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	<title>3DO World - User contributions [en]</title>
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	<updated>2026-09-18T07:10:55Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://3do.world/index.php?title=Virtual_Vivid_Sampler&amp;diff=18464</id>
		<title>Virtual Vivid Sampler</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=Virtual_Vivid_Sampler&amp;diff=18464"/>
		<updated>2026-08-14T09:07:16Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: Created page with &amp;quot;== Disc Archaeology == &amp;#039;&amp;#039;Findings from a byte-level analysis of the US retail disc image (408,817,664 bytes / 199,168 blocks; 162 filesystem entries).&amp;#039;&amp;#039; === The publisher&amp;#039;s name appears nowhere on the disc === A full-image sweep finds the string &amp;quot;Vivid&amp;quot; &amp;#039;&amp;#039;&amp;#039;zero times&amp;#039;&amp;#039;&amp;#039; anywhere on the disc — the label&amp;#039;s name exists only on the packaging. The executable&amp;#039;s copyright block instead credits &amp;#039;&amp;#039;&amp;quot;Virtual Productions&amp;quot;&amp;#039;&amp;#039;, with an unusually stern confidentiality notice for a con...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Disc Archaeology ==&lt;br /&gt;
&#039;&#039;Findings from a byte-level analysis of the US retail disc image (408,817,664 bytes / 199,168 blocks; 162 filesystem entries).&#039;&#039;&lt;br /&gt;
=== The publisher&#039;s name appears nowhere on the disc ===&lt;br /&gt;
A full-image sweep finds the string &amp;quot;Vivid&amp;quot; &#039;&#039;&#039;zero times&#039;&#039;&#039; anywhere on the disc — the label&#039;s name exists only on the packaging. The executable&#039;s copyright block instead credits &#039;&#039;&amp;quot;Virtual Productions&amp;quot;&#039;&#039;, with an unusually stern confidentiality notice for a consumer product: &#039;&#039;&amp;quot;This material constitutes confidential and proprietary information of Virtual Productions and shall not be used by any Person or for any purpose except as expressly authorized in writing…&amp;quot;&#039;&#039; — followed by &#039;&#039;&amp;quot;Portions used with permission from The 3DO Company&amp;quot;&#039;&#039;.&lt;br /&gt;
=== Built on 3DO&#039;s licensed video player ===&lt;br /&gt;
That permission line is borne out by the code: the player is the same licensed video-player codebase used by other 3DO video titles, complete with its idiosyncratic disc-locking routines (&#039;&#039;&amp;quot;Can&#039;t open kabonging file&amp;quot;&#039;&#039;, &#039;&#039;&amp;quot;jamming&amp;quot;&#039;&#039;/&#039;&#039;&amp;quot;unjamming&amp;quot;&#039;&#039; I/O) and references to the player&#039;s stock branding screens — &amp;lt;code&amp;gt;3DO_Studio_Logo.img&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;3DO_Studio.anim&amp;lt;/code&amp;gt; — &#039;&#039;&#039;neither of which exists on this disc&#039;&#039;&#039;: the studio branding was stripped from the file list but the code that loads it shipped anyway. The code also asks for &amp;lt;code&amp;gt;Menu.img&amp;lt;/code&amp;gt; while the disc supplies &amp;lt;code&amp;gt;MENU.IMG&amp;lt;/code&amp;gt;, relying on the filesystem&#039;s case-tolerance.&lt;br /&gt;
=== Structure notes ===&lt;br /&gt;
Eleven streamed segments ship with menu thumbnails per title, fronted by an intro reel. The content is scene selections from the label&#039;s contemporary film catalogue, each stream named for its source film. No content-rating or age-warning text exists anywhere on the disc — any such notice is carried in the video itself or on the packaging.&lt;br /&gt;
=== No text credits ===&lt;br /&gt;
Beyond the Virtual Productions copyright block, no staff names exist as text anywhere on the disc.&lt;br /&gt;
=== Filesystem notes ===&lt;br /&gt;
The root directory copies verify hash-identical. The copies of &amp;lt;code&amp;gt;/System/Drivers&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Folios&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Programs&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Scripts&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;rom_tags&amp;lt;/code&amp;gt; disagree between generations — the common multi-pass mastering artifact, pressed into every disc; not dump damage.&lt;br /&gt;
=== Unallocated space ===&lt;br /&gt;
18,915 blocks (~37 MB, 9% of the disc) belong to no file, in a single run. Every byte was checked: 100% standard &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; mastering filler, nothing hidden inside.&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=Woody_Woodpecker_And_Friends_Volume_Three&amp;diff=18463</id>
		<title>Woody Woodpecker And Friends Volume Three</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=Woody_Woodpecker_And_Friends_Volume_Three&amp;diff=18463"/>
		<updated>2026-08-14T09:01:59Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: Created page with &amp;quot;== Disc Archaeology == &amp;#039;&amp;#039;Findings from a byte-level analysis of the US retail disc image (524,906,496 bytes / 256,000 blocks; 150 filesystem entries).&amp;#039;&amp;#039; === Menus from an unreleased Casper volume === The &amp;lt;code&amp;gt;/Screens&amp;lt;/code&amp;gt; folder contains a complete, finished episode-selection menu for a &amp;#039;&amp;#039;&amp;#039;Casper the Friendly Ghost cartoon volume that was never released on 3DO&amp;#039;&amp;#039;&amp;#039;: &amp;lt;code&amp;gt;Casper_Menu.img&amp;lt;/code&amp;gt; (Casper presenting four episode thumbnails around an &amp;quot;ALL FOUR&amp;quot; button), an...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Disc Archaeology ==&lt;br /&gt;
&#039;&#039;Findings from a byte-level analysis of the US retail disc image (524,906,496 bytes / 256,000 blocks; 150 filesystem entries).&#039;&#039;&lt;br /&gt;
=== Menus from an unreleased Casper volume ===&lt;br /&gt;
The &amp;lt;code&amp;gt;/Screens&amp;lt;/code&amp;gt; folder contains a complete, finished episode-selection menu for a &#039;&#039;&#039;Casper the Friendly Ghost cartoon volume that was never released on 3DO&#039;&#039;&#039;: &amp;lt;code&amp;gt;Casper_Menu.img&amp;lt;/code&amp;gt; (Casper presenting four episode thumbnails around an &amp;quot;ALL FOUR&amp;quot; button), an earlier revision &amp;lt;code&amp;gt;Casper_Menu4.img.old&amp;lt;/code&amp;gt; (before the &amp;quot;ALL FOUR&amp;quot; button was added), and the menu&#039;s selection highlight &amp;lt;code&amp;gt;Casper_Red_HiLite.cel&amp;lt;/code&amp;gt;. The shipped executable loads &amp;lt;code&amp;gt;Casper_Menu.img&amp;lt;/code&amp;gt; by name — the player was built to serve both titles, but no Casper volume ever shipped.&lt;br /&gt;
=== Warner Bros. material on an MCA disc ===&lt;br /&gt;
Two further screens belong to neither Woody nor Casper:&lt;br /&gt;
* &amp;lt;code&amp;gt;Batman_Menu.img&amp;lt;/code&amp;gt; — despite its filename, the image is a disclaimer card in Batman-style lettering: &#039;&#039;&amp;quot;This presentation is used with permission from Warner Bros. — for promotional purposes only.&amp;quot;&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;Warner_Logo.img&amp;lt;/code&amp;gt; — the &#039;&#039;&#039;Warner Bros. Family Entertainment shield, complete with Bugs Bunny&#039;&#039;&#039;.&lt;br /&gt;
Neither file is referenced by the shipped executable — they are working-directory leftovers from a Warner Bros. promotional presentation built with the same player, pressed onto a rival studio&#039;s retail disc (see Speculation).&lt;br /&gt;
=== Other development leftovers ===&lt;br /&gt;
* &amp;lt;code&amp;gt;launchme&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;$boot/Woody_Intro.stream&amp;lt;/code&amp;gt; — a file that does not exist on the disc.&lt;br /&gt;
* A superseded &amp;lt;code&amp;gt;Help.img.old&amp;lt;/code&amp;gt; ships alongside the final.&lt;br /&gt;
* Development utilities &amp;lt;code&amp;gt;memtest&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;symanim&amp;lt;/code&amp;gt; sit at the disc root, and &amp;lt;code&amp;gt;/vspics&amp;lt;/code&amp;gt; holds leftover test images (&amp;lt;code&amp;gt;TestO.cel&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;test3.cel&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;testd.cel&amp;lt;/code&amp;gt; with 50%-scale twins, and a stock photo &amp;lt;code&amp;gt;reef.img&amp;lt;/code&amp;gt;).&lt;br /&gt;
* The player&#039;s disc-locking routines are named &amp;lt;code&amp;gt;performElKabong&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;initElKabong&amp;lt;/code&amp;gt;, after Quick Draw McGraw&#039;s alter ego.&lt;br /&gt;
=== Structure notes ===&lt;br /&gt;
Four ~100 MB cartoon streams with chapter markers; only two root-directory copies, placed adjacently. A full-image sweep finds no text credits anywhere on the disc. All 53,341 unallocated blocks (~104 MB) verified as 100% &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; filler.&lt;br /&gt;
The likely origin: the 3DO&#039;s pack-in &#039;&#039;&#039;Interactive Sampler discs included a &#039;&#039;Batman: The Animated Series&#039;&#039; cartoon&#039;&#039;&#039; presented under exactly this kind of Warner Bros. permission disclaimer. These screens are evidently production leftovers from that sampler segment — the same player and production environment served both MCA&#039;s retail cartoon volumes and the sampler&#039;s Batman presentation, and the sampler assets stayed behind in the working directory when this volume was mastered.&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=Woody_Woodpecker_And_Friends_Volume_Two&amp;diff=18462</id>
		<title>Woody Woodpecker And Friends Volume Two</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=Woody_Woodpecker_And_Friends_Volume_Two&amp;diff=18462"/>
		<updated>2026-08-14T09:01:43Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: Created page with &amp;quot;== Disc Archaeology == &amp;#039;&amp;#039;Findings from a byte-level analysis of the US retail disc image (524,599,296 bytes / 256,000 blocks; 152 filesystem entries).&amp;#039;&amp;#039; === Menus from an unreleased Casper volume === The &amp;lt;code&amp;gt;/Screens&amp;lt;/code&amp;gt; folder contains a complete, finished episode-selection menu for a &amp;#039;&amp;#039;&amp;#039;Casper the Friendly Ghost cartoon volume that was never released on 3DO&amp;#039;&amp;#039;&amp;#039;: &amp;lt;code&amp;gt;Casper_Menu.img&amp;lt;/code&amp;gt; (Casper presenting four episode thumbnails around an &amp;quot;ALL FOUR&amp;quot; button), an...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Disc Archaeology ==&lt;br /&gt;
&#039;&#039;Findings from a byte-level analysis of the US retail disc image (524,599,296 bytes / 256,000 blocks; 152 filesystem entries).&#039;&#039;&lt;br /&gt;
=== Menus from an unreleased Casper volume ===&lt;br /&gt;
The &amp;lt;code&amp;gt;/Screens&amp;lt;/code&amp;gt; folder contains a complete, finished episode-selection menu for a &#039;&#039;&#039;Casper the Friendly Ghost cartoon volume that was never released on 3DO&#039;&#039;&#039;: &amp;lt;code&amp;gt;Casper_Menu.img&amp;lt;/code&amp;gt; (Casper presenting four episode thumbnails around an &amp;quot;ALL FOUR&amp;quot; button), an earlier revision &amp;lt;code&amp;gt;Casper_Menu4.img.old&amp;lt;/code&amp;gt; (before the &amp;quot;ALL FOUR&amp;quot; button was added), and the menu&#039;s selection highlight &amp;lt;code&amp;gt;Casper_Red_HiLite.cel&amp;lt;/code&amp;gt;. The shipped executable loads &amp;lt;code&amp;gt;Casper_Menu.img&amp;lt;/code&amp;gt; by name — the player was built to serve both titles, but no Casper volume ever shipped.&lt;br /&gt;
=== Warner Bros. material on an MCA disc ===&lt;br /&gt;
Two further screens belong to neither Woody nor Casper:&lt;br /&gt;
* &amp;lt;code&amp;gt;Batman_Menu.img&amp;lt;/code&amp;gt; — despite its filename, the image is a disclaimer card in Batman-style lettering: &#039;&#039;&amp;quot;This presentation is used with permission from Warner Bros. — for promotional purposes only.&amp;quot;&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;Warner_Logo.img&amp;lt;/code&amp;gt; — the &#039;&#039;&#039;Warner Bros. Family Entertainment shield, complete with Bugs Bunny&#039;&#039;&#039;.&lt;br /&gt;
Neither file is referenced by the shipped executable — they are working-directory leftovers from a Warner Bros. promotional presentation built with the same player, pressed onto a rival studio&#039;s retail disc. The &amp;quot;Batman&amp;quot; filename and lettering point to promotional material for a Batman cartoon volume that never appeared on the platform (see Speculation).&lt;br /&gt;
=== Other development leftovers ===&lt;br /&gt;
* &amp;lt;code&amp;gt;launchme&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;$boot/Woody_Intro.stream&amp;lt;/code&amp;gt; — a file that does not exist on the disc.&lt;br /&gt;
* Superseded menu revisions ship alongside finals: &amp;lt;code&amp;gt;Woody_Menu1.img.old&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Woody_Menu2.img.old&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Help.img.old&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Development utilities &amp;lt;code&amp;gt;memtest&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;symanim&amp;lt;/code&amp;gt; sit at the disc root, and &amp;lt;code&amp;gt;/vspics&amp;lt;/code&amp;gt; holds leftover test images (&amp;lt;code&amp;gt;TestO.cel&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;test3.cel&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;testd.cel&amp;lt;/code&amp;gt; with 50%-scale twins, and a stock photo &amp;lt;code&amp;gt;reef.img&amp;lt;/code&amp;gt;).&lt;br /&gt;
* The player&#039;s disc-locking routines are named &amp;lt;code&amp;gt;performElKabong&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;initElKabong&amp;lt;/code&amp;gt;, after Quick Draw McGraw&#039;s alter ego.&lt;br /&gt;
=== Structure notes ===&lt;br /&gt;
Four ~100 MB cartoon streams with chapter markers; only two root-directory copies, placed adjacently. A full-image sweep finds no text credits anywhere on the disc. All 51,797 unallocated blocks (~101 MB) verified as 100% &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; filler.&lt;br /&gt;
The likely origin: the 3DO&#039;s pack-in &#039;&#039;&#039;Interactive Sampler discs included a &#039;&#039;Batman: The Animated Series&#039;&#039; cartoon&#039;&#039;&#039; presented under exactly this kind of Warner Bros. permission disclaimer. These screens are evidently production leftovers from that sampler segment — the same player and production environment served both MCA&#039;s retail cartoon volumes and the sampler&#039;s Batman presentation, and the sampler assets stayed behind in the working directory when this volume was mastered.&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=Woody_Woodpecker_And_Friends_Volume_One&amp;diff=18461</id>
		<title>Woody Woodpecker And Friends Volume One</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=Woody_Woodpecker_And_Friends_Volume_One&amp;diff=18461"/>
		<updated>2026-08-14T08:55:32Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: Created page with &amp;quot;== Disc Archaeology == &amp;#039;&amp;#039;Findings from a byte-level analysis of the US retail disc image (525,209,600 bytes / 256,000 blocks; 150 filesystem entries).&amp;#039;&amp;#039; === Menus from an unreleased Casper volume === The disc&amp;#039;s &amp;lt;code&amp;gt;/Screens&amp;lt;/code&amp;gt; folder contains a complete, polished episode-selection menu for a &amp;#039;&amp;#039;&amp;#039;Casper the Friendly Ghost cartoon volume that was never released on 3DO&amp;#039;&amp;#039;&amp;#039;. MCA Universal shipped only the three Woody Woodpecker volumes; no Casper cartoon disc exists —...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Disc Archaeology ==&lt;br /&gt;
&#039;&#039;Findings from a byte-level analysis of the US retail disc image (525,209,600 bytes / 256,000 blocks; 150 filesystem entries).&#039;&#039;&lt;br /&gt;
=== Menus from an unreleased Casper volume ===&lt;br /&gt;
The disc&#039;s &amp;lt;code&amp;gt;/Screens&amp;lt;/code&amp;gt; folder contains a complete, polished episode-selection menu for a &#039;&#039;&#039;Casper the Friendly Ghost cartoon volume that was never released on 3DO&#039;&#039;&#039;. MCA Universal shipped only the three Woody Woodpecker volumes; no Casper cartoon disc exists — yet Volume One carries:&lt;br /&gt;
* &amp;lt;code&amp;gt;Casper_Menu.img&amp;lt;/code&amp;gt; — a finished menu screen: Casper presenting four episode thumbnails (legible titles include &#039;&#039;&amp;quot;The Absent Minded Robot&amp;quot;&#039;&#039; and two giant-themed episodes) around an &amp;quot;ALL FOUR&amp;quot; play-all button, in the same wooden-frame style as the Woody menu.&lt;br /&gt;
* &amp;lt;code&amp;gt;Casper_Menu4.img.old&amp;lt;/code&amp;gt; — an &#039;&#039;&#039;earlier revision of the same menu&#039;&#039;&#039;, identical except the &amp;quot;ALL FOUR&amp;quot; button hadn&#039;t been added yet — two iterations of an unreleased product&#039;s UI, both pressed to retail.&lt;br /&gt;
* &amp;lt;code&amp;gt;Casper_Red_HiLite.cel&amp;lt;/code&amp;gt; — the menu&#039;s selection-highlight graphic.&lt;br /&gt;
* The executable itself loads &amp;lt;code&amp;gt;$boot/Screens/Casper_Menu.img&amp;lt;/code&amp;gt; by name: the shipped player was built to run both titles, and the Casper volume was evidently in production alongside Volume One when the disc was mastered.&lt;br /&gt;
=== Other development leftovers ===&lt;br /&gt;
* &amp;lt;code&amp;gt;launchme&amp;lt;/code&amp;gt; references &amp;lt;code&amp;gt;$boot/Woody_Intro.stream&amp;lt;/code&amp;gt; — a file that does not exist on the disc; the intro was cut or renamed after the code was built.&lt;br /&gt;
* Superseded menu revisions ship alongside the finals: &amp;lt;code&amp;gt;Woody_Menu1.img.old&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Woody_Menu2.img.old&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Help.img.old&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Two development utilities sit at the disc root: &amp;lt;code&amp;gt;memtest&amp;lt;/code&amp;gt; (20,384 bytes) and &amp;lt;code&amp;gt;symanim&amp;lt;/code&amp;gt; (43,772 bytes).&lt;br /&gt;
* &amp;lt;code&amp;gt;/vspics&amp;lt;/code&amp;gt; is a folder of leftover test images: &amp;lt;code&amp;gt;TestO.cel&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;test3.cel&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;testd.cel&amp;lt;/code&amp;gt; (each with a 50%-scale twin) and a stock photo, &amp;lt;code&amp;gt;reef.img&amp;lt;/code&amp;gt;.&lt;br /&gt;
* The player&#039;s disc-locking routines are named after Quick Draw McGraw&#039;s alter ego: &amp;lt;code&amp;gt;performElKabong&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;initElKabong&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;elKabongRequired&amp;lt;/code&amp;gt; — with &amp;quot;jamming&amp;quot; and &amp;quot;unjamming&amp;quot; I/O operations on a &amp;quot;kabonging file&amp;quot;.&lt;br /&gt;
=== Structure notes ===&lt;br /&gt;
The four cartoons (&#039;&#039;Hot Noon&#039;&#039;, &#039;&#039;Panhandle Scandal&#039;&#039;, &#039;&#039;Pistol Packin&#039; Woodpecker&#039;&#039;, &#039;&#039;Short in the Saddle&#039;&#039; — a western-themed volume) ship as four ~100 MB streams with chapter markers for the rewind/fast-forward controls. The disc uses only &#039;&#039;&#039;two&#039;&#039;&#039; root-directory copies, placed adjacently — minimal redundancy.&lt;br /&gt;
=== No text credits ===&lt;br /&gt;
A full-image sweep finds no staff names, no &amp;quot;Universal&amp;quot;, not even &amp;quot;Lantz&amp;quot; as text anywhere on the disc — the only identifying text is in the menu artwork itself.&lt;br /&gt;
=== Unallocated space ===&lt;br /&gt;
51,565 blocks (~101 MB, 20% of the disc) belong to no file, in a single run. Every byte was checked: 100% standard &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; mastering filler, nothing hidden inside.&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=Dragons_Lair(JP)&amp;diff=18460</id>
		<title>Dragons Lair(JP)</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=Dragons_Lair(JP)&amp;diff=18460"/>
		<updated>2026-08-14T08:46:52Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: Created page with &amp;quot;== Disc Archaeology == &amp;#039;&amp;#039;Findings from a byte-level analysis of the Japanese retail disc image (242,094,080 bytes / 117,760 blocks).&amp;#039;&amp;#039; === An English game in a Japanese jacket === A full-image sweep (including Shift-JIS) finds &amp;#039;&amp;#039;&amp;#039;no Japanese text anywhere on the disc&amp;#039;&amp;#039;&amp;#039; — no menus, no messages, nothing. All 29 scene files are byte-identical in size to the American release&amp;#039;s; the executable was merely rebuilt 4 bytes smaller, with its internal source file renamed from &amp;lt;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Disc Archaeology ==&lt;br /&gt;
&#039;&#039;Findings from a byte-level analysis of the Japanese retail disc image (242,094,080 bytes / 117,760 blocks).&#039;&#039;&lt;br /&gt;
=== An English game in a Japanese jacket ===&lt;br /&gt;
A full-image sweep (including Shift-JIS) finds &#039;&#039;&#039;no Japanese text anywhere on the disc&#039;&#039;&#039; — no menus, no messages, nothing. All 29 scene files are byte-identical in size to the American release&#039;s; the executable was merely rebuilt 4 bytes smaller, with its internal source file renamed from &amp;lt;code&amp;gt;3doplay.c&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;3do.c&amp;lt;/code&amp;gt;. The localization for Japan lived entirely in the packaging and manual.&lt;br /&gt;
=== &amp;quot;3DOPLAYER V1.0 (We hope)&amp;quot; ===&lt;br /&gt;
The executable announces itself with a version string that carries its own review: &amp;lt;code&amp;gt;3DOPLAYER V1.0 (We hope)&amp;lt;/code&amp;gt;. Its error messages keep the tone: &#039;&#039;&amp;quot;Corrupt data...somebody probably damaged the CD&amp;quot;&#039;&#039;, and a development-rig fallback survives: &#039;&#039;&amp;quot;Dragon Player: Cannot find CD-ROM, playing off harddrive&amp;quot;&#039;&#039;.&lt;br /&gt;
=== Structure notes ===&lt;br /&gt;
The 29 scene files (&amp;lt;code&amp;gt;A004.DAT&amp;lt;/code&amp;gt;–&amp;lt;code&amp;gt;A099.DAT&amp;lt;/code&amp;gt;) keep the arcade original&#039;s scene numbering, gaps and all. Score digits render from files named &amp;lt;code&amp;gt;ONE&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TWO&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TRE&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;FOR&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;FIV&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;SIX&amp;lt;/code&amp;gt;.&lt;br /&gt;
=== No text credits ===&lt;br /&gt;
No staff names exist as text anywhere on the disc — all credits are inside the video.&lt;br /&gt;
=== Filesystem notes ===&lt;br /&gt;
The root directory copies verify hash-identical. The copies of &amp;lt;code&amp;gt;/System/Folios&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Programs&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Scripts&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;rom_tags&amp;lt;/code&amp;gt; disagree between generations — the common multi-pass mastering artifact; not dump damage.&lt;br /&gt;
=== Unallocated space ===&lt;br /&gt;
19,814 blocks (~39 MB) belong to no file. Every byte was checked: 100% standard &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; mastering filler.&lt;br /&gt;
=== Regional Comparison ===&lt;br /&gt;
The 1993 US, 1993 Japanese and 1994 European (Elite, M4) releases share the same core: 29 scene files (&amp;lt;code&amp;gt;A004&amp;lt;/code&amp;gt;–&amp;lt;code&amp;gt;A099&amp;lt;/code&amp;gt;, their gappy numbering inherited from the arcade original&#039;s scene list) that are &#039;&#039;&#039;byte-for-byte the same sizes across all three regions&#039;&#039;&#039; — the laserdisc footage was converted once and never touched again. What changed:&lt;br /&gt;
* &#039;&#039;&#039;Japan (1993)&#039;&#039;&#039;: a near-identical twin of the US release — the same file set, with the executable rebuilt 4 bytes smaller (its internal source file renamed from &amp;lt;code&amp;gt;3doplay.c&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;3do.c&amp;lt;/code&amp;gt;). A full-image sweep finds &#039;&#039;&#039;no Japanese text anywhere&#039;&#039;&#039;: the Japanese release shipped entirely in English, on a slightly larger pressing with more filler.&lt;br /&gt;
* &#039;&#039;&#039;Europe (1994, M4)&#039;&#039;&#039;: the real localization. The two text-bearing scenes ship in four languages each (&amp;lt;code&amp;gt;A035E/F/G/I.DAT&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;A099E/F/G/I.DAT&amp;lt;/code&amp;gt; — English, French, German, Italian, ~28 MB and ~12 MB per language), selected via flag graphics (&amp;lt;code&amp;gt;FLAGE&amp;lt;/code&amp;gt;–&amp;lt;code&amp;gt;FLAGI.3DO&amp;lt;/code&amp;gt;). The disc also carries a vestigial &#039;&#039;&#039;fifth language&#039;&#039;&#039;: a Japanese flag (&amp;lt;code&amp;gt;FLAGJ.3DO&amp;lt;/code&amp;gt;) and a Japanese scene 35 — twice (see the EU page&#039;s Disc Archaeology).&lt;br /&gt;
* The score-digit overlays are charmingly named &amp;lt;code&amp;gt;ONE&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TWO&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TRE&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;FOR&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;FIV&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;SIX&amp;lt;/code&amp;gt; in every region.&lt;br /&gt;
* No region contains any text credits — no ReadySoft, Bluth or staff names exist as strings on any disc.&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=Dragons_Lair(EU)&amp;diff=18459</id>
		<title>Dragons Lair(EU)</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=Dragons_Lair(EU)&amp;diff=18459"/>
		<updated>2026-08-14T08:46:19Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: Created page with &amp;quot;== Disc Archaeology == &amp;#039;&amp;#039;Findings from a byte-level analysis of the European retail disc image (425,287,680 bytes / 207,360 blocks).&amp;#039;&amp;#039; === A hidden fifth language — including a rejected take === The M4 release advertises four languages, shipping its two text-bearing scenes in each (&amp;lt;code&amp;gt;A035E/F/G/I.DAT&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;A099E/F/G/I.DAT&amp;lt;/code&amp;gt;) with flag-graphic selectors (&amp;lt;code&amp;gt;FLAGE&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;FLAGF&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;FLAGG&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;FLAGI&amp;lt;/code&amp;gt;). But the disc carries...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Disc Archaeology ==&lt;br /&gt;
&#039;&#039;Findings from a byte-level analysis of the European retail disc image (425,287,680 bytes / 207,360 blocks).&#039;&#039;&lt;br /&gt;
=== A hidden fifth language — including a rejected take ===&lt;br /&gt;
The M4 release advertises four languages, shipping its two text-bearing scenes in each (&amp;lt;code&amp;gt;A035E/F/G/I.DAT&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;A099E/F/G/I.DAT&amp;lt;/code&amp;gt;) with flag-graphic selectors (&amp;lt;code&amp;gt;FLAGE&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;FLAGF&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;FLAGG&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;FLAGI&amp;lt;/code&amp;gt;). But the disc carries more:&lt;br /&gt;
* &amp;lt;code&amp;gt;FLAGJ.3DO&amp;lt;/code&amp;gt; — a &#039;&#039;&#039;Japanese flag graphic&#039;&#039;&#039; among the selectors.&lt;br /&gt;
* &amp;lt;code&amp;gt;A035j.dat&amp;lt;/code&amp;gt; — a full 28,299,532-byte &#039;&#039;&#039;Japanese-language version of scene 35&#039;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;A035jbad.dat&amp;lt;/code&amp;gt; — a second, different 28 MB encode of the same Japanese scene, &#039;&#039;&#039;literally named &amp;quot;bad&amp;quot;&#039;&#039;&#039; — a rejected take pressed onto every European disc beside its replacement.&lt;br /&gt;
There is no Japanese &amp;lt;code&amp;gt;A099&amp;lt;/code&amp;gt;, so the fifth language is incomplete — a vestige of an abandoned five-language plan, shipped with 56 MB of Japanese video (half of it explicitly marked as a reject) that the release never uses.&lt;br /&gt;
=== Why the disc is twice the size of the NTSC releases ===&lt;br /&gt;
The European image is ~205 MB larger than the US pressing, and the accounting is exact: localization was done by brute force. Rather than overlaying translated text on shared video, the two text-bearing scenes were &#039;&#039;&#039;re-encoded wholesale per language&#039;&#039;&#039; — scene 35 exists six times (four languages plus the two Japanese takes, ~28 MB each, +141 MB) and scene 99 four times (~12.8 MB each, +38 MB), with the remaining ~33 MB being extra filler on a larger disc layout. The language variants are also fresh encodes, not copies — their sizes differ from the US originals of the same scenes.&lt;br /&gt;
=== A 308 KB symbol file at the disc root ===&lt;br /&gt;
&amp;lt;code&amp;gt;/play.sym&amp;lt;/code&amp;gt; is a full Macintosh debug-symbol file for the player — 11,358 type, structure and function entries, opening with the source object &amp;lt;code&amp;gt;:Objects:main.c.o&amp;lt;/code&amp;gt; — the complete source-level map of the engine, shipped on retail.&lt;br /&gt;
=== Structure notes ===&lt;br /&gt;
The 26 shared scenes use lowercase &amp;lt;code&amp;gt;.dat&amp;lt;/code&amp;gt; names while the language-variant scenes are uppercase &amp;lt;code&amp;gt;.DAT&amp;lt;/code&amp;gt; — two generations of the asset pipeline visible in the case convention. A &amp;lt;code&amp;gt;flagback.3do&amp;lt;/code&amp;gt; backdrop serves the language menu. The score digits keep their &amp;lt;code&amp;gt;ONE&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;TWO&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;TRE&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;FOR&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;FIV&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;SIX&amp;lt;/code&amp;gt; names.&lt;br /&gt;
=== No text credits ===&lt;br /&gt;
No staff names, &amp;quot;ReadySoft&amp;quot; or &amp;quot;Elite&amp;quot; exist as text anywhere on the disc — all credits are inside the video.&lt;br /&gt;
=== Filesystem notes ===&lt;br /&gt;
The root directory copies verify hash-identical. The copies of &amp;lt;code&amp;gt;/System/Drivers&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Folios&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Programs&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Scripts&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;rom_tags&amp;lt;/code&amp;gt; disagree between generations — the common multi-pass mastering artifact; not dump damage.&lt;br /&gt;
=== Unallocated space ===&lt;br /&gt;
21,244 blocks (~42 MB) belong to no file. Every byte was checked: 100% standard &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; mastering filler.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Regional Comparison ===&lt;br /&gt;
The 1993 US, 1993 Japanese and 1994 European (Elite, M4) releases share the same core: 29 scene files (&amp;lt;code&amp;gt;A004&amp;lt;/code&amp;gt;–&amp;lt;code&amp;gt;A099&amp;lt;/code&amp;gt;, their gappy numbering inherited from the arcade original&#039;s scene list) that are &#039;&#039;&#039;byte-for-byte the same sizes across all three regions&#039;&#039;&#039; — the laserdisc footage was converted once and never touched again. What changed:&lt;br /&gt;
* &#039;&#039;&#039;Japan (1993)&#039;&#039;&#039;: a near-identical twin of the US release — the same file set, with the executable rebuilt 4 bytes smaller (its internal source file renamed from &amp;lt;code&amp;gt;3doplay.c&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;3do.c&amp;lt;/code&amp;gt;). A full-image sweep finds &#039;&#039;&#039;no Japanese text anywhere&#039;&#039;&#039;: the Japanese release shipped entirely in English, on a slightly larger pressing with more filler.&lt;br /&gt;
* &#039;&#039;&#039;Europe (1994, M4)&#039;&#039;&#039;: the real localization. The two text-bearing scenes ship in four languages each (&amp;lt;code&amp;gt;A035E/F/G/I.DAT&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;A099E/F/G/I.DAT&amp;lt;/code&amp;gt; — English, French, German, Italian, ~28 MB and ~12 MB per language), selected via flag graphics (&amp;lt;code&amp;gt;FLAGE&amp;lt;/code&amp;gt;–&amp;lt;code&amp;gt;FLAGI.3DO&amp;lt;/code&amp;gt;). The disc also carries a vestigial &#039;&#039;&#039;fifth language&#039;&#039;&#039;: a Japanese flag (&amp;lt;code&amp;gt;FLAGJ.3DO&amp;lt;/code&amp;gt;) and a Japanese scene 35 — twice (see the EU page&#039;s Disc Archaeology).&lt;br /&gt;
* The score-digit overlays are charmingly named &amp;lt;code&amp;gt;ONE&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TWO&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TRE&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;FOR&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;FIV&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;SIX&amp;lt;/code&amp;gt; in every region.&lt;br /&gt;
* No region contains any text credits — no ReadySoft, Bluth or staff names exist as strings on any disc.&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=Dragons_Lair(NA)&amp;diff=18458</id>
		<title>Dragons Lair(NA)</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=Dragons_Lair(NA)&amp;diff=18458"/>
		<updated>2026-08-14T08:45:27Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: Created page with &amp;quot;== Disc Archaeology == &amp;#039;&amp;#039;Findings from a byte-level analysis of both US retail pressings (disc hub codes DH 65003 and DH 65003-2).&amp;#039;&amp;#039; === Two pressings, zero differences === The US release exists in two physical pressings with different matrix/hub codes (&amp;lt;code&amp;gt;DH 65003&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;DH 65003-2&amp;lt;/code&amp;gt;). A full byte-level comparison of verified dumps of both shows they are &amp;#039;&amp;#039;&amp;#039;completely identical&amp;#039;&amp;#039;&amp;#039; in every sector of content — same filesystem, same data, same padding....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Disc Archaeology ==&lt;br /&gt;
&#039;&#039;Findings from a byte-level analysis of both US retail pressings (disc hub codes DH 65003 and DH 65003-2).&#039;&#039;&lt;br /&gt;
=== Two pressings, zero differences ===&lt;br /&gt;
The US release exists in two physical pressings with different matrix/hub codes (&amp;lt;code&amp;gt;DH 65003&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;DH 65003-2&amp;lt;/code&amp;gt;). A full byte-level comparison of verified dumps of both shows they are &#039;&#039;&#039;completely identical&#039;&#039;&#039; in every sector of content — same filesystem, same data, same padding. The only difference between the dumps is 148 additional zero sectors of lead-out captured on the -2 pressing. The repress used a new glass master but changed nothing: collectors holding either pressing hold the same game, bit for bit.&lt;br /&gt;
=== &amp;quot;3DOPLAYER V1.0 (We hope)&amp;quot; ===&lt;br /&gt;
The 37,508-byte executable announces itself with a version string that carries its own review: &amp;lt;code&amp;gt;3DOPLAYER V1.0 (We hope)&amp;lt;/code&amp;gt;. Its error messages keep the tone: &#039;&#039;&amp;quot;Corrupt data...somebody probably damaged the CD&amp;quot;&#039;&#039;, and a development-rig fallback survives: &#039;&#039;&amp;quot;Dragon Player: Cannot find CD-ROM, playing off harddrive&amp;quot;&#039;&#039;. A &amp;lt;code&amp;gt;In PAL mode&amp;lt;/code&amp;gt; string ships in the NTSC build, and the source filename &amp;lt;code&amp;gt;3doplay.c&amp;lt;/code&amp;gt; is preserved in an assert path.&lt;br /&gt;
=== Structure notes ===&lt;br /&gt;
The 29 scene files (&amp;lt;code&amp;gt;A004.DAT&amp;lt;/code&amp;gt;–&amp;lt;code&amp;gt;A099.DAT&amp;lt;/code&amp;gt;) keep the arcade original&#039;s scene numbering, gaps and all — the missing numbers (A001–A003, A005–A007, A010, A017, A025, A037–A049, A051–A098) map out everything not carried over. The scene loader formats names with &amp;lt;code&amp;gt;A0%02.2d.dat&amp;lt;/code&amp;gt;. Score digits render from files named &amp;lt;code&amp;gt;ONE&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TWO&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TRE&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;FOR&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;FIV&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;SIX&amp;lt;/code&amp;gt;.&lt;br /&gt;
=== No text credits ===&lt;br /&gt;
A full-image sweep finds no staff names, no &amp;quot;ReadySoft&amp;quot;, no &amp;quot;Bluth&amp;quot;, not even &amp;quot;Dirk&amp;quot; as text anywhere on the disc — all credits exist only inside the video.&lt;br /&gt;
=== Filesystem notes ===&lt;br /&gt;
The root directory copies verify hash-identical. The copies of &amp;lt;code&amp;gt;/System/Folios&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Programs&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Scripts&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;rom_tags&amp;lt;/code&amp;gt; disagree between generations — the common multi-pass mastering artifact; not dump damage.&lt;br /&gt;
=== Unallocated space ===&lt;br /&gt;
4,395 blocks (~9 MB) belong to no file — one of the fullest 3DO discs. Every byte was checked: 100% standard &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; mastering filler.&lt;br /&gt;
&lt;br /&gt;
=== Regional Comparison ===&lt;br /&gt;
The 1993 US, 1993 Japanese and 1994 European (Elite, M4) releases share the same core: 29 scene files (&amp;lt;code&amp;gt;A004&amp;lt;/code&amp;gt;–&amp;lt;code&amp;gt;A099&amp;lt;/code&amp;gt;, their gappy numbering inherited from the arcade original&#039;s scene list) that are &#039;&#039;&#039;byte-for-byte the same sizes across all three regions&#039;&#039;&#039; — the laserdisc footage was converted once and never touched again. What changed:&lt;br /&gt;
* &#039;&#039;&#039;Japan (1993)&#039;&#039;&#039;: a near-identical twin of the US release — the same file set, with the executable rebuilt 4 bytes smaller (its internal source file renamed from &amp;lt;code&amp;gt;3doplay.c&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;3do.c&amp;lt;/code&amp;gt;). A full-image sweep finds &#039;&#039;&#039;no Japanese text anywhere&#039;&#039;&#039;: the Japanese release shipped entirely in English, on a slightly larger pressing with more filler.&lt;br /&gt;
* &#039;&#039;&#039;Europe (1994, M4)&#039;&#039;&#039;: the real localization. The two text-bearing scenes ship in four languages each (&amp;lt;code&amp;gt;A035E/F/G/I.DAT&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;A099E/F/G/I.DAT&amp;lt;/code&amp;gt; — English, French, German, Italian, ~28 MB and ~12 MB per language), selected via flag graphics (&amp;lt;code&amp;gt;FLAGE&amp;lt;/code&amp;gt;–&amp;lt;code&amp;gt;FLAGI.3DO&amp;lt;/code&amp;gt;). The disc also carries a vestigial &#039;&#039;&#039;fifth language&#039;&#039;&#039;: a Japanese flag (&amp;lt;code&amp;gt;FLAGJ.3DO&amp;lt;/code&amp;gt;) and a Japanese scene 35 — twice (see the EU page&#039;s Disc Archaeology).&lt;br /&gt;
* The score-digit overlays are charmingly named &amp;lt;code&amp;gt;ONE&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TWO&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TRE&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;FOR&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;FIV&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;SIX&amp;lt;/code&amp;gt; in every region.&lt;br /&gt;
* No region contains any text credits — no ReadySoft, Bluth or staff names exist as strings on any disc.&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=ESPN_Soccer&amp;diff=18457</id>
		<title>ESPN Soccer</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=ESPN_Soccer&amp;diff=18457"/>
		<updated>2026-08-14T08:31:46Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: Created page with &amp;quot;== Credits == &amp;#039;&amp;#039;&amp;#039;CD-ROM Production (IntelliPlay)&amp;#039;&amp;#039;&amp;#039; *Senior Producer	Scott Vogel *Assistant Producer	Kerry Engelhardt *Special Adviser	Mike Morgan *Technical Director	Bill Markle *Programmer	Cheryl Kendall *Art Director	In Lee *Digital Factory Manager	Rett Crocker *Graphic Artists	Gene Fender, Susan Strathmann *Digital Factory	Brian Dykes, Marc Frederick, Cheng Leong *Music Theme	Patrick Belden &amp;#039;&amp;#039;&amp;#039;Intellimedia Sports, Inc.&amp;#039;&amp;#039;&amp;#039; *Chairman and CEO	Ben J. Dyer *President and...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Credits ==&lt;br /&gt;
&#039;&#039;&#039;CD-ROM Production (IntelliPlay)&#039;&#039;&#039;&lt;br /&gt;
*Senior Producer	Scott Vogel&lt;br /&gt;
*Assistant Producer	Kerry Engelhardt&lt;br /&gt;
*Special Adviser	Mike Morgan&lt;br /&gt;
*Technical Director	Bill Markle&lt;br /&gt;
*Programmer	Cheryl Kendall&lt;br /&gt;
*Art Director	In Lee&lt;br /&gt;
*Digital Factory Manager	Rett Crocker&lt;br /&gt;
*Graphic Artists	Gene Fender, Susan Strathmann&lt;br /&gt;
*Digital Factory	Brian Dykes, Marc Frederick, Cheng Leong&lt;br /&gt;
*Music Theme	Patrick Belden&lt;br /&gt;
&#039;&#039;&#039;Intellimedia Sports, Inc.&#039;&#039;&#039;&lt;br /&gt;
*Chairman and CEO	Ben J. Dyer&lt;br /&gt;
*President and COO	Brock Stanton&lt;br /&gt;
*Vice President and Executive Producer	Sandy Flynn&lt;br /&gt;
*Vice President of Operations	Buddy Ray&lt;br /&gt;
*Vice President of Marketing	Mike D. Bloom&lt;br /&gt;
*Vice President and CFO	Jim L. Edwards&lt;br /&gt;
&#039;&#039;&#039;Video Production&#039;&#039;&#039;&lt;br /&gt;
*Executive Producers	Marc Krigsman, Sharyn Taymor&lt;br /&gt;
*Produced and Directed by	Jim McDonald&lt;br /&gt;
*Written by	Matt McCloghry, Jim McDonald&lt;br /&gt;
*Production Manager	Bob Doran&lt;br /&gt;
*Production Associate	Bill Stit&lt;br /&gt;
*Camera Operator	Kevin Collins&lt;br /&gt;
*Jib Operator	Angel Matos&lt;br /&gt;
*Video Engineer	Will Wynn&lt;br /&gt;
*Gaffer	Rusty Pouch&lt;br /&gt;
*Key Grip	Jamie Klien&lt;br /&gt;
*Location Manager	Nick Megaloudis&lt;br /&gt;
*Technical Support	HB Group, Inc.&lt;br /&gt;
*Grip &amp;amp; Electric	Lights, Cables &amp;amp; Heavy Stuff&lt;br /&gt;
*Catering	Beyond Paradise&lt;br /&gt;
*Footage Provided by	Sports Alliance, Inc., ABC Sports&lt;br /&gt;
*Avid Editor	Gary Balionis&lt;br /&gt;
*Post Production	Moxie Video&lt;br /&gt;
*Editors	Charlie Liotta, Jonathan Cole Wendell, Bruce Briedart&lt;br /&gt;
*Assistant Editor	Virginie Danglades&lt;br /&gt;
*Sound Mix	Carmine Moffa&lt;br /&gt;
*Graphics	Graphyduck Productions&lt;br /&gt;
*Location Courtesy of	St. Thomas University&lt;br /&gt;
*Special Thanks	United States Soccer Federation, Soccer Jr., Joe Robbie Stadium, Grand Slam Productions, Soccer Marketing &amp;amp; Promotions, Gary Blumberg, Suzanne Lax, Scott Lancaster, Adidas, Soccer USA Partners, &amp;quot;Gary, Matthew and Amanda&amp;quot;, &amp;quot;The whole gang in Florida for kickin&#039; it around with us&amp;quot;&lt;br /&gt;
*Produced by	ESPN Enterprises, Inc. in association with Promethean Films&lt;br /&gt;
&lt;br /&gt;
== Disc Archaeology ==&lt;br /&gt;
&#039;&#039;Findings from a byte-level analysis of the US retail disc image (671,703,040 bytes / 327,680 blocks; 211 filesystem entries).&#039;&#039;&lt;br /&gt;
=== The credits ship as a text file ===&lt;br /&gt;
&amp;lt;code&amp;gt;/Art/credits.txt&amp;lt;/code&amp;gt; (3,416 bytes) contains the entire production&#039;s credits and talent biographies as plain text — including the note that the child co-star is &#039;&#039;&#039;Zachery Ty Bryan, &amp;quot;a star of ABC&#039;s Home Improvement&amp;quot;&#039;&#039;&#039; and &amp;quot;a forward with the California Flyers&amp;quot;. The file preserves some of the loosest credit lines pressed onto any 3DO disc: Grip &amp;amp; Electric by &#039;&#039;&amp;quot;Lights, Cables &amp;amp; Heavy Stuff&amp;quot;&#039;&#039;, Catering by &#039;&#039;&amp;quot;Beyond Paradise&amp;quot;&#039;&#039;, graphics by &#039;&#039;&amp;quot;Graphyduck Productions&amp;quot;&#039;&#039;, and a thank-you to &#039;&#039;&amp;quot;The whole gang in Florida for kickin&#039; it around with us&amp;quot;&#039;&#039;. The full list is reproduced in this page&#039;s Credits section.&lt;br /&gt;
=== A series menu in the art folder ===&lt;br /&gt;
&amp;lt;code&amp;gt;/Art&amp;lt;/code&amp;gt; contains selector icons not just for soccer but for the whole IntelliPlay instructional line: &amp;lt;code&amp;gt;baseball.cel&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;football.cel&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;golfball.cel&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;tennis.cel&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;auto.cel&amp;lt;/code&amp;gt; — the series&#039; cross-title branding art riding along on the soccer disc.&lt;br /&gt;
=== Structure notes ===&lt;br /&gt;
The instructional video ships as 22 stream files named &amp;lt;code&amp;gt;sivt_10.str&amp;lt;/code&amp;gt; through &amp;lt;code&amp;gt;sivt_500.str&amp;lt;/code&amp;gt; — numbered in gappy tens and hundreds (10, 20, 30... 100, 120, 130... 500), a chapter numbering scheme with room left for insertions, suggesting the curriculum was reorganized during production.&lt;br /&gt;
=== Filesystem notes ===&lt;br /&gt;
The root directory copies verify hash-identical. The copies of &amp;lt;code&amp;gt;/System/Folios&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Programs&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Scripts&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;rom_tags&amp;lt;/code&amp;gt; disagree between generations — the common multi-pass mastering artifact, pressed into every disc; not dump damage.&lt;br /&gt;
=== Unallocated space ===&lt;br /&gt;
32,675 blocks (~64 MB, 10% of the disc) belong to no file, in a single run. Every byte was checked: 100% standard &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; mastering filler, nothing hidden inside.&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=Doom(NA)&amp;diff=18456</id>
		<title>Doom(NA)</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=Doom(NA)&amp;diff=18456"/>
		<updated>2026-08-14T08:23:10Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- ===================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Disc Archaeology — Doom (1995, Art Data Interactive, US)              --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Paste into the Doom game page                                         --&amp;gt;&lt;br /&gt;
&amp;lt;!-- ===================================================================== --&amp;gt;&lt;br /&gt;
== Disc Archaeology ==&lt;br /&gt;
&#039;&#039;Findings from a byte-level analysis of the US retail disc image (210,636,800 bytes / 102,400 blocks; 228 filesystem entries).&#039;&#039;&lt;br /&gt;
=== The port&#039;s entire symbol table ships on the disc ===&lt;br /&gt;
The executable was pressed with its &#039;&#039;&#039;complete ARM debug symbol table intact&#039;&#039;&#039; — over 870 function and variable names, a source-level map of the famous ten-week port. It contains three layers of history:&lt;br /&gt;
* &#039;&#039;&#039;id Software&#039;s original function names&#039;&#039;&#039;: &amp;lt;code&amp;gt;D_DoomMain&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;P_Move&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;EV_DoDoor&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;A_BFGSpray&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;P_SpawnDoorRaiseIn5Mins&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;AM_CheckCheat&amp;lt;/code&amp;gt; and hundreds more, straight from the Doom source.&lt;br /&gt;
