras 1h 31mComplete 1h 11m
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The Legend of XanaduStory -Extras 40h 49mComplete -
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Ys: Book I & IIStory 14h 49mExtras 15h 40mComplete 28h 2m
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Ys IV: The Dawn of YsStory 10h 25mExtras 12h 51mComplete 16h 34m
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Ys III: Wanderers from YsStory 6h 20mExtras 6h 48mComplete 6h 23m
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Wonder Boy III: Monster LairStory 1h 28mExtras 2h 54mComplete 3h 52m
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Valis: The Fantasm SoldierStory 1h 20mExtras 1h 20mComplete 1h 16m
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Valis IIIStory 1h 43mExtras 1h 15mComplete 1h 4m
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Valis IVStory 2h 1mExtras 1h 19mComplete 4h 24m
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Street Fighter (1987)Story 0h 56mExtras 2h 14mComplete 1h 51m
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RaidenStory 1h 13mExtras -Complete 2h 20m
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NexzrStory 0h 41mExtras -Complete -
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Lords of ThunderStory 1h 24mExtras 3h 7mComplete 3h 4m
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Loom (1990)Story 2h 49mExtras 3h 14mComplete 3h 25m
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Hellfire (1989)Story 1h 23mExtras 1h 51mComplete 3h 3m
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Gradius IIStory 1h 12mExtras 1h 18mComplete 0h 58m
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Gate of ThunderStory 1h 53mExtras 0h 54mComplete -
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Exile: Wicked PhenomenonStory 2h 56mExtras 6h 47mComplete -
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Exile (1988)Story 3h 32mExtras 4h 32mComplete -
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Dungeon Master: Theron's QuestStory 6h 14mExtras 5h 18mComplete -
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Dragon Slayer: The Legend of HeroesStory 14h 40mExtras 18h 57mComplete 17h 7m
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Double Dragon II: The RevengeStory 1h 9mExtras 1h 31mComplete 3h 20m
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Cotton: Fantastic Night DreamsStory 0h 55mExtras 2h 11mComplete 4h 34m
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Cosmic Fantasy 2Story 17h 30mExtras 16h 42mComplete 14h 0m
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Castlevania: Rondo of BloodStory 3h 52mExtras 6h 8mComplete 7h 23m