* &#039;&#039;&#039;The porter&#039;s engine layer&#039;&#039;&#039;: Burger-engine names like &amp;lt;code&amp;gt;LoadAResource&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;DrawRezShape&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MiniLoop&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;AllocAHandle&amp;lt;/code&amp;gt; — plus the assembly source filename &amp;lt;code&amp;gt;BlitAsm.s&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &#039;&#039;&#039;Ghosts of cut monsters&#039;&#039;&#039;: &amp;lt;code&amp;gt;A_CyberAttack&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;A_SpidRefire&amp;lt;/code&amp;gt; — the Cyberdemon&#039;s and Spider Mastermind&#039;s attack code, compiled into the shipping game even though neither monster appears in the port&#039;s Jaguar-derived level set.&lt;br /&gt;
When the port&#039;s source code was released in 2014, it matched this symbol map — the retail disc had been carrying the source&#039;s table of contents for nineteen years.&lt;br /&gt;
=== The cheat codes, concatenated ===&lt;br /&gt;
The cheat system ships as one packed string: &amp;lt;code&amp;gt;SEEALLUACSEERUBBLEURABADASSALABARACASUCCEDALLURSURREAL&amp;lt;/code&amp;gt; — readable within it are the codes &amp;lt;code&amp;gt;SEEALLU&amp;lt;/code&amp;gt; (&amp;quot;see all&amp;quot;, the map reveal), &amp;lt;code&amp;gt;URABADASS&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ALABARACA&amp;lt;/code&amp;gt; (an abracadabra-style magic word), &amp;lt;code&amp;gt;SUCCEDALL&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;URSURREAL&amp;lt;/code&amp;gt;. Alongside sits the input alphabet &amp;lt;code&amp;gt;ABCUDLRSE&amp;lt;/code&amp;gt; — the letters map to controller inputs (A/B/C buttons, Up/Down/Left/Right, and shift keys), so each &amp;quot;word&amp;quot; is a button sequence. The automap&#039;s &amp;lt;code&amp;gt;AM_CheckCheat&amp;lt;/code&amp;gt; symbol confirms where they&#039;re processed.&lt;br /&gt;
=== The soundtrack&#039;s missing numbers ===&lt;br /&gt;
The famous live-recorded soundtrack ships as streamed files &amp;lt;code&amp;gt;Song1&amp;lt;/code&amp;gt;–&amp;lt;code&amp;gt;Song15&amp;lt;/code&amp;gt; — with &#039;&#039;&#039;Song2 and Song4 missing&#039;&#039;&#039; — plus a single outlier, &#039;&#039;&#039;&amp;lt;code&amp;gt;Song29&amp;lt;/code&amp;gt;&#039;&#039;&#039;. The numbering implies a much larger recording session than the thirteen tracks that shipped, with over a dozen numbered pieces absent.&lt;br /&gt;
=== Burger engine fingerprints ===&lt;br /&gt;
* The resource archive (&amp;lt;code&amp;gt;REZFILE&amp;lt;/code&amp;gt; — the entire game&#039;s levels, sprites and textures in just 4,694,831 bytes) is validated by the engine with the magic number &amp;lt;code&amp;gt;BRGR&amp;lt;/code&amp;gt; (&amp;quot;Burger&amp;quot;) and the error &#039;&#039;&amp;quot;Invalid Resource file!&amp;quot;&#039;&#039;.&lt;br /&gt;
* id&#039;s episode-complete victory text ships in full (&#039;&#039;&amp;quot;the horrors of hell could not kill you...&amp;quot;&#039;&#039;).&lt;br /&gt;
* Publisher branding: &amp;lt;code&amp;gt;AdiLogo.cine&amp;lt;/code&amp;gt; (Art Data Interactive) and &amp;lt;code&amp;gt;IDLogo.cel&amp;lt;/code&amp;gt;; preferences save to &amp;lt;code&amp;gt;/NVRAM/DoomPrefs&amp;lt;/code&amp;gt;.&lt;br /&gt;
=== No text credits ===&lt;br /&gt;
A full-image sweep finds no staff names as text anywhere on the disc — no programmer, publisher or porting credits exist as strings; the credits are pre-rendered graphics inside &amp;lt;code&amp;gt;REZFILE&amp;lt;/code&amp;gt;.&lt;br /&gt;
=== Filesystem notes ===&lt;br /&gt;
The root directory copies verify hash-identical. The copies of &amp;lt;code&amp;gt;/system/Devices&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Drivers&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Folios&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Programs&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Scripts&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;rom_tags&amp;lt;/code&amp;gt; disagree between generations — the common multi-pass mastering artifact, pressed into every disc; not dump damage.&lt;br /&gt;
=== Unallocated space ===&lt;br /&gt;
22,796 blocks (~45 MB, 22% of the disc) belong to no file, in two runs. Every byte was checked: 100% standard &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; mastering filler, nothing hidden inside.&lt;br /&gt;
&lt;br /&gt;
== Trailers ==&lt;br /&gt;
&lt;br /&gt;
* 3DO Video Game Sampler 5 VHS&lt;br /&gt;
&lt;br /&gt;
‎&amp;lt;youtube&amp;gt; iqq2nEAoon4&amp;lt;/youtube&amp;gt;&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=DinoPark_Tycoon&amp;diff=18455</id>
		<title>DinoPark Tycoon</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=DinoPark_Tycoon&amp;diff=18455"/>
		<updated>2026-08-14T08:16:48Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:DinoPark_Tycoon_Front.png|thumb|right|]]&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Full Name:&#039;&#039;&#039; DinoPark Tycoon&lt;br /&gt;
*&#039;&#039;&#039;Code:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Type:&#039;&#039;&#039; Business simulation game&lt;br /&gt;
*&#039;&#039;&#039;Developer:&#039;&#039;&#039; [[Manley and Associates|Manley &amp;amp; Associates]]&lt;br /&gt;
*&#039;&#039;&#039;Publisher:&#039;&#039;&#039; [[MECC|MECC]]&lt;br /&gt;
*&#039;&#039;&#039;Language:&#039;&#039;&#039; English&lt;br /&gt;
*&#039;&#039;&#039;Release Date:&#039;&#039;&#039; 1994&lt;br /&gt;
*&#039;&#039;&#039;Region:&#039;&#039;&#039; NA&lt;br /&gt;
*&#039;&#039;&#039;Barcode:&#039;&#039;&#039; 790561033387&lt;br /&gt;
*&#039;&#039;&#039;Local Title:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Rarity:&#039;&#039;&#039; 1&lt;br /&gt;
*&#039;&#039;&#039;Case:&#039;&#039;&#039; Long Box with Single Jewel CD Case&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
DinoPark Tycoon is an educational business simulation computer game released by MECC. Players run a theme park which features dinosaurs as its main attraction. The goal of the game is to care for the dinosaurs while keeping the park clean, organized, and well maintained.&lt;br /&gt;
&lt;br /&gt;
== Game Play ==&lt;br /&gt;
&lt;br /&gt;
The objective in DinoPark Tycoon is the successful administration of a dinosaur park. Players start off with a $5,000 loan. The money is used to pay for the land, dinosaurs, fencing, food and employees necessary to run the park and pay back the loan; failure to meet loan payments results in the park&#039;s foreclosure. Once the loan is paid off, players may expand the park and earn profits. If players are confused, an animated dinosaur appears and guides the players through the game.&lt;br /&gt;
&lt;br /&gt;
Players then visit supply stores to buy the necessary items for park maintenance. The food store provides meat for carnivores, plants for herbivores and seeds for planting. The general store provides fences for the dinosaur pens, with varying degrees of strength and price; concessions such as bathrooms, gift shops and parking lots; and advertising, which is bought per season. The employment office offers the personnel to run the park, and Dino City retails the dinosaurs for the exhibits.&lt;br /&gt;
&lt;br /&gt;
As time passes, players face problems such as escaping dinosaurs, sick employees, and seasonal attendance declines. The trick is to scratch out enough profit to expand the park with capital improvements and bigger and better dinosaurs.&amp;quot; Players may choose to sell their park. If it has been successful, the player achieves an onscreen award and an entry on the top scores list.&lt;br /&gt;
&lt;br /&gt;
You are in charge, and have to do many things, including:&lt;br /&gt;
&lt;br /&gt;
*borrowing money&lt;br /&gt;
*buying and selling dinosaurs&lt;br /&gt;
*buying fences to keep them in, including electric fences for extra security&lt;br /&gt;
*hiring staff, such as maintenance, cooks, tour guides, vets&lt;br /&gt;
*building and expanding your park to include things such as washrooms, concession stands, and parking lots&lt;br /&gt;
*setting admission fees&lt;br /&gt;
*advertising your park&lt;br /&gt;
&lt;br /&gt;
To aid you in making decisions, the game includes these plus more features:&lt;br /&gt;
*dinosaur fact guide&lt;br /&gt;
*daily records&lt;br /&gt;
*quarterly financial reports&lt;br /&gt;
*calender&lt;br /&gt;
&lt;br /&gt;
== Other Versions ==&lt;br /&gt;
&lt;br /&gt;
The game was originally released for MS-DOS and MACOS in 1993, and came in two versions, Retail and School, the difference being with the School version is you start with a $20k loan rather than $5k. The 3DO version included enhanced graphics and sound.&lt;br /&gt;
&lt;br /&gt;
A Windows version was later released in 1997.&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
* Developed by Manley &amp;amp; Associates:	Ivan Manley, Carol Manley, John Baron, Rebecca Coffman, Kurt Pfeifer, Robert Ridihalgh, Jerry McManus, Laura Adamo, Brian H. Johnson&lt;br /&gt;
&lt;br /&gt;
* MECC:	Chuck Bilow, Barry Mansur, Nursen Bilge, Glen Anderson, Brian Anderson, Sue L. Minor, Ron Helwig, Josef Ling&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ===================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Disc Archaeology — DinoPark Tycoon (1994, MECC, US)                   --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Paste into the DinoPark Tycoon game page                              --&amp;gt;&lt;br /&gt;
&amp;lt;!-- ===================================================================== --&amp;gt;&lt;br /&gt;
== Disc Archaeology ==&lt;br /&gt;
&#039;&#039;Findings from a byte-level analysis of the US retail disc image (551,116,800 bytes / 268,800 blocks; 407 filesystem entries).&#039;&#039;&lt;br /&gt;
=== The same file exists twice ===&lt;br /&gt;
The &amp;lt;code&amp;gt;/dino_sounds&amp;lt;/code&amp;gt; directory contains a genuine filesystem anomaly: &#039;&#039;&#039;two separate entries both named &amp;lt;code&amp;gt;POPP122&amp;lt;/code&amp;gt;&#039;&#039;&#039; — one 7,932 bytes at block 41323, the other 4,282 bytes at block 161655. They are different files with the same name in the same directory, something the mastering tools should never have produced; which one the game actually opens depends entirely on directory search order.&lt;br /&gt;
=== The whole script in STRINGS.DAT ===&lt;br /&gt;
&amp;lt;code&amp;gt;/STRINGS.DAT&amp;lt;/code&amp;gt; (13,789 bytes) is the game&#039;s complete text database — an offset table followed by every line in the game as readable plain text, from the tutorial prompts to the auctioneer&#039;s patter: &#039;&#039;&amp;quot;Next up we have %s %s. Can we have a starting bid of $%ld?&amp;quot;&#039;&#039; and &#039;&#039;&amp;quot;Thanks for coming folks! Don&#039;t let the door hit ya on the way out!&amp;quot;&#039;&#039;&lt;br /&gt;
=== The park&#039;s economy in the executable ===&lt;br /&gt;
The game&#039;s event system survives as a token list in &amp;lt;code&amp;gt;launchme&amp;lt;/code&amp;gt;: &amp;lt;code&amp;gt;_dinoplague&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;_dinoattack&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;_dinoborn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;_dinodied&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;_hungrydinos&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;_bankexpensivedino&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;_banktoomanydinos&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;_dinostoauction&amp;lt;/code&amp;gt;... Saves go to &amp;lt;code&amp;gt;/nvram/dinopark.sg%d&amp;lt;/code&amp;gt; with a separate high-score file &amp;lt;code&amp;gt;dinopark.topten&amp;lt;/code&amp;gt;, and source filenames (&amp;lt;code&amp;gt;music.c&amp;lt;/code&amp;gt;) survive in debug strings.&lt;br /&gt;
=== Notable files ===&lt;br /&gt;
* The music ships as &#039;&#039;&#039;MIDI files&#039;&#039;&#039; (&amp;lt;code&amp;gt;3DOPARK.MID&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;3DOAUCT.MID&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;3DOXTNCT.MID&amp;lt;/code&amp;gt;...) — rare on a platform whose titles overwhelmingly used streamed or sampled audio.&lt;br /&gt;
* Sound-effect names preserve the studio&#039;s working shorthand: &amp;lt;code&amp;gt;crashsym22&amp;lt;/code&amp;gt; (crash cymbal, 22 kHz), &amp;lt;code&amp;gt;BLWCFFE&amp;lt;/code&amp;gt; (blow coffee?), &amp;lt;code&amp;gt;EARSQUK22&amp;lt;/code&amp;gt;, and one file that kept its sample-rate conversion suffix as a name: &amp;lt;code&amp;gt;BIRDS2211128&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;NICETRY.act&amp;lt;/code&amp;gt; — the game-over screen&#039;s filename reviews your performance.&lt;br /&gt;
* &amp;lt;code&amp;gt;MANLEY.act&amp;lt;/code&amp;gt; — the park&#039;s advisor character, Manley, gets his own archive; &amp;lt;code&amp;gt;MECC.act&amp;lt;/code&amp;gt; is the publisher logo.&lt;br /&gt;
=== No text credits ===&lt;br /&gt;
A full-image sweep finds no staff names as text anywhere on the disc — the credits exist only as pre-rendered graphics (&amp;lt;code&amp;gt;CREDITS.act&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ENDCREDITS.act&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;about.act&amp;lt;/code&amp;gt;). The only copyright string on the disc is in the boot code, not the game.&lt;br /&gt;
=== Filesystem notes ===&lt;br /&gt;
The root directory spans four blocks and verifies hash-identical across all seven copies, which are scattered evenly across the disc (blocks 76 through 230401) — careful redundancy placement. The copies of &amp;lt;code&amp;gt;/System/Drivers&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Folios&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Programs&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Scripts&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;rom_tags&amp;lt;/code&amp;gt; disagree between generations — the common multi-pass mastering artifact; not dump damage.&lt;br /&gt;
=== Unallocated space ===&lt;br /&gt;
77,948 blocks (~152 MB, 29% of the disc) belong to no file, in 56 scattered runs. Every byte was checked: 100% standard &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; mastering filler, nothing hidden inside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
DinoPark_Tycoon_Back.png|Back&lt;br /&gt;
DinoPark_Tycoon_CD.png|CD&lt;br /&gt;
DinoPark_Tycoon_Screenshot_1.jpg|Screenshot&lt;br /&gt;
DinoPark_Tycoon_Screenshot_2.png|Screenshot&lt;br /&gt;
DinoPark_Tycoon_Screenshot_3.png|Screenshot&lt;br /&gt;
DinoPark_Tycoon_Screenshot_4.png|Screenshot&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:3DO Games]]&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=Defcon5(JP)&amp;diff=18454</id>
		<title>Defcon5(JP)</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=Defcon5(JP)&amp;diff=18454"/>
		<updated>2026-08-14T08:11:48Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Defcon_5_JP_Front.png|thumb|right|]]&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Full Name:&#039;&#039;&#039; Defcon 5&lt;br /&gt;
*&#039;&#039;&#039;Code:&#039;&#039;&#039; MS3018&lt;br /&gt;
*&#039;&#039;&#039;Type:&#039;&#039;&#039; Adventure, First-person shooter&lt;br /&gt;
*&#039;&#039;&#039;Developer:&#039;&#039;&#039; [[Millennium Interactive|Millennium Interactive]]&lt;br /&gt;
*&#039;&#039;&#039;Publisher:&#039;&#039;&#039; [[Goldstar(LG)|Goldstar(LG)]]&lt;br /&gt;
*&#039;&#039;&#039;Language:&#039;&#039;&#039; Japanese&lt;br /&gt;
*&#039;&#039;&#039;Release Date:&#039;&#039;&#039; 1996&lt;br /&gt;
*&#039;&#039;&#039;Region:&#039;&#039;&#039; JP&lt;br /&gt;
*&#039;&#039;&#039;Barcode:&#039;&#039;&#039; T4948404040023&lt;br /&gt;
*&#039;&#039;&#039;Local Title:&#039;&#039;&#039; デフコン５&lt;br /&gt;
*&#039;&#039;&#039;Rarity:&#039;&#039;&#039; 1&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; Can&#039;t find out why a North American version was never released&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Defcon 5 is a single player adventure/first-person shooter video game developed by Millennium Interactive Ltd, a UK-based studio. It was released for the 3DO in 1996, The name refers to the condition used to designate normal peacetime military readiness under the DEFCON system, but which is commonly misused in popular fiction to indicate a state of emergency. The game was originally announced under the title Incoming.&lt;br /&gt;
&lt;br /&gt;
== Storyline ==&lt;br /&gt;
&lt;br /&gt;
As a &amp;quot;cyberneer&amp;quot; working for the fictional Tyron Corporation, the player is tasked with installing automated defence software at the deep space mining installation MRP-6F, a large compound located around the top of a crater in which mining operations take place. Its purpose is to defend the mining installation from hostile attack. For this purpose the installation houses six powerful defence turrets installed around the crater, as well as a myriad of support systems for power generation and munitions stores for those armaments.&lt;br /&gt;
&lt;br /&gt;
Shortly after the player&#039;s arrival at MRP-6F, the installation is attacked by an unknown enemy force. The player must face enemy fighters as well as invaders searching the base. The overall goal is to escape the installation with evidence of what has transpired.&lt;br /&gt;
&lt;br /&gt;
== Game Play ==&lt;br /&gt;
&lt;br /&gt;
The game is reminiscent of the System Shock series in terms of gameplay. The player must explore the base to find items which is needed to establish a line of defence and ultimately escape the installation. This involves fighting off the invading enemies by deploying the defence turrets effectively and using the installation&#039;s computer terminals (called &amp;quot;VOS terminals&amp;quot;) to hinder the intruder&#039;s advance.&lt;br /&gt;
&lt;br /&gt;
The computer terminals in the game offer an unusually wide range of interaction. Players can use them to remotely control the defence turrets, load ammunition and inspect the turrets for damage and deploy combat droids within the installation&#039;s perimeters. Doors can be controlled from the VOS terminals to control access to the installation&#039;s different areas. The player can use this capability to lock in enemy forces in parts of the installation.&lt;br /&gt;
&lt;br /&gt;
The game also allows the player to fight the invaders by shooting them, but this is discouraged by the fact that new enemies arrive with each passing wave of attacking ships. Also, destroying an enemy greatly degrades the air quality in the immediate area.[5] The computer might even seal doors to polluted areas, sometimes trapping the player. The player can dissolve the pollution by opening doors to adjacent areas, and the pollution levels can be monitored in the VOS terminal&#039;s environmental module.&lt;br /&gt;
&lt;br /&gt;
The installation consists of two major towers with seven floors each (the administrative and domestic blocks), three hangars, a service level, six turrets and a control room. All these are linked by a subway-train like transportation system named &amp;quot;LIMO&amp;quot;. Several elevator systems also connect the different levels. This complex layout enables players to avoid enemies by choosing an alternate route to their destination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Reception ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magazine Reviews===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Date&lt;br /&gt;
! Region&lt;br /&gt;
! Rating&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| ???? || Date|| {{Template:Flag-us}} || Rating || Notes&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* - Need review page&lt;br /&gt;
&lt;br /&gt;
== Other Versions ==&lt;br /&gt;
&lt;br /&gt;
The game was originally released for PC DOS, with later ports to the 3DO, Playstation and Saturn&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
*Design	Chris Elliott, Ian Saunter, Andrew Kennedy, Toby Simpson&lt;br /&gt;
*Programming	Ashley Thwaites, Peter Marshall, Dean Ashton, Tim Closs, Marcus Whitlock, Toby Simpson, Julian Rex&lt;br /&gt;
*Additional Programming	Mark Stamps, Mike Ball, James Busby, Paul Donovan&lt;br /&gt;
*Art Direction	Andrew Kennedy, Mark Rafter&lt;br /&gt;
*Introduction Modelling	Rob Chapman, Steven Teague, Steve Loughran, Dave Mee&lt;br /&gt;
*Introduction Animation	Rob Chapman&lt;br /&gt;
*Image Processing	Steve Loughran&lt;br /&gt;
*Game Graphics	Steven Teague, Dave Mee&lt;br /&gt;
*Additional Graphics	Steve Loughran, Alan Brand&lt;br /&gt;
*3D Design	Andrew Kennedy, Mark Whitrow&lt;br /&gt;
*Background Text and Tyron Documents	Ben Simpson&lt;br /&gt;
*Text and Script Editor	Jim Hawkins&lt;br /&gt;
*Casting	Chris Homer&lt;br /&gt;
*Casting Agency	Rhubarb&lt;br /&gt;
*Make-up	Natalie Hughes&lt;br /&gt;
*Costumes	Angels &amp;amp; Bermans&lt;br /&gt;
*Cast	Jack Cloake, Gia Milinovich, Martin Muncaster, Michael Harbour, Billy J. Mitchell, Gary Hope, Mike O&#039;Malley, Elizabeth Uter&lt;br /&gt;
*Title Music	Chris Homer&lt;br /&gt;
*Game Music	Andrew Barnabas&lt;br /&gt;
*Audio and Video Production	Chris Homer, Pete Murphy, Tom Oswald&lt;br /&gt;
*Sound Effects	Graeme King, Andrew Barnabas, Pete Murphy&lt;br /&gt;
*Audio Post Production	Pete Murphy&lt;br /&gt;
*Quality Assurance Manager	Richard Edwards&lt;br /&gt;
*Lead Quality Assurance Tester	Ben Simpson&lt;br /&gt;
*Quality Assurance	Tom Oswald, Stuart Saunders, Jim Archer, Dean Miller, Craig Sullivan&lt;br /&gt;
*Producer	Toby Simpson&lt;br /&gt;
&#039;&#039;&#039;Japanese version additions:&#039;&#039;&#039;&lt;br /&gt;
*3DO Extrication	Tameem Antoniades&lt;br /&gt;
*Published and Distributed by	Multisoft Co., Ltd.&lt;br /&gt;
*Exclusive Licensee	Multisoft Co., Ltd.&lt;br /&gt;
*Project Coordinated by	ikenosatisfaction inc&lt;br /&gt;
*Producer (JP)	Tohru Ikeno&lt;br /&gt;
*Product Coordinator	Osamu Sugano&lt;br /&gt;
*Digital Art Director	Nau Ikeno&lt;br /&gt;
*Designer (JP)	Norikazu Haraguchi&lt;br /&gt;
*Audio Production	Tohokushinsya Film Corporation&lt;br /&gt;
*Voice Talent	Tomoko Shiota, Kikuko Inoue, Minami Takayama, Tamio Ohki, Kinri Arimoto&lt;br /&gt;
&lt;br /&gt;
== Disc Archaeology ==&lt;br /&gt;
&#039;&#039;Findings from a byte-level analysis of the Japanese retail disc image (472,170,496 bytes / 230,400 blocks).&#039;&#039;&lt;br /&gt;
=== &amp;quot;3DO Extrication&amp;quot; — an early Tameem Antoniades credit ===&lt;br /&gt;
The Japanese build&#039;s credits insert one entry absent from the European roll: &#039;&#039;&#039;&amp;quot;3DO Extrication — Tameem Antoniades&amp;quot;&#039;&#039;&#039;. The joke job title (&amp;quot;extrication&amp;quot; — presumably for wrestling the port out the door) credits a young Millennium programmer who would go on to co-found Ninja Theory and direct &#039;&#039;Heavenly Sword&#039;&#039;, &#039;&#039;Enslaved&#039;&#039; and &#039;&#039;Hellblade&#039;&#039;. An obscure Japanese 3DO pressing preserves one of the earliest credits of his career, under a title he presumably chose himself.&lt;br /&gt;
=== A prestige dub, graphically subtitled ===&lt;br /&gt;
The localization credits (also in the executable) list a remarkable voice cast for a niche port: &#039;&#039;&#039;Kikuko Inoue&#039;&#039;&#039; and &#039;&#039;&#039;Minami Takayama&#039;&#039;&#039; (the voice of Detective Conan) among five credited performers, with audio production by Tohokushinsya Film Corporation and the project coordinated by a company credited as &#039;&#039;&amp;quot;ikenosatisfaction inc&amp;quot;&#039;&#039;. The dub replaces the European disc&#039;s 77 numbered speech files with 100 per-level recordings (&amp;lt;code&amp;gt;SPCH_L1&amp;lt;/code&amp;gt;–&amp;lt;code&amp;gt;SPCH_L11&amp;lt;/code&amp;gt;+). On-screen Japanese, meanwhile, is entirely pre-rendered graphics — &amp;lt;code&amp;gt;/data/SUBS&amp;lt;/code&amp;gt; subtitle CELs and &amp;lt;code&amp;gt;japhud.cels&amp;lt;/code&amp;gt; HUD art; a full-image sweep finds no Japanese text anywhere on the disc.&lt;br /&gt;
=== The localization left its scaffolding behind ===&lt;br /&gt;
* &amp;lt;code&amp;gt;title.u16.old&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;MultiSoft.u16.old&amp;lt;/code&amp;gt; sit beside the shipping &amp;lt;code&amp;gt;title.u16&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;MultiSoft.u16&amp;lt;/code&amp;gt; — superseded revisions of the new title screen and publisher logo (same sizes, different content), pressed to retail.&lt;br /&gt;
* &amp;lt;code&amp;gt;BM_MAPold.BIN&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;BM_DOORSold.BIN&amp;lt;/code&amp;gt; — earlier versions of game data files kept alongside their replacements.&lt;br /&gt;
=== Filesystem notes ===&lt;br /&gt;
The redundant copies of &amp;lt;code&amp;gt;/System/Devices&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Drivers&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Folios&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Programs&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Scripts&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;rom_tags&amp;lt;/code&amp;gt; disagree between generations — the common multi-pass mastering artifact; the root copies verify hash-identical. The volume label is lowercase &amp;lt;code&amp;gt;cd-rom&amp;lt;/code&amp;gt;.&lt;br /&gt;
=== Unallocated space ===&lt;br /&gt;
85,063 blocks (~166 MB, 37% of the disc) belong to no file. Every byte was checked: 100% standard &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; mastering filler, nothing hidden inside.&lt;br /&gt;
&lt;br /&gt;
=== Regional Comparison ===&lt;br /&gt;
The 1995 European release (published by GoldStar) and the 1996 Japanese release (published by Multisoft) share the same Millennium Interactive game data — same graphics archives, levels and streams — with the Japanese disc carrying a substantial localization on top:&lt;br /&gt;
* &#039;&#039;&#039;A full Japanese voice dub&#039;&#039;&#039;: the European disc&#039;s &amp;lt;code&amp;gt;/vos_speech&amp;lt;/code&amp;gt; directory holds 77 numbered speech files; the Japanese disc replaces them with 100 per-level files (&amp;lt;code&amp;gt;SPCH_L1&amp;lt;/code&amp;gt;–&amp;lt;code&amp;gt;SPCH_L11&amp;lt;/code&amp;gt;+) — re-recorded Japanese dialogue, performed by a notable cast credited on the disc (including Kikuko Inoue and Minami Takayama).&lt;br /&gt;
* &#039;&#039;&#039;Graphic subtitles, no Japanese text&#039;&#039;&#039;: the Japanese disc adds &amp;lt;code&amp;gt;/data/SUBS&amp;lt;/code&amp;gt; (pre-rendered subtitle CELs) and Japanese HUD art (&amp;lt;code&amp;gt;japhud.cels&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;japhud_ext.cels&amp;lt;/code&amp;gt;). A full-image Shift-JIS sweep finds no Japanese &#039;&#039;text&#039;&#039; anywhere — the localization is entirely graphical and audio.&lt;br /&gt;
* &#039;&#039;&#039;Backups of the replaced screens shipped along&#039;&#039;&#039;: the Japanese disc carries its new title screen and publisher logo &#039;&#039;plus&#039;&#039; their superseded revisions — &amp;lt;code&amp;gt;title.u16&amp;lt;/code&amp;gt; beside &amp;lt;code&amp;gt;title.u16.old&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;MultiSoft.u16&amp;lt;/code&amp;gt; beside &amp;lt;code&amp;gt;MultiSoft.u16.old&amp;lt;/code&amp;gt; (same sizes, different content: genuine revision pairs) — and renamed data files left their predecessors behind (&amp;lt;code&amp;gt;BM_MAPold.BIN&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;BM_DOORSold.BIN&amp;lt;/code&amp;gt;).&lt;br /&gt;
* &#039;&#039;&#039;The credits diverge tellingly&#039;&#039;&#039;: the Japanese build&#039;s trademark line adds &#039;&#039;&amp;quot;licensed to Multisoft&amp;quot;&#039;&#039;, appends a Multisoft/localization staff block, and inserts one credit absent from the European roll — &#039;&#039;&#039;&amp;quot;3DO Extrication: Tameem Antoniades&amp;quot;&#039;&#039;&#039; (see the JP page&#039;s Disc Archaeology).&lt;br /&gt;
* Both discs share a lowercase &amp;lt;code&amp;gt;cd-rom&amp;lt;/code&amp;gt; volume label, root-directory copies scattered across the disc rather than clustered, ~170 MB of verified-clean &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; padding (about 37% of each disc), and the era&#039;s usual stale system-directory copies.&lt;br /&gt;
&lt;br /&gt;
== Linked Titles ==&lt;br /&gt;
&lt;br /&gt;
* European Version - [[Defcon5(EU)|Defcon 5]]&lt;br /&gt;
* Korean Version - [[Defcon5(KR)|Defcon 5]]&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Defcon_5_Screenshot_1.png|Screenshot&lt;br /&gt;
Defcon_5_Screenshot_2.png|Screenshot&lt;br /&gt;
Defcon_5_Screenshot_3.png|Screenshot&lt;br /&gt;
Defcon_5_Screenshot_4.png|Screenshot&lt;br /&gt;
Defcon_5_Screenshot_5.png|Screenshot&lt;br /&gt;
Defcon_5_Screenshot_6.png|Screenshot&lt;br /&gt;
Defcon_5_Screenshot_7.png|Screenshot&lt;br /&gt;
Defcon_5_Screenshot_8.png|Screenshot&lt;br /&gt;
Defcon_5_Screenshot_9.png|Screenshot&lt;br /&gt;
Defcon_5_Screenshot_10.png|Screenshot&lt;br /&gt;
Defcon_5_Screenshot_11.png|Screenshot&lt;br /&gt;
Defcon_5_Screenshot_12.png|Screenshot&lt;br /&gt;
Defcon_5_Screenshot_13.png|Screenshot&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:3DO Games]]&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=Defcon5(EU)&amp;diff=18453</id>
		<title>Defcon5(EU)</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=Defcon5(EU)&amp;diff=18453"/>
		<updated>2026-08-14T08:10:59Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Defcon_5_EU_Front.jpg|thumb|right|]]&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Full Name:&#039;&#039;&#039; Defcon 5&lt;br /&gt;
*&#039;&#039;&#039;Code:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Type:&#039;&#039;&#039; Adventure, First-person shooter&lt;br /&gt;
*&#039;&#039;&#039;Developer:&#039;&#039;&#039; [[Millennium Interactive|Millennium Interactive]]&lt;br /&gt;
*&#039;&#039;&#039;Publisher:&#039;&#039;&#039; [[Goldstar(LG)|Goldstar(LG)]]&lt;br /&gt;
*&#039;&#039;&#039;Language:&#039;&#039;&#039; English&lt;br /&gt;
*&#039;&#039;&#039;Release Date:&#039;&#039;&#039; 1996&lt;br /&gt;
*&#039;&#039;&#039;Region:&#039;&#039;&#039; EU&lt;br /&gt;
*&#039;&#039;&#039;Barcode:&#039;&#039;&#039; 5026555120081&lt;br /&gt;
*&#039;&#039;&#039;Local Title:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Rarity:&#039;&#039;&#039; 1&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; Can&#039;t find out why a North American version was never released&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Defcon 5 is a single player adventure/first-person shooter video game developed by Millennium Interactive Ltd, a UK-based studio. It was released for the 3DO in 1996, The name refers to the condition used to designate normal peacetime military readiness under the DEFCON system, but which is commonly misused in popular fiction to indicate a state of emergency. The game was originally announced under the title Incoming.&lt;br /&gt;
&lt;br /&gt;
== Storyline ==&lt;br /&gt;
&lt;br /&gt;
As a &amp;quot;cyberneer&amp;quot; working for the fictional Tyron Corporation, the player is tasked with installing automated defence software at the deep space mining installation MRP-6F, a large compound located around the top of a crater in which mining operations take place. Its purpose is to defend the mining installation from hostile attack. For this purpose the installation houses six powerful defence turrets installed around the crater, as well as a myriad of support systems for power generation and munitions stores for those armaments.&lt;br /&gt;
&lt;br /&gt;
Shortly after the player&#039;s arrival at MRP-6F, the installation is attacked by an unknown enemy force. The player must face enemy fighters as well as invaders searching the base. The overall goal is to escape the installation with evidence of what has transpired.&lt;br /&gt;
&lt;br /&gt;
== Game Play ==&lt;br /&gt;
&lt;br /&gt;
The game is reminiscent of the System Shock series in terms of gameplay. The player must explore the base to find items which is needed to establish a line of defence and ultimately escape the installation. This involves fighting off the invading enemies by deploying the defence turrets effectively and using the installation&#039;s computer terminals (called &amp;quot;VOS terminals&amp;quot;) to hinder the intruder&#039;s advance.&lt;br /&gt;
&lt;br /&gt;
The computer terminals in the game offer an unusually wide range of interaction. Players can use them to remotely control the defence turrets, load ammunition and inspect the turrets for damage and deploy combat droids within the installation&#039;s perimeters. Doors can be controlled from the VOS terminals to control access to the installation&#039;s different areas. The player can use this capability to lock in enemy forces in parts of the installation.&lt;br /&gt;
&lt;br /&gt;
The game also allows the player to fight the invaders by shooting them, but this is discouraged by the fact that new enemies arrive with each passing wave of attacking ships. Also, destroying an enemy greatly degrades the air quality in the immediate area.[5] The computer might even seal doors to polluted areas, sometimes trapping the player. The player can dissolve the pollution by opening doors to adjacent areas, and the pollution levels can be monitored in the VOS terminal&#039;s environmental module.&lt;br /&gt;
&lt;br /&gt;
The installation consists of two major towers with seven floors each (the administrative and domestic blocks), three hangars, a service level, six turrets and a control room. All these are linked by a subway-train like transportation system named &amp;quot;LIMO&amp;quot;. Several elevator systems also connect the different levels. This complex layout enables players to avoid enemies by choosing an alternate route to their destination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Reception ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magazine Reviews===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Date&lt;br /&gt;
! Region&lt;br /&gt;
! Rating&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| ???? || Date|| {{Template:Flag-us}} || Rating || Notes&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* - Need review page&lt;br /&gt;
&lt;br /&gt;
== Other Versions ==&lt;br /&gt;
&lt;br /&gt;
The game was originally released for PC DOS, with later ports to the 3DO, Playstation and Saturn&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
*Design	Chris Elliott, Ian Saunter, Andrew Kennedy, Toby Simpson&lt;br /&gt;
*Programming	Ashley Thwaites, Peter Marshall, Dean Ashton, Tim Closs, Marcus Whitlock, Toby Simpson, Julian Rex&lt;br /&gt;
*Additional Programming	Mark Stamps, Mike Ball, James Busby, Paul Donovan&lt;br /&gt;
*Art Direction	Andrew Kennedy, Mark Rafter&lt;br /&gt;
*Introduction Modelling	Rob Chapman, Steven Teague, Steve Loughran, Dave Mee&lt;br /&gt;
*Introduction Animation	Rob Chapman&lt;br /&gt;
*Image Processing	Steve Loughran&lt;br /&gt;
*Game Graphics	Steven Teague, Dave Mee&lt;br /&gt;
*Additional Graphics	Steve Loughran, Alan Brand&lt;br /&gt;
*3D Design	Andrew Kennedy, Mark Whitrow&lt;br /&gt;
*Background Text and Tyron Documents	Ben Simpson&lt;br /&gt;
*Text and Script Editor	Jim Hawkins&lt;br /&gt;
*Casting	Chris Homer&lt;br /&gt;
*Casting Agency	Rhubarb&lt;br /&gt;
*Make-up	Natalie Hughes&lt;br /&gt;
*Costumes	Angels &amp;amp; Bermans&lt;br /&gt;
*Cast	Jack Cloake, Gia Milinovich, Martin Muncaster, Michael Harbour, Billy J. Mitchell, Gary Hope, Mike O&#039;Malley, Elizabeth Uter&lt;br /&gt;
*Title Music	Chris Homer&lt;br /&gt;
*Game Music	Andrew Barnabas&lt;br /&gt;
*Audio and Video Production	Chris Homer, Pete Murphy, Tom Oswald&lt;br /&gt;
*Sound Effects	Graeme King, Andrew Barnabas, Pete Murphy&lt;br /&gt;
*Audio Post Production	Pete Murphy&lt;br /&gt;
*Quality Assurance Manager	Richard Edwards&lt;br /&gt;
*Lead Quality Assurance Tester	Ben Simpson&lt;br /&gt;
*Quality Assurance	Tom Oswald, Stuart Saunders, Jim Archer, Dean Miller, Craig Sullivan&lt;br /&gt;
*Producer	Toby Simpson&lt;br /&gt;
&#039;&#039;&#039;Japanese version additions:&#039;&#039;&#039;&lt;br /&gt;
*3DO Extrication	Tameem Antoniades&lt;br /&gt;
*Published and Distributed by	Multisoft Co., Ltd.&lt;br /&gt;
*Exclusive Licensee	Multisoft Co., Ltd.&lt;br /&gt;
*Project Coordinated by	ikenosatisfaction inc&lt;br /&gt;
*Producer (JP)	Tohru Ikeno&lt;br /&gt;
*Product Coordinator	Osamu Sugano&lt;br /&gt;
*Digital Art Director	Nau Ikeno&lt;br /&gt;
*Designer (JP)	Norikazu Haraguchi&lt;br /&gt;
*Audio Production	Tohokushinsya Film Corporation&lt;br /&gt;
*Voice Talent	Tomoko Shiota, Kikuko Inoue, Minami Takayama, Tamio Ohki, Kinri Arimoto&lt;br /&gt;
&lt;br /&gt;
== Disc Archaeology ==&lt;br /&gt;
&#039;&#039;Findings from a byte-level analysis of the European retail disc image (472,473,600 bytes / 230,400 blocks).&#039;&#039;&lt;br /&gt;
=== Credits in the executable ===&lt;br /&gt;
The complete staff roll ships as plain text in the game code — Millennium Interactive&#039;s full team plus the FMV production apparatus of a mid-90s British studio: a casting agency (&amp;quot;Rhubarb&amp;quot;), costumes by Angels &amp;amp; Bermans (the famous London theatrical costumiers), and an on-screen cast including Gia Milinovich and Billy J. Mitchell. The full list is reproduced in this page&#039;s Credits section.&lt;br /&gt;
=== Structure notes ===&lt;br /&gt;
* The screen graphics ship as paired palette/pixel files (&amp;lt;code&amp;gt;.PAL&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;.RAW&amp;lt;/code&amp;gt;) named by location (&amp;lt;code&amp;gt;ADMI1&amp;lt;/code&amp;gt;–&amp;lt;code&amp;gt;7&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;DOME1&amp;lt;/code&amp;gt;–&amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;CONTR&amp;lt;/code&amp;gt;...), and mission dialogue as 77 numbered files in &amp;lt;code&amp;gt;/vos_speech&amp;lt;/code&amp;gt; — a layout that reads straight off the design document.&lt;br /&gt;
* The volume label is lowercase &amp;lt;code&amp;gt;cd-rom&amp;lt;/code&amp;gt;, and the root-directory copies are scattered across the disc (blocks 76779 through 197485) rather than clustered at the end — unusually diligent use of Opera&#039;s redundancy placement.&lt;br /&gt;
=== Filesystem notes ===&lt;br /&gt;
The redundant copies of &amp;lt;code&amp;gt;/System/Devices&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Drivers&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Folios&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Programs&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Scripts&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;rom_tags&amp;lt;/code&amp;gt; disagree between generations — the common multi-pass mastering artifact, pressed into every disc; the root copies verify hash-identical.&lt;br /&gt;
=== Unallocated space ===&lt;br /&gt;
87,869 blocks (~172 MB, 38% of the disc) belong to no file. Every byte was checked: 100% standard &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; mastering filler, nothing hidden inside.&lt;br /&gt;
&lt;br /&gt;
=== Regional Comparison ===&lt;br /&gt;
The 1995 European release (published by GoldStar) and the 1996 Japanese release (published by Multisoft) share the same Millennium Interactive game data — same graphics archives, levels and streams — with the Japanese disc carrying a substantial localization on top:&lt;br /&gt;
* &#039;&#039;&#039;A full Japanese voice dub&#039;&#039;&#039;: the European disc&#039;s &amp;lt;code&amp;gt;/vos_speech&amp;lt;/code&amp;gt; directory holds 77 numbered speech files; the Japanese disc replaces them with 100 per-level files (&amp;lt;code&amp;gt;SPCH_L1&amp;lt;/code&amp;gt;–&amp;lt;code&amp;gt;SPCH_L11&amp;lt;/code&amp;gt;+) — re-recorded Japanese dialogue, performed by a notable cast credited on the disc (including Kikuko Inoue and Minami Takayama).&lt;br /&gt;
* &#039;&#039;&#039;Graphic subtitles, no Japanese text&#039;&#039;&#039;: the Japanese disc adds &amp;lt;code&amp;gt;/data/SUBS&amp;lt;/code&amp;gt; (pre-rendered subtitle CELs) and Japanese HUD art (&amp;lt;code&amp;gt;japhud.cels&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;japhud_ext.cels&amp;lt;/code&amp;gt;). A full-image Shift-JIS sweep finds no Japanese &#039;&#039;text&#039;&#039; anywhere — the localization is entirely graphical and audio.&lt;br /&gt;
* &#039;&#039;&#039;Backups of the replaced screens shipped along&#039;&#039;&#039;: the Japanese disc carries its new title screen and publisher logo &#039;&#039;plus&#039;&#039; their superseded revisions — &amp;lt;code&amp;gt;title.u16&amp;lt;/code&amp;gt; beside &amp;lt;code&amp;gt;title.u16.old&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;MultiSoft.u16&amp;lt;/code&amp;gt; beside &amp;lt;code&amp;gt;MultiSoft.u16.old&amp;lt;/code&amp;gt; (same sizes, different content: genuine revision pairs) — and renamed data files left their predecessors behind (&amp;lt;code&amp;gt;BM_MAPold.BIN&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;BM_DOORSold.BIN&amp;lt;/code&amp;gt;).&lt;br /&gt;
* &#039;&#039;&#039;The credits diverge tellingly&#039;&#039;&#039;: the Japanese build&#039;s trademark line adds &#039;&#039;&amp;quot;licensed to Multisoft&amp;quot;&#039;&#039;, appends a Multisoft/localization staff block, and inserts one credit absent from the European roll — &#039;&#039;&#039;&amp;quot;3DO Extrication: Tameem Antoniades&amp;quot;&#039;&#039;&#039; (see the JP page&#039;s Disc Archaeology).&lt;br /&gt;
* Both discs share a lowercase &amp;lt;code&amp;gt;cd-rom&amp;lt;/code&amp;gt; volume label, root-directory copies scattered across the disc rather than clustered, ~170 MB of verified-clean &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; padding (about 37% of each disc), and the era&#039;s usual stale system-directory copies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Linked Titles ==&lt;br /&gt;
&lt;br /&gt;
* Japanese Version - [[Defcon5(JP)|Defcon 5]]&lt;br /&gt;
* Korean Version - [[Defcon5(KR)|Defcon 5]]&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Defcon_5_EU_Back.jpg|Back&lt;br /&gt;
Defcon_5_Screenshot_1.png|Screenshot&lt;br /&gt;
Defcon_5_Screenshot_2.png|Screenshot&lt;br /&gt;
Defcon_5_Screenshot_3.png|Screenshot&lt;br /&gt;
Defcon_5_Screenshot_4.png|Screenshot&lt;br /&gt;
Defcon_5_Screenshot_5.png|Screenshot&lt;br /&gt;
Defcon_5_Screenshot_6.png|Screenshot&lt;br /&gt;
Defcon_5_Screenshot_7.png|Screenshot&lt;br /&gt;
Defcon_5_Screenshot_8.png|Screenshot&lt;br /&gt;
Defcon_5_Screenshot_9.png|Screenshot&lt;br /&gt;
Defcon_5_Screenshot_10.png|Screenshot&lt;br /&gt;
Defcon_5_Screenshot_11.png|Screenshot&lt;br /&gt;
Defcon_5_Screenshot_12.png|Screenshot&lt;br /&gt;
Defcon_5_Screenshot_13.png|Screenshot&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:3DO Games]]&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=Cyberdillo&amp;diff=18452</id>
		<title>Cyberdillo</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=Cyberdillo&amp;diff=18452"/>
		<updated>2026-08-14T06:49:46Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Cyberdillo_Front.jpg|thumb|right|]]&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Full Name:&#039;&#039;&#039; Cyberdillo&lt;br /&gt;
*&#039;&#039;&#039;Code:&#039;&#039;&#039; FZ-SW0005&lt;br /&gt;
*&#039;&#039;&#039;Type:&#039;&#039;&#039; First-person shooter&lt;br /&gt;
*&#039;&#039;&#039;Developer:&#039;&#039;&#039; [[Pixel Technologies|Pixel Technologies]]&lt;br /&gt;
*&#039;&#039;&#039;Publisher:&#039;&#039;&#039; [[Panasonic|Panasonic]]&lt;br /&gt;
*&#039;&#039;&#039;Language:&#039;&#039;&#039; English&lt;br /&gt;
*&#039;&#039;&#039;Release Date:&#039;&#039;&#039; 1996&lt;br /&gt;
*&#039;&#039;&#039;Region:&#039;&#039;&#039; NA&lt;br /&gt;
*&#039;&#039;&#039;Barcode:&#039;&#039;&#039; 037988830305&lt;br /&gt;
*&#039;&#039;&#039;Local Title:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Rarity:&#039;&#039;&#039; 1&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
After being run over by a car, our hero Armadillo is brought back to life by an evil cyber-genetic company. He sets out to stop their evil plans in psychedelic 70&#039;s era levels when disco was king. Gather items such as bell bottoms, platform shoes, 8-track players, and lava lamps to keep your shield and funk levels up.&lt;br /&gt;
&lt;br /&gt;
Rather than guns, you shoot plungers and throw princess wands at various enemies such as flying eye balls and laughing gas containers. Open doors as you move through each level (of 4 stages each) and find the specific item needed to advance to the next stage. Stop lights hang from the ceiling in certain areas and will drain your health if you pass under them when they are red. When green, you can pass them with no consequence. There are different special weapons, health (such as crickets and grass hoppers) and shield items in each level. If you run into a Relax laxative box, you will have to find a toilet in 20 seconds or you will die.&lt;br /&gt;
&lt;br /&gt;
== Game Play ==&lt;br /&gt;
&lt;br /&gt;
Cyberdillo is a first-person shooter in which the player takes the role of the Cyberdillo, an armadillo who was run over by a car and was made into a cyborg. Starting off with a plunger gun, Cyberdillo must collect items such as platform shoes or bellbottoms to progress to the next level.&lt;br /&gt;
&lt;br /&gt;
Enemies the player come across include hairspray and bipedal hotdogs. The player can also collect power-ups like the bone flute, which temporarily causes the screen to go black (a play on the myth about masturbation), and the laxative which will kill you if you&#039;re unable to find a toilet in time.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
&lt;br /&gt;
Cyberdillo was developed by Pixel Technologies and published by Panasonic in 1996.&lt;br /&gt;
&lt;br /&gt;
== Reception ==&lt;br /&gt;
&lt;br /&gt;
Cyberdillo received mixed reviews from video game critics.&lt;br /&gt;
&lt;br /&gt;
A reviewer for GamePro called the gameplay &amp;quot;redundant&amp;quot; and lacking Doom&#039;s suspense. The reviewer was also mixed on the game&#039;s music. While calling it &amp;quot;tongue-in-cheek&amp;quot; and adding charm to the game, they added that the player&#039;s tolerance would depend on their liking of disco. They also described the voice acting as &amp;quot;unintelligible&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Steve Bauman from Computer Games Magazine considered the soundtrack to be the best part of the game, while calling the game mediocre.&lt;br /&gt;
&lt;br /&gt;
Hardcore Gaming 101 criticized the controls for being too slippery and its level designs for being confusing.&lt;br /&gt;
&lt;br /&gt;
Next Generation reviewed the 3DO version of the game, and stated that &amp;quot;Although Cyberdillo moves surprisingly fast on 3DO, the control is very loose and the graphics are far from cutting edge. The developers deserve credit for trying to make something that&#039;s different, but in the end, Cyberdillo is either a cute novelty of a run-of-the-mill Doom game – neither of which make for much long-term entertainment.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Magazine Reviews===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Date&lt;br /&gt;
! Region&lt;br /&gt;
! Rating&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Game Players || May 96 || {{Template:Flag-us}} || 63% || Cyberdillo moves surprisingly fast on the 3DO, but the control is real loose and the graphics are anything but cutting edge. I do give the developers credit for trying something new and different, but in the end Cyberdillo is either a cute novelty or a run of the mill Doom game, neither of which is going to give the 3DO Multi-player the shot in the arm it so desperately needs.&lt;br /&gt;
|-&lt;br /&gt;
| GamePro|| Apr 96 || {{Template:Flag-us}} || 60% || Cyberdillo mocks standard shooters and on that level it succeeds mildly. But there&#039;s not enough excitement to make this a joke worth retelling.&lt;br /&gt;
|}&lt;br /&gt;
* - Need review page&lt;br /&gt;
&lt;br /&gt;
== Disc Archaeology ==&lt;br /&gt;
&#039;&#039;Findings from a byte-level analysis of the US retail disc image (178,569,216 bytes / 87,040 blocks; 297 filesystem entries).&#039;&#039;&lt;br /&gt;
=== Two missing levels ===&lt;br /&gt;
The disc ships &amp;lt;code&amp;gt;level01.rsc&amp;lt;/code&amp;gt; through &amp;lt;code&amp;gt;level08.rsc&amp;lt;/code&amp;gt;, then &amp;lt;code&amp;gt;level10.rsc&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;level11.rsc&amp;lt;/code&amp;gt; — &#039;&#039;&#039;&amp;lt;code&amp;gt;level09.rsc&amp;lt;/code&amp;gt; does not exist&#039;&#039;&#039;, its numbering gap pressed into the retail disc. The executable additionally references a &amp;lt;code&amp;gt;level00.rsc&amp;lt;/code&amp;gt; that is not on the disc either: the level roster was numbered 00–11 in code, and two of those slots never shipped.&lt;br /&gt;
=== A debug symbol file on a retail disc ===&lt;br /&gt;
&amp;lt;code&amp;gt;/Cyber_Music/playbgndmusic.sym&amp;lt;/code&amp;gt; (40,260 bytes) is a full Macintosh debug-symbol file for the background-music task — larger than the 24,780-byte program it describes — containing 1,500+ type, structure and function names. Its first entry names the source file: &amp;lt;code&amp;gt;:Objects:LoopSterioSoundFile.c.o&amp;lt;/code&amp;gt; — &amp;quot;stereo&amp;quot; misspelled in the codebase. The executable carries a matching typo of its own: &#039;&#039;&amp;quot;Unable to start backtground music task.&amp;quot;&#039;&#039;&lt;br /&gt;
=== The difficulty settings are editable text files ===&lt;br /&gt;
&amp;lt;code&amp;gt;DIFFOPTS.000&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;.001&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;.002&amp;lt;/code&amp;gt; — one per difficulty — are plain-text enemy stat tables, developer comments included:&lt;br /&gt;
&amp;lt;code&amp;gt;#ENEMY&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;HitPts,WalkSpd,TurnSpd,WeapDamage,ShotRange,ShotDelay,Mass,Size&amp;lt;/code&amp;gt;&lt;br /&gt;
followed by rows for the full bestiary (&amp;lt;code&amp;gt;Dillo&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Barfman&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Spraycan&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Fish&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Tank&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Saucer&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Gumball&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TVman&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Horse&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Eyeball&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Hotdog&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Dethball&amp;lt;/code&amp;gt;) — the entire game balance modifiable with a text editor.&lt;br /&gt;
=== Debug functions compiled in ===&lt;br /&gt;
The executable retains cheat/debug strings: &amp;lt;code&amp;gt;SMART BOMB&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;JUMP TO LEVEL&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;SOUND TEST&amp;lt;/code&amp;gt;, and a status line &amp;lt;code&amp;gt;LEVEL: xx&amp;amp;nbsp;&amp;amp;nbsp;SUBLEVEL: x&amp;lt;/code&amp;gt;.&lt;br /&gt;
=== Macintosh bones ===&lt;br /&gt;
The game&#039;s &amp;lt;code&amp;gt;.rsc&amp;lt;/code&amp;gt; archives use Macintosh resource-fork type codes — the executable&#039;s type list includes classic Mac types (&amp;lt;code&amp;gt;PICT&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;DLOG&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;DITL&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;snd&amp;amp;nbsp;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;STR#&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;CURS&amp;lt;/code&amp;gt;) mixed with the game&#039;s own inventions, among them &amp;lt;code&amp;gt;FART&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;SCUM&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;LWAD&amp;lt;/code&amp;gt; (a nod to Doom&#039;s WAD format).&lt;br /&gt;
=== Shipped odds and ends ===&lt;br /&gt;
* &amp;lt;code&amp;gt;/ls&amp;lt;/code&amp;gt; — the 3DO SDK&#039;s directory-listing shell utility, left at the disc root.&lt;br /&gt;
* The storage-manager utility ships twice: once at root and once in &amp;lt;code&amp;gt;/Cyber_Tuner&amp;lt;/code&amp;gt; with its own UI art.&lt;br /&gt;
* &amp;lt;code&amp;gt;/Cyber_Voice/poodle.aif&amp;lt;/code&amp;gt; is a zero-byte file; &amp;lt;code&amp;gt;Player_Screens&amp;lt;/code&amp;gt; includes a &amp;lt;code&amp;gt;Menu.img.blank&amp;lt;/code&amp;gt; and a file named &amp;lt;code&amp;gt;dummy&amp;lt;/code&amp;gt;.&lt;br /&gt;
* The soundtrack&#039;s shipped filenames form their own review of the game: &amp;lt;code&amp;gt;DOGBUTT.AIF&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;PEE.AIF&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;SKINFLUT.AIF&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;BARFMAN.AIF&amp;lt;/code&amp;gt; — alongside &amp;lt;code&amp;gt;GREENDAY.AIF&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;PACMAN.AIF&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Menu art is branded &amp;lt;code&amp;gt;3DO_Studio.anim&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;3DO_Studio_Logo.img&amp;lt;/code&amp;gt;.&lt;br /&gt;
=== No credits, no copyright ===&lt;br /&gt;
A full-image sweep finds no staff credits as text and &#039;&#039;&#039;no copyright string belonging to the game at all&#039;&#039;&#039; — the only copyright notice anywhere on the disc is Matsushita&#039;s own, inside a system component: &#039;&#039;&amp;quot;Copyright (C) Matsushita Electric Industrial Co.,Ltd. 1994&amp;quot;&#039;&#039;. Any game credits exist only inside the FMV files.&lt;br /&gt;
=== Filesystem notes ===&lt;br /&gt;
The root directory (unusually, two blocks long) verifies hash-identical across all seven redundant copies. The copies of &amp;lt;code&amp;gt;/System/Devices&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Drivers&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Folios&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Programs&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Scripts&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;rom_tags&amp;lt;/code&amp;gt; disagree between generations — the common multi-pass mastering artifact, pressed into every disc; not dump damage.&lt;br /&gt;
=== Unallocated space ===&lt;br /&gt;
10,545 blocks (~21 MB) belong to no file. Every byte was checked: standard &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; mastering filler (with a single zeroed block), nothing hidden inside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other Versions ==&lt;br /&gt;
&lt;br /&gt;
An MS-Dos version was released at the same time.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Cyberdillo_Back.jpg|Back&lt;br /&gt;
Cyberdillo_Disc.jpg|Disc&lt;br /&gt;
Cyberdillo_Jewel_Case_Front.jpg|Jewel Case Front&lt;br /&gt;
Cyberdillo_Jewel_Case_Back.jpg|Jewel Case Back&lt;br /&gt;
Cyberdillo_Screenshot_1.png|Screenshot&lt;br /&gt;
Cyberdillo_Screenshot_2.png|Screenshot&lt;br /&gt;
Cyberdillo_Screenshot_3.png|Screenshot&lt;br /&gt;
Cyberdillo_Screenshot_4.png|Screenshot&lt;br /&gt;
Cyberdillo_Screenshot_5.png|Screenshot&lt;br /&gt;
Cyberdillo_Screenshot_6.png|Screenshot&lt;br /&gt;
Cyberdillo_Screenshot_7.png|Screenshot&lt;br /&gt;
Cyberdillo_Screenshot_8.png|Screenshot&lt;br /&gt;
Cyberdillo_Screenshot_9.png|Screenshot&lt;br /&gt;
Cyberdillo_Screenshot_10.png|Screenshot&lt;br /&gt;
Cyberdillo_Screenshot_11.png|Screenshot&lt;br /&gt;
Cyberdillo_Screenshot_12.png|Screenshot&lt;br /&gt;
Cyberdillo_Screenshot_13.png|Screenshot&lt;br /&gt;
Cyberdillo_Screenshot_14.png|Screenshot&lt;br /&gt;
Cyberdillo_Screenshot_15.png|Screenshot&lt;br /&gt;
Cyberdillo_Screenshot_16.png|Screenshot&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:3DO Games]]&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=Corpse_Killer(NA)&amp;diff=18451</id>
		<title>Corpse Killer(NA)</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=Corpse_Killer(NA)&amp;diff=18451"/>
		<updated>2026-08-14T06:42:21Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: /* Speculation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Corpse_Killer_NA_Front.png|thumb|right|]]&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Full Name:&#039;&#039;&#039; Corpse Killer&lt;br /&gt;
*&#039;&#039;&#039;Code:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Type:&#039;&#039;&#039; Rail shooter&lt;br /&gt;
*&#039;&#039;&#039;Developer:&#039;&#039;&#039; [[Digital Pictures|Digital Pictures]]&lt;br /&gt;
*&#039;&#039;&#039;Publisher:&#039;&#039;&#039; [[Acclaim Distribution|Acclaim Distribution]]&lt;br /&gt;
*&#039;&#039;&#039;Language:&#039;&#039;&#039; English&lt;br /&gt;
*&#039;&#039;&#039;Release Date:&#039;&#039;&#039; 1994&lt;br /&gt;
*&#039;&#039;&#039;Region:&#039;&#039;&#039; NA&lt;br /&gt;
*&#039;&#039;&#039;Barcode:&#039;&#039;&#039; 782346023218&lt;br /&gt;
*&#039;&#039;&#039;Local Title:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Rarity:&#039;&#039;&#039; 1&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Corpse Killer is a horror-themed FMV rail shooter developed and published by Digital Pictures released for the 3DO that features live-action full motion video in a format similar to other games developed by the company.&lt;br /&gt;
&lt;br /&gt;
Footage from the game was later recycled for the 2003 film Game Over.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
An unnamed United States Marine is airdropped onto a tropical island on a top secret mission to stop the evil Dr. Hellman, who plans to release his army of zombies on the world. He is bitten by a zombie and also meets an attractive female reporter and a Rastafarian male driver. Four of the marine lieutenant&#039;s comrades are captured by Hellman and turned into zombies. To rescue them, the lieutenant infiltrates Hellman&#039;s compound and shoots each of them with bullets coated with extract from Datura plants, which can turn freshly-created zombies back into humans.&lt;br /&gt;
&lt;br /&gt;
== Game Play ==&lt;br /&gt;
&lt;br /&gt;
Most of the gameplay is similar to other shooting full motion video games such as Lethal Enforcers. The player moves through the jungle shooting various zombies, collecting better ammunition (to prepare for a raid on Hellman&#039;s compound) and medicine to recover health.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
&lt;br /&gt;
John Lafia directed the live-action footage, which was filmed on location in the Caribbean, with most scenes being shot in Puerto Rico. The actors portraying the zombies wore latex masks.&lt;br /&gt;
&lt;br /&gt;
== Other Versions ==&lt;br /&gt;
&lt;br /&gt;
The original game was also released for the Sega CD, Sega CD 32X (Of which it was the first CD game for the 32X), Sega Saturn, Windows 95 and Macintosh.&lt;br /&gt;
&lt;br /&gt;
The Sega Saturn version of the title was released with the subtitle of &amp;quot;Graveyard Edition&amp;quot;. This version features a few exclusives such as a full-screen video (other versions have the FMV boxed in), improved video quality, a difficulty selection (ranging from normal to bloodthirsty to cannibal), items and power-ups that drop down from the top of the screen and can be shot and collected, and &amp;quot;in your face&amp;quot; zombie attacks. These attacks involve a zombie that pops up immediately in front of the &amp;quot;camera&amp;quot; and attacks the player. They can only be killed with armor-piercing rounds or Datura rounds. The Saturn version is also the only version of the game to lack light gun support (though there is no mention of light guns in the manual or packaging for the 3DO version, it does in fact include light gun support).&lt;br /&gt;
&lt;br /&gt;
It was later remastered for Steam, PlayStation 4 and Nintendo Switch.&lt;br /&gt;
&lt;br /&gt;
William Mesa, Flash Film Works and Screaming Villains remastered the game from the original source material in 2019 and re-released it as a &amp;quot;25th Anniversary Edition&amp;quot; for Steam, and PlayStation 4. It was also released in physical PS4 media by Limited Run Games. The new version contained several hours&#039; worth of behind-the-scenes video from the original production as well as hundreds of still images, the original production script and other assorted documents.&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
===A Digital Pictures Production / A U-Direct® Interactive Film===&lt;br /&gt;
*Executive Producers	Tom Zito, Tyler Johnson&lt;br /&gt;
*Interactive Design	Ken Soohoo, Kenneth Melville&lt;br /&gt;
*Music	Bradley Smith&lt;br /&gt;
*Production Design	Anthony Tremblay&lt;br /&gt;
*Director of Photography	Anthony Palmieri&lt;br /&gt;
*Screenplay	Kenneth Melville&lt;br /&gt;
*Computer Programming	Jason Anniballi&lt;br /&gt;
*Produced by	Charles Ogden, Wolfgang Marum&lt;br /&gt;
*Directed by	John Lafia&lt;br /&gt;
&lt;br /&gt;
===Cast===&lt;br /&gt;
*Winston	Jeremiah Birkett&lt;br /&gt;
*Julie	Brigett Butler&lt;br /&gt;
*Hellman	Vincent Schiavelli&lt;br /&gt;
*Magliano	John Cassini&lt;br /&gt;
*Fleming	Gary Anthony Sturgis&lt;br /&gt;
*Duffy	Erin Bobo&lt;br /&gt;
*Captain	Bill Mosley&lt;br /&gt;
*General	Charles Kahlenberg&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
*Production Supervisor	Ellen Gordon&lt;br /&gt;
*Production Coordinator	Thérese Cathcart&lt;br /&gt;
*Assistant Production Co-ordinator	Candace Modrell&lt;br /&gt;
*Production Secretary	Ruth de Thomas&lt;br /&gt;
*Senior Associate Producer	Shari Little&lt;br /&gt;
*Associate Producer	Carina Chocano&lt;br /&gt;
*Additional Game Design	Noah Falstein&lt;br /&gt;
*Computer Graphics	Lode Coen, Cuyler Gee, Joshua Solomon, Jarmila Seflova, Brian Andersen, Christina Carvalho&lt;br /&gt;
*First Assistant Director	Patrick Duffy&lt;br /&gt;
*Second Assistant Director	Bob Acosta&lt;br /&gt;
*Script Supervisor	Patricia Kangrga&lt;br /&gt;
*First Assistant Camera	Paddy Kean&lt;br /&gt;
*Second Assistant Camera	Arianne Peckham&lt;br /&gt;
*Film Loader	Julie Silver&lt;br /&gt;
*Steadicam Operator	Dave Chameides&lt;br /&gt;
*Art Director	Oana Bogdan&lt;br /&gt;
*Swing	Angel Pastrana&lt;br /&gt;
*Property Master	Randall Earnest&lt;br /&gt;
*Property Assistant	David Fitzpatrick&lt;br /&gt;
*Miniature Effects Supervisor	Dave Sharp&lt;br /&gt;
*Construction Supervisor	Clive Brown&lt;br /&gt;
*Set Decorator	Bonita Huffman&lt;br /&gt;
*Costume Design	Yana Syrkin&lt;br /&gt;
*Wardrobe Supervisor	Bo Slavin&lt;br /&gt;
*Set Costumer	Andrea Federman&lt;br /&gt;
*Key Make-Up Artist	Diana Thomas&lt;br /&gt;
*Make-Up Assistant	Marta Callender&lt;br /&gt;
*Prosthetic Make-Up Artist	Bart Mixon&lt;br /&gt;
*Prosthetic Make-Up Assistant	Earl Ellis&lt;br /&gt;
*Hair Dresser	Timothy Lasquade&lt;br /&gt;
*Stunt Coordinator	Keith Woulard&lt;br /&gt;
*Gaffer	Jim Gilson&lt;br /&gt;
*Best Boy Electric	Scott Young&lt;br /&gt;
*Electricians	Jose Hernandez, Raymond Orraca, Pedro Juan Lopez&lt;br /&gt;
*Key Grip	Terry Wimmer&lt;br /&gt;
*Best Boy Grip	Ramón Cuadrado&lt;br /&gt;
*Grips	Raul Rosado, Anibal Pabón&lt;br /&gt;
*Sound Mixer	Mary Jo Devenney&lt;br /&gt;
*Boom Operator	Peter Jones&lt;br /&gt;
*Production Accountants	Donna Cipriani, Tad Driscoll&lt;br /&gt;
*Assistant Accountant	Richard Fleming&lt;br /&gt;
*Location Manager	Ana Rica Groennou&lt;br /&gt;
*Casting Director	Zoraida Sanjurjo&lt;br /&gt;
*Still Photographer	Jose Cuevas&lt;br /&gt;
*Storyboard Artist	Robert Camargo&lt;br /&gt;
*Transportation Coordinator	Jose Luis Fuentes&lt;br /&gt;
*Drivers	Otni Vargas, Maniel Negrón, Felix Osorio, Luis Medina, Felix Juan Padua, Hector Lopez, Hector Chaparro, Ivan Lopez&lt;br /&gt;
*Technical Dance Consultant	Lisa Boiko&lt;br /&gt;
*Office Production Assistants	Karen Uphoff, Malen Folch&lt;br /&gt;
*Key Set Production Assistant	Juan Esteban Suarez&lt;br /&gt;
*Set Production Assistants	Francisco Torres, Gilbert Medina&lt;br /&gt;
*Craft Service	Felix Perez&lt;br /&gt;
&lt;br /&gt;
===Los Angeles Unit===&lt;br /&gt;
*Electricians	Steve Stelig, Shawn Blakeman&lt;br /&gt;
*Grip	Rafael Molinary&lt;br /&gt;
*Boom Operator	Kevin Kubota&lt;br /&gt;
*Casting Director	Valerie Massalas&lt;br /&gt;
*Extras Casting	Tom Thacker&lt;br /&gt;
*Still Photographer	Carol Westwood&lt;br /&gt;
*Transportation Co-ordinator	Paul Kowalczyk&lt;br /&gt;
*Office Production Assistant	Erika Schleich&lt;br /&gt;
*Set Production Assistants	Remo Packer, Basti Van Der Woude, Navid Sheydaei&lt;br /&gt;
*Caterer	Gourmet Chabar&lt;br /&gt;
*Craft Service	Stacy Briskman&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
*Post Production Supervisor	Eric Valente&lt;br /&gt;
*Editor	Peter Bazinski&lt;br /&gt;
*Assistant Editor	David Karson&lt;br /&gt;
*Post Production Assistant	Thérese Cathcart&lt;br /&gt;
*Percussion	Louis Conte&lt;br /&gt;
*Guitar	Marty Walsh&lt;br /&gt;
*Additional Music	Joel Goldsmith&lt;br /&gt;
*Additional Music Editor	Don Sanders&lt;br /&gt;
*Sound Effects Supervisor	Mace Matiosian&lt;br /&gt;
*Sound Effects Editor	David Beatle&lt;br /&gt;
*Additional Sound Effects	Albert Ibbotsen&lt;br /&gt;
*ADR Mixer	Alfred T. Ferrante (C.A.S.)&lt;br /&gt;
*ADR Recordist	Daryl Lathrop&lt;br /&gt;
*Dialog Mixer	Chris Haire (C.A.S.)&lt;br /&gt;
*Sound Effects Mixer	Doug Davey&lt;br /&gt;
*Music Mixer	Richard L. Morrison (C.A.S.)&lt;br /&gt;
*Additional Mixing	Tim Claman&lt;br /&gt;
*Recordist	Chris Elam&lt;br /&gt;
*Foley Mixer	Marty Church&lt;br /&gt;
*Post Production Coordinator	Dan MacDonald&lt;br /&gt;
*Effects Compositing	Mark Intravotolo&lt;br /&gt;
*Color Timer	Ed Rowin&lt;br /&gt;
*On Line Editor	Roger Berger&lt;br /&gt;
*Digital Artists	Robert McInnis, Marla Carter, Brian Conlon&lt;br /&gt;
*Head Tester	David Popovich&lt;br /&gt;
*Lead Game Tester	Benjamin DeGuzman (as Benjamin-Lee DeGuzman)&lt;br /&gt;
*Assistant Lead	Randall K. Hughes&lt;br /&gt;
*Game Testers	Bill Bound, Ken Brink, Harry Chavez, Anthony Constantino, Paul Franco, Paul Gluck, Rob Macy&lt;br /&gt;
*Package &amp;amp; Manual	The Design Office of Wong &amp;amp; Yeo&lt;br /&gt;
*Filmed on location in	Puerto Rico and at Praxis Film Works in Los Angeles California.&lt;br /&gt;
*Created, Produced and Published by	Digital Pictures Inc.&lt;br /&gt;
&lt;br /&gt;
== Disc Archaeology ==&lt;br /&gt;
&#039;&#039;Findings from a byte-level analysis of the US retail disc image (655,978,496 bytes / 320,000 blocks; 136 filesystem entries).&#039;&#039;&lt;br /&gt;
=== One file, 97% of the disc ===&lt;br /&gt;
The entire game outside the executable is a single opaque container: &amp;lt;code&amp;gt;/discdata.bin&amp;lt;/code&amp;gt;, 633,870,336 bytes — 96.6% of the disc. It is Digital Pictures&#039; proprietary format: a full-image scan finds &#039;&#039;&#039;no plaintext anywhere inside it&#039;&#039;&#039; — no filenames, no chunk tags, no readable headers. The Opera filesystem exists only to carry the executable and point at this one file; the engine addresses everything within it by raw offset, consistent with Digital Pictures&#039; practice of porting the same FMV content across many platforms.&lt;br /&gt;
=== The game map in the executable ===&lt;br /&gt;
&amp;lt;code&amp;gt;Launchme&amp;lt;/code&amp;gt; (168,540 bytes) carries the game&#039;s entire logical structure as string tables: zombie gang types (&amp;lt;code&amp;gt;RENEGADES&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;SERIAL KILLERS&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;CULT KILLERS&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ELECTROPOSSE&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;DED BOYZ&amp;lt;/code&amp;gt;), quest lines (&amp;lt;code&amp;gt;WINSTON QUEST&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;JULIE QUEST&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;DATURA QUEST&amp;lt;/code&amp;gt;), inventory (&amp;lt;code&amp;gt;DATURA BULLETS&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;JU JU STICK&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;HANJA ROOT&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;BONE PLATE&amp;lt;/code&amp;gt;), and the full map-node list from &amp;lt;code&amp;gt;AIRSTRIP&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;ZOMBIETOWN&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;SKULL MTN&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;HELLMAN TV&amp;lt;/code&amp;gt;. The save file is &amp;lt;code&amp;gt;/nvram/CorpseKillerSave&amp;lt;/code&amp;gt;.&lt;br /&gt;
=== A list of initials ===&lt;br /&gt;
A name table sits in the executable: &amp;lt;code&amp;gt;NATE M.&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;DANIELLE W.&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;AUDREY C.&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;STACEY S.&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;JOHN S.&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;BOB T.&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;D. POP&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;KEN S.&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;EDGAR A. T.&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;CHARLIE O.&amp;lt;/code&amp;gt; — default name entries, plausibly first names and initials of Digital Pictures staff (unverified; see Speculation).&lt;br /&gt;
=== A disc with no safety net ===&lt;br /&gt;
Opera discs conventionally store several redundant copies of the directory tree; this disc carries exactly &#039;&#039;&#039;one&#039;&#039;&#039; root-directory copy. With 97% of the disc in one file, the entire disc&#039;s readability hangs on a handful of directory sectors — a mastering choice that trades resilience for simplicity.&lt;br /&gt;
=== No credits text ===&lt;br /&gt;
A full-image sweep confirms no staff credits exist as text on the disc beyond the initials list above — the credits are inside the FMV content itself.&lt;br /&gt;
=== Unallocated space ===&lt;br /&gt;
9,911 blocks (~19 MB) belong to no file, in a single run. Every byte was checked: 100% standard &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; mastering filler, nothing hidden inside.&lt;br /&gt;
=== Speculation ===&lt;br /&gt;
&#039;&#039;Informed guesswork, clearly separated from the findings above.&#039;&#039;&lt;br /&gt;
The initials table (&amp;lt;code&amp;gt;NATE M.&amp;lt;/code&amp;gt; through &amp;lt;code&amp;gt;CHARLIE O.&amp;lt;/code&amp;gt;) reads like a default high-score or save-slot name list, and such lists in 1990s games were customarily filled with the development team&#039;s own names. Digital Pictures&#039; credited staff across its titles include matching first names, but the disc itself offers no confirmation — a period staff list would be needed to pin each entry.&lt;br /&gt;
&lt;br /&gt;
=== Regional Comparison ===&lt;br /&gt;
The 1994 US and Japanese releases are structurally identical twins — the same minimal 136-entry filesystem, the same single-file architecture, and executables of exactly the same size (168,540 bytes). The differences are all beneath the surface:&lt;br /&gt;
* &#039;&#039;&#039;The data container differs slightly&#039;&#039;&#039;: the Japanese &amp;lt;code&amp;gt;discdata.bin&amp;lt;/code&amp;gt; is 200,704 bytes larger (634,071,040 vs 633,870,336), with the first differing byte about 944 KB in — the bulk of the American FMV footage carries over, with changes concentrated early in the container (where index tables and title material live).&lt;br /&gt;
* &#039;&#039;&#039;The executables are different builds with identical text&#039;&#039;&#039;: every printable string in the two &amp;lt;code&amp;gt;Launchme&amp;lt;/code&amp;gt; files matches exactly; only binary content (embedded data tables, presumably offsets into the resized container) differs.&lt;br /&gt;
* &#039;&#039;&#039;The Japanese release contains no Japanese text at all.&#039;&#039;&#039; A full-image Shift-JIS sweep of the JP disc finds not a single Japanese string — no menus, no staff text, nothing. Whatever localization the Japanese release received lived in the packaging, the manual, or re-rendered frames inside the video container — the disc&#039;s text layer is entirely English.&lt;br /&gt;
* Both discs use a &#039;&#039;&#039;single root-directory copy&#039;&#039;&#039; (where Opera discs conventionally carry several redundant copies), both pad with verified-clean &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; filler (~19 MB each), and neither contains any hidden leftover data.&lt;br /&gt;
&lt;br /&gt;
== Linked Titles ==&lt;br /&gt;
&lt;br /&gt;
* Japanese Version - [[Corpse Killer(JP)|Corpse Killer]]&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Corpse_Killer_NA_Back.png|Back&lt;br /&gt;
File:Corpse_Killer_NA_Contents.png|Contents&lt;br /&gt;
File:Corpse_Killer_Screenshot_1.png|Screenshot&lt;br /&gt;
File:Corpse_Killer_Screenshot_2.png|Screenshot&lt;br /&gt;
File:Corpse_Killer_Screenshot_3.png|Screenshot&lt;br /&gt;
File:Corpse_Killer_Screenshot_4.png|Screenshot&lt;br /&gt;
File:Corpse_Killer_Screenshot_5.png|Screenshot&lt;br /&gt;
File:Corpse_Killer_Screenshot_6.png|Screenshot&lt;br /&gt;
File:Corpse_Killer_Screenshot_7.png|Screenshot&lt;br /&gt;
File:Corpse_Killer_Screenshot_8.png|Screenshot&lt;br /&gt;
File:Corpse_Killer_Screenshot_9.png|Screenshot&lt;br /&gt;
File:Corpse_Killer_Screenshot_10.png|Screenshot&lt;br /&gt;
File:Corpse_Killer_Screenshot_11.png|Screenshot&lt;br /&gt;
File:Corpse_Killer_Screenshot_12.png|Screenshot&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:3DO Games]]&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=Corpse_Killer(JP)&amp;diff=18450</id>
		<title>Corpse Killer(JP)</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=Corpse_Killer(JP)&amp;diff=18450"/>
		<updated>2026-08-14T06:41:50Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Corpse_Killer_JP_Front.jpg|thumb|right|]]&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Full Name:&#039;&#039;&#039; Corpse Killer&lt;br /&gt;
*&#039;&#039;&#039;Code:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Type:&#039;&#039;&#039; Rail shooter&lt;br /&gt;
*&#039;&#039;&#039;Developer:&#039;&#039;&#039; [[Digital Pictures|Digital Pictures]]&lt;br /&gt;
*&#039;&#039;&#039;Publisher:&#039;&#039;&#039; [[Acclaim Distribution|Acclaim Distribution]]&lt;br /&gt;
*&#039;&#039;&#039;Language:&#039;&#039;&#039; Japanese&lt;br /&gt;
*&#039;&#039;&#039;Release Date:&#039;&#039;&#039; 1994&lt;br /&gt;
*&#039;&#039;&#039;Region:&#039;&#039;&#039; JP&lt;br /&gt;
*&#039;&#039;&#039;Barcode:&#039;&#039;&#039; 7 82346 02327 0&lt;br /&gt;
*&#039;&#039;&#039;Local Title:&#039;&#039;&#039; コープス・キラー&lt;br /&gt;
*&#039;&#039;&#039;Rarity:&#039;&#039;&#039; 1&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Corpse Killer is a horror-themed FMV rail shooter developed and published by Digital Pictures released for the 3DO that features live-action full motion video in a format similar to other games developed by the company.&lt;br /&gt;
&lt;br /&gt;
Footage from the game was later recycled for the 2003 film Game Over.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
An unnamed United States Marine is airdropped onto a tropical island on a top secret mission to stop the evil Dr. Hellman, who plans to release his army of zombies on the world. He is bitten by a zombie and also meets an attractive female reporter and a Rastafarian male driver. Four of the marine lieutenant&#039;s comrades are captured by Hellman and turned into zombies. To rescue them, the lieutenant infiltrates Hellman&#039;s compound and shoots each of them with bullets coated with extract from Datura plants, which can turn freshly-created zombies back into humans.&lt;br /&gt;
&lt;br /&gt;
== Game Play ==&lt;br /&gt;
&lt;br /&gt;
Most of the gameplay is similar to other shooting full motion video games such as Lethal Enforcers. The player moves through the jungle shooting various zombies, collecting better ammunition (to prepare for a raid on Hellman&#039;s compound) and medicine to recover health.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
&lt;br /&gt;
John Lafia directed the live-action footage, which was filmed on location in the Caribbean, with most scenes being shot in Puerto Rico. The actors portraying the zombies wore latex masks.&lt;br /&gt;
&lt;br /&gt;
== Other Versions ==&lt;br /&gt;
&lt;br /&gt;
The original game was also released for the Sega CD, Sega CD 32X (Of which it was the first CD game for the 32X), Sega Saturn, Windows 95 and Macintosh.&lt;br /&gt;
&lt;br /&gt;
The Sega Saturn version of the title was released with the subtitle of &amp;quot;Graveyard Edition&amp;quot;. This version features a few exclusives such as a full-screen video (other versions have the FMV boxed in), improved video quality, a difficulty selection (ranging from normal to bloodthirsty to cannibal), items and power-ups that drop down from the top of the screen and can be shot and collected, and &amp;quot;in your face&amp;quot; zombie attacks. These attacks involve a zombie that pops up immediately in front of the &amp;quot;camera&amp;quot; and attacks the player. They can only be killed with armor-piercing rounds or Datura rounds. The Saturn version is also the only version of the game to lack light gun support (though there is no mention of light guns in the manual or packaging for the 3DO version, it does in fact include light gun support).&lt;br /&gt;
&lt;br /&gt;
It was later remastered for Steam, PlayStation 4 and Nintendo Switch.&lt;br /&gt;
&lt;br /&gt;
William Mesa, Flash Film Works and Screaming Villains remastered the game from the original source material in 2019 and re-released it as a &amp;quot;25th Anniversary Edition&amp;quot; for Steam, and PlayStation 4. It was also released in physical PS4 media by Limited Run Games. The new version contained several hours&#039; worth of behind-the-scenes video from the original production as well as hundreds of still images, the original production script and other assorted documents.&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
===A Digital Pictures Production / A U-Direct® Interactive Film===&lt;br /&gt;
*Executive Producers	Tom Zito, Tyler Johnson&lt;br /&gt;
*Interactive Design	Ken Soohoo, Kenneth Melville&lt;br /&gt;
*Music	Bradley Smith&lt;br /&gt;
*Production Design	Anthony Tremblay&lt;br /&gt;
*Director of Photography	Anthony Palmieri&lt;br /&gt;
*Screenplay	Kenneth Melville&lt;br /&gt;
*Computer Programming	Jason Anniballi&lt;br /&gt;
*Produced by	Charles Ogden, Wolfgang Marum&lt;br /&gt;
*Directed by	John Lafia&lt;br /&gt;
&lt;br /&gt;
===Cast===&lt;br /&gt;
*Winston	Jeremiah Birkett&lt;br /&gt;
*Julie	Brigett Butler&lt;br /&gt;
*Hellman	Vincent Schiavelli&lt;br /&gt;
*Magliano	John Cassini&lt;br /&gt;
*Fleming	Gary Anthony Sturgis&lt;br /&gt;
*Duffy	Erin Bobo&lt;br /&gt;
*Captain	Bill Mosley&lt;br /&gt;
*General	Charles Kahlenberg&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
*Production Supervisor	Ellen Gordon&lt;br /&gt;
*Production Coordinator	Thérese Cathcart&lt;br /&gt;
*Assistant Production Co-ordinator	Candace Modrell&lt;br /&gt;
*Production Secretary	Ruth de Thomas&lt;br /&gt;
*Senior Associate Producer	Shari Little&lt;br /&gt;
*Associate Producer	Carina Chocano&lt;br /&gt;
*Additional Game Design	Noah Falstein&lt;br /&gt;
*Computer Graphics	Lode Coen, Cuyler Gee, Joshua Solomon, Jarmila Seflova, Brian Andersen, Christina Carvalho&lt;br /&gt;
*First Assistant Director	Patrick Duffy&lt;br /&gt;
*Second Assistant Director	Bob Acosta&lt;br /&gt;
*Script Supervisor	Patricia Kangrga&lt;br /&gt;
*First Assistant Camera	Paddy Kean&lt;br /&gt;
*Second Assistant Camera	Arianne Peckham&lt;br /&gt;
*Film Loader	Julie Silver&lt;br /&gt;
*Steadicam Operator	Dave Chameides&lt;br /&gt;
*Art Director	Oana Bogdan&lt;br /&gt;
*Swing	Angel Pastrana&lt;br /&gt;
*Property Master	Randall Earnest&lt;br /&gt;
*Property Assistant	David Fitzpatrick&lt;br /&gt;
*Miniature Effects Supervisor	Dave Sharp&lt;br /&gt;
*Construction Supervisor	Clive Brown&lt;br /&gt;
*Set Decorator	Bonita Huffman&lt;br /&gt;
*Costume Design	Yana Syrkin&lt;br /&gt;
*Wardrobe Supervisor	Bo Slavin&lt;br /&gt;
*Set Costumer	Andrea Federman&lt;br /&gt;
*Key Make-Up Artist	Diana Thomas&lt;br /&gt;
*Make-Up Assistant	Marta Callender&lt;br /&gt;
*Prosthetic Make-Up Artist	Bart Mixon&lt;br /&gt;
*Prosthetic Make-Up Assistant	Earl Ellis&lt;br /&gt;
*Hair Dresser	Timothy Lasquade&lt;br /&gt;
*Stunt Coordinator	Keith Woulard&lt;br /&gt;
*Gaffer	Jim Gilson&lt;br /&gt;
*Best Boy Electric	Scott Young&lt;br /&gt;
*Electricians	Jose Hernandez, Raymond Orraca, Pedro Juan Lopez&lt;br /&gt;
*Key Grip	Terry Wimmer&lt;br /&gt;
*Best Boy Grip	Ramón Cuadrado&lt;br /&gt;
*Grips	Raul Rosado, Anibal Pabón&lt;br /&gt;
*Sound Mixer	Mary Jo Devenney&lt;br /&gt;
*Boom Operator	Peter Jones&lt;br /&gt;
*Production Accountants	Donna Cipriani, Tad Driscoll&lt;br /&gt;
*Assistant Accountant	Richard Fleming&lt;br /&gt;
*Location Manager	Ana Rica Groennou&lt;br /&gt;
*Casting Director	Zoraida Sanjurjo&lt;br /&gt;
*Still Photographer	Jose Cuevas&lt;br /&gt;
*Storyboard Artist	Robert Camargo&lt;br /&gt;
*Transportation Coordinator	Jose Luis Fuentes&lt;br /&gt;
*Drivers	Otni Vargas, Maniel Negrón, Felix Osorio, Luis Medina, Felix Juan Padua, Hector Lopez, Hector Chaparro, Ivan Lopez&lt;br /&gt;
*Technical Dance Consultant	Lisa Boiko&lt;br /&gt;
*Office Production Assistants	Karen Uphoff, Malen Folch&lt;br /&gt;
*Key Set Production Assistant	Juan Esteban Suarez&lt;br /&gt;
*Set Production Assistants	Francisco Torres, Gilbert Medina&lt;br /&gt;
*Craft Service	Felix Perez&lt;br /&gt;
&lt;br /&gt;
===Los Angeles Unit===&lt;br /&gt;
*Electricians	Steve Stelig, Shawn Blakeman&lt;br /&gt;
*Grip	Rafael Molinary&lt;br /&gt;
*Boom Operator	Kevin Kubota&lt;br /&gt;
*Casting Director	Valerie Massalas&lt;br /&gt;
*Extras Casting	Tom Thacker&lt;br /&gt;
*Still Photographer	Carol Westwood&lt;br /&gt;
*Transportation Co-ordinator	Paul Kowalczyk&lt;br /&gt;
*Office Production Assistant	Erika Schleich&lt;br /&gt;
*Set Production Assistants	Remo Packer, Basti Van Der Woude, Navid Sheydaei&lt;br /&gt;
*Caterer	Gourmet Chabar&lt;br /&gt;
*Craft Service	Stacy Briskman&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
*Post Production Supervisor	Eric Valente&lt;br /&gt;
*Editor	Peter Bazinski&lt;br /&gt;
*Assistant Editor	David Karson&lt;br /&gt;
*Post Production Assistant	Thérese Cathcart&lt;br /&gt;
*Percussion	Louis Conte&lt;br /&gt;
*Guitar	Marty Walsh&lt;br /&gt;
*Additional Music	Joel Goldsmith&lt;br /&gt;
*Additional Music Editor	Don Sanders&lt;br /&gt;
*Sound Effects Supervisor	Mace Matiosian&lt;br /&gt;
*Sound Effects Editor	David Beatle&lt;br /&gt;
*Additional Sound Effects	Albert Ibbotsen&lt;br /&gt;
*ADR Mixer	Alfred T. Ferrante (C.A.S.)&lt;br /&gt;
*ADR Recordist	Daryl Lathrop&lt;br /&gt;
*Dialog Mixer	Chris Haire (C.A.S.)&lt;br /&gt;
*Sound Effects Mixer	Doug Davey&lt;br /&gt;
*Music Mixer	Richard L. Morrison (C.A.S.)&lt;br /&gt;
*Additional Mixing	Tim Claman&lt;br /&gt;
*Recordist	Chris Elam&lt;br /&gt;
*Foley Mixer	Marty Church&lt;br /&gt;
*Post Production Coordinator	Dan MacDonald&lt;br /&gt;
*Effects Compositing	Mark Intravotolo&lt;br /&gt;
*Color Timer	Ed Rowin&lt;br /&gt;
*On Line Editor	Roger Berger&lt;br /&gt;
*Digital Artists	Robert McInnis, Marla Carter, Brian Conlon&lt;br /&gt;
*Head Tester	David Popovich&lt;br /&gt;
*Lead Game Tester	Benjamin DeGuzman (as Benjamin-Lee DeGuzman)&lt;br /&gt;
*Assistant Lead	Randall K. Hughes&lt;br /&gt;
*Game Testers	Bill Bound, Ken Brink, Harry Chavez, Anthony Constantino, Paul Franco, Paul Gluck, Rob Macy&lt;br /&gt;
*Package &amp;amp; Manual	The Design Office of Wong &amp;amp; Yeo&lt;br /&gt;
*Filmed on location in	Puerto Rico and at Praxis Film Works in Los Angeles California.&lt;br /&gt;
*Created, Produced and Published by	Digital Pictures Inc.&lt;br /&gt;
&lt;br /&gt;
== Disc Archaeology ==&lt;br /&gt;
&#039;&#039;Findings from a byte-level analysis of the Japanese retail disc image (656,281,600 bytes / 320,000 blocks; 136 filesystem entries).&#039;&#039;&lt;br /&gt;
=== One file, 97% of the disc ===&lt;br /&gt;
The entire game outside the executable is a single opaque container: &amp;lt;code&amp;gt;/discdata.bin&amp;lt;/code&amp;gt;, 634,071,040 bytes — 96.6% of the disc, in Digital Pictures&#039; proprietary format. A full-image scan finds &#039;&#039;&#039;no plaintext anywhere inside it&#039;&#039;&#039;; the engine addresses its contents by raw offset, with the Opera filesystem reduced to a bootstrap.&lt;br /&gt;
=== An English-only &amp;quot;localization&amp;quot; ===&lt;br /&gt;
A full-image Shift-JIS sweep finds &#039;&#039;&#039;no Japanese text anywhere on the disc&#039;&#039;&#039; — no menus, no messages, no staff text. The executable&#039;s strings are identical to the American release&#039;s, listing the game&#039;s quests, items and map nodes in English (&amp;lt;code&amp;gt;ZOMBIETOWN&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;DATURA BULLETS&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;SKULL MTN&amp;lt;/code&amp;gt;...). Any Japanese the player sees can only come from re-rendered frames inside the video container.&lt;br /&gt;
=== A list of initials ===&lt;br /&gt;
A name table sits in the executable: &amp;lt;code&amp;gt;NATE M.&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;DANIELLE W.&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;AUDREY C.&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;STACEY S.&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;JOHN S.&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;BOB T.&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;D. POP&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;KEN S.&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;EDGAR A. T.&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;CHARLIE O.&amp;lt;/code&amp;gt; — default name entries, plausibly first names and initials of Digital Pictures staff.&lt;br /&gt;
=== A disc with no safety net ===&lt;br /&gt;
Opera discs conventionally store several redundant copies of the directory tree; this disc carries exactly &#039;&#039;&#039;one&#039;&#039;&#039; root-directory copy — the entire disc&#039;s readability hangs on a handful of directory sectors.&lt;br /&gt;
=== No credits text ===&lt;br /&gt;
A full-image sweep confirms no staff credits exist as text on the disc beyond the initials list above — the credits are inside the FMV content itself.&lt;br /&gt;
=== Unallocated space ===&lt;br /&gt;
9,813 blocks (~19 MB) belong to no file, in a single run. Every byte was checked: 100% standard &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; mastering filler, nothing hidden inside.&lt;br /&gt;
&lt;br /&gt;
=== Regional Comparison ===&lt;br /&gt;
The 1994 US and Japanese releases are structurally identical twins — the same minimal 136-entry filesystem, the same single-file architecture, and executables of exactly the same size (168,540 bytes). The differences are all beneath the surface:&lt;br /&gt;
* &#039;&#039;&#039;The data container differs slightly&#039;&#039;&#039;: the Japanese &amp;lt;code&amp;gt;discdata.bin&amp;lt;/code&amp;gt; is 200,704 bytes larger (634,071,040 vs 633,870,336), with the first differing byte about 944 KB in — the bulk of the American FMV footage carries over, with changes concentrated early in the container (where index tables and title material live).&lt;br /&gt;
* &#039;&#039;&#039;The executables are different builds with identical text&#039;&#039;&#039;: every printable string in the two &amp;lt;code&amp;gt;Launchme&amp;lt;/code&amp;gt; files matches exactly; only binary content (embedded data tables, presumably offsets into the resized container) differs.&lt;br /&gt;
* &#039;&#039;&#039;The Japanese release contains no Japanese text at all.&#039;&#039;&#039; A full-image Shift-JIS sweep of the JP disc finds not a single Japanese string — no menus, no staff text, nothing. Whatever localization the Japanese release received lived in the packaging, the manual, or re-rendered frames inside the video container — the disc&#039;s text layer is entirely English.&lt;br /&gt;
* Both discs use a &#039;&#039;&#039;single root-directory copy&#039;&#039;&#039; (where Opera discs conventionally carry several redundant copies), both pad with verified-clean &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; filler (~19 MB each), and neither contains any hidden leftover data.&lt;br /&gt;
&lt;br /&gt;
== Linked Titles ==&lt;br /&gt;
&lt;br /&gt;
* Japanese Version - [[Corpse Killer(JP)|Corpse Killer]]&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Corpse_Killer_JP_Contents.jpg|Contents&lt;br /&gt;
File:Corpse_Killer_Screenshot_1.png|Screenshot&lt;br /&gt;
File:Corpse_Killer_Screenshot_2.png|Screenshot&lt;br /&gt;
File:Corpse_Killer_Screenshot_3.png|Screenshot&lt;br /&gt;
File:Corpse_Killer_Screenshot_4.png|Screenshot&lt;br /&gt;
File:Corpse_Killer_Screenshot_5.png|Screenshot&lt;br /&gt;
File:Corpse_Killer_Screenshot_6.png|Screenshot&lt;br /&gt;
File:Corpse_Killer_Screenshot_7.png|Screenshot&lt;br /&gt;
File:Corpse_Killer_Screenshot_8.png|Screenshot&lt;br /&gt;
File:Corpse_Killer_Screenshot_9.png|Screenshot&lt;br /&gt;
File:Corpse_Killer_Screenshot_10.png|Screenshot&lt;br /&gt;
File:Corpse_Killer_Screenshot_11.png|Screenshot&lt;br /&gt;
File:Corpse_Killer_Screenshot_12.png|Screenshot&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:3DO Games]]&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=Corpse_Killer(NA)&amp;diff=18449</id>
		<title>Corpse Killer(NA)</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=Corpse_Killer(NA)&amp;diff=18449"/>
		<updated>2026-08-14T06:40:56Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Corpse_Killer_NA_Front.png|thumb|right|]]&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Full Name:&#039;&#039;&#039; Corpse Killer&lt;br /&gt;
*&#039;&#039;&#039;Code:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Type:&#039;&#039;&#039; Rail shooter&lt;br /&gt;
*&#039;&#039;&#039;Developer:&#039;&#039;&#039; [[Digital Pictures|Digital Pictures]]&lt;br /&gt;
*&#039;&#039;&#039;Publisher:&#039;&#039;&#039; [[Acclaim Distribution|Acclaim Distribution]]&lt;br /&gt;
*&#039;&#039;&#039;Language:&#039;&#039;&#039; English&lt;br /&gt;
*&#039;&#039;&#039;Release Date:&#039;&#039;&#039; 1994&lt;br /&gt;
*&#039;&#039;&#039;Region:&#039;&#039;&#039; NA&lt;br /&gt;
*&#039;&#039;&#039;Barcode:&#039;&#039;&#039; 782346023218&lt;br /&gt;
*&#039;&#039;&#039;Local Title:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Rarity:&#039;&#039;&#039; 1&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Corpse Killer is a horror-themed FMV rail shooter developed and published by Digital Pictures released for the 3DO that features live-action full motion video in a format similar to other games developed by the company.&lt;br /&gt;
&lt;br /&gt;
Footage from the game was later recycled for the 2003 film Game Over.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
An unnamed United States Marine is airdropped onto a tropical island on a top secret mission to stop the evil Dr. Hellman, who plans to release his army of zombies on the world. He is bitten by a zombie and also meets an attractive female reporter and a Rastafarian male driver. Four of the marine lieutenant&#039;s comrades are captured by Hellman and turned into zombies. To rescue them, the lieutenant infiltrates Hellman&#039;s compound and shoots each of them with bullets coated with extract from Datura plants, which can turn freshly-created zombies back into humans.&lt;br /&gt;
&lt;br /&gt;
== Game Play ==&lt;br /&gt;
&lt;br /&gt;
Most of the gameplay is similar to other shooting full motion video games such as Lethal Enforcers. The player moves through the jungle shooting various zombies, collecting better ammunition (to prepare for a raid on Hellman&#039;s compound) and medicine to recover health.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
&lt;br /&gt;
John Lafia directed the live-action footage, which was filmed on location in the Caribbean, with most scenes being shot in Puerto Rico. The actors portraying the zombies wore latex masks.&lt;br /&gt;
&lt;br /&gt;
== Other Versions ==&lt;br /&gt;
&lt;br /&gt;
The original game was also released for the Sega CD, Sega CD 32X (Of which it was the first CD game for the 32X), Sega Saturn, Windows 95 and Macintosh.&lt;br /&gt;
&lt;br /&gt;
The Sega Saturn version of the title was released with the subtitle of &amp;quot;Graveyard Edition&amp;quot;. This version features a few exclusives such as a full-screen video (other versions have the FMV boxed in), improved video quality, a difficulty selection (ranging from normal to bloodthirsty to cannibal), items and power-ups that drop down from the top of the screen and can be shot and collected, and &amp;quot;in your face&amp;quot; zombie attacks. These attacks involve a zombie that pops up immediately in front of the &amp;quot;camera&amp;quot; and attacks the player. They can only be killed with armor-piercing rounds or Datura rounds. The Saturn version is also the only version of the game to lack light gun support (though there is no mention of light guns in the manual or packaging for the 3DO version, it does in fact include light gun support).&lt;br /&gt;
&lt;br /&gt;
It was later remastered for Steam, PlayStation 4 and Nintendo Switch.&lt;br /&gt;
&lt;br /&gt;
William Mesa, Flash Film Works and Screaming Villains remastered the game from the original source material in 2019 and re-released it as a &amp;quot;25th Anniversary Edition&amp;quot; for Steam, and PlayStation 4. It was also released in physical PS4 media by Limited Run Games. The new version contained several hours&#039; worth of behind-the-scenes video from the original production as well as hundreds of still images, the original production script and other assorted documents.&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
===A Digital Pictures Production / A U-Direct® Interactive Film===&lt;br /&gt;
*Executive Producers	Tom Zito, Tyler Johnson&lt;br /&gt;
*Interactive Design	Ken Soohoo, Kenneth Melville&lt;br /&gt;
*Music	Bradley Smith&lt;br /&gt;
*Production Design	Anthony Tremblay&lt;br /&gt;
*Director of Photography	Anthony Palmieri&lt;br /&gt;
*Screenplay	Kenneth Melville&lt;br /&gt;
*Computer Programming	Jason Anniballi&lt;br /&gt;
*Produced by	Charles Ogden, Wolfgang Marum&lt;br /&gt;
*Directed by	John Lafia&lt;br /&gt;
&lt;br /&gt;
===Cast===&lt;br /&gt;
*Winston	Jeremiah Birkett&lt;br /&gt;
*Julie	Brigett Butler&lt;br /&gt;
*Hellman	Vincent Schiavelli&lt;br /&gt;
*Magliano	John Cassini&lt;br /&gt;
*Fleming	Gary Anthony Sturgis&lt;br /&gt;
*Duffy	Erin Bobo&lt;br /&gt;
*Captain	Bill Mosley&lt;br /&gt;
*General	Charles Kahlenberg&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
*Production Supervisor	Ellen Gordon&lt;br /&gt;
*Production Coordinator	Thérese Cathcart&lt;br /&gt;
*Assistant Production Co-ordinator	Candace Modrell&lt;br /&gt;
*Production Secretary	Ruth de Thomas&lt;br /&gt;
*Senior Associate Producer	Shari Little&lt;br /&gt;
*Associate Producer	Carina Chocano&lt;br /&gt;
*Additional Game Design	Noah Falstein&lt;br /&gt;
*Computer Graphics	Lode Coen, Cuyler Gee, Joshua Solomon, Jarmila Seflova, Brian Andersen, Christina Carvalho&lt;br /&gt;
*First Assistant Director	Patrick Duffy&lt;br /&gt;
*Second Assistant Director	Bob Acosta&lt;br /&gt;
*Script Supervisor	Patricia Kangrga&lt;br /&gt;
*First Assistant Camera	Paddy Kean&lt;br /&gt;
*Second Assistant Camera	Arianne Peckham&lt;br /&gt;
*Film Loader	Julie Silver&lt;br /&gt;
*Steadicam Operator	Dave Chameides&lt;br /&gt;
*Art Director	Oana Bogdan&lt;br /&gt;
*Swing	Angel Pastrana&lt;br /&gt;
*Property Master	Randall Earnest&lt;br /&gt;
*Property Assistant	David Fitzpatrick&lt;br /&gt;
*Miniature Effects Supervisor	Dave Sharp&lt;br /&gt;
*Construction Supervisor	Clive Brown&lt;br /&gt;
*Set Decorator	Bonita Huffman&lt;br /&gt;
*Costume Design	Yana Syrkin&lt;br /&gt;
*Wardrobe Supervisor	Bo Slavin&lt;br /&gt;
*Set Costumer	Andrea Federman&lt;br /&gt;
*Key Make-Up Artist	Diana Thomas&lt;br /&gt;
*Make-Up Assistant	Marta Callender&lt;br /&gt;
*Prosthetic Make-Up Artist	Bart Mixon&lt;br /&gt;
*Prosthetic Make-Up Assistant	Earl Ellis&lt;br /&gt;
*Hair Dresser	Timothy Lasquade&lt;br /&gt;
*Stunt Coordinator	Keith Woulard&lt;br /&gt;
*Gaffer	Jim Gilson&lt;br /&gt;
*Best Boy Electric	Scott Young&lt;br /&gt;
*Electricians	Jose Hernandez, Raymond Orraca, Pedro Juan Lopez&lt;br /&gt;
*Key Grip	Terry Wimmer&lt;br /&gt;
*Best Boy Grip	Ramón Cuadrado&lt;br /&gt;
*Grips	Raul Rosado, Anibal Pabón&lt;br /&gt;
*Sound Mixer	Mary Jo Devenney&lt;br /&gt;
*Boom Operator	Peter Jones&lt;br /&gt;
*Production Accountants	Donna Cipriani, Tad Driscoll&lt;br /&gt;
*Assistant Accountant	Richard Fleming&lt;br /&gt;
*Location Manager	Ana Rica Groennou&lt;br /&gt;
*Casting Director	Zoraida Sanjurjo&lt;br /&gt;
*Still Photographer	Jose Cuevas&lt;br /&gt;
*Storyboard Artist	Robert Camargo&lt;br /&gt;
*Transportation Coordinator	Jose Luis Fuentes&lt;br /&gt;
*Drivers	Otni Vargas, Maniel Negrón, Felix Osorio, Luis Medina, Felix Juan Padua, Hector Lopez, Hector Chaparro, Ivan Lopez&lt;br /&gt;
*Technical Dance Consultant	Lisa Boiko&lt;br /&gt;
*Office Production Assistants	Karen Uphoff, Malen Folch&lt;br /&gt;
*Key Set Production Assistant	Juan Esteban Suarez&lt;br /&gt;
*Set Production Assistants	Francisco Torres, Gilbert Medina&lt;br /&gt;
*Craft Service	Felix Perez&lt;br /&gt;
&lt;br /&gt;
===Los Angeles Unit===&lt;br /&gt;
*Electricians	Steve Stelig, Shawn Blakeman&lt;br /&gt;
*Grip	Rafael Molinary&lt;br /&gt;
*Boom Operator	Kevin Kubota&lt;br /&gt;
*Casting Director	Valerie Massalas&lt;br /&gt;
*Extras Casting	Tom Thacker&lt;br /&gt;
*Still Photographer	Carol Westwood&lt;br /&gt;
*Transportation Co-ordinator	Paul Kowalczyk&lt;br /&gt;
*Office Production Assistant	Erika Schleich&lt;br /&gt;
*Set Production Assistants	Remo Packer, Basti Van Der Woude, Navid Sheydaei&lt;br /&gt;
*Caterer	Gourmet Chabar&lt;br /&gt;
*Craft Service	Stacy Briskman&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
*Post Production Supervisor	Eric Valente&lt;br /&gt;
*Editor	Peter Bazinski&lt;br /&gt;
*Assistant Editor	David Karson&lt;br /&gt;
*Post Production Assistant	Thérese Cathcart&lt;br /&gt;
*Percussion	Louis Conte&lt;br /&gt;
*Guitar	Marty Walsh&lt;br /&gt;
*Additional Music	Joel Goldsmith&lt;br /&gt;
*Additional Music Editor	Don Sanders&lt;br /&gt;
*Sound Effects Supervisor	Mace Matiosian&lt;br /&gt;
*Sound Effects Editor	David Beatle&lt;br /&gt;
*Additional Sound Effects	Albert Ibbotsen&lt;br /&gt;
*ADR Mixer	Alfred T. Ferrante (C.A.S.)&lt;br /&gt;
*ADR Recordist	Daryl Lathrop&lt;br /&gt;
*Dialog Mixer	Chris Haire (C.A.S.)&lt;br /&gt;
*Sound Effects Mixer	Doug Davey&lt;br /&gt;
*Music Mixer	Richard L. Morrison (C.A.S.)&lt;br /&gt;
*Additional Mixing	Tim Claman&lt;br /&gt;
*Recordist	Chris Elam&lt;br /&gt;
*Foley Mixer	Marty Church&lt;br /&gt;
*Post Production Coordinator	Dan MacDonald&lt;br /&gt;
*Effects Compositing	Mark Intravotolo&lt;br /&gt;
*Color Timer	Ed Rowin&lt;br /&gt;
*On Line Editor	Roger Berger&lt;br /&gt;
*Digital Artists	Robert McInnis, Marla Carter, Brian Conlon&lt;br /&gt;
*Head Tester	David Popovich&lt;br /&gt;
*Lead Game Tester	Benjamin DeGuzman (as Benjamin-Lee DeGuzman)&lt;br /&gt;
*Assistant Lead	Randall K. Hughes&lt;br /&gt;
*Game Testers	Bill Bound, Ken Brink, Harry Chavez, Anthony Constantino, Paul Franco, Paul Gluck, Rob Macy&lt;br /&gt;
*Package &amp;amp; Manual	The Design Office of Wong &amp;amp; Yeo&lt;br /&gt;
*Filmed on location in	Puerto Rico and at Praxis Film Works in Los Angeles California.&lt;br /&gt;
*Created, Produced and Published by	Digital Pictures Inc.&lt;br /&gt;
&lt;br /&gt;
== Disc Archaeology ==&lt;br /&gt;
&#039;&#039;Findings from a byte-level analysis of the US retail disc image (655,978,496 bytes / 320,000 blocks; 136 filesystem entries).&#039;&#039;&lt;br /&gt;
=== One file, 97% of the disc ===&lt;br /&gt;
The entire game outside the executable is a single opaque container: &amp;lt;code&amp;gt;/discdata.bin&amp;lt;/code&amp;gt;, 633,870,336 bytes — 96.6% of the disc. It is Digital Pictures&#039; proprietary format: a full-image scan finds &#039;&#039;&#039;no plaintext anywhere inside it&#039;&#039;&#039; — no filenames, no chunk tags, no readable headers. The Opera filesystem exists only to carry the executable and point at this one file; the engine addresses everything within it by raw offset, consistent with Digital Pictures&#039; practice of porting the same FMV content across many platforms.&lt;br /&gt;
=== The game map in the executable ===&lt;br /&gt;
&amp;lt;code&amp;gt;Launchme&amp;lt;/code&amp;gt; (168,540 bytes) carries the game&#039;s entire logical structure as string tables: zombie gang types (&amp;lt;code&amp;gt;RENEGADES&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;SERIAL KILLERS&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;CULT KILLERS&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ELECTROPOSSE&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;DED BOYZ&amp;lt;/code&amp;gt;), quest lines (&amp;lt;code&amp;gt;WINSTON QUEST&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;JULIE QUEST&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;DATURA QUEST&amp;lt;/code&amp;gt;), inventory (&amp;lt;code&amp;gt;DATURA BULLETS&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;JU JU STICK&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;HANJA ROOT&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;BONE PLATE&amp;lt;/code&amp;gt;), and the full map-node list from &amp;lt;code&amp;gt;AIRSTRIP&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;ZOMBIETOWN&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;SKULL MTN&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;HELLMAN TV&amp;lt;/code&amp;gt;. The save file is &amp;lt;code&amp;gt;/nvram/CorpseKillerSave&amp;lt;/code&amp;gt;.&lt;br /&gt;
=== A list of initials ===&lt;br /&gt;
A name table sits in the executable: &amp;lt;code&amp;gt;NATE M.&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;DANIELLE W.&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;AUDREY C.&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;STACEY S.&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;JOHN S.&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;BOB T.&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;D. POP&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;KEN S.&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;EDGAR A. T.&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;CHARLIE O.&amp;lt;/code&amp;gt; — default name entries, plausibly first names and initials of Digital Pictures staff (unverified; see Speculation).&lt;br /&gt;
=== A disc with no safety net ===&lt;br /&gt;
Opera discs conventionally store several redundant copies of the directory tree; this disc carries exactly &#039;&#039;&#039;one&#039;&#039;&#039; root-directory copy. With 97% of the disc in one file, the entire disc&#039;s readability hangs on a handful of directory sectors — a mastering choice that trades resilience for simplicity.&lt;br /&gt;
=== No credits text ===&lt;br /&gt;
A full-image sweep confirms no staff credits exist as text on the disc beyond the initials list above — the credits are inside the FMV content itself.&lt;br /&gt;
=== Unallocated space ===&lt;br /&gt;
9,911 blocks (~19 MB) belong to no file, in a single run. Every byte was checked: 100% standard &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; mastering filler, nothing hidden inside.&lt;br /&gt;
=== Speculation ===&lt;br /&gt;
&#039;&#039;Informed guesswork, clearly separated from the findings above.&#039;&#039;&lt;br /&gt;
The initials table (&amp;lt;code&amp;gt;NATE M.&amp;lt;/code&amp;gt; through &amp;lt;code&amp;gt;CHARLIE O.&amp;lt;/code&amp;gt;) reads like a default high-score or save-slot name list, and such lists in 1990s games were customarily filled with the development team&#039;s own names. Digital Pictures&#039; credited staff across its titles include matching first names, but the disc itsel&lt;br /&gt;
&lt;br /&gt;
=== Regional Comparison ===&lt;br /&gt;
The 1994 US and Japanese releases are structurally identical twins — the same minimal 136-entry filesystem, the same single-file architecture, and executables of exactly the same size (168,540 bytes). The differences are all beneath the surface:&lt;br /&gt;
* &#039;&#039;&#039;The data container differs slightly&#039;&#039;&#039;: the Japanese &amp;lt;code&amp;gt;discdata.bin&amp;lt;/code&amp;gt; is 200,704 bytes larger (634,071,040 vs 633,870,336), with the first differing byte about 944 KB in — the bulk of the American FMV footage carries over, with changes concentrated early in the container (where index tables and title material live).&lt;br /&gt;
* &#039;&#039;&#039;The executables are different builds with identical text&#039;&#039;&#039;: every printable string in the two &amp;lt;code&amp;gt;Launchme&amp;lt;/code&amp;gt; files matches exactly; only binary content (embedded data tables, presumably offsets into the resized container) differs.&lt;br /&gt;
* &#039;&#039;&#039;The Japanese release contains no Japanese text at all.&#039;&#039;&#039; A full-image Shift-JIS sweep of the JP disc finds not a single Japanese string — no menus, no staff text, nothing. Whatever localization the Japanese release received lived in the packaging, the manual, or re-rendered frames inside the video container — the disc&#039;s text layer is entirely English.&lt;br /&gt;
* Both discs use a &#039;&#039;&#039;single root-directory copy&#039;&#039;&#039; (where Opera discs conventionally carry several redundant copies), both pad with verified-clean &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; filler (~19 MB each), and neither contains any hidden leftover data.&lt;br /&gt;
&lt;br /&gt;
== Linked Titles ==&lt;br /&gt;
&lt;br /&gt;
* Japanese Version - [[Corpse Killer(JP)|Corpse Killer]]&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Corpse_Killer_NA_Back.png|Back&lt;br /&gt;
File:Corpse_Killer_NA_Contents.png|Contents&lt;br /&gt;
File:Corpse_Killer_Screenshot_1.png|Screenshot&lt;br /&gt;
File:Corpse_Killer_Screenshot_2.png|Screenshot&lt;br /&gt;
File:Corpse_Killer_Screenshot_3.png|Screenshot&lt;br /&gt;
File:Corpse_Killer_Screenshot_4.png|Screenshot&lt;br /&gt;
File:Corpse_Killer_Screenshot_5.png|Screenshot&lt;br /&gt;
File:Corpse_Killer_Screenshot_6.png|Screenshot&lt;br /&gt;
File:Corpse_Killer_Screenshot_7.png|Screenshot&lt;br /&gt;
File:Corpse_Killer_Screenshot_8.png|Screenshot&lt;br /&gt;
File:Corpse_Killer_Screenshot_9.png|Screenshot&lt;br /&gt;
File:Corpse_Killer_Screenshot_10.png|Screenshot&lt;br /&gt;
File:Corpse_Killer_Screenshot_11.png|Screenshot&lt;br /&gt;
File:Corpse_Killer_Screenshot_12.png|Screenshot&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:3DO Games]]&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=Bodyconscious_Digital_Rave&amp;diff=18448</id>
		<title>Bodyconscious Digital Rave</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=Bodyconscious_Digital_Rave&amp;diff=18448"/>
		<updated>2026-08-14T06:32:21Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Bodyconscious_Front.jpg|thumb|right|]]&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Full Name:&#039;&#039;&#039; Bodyconscious Digital Rave! Part 1: Shinjuku &amp;amp; Takashi&lt;br /&gt;
*&#039;&#039;&#039;Code:&#039;&#039;&#039; TPS-18011&lt;br /&gt;
*&#039;&#039;&#039;Type:&#039;&#039;&#039; Non-game, Adult, Interactive movie&lt;br /&gt;
*&#039;&#039;&#039;Developer:&#039;&#039;&#039; [[Trans-Pegasus Limited|Trans-Pegasus Limited]]&lt;br /&gt;
*&#039;&#039;&#039;Publisher:&#039;&#039;&#039; [[Trans-Pegasus Limited|Trans-Pegasus Limited]]&lt;br /&gt;
*&#039;&#039;&#039;Language:&#039;&#039;&#039; Japanese&lt;br /&gt;
*&#039;&#039;&#039;Release Date:&#039;&#039;&#039; December 23, 1994&lt;br /&gt;
*&#039;&#039;&#039;Region:&#039;&#039;&#039; JP&lt;br /&gt;
*&#039;&#039;&#039;Barcode:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Local Title:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Rarity:&#039;&#039;&#039; 1&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; Title is a little misleading, as there was never a Part 2!&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Another one of those Japanese-only &#039;games&#039; that truly defined the 3DO as the ultimate multimedia masterpiece of the early 90s. (In other words, it&#039;s just a video formatted to only play on the 3DO system) A oddity, Body Conscious Part 1- Shinjuku &amp;amp; Takashi Digital Rave ! simulates the nightlife of Japan by taking you to the club scene where you can engage in simulated partying.&lt;br /&gt;
&lt;br /&gt;
== Disc Archaeology ==&lt;br /&gt;
&#039;&#039;Findings from a byte-level analysis of the Japanese retail disc image (357,130,240 bytes / 174,080 blocks). At 155 filesystem entries, this is one of the structurally simplest discs in the 3DO library.&#039;&#039;&lt;br /&gt;
=== The entire production is one file named &amp;quot;test&amp;quot; ===&lt;br /&gt;
88% of the disc is a single 315,359,232-byte video stream — and its shipped filename is &amp;lt;code&amp;gt;/BodyData/Stream/test.weaver&amp;lt;/code&amp;gt;. The name is the tell-tale default output of the 3DO SDK&#039;s &amp;lt;code&amp;gt;weaver&amp;lt;/code&amp;gt; stream-building tool: the production&#039;s one and only content file went to press still named &amp;quot;test&amp;quot;, and the player executable hard-codes &amp;lt;code&amp;gt;$Stream/test.weaver&amp;lt;/code&amp;gt; to play it.&lt;br /&gt;
=== The player is 3DO&#039;s sample code ===&lt;br /&gt;
The 78,032-byte &amp;lt;code&amp;gt;launchme&amp;lt;/code&amp;gt; is a lightly-dressed version of the 3DO SDK&#039;s example Cinepak stream player — the SDK sample source filenames survive in its assertion strings (&amp;lt;code&amp;gt;:PlayCPakStream.c&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;:PrepareStream.c&amp;lt;/code&amp;gt;) alongside a single project-specific file, &amp;lt;code&amp;gt;:Body.c&amp;lt;/code&amp;gt;. The interface is a set of VCR-style CELs (&amp;lt;code&amp;gt;Play&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Pause&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Step&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Rew&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Fwd&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Help&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Select&amp;lt;/code&amp;gt;), including the romanization slip &amp;lt;code&amp;gt;Cursol.cel&amp;lt;/code&amp;gt; (&amp;quot;cursor&amp;quot;) and a load-error message that truncates the publisher&#039;s own name: &#039;&#039;&amp;quot;Cannot load in Transe&amp;quot;&#039;&#039; (for &amp;lt;code&amp;gt;TransPegasus.CEL&amp;lt;/code&amp;gt;).&lt;br /&gt;
=== The debugger is told about every retail boot ===&lt;br /&gt;
The startup script ends by running &amp;lt;code&amp;gt;$c/informdebugger&amp;lt;/code&amp;gt; — the development-kit utility that announces the title to an attached debugging Mac — left in the boot sequence of the retail pressing.&lt;br /&gt;
=== The only text on the disc is a 47-digit number ===&lt;br /&gt;
&amp;lt;code&amp;gt;/BodyData/Text/Chapter.txt&amp;lt;/code&amp;gt;, the file the player loads as its &amp;quot;ChapterText&amp;quot;, contains exactly this and nothing else:&lt;br /&gt;
&amp;lt;code&amp;gt;13581123957155865618830190074111367200555248761&amp;lt;/code&amp;gt;&lt;br /&gt;
— a packed chapter-seek table for navigating the video stream, shipped as the disc&#039;s entire textual content.&lt;br /&gt;
=== No credits text ===&lt;br /&gt;
A full-image search (including Shift-JIS sweeps for スタッフ, 制作, 出演, 監督 and similar headers) confirms no staff text exists anywhere on the disc — any credits are baked into the video stream itself.&lt;br /&gt;
=== Filesystem notes ===&lt;br /&gt;
The redundant directory copies (&amp;quot;avatars&amp;quot;) of &amp;lt;code&amp;gt;/System/Drivers&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Folios&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Programs&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Scripts&amp;lt;/code&amp;gt;, plus &amp;lt;code&amp;gt;rom_tags&amp;lt;/code&amp;gt;, disagree between copies — stale older generations from multi-pass mastering. The root directory copies verify hash-identical, so this is a mastering artifact, not dump damage.&lt;br /&gt;
=== Unallocated space ===&lt;br /&gt;
19,331 blocks (~38 MB, 11% of the disc) belong to no file, in a single run. Every byte was checked: 100% standard &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; mastering filler, nothing hidden inside.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Bodyconscious Back.png|Back&lt;br /&gt;
File:Bodyconscious_Screen_1.png|Screenshot&lt;br /&gt;
File:Bodyconscious_Screen_2.jpg|Screenshot&lt;br /&gt;
File:Bodyconscious_Screen_3.png|Screenshot&lt;br /&gt;
File:Bodyconscious_Screen_4.jpg|Screenshot&lt;br /&gt;
File:Bodyconscious_Screen_5.jpg|Screenshot&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:3DO Games]]&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=Pretty_Soldier_Sailor_Moon_S-Demo&amp;diff=18447</id>
		<title>Pretty Soldier Sailor Moon S-Demo</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=Pretty_Soldier_Sailor_Moon_S-Demo&amp;diff=18447"/>
		<updated>2026-08-14T06:27:12Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: Created page with &amp;quot;== Disc Archaeology == &amp;#039;&amp;#039;Findings from a byte-level analysis of the Japanese demo disc image (194,600,960 bytes / 94,720 blocks; 255 filesystem entries).&amp;#039;&amp;#039; === A command-line demo player === The disc&amp;#039;s program is &amp;lt;code&amp;gt;/Demo&amp;lt;/code&amp;gt; (51,648 bytes), a movie/demo player whose Unix-style usage text survives intact — typo included: &amp;lt;code&amp;gt;demo [FilaName] -f [fps] -v [volume] (-m -b)&amp;lt;/code&amp;gt; — with options documented as &amp;#039;&amp;#039;&amp;quot;-f...Set fps option (default is 24)&amp;quot;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;quot;-v...Set...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Disc Archaeology ==&lt;br /&gt;
&#039;&#039;Findings from a byte-level analysis of the Japanese demo disc image (194,600,960 bytes / 94,720 blocks; 255 filesystem entries).&#039;&#039;&lt;br /&gt;
=== A command-line demo player ===&lt;br /&gt;
The disc&#039;s program is &amp;lt;code&amp;gt;/Demo&amp;lt;/code&amp;gt; (51,648 bytes), a movie/demo player whose Unix-style usage text survives intact — typo included:&lt;br /&gt;
&amp;lt;code&amp;gt;demo [FilaName] -f [fps] -v [volume] (-m -b)&amp;lt;/code&amp;gt; — with options documented as &#039;&#039;&amp;quot;-f...Set fps option (default is 24)&amp;quot;&#039;&#039;, &#039;&#039;&amp;quot;-v...Set Output volume (default is 0x4000)&amp;quot;&#039;&#039;, and &amp;lt;code&amp;gt;-m&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;-b&amp;lt;/code&amp;gt; selecting whether the parent is the main or battle task.&lt;br /&gt;
The player&#039;s error strings are a typo collection: &#039;&#039;&amp;quot;FilaName&amp;quot;&#039;&#039;, &#039;&#039;&amp;quot;Cab&#039;t open InitEventUtility&amp;quot;&#039;&#039;, &#039;&#039;&amp;quot;Can;t search Drawing buffer pointer&amp;quot;&#039;&#039;, &#039;&#039;&amp;quot;DIasplayScreen faild error&amp;quot;&#039;&#039;.&lt;br /&gt;
=== A disc with no LaunchMe ===&lt;br /&gt;
The startup script (&amp;lt;code&amp;gt;AppStartup&amp;lt;/code&amp;gt;) ends by declaring &#039;&#039;&amp;quot;the system will start $boot/Launchme&amp;quot;&#039;&#039; — but &#039;&#039;&#039;no LaunchMe exists on the disc&#039;&#039;&#039;. The only executable is &amp;lt;code&amp;gt;/Demo&amp;lt;/code&amp;gt;, which expects command-line arguments. This is consistent with the disc being driven by an external menu or store-kiosk system rather than booting standalone, fitting its Panasonic (hardware-maker) publisher.&lt;br /&gt;
=== Development leftovers ===&lt;br /&gt;
* The BGM directory preserves the project&#039;s raw audio pipeline: numbered &amp;lt;code&amp;gt;.4416&amp;lt;/code&amp;gt;-format sample files (&amp;lt;code&amp;gt;TAKI02&amp;lt;/code&amp;gt;–&amp;lt;code&amp;gt;TAKI25&amp;lt;/code&amp;gt;) and loosely-named stage streams, among them the misspelled &amp;lt;code&amp;gt;jupitarstage&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;olgol&amp;lt;/code&amp;gt; (オルゴール — &amp;quot;music box&amp;quot;).&lt;br /&gt;
* &amp;lt;code&amp;gt;/data/SE/SE1/&amp;lt;/code&amp;gt; holds 19 loose, unpacked &amp;lt;code&amp;gt;USE*.AIFC&amp;lt;/code&amp;gt; sound-effect samples — working files that later builds ship only inside packed archives.&lt;br /&gt;
* Win/lose card art exists for only two fighters (&amp;lt;code&amp;gt;card_moon&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;card_jupiter&amp;lt;/code&amp;gt;), suggesting the demo&#039;s versus mode was scoped to a Moon-vs-Jupiter showcase.&lt;br /&gt;
=== Filesystem notes ===&lt;br /&gt;
The redundant directory copies (&amp;quot;avatars&amp;quot;) of &amp;lt;code&amp;gt;/System/Drivers&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Folios&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Programs&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Scripts&amp;lt;/code&amp;gt;, plus &amp;lt;code&amp;gt;rom_tags&amp;lt;/code&amp;gt;, disagree between copies — stale older generations from multi-pass mastering. The root directory copies verify hash-identical, so this is a mastering artifact, not dump damage.&lt;br /&gt;
=== Unallocated space ===&lt;br /&gt;
20,222 blocks (~40 MB, 21% of the disc) belong to no file, in three runs. Every byte was checked: 100% standard &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; mastering filler, nothing hidden inside.&lt;br /&gt;
=== Demo vs Retail ===&lt;br /&gt;
The Panasonic-published demo disc is not a trimmed copy of the Bandai retail game — it was cut from an &#039;&#039;&#039;earlier snapshot of the project&#039;&#039;&#039;, before several asset-pipeline overhauls:&lt;br /&gt;
* &#039;&#039;&#039;Character animation naming&#039;&#039;&#039;: the demo ships &amp;lt;code&amp;gt;moon0.pak&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;moon1.pak&amp;lt;/code&amp;gt; per fighter; the retail disc uses the later &amp;lt;code&amp;gt;moon1P_0.pak&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;moon2P_1.pak&amp;lt;/code&amp;gt; per-player scheme. The demo roster is five fighters (Moon, Mars, Jupiter, Venus, Uranus) against retail&#039;s full lineup.&lt;br /&gt;
* &#039;&#039;&#039;Music pipeline&#039;&#039;&#039;: the demo&#039;s BGM is raw numbered &amp;lt;code&amp;gt;.4416&amp;lt;/code&amp;gt; sample files (&amp;lt;code&amp;gt;TAKI02&amp;lt;/code&amp;gt;–&amp;lt;code&amp;gt;TAKI25&amp;lt;/code&amp;gt;) plus loose stage streams — including the misspelled &amp;lt;code&amp;gt;jupitarstage&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;olgol&amp;lt;/code&amp;gt; (オルゴール, &amp;quot;music box&amp;quot;) — where retail reorganized everything into per-character AIFF banks. The demo&#039;s sound-effects tree still contains a folder of loose unpacked samples (&amp;lt;code&amp;gt;SE1/USE*.AIFC&amp;lt;/code&amp;gt;) that retail ships only in packed archives.&lt;br /&gt;
* &#039;&#039;&#039;Missing systems&#039;&#039;&#039;: the demo has no &amp;lt;code&amp;gt;FONT&amp;lt;/code&amp;gt; data (no staff-roll/profile text system) and no &amp;lt;code&amp;gt;gmdebug&amp;lt;/code&amp;gt; debug program; its interface archives (&amp;lt;code&amp;gt;SubData&amp;lt;/code&amp;gt;) are five files against retail&#039;s ten, and the shared ones differ in size — different builds, not copies.&lt;br /&gt;
* &#039;&#039;&#039;Identical media&#039;&#039;&#039;: the big Cinepak movies (&amp;lt;code&amp;gt;Opening&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Moon.FILM&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;moon08.film&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;moon16.film&amp;lt;/code&amp;gt;) and &amp;lt;code&amp;gt;MidiData.pak&amp;lt;/code&amp;gt; are byte-for-byte the same sizes on both discs — the video and MIDI content was locked before the demo was cut.&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=Pretty_Soldier_Sailor_Moon_S&amp;diff=18446</id>
		<title>Pretty Soldier Sailor Moon S</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=Pretty_Soldier_Sailor_Moon_S&amp;diff=18446"/>
		<updated>2026-08-14T06:19:35Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Credits ==&lt;br /&gt;
&#039;&#039;Extracted from the Shift-JIS staff roll source file on the disc. Romanizations of lesser-known staff are best-effort readings; entries in quotes are pseudonyms as credited.&#039;&#039;&lt;br /&gt;
*Original Work	Naoko Takeuchi (武内直子)&lt;br /&gt;
*Sailor Moon / Super Sailor Moon	Kotono Mitsuishi (三石琴乃)&lt;br /&gt;
*Sailor Chibi Moon	Kae Araki (荒木香恵)&lt;br /&gt;
*Sailor Mercury	Aya Hisakawa (久川綾)&lt;br /&gt;
*Sailor Mars	Michie Tomizawa (富沢美智恵)&lt;br /&gt;
*Sailor Jupiter	Emi Shinohara (篠原恵美)&lt;br /&gt;
*Sailor Venus	Rika Fukami (深見梨加)&lt;br /&gt;
*Sailor Uranus	Megumi Ogata (緒方恵美)&lt;br /&gt;
*Sailor Neptune	Masako Katsuki (勝生真沙子)&lt;br /&gt;
*Sailor Pluto	Chiyoko Kawashima (川島千代子)&lt;br /&gt;
*Luna	Keiko Han (潘恵子)&lt;br /&gt;
*Artemis	Yasuhiro Takato (高戸靖広)&lt;br /&gt;
*Tuxedo Mask	Toru Furuya (古谷徹)&lt;br /&gt;
*Theme Song	&amp;quot;Moonlight Densetsu&amp;quot; — Lyrics: Kanako Oda (小田佳奈子), Music: Tetsuya Komoro (小諸鉄矢), Arrangement: Yuzo Hayashi (林有三), Performed by Sakurakko Club Sakura-gumi (Columbia Records)&lt;br /&gt;
*Executive Producer	Eisaku Maniwa (間庭英作)&lt;br /&gt;
*Producers	Makoto Asanuma (浅沼誠), Masato Utsunomiya (宇都宮将人)&lt;br /&gt;
*Game Coordinators	Takatomo Shun (俊孝朋), &amp;quot;Haruka Mirai&amp;quot; (はるかみらい), &amp;quot;Minato&amp;quot; (みなと)&lt;br /&gt;
*Programmers	Masaki Miyabi (雅真沙樹), &amp;quot;HIGASHI&amp;quot; (ヒガシ), Shoko Mitaku (三択昌子)&lt;br /&gt;
*Designers	Akira Yoshida (吉田晶), Seitaro Hashizume (橋爪征太郎), Seira Konno (紺野青羅), Megumi Saijo (西城恵), Raita Takatori (たかとり雷太), &amp;quot;Gatans&amp;quot; (ゲータンズ), &amp;quot;Saga Beans&amp;quot; (サガビーンズ)&lt;br /&gt;
*Composers	FLYING SYMPHONY, SWITCH・E, &amp;quot;Sailor Chatoru&amp;quot; (セーラーちゃとる), &amp;quot;Bishoujo Club&amp;quot; (微少女倶楽部)&lt;br /&gt;
*Movie	Kumiko Nao (奈緒久美子), Ryoko Wakui (和久井良子), &amp;quot;CINEPAKMAN&amp;quot; (シネパックマン), &amp;quot;Mabara&amp;quot; (まばら)&lt;br /&gt;
*Test Players	Yasuyuki Magami (馬上安幸), &amp;quot;TIN&amp;quot;, &amp;quot;Tomoe Maa-tan&amp;quot; (土萠まあたん)&lt;br /&gt;
*Opening CG — NHK Enterprise Producer	Misako Saka (坂美佐子)&lt;br /&gt;
*Opening CG — Technical Director	Yoshishige Matsuno (松野美茂)&lt;br /&gt;
*Opening CG — Director	Toshio Shinma (新間敏雄)&lt;br /&gt;
*Opening CG — Designer	Daisuke Kishi (岸大輔)&lt;br /&gt;
*Opening CG — Staff	Kazusuke Takasu (高須一輔), Hiroshi Matsumoto (松本弘)&lt;br /&gt;
*Opening CG — Digital Editing	Junji Kojima (小島淳二)&lt;br /&gt;
*Opening CG — Companies	Nihon Effect Center Co., Daikin Industries, Beck Co., Heavy Gauge&lt;br /&gt;
*Cooperation	Kodansha &amp;quot;Nakayoshi&amp;quot; Editorial Dept., Toei Animation — Konosuke Uda (宇田鋼之介), Tadao Matsumoto (松元忠雄), Nobuyoshi Hoshikawa (星川信芳), Munehisa Higuchi (樋口宗久), Mutsumi Kido (木戸睦)&lt;br /&gt;
*Special Thanks	Yasuo Miyakawa (宮河恭夫), Joji Yuno (湯野譲司), Hirofumi Inagaki (稲垣浩文), Michihito Okamoto (岡本倫人)&lt;br /&gt;
*Production	Bandai Co., Ltd. (株式会社バンダイ)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Disc Archaeology ==&lt;br /&gt;
&#039;&#039;Findings from a byte-level analysis of the Japanese retail disc image (597,999,616 bytes / 291,840 blocks).&#039;&#039;&lt;br /&gt;
=== A complete debug menu ships on the disc ===&lt;br /&gt;
The disc root contains &amp;lt;code&amp;gt;gmdebug&amp;lt;/code&amp;gt; — an 83,104-byte standalone debug program, pressed onto every retail copy. Its menu strings describe a full development tool:&lt;br /&gt;
* Modes: &amp;lt;code&amp;gt;BATTLE&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;DEBUG BATTLE&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;TITLE&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;DATA BASE&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;DEBANIM-1&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;DEBANIM-2&amp;lt;/code&amp;gt; (animation viewers) / &amp;lt;code&amp;gt;GAME&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;STAFF ROLL&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;SUPER ENDING&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;EXIT&amp;lt;/code&amp;gt;&lt;br /&gt;
* Per-player cheats: &amp;lt;code&amp;gt;MUTEKI&amp;lt;/code&amp;gt; (invincibility), &amp;lt;code&amp;gt;TIME INFINITY&amp;lt;/code&amp;gt;, handicap, speed and color overrides&lt;br /&gt;
* Live memory readouts: &amp;lt;code&amp;gt;SYS_FREE&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;VRAM_FREE&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;DRAM_FREE NOW=%06d&amp;lt;/code&amp;gt;&lt;br /&gt;
* Full character and stage select lists (see below)&lt;br /&gt;
The main executable (&amp;lt;code&amp;gt;launchme&amp;lt;/code&amp;gt;) contains the strings &amp;lt;code&amp;gt;TaskDebug&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;gmdebug&amp;lt;/code&amp;gt;, indicating it can spawn the debug program directly. A leftover development-kit string sits alongside: &#039;&#039;&amp;quot;Cannot communicate with Mac&amp;quot;&#039;&#039; — the tether check for 3DO&#039;s Macintosh-based debugging link.&lt;br /&gt;
=== The debug menu preserves earlier stage names ===&lt;br /&gt;
The debug stage list reads: GAME CENTER, SCHOOL, JINJYA, PARK, TAIIKUKAN, CERKIT, &#039;&#039;&#039;YACHT&#039;&#039;&#039;, DOOR, NEO CRYSTAL, CRYSTAL PALACE. Position 7, &amp;quot;YACHT&amp;quot;, corresponds to the shipped file &amp;lt;code&amp;gt;06_Pool.pak&amp;lt;/code&amp;gt; — the pool stage apparently began life as a yacht/harbour setting and kept its old name in the debug tool. &amp;quot;CERKIT&amp;quot; (circuit) is a romanization slip that also survives in the shipping filename &amp;lt;code&amp;gt;05_Cerkit.pak&amp;lt;/code&amp;gt;.&lt;br /&gt;
=== NUPTUNE ===&lt;br /&gt;
Sailor Neptune is spelled &#039;&#039;&#039;&amp;quot;NUPTUNE&amp;quot;&#039;&#039;&#039; throughout — in the debug menu&#039;s character roster and in the shipped animation archives (&amp;lt;code&amp;gt;Nuptune1P_0.pak&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Nuptune2P_1.pak&amp;lt;/code&amp;gt;, etc.). The misspelling was evidently entrenched in the project&#039;s asset pipeline.&lt;br /&gt;
=== A Japanese-named folder in the filesystem ===&lt;br /&gt;
The directory &amp;lt;code&amp;gt;/data/SE35ウラヌス&amp;lt;/code&amp;gt; (&amp;quot;SE35 Uranus&amp;quot;, in raw Shift-JIS katakana) sits in the Opera filesystem alongside its ASCII siblings — a working folder holding four Uranus voice samples (&amp;lt;code&amp;gt;Uranus11.ADPCM&amp;lt;/code&amp;gt;–&amp;lt;code&amp;gt;Uranus14.ADPCM&amp;lt;/code&amp;gt;) whose name was never romanized before mastering. Opera filesystems are meant to carry ASCII names; on non-Japanese systems this entry renders as garbage bytes.&lt;br /&gt;
=== Superseded assets pressed to disc ===&lt;br /&gt;
The team&#039;s backup convention — appending &amp;lt;code&amp;gt;(org)&amp;lt;/code&amp;gt; — shipped along with the game:&lt;br /&gt;
* &amp;lt;code&amp;gt;08_NeoCrystal.pak(org1)&amp;lt;/code&amp;gt; through &amp;lt;code&amp;gt;(org5)&amp;lt;/code&amp;gt; — &#039;&#039;&#039;five successive revisions&#039;&#039;&#039; of the Neo Crystal stage alongside the final, a complete iteration history of one arena.&lt;br /&gt;
* &amp;lt;code&amp;gt;03_Kouen.pak(org)&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;07_Door.pak(org)&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;SE60.PAK(org)&amp;lt;/code&amp;gt; — older versions of a stage, a door arena and a sound bank.&lt;br /&gt;
=== The credits are shipped as C source code ===&lt;br /&gt;
The &amp;lt;code&amp;gt;/data/FONT&amp;lt;/code&amp;gt; directory turns out to contain the game&#039;s text system in raw development form:&lt;br /&gt;
* &amp;lt;code&amp;gt;StuffRoll.data&amp;lt;/code&amp;gt; (&amp;quot;Staff Roll&amp;quot; misspelled as &amp;quot;Stuff Roll&amp;quot;) is not compiled data but a fragment of &#039;&#039;&#039;C source code&#039;&#039;&#039; — a &amp;lt;code&amp;gt;char&amp;lt;/code&amp;gt; array literal, closing brace and all — containing the complete staff roll as Shift-JIS text, from 【原作】武内直子 (Original Work: Naoko Takeuchi) through the full anime voice cast to 【製作】株式会社バンダイ. The entire credits list is readable with a hex editor (see the Credits section of this page).&lt;br /&gt;
* &amp;lt;code&amp;gt;Mes.data&amp;lt;/code&amp;gt; is likewise C source: &amp;lt;code&amp;gt;char ProFile00[] = &amp;quot;誕生日：\n星　座：\n血液型：...&amp;quot;&amp;lt;/code&amp;gt; — the character-profile screens (birthday, star sign, blood type, school, hobbies...) as source-code string arrays.&lt;br /&gt;
* &amp;lt;code&amp;gt;MoonFont&amp;lt;/code&amp;gt; (99 bytes) is the &#039;&#039;&#039;build script&#039;&#039;&#039; that processed them: &amp;lt;code&amp;gt;FontTool StuffRoll.data -Fhzm12.4pl -OStuff.Font.OBJ&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;FontTool Mes.data -Fhzm12.4pl -OMoon.Font.OBJ&amp;lt;/code&amp;gt; — the developers&#039; actual command lines, showing FontTool subsetting the system 12-dot kanji font down to just the glyphs each text needs, producing the shipped &amp;lt;code&amp;gt;.OBJ&amp;lt;/code&amp;gt; font files.&lt;br /&gt;
=== Multi-program architecture ===&lt;br /&gt;
Beyond &amp;lt;code&amp;gt;launchme&amp;lt;/code&amp;gt;, the disc carries several cooperating ARM programs: &amp;lt;code&amp;gt;sub&amp;lt;/code&amp;gt; (161,024 bytes), and the parenthetically-named movie players &amp;lt;code&amp;gt;MovieDemo(Main)&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;MovieDemo(Sub)&amp;lt;/code&amp;gt; (identical 71,872-byte sizes). A launch command survives in the executable: &amp;lt;code&amp;gt;MovieDemo(Main) MoonOp.Film 18 12 5fff&amp;lt;/code&amp;gt;.&lt;br /&gt;
=== Filesystem notes ===&lt;br /&gt;
The redundant directory copies (&amp;quot;avatars&amp;quot;) of &amp;lt;code&amp;gt;/System/Drivers&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Folios&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Programs&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Scripts&amp;lt;/code&amp;gt;, plus &amp;lt;code&amp;gt;rom_tags&amp;lt;/code&amp;gt;, disagree between copies — stale older generations from multi-pass mastering, pressed into every disc. The root directory copies verify hash-identical, so this is a mastering artifact, not dump damage.&lt;br /&gt;
=== Unallocated space ===&lt;br /&gt;
63,351 blocks (~124 MB, 22% of the disc) belong to no file. Every byte was checked: 100% standard &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; mastering filler, nothing hidden inside.&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=Pretty_Soldier_Sailor_Moon_S&amp;diff=18445</id>
		<title>Pretty Soldier Sailor Moon S</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=Pretty_Soldier_Sailor_Moon_S&amp;diff=18445"/>
		<updated>2026-08-14T06:15:05Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: Created page with &amp;quot;== Disc Archaeology == &amp;#039;&amp;#039;Findings from a byte-level analysis of the Japanese retail disc image (597,999,616 bytes / 291,840 blocks).&amp;#039;&amp;#039; === A complete debug menu ships on the disc === The disc root contains &amp;lt;code&amp;gt;gmdebug&amp;lt;/code&amp;gt; — an 83,104-byte standalone debug program, pressed onto every retail copy. Its menu strings describe a full development tool: * Modes: &amp;lt;code&amp;gt;BATTLE&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;DEBUG BATTLE&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;TITLE&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;DATA BASE&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;DEBANIM-1...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Disc Archaeology ==&lt;br /&gt;
&#039;&#039;Findings from a byte-level analysis of the Japanese retail disc image (597,999,616 bytes / 291,840 blocks).&#039;&#039;&lt;br /&gt;
=== A complete debug menu ships on the disc ===&lt;br /&gt;
The disc root contains &amp;lt;code&amp;gt;gmdebug&amp;lt;/code&amp;gt; — an 83,104-byte standalone debug program, pressed onto every retail copy. Its menu strings describe a full development tool:&lt;br /&gt;
* Modes: &amp;lt;code&amp;gt;BATTLE&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;DEBUG BATTLE&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;TITLE&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;DATA BASE&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;DEBANIM-1&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;DEBANIM-2&amp;lt;/code&amp;gt; (animation viewers) / &amp;lt;code&amp;gt;GAME&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;STAFF ROLL&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;SUPER ENDING&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;EXIT&amp;lt;/code&amp;gt;&lt;br /&gt;
* Per-player cheats: &amp;lt;code&amp;gt;MUTEKI&amp;lt;/code&amp;gt; (invincibility), &amp;lt;code&amp;gt;TIME INFINITY&amp;lt;/code&amp;gt;, handicap, speed and color overrides&lt;br /&gt;
* Live memory readouts: &amp;lt;code&amp;gt;SYS_FREE&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;VRAM_FREE&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;DRAM_FREE NOW=%06d&amp;lt;/code&amp;gt;&lt;br /&gt;
* Full character and stage select lists (see below)&lt;br /&gt;
The main executable (&amp;lt;code&amp;gt;launchme&amp;lt;/code&amp;gt;) contains the strings &amp;lt;code&amp;gt;TaskDebug&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;gmdebug&amp;lt;/code&amp;gt;, indicating it can spawn the debug program directly. A leftover development-kit string sits alongside: &#039;&#039;&amp;quot;Cannot communicate with Mac&amp;quot;&#039;&#039; — the tether check for 3DO&#039;s Macintosh-based debugging link.&lt;br /&gt;
=== The debug menu preserves earlier stage names ===&lt;br /&gt;
The debug stage list reads: GAME CENTER, SCHOOL, JINJYA, PARK, TAIIKUKAN, CERKIT, &#039;&#039;&#039;YACHT&#039;&#039;&#039;, DOOR, NEO CRYSTAL, CRYSTAL PALACE. Position 7, &amp;quot;YACHT&amp;quot;, corresponds to the shipped file &amp;lt;code&amp;gt;06_Pool.pak&amp;lt;/code&amp;gt; — the pool stage apparently began life as a yacht/harbour setting and kept its old name in the debug tool. &amp;quot;CERKIT&amp;quot; (circuit) is a romanization slip that also survives in the shipping filename &amp;lt;code&amp;gt;05_Cerkit.pak&amp;lt;/code&amp;gt;.&lt;br /&gt;
=== NUPTUNE ===&lt;br /&gt;
Sailor Neptune is spelled &#039;&#039;&#039;&amp;quot;NUPTUNE&amp;quot;&#039;&#039;&#039; throughout — in the debug menu&#039;s character roster and in the shipped animation archives (&amp;lt;code&amp;gt;Nuptune1P_0.pak&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Nuptune2P_1.pak&amp;lt;/code&amp;gt;, etc.). The misspelling was evidently entrenched in the project&#039;s asset pipeline.&lt;br /&gt;
=== A Japanese-named folder in the filesystem ===&lt;br /&gt;
The directory &amp;lt;code&amp;gt;/data/SE35ウラヌス&amp;lt;/code&amp;gt; (&amp;quot;SE35 Uranus&amp;quot;, in raw Shift-JIS katakana) sits in the Opera filesystem alongside its ASCII siblings — a working folder holding four Uranus voice samples (&amp;lt;code&amp;gt;Uranus11.ADPCM&amp;lt;/code&amp;gt;–&amp;lt;code&amp;gt;Uranus14.ADPCM&amp;lt;/code&amp;gt;) whose name was never romanized before mastering. Opera filesystems are meant to carry ASCII names; on non-Japanese systems this entry renders as garbage bytes.&lt;br /&gt;
=== Superseded assets pressed to disc ===&lt;br /&gt;
The team&#039;s backup convention — appending &amp;lt;code&amp;gt;(org)&amp;lt;/code&amp;gt; — shipped along with the game:&lt;br /&gt;
* &amp;lt;code&amp;gt;08_NeoCrystal.pak(org1)&amp;lt;/code&amp;gt; through &amp;lt;code&amp;gt;(org5)&amp;lt;/code&amp;gt; — &#039;&#039;&#039;five successive revisions&#039;&#039;&#039; of the Neo Crystal stage alongside the final, a complete iteration history of one arena.&lt;br /&gt;
* &amp;lt;code&amp;gt;03_Kouen.pak(org)&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;07_Door.pak(org)&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;SE60.PAK(org)&amp;lt;/code&amp;gt; — older versions of a stage, a door arena and a sound bank.&lt;br /&gt;
* The staff-roll font files are named &amp;lt;code&amp;gt;Stuff.Font.OBJ&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;StuffRoll.data&amp;lt;/code&amp;gt; — &amp;quot;Staff Roll&amp;quot; misspelled as &amp;quot;Stuff Roll&amp;quot; — and the font ships with both compiled (&amp;lt;code&amp;gt;.OBJ&amp;lt;/code&amp;gt;) and source (&amp;lt;code&amp;gt;Moon.Font.SRC&amp;lt;/code&amp;gt;) forms.&lt;br /&gt;
=== Multi-program architecture ===&lt;br /&gt;
Beyond &amp;lt;code&amp;gt;launchme&amp;lt;/code&amp;gt;, the disc carries several cooperating ARM programs: &amp;lt;code&amp;gt;sub&amp;lt;/code&amp;gt; (161,024 bytes), and the parenthetically-named movie players &amp;lt;code&amp;gt;MovieDemo(Main)&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;MovieDemo(Sub)&amp;lt;/code&amp;gt; (identical 71,872-byte sizes). A launch command survives in the executable: &amp;lt;code&amp;gt;MovieDemo(Main) MoonOp.Film 18 12 5fff&amp;lt;/code&amp;gt;. There are no text credits on the disc — the staff roll is pre-rendered graphics (&amp;lt;code&amp;gt;StaffRoll.pak&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;StaffRoll2.pak&amp;lt;/code&amp;gt;).&lt;br /&gt;
=== Filesystem notes ===&lt;br /&gt;
The redundant directory copies (&amp;quot;avatars&amp;quot;) of &amp;lt;code&amp;gt;/System/Drivers&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Folios&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Programs&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Scripts&amp;lt;/code&amp;gt;, plus &amp;lt;code&amp;gt;rom_tags&amp;lt;/code&amp;gt;, disagree between copies — stale older generations from multi-pass mastering, pressed into every disc. The root directory copies verify hash-identical, so this is a mastering artifact, not dump damage.&lt;br /&gt;
=== Unallocated space ===&lt;br /&gt;
63,351 blocks (~124 MB, 22% of the disc) belong to no file. Every byte was checked: 100% standard &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; mastering filler, nothing hidden inside.&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=Battle_Chess(JP)&amp;diff=18444</id>
		<title>Battle Chess(JP)</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=Battle_Chess(JP)&amp;diff=18444"/>
		<updated>2026-08-14T06:09:20Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Battle_Chess_Front_JP.jpg|thumb|right|]]&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Full Name:&#039;&#039;&#039; Battle Chess&lt;br /&gt;
*&#039;&#039;&#039;Code:&#039;&#039;&#039; FZ-SJ1658&lt;br /&gt;
*&#039;&#039;&#039;Type:&#039;&#039;&#039; Board game&lt;br /&gt;
*&#039;&#039;&#039;Developer:&#039;&#039;&#039; [[Krisalis Software|Krisalis Software]]&lt;br /&gt;
*&#039;&#039;&#039;Publisher:&#039;&#039;&#039; [[Interplay Productions|Interplay Productions]]&lt;br /&gt;
*&#039;&#039;&#039;Language:&#039;&#039;&#039; Japanese&lt;br /&gt;
*&#039;&#039;&#039;Release Date:&#039;&#039;&#039; 1993&lt;br /&gt;
*&#039;&#039;&#039;Region:&#039;&#039;&#039; JP&lt;br /&gt;
*&#039;&#039;&#039;Barcode:&#039;&#039;&#039; 4 984824 053328&lt;br /&gt;
*&#039;&#039;&#039;Local Title:&#039;&#039;&#039; バトル・チェス&lt;br /&gt;
*&#039;&#039;&#039;Rarity:&#039;&#039;&#039; 1&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
A worthy attempt to make chess attractive to beginners. What could be more interesting than watching chess pieces fight? However, 3D graphics are not as expressive as they could be. Animation is good for the late 80s, but not the mid 90s! Where are the latest fashion trends in the face of interactive videos and digitized fighters ??? Nevertheless, the program includes a &amp;quot;chess engine&amp;quot; that makes an impression even on notorious chess players, and the 2-dimensional board is a good example of clarity and simplicity.&lt;br /&gt;
&lt;br /&gt;
The very fact that this typically computer game appeared on 3DO proves once again that a great future was predicted for the system. Whatever I say there, the game is executed at a decent level.&lt;br /&gt;
&lt;br /&gt;
== Game Play ==&lt;br /&gt;
&lt;br /&gt;
Battle Chess follows the same rules as traditional chess, with pieces moving in an animated fashion and battles playing out so that the capturing piece defeats its target. Furthermore, when checkmate is delivered, the checkmating piece fights and defeats the king. Since there are six types of pieces for each color, and a king cannot capture a king, there are a total of 35 different battle animations.[2] The rook, for example, turns into a rock monster and kills a pawn by smashing its head, and the rook kills the queen by eating her. There are some pop-culture homages; the knight versus knight animation references the black knight fight in Monty Python and the Holy Grail, and the king versus bishop fight pastiches the short battle between Indiana Jones and a swordsman in Raiders of the Lost Ark.&lt;br /&gt;
&lt;br /&gt;
The game can be also played in a 2D version with no animations.&lt;br /&gt;
&lt;br /&gt;
The game has an opening library of over 30,000 moves.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
&lt;br /&gt;
Battle Chess was the first title developed and published by Interplay Entertainment themselves after ending their relationship with Electronic Arts, besides Neuromancer. The game was featured in the 1992 film Knight Moves about a chess grandmaster who is accused of several murders.[3] Battle Chess producer and Interplay&#039;s founder Brian Fargo expressed his fondness for the game in a 2006 interview, although he added that he did not think there would be much of an audience for it today.[4]&lt;br /&gt;
&lt;br /&gt;
An apocryphal story of the development was the invention of &amp;quot;The Duck&amp;quot; (an example of Parkinson&#039;s law of triviality): The producers of the game were known to demand changes to the game, presumably to make their mark on the finished product. To this end, one animator added a small duck around the queen piece, but made sure that the sprite would be easily removable. Come review, the producers, predictably, okayed everything but asked for the duck to be removed&lt;br /&gt;
&lt;br /&gt;
== Reception ==&lt;br /&gt;
&lt;br /&gt;
Battle Chess sold 250,000 copies by February 1993. (Unsure of how many copies the 3DO sold)&lt;br /&gt;
&lt;br /&gt;
Interplay won &amp;quot;Best Graphics Achievement In A Non-Graphics Product&amp;quot; from Software Publishers Association (later renamed to Software and Information Industry Association) for Battle Chess.[16] In 1994 Computer Gaming World added it to the magazine&#039;s Hall of Fame honoring those games rated highly over time by readers, describing Battle Chess as &amp;quot;a showcase product for the first level of multimedia standards&amp;quot;.[17] In 1996 the magazine ranked it as the 106th best game of all time for its &amp;quot;funny, elaborate animated sequences and spectacular special effects&lt;br /&gt;
&lt;br /&gt;
===Magazine Reviews===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Date&lt;br /&gt;
! Region&lt;br /&gt;
! Rating&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Consoles Plus || Jan 94 || {{Template:Flag-fr}} || 78% || Les programmeurs ont mal dosé la vitesse des combats. Le principe de Battlechess est très bon, mais sa lenteur risque fort de vous décevoir.&lt;br /&gt;
|-&lt;br /&gt;
| SuperGamePower || Sept 94 || {{Template:Flag-br}} || 66% || Jogo de xadrez para videogame é coisa antiga. Começou na década de 70 com o Atari. Nos anos 80, com a febre dos PC computers, tornou-se possível jogar xadrez na tela. Battle Chess que é lançado agora para 3DO é uma versão melhorada deste jogo de computador que fez muito sucesso junto aos apreciadores de um bom xadrez. São duas telas: bidimensional (tabuleiro normal, visto de cima) e tridimensional (com animação de peças). Além disso, pode-se salvar a partida para disputar mais tarde e apelar para sugestões do computador nas horas decisivas. O ato de &amp;quot;comer&amp;quot; uma peça no 3D dá sequência a uma batalha entre personagens em que o forte é o humor negro: decapitação, tiros e envenenamento. Para quem sempre quis aprender xadrez e não tinha paciência, eis a oportunidade: o modo Tutorial ensina as manhãs do tabuleiro, além de dar um histórico do jogo.&lt;br /&gt;
|-&lt;br /&gt;
| Video Games* || Apr 94 || {{Template:Flag-de}} || 62% || Wenn die witzigen Animationen nicht wären, könntet Ihr Battlechess getrost vergessen. Einige der Kampfszenen sind jedoch echt genial, besonders die Anleihen an Monty Pythons “Ritter der Kokosnuß“ muß man gesehen haben. Der Reiz des Neuen läßt aber schnell nach, bald schaltet Ihr die Battlesequenzen ab. Als reine Schachsimulation enttäuscht Battlechess, denn von der Spielstärke her bietet es ungefähr das gleiche Niveau wie Dirks ungewaschene Socken (allerdings riecht die CD besser). Geübten Schachfans wird der Computergegner keinerlei Probleme bereiten, höchstens als Sparringspartner zum Ausmerzen von Leichtsinnsfehlern ist er zu gebrauchen. Eine spielstarke Schachsimulation wäre mir lieber.&lt;br /&gt;
|-&lt;br /&gt;
| EGM* || Jan 94 || {{Template:Flag-us}} || 62% || If you are a chess fan, then you may want to check this title out. This is simply chess in a three-dimensional board with pieces that walk, talk, and fight to the finish when taking another players&#039; chess pieces.&lt;br /&gt;
|-&lt;br /&gt;
| 3DO Magazine* || Dec 94 || {{Template:Flag-gb}} || 40% || A worthy attempt to make chess exciting for beginners, its 3D graphics aren&#039;t as flash or funny as they might be. However there&#039;s an impressive chess engine under the hood while a 2D board is a model of clarity and simplicity.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* - Need review page&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other Versions ==&lt;br /&gt;
&lt;br /&gt;
The original version was released on the Amiga in 1988 and went onto multiple systems including - Acorn Archimedes, Amiga CD32, Amiga CDTV, Apple IIGS, Apple IIe, Atari ST, Commodore 64, MS-DOS, FM Towns, NES, Mac OS, NEC PC-9801, X68000 and Microsoft Windows.&lt;br /&gt;
&lt;br /&gt;
The game was remastered in 2015, under the steam release: Battle Chess:Game of Kings.&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
*Note - Identical rosters ship in all regions but JP reworks some headers &lt;br /&gt;
&lt;br /&gt;
*3DO Programming	Keith Birkett (Krisalis Software)&lt;br /&gt;
*Battle Chess CD Programming	Greg Christensen&lt;br /&gt;
*Original Battle Chess	Michael Quarles, Jay Patel, Troy Worrell&lt;br /&gt;
*Artwork	David Mosher, Arlene Caberto, Todd Camasta&lt;br /&gt;
*Music	Scott La Rocca&lt;br /&gt;
*Additional Music Arrangement	Rick Freeman&lt;br /&gt;
*Sound Effects	Alan Howarth, Jason King, Scott La Rocca, Brian Mendelsohn&lt;br /&gt;
*Synclavier Operation	Brian Mendelsohn, Rick Freeman, Alan Howarth, Jason King, Mike Papa&lt;br /&gt;
*Voices	Art Dutch, Ryan O&#039;Flannigan, Douglas Coler, Greg Snow, Sandra Snow, KA Mouston, Dave Surtees&lt;br /&gt;
*Tutorial	Bruce J Balfour, Roger Rittner Productions&lt;br /&gt;
*Original Producer	Troy Worrell&lt;br /&gt;
*Producer	Bill Dugan&lt;br /&gt;
*Executive Producer	Brian Fargo&lt;br /&gt;
*Director of Quality Assurance	Kirk Tome&lt;br /&gt;
*Assistant Director of QA	Rodney Relosa&lt;br /&gt;
*Testers	Bill Church, Floyd Grubb, Jason Taylor, Chris Tremmel&lt;br /&gt;
*Additional 3DO Graphics	Phil Hackney, Neil Adamson, Tracy Hudson&lt;br /&gt;
*Krisalis — Programmers	Keith Birkett, Nigel Little, Richard Teather, Jason Butler, Mat Cook, Omar &#039;Ramo&#039; Aysha, John Stephens, Andy Ware, Rob Hill, Mark Incley, Simeon Pashley&lt;br /&gt;
*Krisalis — &#039;Wanna be&#039; Programmer	Pete Harrap&lt;br /&gt;
*Krisalis — Graphics Artists	Neil Adamson, Phil Hackney, Tracy Hudson, Paul Dobson, Dave Colledge, Mark Potente, Darren Hebden&lt;br /&gt;
*Krisalis — Quality Assurance	Steve Sumner&lt;br /&gt;
*Krisalis — Administration	Claire Brown, Amanda Pugh, Paul Kirk, Tim &#039;10 a penny&#039; James, Siobhan Moran, Donna Stead&lt;br /&gt;
*Krisalis — The Management	Tony Kavanagh, Pete Harrap, Shaun Hollingworth&lt;br /&gt;
*Special Thanks	Tony Myles, Neil Day, 3DO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Disc Archaeology ==&lt;br /&gt;
&#039;&#039;Findings from a byte-level analysis of the Japanese retail disc image (283,426,816 bytes / 138,240 blocks).&#039;&#039;&lt;br /&gt;
=== A censored easter egg ===&lt;br /&gt;
The executable contains the menu header string &#039;&#039;&amp;quot;Alternate Credits&amp;quot;&#039;&#039; — but the hidden joke-credits message that accompanies it in other builds was removed: no &#039;&#039;&amp;quot;Excuse my vanity&amp;quot;&#039;&#039;, no repeated programmer name, none of the personal text. Whoever prepared the Japanese build stripped the easter egg&#039;s contents and left its header behind.&lt;br /&gt;
=== &amp;quot;RDO Programming By&amp;quot; ===&lt;br /&gt;
The Japanese credits open with the header &#039;&#039;&#039;&amp;quot;RDO Programming By&amp;quot;&#039;&#039;&#039; — a misprint of &amp;quot;3DO Programming By&amp;quot; that survives in the shipping build, crediting Keith Birkett of Krisalis Software.&lt;br /&gt;
=== Japanese localization machinery ===&lt;br /&gt;
The build adds a dedicated &amp;lt;code&amp;gt;font.jap&amp;lt;/code&amp;gt; font and kanji-handling code (debug string &#039;&#039;&amp;quot;Whats this char? %c&amp;quot;&#039;&#039;, an Amiga-flavoured &amp;lt;code&amp;gt;PrintIText&amp;lt;/code&amp;gt; routine name), and the credits were reworked with headers like &amp;quot;Original Voices&amp;quot; — the voice acting itself remains the English recording.&lt;br /&gt;
=== Development leftovers ===&lt;br /&gt;
* &amp;lt;code&amp;gt;/bc/2d.old&amp;lt;/code&amp;gt; — a superseded version of the 2D piece data (79,824 bytes against the shipping &amp;lt;code&amp;gt;2d&amp;lt;/code&amp;gt;&#039;s 11,244) left on the disc.&lt;br /&gt;
* &amp;lt;code&amp;gt;kris.cine&amp;lt;/code&amp;gt; — the Krisalis logo stream — is padded to exactly 1,048,576 bytes (1 MiB), a suspiciously round size for a video file.&lt;br /&gt;
* The British debug string &#039;&#039;&amp;quot;Shagged in timer1&amp;quot;&#039;&#039; ships in the executable.&lt;br /&gt;
=== Unallocated space ===&lt;br /&gt;
7,889 blocks (~15 MB) belong to no file — and none of it is the usual &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; filler. The padding contains recycled data including some 70 fragments of old-format 3DO &amp;lt;code&amp;gt;FILM&amp;lt;/code&amp;gt; video chunks and stray stream headers — remnants of earlier video conversion work, pressed into the disc as padding.&lt;br /&gt;
=== Filesystem notes ===&lt;br /&gt;
The redundant directory copies (&amp;quot;avatars&amp;quot;) of &amp;lt;code&amp;gt;/System/Drivers&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Folios&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Programs&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Scripts&amp;lt;/code&amp;gt;, plus &amp;lt;code&amp;gt;rom_tags&amp;lt;/code&amp;gt; and the disc label, disagree between copies — stale older generations from multi-pass mastering, pressed into every disc. The root directory copies verify hash-identical, so this is a mastering artifact, not dump damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Linked Titles ==&lt;br /&gt;
&lt;br /&gt;
* European Version - [[Battle Chess(EU)|Battle Chess]]&lt;br /&gt;
* Americas Version - [[Battle Chess(NA)|Battle Chess]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Battle_Chess_Back_JP.jpg|Back&lt;br /&gt;
File:Battle_Chess_Disc_JP.jpg|Disc&lt;br /&gt;
File:Battle_Chess_Screen_1.png|Screenshot&lt;br /&gt;
File:Battle_Chess_Screen_2.png|Screenshot&lt;br /&gt;
File:Battle_Chess_Screen_3.png|Screenshot&lt;br /&gt;
File:Battle_Chess_Screen_4.png|Screenshot&lt;br /&gt;
File:Battle_Chess_Screen_5.jpg|Screenshot&lt;br /&gt;
File:Battle_Chess_Screen_6.jpg|Screenshot&lt;br /&gt;
File:Battle_Chess_Console_Plus_Jan_94_Review.png| Battle Chess Console Plus Jan 94 Review&lt;br /&gt;
File:Battle_Chess_SuperGamePower_Sept_94_Review.png| Battle Chess SuperGamePower Sept 94 Review&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:3DO Games]]&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=Battle_Chess(EU)&amp;diff=18443</id>
		<title>Battle Chess(EU)</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=Battle_Chess(EU)&amp;diff=18443"/>
		<updated>2026-08-14T06:08:30Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Battle_Chess_Front_EU.jpg|thumb|right|]]&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Full Name:&#039;&#039;&#039; Battle Chess&lt;br /&gt;
*&#039;&#039;&#039;Code:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Type:&#039;&#039;&#039; Board game&lt;br /&gt;
*&#039;&#039;&#039;Developer:&#039;&#039;&#039; [[Krisalis Software|Krisalis Software]]&lt;br /&gt;
*&#039;&#039;&#039;Publisher:&#039;&#039;&#039; [[Interplay Productions|Interplay Productions]]&lt;br /&gt;
*&#039;&#039;&#039;Language:&#039;&#039;&#039; English&lt;br /&gt;
*&#039;&#039;&#039;Release Date:&#039;&#039;&#039; 1993&lt;br /&gt;
*&#039;&#039;&#039;Region:&#039;&#039;&#039; EU&lt;br /&gt;
*&#039;&#039;&#039;Barcode:&#039;&#039;&#039; 5 026102 005113&lt;br /&gt;
*&#039;&#039;&#039;Local Title:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Rarity:&#039;&#039;&#039; 1&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
A worthy attempt to make chess attractive to beginners. What could be more interesting than watching chess pieces fight? However, 3D graphics are not as expressive as they could be. Animation is good for the late 80s, but not the mid 90s! Where are the latest fashion trends in the face of interactive videos and digitized fighters ??? Nevertheless, the program includes a &amp;quot;chess engine&amp;quot; that makes an impression even on notorious chess players, and the 2-dimensional board is a good example of clarity and simplicity.&lt;br /&gt;
&lt;br /&gt;
The very fact that this typically computer game appeared on 3DO proves once again that a great future was predicted for the system. Whatever I say there, the game is executed at a decent level.&lt;br /&gt;
&lt;br /&gt;
== Game Play ==&lt;br /&gt;
&lt;br /&gt;
Battle Chess follows the same rules as traditional chess, with pieces moving in an animated fashion and battles playing out so that the capturing piece defeats its target. Furthermore, when checkmate is delivered, the checkmating piece fights and defeats the king. Since there are six types of pieces for each color, and a king cannot capture a king, there are a total of 35 different battle animations.[2] The rook, for example, turns into a rock monster and kills a pawn by smashing its head, and the rook kills the queen by eating her. There are some pop-culture homages; the knight versus knight animation references the black knight fight in Monty Python and the Holy Grail, and the king versus bishop fight pastiches the short battle between Indiana Jones and a swordsman in Raiders of the Lost Ark.&lt;br /&gt;
&lt;br /&gt;
The game can be also played in a 2D version with no animations.&lt;br /&gt;
&lt;br /&gt;
The game has an opening library of over 30,000 moves.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
&lt;br /&gt;
Battle Chess was the first title developed and published by Interplay Entertainment themselves after ending their relationship with Electronic Arts, besides Neuromancer. The game was featured in the 1992 film Knight Moves about a chess grandmaster who is accused of several murders.[3] Battle Chess producer and Interplay&#039;s founder Brian Fargo expressed his fondness for the game in a 2006 interview, although he added that he did not think there would be much of an audience for it today.[4]&lt;br /&gt;
&lt;br /&gt;
An apocryphal story of the development was the invention of &amp;quot;The Duck&amp;quot; (an example of Parkinson&#039;s law of triviality): The producers of the game were known to demand changes to the game, presumably to make their mark on the finished product. To this end, one animator added a small duck around the queen piece, but made sure that the sprite would be easily removable. Come review, the producers, predictably, okayed everything but asked for the duck to be removed&lt;br /&gt;
&lt;br /&gt;
== Reception ==&lt;br /&gt;
&lt;br /&gt;
Battle Chess sold 250,000 copies by February 1993. (Unsure of how many copies the 3DO sold)&lt;br /&gt;
&lt;br /&gt;
Interplay won &amp;quot;Best Graphics Achievement In A Non-Graphics Product&amp;quot; from Software Publishers Association (later renamed to Software and Information Industry Association) for Battle Chess.[16] In 1994 Computer Gaming World added it to the magazine&#039;s Hall of Fame honoring those games rated highly over time by readers, describing Battle Chess as &amp;quot;a showcase product for the first level of multimedia standards&amp;quot;.[17] In 1996 the magazine ranked it as the 106th best game of all time for its &amp;quot;funny, elaborate animated sequences and spectacular special effects&lt;br /&gt;
&lt;br /&gt;
===Magazine Reviews===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Date&lt;br /&gt;
! Region&lt;br /&gt;
! Rating&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Consoles Plus || Jan 94 || {{Template:Flag-fr}} || 78% || Les programmeurs ont mal dosé la vitesse des combats. Le principe de Battlechess est très bon, mais sa lenteur risque fort de vous décevoir.&lt;br /&gt;
|-&lt;br /&gt;
| SuperGamePower || Sept 94 || {{Template:Flag-br}} || 66% || Jogo de xadrez para videogame é coisa antiga. Começou na década de 70 com o Atari. Nos anos 80, com a febre dos PC computers, tornou-se possível jogar xadrez na tela. Battle Chess que é lançado agora para 3DO é uma versão melhorada deste jogo de computador que fez muito sucesso junto aos apreciadores de um bom xadrez. São duas telas: bidimensional (tabuleiro normal, visto de cima) e tridimensional (com animação de peças). Além disso, pode-se salvar a partida para disputar mais tarde e apelar para sugestões do computador nas horas decisivas. O ato de &amp;quot;comer&amp;quot; uma peça no 3D dá sequência a uma batalha entre personagens em que o forte é o humor negro: decapitação, tiros e envenenamento. Para quem sempre quis aprender xadrez e não tinha paciência, eis a oportunidade: o modo Tutorial ensina as manhãs do tabuleiro, além de dar um histórico do jogo.&lt;br /&gt;
|-&lt;br /&gt;
| Video Games* || Apr 94 || {{Template:Flag-de}} || 62% || Wenn die witzigen Animationen nicht wären, könntet Ihr Battlechess getrost vergessen. Einige der Kampfszenen sind jedoch echt genial, besonders die Anleihen an Monty Pythons “Ritter der Kokosnuß“ muß man gesehen haben. Der Reiz des Neuen läßt aber schnell nach, bald schaltet Ihr die Battlesequenzen ab. Als reine Schachsimulation enttäuscht Battlechess, denn von der Spielstärke her bietet es ungefähr das gleiche Niveau wie Dirks ungewaschene Socken (allerdings riecht die CD besser). Geübten Schachfans wird der Computergegner keinerlei Probleme bereiten, höchstens als Sparringspartner zum Ausmerzen von Leichtsinnsfehlern ist er zu gebrauchen. Eine spielstarke Schachsimulation wäre mir lieber.&lt;br /&gt;
|-&lt;br /&gt;
| EGM* || Jan 94 || {{Template:Flag-us}} || 62% || If you are a chess fan, then you may want to check this title out. This is simply chess in a three-dimensional board with pieces that walk, talk, and fight to the finish when taking another players&#039; chess pieces.&lt;br /&gt;
|-&lt;br /&gt;
| 3DO Magazine* || Dec 94 || {{Template:Flag-gb}} || 40% || A worthy attempt to make chess exciting for beginners, its 3D graphics aren&#039;t as flash or funny as they might be. However there&#039;s an impressive chess engine under the hood while a 2D board is a model of clarity and simplicity.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* - Need review page&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other Versions ==&lt;br /&gt;
&lt;br /&gt;
The original version was released on the Amiga in 1988 and went onto multiple systems including - Acorn Archimedes, Amiga CD32, Amiga CDTV, Apple IIGS, Apple IIe, Atari ST, Commodore 64, MS-DOS, FM Towns, NES, Mac OS, NEC PC-9801, X68000 and Microsoft Windows.&lt;br /&gt;
&lt;br /&gt;
The game was remastered in 2015, under the steam release: Battle Chess:Game of Kings.&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
*Note - Identical rosters ship in all regions but JP reworks some headers &lt;br /&gt;
&lt;br /&gt;
*3DO Programming	Keith Birkett (Krisalis Software)&lt;br /&gt;
*Battle Chess CD Programming	Greg Christensen&lt;br /&gt;
*Original Battle Chess	Michael Quarles, Jay Patel, Troy Worrell&lt;br /&gt;
*Artwork	David Mosher, Arlene Caberto, Todd Camasta&lt;br /&gt;
*Music	Scott La Rocca&lt;br /&gt;
*Additional Music Arrangement	Rick Freeman&lt;br /&gt;
*Sound Effects	Alan Howarth, Jason King, Scott La Rocca, Brian Mendelsohn&lt;br /&gt;
*Synclavier Operation	Brian Mendelsohn, Rick Freeman, Alan Howarth, Jason King, Mike Papa&lt;br /&gt;
*Voices	Art Dutch, Ryan O&#039;Flannigan, Douglas Coler, Greg Snow, Sandra Snow, KA Mouston, Dave Surtees&lt;br /&gt;
*Tutorial	Bruce J Balfour, Roger Rittner Productions&lt;br /&gt;
*Original Producer	Troy Worrell&lt;br /&gt;
*Producer	Bill Dugan&lt;br /&gt;
*Executive Producer	Brian Fargo&lt;br /&gt;
*Director of Quality Assurance	Kirk Tome&lt;br /&gt;
*Assistant Director of QA	Rodney Relosa&lt;br /&gt;
*Testers	Bill Church, Floyd Grubb, Jason Taylor, Chris Tremmel&lt;br /&gt;
*Additional 3DO Graphics	Phil Hackney, Neil Adamson, Tracy Hudson&lt;br /&gt;
*Krisalis — Programmers	Keith Birkett, Nigel Little, Richard Teather, Jason Butler, Mat Cook, Omar &#039;Ramo&#039; Aysha, John Stephens, Andy Ware, Rob Hill, Mark Incley, Simeon Pashley&lt;br /&gt;
*Krisalis — &#039;Wanna be&#039; Programmer	Pete Harrap&lt;br /&gt;
*Krisalis — Graphics Artists	Neil Adamson, Phil Hackney, Tracy Hudson, Paul Dobson, Dave Colledge, Mark Potente, Darren Hebden&lt;br /&gt;
*Krisalis — Quality Assurance	Steve Sumner&lt;br /&gt;
*Krisalis — Administration	Claire Brown, Amanda Pugh, Paul Kirk, Tim &#039;10 a penny&#039; James, Siobhan Moran, Donna Stead&lt;br /&gt;
*Krisalis — The Management	Tony Kavanagh, Pete Harrap, Shaun Hollingworth&lt;br /&gt;
*Special Thanks	Tony Myles, Neil Day, 3DO&lt;br /&gt;
&lt;br /&gt;
== Disc Archaeology ==&lt;br /&gt;
&#039;&#039;Findings from a byte-level analysis of the European retail disc image (294,522,880 bytes / 143,360 blocks).&#039;&#039;&lt;br /&gt;
=== A programmer&#039;s hard drive in the padding ===&lt;br /&gt;
The disc&#039;s 14,774 unallocated blocks (~29 MB) are not filler — they contain recycled fragments of a Macintosh development environment, identifiable down to the machine&#039;s owner. Readable in the padding are:&lt;br /&gt;
* Apple MPW (Macintosh Programmer&#039;s Workshop) shell material: the &#039;&#039;&amp;quot;About MPW&amp;quot;&#039;&#039; / &#039;&#039;&amp;quot;Hide MPW Shell&amp;quot;&#039;&#039; menu strings, find-and-replace dialog text, and live shell commands such as &amp;lt;code&amp;gt;Directory &amp;quot;KeithsIntHD:Alone:Game:Sources:&amp;quot; &amp;amp;gt; &amp;quot;{ShellDirectory}&amp;quot;MPW.Errors || Alert&amp;lt;/code&amp;gt;.&lt;br /&gt;
* 3DO SDK environment setup: &amp;lt;code&amp;gt;Export 3DORemote; Export 3DOIncludes; Export 3DOLibs;&amp;lt;/code&amp;gt; and a &#039;&#039;&amp;quot;Create 3DO Makefile&amp;quot;&#039;&#039; command, alongside MPW&#039;s &amp;lt;code&amp;gt;SANELIB&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;STDCLIB&amp;lt;/code&amp;gt; libraries.&lt;br /&gt;
* File dialogs frozen mid-session, including: &#039;&#039;&amp;quot;Overwrite file &amp;quot;KeithsIntHD:ALONE:GAME:SOUND:SAMPLES:rawsamples:s12.VOC&amp;quot;?&amp;quot;&#039;&#039; and a batch command &amp;lt;code&amp;gt;duplicate -y {i} :rawsamples:{i}&amp;lt;/code&amp;gt;.&lt;br /&gt;
The volume name &amp;lt;code&amp;gt;KeithsIntHD&amp;lt;/code&amp;gt; — &amp;quot;Keith&#039;s Internal HD&amp;quot; — matches Keith Birkett, the game&#039;s credited Krisalis 3DO programmer, and the &amp;lt;code&amp;gt;Alone:&amp;lt;/code&amp;gt; project folders (with PC-format &amp;lt;code&amp;gt;.VOC&amp;lt;/code&amp;gt; sound samples being converted) are his next project, &#039;&#039;Alone in the Dark&#039;&#039; — the very game his hidden credits message announces (see below). The disc effectively preserves a snapshot of Alone in the Dark&#039;s 3DO port in mid-development, months before its release.&lt;br /&gt;
=== The hidden &amp;quot;Alternate Credits&amp;quot; ===&lt;br /&gt;
The executable contains Keith Birkett&#039;s complete hidden second credits sequence: &#039;&#039;&amp;quot;Excuse my vanity&amp;quot;&#039;&#039; followed by his own name eight times and &#039;&#039;&amp;quot;That is so sad!&amp;quot;&#039;&#039;, a year-of-crunch confession (&#039;&#039;&amp;quot;First the Archimedes version then 3DO. NEVER AGAIN&amp;quot;&#039;&#039;), the font&#039;s missing exclamation mark joke, greetings to family and friends, an admission of having been thrown off the Strathclyde and Newcastle MUDs for &#039;&#039;&amp;quot;being annoying to mortals, wizards, GMs&amp;quot;&#039;&#039;, the announcement &#039;&#039;&amp;quot;My next blockbusting release will be Alone in the Dark, and it should be available for the European and Japanese release of the 3DO&amp;quot;&#039;&#039;, and a closing &#039;&#039;&amp;quot;Wobble Wobble&amp;quot;&#039;&#039; — a routine he &#039;&#039;&amp;quot;spent ages writing... and only used once, for a very cheap joke&amp;quot;&#039;&#039;.&lt;br /&gt;
=== PAL-specific touches ===&lt;br /&gt;
* &amp;lt;code&amp;gt;notpal.cel&amp;lt;/code&amp;gt; at the disc root — a warning screen for consoles on the wrong video standard.&lt;br /&gt;
* Menu labels read &amp;quot;3DO SYS -- Red / Blue&amp;quot; where other builds say &amp;quot;CPU&amp;quot;.&lt;br /&gt;
* A &amp;lt;code&amp;gt;font.kfont&amp;lt;/code&amp;gt; font file and the British debug strings &#039;&#039;&amp;quot;Shagged in timer1&amp;quot;&#039;&#039; / &#039;&#039;&amp;quot;Shagged in timer3&amp;quot;&#039;&#039;.&lt;br /&gt;
=== Development leftovers ===&lt;br /&gt;
* &amp;lt;code&amp;gt;/bc/2d.old&amp;lt;/code&amp;gt; — a superseded version of the 2D piece data (79,824 bytes against the shipping &amp;lt;code&amp;gt;2d&amp;lt;/code&amp;gt;&#039;s 11,244) left on the disc.&lt;br /&gt;
* &amp;lt;code&amp;gt;kris.cine&amp;lt;/code&amp;gt; — the Krisalis logo stream — is padded to exactly 1,048,576 bytes (1 MiB).&lt;br /&gt;
=== Filesystem notes ===&lt;br /&gt;
The redundant directory copies (&amp;quot;avatars&amp;quot;) of &amp;lt;code&amp;gt;/System/Drivers&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Folios&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Programs&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Scripts&amp;lt;/code&amp;gt;, plus &amp;lt;code&amp;gt;rom_tags&amp;lt;/code&amp;gt;, disagree between copies — stale older generations from multi-pass mastering, pressed into every disc. The root directory copies verify hash-identical, so this is a mastering artifact, not dump damage.&lt;br /&gt;
=== Speculation ===&lt;br /&gt;
&#039;&#039;Informed guesswork, clearly separated from the findings above.&#039;&#039;&lt;br /&gt;
The mastering data path suggests the EU disc image was assembled on (or from scratch storage shared with) Keith Birkett&#039;s own development Mac, rather than a dedicated mastering station — which would explain why his MPW session and Alone in the Dark working files ended up in the padding. If so, every EU Battle Chess pressing doubles as an accidental backup of a slice of Krisalis&#039;s 1994 development environment.&lt;br /&gt;
&lt;br /&gt;
== Linked Titles ==&lt;br /&gt;
&lt;br /&gt;
* Americas Version - [[Battle Chess(NA)|Battle Chess]]&lt;br /&gt;
* Japanese Version - [[Battle Chess(JP)|Battle Chess]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Battle_Chess_Back_EU.jpg|Back&lt;br /&gt;
File:Battle_Chess_Screen_1.png|Screenshot&lt;br /&gt;
File:Battle_Chess_Screen_2.png|Screenshot&lt;br /&gt;
File:Battle_Chess_Screen_3.png|Screenshot&lt;br /&gt;
File:Battle_Chess_Screen_4.png|Screenshot&lt;br /&gt;
File:Battle_Chess_Screen_5.jpg|Screenshot&lt;br /&gt;
File:Battle_Chess_Screen_6.jpg|Screenshot&lt;br /&gt;
File:Battle_Chess_Console_Plus_Jan_94_Review.png| Battle Chess Console Plus Jan 94 Review&lt;br /&gt;
File:Battle_Chess_SuperGamePower_Sept_94_Review.png| Battle Chess SuperGamePower Sept 94 Review&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:3DO Games]]&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=Battle_Chess(NA)&amp;diff=18442</id>
		<title>Battle Chess(NA)</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=Battle_Chess(NA)&amp;diff=18442"/>
		<updated>2026-08-14T06:07:34Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: /* Credits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Battle_Chess_Front_NA.jpg|thumb|right|]]&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Full Name:&#039;&#039;&#039; Battle Chess&lt;br /&gt;
*&#039;&#039;&#039;Code:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Type:&#039;&#039;&#039; Board game&lt;br /&gt;
*&#039;&#039;&#039;Developer:&#039;&#039;&#039; [[Krisalis Software|Krisalis Software]]&lt;br /&gt;
*&#039;&#039;&#039;Publisher:&#039;&#039;&#039; [[Interplay Productions|Interplay Productions]]&lt;br /&gt;
*&#039;&#039;&#039;Language:&#039;&#039;&#039; English&lt;br /&gt;
*&#039;&#039;&#039;Release Date:&#039;&#039;&#039; 1993&lt;br /&gt;
*&#039;&#039;&#039;Region:&#039;&#039;&#039; NA&lt;br /&gt;
*&#039;&#039;&#039;Barcode:&#039;&#039;&#039; 0 40421 29002 4&lt;br /&gt;
*&#039;&#039;&#039;Local Title:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Rarity:&#039;&#039;&#039; 1&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
A worthy attempt to make chess attractive to beginners. What could be more interesting than watching chess pieces fight? However, 3D graphics are not as expressive as they could be. Animation is good for the late 80s, but not the mid 90s! Where are the latest fashion trends in the face of interactive videos and digitized fighters ??? Nevertheless, the program includes a &amp;quot;chess engine&amp;quot; that makes an impression even on notorious chess players, and the 2-dimensional board is a good example of clarity and simplicity.&lt;br /&gt;
&lt;br /&gt;
The very fact that this typically computer game appeared on 3DO proves once again that a great future was predicted for the system. Whatever I say there, the game is executed at a decent level.&lt;br /&gt;
&lt;br /&gt;
== Game Play ==&lt;br /&gt;
&lt;br /&gt;
Battle Chess follows the same rules as traditional chess, with pieces moving in an animated fashion and battles playing out so that the capturing piece defeats its target. Furthermore, when checkmate is delivered, the checkmating piece fights and defeats the king. Since there are six types of pieces for each color, and a king cannot capture a king, there are a total of 35 different battle animations.[2] The rook, for example, turns into a rock monster and kills a pawn by smashing its head, and the rook kills the queen by eating her. There are some pop-culture homages; the knight versus knight animation references the black knight fight in Monty Python and the Holy Grail, and the king versus bishop fight pastiches the short battle between Indiana Jones and a swordsman in Raiders of the Lost Ark.&lt;br /&gt;
&lt;br /&gt;
The game can be also played in a 2D version with no animations.&lt;br /&gt;
&lt;br /&gt;
The game has an opening library of over 30,000 moves.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
&lt;br /&gt;
Battle Chess was the first title developed and published by Interplay Entertainment themselves after ending their relationship with Electronic Arts, besides Neuromancer. The game was featured in the 1992 film Knight Moves about a chess grandmaster who is accused of several murders.[3] Battle Chess producer and Interplay&#039;s founder Brian Fargo expressed his fondness for the game in a 2006 interview, although he added that he did not think there would be much of an audience for it today.[4]&lt;br /&gt;
&lt;br /&gt;
An apocryphal story of the development was the invention of &amp;quot;The Duck&amp;quot; (an example of Parkinson&#039;s law of triviality): The producers of the game were known to demand changes to the game, presumably to make their mark on the finished product. To this end, one animator added a small duck around the queen piece, but made sure that the sprite would be easily removable. Come review, the producers, predictably, okayed everything but asked for the duck to be removed&lt;br /&gt;
&lt;br /&gt;
== Reception ==&lt;br /&gt;
&lt;br /&gt;
Battle Chess sold 250,000 copies by February 1993. (Unsure of how many copies the 3DO sold)&lt;br /&gt;
&lt;br /&gt;
Interplay won &amp;quot;Best Graphics Achievement In A Non-Graphics Product&amp;quot; from Software Publishers Association (later renamed to Software and Information Industry Association) for Battle Chess.[16] In 1994 Computer Gaming World added it to the magazine&#039;s Hall of Fame honoring those games rated highly over time by readers, describing Battle Chess as &amp;quot;a showcase product for the first level of multimedia standards&amp;quot;.[17] In 1996 the magazine ranked it as the 106th best game of all time for its &amp;quot;funny, elaborate animated sequences and spectacular special effects&lt;br /&gt;
&lt;br /&gt;
===Magazine Reviews===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Date&lt;br /&gt;
! Region&lt;br /&gt;
! Rating&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Consoles Plus || Jan 94 || {{Template:Flag-fr}} || 78% || Les programmeurs ont mal dosé la vitesse des combats. Le principe de Battlechess est très bon, mais sa lenteur risque fort de vous décevoir.&lt;br /&gt;
|-&lt;br /&gt;
| SuperGamePower || Sept 94 || {{Template:Flag-br}} || 66% || Jogo de xadrez para videogame é coisa antiga. Começou na década de 70 com o Atari. Nos anos 80, com a febre dos PC computers, tornou-se possível jogar xadrez na tela. Battle Chess que é lançado agora para 3DO é uma versão melhorada deste jogo de computador que fez muito sucesso junto aos apreciadores de um bom xadrez. São duas telas: bidimensional (tabuleiro normal, visto de cima) e tridimensional (com animação de peças). Além disso, pode-se salvar a partida para disputar mais tarde e apelar para sugestões do computador nas horas decisivas. O ato de &amp;quot;comer&amp;quot; uma peça no 3D dá sequência a uma batalha entre personagens em que o forte é o humor negro: decapitação, tiros e envenenamento. Para quem sempre quis aprender xadrez e não tinha paciência, eis a oportunidade: o modo Tutorial ensina as manhãs do tabuleiro, além de dar um histórico do jogo.&lt;br /&gt;
|-&lt;br /&gt;
| Video Games* || Apr 94 || {{Template:Flag-de}} || 62% || Wenn die witzigen Animationen nicht wären, könntet Ihr Battlechess getrost vergessen. Einige der Kampfszenen sind jedoch echt genial, besonders die Anleihen an Monty Pythons “Ritter der Kokosnuß“ muß man gesehen haben. Der Reiz des Neuen läßt aber schnell nach, bald schaltet Ihr die Battlesequenzen ab. Als reine Schachsimulation enttäuscht Battlechess, denn von der Spielstärke her bietet es ungefähr das gleiche Niveau wie Dirks ungewaschene Socken (allerdings riecht die CD besser). Geübten Schachfans wird der Computergegner keinerlei Probleme bereiten, höchstens als Sparringspartner zum Ausmerzen von Leichtsinnsfehlern ist er zu gebrauchen. Eine spielstarke Schachsimulation wäre mir lieber.&lt;br /&gt;
|-&lt;br /&gt;
| EGM* || Jan 94 || {{Template:Flag-us}} || 62% || If you are a chess fan, then you may want to check this title out. This is simply chess in a three-dimensional board with pieces that walk, talk, and fight to the finish when taking another players&#039; chess pieces.&lt;br /&gt;
|-&lt;br /&gt;
| 3DO Magazine* || Dec 94 || {{Template:Flag-gb}} || 40% || A worthy attempt to make chess exciting for beginners, its 3D graphics aren&#039;t as flash or funny as they might be. However there&#039;s an impressive chess engine under the hood while a 2D board is a model of clarity and simplicity.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* - Need review page&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other Versions ==&lt;br /&gt;
&lt;br /&gt;
The original version was released on the Amiga in 1988 and went onto multiple systems including - Acorn Archimedes, Amiga CD32, Amiga CDTV, Apple IIGS, Apple IIe, Atari ST, Commodore 64, MS-DOS, FM Towns, NES, Mac OS, NEC PC-9801, X68000 and Microsoft Windows.&lt;br /&gt;
&lt;br /&gt;
The game was remastered in 2015, under the steam release: Battle Chess:Game of Kings.&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
*Note - Identical rosters ship in all regions but JP reworks some headers &lt;br /&gt;
&lt;br /&gt;
*3DO Programming	Keith Birkett (Krisalis Software)&lt;br /&gt;
*Battle Chess CD Programming	Greg Christensen&lt;br /&gt;
*Original Battle Chess	Michael Quarles, Jay Patel, Troy Worrell&lt;br /&gt;
*Artwork	David Mosher, Arlene Caberto, Todd Camasta&lt;br /&gt;
*Music	Scott La Rocca&lt;br /&gt;
*Additional Music Arrangement	Rick Freeman&lt;br /&gt;
*Sound Effects	Alan Howarth, Jason King, Scott La Rocca, Brian Mendelsohn&lt;br /&gt;
*Synclavier Operation	Brian Mendelsohn, Rick Freeman, Alan Howarth, Jason King, Mike Papa&lt;br /&gt;
*Voices	Art Dutch, Ryan O&#039;Flannigan, Douglas Coler, Greg Snow, Sandra Snow, KA Mouston, Dave Surtees&lt;br /&gt;
*Tutorial	Bruce J Balfour, Roger Rittner Productions&lt;br /&gt;
*Original Producer	Troy Worrell&lt;br /&gt;
*Producer	Bill Dugan&lt;br /&gt;
*Executive Producer	Brian Fargo&lt;br /&gt;
*Director of Quality Assurance	Kirk Tome&lt;br /&gt;
*Assistant Director of QA	Rodney Relosa&lt;br /&gt;
*Testers	Bill Church, Floyd Grubb, Jason Taylor, Chris Tremmel&lt;br /&gt;
*Additional 3DO Graphics	Phil Hackney, Neil Adamson, Tracy Hudson&lt;br /&gt;
*Krisalis — Programmers	Keith Birkett, Nigel Little, Richard Teather, Jason Butler, Mat Cook, Omar &#039;Ramo&#039; Aysha, John Stephens, Andy Ware, Rob Hill, Mark Incley, Simeon Pashley&lt;br /&gt;
*Krisalis — &#039;Wanna be&#039; Programmer	Pete Harrap&lt;br /&gt;
*Krisalis — Graphics Artists	Neil Adamson, Phil Hackney, Tracy Hudson, Paul Dobson, Dave Colledge, Mark Potente, Darren Hebden&lt;br /&gt;
*Krisalis — Quality Assurance	Steve Sumner&lt;br /&gt;
*Krisalis — Administration	Claire Brown, Amanda Pugh, Paul Kirk, Tim &#039;10 a penny&#039; James, Siobhan Moran, Donna Stead&lt;br /&gt;
*Krisalis — The Management	Tony Kavanagh, Pete Harrap, Shaun Hollingworth&lt;br /&gt;
*Special Thanks	Tony Myles, Neil Day, 3DO&lt;br /&gt;
&lt;br /&gt;
== Disc Archaeology ==&lt;br /&gt;
&#039;&#039;Findings from a byte-level analysis of the US retail disc image (272,941,056 bytes / 133,120 blocks).&#039;&#039;&lt;br /&gt;
=== The hidden &amp;quot;Alternate Credits&amp;quot; ===&lt;br /&gt;
The executable contains a complete hidden second credits sequence, written by 3DO-conversion programmer Keith Birkett. It opens &#039;&#039;&amp;quot;Excuse my vanity&amp;quot;&#039;&#039; followed by his own name &#039;&#039;&#039;eight times&#039;&#039;&#039; and the self-review &#039;&#039;&amp;quot;That is so sad!&amp;quot;&#039;&#039;, then runs through a long personal message: he&#039;d spent the whole year on Battle Chess (&#039;&#039;&amp;quot;First the Archimedes version then 3DO. NEVER AGAIN&amp;quot;&#039;&#039;), complains the font has no exclamation mark (&#039;&#039;&amp;quot;I need an exclamation mark! The above line is full of exclamation marks. I guess its not in the font.&amp;quot;&#039;&#039;), greets family and friends by name, confesses a history as a disruptive MUD player (&#039;&#039;&amp;quot;Especially the ones at Strathclyde and Newcastle... Even if I was thrown off both... Being annoying to mortals, wizards, GMs was, however, my strength. &amp;amp;lt;evil grin&amp;amp;gt;&amp;quot;&#039;&#039;), plugs his next project (&#039;&#039;&amp;quot;My next blockbusting release will be Alone in the Dark&amp;quot;&#039;&#039;), and closes with a &#039;&#039;&amp;quot;Wobble Wobble&amp;quot;&#039;&#039; — apologizing that he &#039;&#039;&amp;quot;spent ages writing that wobble routine and I only used it once, for a very cheap joke&amp;quot;&#039;&#039;. The line about the Archimedes version is also a development-history artifact in its own right, confirming the Acorn Archimedes conversion preceded the 3DO one.&lt;br /&gt;
=== Joke credits ===&lt;br /&gt;
Even the official credits carry Krisalis humour: Pete Harrap — company co-founder — is credited as &#039;&#039;&#039;&amp;quot;&#039;Wanna be&#039; Programmer&amp;quot;&#039;&#039;&#039;, and administration lists &#039;&#039;&#039;&amp;quot;Tim &#039;10 a penny&#039; James&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
=== Development leftovers ===&lt;br /&gt;
* &amp;lt;code&amp;gt;/bc/2d.old&amp;lt;/code&amp;gt; — a superseded version of the 2D piece data (79,824 bytes against the shipping &amp;lt;code&amp;gt;2d&amp;lt;/code&amp;gt;&#039;s 11,244) left on the disc.&lt;br /&gt;
* The pieces&#039; speech is stored per-matchup in &amp;lt;code&amp;gt;*-TALK.DAT&amp;lt;/code&amp;gt; archives (&amp;lt;code&amp;gt;TB-&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TK-&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TN-&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TP-&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TQ-&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TR-TALK.DAT&amp;lt;/code&amp;gt;).&lt;br /&gt;
=== Unallocated space ===&lt;br /&gt;
10,617 blocks (~21 MB) belong to no file — and none of it is the usual &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; filler. The region is filled with leftover animation build data: 361 orphaned CEL control-block structures (&amp;lt;code&amp;gt;ACCB&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;PDAT&amp;lt;/code&amp;gt; pairs under repeating &amp;lt;code&amp;gt;SANM&amp;lt;/code&amp;gt; markers) — apparently scratch output from the animation conversion pipeline, pressed into the disc as padding.&lt;br /&gt;
=== Filesystem notes ===&lt;br /&gt;
The redundant directory copies (&amp;quot;avatars&amp;quot;) of &amp;lt;code&amp;gt;/System/Folios&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Programs&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Scripts&amp;lt;/code&amp;gt;, plus &amp;lt;code&amp;gt;rom_tags&amp;lt;/code&amp;gt; and even the disc label, disagree between copies — stale older generations from multi-pass mastering, pressed into every disc. The root directory copies verify hash-identical, so this is a mastering artifact, not dump damage.&lt;br /&gt;
&lt;br /&gt;
=== Regional Comparison ===&lt;br /&gt;
All three releases — US (1993), Japan (1993) and Europe (1994) — share an identical &amp;lt;code&amp;gt;/bc&amp;lt;/code&amp;gt; game-data tree, file-for-file: the same battle animation streams, piece data and speech archives, including the same shipped leftover &amp;lt;code&amp;gt;2d.old&amp;lt;/code&amp;gt;. The conversion was done by UK studio Krisalis Software, whose lead programmer Keith Birkett is credited in every region&#039;s executable. What changed:&lt;br /&gt;
* &#039;&#039;&#039;US (first pressing, 1993):&#039;&#039;&#039; the barest disc — no 3DO logo movie, no Krisalis logo, uppercase &amp;lt;code&amp;gt;SIGNATURES&amp;lt;/code&amp;gt;, an early 128-byte &amp;lt;code&amp;gt;rom_tags&amp;lt;/code&amp;gt;, and the largest executable (244,872 bytes). Menu labels read &amp;quot;CPU -- Red / Blue&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Japan (1993):&#039;&#039;&#039; adds the standard 3DO logo movie and &amp;lt;code&amp;gt;kris.cine&amp;lt;/code&amp;gt;, a Krisalis logo stream padded to exactly 1 MiB. Adds Japanese text support: a &amp;lt;code&amp;gt;font.jap&amp;lt;/code&amp;gt; font, kanji-handling code (&#039;&#039;&amp;quot;Whats this char? %c&amp;quot;&#039;&#039;), and reworked credits headers — including the misprint &#039;&#039;&#039;&amp;quot;RDO Programming By&amp;quot;&#039;&#039;&#039; where every other region reads &amp;quot;3DO&amp;quot;. The hidden &amp;quot;Alternate Credits&amp;quot; easter egg (see the US/EU pages&#039; Disc Archaeology sections) was &#039;&#039;&#039;stripped from the Japanese build&#039;&#039;&#039; — the menu header string survives, but Keith Birkett&#039;s entire hidden message is gone.&lt;br /&gt;
* &#039;&#039;&#039;Europe (1994):&#039;&#039;&#039; adds &amp;lt;code&amp;gt;notpal.cel&amp;lt;/code&amp;gt; (a wrong-video-standard warning screen) and a &amp;lt;code&amp;gt;font.kfont&amp;lt;/code&amp;gt; font; menu labels change from &amp;quot;CPU&amp;quot; to &amp;quot;3DO SYS&amp;quot;. Newest additions to the debug strings include the very British &#039;&#039;&amp;quot;Shagged in timer1&amp;quot;&#039;&#039; / &#039;&#039;&amp;quot;Shagged in timer3&amp;quot;&#039;&#039; (timer1 also present in the Japanese build).&lt;br /&gt;
* &#039;&#039;&#039;Executables&#039;&#039;&#039; differ throughout (US 244,872 / EU 236,888 / JP 234,109 bytes) — three distinct builds, not re-links.&lt;br /&gt;
* &#039;&#039;&#039;None of the three discs uses &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; filler&#039;&#039;&#039;: each region&#039;s unallocated space contains different recycled data — leftover animation build data (US), old-format FILM video fragments (JP), and, on the EU disc, fragments of a Krisalis programmer&#039;s Macintosh development environment (see the EU page&#039;s Disc Archaeology section).&lt;br /&gt;
&lt;br /&gt;
== Linked Titles ==&lt;br /&gt;
&lt;br /&gt;
* European Version - [[Battle Chess(EU)|Battle Chess]]&lt;br /&gt;
* Japanese Version - [[Battle Chess(JP)|Battle Chess]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Battle_Chess_Back_NA.jpg|Back&lt;br /&gt;
File:Battle_Chess_Contents_NA.jpg|Contents&lt;br /&gt;
File:Battle_Chess_Screen_1.png|Screenshot&lt;br /&gt;
File:Battle_Chess_Screen_2.png|Screenshot&lt;br /&gt;
File:Battle_Chess_Screen_3.png|Screenshot&lt;br /&gt;
File:Battle_Chess_Screen_4.png|Screenshot&lt;br /&gt;
File:Battle_Chess_Screen_5.jpg|Screenshot&lt;br /&gt;
File:Battle_Chess_Screen_6.jpg|Screenshot&lt;br /&gt;
File:Battle_Chess_Console_Plus_Jan_94_Review.png| Battle Chess Console Plus Jan 94 Review&lt;br /&gt;
File:Battle_Chess_SuperGamePower_Sept_94_Review.png| Battle Chess SuperGamePower Sept 94 Review&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:3DO Games]]&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=Battle_Chess(NA)&amp;diff=18441</id>
		<title>Battle Chess(NA)</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=Battle_Chess(NA)&amp;diff=18441"/>
		<updated>2026-08-14T06:06:52Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: /* Credits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Battle_Chess_Front_NA.jpg|thumb|right|]]&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Full Name:&#039;&#039;&#039; Battle Chess&lt;br /&gt;
*&#039;&#039;&#039;Code:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Type:&#039;&#039;&#039; Board game&lt;br /&gt;
*&#039;&#039;&#039;Developer:&#039;&#039;&#039; [[Krisalis Software|Krisalis Software]]&lt;br /&gt;
*&#039;&#039;&#039;Publisher:&#039;&#039;&#039; [[Interplay Productions|Interplay Productions]]&lt;br /&gt;
*&#039;&#039;&#039;Language:&#039;&#039;&#039; English&lt;br /&gt;
*&#039;&#039;&#039;Release Date:&#039;&#039;&#039; 1993&lt;br /&gt;
*&#039;&#039;&#039;Region:&#039;&#039;&#039; NA&lt;br /&gt;
*&#039;&#039;&#039;Barcode:&#039;&#039;&#039; 0 40421 29002 4&lt;br /&gt;
*&#039;&#039;&#039;Local Title:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Rarity:&#039;&#039;&#039; 1&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
A worthy attempt to make chess attractive to beginners. What could be more interesting than watching chess pieces fight? However, 3D graphics are not as expressive as they could be. Animation is good for the late 80s, but not the mid 90s! Where are the latest fashion trends in the face of interactive videos and digitized fighters ??? Nevertheless, the program includes a &amp;quot;chess engine&amp;quot; that makes an impression even on notorious chess players, and the 2-dimensional board is a good example of clarity and simplicity.&lt;br /&gt;
&lt;br /&gt;
The very fact that this typically computer game appeared on 3DO proves once again that a great future was predicted for the system. Whatever I say there, the game is executed at a decent level.&lt;br /&gt;
&lt;br /&gt;
== Game Play ==&lt;br /&gt;
&lt;br /&gt;
Battle Chess follows the same rules as traditional chess, with pieces moving in an animated fashion and battles playing out so that the capturing piece defeats its target. Furthermore, when checkmate is delivered, the checkmating piece fights and defeats the king. Since there are six types of pieces for each color, and a king cannot capture a king, there are a total of 35 different battle animations.[2] The rook, for example, turns into a rock monster and kills a pawn by smashing its head, and the rook kills the queen by eating her. There are some pop-culture homages; the knight versus knight animation references the black knight fight in Monty Python and the Holy Grail, and the king versus bishop fight pastiches the short battle between Indiana Jones and a swordsman in Raiders of the Lost Ark.&lt;br /&gt;
&lt;br /&gt;
The game can be also played in a 2D version with no animations.&lt;br /&gt;
&lt;br /&gt;
The game has an opening library of over 30,000 moves.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
&lt;br /&gt;
Battle Chess was the first title developed and published by Interplay Entertainment themselves after ending their relationship with Electronic Arts, besides Neuromancer. The game was featured in the 1992 film Knight Moves about a chess grandmaster who is accused of several murders.[3] Battle Chess producer and Interplay&#039;s founder Brian Fargo expressed his fondness for the game in a 2006 interview, although he added that he did not think there would be much of an audience for it today.[4]&lt;br /&gt;
&lt;br /&gt;
An apocryphal story of the development was the invention of &amp;quot;The Duck&amp;quot; (an example of Parkinson&#039;s law of triviality): The producers of the game were known to demand changes to the game, presumably to make their mark on the finished product. To this end, one animator added a small duck around the queen piece, but made sure that the sprite would be easily removable. Come review, the producers, predictably, okayed everything but asked for the duck to be removed&lt;br /&gt;
&lt;br /&gt;
== Reception ==&lt;br /&gt;
&lt;br /&gt;
Battle Chess sold 250,000 copies by February 1993. (Unsure of how many copies the 3DO sold)&lt;br /&gt;
&lt;br /&gt;
Interplay won &amp;quot;Best Graphics Achievement In A Non-Graphics Product&amp;quot; from Software Publishers Association (later renamed to Software and Information Industry Association) for Battle Chess.[16] In 1994 Computer Gaming World added it to the magazine&#039;s Hall of Fame honoring those games rated highly over time by readers, describing Battle Chess as &amp;quot;a showcase product for the first level of multimedia standards&amp;quot;.[17] In 1996 the magazine ranked it as the 106th best game of all time for its &amp;quot;funny, elaborate animated sequences and spectacular special effects&lt;br /&gt;
&lt;br /&gt;
===Magazine Reviews===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Date&lt;br /&gt;
! Region&lt;br /&gt;
! Rating&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Consoles Plus || Jan 94 || {{Template:Flag-fr}} || 78% || Les programmeurs ont mal dosé la vitesse des combats. Le principe de Battlechess est très bon, mais sa lenteur risque fort de vous décevoir.&lt;br /&gt;
|-&lt;br /&gt;
| SuperGamePower || Sept 94 || {{Template:Flag-br}} || 66% || Jogo de xadrez para videogame é coisa antiga. Começou na década de 70 com o Atari. Nos anos 80, com a febre dos PC computers, tornou-se possível jogar xadrez na tela. Battle Chess que é lançado agora para 3DO é uma versão melhorada deste jogo de computador que fez muito sucesso junto aos apreciadores de um bom xadrez. São duas telas: bidimensional (tabuleiro normal, visto de cima) e tridimensional (com animação de peças). Além disso, pode-se salvar a partida para disputar mais tarde e apelar para sugestões do computador nas horas decisivas. O ato de &amp;quot;comer&amp;quot; uma peça no 3D dá sequência a uma batalha entre personagens em que o forte é o humor negro: decapitação, tiros e envenenamento. Para quem sempre quis aprender xadrez e não tinha paciência, eis a oportunidade: o modo Tutorial ensina as manhãs do tabuleiro, além de dar um histórico do jogo.&lt;br /&gt;
|-&lt;br /&gt;
| Video Games* || Apr 94 || {{Template:Flag-de}} || 62% || Wenn die witzigen Animationen nicht wären, könntet Ihr Battlechess getrost vergessen. Einige der Kampfszenen sind jedoch echt genial, besonders die Anleihen an Monty Pythons “Ritter der Kokosnuß“ muß man gesehen haben. Der Reiz des Neuen läßt aber schnell nach, bald schaltet Ihr die Battlesequenzen ab. Als reine Schachsimulation enttäuscht Battlechess, denn von der Spielstärke her bietet es ungefähr das gleiche Niveau wie Dirks ungewaschene Socken (allerdings riecht die CD besser). Geübten Schachfans wird der Computergegner keinerlei Probleme bereiten, höchstens als Sparringspartner zum Ausmerzen von Leichtsinnsfehlern ist er zu gebrauchen. Eine spielstarke Schachsimulation wäre mir lieber.&lt;br /&gt;
|-&lt;br /&gt;
| EGM* || Jan 94 || {{Template:Flag-us}} || 62% || If you are a chess fan, then you may want to check this title out. This is simply chess in a three-dimensional board with pieces that walk, talk, and fight to the finish when taking another players&#039; chess pieces.&lt;br /&gt;
|-&lt;br /&gt;
| 3DO Magazine* || Dec 94 || {{Template:Flag-gb}} || 40% || A worthy attempt to make chess exciting for beginners, its 3D graphics aren&#039;t as flash or funny as they might be. However there&#039;s an impressive chess engine under the hood while a 2D board is a model of clarity and simplicity.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* - Need review page&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other Versions ==&lt;br /&gt;
&lt;br /&gt;
The original version was released on the Amiga in 1988 and went onto multiple systems including - Acorn Archimedes, Amiga CD32, Amiga CDTV, Apple IIGS, Apple IIe, Atari ST, Commodore 64, MS-DOS, FM Towns, NES, Mac OS, NEC PC-9801, X68000 and Microsoft Windows.&lt;br /&gt;
&lt;br /&gt;
The game was remastered in 2015, under the steam release: Battle Chess:Game of Kings.&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
*3DO Programming	Keith Birkett (Krisalis Software)&lt;br /&gt;
*Battle Chess CD Programming	Greg Christensen&lt;br /&gt;
*Original Battle Chess	Michael Quarles, Jay Patel, Troy Worrell&lt;br /&gt;
*Artwork	David Mosher, Arlene Caberto, Todd Camasta&lt;br /&gt;
*Music	Scott La Rocca&lt;br /&gt;
*Additional Music Arrangement	Rick Freeman&lt;br /&gt;
*Sound Effects	Alan Howarth, Jason King, Scott La Rocca, Brian Mendelsohn&lt;br /&gt;
*Synclavier Operation	Brian Mendelsohn, Rick Freeman, Alan Howarth, Jason King, Mike Papa&lt;br /&gt;
*Voices	Art Dutch, Ryan O&#039;Flannigan, Douglas Coler, Greg Snow, Sandra Snow, KA Mouston, Dave Surtees&lt;br /&gt;
*Tutorial	Bruce J Balfour, Roger Rittner Productions&lt;br /&gt;
*Original Producer	Troy Worrell&lt;br /&gt;
*Producer	Bill Dugan&lt;br /&gt;
*Executive Producer	Brian Fargo&lt;br /&gt;
*Director of Quality Assurance	Kirk Tome&lt;br /&gt;
*Assistant Director of QA	Rodney Relosa&lt;br /&gt;
*Testers	Bill Church, Floyd Grubb, Jason Taylor, Chris Tremmel&lt;br /&gt;
*Additional 3DO Graphics	Phil Hackney, Neil Adamson, Tracy Hudson&lt;br /&gt;
*Krisalis — Programmers	Keith Birkett, Nigel Little, Richard Teather, Jason Butler, Mat Cook, Omar &#039;Ramo&#039; Aysha, John Stephens, Andy Ware, Rob Hill, Mark Incley, Simeon Pashley&lt;br /&gt;
*Krisalis — &#039;Wanna be&#039; Programmer	Pete Harrap&lt;br /&gt;
*Krisalis — Graphics Artists	Neil Adamson, Phil Hackney, Tracy Hudson, Paul Dobson, Dave Colledge, Mark Potente, Darren Hebden&lt;br /&gt;
*Krisalis — Quality Assurance	Steve Sumner&lt;br /&gt;
*Krisalis — Administration	Claire Brown, Amanda Pugh, Paul Kirk, Tim &#039;10 a penny&#039; James, Siobhan Moran, Donna Stead&lt;br /&gt;
*Krisalis — The Management	Tony Kavanagh, Pete Harrap, Shaun Hollingworth&lt;br /&gt;
*Special Thanks	Tony Myles, Neil Day, 3DO&lt;br /&gt;
&lt;br /&gt;
== Disc Archaeology ==&lt;br /&gt;
&#039;&#039;Findings from a byte-level analysis of the US retail disc image (272,941,056 bytes / 133,120 blocks).&#039;&#039;&lt;br /&gt;
=== The hidden &amp;quot;Alternate Credits&amp;quot; ===&lt;br /&gt;
The executable contains a complete hidden second credits sequence, written by 3DO-conversion programmer Keith Birkett. It opens &#039;&#039;&amp;quot;Excuse my vanity&amp;quot;&#039;&#039; followed by his own name &#039;&#039;&#039;eight times&#039;&#039;&#039; and the self-review &#039;&#039;&amp;quot;That is so sad!&amp;quot;&#039;&#039;, then runs through a long personal message: he&#039;d spent the whole year on Battle Chess (&#039;&#039;&amp;quot;First the Archimedes version then 3DO. NEVER AGAIN&amp;quot;&#039;&#039;), complains the font has no exclamation mark (&#039;&#039;&amp;quot;I need an exclamation mark! The above line is full of exclamation marks. I guess its not in the font.&amp;quot;&#039;&#039;), greets family and friends by name, confesses a history as a disruptive MUD player (&#039;&#039;&amp;quot;Especially the ones at Strathclyde and Newcastle... Even if I was thrown off both... Being annoying to mortals, wizards, GMs was, however, my strength. &amp;amp;lt;evil grin&amp;amp;gt;&amp;quot;&#039;&#039;), plugs his next project (&#039;&#039;&amp;quot;My next blockbusting release will be Alone in the Dark&amp;quot;&#039;&#039;), and closes with a &#039;&#039;&amp;quot;Wobble Wobble&amp;quot;&#039;&#039; — apologizing that he &#039;&#039;&amp;quot;spent ages writing that wobble routine and I only used it once, for a very cheap joke&amp;quot;&#039;&#039;. The line about the Archimedes version is also a development-history artifact in its own right, confirming the Acorn Archimedes conversion preceded the 3DO one.&lt;br /&gt;
=== Joke credits ===&lt;br /&gt;
Even the official credits carry Krisalis humour: Pete Harrap — company co-founder — is credited as &#039;&#039;&#039;&amp;quot;&#039;Wanna be&#039; Programmer&amp;quot;&#039;&#039;&#039;, and administration lists &#039;&#039;&#039;&amp;quot;Tim &#039;10 a penny&#039; James&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
=== Development leftovers ===&lt;br /&gt;
* &amp;lt;code&amp;gt;/bc/2d.old&amp;lt;/code&amp;gt; — a superseded version of the 2D piece data (79,824 bytes against the shipping &amp;lt;code&amp;gt;2d&amp;lt;/code&amp;gt;&#039;s 11,244) left on the disc.&lt;br /&gt;
* The pieces&#039; speech is stored per-matchup in &amp;lt;code&amp;gt;*-TALK.DAT&amp;lt;/code&amp;gt; archives (&amp;lt;code&amp;gt;TB-&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TK-&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TN-&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TP-&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TQ-&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TR-TALK.DAT&amp;lt;/code&amp;gt;).&lt;br /&gt;
=== Unallocated space ===&lt;br /&gt;
10,617 blocks (~21 MB) belong to no file — and none of it is the usual &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; filler. The region is filled with leftover animation build data: 361 orphaned CEL control-block structures (&amp;lt;code&amp;gt;ACCB&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;PDAT&amp;lt;/code&amp;gt; pairs under repeating &amp;lt;code&amp;gt;SANM&amp;lt;/code&amp;gt; markers) — apparently scratch output from the animation conversion pipeline, pressed into the disc as padding.&lt;br /&gt;
=== Filesystem notes ===&lt;br /&gt;
The redundant directory copies (&amp;quot;avatars&amp;quot;) of &amp;lt;code&amp;gt;/System/Folios&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Programs&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Scripts&amp;lt;/code&amp;gt;, plus &amp;lt;code&amp;gt;rom_tags&amp;lt;/code&amp;gt; and even the disc label, disagree between copies — stale older generations from multi-pass mastering, pressed into every disc. The root directory copies verify hash-identical, so this is a mastering artifact, not dump damage.&lt;br /&gt;
&lt;br /&gt;
=== Regional Comparison ===&lt;br /&gt;
All three releases — US (1993), Japan (1993) and Europe (1994) — share an identical &amp;lt;code&amp;gt;/bc&amp;lt;/code&amp;gt; game-data tree, file-for-file: the same battle animation streams, piece data and speech archives, including the same shipped leftover &amp;lt;code&amp;gt;2d.old&amp;lt;/code&amp;gt;. The conversion was done by UK studio Krisalis Software, whose lead programmer Keith Birkett is credited in every region&#039;s executable. What changed:&lt;br /&gt;
* &#039;&#039;&#039;US (first pressing, 1993):&#039;&#039;&#039; the barest disc — no 3DO logo movie, no Krisalis logo, uppercase &amp;lt;code&amp;gt;SIGNATURES&amp;lt;/code&amp;gt;, an early 128-byte &amp;lt;code&amp;gt;rom_tags&amp;lt;/code&amp;gt;, and the largest executable (244,872 bytes). Menu labels read &amp;quot;CPU -- Red / Blue&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Japan (1993):&#039;&#039;&#039; adds the standard 3DO logo movie and &amp;lt;code&amp;gt;kris.cine&amp;lt;/code&amp;gt;, a Krisalis logo stream padded to exactly 1 MiB. Adds Japanese text support: a &amp;lt;code&amp;gt;font.jap&amp;lt;/code&amp;gt; font, kanji-handling code (&#039;&#039;&amp;quot;Whats this char? %c&amp;quot;&#039;&#039;), and reworked credits headers — including the misprint &#039;&#039;&#039;&amp;quot;RDO Programming By&amp;quot;&#039;&#039;&#039; where every other region reads &amp;quot;3DO&amp;quot;. The hidden &amp;quot;Alternate Credits&amp;quot; easter egg (see the US/EU pages&#039; Disc Archaeology sections) was &#039;&#039;&#039;stripped from the Japanese build&#039;&#039;&#039; — the menu header string survives, but Keith Birkett&#039;s entire hidden message is gone.&lt;br /&gt;
* &#039;&#039;&#039;Europe (1994):&#039;&#039;&#039; adds &amp;lt;code&amp;gt;notpal.cel&amp;lt;/code&amp;gt; (a wrong-video-standard warning screen) and a &amp;lt;code&amp;gt;font.kfont&amp;lt;/code&amp;gt; font; menu labels change from &amp;quot;CPU&amp;quot; to &amp;quot;3DO SYS&amp;quot;. Newest additions to the debug strings include the very British &#039;&#039;&amp;quot;Shagged in timer1&amp;quot;&#039;&#039; / &#039;&#039;&amp;quot;Shagged in timer3&amp;quot;&#039;&#039; (timer1 also present in the Japanese build).&lt;br /&gt;
* &#039;&#039;&#039;Executables&#039;&#039;&#039; differ throughout (US 244,872 / EU 236,888 / JP 234,109 bytes) — three distinct builds, not re-links.&lt;br /&gt;
* &#039;&#039;&#039;None of the three discs uses &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; filler&#039;&#039;&#039;: each region&#039;s unallocated space contains different recycled data — leftover animation build data (US), old-format FILM video fragments (JP), and, on the EU disc, fragments of a Krisalis programmer&#039;s Macintosh development environment (see the EU page&#039;s Disc Archaeology section).&lt;br /&gt;
&lt;br /&gt;
== Linked Titles ==&lt;br /&gt;
&lt;br /&gt;
* European Version - [[Battle Chess(EU)|Battle Chess]]&lt;br /&gt;
* Japanese Version - [[Battle Chess(JP)|Battle Chess]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Battle_Chess_Back_NA.jpg|Back&lt;br /&gt;
File:Battle_Chess_Contents_NA.jpg|Contents&lt;br /&gt;
File:Battle_Chess_Screen_1.png|Screenshot&lt;br /&gt;
File:Battle_Chess_Screen_2.png|Screenshot&lt;br /&gt;
File:Battle_Chess_Screen_3.png|Screenshot&lt;br /&gt;
File:Battle_Chess_Screen_4.png|Screenshot&lt;br /&gt;
File:Battle_Chess_Screen_5.jpg|Screenshot&lt;br /&gt;
File:Battle_Chess_Screen_6.jpg|Screenshot&lt;br /&gt;
File:Battle_Chess_Console_Plus_Jan_94_Review.png| Battle Chess Console Plus Jan 94 Review&lt;br /&gt;
File:Battle_Chess_SuperGamePower_Sept_94_Review.png| Battle Chess SuperGamePower Sept 94 Review&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:3DO Games]]&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=Battle_Chess(NA)&amp;diff=18440</id>
		<title>Battle Chess(NA)</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=Battle_Chess(NA)&amp;diff=18440"/>
		<updated>2026-08-14T06:05:39Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Battle_Chess_Front_NA.jpg|thumb|right|]]&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Full Name:&#039;&#039;&#039; Battle Chess&lt;br /&gt;
*&#039;&#039;&#039;Code:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Type:&#039;&#039;&#039; Board game&lt;br /&gt;
*&#039;&#039;&#039;Developer:&#039;&#039;&#039; [[Krisalis Software|Krisalis Software]]&lt;br /&gt;
*&#039;&#039;&#039;Publisher:&#039;&#039;&#039; [[Interplay Productions|Interplay Productions]]&lt;br /&gt;
*&#039;&#039;&#039;Language:&#039;&#039;&#039; English&lt;br /&gt;
*&#039;&#039;&#039;Release Date:&#039;&#039;&#039; 1993&lt;br /&gt;
*&#039;&#039;&#039;Region:&#039;&#039;&#039; NA&lt;br /&gt;
*&#039;&#039;&#039;Barcode:&#039;&#039;&#039; 0 40421 29002 4&lt;br /&gt;
*&#039;&#039;&#039;Local Title:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Rarity:&#039;&#039;&#039; 1&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
A worthy attempt to make chess attractive to beginners. What could be more interesting than watching chess pieces fight? However, 3D graphics are not as expressive as they could be. Animation is good for the late 80s, but not the mid 90s! Where are the latest fashion trends in the face of interactive videos and digitized fighters ??? Nevertheless, the program includes a &amp;quot;chess engine&amp;quot; that makes an impression even on notorious chess players, and the 2-dimensional board is a good example of clarity and simplicity.&lt;br /&gt;
&lt;br /&gt;
The very fact that this typically computer game appeared on 3DO proves once again that a great future was predicted for the system. Whatever I say there, the game is executed at a decent level.&lt;br /&gt;
&lt;br /&gt;
== Game Play ==&lt;br /&gt;
&lt;br /&gt;
Battle Chess follows the same rules as traditional chess, with pieces moving in an animated fashion and battles playing out so that the capturing piece defeats its target. Furthermore, when checkmate is delivered, the checkmating piece fights and defeats the king. Since there are six types of pieces for each color, and a king cannot capture a king, there are a total of 35 different battle animations.[2] The rook, for example, turns into a rock monster and kills a pawn by smashing its head, and the rook kills the queen by eating her. There are some pop-culture homages; the knight versus knight animation references the black knight fight in Monty Python and the Holy Grail, and the king versus bishop fight pastiches the short battle between Indiana Jones and a swordsman in Raiders of the Lost Ark.&lt;br /&gt;
&lt;br /&gt;
The game can be also played in a 2D version with no animations.&lt;br /&gt;
&lt;br /&gt;
The game has an opening library of over 30,000 moves.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
&lt;br /&gt;
Battle Chess was the first title developed and published by Interplay Entertainment themselves after ending their relationship with Electronic Arts, besides Neuromancer. The game was featured in the 1992 film Knight Moves about a chess grandmaster who is accused of several murders.[3] Battle Chess producer and Interplay&#039;s founder Brian Fargo expressed his fondness for the game in a 2006 interview, although he added that he did not think there would be much of an audience for it today.[4]&lt;br /&gt;
&lt;br /&gt;
An apocryphal story of the development was the invention of &amp;quot;The Duck&amp;quot; (an example of Parkinson&#039;s law of triviality): The producers of the game were known to demand changes to the game, presumably to make their mark on the finished product. To this end, one animator added a small duck around the queen piece, but made sure that the sprite would be easily removable. Come review, the producers, predictably, okayed everything but asked for the duck to be removed&lt;br /&gt;
&lt;br /&gt;
== Reception ==&lt;br /&gt;
&lt;br /&gt;
Battle Chess sold 250,000 copies by February 1993. (Unsure of how many copies the 3DO sold)&lt;br /&gt;
&lt;br /&gt;
Interplay won &amp;quot;Best Graphics Achievement In A Non-Graphics Product&amp;quot; from Software Publishers Association (later renamed to Software and Information Industry Association) for Battle Chess.[16] In 1994 Computer Gaming World added it to the magazine&#039;s Hall of Fame honoring those games rated highly over time by readers, describing Battle Chess as &amp;quot;a showcase product for the first level of multimedia standards&amp;quot;.[17] In 1996 the magazine ranked it as the 106th best game of all time for its &amp;quot;funny, elaborate animated sequences and spectacular special effects&lt;br /&gt;
&lt;br /&gt;
===Magazine Reviews===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Date&lt;br /&gt;
! Region&lt;br /&gt;
! Rating&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Consoles Plus || Jan 94 || {{Template:Flag-fr}} || 78% || Les programmeurs ont mal dosé la vitesse des combats. Le principe de Battlechess est très bon, mais sa lenteur risque fort de vous décevoir.&lt;br /&gt;
|-&lt;br /&gt;
| SuperGamePower || Sept 94 || {{Template:Flag-br}} || 66% || Jogo de xadrez para videogame é coisa antiga. Começou na década de 70 com o Atari. Nos anos 80, com a febre dos PC computers, tornou-se possível jogar xadrez na tela. Battle Chess que é lançado agora para 3DO é uma versão melhorada deste jogo de computador que fez muito sucesso junto aos apreciadores de um bom xadrez. São duas telas: bidimensional (tabuleiro normal, visto de cima) e tridimensional (com animação de peças). Além disso, pode-se salvar a partida para disputar mais tarde e apelar para sugestões do computador nas horas decisivas. O ato de &amp;quot;comer&amp;quot; uma peça no 3D dá sequência a uma batalha entre personagens em que o forte é o humor negro: decapitação, tiros e envenenamento. Para quem sempre quis aprender xadrez e não tinha paciência, eis a oportunidade: o modo Tutorial ensina as manhãs do tabuleiro, além de dar um histórico do jogo.&lt;br /&gt;
|-&lt;br /&gt;
| Video Games* || Apr 94 || {{Template:Flag-de}} || 62% || Wenn die witzigen Animationen nicht wären, könntet Ihr Battlechess getrost vergessen. Einige der Kampfszenen sind jedoch echt genial, besonders die Anleihen an Monty Pythons “Ritter der Kokosnuß“ muß man gesehen haben. Der Reiz des Neuen läßt aber schnell nach, bald schaltet Ihr die Battlesequenzen ab. Als reine Schachsimulation enttäuscht Battlechess, denn von der Spielstärke her bietet es ungefähr das gleiche Niveau wie Dirks ungewaschene Socken (allerdings riecht die CD besser). Geübten Schachfans wird der Computergegner keinerlei Probleme bereiten, höchstens als Sparringspartner zum Ausmerzen von Leichtsinnsfehlern ist er zu gebrauchen. Eine spielstarke Schachsimulation wäre mir lieber.&lt;br /&gt;
|-&lt;br /&gt;
| EGM* || Jan 94 || {{Template:Flag-us}} || 62% || If you are a chess fan, then you may want to check this title out. This is simply chess in a three-dimensional board with pieces that walk, talk, and fight to the finish when taking another players&#039; chess pieces.&lt;br /&gt;
|-&lt;br /&gt;
| 3DO Magazine* || Dec 94 || {{Template:Flag-gb}} || 40% || A worthy attempt to make chess exciting for beginners, its 3D graphics aren&#039;t as flash or funny as they might be. However there&#039;s an impressive chess engine under the hood while a 2D board is a model of clarity and simplicity.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* - Need review page&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other Versions ==&lt;br /&gt;
&lt;br /&gt;
The original version was released on the Amiga in 1988 and went onto multiple systems including - Acorn Archimedes, Amiga CD32, Amiga CDTV, Apple IIGS, Apple IIe, Atari ST, Commodore 64, MS-DOS, FM Towns, NES, Mac OS, NEC PC-9801, X68000 and Microsoft Windows.&lt;br /&gt;
&lt;br /&gt;
The game was remastered in 2015, under the steam release: Battle Chess:Game of Kings.&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
*3DO version: Keith Birkett of Krisalis Software&lt;br /&gt;
*Original Battle Chess CD-ROM: Greg Christensen&lt;br /&gt;
*Original Battle Chess®: Michael Quarles, Jay Patel, Troy P. Worrell&lt;br /&gt;
*Artwork: David Mosher, Arlene Caberto, Todd W. Camasta&lt;br /&gt;
*Music Scott: La Rocca&lt;br /&gt;
*Additional music arrangement: Rick Freeman&lt;br /&gt;
*Sound effects: Alan Howarth, Jason King, Scott La Rocca, Brian Mendelsohn&lt;br /&gt;
*Synclavier operation: Brian Mendelsohn, Rick Freeman, Alan Howarth Jason King, Mike Papa&lt;br /&gt;
*Voices: Art Dutch, Ryan O&#039;FIannigan, Douglas Coler, Greg Snow, Sandra Snow, KA Mouston, Dave Surtees&lt;br /&gt;
*Tutorial: Bruce J. Balfour and Roger Rittner Productions&lt;br /&gt;
*Krisalis QA: Steve Sumner&lt;br /&gt;
*Interplay QA director: Kirk Tome&lt;br /&gt;
*QA Assistant Director: Rodney Relosa&lt;br /&gt;
*Testers: William Church, Floyd Grubb, Jason Taylor, Chris Tremmel, Dean Schulte&lt;br /&gt;
*Additional 3DO graphics: Phil Hackney, Neil Adamson, Tracy Hudson&lt;br /&gt;
*Original manual design: Jerry Friedman&lt;br /&gt;
*Manual writers: Bruce J. Balfour, Steven M. Tymon, Bill Dugan&lt;br /&gt;
*Manual Editor: Bruce Warner&lt;br /&gt;
*Original producer: Troy P. Worrell&lt;br /&gt;
*Producer: Bill Dugan&lt;br /&gt;
*Executive Producer: Brian Fargo&lt;br /&gt;
&lt;br /&gt;
== Disc Archaeology ==&lt;br /&gt;
&#039;&#039;Findings from a byte-level analysis of the US retail disc image (272,941,056 bytes / 133,120 blocks).&#039;&#039;&lt;br /&gt;
=== The hidden &amp;quot;Alternate Credits&amp;quot; ===&lt;br /&gt;
The executable contains a complete hidden second credits sequence, written by 3DO-conversion programmer Keith Birkett. It opens &#039;&#039;&amp;quot;Excuse my vanity&amp;quot;&#039;&#039; followed by his own name &#039;&#039;&#039;eight times&#039;&#039;&#039; and the self-review &#039;&#039;&amp;quot;That is so sad!&amp;quot;&#039;&#039;, then runs through a long personal message: he&#039;d spent the whole year on Battle Chess (&#039;&#039;&amp;quot;First the Archimedes version then 3DO. NEVER AGAIN&amp;quot;&#039;&#039;), complains the font has no exclamation mark (&#039;&#039;&amp;quot;I need an exclamation mark! The above line is full of exclamation marks. I guess its not in the font.&amp;quot;&#039;&#039;), greets family and friends by name, confesses a history as a disruptive MUD player (&#039;&#039;&amp;quot;Especially the ones at Strathclyde and Newcastle... Even if I was thrown off both... Being annoying to mortals, wizards, GMs was, however, my strength. &amp;amp;lt;evil grin&amp;amp;gt;&amp;quot;&#039;&#039;), plugs his next project (&#039;&#039;&amp;quot;My next blockbusting release will be Alone in the Dark&amp;quot;&#039;&#039;), and closes with a &#039;&#039;&amp;quot;Wobble Wobble&amp;quot;&#039;&#039; — apologizing that he &#039;&#039;&amp;quot;spent ages writing that wobble routine and I only used it once, for a very cheap joke&amp;quot;&#039;&#039;. The line about the Archimedes version is also a development-history artifact in its own right, confirming the Acorn Archimedes conversion preceded the 3DO one.&lt;br /&gt;
=== Joke credits ===&lt;br /&gt;
Even the official credits carry Krisalis humour: Pete Harrap — company co-founder — is credited as &#039;&#039;&#039;&amp;quot;&#039;Wanna be&#039; Programmer&amp;quot;&#039;&#039;&#039;, and administration lists &#039;&#039;&#039;&amp;quot;Tim &#039;10 a penny&#039; James&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
=== Development leftovers ===&lt;br /&gt;
* &amp;lt;code&amp;gt;/bc/2d.old&amp;lt;/code&amp;gt; — a superseded version of the 2D piece data (79,824 bytes against the shipping &amp;lt;code&amp;gt;2d&amp;lt;/code&amp;gt;&#039;s 11,244) left on the disc.&lt;br /&gt;
* The pieces&#039; speech is stored per-matchup in &amp;lt;code&amp;gt;*-TALK.DAT&amp;lt;/code&amp;gt; archives (&amp;lt;code&amp;gt;TB-&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TK-&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TN-&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TP-&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TQ-&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;TR-TALK.DAT&amp;lt;/code&amp;gt;).&lt;br /&gt;
=== Unallocated space ===&lt;br /&gt;
10,617 blocks (~21 MB) belong to no file — and none of it is the usual &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; filler. The region is filled with leftover animation build data: 361 orphaned CEL control-block structures (&amp;lt;code&amp;gt;ACCB&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;PDAT&amp;lt;/code&amp;gt; pairs under repeating &amp;lt;code&amp;gt;SANM&amp;lt;/code&amp;gt; markers) — apparently scratch output from the animation conversion pipeline, pressed into the disc as padding.&lt;br /&gt;
=== Filesystem notes ===&lt;br /&gt;
The redundant directory copies (&amp;quot;avatars&amp;quot;) of &amp;lt;code&amp;gt;/System/Folios&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Programs&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Scripts&amp;lt;/code&amp;gt;, plus &amp;lt;code&amp;gt;rom_tags&amp;lt;/code&amp;gt; and even the disc label, disagree between copies — stale older generations from multi-pass mastering, pressed into every disc. The root directory copies verify hash-identical, so this is a mastering artifact, not dump damage.&lt;br /&gt;
&lt;br /&gt;
=== Regional Comparison ===&lt;br /&gt;
All three releases — US (1993), Japan (1993) and Europe (1994) — share an identical &amp;lt;code&amp;gt;/bc&amp;lt;/code&amp;gt; game-data tree, file-for-file: the same battle animation streams, piece data and speech archives, including the same shipped leftover &amp;lt;code&amp;gt;2d.old&amp;lt;/code&amp;gt;. The conversion was done by UK studio Krisalis Software, whose lead programmer Keith Birkett is credited in every region&#039;s executable. What changed:&lt;br /&gt;
* &#039;&#039;&#039;US (first pressing, 1993):&#039;&#039;&#039; the barest disc — no 3DO logo movie, no Krisalis logo, uppercase &amp;lt;code&amp;gt;SIGNATURES&amp;lt;/code&amp;gt;, an early 128-byte &amp;lt;code&amp;gt;rom_tags&amp;lt;/code&amp;gt;, and the largest executable (244,872 bytes). Menu labels read &amp;quot;CPU -- Red / Blue&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Japan (1993):&#039;&#039;&#039; adds the standard 3DO logo movie and &amp;lt;code&amp;gt;kris.cine&amp;lt;/code&amp;gt;, a Krisalis logo stream padded to exactly 1 MiB. Adds Japanese text support: a &amp;lt;code&amp;gt;font.jap&amp;lt;/code&amp;gt; font, kanji-handling code (&#039;&#039;&amp;quot;Whats this char? %c&amp;quot;&#039;&#039;), and reworked credits headers — including the misprint &#039;&#039;&#039;&amp;quot;RDO Programming By&amp;quot;&#039;&#039;&#039; where every other region reads &amp;quot;3DO&amp;quot;. The hidden &amp;quot;Alternate Credits&amp;quot; easter egg (see the US/EU pages&#039; Disc Archaeology sections) was &#039;&#039;&#039;stripped from the Japanese build&#039;&#039;&#039; — the menu header string survives, but Keith Birkett&#039;s entire hidden message is gone.&lt;br /&gt;
* &#039;&#039;&#039;Europe (1994):&#039;&#039;&#039; adds &amp;lt;code&amp;gt;notpal.cel&amp;lt;/code&amp;gt; (a wrong-video-standard warning screen) and a &amp;lt;code&amp;gt;font.kfont&amp;lt;/code&amp;gt; font; menu labels change from &amp;quot;CPU&amp;quot; to &amp;quot;3DO SYS&amp;quot;. Newest additions to the debug strings include the very British &#039;&#039;&amp;quot;Shagged in timer1&amp;quot;&#039;&#039; / &#039;&#039;&amp;quot;Shagged in timer3&amp;quot;&#039;&#039; (timer1 also present in the Japanese build).&lt;br /&gt;
* &#039;&#039;&#039;Executables&#039;&#039;&#039; differ throughout (US 244,872 / EU 236,888 / JP 234,109 bytes) — three distinct builds, not re-links.&lt;br /&gt;
* &#039;&#039;&#039;None of the three discs uses &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; filler&#039;&#039;&#039;: each region&#039;s unallocated space contains different recycled data — leftover animation build data (US), old-format FILM video fragments (JP), and, on the EU disc, fragments of a Krisalis programmer&#039;s Macintosh development environment (see the EU page&#039;s Disc Archaeology section).&lt;br /&gt;
&lt;br /&gt;
== Linked Titles ==&lt;br /&gt;
&lt;br /&gt;
* European Version - [[Battle Chess(EU)|Battle Chess]]&lt;br /&gt;
* Japanese Version - [[Battle Chess(JP)|Battle Chess]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Battle_Chess_Back_NA.jpg|Back&lt;br /&gt;
File:Battle_Chess_Contents_NA.jpg|Contents&lt;br /&gt;
File:Battle_Chess_Screen_1.png|Screenshot&lt;br /&gt;
File:Battle_Chess_Screen_2.png|Screenshot&lt;br /&gt;
File:Battle_Chess_Screen_3.png|Screenshot&lt;br /&gt;
File:Battle_Chess_Screen_4.png|Screenshot&lt;br /&gt;
File:Battle_Chess_Screen_5.jpg|Screenshot&lt;br /&gt;
File:Battle_Chess_Screen_6.jpg|Screenshot&lt;br /&gt;
File:Battle_Chess_Console_Plus_Jan_94_Review.png| Battle Chess Console Plus Jan 94 Review&lt;br /&gt;
File:Battle_Chess_SuperGamePower_Sept_94_Review.png| Battle Chess SuperGamePower Sept 94 Review&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:3DO Games]]&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=Eye_of_Typhoon&amp;diff=18439</id>
		<title>Eye of Typhoon</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=Eye_of_Typhoon&amp;diff=18439"/>
		<updated>2026-08-14T05:52:20Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: Created page with &amp;quot;&amp;lt;!-- ================================================================= --&amp;gt; &amp;lt;!-- Disc Archaeology — The Eye of Typhoon (1996, Viccom, KR)          --&amp;gt; &amp;lt;!-- Paste into The Eye of Typhoon game page                           --&amp;gt; &amp;lt;!-- ================================================================= --&amp;gt; == Disc Archaeology == &amp;#039;&amp;#039;Findings from a byte-level analysis of the Korean retail disc (raw MODE1/2352 dump, 66,860 sectors — every sector&amp;#039;s sync pattern verified intact;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- ================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Disc Archaeology — The Eye of Typhoon (1996, Viccom, KR)          --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Paste into The Eye of Typhoon game page                           --&amp;gt;&lt;br /&gt;
&amp;lt;!-- ================================================================= --&amp;gt;&lt;br /&gt;
== Disc Archaeology ==&lt;br /&gt;
&#039;&#039;Findings from a byte-level analysis of the Korean retail disc (raw MODE1/2352 dump, 66,860 sectors — every sector&#039;s sync pattern verified intact; 136,929,280 bytes of user data / 66,560 filesystem blocks).&#039;&#039;&lt;br /&gt;
=== The KKH format ===&lt;br /&gt;
Virtually every asset on the disc — fighter sprites, backgrounds, fonts, score digits, the select screen, extras — is packed into a custom archive format with the extension &amp;lt;code&amp;gt;.KKH&amp;lt;/code&amp;gt;. Each fighter&#039;s data follows a rigid six-file scheme: &amp;lt;code&amp;gt;DATA&amp;lt;/code&amp;gt; (sprite archive), &amp;lt;code&amp;gt;SEEK&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ACT&amp;lt;/code&amp;gt; (actions), &amp;lt;code&amp;gt;IDX&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;PAL&amp;lt;/code&amp;gt; (palette) and &amp;lt;code&amp;gt;FILE&amp;lt;/code&amp;gt;, all &amp;lt;code&amp;gt;.KKH&amp;lt;/code&amp;gt;. The extension is not a known 3DO SDK format; it reads like a personal signature (see Speculation).&lt;br /&gt;
=== Two hidden fighters, one shared ending ===&lt;br /&gt;
The character-data tree contains 15 fighters: the playable roster (&amp;lt;code&amp;gt;roy_&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;wang&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;jiho&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;hoya&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;kawa&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;jaki&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;mui_&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;nata&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;nels&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;powe&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;saur&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;tlal&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;dalm&amp;lt;/code&amp;gt;) plus two directories named &amp;lt;code&amp;gt;hidmdata&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;hidwdata&amp;lt;/code&amp;gt; — &#039;&#039;&#039;hid&#039;&#039;&#039;den &#039;&#039;&#039;m&#039;&#039;&#039;ale and &#039;&#039;&#039;hid&#039;&#039;&#039;den &#039;&#039;&#039;w&#039;&#039;&#039;oman. They are real, distinct characters — their sprite archives differ completely (497,268 vs 228,552 bytes) and their palettes differ in 363 of 912 bytes — but their ending assets are lazy copies: &amp;lt;code&amp;gt;hidm.cel&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;hidw.cel&amp;lt;/code&amp;gt; are byte-identical, as are their &#039;finish&#039; portraits &amp;lt;code&amp;gt;p1_hidmF.cel&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;p1_hidwF.cel&amp;lt;/code&amp;gt;. Whatever ending art the hidden pair earned, both show the same picture.&lt;br /&gt;
=== Strings in the executable ===&lt;br /&gt;
* The round-announcement table includes &amp;lt;code&amp;gt;specialround&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;extraround&amp;lt;/code&amp;gt; alongside the standard &amp;lt;code&amp;gt;round1&amp;lt;/code&amp;gt;–&amp;lt;code&amp;gt;round3&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;finalround&amp;lt;/code&amp;gt; — bonus round types compiled into the shipping game.&lt;br /&gt;
* A high-score table survives: &#039;&#039;&amp;quot;RANKING TOP 5&amp;quot;&#039;&#039; / &#039;&#039;&amp;quot;INPUT YOUR NAME&amp;quot;&#039;&#039;.&lt;br /&gt;
* The most emphatic error message on the disc: &amp;lt;code&amp;gt;AAini ERR .!!!!!!!!&amp;lt;/code&amp;gt;&lt;br /&gt;
* No credits text and no plain-text Korean exist anywhere on the disc; all Hangul and any staff roll are pre-rendered into graphics.&lt;br /&gt;
* Naming discipline slips through in shipped filenames: &amp;lt;code&amp;gt;p1_mui_W.cel&amp;lt;/code&amp;gt; but &amp;lt;code&amp;gt;p1_mui_f.cel&amp;lt;/code&amp;gt; — the same fighter&#039;s win/finish art capitalized two different ways.&lt;br /&gt;
=== Mastering desynchronization in the filesystem itself ===&lt;br /&gt;
The Opera filesystem stores every directory as multiple redundant copies (&amp;quot;avatars&amp;quot;). On this disc the copies &#039;&#039;&#039;disagree&#039;&#039;&#039;: five system directories (&amp;lt;code&amp;gt;Devices&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Drivers&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Folios&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Programs&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Scripts&amp;lt;/code&amp;gt;) carry one stale older-generation copy, and the two copies of the &amp;lt;code&amp;gt;rom_tags&amp;lt;/code&amp;gt; boot table are different generations. These are coherent alternate versions pressed into the disc, not dump errors; the root directory copies verify hash-identical, every file extent is intact, and all 66,860 raw sectors carry valid sync headers.&lt;br /&gt;
=== Unallocated space ===&lt;br /&gt;
13,076 blocks (~26 MB, 20% of the disc) belong to no file, in three runs. Every byte was checked: 100% standard &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; mastering filler, nothing hidden inside.&lt;br /&gt;
=== Speculation ===&lt;br /&gt;
&#039;&#039;Informed guesswork, clearly separated from the findings above.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Whose initials are KKH?&#039;&#039;&#039; A custom format named after its author would fit Korean 3DO practice — initials also turn up in filenames on other Korean pressings. K.K.H. matches common Korean name patterns (Kim/Kang/Kwon + given name). A more playful reading: Viccom was Korea&#039;s fighting-game studio (best known for the Neo Geo title &#039;&#039;Fight Fever&#039;&#039;), and &amp;quot;Kim Kaphwan&amp;quot; — SNK&#039;s famous Korean taekwondo fighter — shares the initials exactly. Whether it&#039;s a programmer&#039;s signature or an homage, the disc doesn&#039;t say.&lt;br /&gt;
* &#039;&#039;&#039;A shared Korean mastering pipeline.&#039;&#039;&#039; This disc carries the same filesystem &amp;quot;desynchronization&amp;quot; fingerprint — the same five stale system-directory copies and mismatched &amp;lt;code&amp;gt;rom_tags&amp;lt;/code&amp;gt; generations — found on other Korean 3DO retail pressings of the same era. That pattern is most easily explained by a single mastering workstation and disc-layout template serving multiple Korean releases, presumably tied to LG&#039;s role as Korea&#039;s 3DO licensee, regardless of which studio developed the game.&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=Armageddon&amp;diff=18438</id>
		<title>Armageddon</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=Armageddon&amp;diff=18438"/>
		<updated>2026-08-14T05:44:22Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: /* Disc Archaeology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Armageddon_Front.jpg|thumb|right|]]&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Full Name:&#039;&#039;&#039; Armageddon&lt;br /&gt;
*&#039;&#039;&#039;Code:&#039;&#039;&#039; GDT-GA401&lt;br /&gt;
*&#039;&#039;&#039;Type:&#039;&#039;&#039; Action&lt;br /&gt;
*&#039;&#039;&#039;Developer:&#039;&#039;&#039; [[Goldstar(LG)|Goldstar(LG)]]&lt;br /&gt;
*&#039;&#039;&#039;Publisher:&#039;&#039;&#039; [[Goldstar(LG)|Goldstar(LG)]]&lt;br /&gt;
*&#039;&#039;&#039;Language:&#039;&#039;&#039; Korean&lt;br /&gt;
*&#039;&#039;&#039;Release Date:&#039;&#039;&#039; 1996&lt;br /&gt;
*&#039;&#039;&#039;Region:&#039;&#039;&#039; KR&lt;br /&gt;
*&#039;&#039;&#039;Barcode:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Local Title:&#039;&#039;&#039; 아마게돈 &lt;br /&gt;
*&#039;&#039;&#039;Rarity:&#039;&#039;&#039; 1&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
This was a Korean exclusive (One of the so called &amp;quot;Muskteers&amp;quot; - Battle Blues and Eye of the Typhoon). &lt;br /&gt;
&lt;br /&gt;
The game is a pseudo-3d space shooter like Wing Commander, though its production values are nowhere near Origin&#039;s series.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Disc Archaeology — Armageddon (1996, LG, KR)                      --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Paste into the Armageddon (아마게돈) game page                     --&amp;gt;&lt;br /&gt;
&amp;lt;!-- ================================================================= --&amp;gt;&lt;br /&gt;
== Disc Archaeology ==&lt;br /&gt;
&#039;&#039;Findings from a byte-level analysis of the Korean retail disc image (608,485,376 bytes / 296,960 blocks).&#039;&#039;&lt;br /&gt;
=== The developers&#039; working directory, pressed to disc ===&lt;br /&gt;
The disc was mastered directly from the team&#039;s working asset folder, backups and all — roughly 40 development files that were never meant to ship, preserving a snapshot of the studio&#039;s build environment and even the revision history of individual assets:&lt;br /&gt;
* &#039;&#039;&#039;Nine MS-DOS batch files&#039;&#039;&#039; containing the complete asset build pipeline, using the 3DO SDK&#039;s command-line tools: &amp;lt;code&amp;gt;bgm.bat&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;sound.bat&amp;lt;/code&amp;gt; run &amp;lt;code&amp;gt;SFtoStream&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;weaver&amp;lt;/code&amp;gt; to build every music/voice stream on the disc; &amp;lt;code&amp;gt;bgm1.bat&amp;lt;/code&amp;gt; preserves a debugging session (&amp;lt;code&amp;gt;MovieToStream&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;DumpStream -stats&amp;lt;/code&amp;gt;); and &amp;lt;code&amp;gt;map.bat&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;map2.bat&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;temp.bat&amp;lt;/code&amp;gt; show every stage&#039;s sprite bundle being assembled with &amp;lt;code&amp;gt;catenate&amp;lt;/code&amp;gt;, weapon by weapon. Also present: a Finder-style duplicate &amp;lt;code&amp;gt;map.bat copy&amp;lt;/code&amp;gt; and a zero-byte &amp;lt;code&amp;gt;map2.bat&amp;lt;/code&amp;gt; in the graphics folder.&lt;br /&gt;
* &#039;&#039;&#039;Four different backup naming conventions&#039;&#039;&#039; — files suffixed &amp;lt;code&amp;gt;&amp;amp;nbsp;bak&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;amp;nbsp;copy&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;amp;nbsp;ori&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;&amp;amp;nbsp;old&amp;lt;/code&amp;gt; — plus an entire backup directory, &amp;lt;code&amp;gt;/Resource/table/table back/&amp;lt;/code&amp;gt;, holding superseded slideshow timing tables.&lt;br /&gt;
* &#039;&#039;&#039;Asset revision history&#039;&#039;&#039;: the cockpit art exists in &#039;&#039;three&#039;&#039; versions (&amp;lt;code&amp;gt;cockpit.shape&amp;lt;/code&amp;gt; 273,268 bytes, &amp;lt;code&amp;gt;cockpit.shape ori&amp;lt;/code&amp;gt; 260,916, &amp;lt;code&amp;gt;cockpit.shape copy&amp;lt;/code&amp;gt; 256,420); five stage backgrounds keep their &amp;lt;code&amp;gt;&amp;amp;nbsp;old&amp;lt;/code&amp;gt; predecessors; three map ground files and several weapon sprites keep &amp;lt;code&amp;gt;&amp;amp;nbsp;bak&amp;lt;/code&amp;gt; versions that differ from the shipping files.&lt;br /&gt;
* &#039;&#039;&#039;~16 MB of superseded narration audio&#039;&#039;&#039;: &amp;lt;code&amp;gt;slide1.snd bak&amp;lt;/code&amp;gt; (9,443,334 bytes) and &amp;lt;code&amp;gt;slide7.snd bak&amp;lt;/code&amp;gt; (6,530,530 bytes) are earlier takes of the story-slideshow soundtracks — each almost exactly half the size of its final version, consistent with a mono-to-stereo re-render.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;code&amp;gt;BannerScreen bak&amp;lt;/code&amp;gt;&#039;&#039;&#039; is not a backup of the game&#039;s banner at all: its checksum matches the stock sample BannerScreen from the 3DO SDK. The team saved the SDK&#039;s placeholder before overwriting it with their own — and shipped both.&lt;br /&gt;
=== Developer voices in the code ===&lt;br /&gt;
The executable (&amp;lt;code&amp;gt;launchme&amp;lt;/code&amp;gt;, 367,768 bytes) carries its development scaffolding and some personality:&lt;br /&gt;
* Among the boss AI state names (&amp;lt;code&amp;gt;CATCHHERO&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;STOPATTACK&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ZIGZAG1&amp;lt;/code&amp;gt;–&amp;lt;code&amp;gt;ZIGZAG4&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NEARHERO&amp;lt;/code&amp;gt;) sits the string &#039;&#039;&amp;quot;CHOI IL HOON MANSE!&amp;quot;&#039;&#039; — Korean for &amp;quot;Long live Choi Il-hoon!&amp;quot;, a programmer cheering themselves (or a colleague) inside the AI table. A math table named &amp;lt;code&amp;gt;ijh-tan.tab&amp;lt;/code&amp;gt; carries another developer&#039;s initials.&lt;br /&gt;
* AI and debug quips in English: &#039;&#039;&amp;quot;I&#039;m dying&amp;quot;&#039;&#039;, &#039;&#039;&amp;quot;Hope!&amp;quot;&#039;&#039;, &#039;&#039;&amp;quot;Back Hope!&amp;quot;&#039;&#039;, &#039;&#039;&amp;quot;Too close!!&amp;quot;&#039;&#039;, &#039;&#039;&amp;quot;Give me another shot, man!&amp;quot;&#039;&#039;, &#039;&#039;&amp;quot;Get a life&amp;quot;&#039;&#039;.&lt;br /&gt;
* The NVRAM save file is named &amp;lt;code&amp;gt;amargeddon&amp;lt;/code&amp;gt; — a misspelling of the game&#039;s own title, shipped in the retail build.&lt;br /&gt;
* Verbose debug logging remains compiled in: &#039;&#039;&amp;quot;Avail Memory : DRAM = %d, VRAM = %d&amp;quot;&#039;&#039;, per-stage resource-loading traces, and memory accounting (&#039;&#039;&amp;quot;********* Total Stage Memory *********&amp;quot;&#039;&#039;).&lt;br /&gt;
* The game&#039;s UI font is literally the 3DO SDK&#039;s &amp;lt;code&amp;gt;example.font&amp;lt;/code&amp;gt;, shipped under that name.&lt;br /&gt;
=== How the Korean text is stored ===&lt;br /&gt;
No plain-text Korean exists anywhere on the disc — every piece of in-game Hangul text is pre-rendered into CEL/shape graphics. The only readable text files are the &amp;lt;code&amp;gt;slide&#039;&#039;N&#039;&#039;.txt&amp;lt;/code&amp;gt; cue sheets in &amp;lt;code&amp;gt;/Resource/table/&amp;lt;/code&amp;gt;, which hold timecode lists synchronizing the story-slideshow narration to its images.&lt;br /&gt;
=== Mastering desynchronization in the filesystem itself ===&lt;br /&gt;
The Opera filesystem stores every directory as multiple redundant copies (&amp;quot;avatars&amp;quot;) at different disc locations. On this disc, the copies &#039;&#039;&#039;disagree with each other&#039;&#039;&#039; — proof the disc image was rebuilt in multiple passes without regenerating all the redundant structures:&lt;br /&gt;
* For five system directories (&amp;lt;code&amp;gt;Devices&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Drivers&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Folios&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Programs&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Scripts&amp;lt;/code&amp;gt;), the first copy is a stale, older generation while the second and third copies agree with each other. The clearest example: the first copy of &amp;lt;code&amp;gt;/System/Devices&amp;lt;/code&amp;gt; lists &amp;lt;code&amp;gt;FMVVIDEODEVICE.PRIVDEVICE&amp;lt;/code&amp;gt; in uppercase, while the other two copies list &amp;lt;code&amp;gt;fmvvideodevice.privdevice&amp;lt;/code&amp;gt; in lowercase — a filename-casing change frozen mid-transition in the pressing.&lt;br /&gt;
* The two copies of &amp;lt;code&amp;gt;rom_tags&amp;lt;/code&amp;gt; (the boot metadata table) are likewise different generations, disagreeing in several structured 32-bit fields.&lt;br /&gt;
These mismatches are coherent alternate versions, not read errors, so they are pressed into every copy of the disc. Everything else verifies clean: the root directory copies are hash-identical, all 660 file extents fall inside the disc, and nothing is truncated.&lt;br /&gt;
=== Unallocated space ===&lt;br /&gt;
36,954 blocks (~72 MB, 12% of the disc) belong to no file. Every byte was checked: the region is 100% the standard &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; mastering filler, with nothing hidden inside. One small oddity: the disc&#039;s volume label is lowercase &amp;lt;code&amp;gt;cd-rom&amp;lt;/code&amp;gt;, where pressings normally use &amp;lt;code&amp;gt;CD-ROM&amp;lt;/code&amp;gt;.&lt;br /&gt;
=== Speculation ===&lt;br /&gt;
&#039;&#039;The following connects on-disc evidence across LG&#039;s two 1996 Korean releases, Armageddon and Battle Blues. It is informed guesswork, not established fact, and would need confirmation from Korean development-scene sources.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A shared engine programmer?&#039;&#039;&#039; Battle Blues&#039; embedded credits list &#039;&#039;&#039;Lee Jihong&#039;&#039;&#039; as &amp;quot;Game Engine Developer&amp;quot; — initials L.J.H. Armageddon&#039;s disc contains a math lookup table named &amp;lt;code&amp;gt;ijh-tan.tab&amp;lt;/code&amp;gt;, its filename carrying the initials of whoever built it. If &amp;quot;ijh&amp;quot; is Lee Jihong (이지홍 — Korean surnames are romanized inconsistently, and the same person could initial themselves either way), the same engine programmer may have worked on both games, or engine/math code from one was reused in the other. Armageddon offers no text credits to check against, which is exactly why this stays speculation.&lt;br /&gt;
* &#039;&#039;&#039;A shared production pipeline.&#039;&#039;&#039; The two discs are near-twins below the game data: identical image sizes (608,485,376 bytes), and an identical &amp;quot;mastering desynchronization&amp;quot; fingerprint — the same five system directories carrying one stale older copy (down to the same uppercase &amp;lt;code&amp;gt;FMVVIDEODEVICE.PRIVDEVICE&amp;lt;/code&amp;gt; in the stale generation) and mismatched &amp;lt;code&amp;gt;rom_tags&amp;lt;/code&amp;gt; copies. Whatever workstation and disc-layout template LG&#039;s production chain used, both titles clearly went through it, and its system-folder image had been rebuilt at some point without regenerating the redundant copies.&lt;br /&gt;
* &#039;&#039;&#039;Different hands on the games themselves.&#039;&#039;&#039; The two teams don&#039;t look identical: Armageddon&#039;s code cheers for a &amp;quot;Choi Il Hoon&amp;quot;, who appears nowhere in Battle Blues&#039; credits, and the two games&#039; asset pipelines differ sharply (Armageddon mastered straight from a messy working directory with DOS batch files and backups; Battle Blues mastered clean, with Macintosh-sourced movie conversion). A plausible reading: separate development teams — possibly separate studios — feeding one shared LG publishing/mastering operation, with at least one engine programmer or code library in common.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Armageddon_Back.jpg|Back of the box&lt;br /&gt;
Armageddon_CD_Case_Front.jpg|CD Case Front&lt;br /&gt;
Armageddon_CD_Case_Back.jpg|CD Case Back&lt;br /&gt;
Armageddon_CD.jpg|CD&lt;br /&gt;
Armageddon_CD_Case_Booklet_1.jpg|Booklet&lt;br /&gt;
Armageddon_CD_Case_Booklet_2.jpg|Booklet&lt;br /&gt;
Armageddon_Screenshot_1.png|Screenshot&lt;br /&gt;
Armageddon_Screenshot_2.png|Screenshot&lt;br /&gt;
Armageddon_Screenshot_3.jpg|Screenshot&lt;br /&gt;
Armageddon_Screenshot_4.png|Screenshot&lt;br /&gt;
Armageddon_Screenshot_5.jpg|Screenshot&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=Battle_Blues&amp;diff=18437</id>
		<title>Battle Blues</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=Battle_Blues&amp;diff=18437"/>
		<updated>2026-08-14T05:44:10Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: /* Disc Archaeology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Battle_Blues_Front.png|thumb|right|]]&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Full Name:&#039;&#039;&#039; Battle Blues&lt;br /&gt;
*&#039;&#039;&#039;Code:&#039;&#039;&#039; GDT-GA411&lt;br /&gt;
*&#039;&#039;&#039;Type:&#039;&#039;&#039; Turn-based tactics&lt;br /&gt;
*&#039;&#039;&#039;Developer:&#039;&#039;&#039; [[Shins Deco|Shin&#039;s Deco]]&lt;br /&gt;
*&#039;&#039;&#039;Publisher:&#039;&#039;&#039; [[Goldstar(LG)|Goldstar(LG)]]&lt;br /&gt;
*&#039;&#039;&#039;Language:&#039;&#039;&#039; Korean&lt;br /&gt;
*&#039;&#039;&#039;Release Date:&#039;&#039;&#039; M1996&lt;br /&gt;
*&#039;&#039;&#039;Region:&#039;&#039;&#039; KR&lt;br /&gt;
*&#039;&#039;&#039;Barcode:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Local Title:&#039;&#039;&#039; 배틀 블루스 &lt;br /&gt;
*&#039;&#039;&#039;Rarity:&#039;&#039;&#039; 1&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
A domestic TBS (turn-based strategy) game developed by &#039;Shin&#039;s Deco (Shin&#039;s Entertainment)&#039; in 1996 and released for 3DO by &#039;LG Electronics&#039;. The name of the developer, Synzdeco, is an abbreviation of &#039;Syn&#039;s Design Consultant Group&#039;.&lt;br /&gt;
&lt;br /&gt;
In the late 1990s, when the world situation became unstable, the World Leaders Association disbanded the UN and created an organization &#039;ANA&#039; centered on the United States and the EC. When this weakened, in 2015, the former Communist bloc and the Third World took the lead to create a terrorist group called &#039;FM&#039;, and the opposing forces formed their own forces and formed the team &#039;Blue&#039; to set &#039;Brain City&#039; as the stage It is a story about fighting against Sanya FM.&lt;br /&gt;
&lt;br /&gt;
This work is one of the three domestic games released for 3DO, and is a turn-based strategy simulation game from a quarter view point of view. (The other two games are Armageddon and the first arc.) The&lt;br /&gt;
&lt;br /&gt;
game controls move with the arrow pad, A button (selection and attack in battle), B button (use items in battle), C button (cancel), START button (combat) when weapon/item=status screen change). Press and hold the A button to quickly skip through in-game lines, and press the C button to skip videos.&lt;br /&gt;
&lt;br /&gt;
The combat feel is very bad, and once the character&#039;s turn returns, the distance that can be moved is automatically displayed. The movement itself is very inconvenient because it moves up, down, left and right based on the direction the character faces, and the game interface is like a real beggar because attack, item use, cancellation, etc. are executed by pressing a button without showing a separate icon.&lt;br /&gt;
&lt;br /&gt;
Character stats are divided into HP (Life), AT (Attack Power), DF (Defense), SP (Accuracy), MOV (Movement), EXP (Experience), and LEV (Level). The notation method is not uniform, so the gauge display and number display are jagged.&lt;br /&gt;
&lt;br /&gt;
There are weapons, but no armor. Because there is a damage compensation effect, it ignores the difference in level and ability, but I don&#039;t know why the defense value exists, and it is difficult to develop a character because it is very difficult to level up by accumulating experience points for the following reasons.&lt;br /&gt;
&lt;br /&gt;
There are no practice or free battle modes, only normal combat missions. It is difficult to defeat one enemy. Allies die so easily that it&#039;s hard to give experience to a specific character.&lt;br /&gt;
&lt;br /&gt;
And even if you level up by accumulating experience anyway, the basic stats are so low that the stats don&#039;t go up significantly. The level-up effect itself is negligible because it goes up a bit.&lt;br /&gt;
&lt;br /&gt;
Because the concept of accuracy exists, attacks often miss. Even if you equip the most expensive weapon, the damage taken when an attack hits is also randomly determined, so if you&#039;re lucky, it deals strong damage. If you&#039;re unlucky, you can&#039;t do any damage at all.&lt;br /&gt;
&lt;br /&gt;
In addition, the ZOC effect is applied strangely, so there is a restriction on movement when the path is blocked due to siege when the units are crowded. When attacking, there is no restriction at all, so you can attack by jumping between units, so there is no meaning as a tank. If there is an obstacle between the units, no matter how small or insignificant it is, it is treated as a barrier and cannot be attacked.&lt;br /&gt;
&lt;br /&gt;
As for the weapon itself, only the type of knife can be used unlimitedly. All firearms have a residual ammo limit, so if you run out of ammo, you can&#039;t really do anything.&lt;br /&gt;
&lt;br /&gt;
Firearms can be purchased before starting a mission, and each character has a set of weapons that can be purchased. Even if you buy multiple weapons, it is meaningless because there is no equipment window and it is impossible to change weapons in battle.&lt;br /&gt;
&lt;br /&gt;
Extra ammo is treated as an item and takes up one slot. You must replenish by acquiring magazines that are placed on the floor during battle.&lt;br /&gt;
&lt;br /&gt;
But again, the ammunition of the pistol, the ammunition of the machine gun, and the ammunition of the missile launcher are all different. If you have ammunition other than that of the weapon you&#039;re using, it&#039;s of no use to anyone.&lt;br /&gt;
&lt;br /&gt;
There is only one type of recovery item, &#039;Reisen (battle food)&#039;, but it is very important as it is the only recovery method in the game.&lt;br /&gt;
&lt;br /&gt;
You can have multiple items, but when you have a different type, you cannot change the item in the slot, so you have no choice but to use that item or get a new item and overwrite the slot.&lt;br /&gt;
&lt;br /&gt;
Items can only be used by the holder, and cannot be used or passed on to other characters.&lt;br /&gt;
&lt;br /&gt;
In the worst case, HP is almost gone and needs to be recovered. I also have a recovery item, Reysen, but before that, the machine gun magazine item is in the list right before the Reysen, so you have to use it to get rid of it. Reysen will appear on the list, when the machine gun magazine cannot be used because the weapon you use is a pistol.&lt;br /&gt;
&lt;br /&gt;
The battle is divided into several &#039;parts&#039; within one &#039;chapter&#039;. Here, the part is close to the concept of a &#039;phase&#039;, but the problem is that you can&#039;t do any intermediate saves, and you can only save by completely clearing the chapter.&lt;br /&gt;
&lt;br /&gt;
If the main character dies during a battle, it is unconditionally game over. When allies die, they are treated as retreats, and they are all revived when moving on to the next part, but the ammunition is not recovered at all, so the character who used up the ammunition in the previous part cannot attack itself and can only use it as a bullet catch until replenishing ammunition. (The problem is that the enemy doesn&#039;t attack first because he has a lot of HP, and he can&#039;t tank because of the strange ZOC effect.)&lt;br /&gt;
&lt;br /&gt;
Even if you don&#039;t want a mid-save, you should give them time to change the best weapon, but they don&#039;t even give it, so it&#039;s a total mess.&lt;br /&gt;
&lt;br /&gt;
The money required to purchase weapons/items is paid at once only after clearing one chapter.&lt;br /&gt;
&lt;br /&gt;
What I don&#039;t understand is that you can attack the same friendly unit.&lt;br /&gt;
&lt;br /&gt;
At this time, the attacked ally is on the same side, but he utters a line dedicated to erroneous bombardment, but if it is included as a gag element, it is a bad taste. Aside from that, it&#039;s one of the most useless and inconvenient systems for a strategy game. (Isn&#039;t it just to see one of the erroneous lines of an ally?) The only&lt;br /&gt;
&lt;br /&gt;
better thing is that the character&#039;s lines appear in the mission briefing, the start of the mission, and in the middle. It has a minimal story and character, and it is an unusual style video by the standards of the time.&lt;br /&gt;
&lt;br /&gt;
The video is not made with live action or full animation, but rather a dramatized cartoon illustration. I animated some of the movements of the characters in the picture (e.g. moving their mouths up and down). At first glance, this looks very cheap, but because it is based on sketches rather than illustrations, it is impressive because it has a stronger cartoon feel.&lt;br /&gt;
&lt;br /&gt;
Although he is not a professional voice actor, there is a merit to support the Korean voice.&lt;br /&gt;
&lt;br /&gt;
Conclusion is not recommended. The point is that the character dialogue in the game is active, the video based on the dramatic cartoon picture is impressive, and it is one of the few domestic games for 3DO games.. Inconvenient movement method, absence of command icons, strange ZOC effect, misleading allies Elements, item slots cannot be changed during battle, continuous battles in units of parts are basic, but weapon replacement and intermediate saves are not possible, etc. The overall game interface is unimaginably uncomfortable, making it difficult to play the game normally.&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
*Executive Producer	Shin InSik&lt;br /&gt;
*Producer	Jung Wonyoung&lt;br /&gt;
*Project Management	Kim Yangho&lt;br /&gt;
*Script Writer	Hong Joonhee&lt;br /&gt;
*Production Assistant	Lee Doyoung&lt;br /&gt;
*Game Design	Kwon DaeYong&lt;br /&gt;
*Original Story	Shin Hoon&lt;br /&gt;
*Interface Design	Park Jongmin&lt;br /&gt;
*Art Director	Lee Jinwon&lt;br /&gt;
*Graphic Artist	Lee Jinwon, Shin Hoon, Park Jongmin, Cho Ikheung, Wi Jeaok&lt;br /&gt;
*Illustrator	Yang Youngsoon, Kim Jaehyun, Lee Sungbong, Seo Youngsub&lt;br /&gt;
*Animation Editing	Cho Ikheung&lt;br /&gt;
*Program Director	Park Sekyung&lt;br /&gt;
*Game Engine Developer	Lee Jihong&lt;br /&gt;
*Program	Park Sekyung, Lee Jihong, Bae Hoon&lt;br /&gt;
*Sound Design	Kwon Daeyong&lt;br /&gt;
*Voice Actor	Kim Changki, Lee Euisun, Lee Chaejin, Kang Philsoon&lt;br /&gt;
*Voice Actress	Ahn Soyun&lt;br /&gt;
*Recording Studio	YCAP&lt;br /&gt;
*Recording Engineer	Hong Chuleui&lt;br /&gt;
*Logo and Symbol Design	Shin&#039;s Deco Visual Communication Division&lt;br /&gt;
&lt;br /&gt;
== Disc Archaeology ==&lt;br /&gt;
&#039;&#039;Findings from a byte-level analysis of the Korean retail disc image (608,485,376 bytes / 296,960 blocks).&#039;&#039;&lt;br /&gt;
=== QuickTime names, 3DO contents ===&lt;br /&gt;
The disc&#039;s 26 cutscene movies (~470 MB, the bulk of the disc) all carry the Apple QuickTime extension &amp;lt;code&amp;gt;.moov&amp;lt;/code&amp;gt; — but none of them are QuickTime files. Every one begins with a 3DO &amp;lt;code&amp;gt;SHDR&amp;lt;/code&amp;gt; stream header: the movies were evidently produced as QuickTime on the Macintosh side and batch-converted to 3DO stream format, keeping their source extensions. The mission structure is readable straight from the names: &amp;lt;code&amp;gt;m1b.moov&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;m1e.moov&amp;lt;/code&amp;gt; (briefing/ending) pairs for each of ten missions, plus character movies (&amp;lt;code&amp;gt;rodrigo.moov&amp;lt;/code&amp;gt;, 48 MB) and &amp;lt;code&amp;gt;prolog&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;epilog&amp;lt;/code&amp;gt;.&lt;br /&gt;
=== Developer traces in the executable ===&lt;br /&gt;
* An assertion in &amp;lt;code&amp;gt;launchme&amp;lt;/code&amp;gt; ships the source path &amp;lt;code&amp;gt;Z:extract.c&amp;lt;/code&amp;gt; — a file on the build machine&#039;s mapped network drive, frozen into the retail binary.&lt;br /&gt;
* The romanization of character names drifts across the shipped file paths: the same characters appear as &amp;lt;code&amp;gt;simon&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;symon&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sinobu&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;shinobu&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;shinobue&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;jun&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;june&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;phyco&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;psyco&amp;lt;/code&amp;gt; in different directories — the artists and programmers each transliterated the Korean names their own way.&lt;br /&gt;
* Every combat unit&#039;s stats live in &amp;lt;code&amp;gt;/wid_tables/&amp;lt;/code&amp;gt; as 144-byte binary &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; files — 37 units from the player characters down to &amp;lt;code&amp;gt;dog.ini&amp;lt;/code&amp;gt;, the hostages and three grades of ninja — trivially hex-editable for balance modding.&lt;br /&gt;
=== The credits are a separate program ===&lt;br /&gt;
The &amp;lt;code&amp;gt;/staff&amp;lt;/code&amp;gt; directory contains the end-credits sequence as a &#039;&#039;standalone ARM executable&#039;&#039; (&amp;lt;code&amp;gt;outstaff&amp;lt;/code&amp;gt;, with a sibling &amp;lt;code&amp;gt;bs&amp;lt;/code&amp;gt;), complete with its own fonts (&amp;lt;code&amp;gt;name.font&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;job.font&amp;lt;/code&amp;gt;), backdrop CELs and music (&amp;lt;code&amp;gt;staff.aifc&amp;lt;/code&amp;gt;). The entire romanized staff roll is embedded in it as plain text (see the Credits section of this page).&lt;br /&gt;
=== An EA save-file identifier ===&lt;br /&gt;
The credits program contains the NVRAM path &amp;lt;code&amp;gt;/NVRAM/EA_SkWv3&amp;lt;/code&amp;gt; — the save-file identifier of Electronic Arts&#039; &#039;&#039;Shockwave&#039;&#039;. The code was evidently built from EA-derived sample source, and EA&#039;s save identifier shipped along with it, unchanged, in a Korean LG exclusive.&lt;br /&gt;
=== Mastering desynchronization in the filesystem itself ===&lt;br /&gt;
The Opera filesystem stores every directory as multiple redundant copies (&amp;quot;avatars&amp;quot;). On this disc the copies &#039;&#039;&#039;disagree&#039;&#039;&#039;: for five system directories (&amp;lt;code&amp;gt;Devices&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Drivers&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Folios&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Programs&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Scripts&amp;lt;/code&amp;gt;) the first copy is a stale older generation — the first copy of &amp;lt;code&amp;gt;/System/Devices&amp;lt;/code&amp;gt; lists &amp;lt;code&amp;gt;FMVVIDEODEVICE.PRIVDEVICE&amp;lt;/code&amp;gt; in uppercase while the other two copies list it lowercase — and the two copies of the &amp;lt;code&amp;gt;rom_tags&amp;lt;/code&amp;gt; boot table are likewise different generations. These are coherent alternate versions pressed into the disc, not dump errors; the root directory copies verify hash-identical and every file extent is intact.&lt;br /&gt;
=== Unallocated space ===&lt;br /&gt;
20,465 blocks (~40 MB, 7% of the disc) belong to no file, in a single run at the end of the filesystem. Every byte was checked: 100% standard &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; mastering filler, nothing hidden inside.&lt;br /&gt;
=== Speculation ===&lt;br /&gt;
&#039;&#039;The following connects on-disc evidence across LG&#039;s two 1996 Korean releases, Armageddon and Battle Blues. It is informed guesswork, not established fact, and would need confirmation from Korean development-scene sources.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A shared engine programmer?&#039;&#039;&#039; Battle Blues&#039; embedded credits list &#039;&#039;&#039;Lee Jihong&#039;&#039;&#039; as &amp;quot;Game Engine Developer&amp;quot; — initials L.J.H. Armageddon&#039;s disc contains a math lookup table named &amp;lt;code&amp;gt;ijh-tan.tab&amp;lt;/code&amp;gt;, its filename carrying the initials of whoever built it. If &amp;quot;ijh&amp;quot; is Lee Jihong (이지홍 — Korean surnames are romanized inconsistently, and the same person could initial themselves either way), the same engine programmer may have worked on both games, or engine/math code from one was reused in the other. Armageddon offers no text credits to check against, which is exactly why this stays speculation.&lt;br /&gt;
* &#039;&#039;&#039;A shared production pipeline.&#039;&#039;&#039; The two discs are near-twins below the game data: identical image sizes (608,485,376 bytes), and an identical &amp;quot;mastering desynchronization&amp;quot; fingerprint — the same five system directories carrying one stale older copy (down to the same uppercase &amp;lt;code&amp;gt;FMVVIDEODEVICE.PRIVDEVICE&amp;lt;/code&amp;gt; in the stale generation) and mismatched &amp;lt;code&amp;gt;rom_tags&amp;lt;/code&amp;gt; copies. Whatever workstation and disc-layout template LG&#039;s production chain used, both titles clearly went through it, and its system-folder image had been rebuilt at some point without regenerating the redundant copies.&lt;br /&gt;
* &#039;&#039;&#039;Different hands on the games themselves.&#039;&#039;&#039; The two teams don&#039;t look identical: Armageddon&#039;s code cheers for a &amp;quot;Choi Il Hoon&amp;quot;, who appears nowhere in Battle Blues&#039; credits, and the two games&#039; asset pipelines differ sharply (Armageddon mastered straight from a messy working directory with DOS batch files and backups; Battle Blues mastered clean, with Macintosh-sourced movie conversion). A plausible reading: separate development teams — possibly separate studios — feeding one shared LG publishing/mastering operation, with at least one engine programmer or code library in common.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Battle_Blues_CD_Front.png|CD Front&lt;br /&gt;
File:Battle_Blues_CD_Back.png|CD Back&lt;br /&gt;
File:Battle_Blues_Contents.png| Contents&lt;br /&gt;
File:Battle_Blues_CD.png| CD&lt;br /&gt;
File:Battle_Blues_Manual.png| Manual&lt;br /&gt;
File:Battle_Blues_Manual_2.png| Manual&lt;br /&gt;
File:Battle_Blues_Manual_3.png| Manual&lt;br /&gt;
File:Battle_Blues_Screenshot_1.jpg|Screenshot&lt;br /&gt;
File:Battle_Blues_Screenshot_2.jpg|Screenshot&lt;br /&gt;
File:Battle_Blues_Screenshot_3.jpg|Screenshot&lt;br /&gt;
File:Battle_Blues_Screenshot_4.jpg|Screenshot&lt;br /&gt;
File:Battle_Blues_Screenshot_5.jpg|Screenshot&lt;br /&gt;
File:Battle_Blues_Screenshot_6.jpg|Screenshot&lt;br /&gt;
File:Battle_Blues_Screenshot_7.jpg|Screenshot&lt;br /&gt;
File:Battle_Blues_Screenshot_8.jpg|Screenshot&lt;br /&gt;
File:Battle_Blues_Screenshot_9.jpg|Screenshot&lt;br /&gt;
File:Battle_Blues_Screenshot_10.jpg|Screenshot&lt;br /&gt;
File:Battle_Blues_CD_signed_by_Shin_Hoon_Art_Director.png| CD Cover signed by Art Director Shin Hoon&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:3DO Games]]&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=Battle_Blues&amp;diff=18436</id>
		<title>Battle Blues</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=Battle_Blues&amp;diff=18436"/>
		<updated>2026-08-14T05:40:25Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Battle_Blues_Front.png|thumb|right|]]&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Full Name:&#039;&#039;&#039; Battle Blues&lt;br /&gt;
*&#039;&#039;&#039;Code:&#039;&#039;&#039; GDT-GA411&lt;br /&gt;
*&#039;&#039;&#039;Type:&#039;&#039;&#039; Turn-based tactics&lt;br /&gt;
*&#039;&#039;&#039;Developer:&#039;&#039;&#039; [[Shins Deco|Shin&#039;s Deco]]&lt;br /&gt;
*&#039;&#039;&#039;Publisher:&#039;&#039;&#039; [[Goldstar(LG)|Goldstar(LG)]]&lt;br /&gt;
*&#039;&#039;&#039;Language:&#039;&#039;&#039; Korean&lt;br /&gt;
*&#039;&#039;&#039;Release Date:&#039;&#039;&#039; M1996&lt;br /&gt;
*&#039;&#039;&#039;Region:&#039;&#039;&#039; KR&lt;br /&gt;
*&#039;&#039;&#039;Barcode:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Local Title:&#039;&#039;&#039; 배틀 블루스 &lt;br /&gt;
*&#039;&#039;&#039;Rarity:&#039;&#039;&#039; 1&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
A domestic TBS (turn-based strategy) game developed by &#039;Shin&#039;s Deco (Shin&#039;s Entertainment)&#039; in 1996 and released for 3DO by &#039;LG Electronics&#039;. The name of the developer, Synzdeco, is an abbreviation of &#039;Syn&#039;s Design Consultant Group&#039;.&lt;br /&gt;
&lt;br /&gt;
In the late 1990s, when the world situation became unstable, the World Leaders Association disbanded the UN and created an organization &#039;ANA&#039; centered on the United States and the EC. When this weakened, in 2015, the former Communist bloc and the Third World took the lead to create a terrorist group called &#039;FM&#039;, and the opposing forces formed their own forces and formed the team &#039;Blue&#039; to set &#039;Brain City&#039; as the stage It is a story about fighting against Sanya FM.&lt;br /&gt;
&lt;br /&gt;
This work is one of the three domestic games released for 3DO, and is a turn-based strategy simulation game from a quarter view point of view. (The other two games are Armageddon and the first arc.) The&lt;br /&gt;
&lt;br /&gt;
game controls move with the arrow pad, A button (selection and attack in battle), B button (use items in battle), C button (cancel), START button (combat) when weapon/item=status screen change). Press and hold the A button to quickly skip through in-game lines, and press the C button to skip videos.&lt;br /&gt;
&lt;br /&gt;
The combat feel is very bad, and once the character&#039;s turn returns, the distance that can be moved is automatically displayed. The movement itself is very inconvenient because it moves up, down, left and right based on the direction the character faces, and the game interface is like a real beggar because attack, item use, cancellation, etc. are executed by pressing a button without showing a separate icon.&lt;br /&gt;
&lt;br /&gt;
Character stats are divided into HP (Life), AT (Attack Power), DF (Defense), SP (Accuracy), MOV (Movement), EXP (Experience), and LEV (Level). The notation method is not uniform, so the gauge display and number display are jagged.&lt;br /&gt;
&lt;br /&gt;
There are weapons, but no armor. Because there is a damage compensation effect, it ignores the difference in level and ability, but I don&#039;t know why the defense value exists, and it is difficult to develop a character because it is very difficult to level up by accumulating experience points for the following reasons.&lt;br /&gt;
&lt;br /&gt;
There are no practice or free battle modes, only normal combat missions. It is difficult to defeat one enemy. Allies die so easily that it&#039;s hard to give experience to a specific character.&lt;br /&gt;
&lt;br /&gt;
And even if you level up by accumulating experience anyway, the basic stats are so low that the stats don&#039;t go up significantly. The level-up effect itself is negligible because it goes up a bit.&lt;br /&gt;
&lt;br /&gt;
Because the concept of accuracy exists, attacks often miss. Even if you equip the most expensive weapon, the damage taken when an attack hits is also randomly determined, so if you&#039;re lucky, it deals strong damage. If you&#039;re unlucky, you can&#039;t do any damage at all.&lt;br /&gt;
&lt;br /&gt;
In addition, the ZOC effect is applied strangely, so there is a restriction on movement when the path is blocked due to siege when the units are crowded. When attacking, there is no restriction at all, so you can attack by jumping between units, so there is no meaning as a tank. If there is an obstacle between the units, no matter how small or insignificant it is, it is treated as a barrier and cannot be attacked.&lt;br /&gt;
&lt;br /&gt;
As for the weapon itself, only the type of knife can be used unlimitedly. All firearms have a residual ammo limit, so if you run out of ammo, you can&#039;t really do anything.&lt;br /&gt;
&lt;br /&gt;
Firearms can be purchased before starting a mission, and each character has a set of weapons that can be purchased. Even if you buy multiple weapons, it is meaningless because there is no equipment window and it is impossible to change weapons in battle.&lt;br /&gt;
&lt;br /&gt;
Extra ammo is treated as an item and takes up one slot. You must replenish by acquiring magazines that are placed on the floor during battle.&lt;br /&gt;
&lt;br /&gt;
But again, the ammunition of the pistol, the ammunition of the machine gun, and the ammunition of the missile launcher are all different. If you have ammunition other than that of the weapon you&#039;re using, it&#039;s of no use to anyone.&lt;br /&gt;
&lt;br /&gt;
There is only one type of recovery item, &#039;Reisen (battle food)&#039;, but it is very important as it is the only recovery method in the game.&lt;br /&gt;
&lt;br /&gt;
You can have multiple items, but when you have a different type, you cannot change the item in the slot, so you have no choice but to use that item or get a new item and overwrite the slot.&lt;br /&gt;
&lt;br /&gt;
Items can only be used by the holder, and cannot be used or passed on to other characters.&lt;br /&gt;
&lt;br /&gt;
In the worst case, HP is almost gone and needs to be recovered. I also have a recovery item, Reysen, but before that, the machine gun magazine item is in the list right before the Reysen, so you have to use it to get rid of it. Reysen will appear on the list, when the machine gun magazine cannot be used because the weapon you use is a pistol.&lt;br /&gt;
&lt;br /&gt;
The battle is divided into several &#039;parts&#039; within one &#039;chapter&#039;. Here, the part is close to the concept of a &#039;phase&#039;, but the problem is that you can&#039;t do any intermediate saves, and you can only save by completely clearing the chapter.&lt;br /&gt;
&lt;br /&gt;
If the main character dies during a battle, it is unconditionally game over. When allies die, they are treated as retreats, and they are all revived when moving on to the next part, but the ammunition is not recovered at all, so the character who used up the ammunition in the previous part cannot attack itself and can only use it as a bullet catch until replenishing ammunition. (The problem is that the enemy doesn&#039;t attack first because he has a lot of HP, and he can&#039;t tank because of the strange ZOC effect.)&lt;br /&gt;
&lt;br /&gt;
Even if you don&#039;t want a mid-save, you should give them time to change the best weapon, but they don&#039;t even give it, so it&#039;s a total mess.&lt;br /&gt;
&lt;br /&gt;
The money required to purchase weapons/items is paid at once only after clearing one chapter.&lt;br /&gt;
&lt;br /&gt;
What I don&#039;t understand is that you can attack the same friendly unit.&lt;br /&gt;
&lt;br /&gt;
At this time, the attacked ally is on the same side, but he utters a line dedicated to erroneous bombardment, but if it is included as a gag element, it is a bad taste. Aside from that, it&#039;s one of the most useless and inconvenient systems for a strategy game. (Isn&#039;t it just to see one of the erroneous lines of an ally?) The only&lt;br /&gt;
&lt;br /&gt;
better thing is that the character&#039;s lines appear in the mission briefing, the start of the mission, and in the middle. It has a minimal story and character, and it is an unusual style video by the standards of the time.&lt;br /&gt;
&lt;br /&gt;
The video is not made with live action or full animation, but rather a dramatized cartoon illustration. I animated some of the movements of the characters in the picture (e.g. moving their mouths up and down). At first glance, this looks very cheap, but because it is based on sketches rather than illustrations, it is impressive because it has a stronger cartoon feel.&lt;br /&gt;
&lt;br /&gt;
Although he is not a professional voice actor, there is a merit to support the Korean voice.&lt;br /&gt;
&lt;br /&gt;
Conclusion is not recommended. The point is that the character dialogue in the game is active, the video based on the dramatic cartoon picture is impressive, and it is one of the few domestic games for 3DO games.. Inconvenient movement method, absence of command icons, strange ZOC effect, misleading allies Elements, item slots cannot be changed during battle, continuous battles in units of parts are basic, but weapon replacement and intermediate saves are not possible, etc. The overall game interface is unimaginably uncomfortable, making it difficult to play the game normally.&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
*Executive Producer	Shin InSik&lt;br /&gt;
*Producer	Jung Wonyoung&lt;br /&gt;
*Project Management	Kim Yangho&lt;br /&gt;
*Script Writer	Hong Joonhee&lt;br /&gt;
*Production Assistant	Lee Doyoung&lt;br /&gt;
*Game Design	Kwon DaeYong&lt;br /&gt;
*Original Story	Shin Hoon&lt;br /&gt;
*Interface Design	Park Jongmin&lt;br /&gt;
*Art Director	Lee Jinwon&lt;br /&gt;
*Graphic Artist	Lee Jinwon, Shin Hoon, Park Jongmin, Cho Ikheung, Wi Jeaok&lt;br /&gt;
*Illustrator	Yang Youngsoon, Kim Jaehyun, Lee Sungbong, Seo Youngsub&lt;br /&gt;
*Animation Editing	Cho Ikheung&lt;br /&gt;
*Program Director	Park Sekyung&lt;br /&gt;
*Game Engine Developer	Lee Jihong&lt;br /&gt;
*Program	Park Sekyung, Lee Jihong, Bae Hoon&lt;br /&gt;
*Sound Design	Kwon Daeyong&lt;br /&gt;
*Voice Actor	Kim Changki, Lee Euisun, Lee Chaejin, Kang Philsoon&lt;br /&gt;
*Voice Actress	Ahn Soyun&lt;br /&gt;
*Recording Studio	YCAP&lt;br /&gt;
*Recording Engineer	Hong Chuleui&lt;br /&gt;
*Logo and Symbol Design	Shin&#039;s Deco Visual Communication Division&lt;br /&gt;
&lt;br /&gt;
== Disc Archaeology ==&lt;br /&gt;
&#039;&#039;Findings from a byte-level analysis of the Korean retail disc image (608,485,376 bytes / 296,960 blocks).&#039;&#039;&lt;br /&gt;
=== QuickTime names, 3DO contents ===&lt;br /&gt;
The disc&#039;s 26 cutscene movies (~470 MB, the bulk of the disc) all carry the Apple QuickTime extension &amp;lt;code&amp;gt;.moov&amp;lt;/code&amp;gt; — but none of them are QuickTime files. Every one begins with a 3DO &amp;lt;code&amp;gt;SHDR&amp;lt;/code&amp;gt; stream header: the movies were evidently produced as QuickTime on the Macintosh side and batch-converted to 3DO stream format, keeping their source extensions. The mission structure is readable straight from the names: &amp;lt;code&amp;gt;m1b.moov&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;m1e.moov&amp;lt;/code&amp;gt; (briefing/ending) pairs for each of ten missions, plus character movies (&amp;lt;code&amp;gt;rodrigo.moov&amp;lt;/code&amp;gt;, 48 MB) and &amp;lt;code&amp;gt;prolog&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;epilog&amp;lt;/code&amp;gt;.&lt;br /&gt;
=== Developer traces in the executable ===&lt;br /&gt;
* An assertion in &amp;lt;code&amp;gt;launchme&amp;lt;/code&amp;gt; ships the source path &amp;lt;code&amp;gt;Z:extract.c&amp;lt;/code&amp;gt; — a file on the build machine&#039;s mapped network drive, frozen into the retail binary.&lt;br /&gt;
* The romanization of character names drifts across the shipped file paths: the same characters appear as &amp;lt;code&amp;gt;simon&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;symon&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sinobu&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;shinobu&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;shinobue&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;jun&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;june&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;phyco&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;psyco&amp;lt;/code&amp;gt; in different directories — the artists and programmers each transliterated the Korean names their own way.&lt;br /&gt;
* Every combat unit&#039;s stats live in &amp;lt;code&amp;gt;/wid_tables/&amp;lt;/code&amp;gt; as 144-byte binary &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; files — 37 units from the player characters down to &amp;lt;code&amp;gt;dog.ini&amp;lt;/code&amp;gt;, the hostages and three grades of ninja — trivially hex-editable for balance modding.&lt;br /&gt;
=== The credits are a separate program ===&lt;br /&gt;
The &amp;lt;code&amp;gt;/staff&amp;lt;/code&amp;gt; directory contains the end-credits sequence as a &#039;&#039;standalone ARM executable&#039;&#039; (&amp;lt;code&amp;gt;outstaff&amp;lt;/code&amp;gt;, with a sibling &amp;lt;code&amp;gt;bs&amp;lt;/code&amp;gt;), complete with its own fonts (&amp;lt;code&amp;gt;name.font&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;job.font&amp;lt;/code&amp;gt;), backdrop CELs and music (&amp;lt;code&amp;gt;staff.aifc&amp;lt;/code&amp;gt;). The entire romanized staff roll is embedded in it as plain text (see the Credits section of this page).&lt;br /&gt;
=== An EA save-file identifier ===&lt;br /&gt;
The credits program contains the NVRAM path &amp;lt;code&amp;gt;/NVRAM/EA_SkWv3&amp;lt;/code&amp;gt; — the save-file identifier of Electronic Arts&#039; &#039;&#039;Shockwave&#039;&#039;. The code was evidently built from EA-derived sample source, and EA&#039;s save identifier shipped along with it, unchanged, in a Korean LG exclusive.&lt;br /&gt;
=== Mastering desynchronization in the filesystem itself ===&lt;br /&gt;
The Opera filesystem stores every directory as multiple redundant copies (&amp;quot;avatars&amp;quot;). On this disc the copies &#039;&#039;&#039;disagree&#039;&#039;&#039;: for five system directories (&amp;lt;code&amp;gt;Devices&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Drivers&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Folios&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Programs&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Scripts&amp;lt;/code&amp;gt;) the first copy is a stale older generation — the first copy of &amp;lt;code&amp;gt;/System/Devices&amp;lt;/code&amp;gt; lists &amp;lt;code&amp;gt;FMVVIDEODEVICE.PRIVDEVICE&amp;lt;/code&amp;gt; in uppercase while the other two copies list it lowercase — and the two copies of the &amp;lt;code&amp;gt;rom_tags&amp;lt;/code&amp;gt; boot table are likewise different generations. These are coherent alternate versions pressed into the disc, not dump errors; the root directory copies verify hash-identical and every file extent is intact.&lt;br /&gt;
=== Unallocated space ===&lt;br /&gt;
20,465 blocks (~40 MB, 7% of the disc) belong to no file, in a single run at the end of the filesystem. Every byte was checked: 100% standard &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; mastering filler, nothing hidden inside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Battle_Blues_CD_Front.png|CD Front&lt;br /&gt;
File:Battle_Blues_CD_Back.png|CD Back&lt;br /&gt;
File:Battle_Blues_Contents.png| Contents&lt;br /&gt;
File:Battle_Blues_CD.png| CD&lt;br /&gt;
File:Battle_Blues_Manual.png| Manual&lt;br /&gt;
File:Battle_Blues_Manual_2.png| Manual&lt;br /&gt;
File:Battle_Blues_Manual_3.png| Manual&lt;br /&gt;
File:Battle_Blues_Screenshot_1.jpg|Screenshot&lt;br /&gt;
File:Battle_Blues_Screenshot_2.jpg|Screenshot&lt;br /&gt;
File:Battle_Blues_Screenshot_3.jpg|Screenshot&lt;br /&gt;
File:Battle_Blues_Screenshot_4.jpg|Screenshot&lt;br /&gt;
File:Battle_Blues_Screenshot_5.jpg|Screenshot&lt;br /&gt;
File:Battle_Blues_Screenshot_6.jpg|Screenshot&lt;br /&gt;
File:Battle_Blues_Screenshot_7.jpg|Screenshot&lt;br /&gt;
File:Battle_Blues_Screenshot_8.jpg|Screenshot&lt;br /&gt;
File:Battle_Blues_Screenshot_9.jpg|Screenshot&lt;br /&gt;
File:Battle_Blues_Screenshot_10.jpg|Screenshot&lt;br /&gt;
File:Battle_Blues_CD_signed_by_Shin_Hoon_Art_Director.png| CD Cover signed by Art Director Shin Hoon&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:3DO Games]]&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=Armageddon&amp;diff=18435</id>
		<title>Armageddon</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=Armageddon&amp;diff=18435"/>
		<updated>2026-08-14T05:33:31Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Armageddon_Front.jpg|thumb|right|]]&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Full Name:&#039;&#039;&#039; Armageddon&lt;br /&gt;
*&#039;&#039;&#039;Code:&#039;&#039;&#039; GDT-GA401&lt;br /&gt;
*&#039;&#039;&#039;Type:&#039;&#039;&#039; Action&lt;br /&gt;
*&#039;&#039;&#039;Developer:&#039;&#039;&#039; [[Goldstar(LG)|Goldstar(LG)]]&lt;br /&gt;
*&#039;&#039;&#039;Publisher:&#039;&#039;&#039; [[Goldstar(LG)|Goldstar(LG)]]&lt;br /&gt;
*&#039;&#039;&#039;Language:&#039;&#039;&#039; Korean&lt;br /&gt;
*&#039;&#039;&#039;Release Date:&#039;&#039;&#039; 1996&lt;br /&gt;
*&#039;&#039;&#039;Region:&#039;&#039;&#039; KR&lt;br /&gt;
*&#039;&#039;&#039;Barcode:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Local Title:&#039;&#039;&#039; 아마게돈 &lt;br /&gt;
*&#039;&#039;&#039;Rarity:&#039;&#039;&#039; 1&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
This was a Korean exclusive (One of the so called &amp;quot;Muskteers&amp;quot; - Battle Blues and Eye of the Typhoon). &lt;br /&gt;
&lt;br /&gt;
The game is a pseudo-3d space shooter like Wing Commander, though its production values are nowhere near Origin&#039;s series.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Disc Archaeology — Armageddon (1996, LG, KR)                      --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Paste into the Armageddon (아마게돈) game page                     --&amp;gt;&lt;br /&gt;
&amp;lt;!-- ================================================================= --&amp;gt;&lt;br /&gt;
== Disc Archaeology ==&lt;br /&gt;
&#039;&#039;Findings from a byte-level analysis of the Korean retail disc image (608,485,376 bytes / 296,960 blocks).&#039;&#039;&lt;br /&gt;
=== The developers&#039; working directory, pressed to disc ===&lt;br /&gt;
The disc was mastered directly from the team&#039;s working asset folder, backups and all — roughly 40 development files that were never meant to ship, preserving a snapshot of the studio&#039;s build environment and even the revision history of individual assets:&lt;br /&gt;
* &#039;&#039;&#039;Nine MS-DOS batch files&#039;&#039;&#039; containing the complete asset build pipeline, using the 3DO SDK&#039;s command-line tools: &amp;lt;code&amp;gt;bgm.bat&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;sound.bat&amp;lt;/code&amp;gt; run &amp;lt;code&amp;gt;SFtoStream&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;weaver&amp;lt;/code&amp;gt; to build every music/voice stream on the disc; &amp;lt;code&amp;gt;bgm1.bat&amp;lt;/code&amp;gt; preserves a debugging session (&amp;lt;code&amp;gt;MovieToStream&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;DumpStream -stats&amp;lt;/code&amp;gt;); and &amp;lt;code&amp;gt;map.bat&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;map2.bat&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;temp.bat&amp;lt;/code&amp;gt; show every stage&#039;s sprite bundle being assembled with &amp;lt;code&amp;gt;catenate&amp;lt;/code&amp;gt;, weapon by weapon. Also present: a Finder-style duplicate &amp;lt;code&amp;gt;map.bat copy&amp;lt;/code&amp;gt; and a zero-byte &amp;lt;code&amp;gt;map2.bat&amp;lt;/code&amp;gt; in the graphics folder.&lt;br /&gt;
* &#039;&#039;&#039;Four different backup naming conventions&#039;&#039;&#039; — files suffixed &amp;lt;code&amp;gt;&amp;amp;nbsp;bak&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;amp;nbsp;copy&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;amp;nbsp;ori&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;&amp;amp;nbsp;old&amp;lt;/code&amp;gt; — plus an entire backup directory, &amp;lt;code&amp;gt;/Resource/table/table back/&amp;lt;/code&amp;gt;, holding superseded slideshow timing tables.&lt;br /&gt;
* &#039;&#039;&#039;Asset revision history&#039;&#039;&#039;: the cockpit art exists in &#039;&#039;three&#039;&#039; versions (&amp;lt;code&amp;gt;cockpit.shape&amp;lt;/code&amp;gt; 273,268 bytes, &amp;lt;code&amp;gt;cockpit.shape ori&amp;lt;/code&amp;gt; 260,916, &amp;lt;code&amp;gt;cockpit.shape copy&amp;lt;/code&amp;gt; 256,420); five stage backgrounds keep their &amp;lt;code&amp;gt;&amp;amp;nbsp;old&amp;lt;/code&amp;gt; predecessors; three map ground files and several weapon sprites keep &amp;lt;code&amp;gt;&amp;amp;nbsp;bak&amp;lt;/code&amp;gt; versions that differ from the shipping files.&lt;br /&gt;
* &#039;&#039;&#039;~16 MB of superseded narration audio&#039;&#039;&#039;: &amp;lt;code&amp;gt;slide1.snd bak&amp;lt;/code&amp;gt; (9,443,334 bytes) and &amp;lt;code&amp;gt;slide7.snd bak&amp;lt;/code&amp;gt; (6,530,530 bytes) are earlier takes of the story-slideshow soundtracks — each almost exactly half the size of its final version, consistent with a mono-to-stereo re-render.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;code&amp;gt;BannerScreen bak&amp;lt;/code&amp;gt;&#039;&#039;&#039; is not a backup of the game&#039;s banner at all: its checksum matches the stock sample BannerScreen from the 3DO SDK. The team saved the SDK&#039;s placeholder before overwriting it with their own — and shipped both.&lt;br /&gt;
=== Developer voices in the code ===&lt;br /&gt;
The executable (&amp;lt;code&amp;gt;launchme&amp;lt;/code&amp;gt;, 367,768 bytes) carries its development scaffolding and some personality:&lt;br /&gt;
* Among the boss AI state names (&amp;lt;code&amp;gt;CATCHHERO&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;STOPATTACK&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ZIGZAG1&amp;lt;/code&amp;gt;–&amp;lt;code&amp;gt;ZIGZAG4&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NEARHERO&amp;lt;/code&amp;gt;) sits the string &#039;&#039;&amp;quot;CHOI IL HOON MANSE!&amp;quot;&#039;&#039; — Korean for &amp;quot;Long live Choi Il-hoon!&amp;quot;, a programmer cheering themselves (or a colleague) inside the AI table. A math table named &amp;lt;code&amp;gt;ijh-tan.tab&amp;lt;/code&amp;gt; carries another developer&#039;s initials.&lt;br /&gt;
* AI and debug quips in English: &#039;&#039;&amp;quot;I&#039;m dying&amp;quot;&#039;&#039;, &#039;&#039;&amp;quot;Hope!&amp;quot;&#039;&#039;, &#039;&#039;&amp;quot;Back Hope!&amp;quot;&#039;&#039;, &#039;&#039;&amp;quot;Too close!!&amp;quot;&#039;&#039;, &#039;&#039;&amp;quot;Give me another shot, man!&amp;quot;&#039;&#039;, &#039;&#039;&amp;quot;Get a life&amp;quot;&#039;&#039;.&lt;br /&gt;
* The NVRAM save file is named &amp;lt;code&amp;gt;amargeddon&amp;lt;/code&amp;gt; — a misspelling of the game&#039;s own title, shipped in the retail build.&lt;br /&gt;
* Verbose debug logging remains compiled in: &#039;&#039;&amp;quot;Avail Memory : DRAM = %d, VRAM = %d&amp;quot;&#039;&#039;, per-stage resource-loading traces, and memory accounting (&#039;&#039;&amp;quot;********* Total Stage Memory *********&amp;quot;&#039;&#039;).&lt;br /&gt;
* The game&#039;s UI font is literally the 3DO SDK&#039;s &amp;lt;code&amp;gt;example.font&amp;lt;/code&amp;gt;, shipped under that name.&lt;br /&gt;
=== How the Korean text is stored ===&lt;br /&gt;
No plain-text Korean exists anywhere on the disc — every piece of in-game Hangul text is pre-rendered into CEL/shape graphics. The only readable text files are the &amp;lt;code&amp;gt;slide&#039;&#039;N&#039;&#039;.txt&amp;lt;/code&amp;gt; cue sheets in &amp;lt;code&amp;gt;/Resource/table/&amp;lt;/code&amp;gt;, which hold timecode lists synchronizing the story-slideshow narration to its images.&lt;br /&gt;
=== Mastering desynchronization in the filesystem itself ===&lt;br /&gt;
The Opera filesystem stores every directory as multiple redundant copies (&amp;quot;avatars&amp;quot;) at different disc locations. On this disc, the copies &#039;&#039;&#039;disagree with each other&#039;&#039;&#039; — proof the disc image was rebuilt in multiple passes without regenerating all the redundant structures:&lt;br /&gt;
* For five system directories (&amp;lt;code&amp;gt;Devices&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Drivers&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Folios&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Programs&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Scripts&amp;lt;/code&amp;gt;), the first copy is a stale, older generation while the second and third copies agree with each other. The clearest example: the first copy of &amp;lt;code&amp;gt;/System/Devices&amp;lt;/code&amp;gt; lists &amp;lt;code&amp;gt;FMVVIDEODEVICE.PRIVDEVICE&amp;lt;/code&amp;gt; in uppercase, while the other two copies list &amp;lt;code&amp;gt;fmvvideodevice.privdevice&amp;lt;/code&amp;gt; in lowercase — a filename-casing change frozen mid-transition in the pressing.&lt;br /&gt;
* The two copies of &amp;lt;code&amp;gt;rom_tags&amp;lt;/code&amp;gt; (the boot metadata table) are likewise different generations, disagreeing in several structured 32-bit fields.&lt;br /&gt;
These mismatches are coherent alternate versions, not read errors, so they are pressed into every copy of the disc. Everything else verifies clean: the root directory copies are hash-identical, all 660 file extents fall inside the disc, and nothing is truncated.&lt;br /&gt;
=== Unallocated space ===&lt;br /&gt;
36,954 blocks (~72 MB, 12% of the disc) belong to no file. Every byte was checked: the region is 100% the standard &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; mastering filler, with nothing hidden inside. One small oddity: the disc&#039;s volume label is lowercase &amp;lt;code&amp;gt;cd-rom&amp;lt;/code&amp;gt;, where pressings normally use &amp;lt;code&amp;gt;CD-ROM&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Armageddon_Back.jpg|Back of the box&lt;br /&gt;
Armageddon_CD_Case_Front.jpg|CD Case Front&lt;br /&gt;
Armageddon_CD_Case_Back.jpg|CD Case Back&lt;br /&gt;
Armageddon_CD.jpg|CD&lt;br /&gt;
Armageddon_CD_Case_Booklet_1.jpg|Booklet&lt;br /&gt;
Armageddon_CD_Case_Booklet_2.jpg|Booklet&lt;br /&gt;
Armageddon_Screenshot_1.png|Screenshot&lt;br /&gt;
Armageddon_Screenshot_2.png|Screenshot&lt;br /&gt;
Armageddon_Screenshot_3.jpg|Screenshot&lt;br /&gt;
Armageddon_Screenshot_4.png|Screenshot&lt;br /&gt;
Armageddon_Screenshot_5.jpg|Screenshot&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=20th_Century_Video_Almanac&amp;diff=18434</id>
		<title>20th Century Video Almanac</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=20th_Century_Video_Almanac&amp;diff=18434"/>
		<updated>2026-08-14T05:25:41Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:20th_Century_Video_Almanac_Front.jpg|thumb|right|]]&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Full Name:&#039;&#039;&#039; 20th Century Video Almanac&lt;br /&gt;
*&#039;&#039;&#039;Code:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Type:&#039;&#039;&#039; First-person shooter, Racing, Vehicular combat&lt;br /&gt;
*&#039;&#039;&#039;Developer:&#039;&#039;&#039; [[The Software Toolworks|The Software Toolworks]]&lt;br /&gt;
*&#039;&#039;&#039;Publisher:&#039;&#039;&#039; [[The Software Toolworks|The Software Toolworks]]&lt;br /&gt;
*&#039;&#039;&#039;Language:&#039;&#039;&#039; English&lt;br /&gt;
*&#039;&#039;&#039;Release Date:&#039;&#039;&#039; 1993&lt;br /&gt;
*&#039;&#039;&#039;Region:&#039;&#039;&#039; NA&lt;br /&gt;
*&#039;&#039;&#039;Barcode:&#039;&#039;&#039; 0 24294 11441 0&lt;br /&gt;
*&#039;&#039;&#039;Local Title:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rarity:&#039;&#039;&#039; 1&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
In The Best of Our Century, we&#039;ve taken multimedia to dizzying new heights and you control the ride! Relive the most earthshaking events of the 20th century. Touch down on the moon with the Apollo astronauts. Relive Woodstock. Attend President Kennedy&#039;s inauguration. Take a front row seat for the incredible 1916 World Series. This multimedia reference work uses one of the world&#039;s largest archives of historical video to produce a visual encyclopedia of the century, with audio, photos, and text. The 20th Century Video Almanac provides a broad look at the events that shaped our world.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;20th Century Video Almanac&#039;&#039;&#039;&#039;&#039; is the 3DO version of so many CD-Rom encyclopedias that were popular for PCs back in the pre-interwebs days. Menu navigation on the 3DO, however, makes this title a chore to work with.&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
*Programmers	John Crane, Kim Bowdish, Cindy Swafford, Chris Iden&lt;br /&gt;
*Artist	Cheri Loyd&lt;br /&gt;
*Administration and Sanity	Marie Summers&lt;br /&gt;
*Artist and Font Babe	Gloria Garland&lt;br /&gt;
*Producer	Joe Marusak&lt;br /&gt;
*Chief Technical Officer	Mike Duffy&lt;br /&gt;
*CD ROM Production Manager	David Lawrence&lt;br /&gt;
*Quality Assurance	Greg Dawson&lt;br /&gt;
*Creative Services	Ruth Weston&lt;br /&gt;
*Vice President, Marketing	Jim Fisher&lt;br /&gt;
*Director, Public Relations	Jeneane Harter&lt;br /&gt;
*Public Relations Associate	Tracy Egan&lt;br /&gt;
*Multimedia Producer	Marty Perlmutter &amp;amp; Ghost Dance Productions&lt;br /&gt;
*Original Art Design	Wes Jenkins&lt;br /&gt;
*Writer &amp;amp; Editor	R.F. Holznagel&lt;br /&gt;
*Writers	Freude Bartlett, Michael McCarthy, &amp;quot;Indefatigable Perlmutter&amp;quot;&lt;br /&gt;
*Video Digitization	Bob Dennis &amp;amp; Pacific Media Center&lt;br /&gt;
*Opening Theme and Credits Music	Audio Magic&lt;br /&gt;
*Source Video Editor	Maurice Jacobsen &amp;amp; Alternet&lt;br /&gt;
*Sound	Paul Carlson&lt;br /&gt;
*Archival Music	Arnold Jacobson&lt;br /&gt;
*Video Still Selection	Harry Hamilton, Karen Sass&lt;br /&gt;
*Original Video Music	Tom Phillips &amp;amp; Music Consultants&lt;br /&gt;
*Special Thanks	Skip Waldmen and the people at CEL Communications; John Crane, Chris Iden, Kim Bowdish &amp;quot;and the other Tachyoids&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Disc Archaeology ==&lt;br /&gt;
&#039;&#039;Findings from a byte-level analysis of the US retail disc image (670,351,360 bytes / 327,168 blocks). As a 1993 launch-window title, the disc is a time capsule of the 3DO platform&#039;s earliest production environment.&#039;&#039;&lt;br /&gt;
=== A launch-era system folder full of 3DO&#039;s own diagnostic tools ===&lt;br /&gt;
The disc&#039;s &amp;lt;code&amp;gt;/System/Programs&amp;lt;/code&amp;gt; folder contains 24 programs — far beyond the handful of file utilities found on typical retail pressings — including 3DO&#039;s internal hardware test and debug suite, shipped to every customer:&lt;br /&gt;
* &amp;lt;code&amp;gt;BANGON&amp;lt;/code&amp;gt; — a CD-ROM stress tester (its first string is &#039;&#039;&amp;quot;Bangon: hello world!&amp;quot;&#039;&#039;), with options for checksumming, block-delay simulation, double-speed testing, Red Book reads and looping forever.&lt;br /&gt;
* &amp;lt;code&amp;gt;CERTIFY&amp;lt;/code&amp;gt; — a CD-ROM certification tool that exercises CIRC error recovery and read/compare passes.&lt;br /&gt;
* &amp;lt;code&amp;gt;LOOKIE&amp;lt;/code&amp;gt; — an Event Broker monitor with unusually chatty diagnostics (&#039;&#039;&amp;quot;Lookie says broker refused configuration request&amp;quot;&#039;&#039;, &#039;&#039;&amp;quot;Lookie-loo unexpected signal&amp;quot;&#039;&#039;).&lt;br /&gt;
* &amp;lt;code&amp;gt;LUCKIE&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;MAUS&amp;lt;/code&amp;gt; — live control-pad and mouse input monitors.&lt;br /&gt;
* &amp;lt;code&amp;gt;HELLO&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;HELLO.ROM&amp;lt;/code&amp;gt; — literal &amp;quot;Hello, world!&amp;quot; test programs.&lt;br /&gt;
* &amp;lt;code&amp;gt;GDBUG&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;CPDUMP&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;DUMPFILE&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;FOCUS&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;BLINK.ROM&amp;lt;/code&amp;gt; and others — kernel, control-port and event-system debug utilities.&lt;br /&gt;
Other marks of the early Portfolio OS environment: empty system directories (&amp;lt;code&amp;gt;Daemons&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Devices&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Drivers&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Graphics/Fonts&amp;lt;/code&amp;gt;) are held open by 1-byte placeholder files literally named &amp;lt;code&amp;gt;junk&amp;lt;/code&amp;gt;; the OS kernel image is a compact early build (&amp;lt;code&amp;gt;os_code&amp;lt;/code&amp;gt; 78,852 bytes, &amp;lt;code&amp;gt;boot_code&amp;lt;/code&amp;gt; 2,236 bytes, &amp;lt;code&amp;gt;rom_tags&amp;lt;/code&amp;gt; 128 bytes); and the boot scripts carry no copyright header at all, just chatty tutorial-style comments.&lt;br /&gt;
=== Debug mode and developer strings ===&lt;br /&gt;
The application executable (&amp;lt;code&amp;gt;launchme&amp;lt;/code&amp;gt;, 160,304 bytes) retains its full development scaffolding:&lt;br /&gt;
* The strings &#039;&#039;&amp;quot;entering Debug mode&amp;quot;&#039;&#039; and &#039;&#039;&amp;quot;exiting Debug mode&amp;quot;&#039;&#039; indicate a debug mode was left compiled into the retail build, alongside &amp;lt;code&amp;gt;Debugger&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Crash&amp;lt;/code&amp;gt; handler strings and the plaintive fatal-error message &#039;&#039;&amp;quot;How did I get here?&amp;quot;&#039;&#039;&lt;br /&gt;
* Assertion machinery survives intact: &#039;&#039;&amp;quot;SUSPICIOUS POINTER! %s = %x&amp;quot;&#039;&#039; and &#039;&#039;&amp;quot;File %s; line %i ### ASSERTION FAILED! %s&amp;quot;&#039;&#039;.&lt;br /&gt;
* One source comment ships signed with its author&#039;s initials: &#039;&#039;&amp;quot;TextBox doesn&#039;t support non-ascii fonts, jc&amp;quot;&#039;&#039; — matching &#039;&#039;&#039;John Crane&#039;&#039;&#039;, first-listed programmer in the embedded credits.&lt;br /&gt;
* The code&#039;s Macintosh heritage shows everywhere: classic Mac Toolbox function names (&amp;lt;code&amp;gt;ExitToShell&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;FlushEvents&amp;lt;/code&amp;gt;), and the UI fonts are &amp;lt;code&amp;gt;geneva18&amp;lt;/code&amp;gt; (Apple&#039;s Geneva) plus in-house faces named &amp;lt;code&amp;gt;wawona18&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;wawona24&amp;lt;/code&amp;gt;.&lt;br /&gt;
=== Embedded credits ===&lt;br /&gt;
The complete staff roll is stored as plain text in the executable, with some memorable job titles: &amp;quot;Administration and Sanity&amp;quot; (Marie Summers, Gloria Garland), a writing credit for &amp;quot;Indefatigable Perlmutter&amp;quot;, programmers John Crane, Kim Bowdish, Cindy Swafford and Chris Iden, and Software Toolworks CTO Mike Duffy.&lt;br /&gt;
=== The almanac database ===&lt;br /&gt;
The content is a bespoke micro-database of 2,400+ entries, all readable with custom Opera filesystem types: &amp;lt;code&amp;gt;.stil&amp;lt;/code&amp;gt; photographs, &amp;lt;code&amp;gt;.film&amp;lt;/code&amp;gt; Cinepak-era videos, &amp;lt;code&amp;gt;.LNG&amp;lt;/code&amp;gt; long-form articles, &amp;lt;code&amp;gt;.btn&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;.menu&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;.anim&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;.imag&amp;lt;/code&amp;gt; interface resources, and index files (&amp;lt;code&amp;gt;A2C.IDX&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;C2A.IDX&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;YEARS.IDX&amp;lt;/code&amp;gt;) mapping articles to chronology. The master index (&amp;lt;code&amp;gt;MASTER.TXT&amp;lt;/code&amp;gt;) opens with entry 0000 &amp;quot;Opening Title&amp;quot; followed by 0001 &amp;quot;Edison Builds First Movie Studio&amp;quot;. The &#039;&#039;&#039;full text of every almanac article sits uncompressed and unencrypted&#039;&#039;&#039; in &amp;lt;code&amp;gt;ALLDAT.DAT&amp;lt;/code&amp;gt; and the &amp;lt;code&amp;gt;.LNG&amp;lt;/code&amp;gt; files — trivially extractable with any hex editor.&lt;br /&gt;
=== Unallocated space ===&lt;br /&gt;
37,307 blocks (~73 MB, 11% of the disc) belong to no file. Every byte was checked: the region is 100% the standard &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; mastering filler, with nothing hidden inside.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
20th_Century_Video_Almanac_Back.jpg|Back of the box&lt;br /&gt;
20th_Century_Video_Almanac_Inside.jpg|Contents of the box&lt;br /&gt;
20th_Century_Video_Almanac_Disc.jpg|Disc&lt;br /&gt;
20th_Century_Video_Almanac_1.png|Screenshot&lt;br /&gt;
20th_Century_Video_Almanac_2.png|Screenshot&lt;br /&gt;
20th_Century_Video_Almanac_4.jpg|Screenshot&lt;br /&gt;
20th_Century_Video_Almanac_5.jpg|Screenshot&lt;br /&gt;
20th_Century_Video_Almanac_6.jpg|Screenshot&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:3DO Games]]&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=20th_Century_Video_Almanac&amp;diff=18433</id>
		<title>20th Century Video Almanac</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=20th_Century_Video_Almanac&amp;diff=18433"/>
		<updated>2026-08-14T05:22:11Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:20th_Century_Video_Almanac_Front.jpg|thumb|right|]]&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Full Name:&#039;&#039;&#039; 20th Century Video Almanac&lt;br /&gt;
*&#039;&#039;&#039;Code:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Type:&#039;&#039;&#039; First-person shooter, Racing, Vehicular combat&lt;br /&gt;
*&#039;&#039;&#039;Developer:&#039;&#039;&#039; [[The Software Toolworks|The Software Toolworks]]&lt;br /&gt;
*&#039;&#039;&#039;Publisher:&#039;&#039;&#039; [[The Software Toolworks|The Software Toolworks]]&lt;br /&gt;
*&#039;&#039;&#039;Language:&#039;&#039;&#039; English&lt;br /&gt;
*&#039;&#039;&#039;Release Date:&#039;&#039;&#039; 1993&lt;br /&gt;
*&#039;&#039;&#039;Region:&#039;&#039;&#039; NA&lt;br /&gt;
*&#039;&#039;&#039;Barcode:&#039;&#039;&#039; 0 24294 11441 0&lt;br /&gt;
*&#039;&#039;&#039;Local Title:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rarity:&#039;&#039;&#039; 1&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
In The Best of Our Century, we&#039;ve taken multimedia to dizzying new heights and you control the ride! Relive the most earthshaking events of the 20th century. Touch down on the moon with the Apollo astronauts. Relive Woodstock. Attend President Kennedy&#039;s inauguration. Take a front row seat for the incredible 1916 World Series. This multimedia reference work uses one of the world&#039;s largest archives of historical video to produce a visual encyclopedia of the century, with audio, photos, and text. The 20th Century Video Almanac provides a broad look at the events that shaped our world.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;20th Century Video Almanac&#039;&#039;&#039;&#039;&#039; is the 3DO version of so many CD-Rom encyclopedias that were popular for PCs back in the pre-interwebs days. Menu navigation on the 3DO, however, makes this title a chore to work with.&lt;br /&gt;
&lt;br /&gt;
== Disc Archaeology ==&lt;br /&gt;
&#039;&#039;Findings from a byte-level analysis of the US retail disc image (670,351,360 bytes / 327,168 blocks). As a 1993 launch-window title, the disc is a time capsule of the 3DO platform&#039;s earliest production environment.&#039;&#039;&lt;br /&gt;
=== A launch-era system folder full of 3DO&#039;s own diagnostic tools ===&lt;br /&gt;
The disc&#039;s &amp;lt;code&amp;gt;/System/Programs&amp;lt;/code&amp;gt; folder contains 24 programs — far beyond the handful of file utilities found on typical retail pressings — including 3DO&#039;s internal hardware test and debug suite, shipped to every customer:&lt;br /&gt;
* &amp;lt;code&amp;gt;BANGON&amp;lt;/code&amp;gt; — a CD-ROM stress tester (its first string is &#039;&#039;&amp;quot;Bangon: hello world!&amp;quot;&#039;&#039;), with options for checksumming, block-delay simulation, double-speed testing, Red Book reads and looping forever.&lt;br /&gt;
* &amp;lt;code&amp;gt;CERTIFY&amp;lt;/code&amp;gt; — a CD-ROM certification tool that exercises CIRC error recovery and read/compare passes.&lt;br /&gt;
* &amp;lt;code&amp;gt;LOOKIE&amp;lt;/code&amp;gt; — an Event Broker monitor with unusually chatty diagnostics (&#039;&#039;&amp;quot;Lookie says broker refused configuration request&amp;quot;&#039;&#039;, &#039;&#039;&amp;quot;Lookie-loo unexpected signal&amp;quot;&#039;&#039;).&lt;br /&gt;
* &amp;lt;code&amp;gt;LUCKIE&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;MAUS&amp;lt;/code&amp;gt; — live control-pad and mouse input monitors.&lt;br /&gt;
* &amp;lt;code&amp;gt;HELLO&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;HELLO.ROM&amp;lt;/code&amp;gt; — literal &amp;quot;Hello, world!&amp;quot; test programs.&lt;br /&gt;
* &amp;lt;code&amp;gt;GDBUG&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;CPDUMP&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;DUMPFILE&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;FOCUS&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;BLINK.ROM&amp;lt;/code&amp;gt; and others — kernel, control-port and event-system debug utilities.&lt;br /&gt;
Other marks of the early Portfolio OS environment: empty system directories (&amp;lt;code&amp;gt;Daemons&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Devices&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Drivers&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Graphics/Fonts&amp;lt;/code&amp;gt;) are held open by 1-byte placeholder files literally named &amp;lt;code&amp;gt;junk&amp;lt;/code&amp;gt;; the OS kernel image is a compact early build (&amp;lt;code&amp;gt;os_code&amp;lt;/code&amp;gt; 78,852 bytes, &amp;lt;code&amp;gt;boot_code&amp;lt;/code&amp;gt; 2,236 bytes, &amp;lt;code&amp;gt;rom_tags&amp;lt;/code&amp;gt; 128 bytes); and the boot scripts carry no copyright header at all, just chatty tutorial-style comments.&lt;br /&gt;
=== Debug mode and developer strings ===&lt;br /&gt;
The application executable (&amp;lt;code&amp;gt;launchme&amp;lt;/code&amp;gt;, 160,304 bytes) retains its full development scaffolding:&lt;br /&gt;
* The strings &#039;&#039;&amp;quot;entering Debug mode&amp;quot;&#039;&#039; and &#039;&#039;&amp;quot;exiting Debug mode&amp;quot;&#039;&#039; indicate a debug mode was left compiled into the retail build, alongside &amp;lt;code&amp;gt;Debugger&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Crash&amp;lt;/code&amp;gt; handler strings and the plaintive fatal-error message &#039;&#039;&amp;quot;How did I get here?&amp;quot;&#039;&#039;&lt;br /&gt;
* Assertion machinery survives intact: &#039;&#039;&amp;quot;SUSPICIOUS POINTER! %s = %x&amp;quot;&#039;&#039; and &#039;&#039;&amp;quot;File %s; line %i ### ASSERTION FAILED! %s&amp;quot;&#039;&#039;.&lt;br /&gt;
* One source comment ships signed with its author&#039;s initials: &#039;&#039;&amp;quot;TextBox doesn&#039;t support non-ascii fonts, jc&amp;quot;&#039;&#039; — matching &#039;&#039;&#039;John Crane&#039;&#039;&#039;, first-listed programmer in the embedded credits.&lt;br /&gt;
* The code&#039;s Macintosh heritage shows everywhere: classic Mac Toolbox function names (&amp;lt;code&amp;gt;ExitToShell&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;FlushEvents&amp;lt;/code&amp;gt;), and the UI fonts are &amp;lt;code&amp;gt;geneva18&amp;lt;/code&amp;gt; (Apple&#039;s Geneva) plus in-house faces named &amp;lt;code&amp;gt;wawona18&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;wawona24&amp;lt;/code&amp;gt;.&lt;br /&gt;
=== Embedded credits ===&lt;br /&gt;
The complete staff roll is stored as plain text in the executable, with some memorable job titles: &amp;quot;Administration and Sanity&amp;quot; (Marie Summers, Gloria Garland), a writing credit for &amp;quot;Indefatigable Perlmutter&amp;quot;, programmers John Crane, Kim Bowdish, Cindy Swafford and Chris Iden, and Software Toolworks CTO Mike Duffy.&lt;br /&gt;
=== The almanac database ===&lt;br /&gt;
The content is a bespoke micro-database of 2,400+ entries, all readable with custom Opera filesystem types: &amp;lt;code&amp;gt;.stil&amp;lt;/code&amp;gt; photographs, &amp;lt;code&amp;gt;.film&amp;lt;/code&amp;gt; Cinepak-era videos, &amp;lt;code&amp;gt;.LNG&amp;lt;/code&amp;gt; long-form articles, &amp;lt;code&amp;gt;.btn&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;.menu&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;.anim&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;.imag&amp;lt;/code&amp;gt; interface resources, and index files (&amp;lt;code&amp;gt;A2C.IDX&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;C2A.IDX&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;YEARS.IDX&amp;lt;/code&amp;gt;) mapping articles to chronology. The master index (&amp;lt;code&amp;gt;MASTER.TXT&amp;lt;/code&amp;gt;) opens with entry 0000 &amp;quot;Opening Title&amp;quot; followed by 0001 &amp;quot;Edison Builds First Movie Studio&amp;quot;. The &#039;&#039;&#039;full text of every almanac article sits uncompressed and unencrypted&#039;&#039;&#039; in &amp;lt;code&amp;gt;ALLDAT.DAT&amp;lt;/code&amp;gt; and the &amp;lt;code&amp;gt;.LNG&amp;lt;/code&amp;gt; files — trivially extractable with any hex editor.&lt;br /&gt;
=== Unallocated space ===&lt;br /&gt;
37,307 blocks (~73 MB, 11% of the disc) belong to no file. Every byte was checked: the region is 100% the standard &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; mastering filler, with nothing hidden inside.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
20th_Century_Video_Almanac_Back.jpg|Back of the box&lt;br /&gt;
20th_Century_Video_Almanac_Inside.jpg|Contents of the box&lt;br /&gt;
20th_Century_Video_Almanac_Disc.jpg|Disc&lt;br /&gt;
20th_Century_Video_Almanac_1.png|Screenshot&lt;br /&gt;
20th_Century_Video_Almanac_2.png|Screenshot&lt;br /&gt;
20th_Century_Video_Almanac_4.jpg|Screenshot&lt;br /&gt;
20th_Century_Video_Almanac_5.jpg|Screenshot&lt;br /&gt;
20th_Century_Video_Almanac_6.jpg|Screenshot&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:3DO Games]]&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=Wolfenstein_3D(NA)&amp;diff=18432</id>
		<title>Wolfenstein 3D(NA)</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=Wolfenstein_3D(NA)&amp;diff=18432"/>
		<updated>2026-08-14T05:16:51Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: /* Disc Archaeology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Disc Archaeology ==&lt;br /&gt;
&#039;&#039;Findings from a byte-level analysis of the US retail disc image (116,125,696 bytes / 56,320 blocks).&#039;&#039;&lt;br /&gt;
=== Cheat / password table ===&lt;br /&gt;
At offset &amp;lt;code&amp;gt;0x8BBA&amp;lt;/code&amp;gt; inside &amp;lt;code&amp;gt;launchme&amp;lt;/code&amp;gt;, adjacent to the game-state code, sits a compact password dispatch table:&lt;br /&gt;
&amp;lt;code&amp;gt;KICKBUTT&amp;lt;/code&amp;gt; · &amp;lt;code&amp;gt;BURGER&amp;lt;/code&amp;gt; · &amp;lt;code&amp;gt;GREG&amp;lt;/code&amp;gt; · &amp;lt;code&amp;gt;NOKITTY&amp;lt;/code&amp;gt; · &amp;lt;code&amp;gt;APPLEIIGS&amp;lt;/code&amp;gt; · &amp;lt;code&amp;gt;FENLEY&amp;lt;/code&amp;gt; · &amp;lt;code&amp;gt;LOGICWARE&amp;lt;/code&amp;gt; · &amp;lt;code&amp;gt;CHAD&amp;lt;/code&amp;gt;&lt;br /&gt;
The list is pure Rebecca &amp;quot;Burger Becky&amp;quot; Heineman autobiography: &amp;lt;code&amp;gt;BURGER&amp;lt;/code&amp;gt; is her nickname, &amp;lt;code&amp;gt;APPLEIIGS&amp;lt;/code&amp;gt; the machine she is famous for, &amp;lt;code&amp;gt;LOGICWARE&amp;lt;/code&amp;gt; her company, &amp;lt;code&amp;gt;NOKITTY&amp;lt;/code&amp;gt; a personal running gag; &amp;lt;code&amp;gt;GREG&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;CHAD&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;FENLEY&amp;lt;/code&amp;gt; are believed to be colleagues&#039; names.&lt;br /&gt;
=== Developer fingerprints ===&lt;br /&gt;
* Every 3DO library linked into the disc carries the build stamp &amp;lt;code&amp;gt;(port2_5) stan@warrior&amp;lt;/code&amp;gt; — a 3DO engineer&#039;s username and machine name, frozen into the retail pressing.&lt;br /&gt;
* The data-streaming library inside &amp;lt;code&amp;gt;Playmovie&amp;lt;/code&amp;gt; contains the error message &#039;&#039;&amp;quot;the streamer has fallen, and it can&#039;t get up&amp;quot;&#039;&#039; — a joke reference to the 1990s LifeCall commercial, left in by 3DO&#039;s own SDK engineers.&lt;br /&gt;
=== Regional Comparison ===&lt;br /&gt;
The two releases share their entire audiovisual payload — verified byte-identical by checksum: both Cinepak movies, all nine streamed music files, all 42 sound effects, the BannerScreen, the 3DO logo CEL and the embedded OS files are exactly the same data on both discs. Both discs also share the same quirk of music files numbered &amp;lt;code&amp;gt;Song128&amp;lt;/code&amp;gt;–&amp;lt;code&amp;gt;Song138&amp;lt;/code&amp;gt; with 132 and 137 missing.&lt;br /&gt;
What actually changed is the game code and every gameplay resource file:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! File !! US (1994) !! JP (1995) !! Change&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;launchme&amp;lt;/code&amp;gt; || 95,784 bytes || 96,268 bytes || +484&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;REZFILE&amp;lt;/code&amp;gt; || 3,159,664 bytes || 3,206,072 bytes || +46,408&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;confront.rez&amp;lt;/code&amp;gt; || 155,670 bytes || 156,046 bytes || +376&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dark.rez&amp;lt;/code&amp;gt; || 137,897 bytes || 138,489 bytes || +592&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;die.rez&amp;lt;/code&amp;gt; || 113,936 bytes || 114,492 bytes || +556&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;eisen.rez&amp;lt;/code&amp;gt; || 132,292 bytes || 133,260 bytes || +968&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;firstesc.rez&amp;lt;/code&amp;gt; || 140,101 bytes || 141,037 bytes || +936&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;second.rez&amp;lt;/code&amp;gt; || 312,693 bytes || 313,685 bytes || +992&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;trail.rez&amp;lt;/code&amp;gt; || 100,975 bytes || 102,995 bytes || +2,020&lt;br /&gt;
|}&lt;br /&gt;
All seven level archives and the main resource file were rebuilt with small size increases. String analysis found no plain Shift-JIS text inside them — the differences are in binary resource data, so the Japanese localization appears to be carried as pre-rendered graphics (and possibly revised level resources) rather than as text strings. A smaller cosmetic difference: the level files were renamed from uppercase (&amp;lt;code&amp;gt;CONFRONT.REZ&amp;lt;/code&amp;gt;, filesystem type &amp;lt;code&amp;gt;REZ &amp;lt;/code&amp;gt;) on the US disc to lowercase (&amp;lt;code&amp;gt;confront.rez&amp;lt;/code&amp;gt;, type &amp;lt;code&amp;gt;rez &amp;lt;/code&amp;gt;) on the Japanese disc.&lt;br /&gt;
=== Cross-game save-file catalog ===&lt;br /&gt;
The NVRAM storage manager embeds name/description pairs for a dozen &#039;&#039;other&#039;&#039; games&#039; save files, so its storage screen could label them: Crash &#039;n Burn, Escape from Monster Manor, Stellar 7, CPU Bach, Super Wing Commander, Mad Dog McCree, Battle Chess, Who Shot Johnny Rock?, The Incredible Machine, John Madden Football (&amp;lt;code&amp;gt;EA_JMFB94&amp;lt;/code&amp;gt;) and The Horde — a snapshot of what Interplay expected to find on a 1994 3DO owner&#039;s console.&lt;br /&gt;
=== Music track numbering ===&lt;br /&gt;
The streamed music files are named &amp;lt;code&amp;gt;Song128&amp;lt;/code&amp;gt;–&amp;lt;code&amp;gt;Song138&amp;lt;/code&amp;gt; with &#039;&#039;&#039;132 and 137 missing&#039;&#039;&#039; — consistent with two tracks being cut late in development (the names are resource IDs, so the gaps survived into the shipped file names).&lt;br /&gt;
=== Unallocated space ===&lt;br /&gt;
13,379 blocks (~26 MB, 23% of the disc) belong to no file. Every byte was checked: the region is 100% the standard &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; mastering filler, with nothing hidden inside.&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=Wolfenstein_3D(JP)&amp;diff=18431</id>
		<title>Wolfenstein 3D(JP)</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=Wolfenstein_3D(JP)&amp;diff=18431"/>
		<updated>2026-08-14T05:16:04Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: Created page with &amp;quot;== Disc Archaeology == &amp;#039;&amp;#039;Findings from a byte-level analysis of the Japanese retail disc image (115,957,760 bytes / 56,320 blocks), compared against the 1994 US release.&amp;#039;&amp;#039; === Cheat / password table === The password dispatch table survives unchanged in the Japanese executable (at offset &amp;lt;code&amp;gt;0x8BCC&amp;lt;/code&amp;gt; in &amp;lt;code&amp;gt;launchme&amp;lt;/code&amp;gt;), with all eight codes intact: &amp;lt;code&amp;gt;KICKBUTT&amp;lt;/code&amp;gt; · &amp;lt;code&amp;gt;BURGER&amp;lt;/code&amp;gt; · &amp;lt;code&amp;gt;GREG&amp;lt;/code&amp;gt; · &amp;lt;code&amp;gt;NOKITTY&amp;lt;/code&amp;gt; · &amp;lt;code&amp;gt;APPLEIIGS&amp;lt;/c...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Disc Archaeology ==&lt;br /&gt;
&#039;&#039;Findings from a byte-level analysis of the Japanese retail disc image (115,957,760 bytes / 56,320 blocks), compared against the 1994 US release.&#039;&#039;&lt;br /&gt;
=== Cheat / password table ===&lt;br /&gt;
The password dispatch table survives unchanged in the Japanese executable (at offset &amp;lt;code&amp;gt;0x8BCC&amp;lt;/code&amp;gt; in &amp;lt;code&amp;gt;launchme&amp;lt;/code&amp;gt;), with all eight codes intact:&lt;br /&gt;
&amp;lt;code&amp;gt;KICKBUTT&amp;lt;/code&amp;gt; · &amp;lt;code&amp;gt;BURGER&amp;lt;/code&amp;gt; · &amp;lt;code&amp;gt;GREG&amp;lt;/code&amp;gt; · &amp;lt;code&amp;gt;NOKITTY&amp;lt;/code&amp;gt; · &amp;lt;code&amp;gt;APPLEIIGS&amp;lt;/code&amp;gt; · &amp;lt;code&amp;gt;FENLEY&amp;lt;/code&amp;gt; · &amp;lt;code&amp;gt;LOGICWARE&amp;lt;/code&amp;gt; · &amp;lt;code&amp;gt;CHAD&amp;lt;/code&amp;gt;&lt;br /&gt;
The list is pure Rebecca &amp;quot;Burger Becky&amp;quot; Heineman autobiography: &amp;lt;code&amp;gt;BURGER&amp;lt;/code&amp;gt; is her nickname, &amp;lt;code&amp;gt;APPLEIIGS&amp;lt;/code&amp;gt; the machine she is famous for, &amp;lt;code&amp;gt;LOGICWARE&amp;lt;/code&amp;gt; her company, &amp;lt;code&amp;gt;NOKITTY&amp;lt;/code&amp;gt; a personal running gag; &amp;lt;code&amp;gt;GREG&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;CHAD&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;FENLEY&amp;lt;/code&amp;gt; are believed to be colleagues&#039; names.&lt;br /&gt;
=== A revised Burger engine build ===&lt;br /&gt;
The Japanese &amp;lt;code&amp;gt;launchme&amp;lt;/code&amp;gt; is 484 bytes larger than the US build and contains code the US version lacks:&lt;br /&gt;
* A &#039;&#039;&#039;&amp;lt;code&amp;gt;BRGR&amp;lt;/code&amp;gt; magic-number check&#039;&#039;&#039; — the executable now validates the resource archive&#039;s signature before loading it, with a new error message alongside: &amp;lt;code&amp;gt;Can&#039;t open the resource file&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;BRGR&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;Invalid Resource file!&amp;lt;/code&amp;gt;. The four-byte magic is, fittingly, &amp;quot;Burger&amp;quot; — Heineman&#039;s engine signing its own file format.&lt;br /&gt;
* A new &amp;lt;code&amp;gt;Timer60Hz&amp;lt;/code&amp;gt; resource name, absent from the US build.&lt;br /&gt;
Both additions indicate the Japanese release was compiled from a later revision of the Burger engine, not merely re-linked.&lt;br /&gt;
=== Regional Comparison ===&lt;br /&gt;
The two releases share their entire audiovisual payload — verified byte-identical by checksum: both Cinepak movies, all nine streamed music files, all 42 sound effects, the BannerScreen, the 3DO logo CEL and the embedded OS files are exactly the same data on both discs. Both discs also share the same quirk of music files numbered &amp;lt;code&amp;gt;Song128&amp;lt;/code&amp;gt;–&amp;lt;code&amp;gt;Song138&amp;lt;/code&amp;gt; with 132 and 137 missing.&lt;br /&gt;
What actually changed is the game code and every gameplay resource file:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! File !! US (1994) !! JP (1995) !! Change&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;launchme&amp;lt;/code&amp;gt; || 95,784 bytes || 96,268 bytes || +484&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;REZFILE&amp;lt;/code&amp;gt; || 3,159,664 bytes || 3,206,072 bytes || +46,408&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;confront.rez&amp;lt;/code&amp;gt; || 155,670 bytes || 156,046 bytes || +376&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;dark.rez&amp;lt;/code&amp;gt; || 137,897 bytes || 138,489 bytes || +592&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;die.rez&amp;lt;/code&amp;gt; || 113,936 bytes || 114,492 bytes || +556&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;eisen.rez&amp;lt;/code&amp;gt; || 132,292 bytes || 133,260 bytes || +968&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;firstesc.rez&amp;lt;/code&amp;gt; || 140,101 bytes || 141,037 bytes || +936&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;second.rez&amp;lt;/code&amp;gt; || 312,693 bytes || 313,685 bytes || +992&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;trail.rez&amp;lt;/code&amp;gt; || 100,975 bytes || 102,995 bytes || +2,020&lt;br /&gt;
|}&lt;br /&gt;
All seven level archives and the main resource file were rebuilt with small size increases. String analysis found no plain Shift-JIS text inside them — the differences are in binary resource data, so the Japanese localization appears to be carried as pre-rendered graphics (and possibly revised level resources) rather than as text strings. A smaller cosmetic difference: the level files were renamed from uppercase (&amp;lt;code&amp;gt;CONFRONT.REZ&amp;lt;/code&amp;gt;, filesystem type &amp;lt;code&amp;gt;REZ &amp;lt;/code&amp;gt;) on the US disc to lowercase (&amp;lt;code&amp;gt;confront.rez&amp;lt;/code&amp;gt;, type &amp;lt;code&amp;gt;rez &amp;lt;/code&amp;gt;) on the Japanese disc.&lt;br /&gt;
=== Developer fingerprints ===&lt;br /&gt;
* Every 3DO library linked into the disc carries the build stamp &amp;lt;code&amp;gt;(port2_5) stan@warrior&amp;lt;/code&amp;gt; — a 3DO engineer&#039;s username and machine name, frozen into the retail pressing.&lt;br /&gt;
* The data-streaming library inside &amp;lt;code&amp;gt;Playmovie&amp;lt;/code&amp;gt; contains the error message &#039;&#039;&amp;quot;the streamer has fallen, and it can&#039;t get up&amp;quot;&#039;&#039; — a joke reference to the 1990s LifeCall commercial, left in by 3DO&#039;s own SDK engineers.&lt;br /&gt;
* The NVRAM storage manager embeds name/description pairs for a dozen &#039;&#039;other&#039;&#039; games&#039; save files, so its storage screen could label them: Crash &#039;n Burn, Escape from Monster Manor, Stellar 7, CPU Bach, Super Wing Commander, Mad Dog McCree, Battle Chess, Who Shot Johnny Rock?, The Incredible Machine, John Madden Football (&amp;lt;code&amp;gt;EA_JMFB94&amp;lt;/code&amp;gt;) and The Horde.&lt;br /&gt;
=== Unallocated space ===&lt;br /&gt;
13,352 blocks (~26 MB, 23% of the disc) belong to no file. Every byte was checked: the region is 100% the standard &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; mastering filler, with nothing hidden inside.&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=Casper&amp;diff=18430</id>
		<title>Casper</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=Casper&amp;diff=18430"/>
		<updated>2026-08-14T05:10:51Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Casper_Front.png|thumb|right|]]&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Full Name:&#039;&#039;&#039; Casper&lt;br /&gt;
*&#039;&#039;&#039;Code:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Type:&#039;&#039;&#039; Action, Adventure&lt;br /&gt;
*&#039;&#039;&#039;Developer:&#039;&#039;&#039; [[Logicware|Logicware]], [[Funcom|Funcom]]&lt;br /&gt;
*&#039;&#039;&#039;Publisher:&#039;&#039;&#039; [[Interplay Productions|Interplay Productions]]&lt;br /&gt;
*&#039;&#039;&#039;Language:&#039;&#039;&#039; English&lt;br /&gt;
*&#039;&#039;&#039;Release Date:&#039;&#039;&#039; 1996&lt;br /&gt;
*&#039;&#039;&#039;Region:&#039;&#039;&#039; NA&lt;br /&gt;
*&#039;&#039;&#039;Barcode:&#039;&#039;&#039; 040421291519&lt;br /&gt;
*&#039;&#039;&#039;Local Title:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Rarity:&#039;&#039;&#039; 1&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Based on the Casper film, the game pits you in the role of the friendly ghost trying to make a friend and a second chance at life instead of scaring everyone away.&lt;br /&gt;
&lt;br /&gt;
The plot centers around the &amp;quot;spoiled, grasping inheritor of Whipstaff Manor&amp;quot; - Carrigan Crittenden. She&#039;s after the treasure she thinks is hidden in the walls. Casper will need the help of Dr James Harvey - therapist to the dead - if he has any hope of succeeding in his adventures.&lt;br /&gt;
&lt;br /&gt;
Casper will also have to deal with his uncles - Stretch, Stinkie and Fatso, who just love to scare &amp;quot;Fleshies&amp;quot; and thwart Casper&#039;s efforts. The gameplay is 3d - and is mostly puzzle solving, with Casper able to take a variety of forms and manipulating objects.&lt;br /&gt;
&lt;br /&gt;
== Game Play ==&lt;br /&gt;
&lt;br /&gt;
Casper plays as a top-view action-adventure game with pre-rendered graphics. The game features an alternate rendition of the film&#039;s plot (with some of its dark elements retained) spread across three acts, consisting of Casper finding tokens of friendship for Kat and Dr. Harvey, then finding the pieces for the Lazarus machine (which the Ghostly Trio had disassembled to prevent Casper from using it) and finally finding the Cellular Integrator with which to restore Dr. Harvey (which is stolen by Carrigan, leading to the final challenge), while exploring the mansion, collecting jigsaw pieces to solve puzzles for morph icons, eating food for morph points and dealing with the Ghostly Trio. Unlike other versions, other than the Ghostly Trio and Carrigan, there are no enemies. The game instead focuses mainly on solving puzzles. Once again, Casper and his uncles were reprised by their respective voice actors, while Kat and Dr. Harvey were voiced by Tanya Krievins and Blair Bess (again replacing Ricci and Pullman), with Bess providing narration for each act&#039;s introduction as well as reading out several hint parchments found throughout the game. Carrigan&#039;s voice actor remains uncredited (due to her appearing at the end and her only line being &amp;quot;I&#039;ll take that!&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
&lt;br /&gt;
Silicon Graphics workstations using Alias software were used to generate the character graphics and backgrounds.&lt;br /&gt;
&lt;br /&gt;
== Reception ==&lt;br /&gt;
&lt;br /&gt;
Reviewing the 3DO version, Electronic Gaming Monthly&#039;s team of four reviewers criticized that load times are frequent, it is easy to get lost, and that the puzzles are often obscure or even don&#039;t make sense. They nonetheless had a generally positive response to the game, with Sushi-X deeming it a strong last hurrah for the 3DO. They cited the stunning graphics and wide variety of gameplay elements. A critic for Next Generation agreed that the graphics are exceptional, noting in particular the ghosts which have true transparency (an effect generally thought to be impossible for the 3DO). While also agreeing that some of the puzzles don&#039;t make sense, he felt the game was generally easy enough for its young target audience, and concluded it to be a solid though not amazing game. The magazine&#039;s brief reviews of the PlayStation and Saturn versions made similar comments.&lt;br /&gt;
&lt;br /&gt;
===Magazine Reviews===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Date&lt;br /&gt;
! Region&lt;br /&gt;
! Rating&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| SuperGamePower || Dec 96 || {{Template:Flag-br}} || 80% || O fantasminha camarada está pedindo a minha ajuda! Casper mora numa mansão com os tios. Há muito tempo os fantasmas mantêm todo mundo longe da mansão, mas agora uma mocinha teimosa comprou a case e quer um tesouro escondido na mansão. Como os fantasmas mal a deixam entrar na casa, ela decided acabar, com eles. Para isso chamou o Dr. James Harvey, psicanalista de mortos que foi morar com a filha na mansão. Você é Casper e tem de ganhar a confiança dos caça-fantasmas para livrar sua pele. A primeira coisa a fazer é presentear o Dr. Harvey e Kat com itens que você acha pela casa. Se conquistar Kat, passou de fase. Daí, sempre que precisar de ajuda, Kat vem dar uma força.&lt;br /&gt;
|-&lt;br /&gt;
| Electronic Gaming Monthly (EGM) || Aug 96 || {{Template:Flag-us}} || 60% || Younger kids should eat this up, if they can get a strategy guide to go with it.&lt;br /&gt;
|-&lt;br /&gt;
| Next Generation || Sept 96 || {{Template:Flag-us}} || 60% || Think of it as a &amp;quot;My First Graphic Adventure,&amp;quot; and it wouldn&#039;t be the worst thing that could happen to your 3DO, by any stretch.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* - Need review page&lt;br /&gt;
&lt;br /&gt;
== Other Versions ==&lt;br /&gt;
&lt;br /&gt;
A Sega Saturn and Playstation version were also released, alongside a scaled down version for the Gameboy Color that only had puzzles and morph icons being the ones required to reach the ending and the sound and graphics are rendered for handheld.&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
===Interplay Productions===&lt;br /&gt;
*Executive Producer: Alan Pavlish&lt;br /&gt;
*Director: Mark Nausha&lt;br /&gt;
*Producer: Justin Siller&lt;br /&gt;
*Audio Director: Charles Deenen&lt;br /&gt;
*Music Composed by: Richard Band&lt;br /&gt;
*Music Editing: Ron Valdez, Brian Luzietti&lt;br /&gt;
*VO editing: Chris Borders, Sergio Bustamante, Craig Duman&lt;br /&gt;
*VO &amp;amp; SFX mastering: Craig Duman, Sergio Bustamante&lt;br /&gt;
*Music mastering: Jason Arnold at Tower Mastering&lt;br /&gt;
*Mastering: Craig Duman&lt;br /&gt;
*Sound effects by: Pfeifer Digital Services&lt;br /&gt;
*Director of QA: Jeremy S. Barnes&lt;br /&gt;
*Asst Dir of QA: Darren Monahan&lt;br /&gt;
*Lead Tester: Derek Bullard&lt;br /&gt;
*Testers: Savina Greene, Daniel Huffman, Larry Smith, Jim Dodds, Marvic Ambata, Aaron Meyers, Aaron Olaiz, Cory Nelson, Dave Hendee, Darrell Jones, Phuong Nguyen, Steve Theskin, Daryl Quetzkow, Chris Keenan, Marc, Duran, Jeff Woods Michael Motoda, Alan Barasch, Bill Delk, Dan Forsyth&lt;br /&gt;
*3D Digitizing: Dave Carroll&lt;br /&gt;
*Package design: Dave Gaines&lt;br /&gt;
*Manual text: Kelly O&#039;Guinn&lt;br /&gt;
*Thanks to: Anisa Aven, Brian Christian, Richard Doerksen, Mike &#039;Paco&#039; Greene, Rob Holloway&lt;br /&gt;
*Voice Casting &amp;amp; Dialogue Director: Jamie Thomason&lt;br /&gt;
*Voice Talent Coordinator: Julie Morgavi&lt;br /&gt;
*Casper: Malachi Pearson&lt;br /&gt;
*Fatso: Brad Garrett&lt;br /&gt;
*Stretch: Joe Nipote&lt;br /&gt;
*Stinkie: Joe Alaskey&lt;br /&gt;
*Dr. Harvey / Narrator Blair Bess&lt;br /&gt;
*Kat Harvey: Tanya Krievins&lt;br /&gt;
&lt;br /&gt;
===Funcom===&lt;br /&gt;
*Creative Director: Erik Gloersen&lt;br /&gt;
*Project Manager: Tormod Mansaker&lt;br /&gt;
*Lead Programmer: Eivind Hagen&lt;br /&gt;
*Lead Artist: Chester Lawrence&lt;br /&gt;
*3D Models &amp;amp; Animations: Tommy Strand&lt;br /&gt;
*Platform Programmers: Eivind Hagen, Jan Ove Haaland, David Foolitt&lt;br /&gt;
*Additional 3D Models: Meal Boyd, Hans-Jorgen Kjaernet&lt;br /&gt;
*Additional Animations: Joachim Barrum, Mikael Hoguchi&lt;br /&gt;
*Additional Design: Bjorn Arve Lagim, Gaute Godager, Tommy Sydsaeter Level Editor Programmer: Jan Ove Haaland Lead QA: Henning Solberg Assistant QA: Alf Yngve Producer / *Designer: Ragnar Tornquist&lt;br /&gt;
&lt;br /&gt;
*Additional Programming by Logicware&lt;br /&gt;
*Biz: Steve Parsons&lt;br /&gt;
*Master Programmer: Bill Heineman&lt;br /&gt;
&lt;br /&gt;
== Disc Archaeology ==&lt;br /&gt;
&#039;&#039;Findings from a byte-level analysis of the US retail disc image (210,026,496 bytes / 102,400 blocks).&#039;&#039;&lt;br /&gt;
A LogicWare/Rebecca &amp;quot;Burger Becky&amp;quot; Heineman port (the disc includes a dedicated &amp;lt;code&amp;gt;LogicWare.stream&amp;lt;/code&amp;gt; credit film). The headline find: the disc&#039;s padding preserves fragments of the machine that mastered it.&lt;br /&gt;
=== Cheat strings ===&lt;br /&gt;
The executable contains the password &amp;lt;code&amp;gt;ARBADACARBA&amp;lt;/code&amp;gt; — &amp;quot;abracadabra&amp;quot; mirrored, the actual magic word from the 1995 Casper film — alongside a second code, &amp;lt;code&amp;gt;K1FUNCOM&amp;lt;/code&amp;gt;, and the character roster (Fatso, Stinkie, Stretch, Carrigan, and others).&lt;br /&gt;
=== Developer fingerprints ===&lt;br /&gt;
* Every 3DO library linked into the disc carries the build stamp &amp;lt;code&amp;gt;(port2_5) stan@warrior&amp;lt;/code&amp;gt; — a 3DO engineer&#039;s username and machine name, frozen into the retail pressing.&lt;br /&gt;
* The NVRAM storage manager embeds name/description pairs for a dozen &#039;&#039;other&#039;&#039; games&#039; save files, so its storage screen could label them: Crash &#039;n Burn, Escape from Monster Manor, Stellar 7, CPU Bach, Super Wing Commander, Mad Dog McCree, Battle Chess, Who Shot Johnny Rock?, The Incredible Machine, John Madden Football (&amp;lt;code&amp;gt;EA_JMFB94&amp;lt;/code&amp;gt;) and The Horde.&lt;br /&gt;
=== Mastering leftovers in unallocated space ===&lt;br /&gt;
20,948 blocks (~42 MB, 20% of the disc — blocks 81451–87768 and 87770–102399) belong to no file. Instead of the usual &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; filler, this region contains &#039;&#039;&#039;raw recycled data from the mastering workstation&#039;s storage&#039;&#039;&#039;, pressed onto every retail copy:&lt;br /&gt;
* &#039;&#039;&#039;Fragments of the 3DO Toolkit itself&#039;&#039;&#039; — the Macintosh application used to master 3DO discs. The region contains 68k machine code with classic Mac function epilogues, the version string &amp;lt;code&amp;gt;3DOToolkit 1.5.5b3&amp;lt;/code&amp;gt; (twice, e.g. at offset &amp;lt;code&amp;gt;0xC77D56E&amp;lt;/code&amp;gt;), and an intact dialog from the Toolkit&#039;s NTSC hot-color fixer: &#039;&#039;&amp;quot;Please choose the method to remap the hot colors: By reducing luminance / by reducing saturation / Repeat till all pixels fixed.&amp;quot;&#039;&#039; The tool that mastered the disc accidentally pressed pieces of itself onto it.&lt;br /&gt;
* &#039;&#039;&#039;Windows development files&#039;&#039;&#039; — long runs of &amp;lt;code&amp;gt;windows.h&amp;lt;/code&amp;gt;-family header text (including &amp;lt;code&amp;gt;compobj.h&amp;lt;/code&amp;gt; complete with its &amp;lt;code&amp;gt;#pragma message&amp;lt;/code&amp;gt; deprecation warning, plus &amp;lt;code&amp;gt;commctrl.h&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;cpl.h&amp;lt;/code&amp;gt; fragments) and large alphabetized Win32 API symbol dictionaries, present as two near-identical copies. Likely a compiler symbol/browse database from a PC development setup. (A stray &amp;lt;code&amp;gt;IMAGE_FILE_MACHINE_POWERPC&amp;lt;/code&amp;gt; string here is a Windows NT constant, not console-related.)&lt;br /&gt;
* &#039;&#039;&#039;Deleted audio&#039;&#039;&#039; — the majority of the 42 MB is headerless 16-bit PCM waveform data plus at least one orphaned AIFF &amp;lt;code&amp;gt;COMM&amp;lt;/code&amp;gt; chunk: remnants of deleted source audio files, plausibly working copies of the soundtrack.&lt;br /&gt;
The Mac-plus-Windows mix suggests the padding was sourced from an unwiped scratch volume that both environments had touched. No Casper source code or Interplay documents were found in the region — but every retail Casper disc nonetheless carries a small core sample of Interplay&#039;s 1996 production environment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&lt;br /&gt;
===Press Releases===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7th Nov 1996&#039;&#039;&#039; - [https://3do.world/index.php?title=Press_release:_1996-11-07:_Casper,_Cutting-Edge_Action/Strategy_Game_Appears_On_32-Bit_Console_Platforms Casper, Cutting-Edge Action/Strategy Game Appears On 32-Bit Console Platforms]&lt;br /&gt;
&lt;br /&gt;
===Gallery===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Casper_Back.jpg|Back&lt;br /&gt;
File:Casper_Contents.jpg|Contents&lt;br /&gt;
File:Casper_CD_Case_Front.jpg|CD Case Front&lt;br /&gt;
File:Casper_CD_Case_Back.jpg|CD Case Back&lt;br /&gt;
File:Casper_CD.jpg|CD&lt;br /&gt;
File:Casper_Screenshot_1.png|Screenshot&lt;br /&gt;
File:Casper_Screenshot_2.png|Screenshot&lt;br /&gt;
File:Casper_Screenshot_3.png|Screenshot&lt;br /&gt;
File:Casper_Screenshot_4.png|Screenshot&lt;br /&gt;
File:Casper_Screenshot_5.png|Screenshot&lt;br /&gt;
File:Casper_Screenshot_6.png|Screenshot&lt;br /&gt;
File:Casper_Screenshot_7.png|Screenshot&lt;br /&gt;
File:Casper_Screenshot_8.png|Screenshot&lt;br /&gt;
File:Casper_Screenshot_9.png|Screenshot&lt;br /&gt;
File:Casper_Screenshot_10.png|Screenshot&lt;br /&gt;
File:Casper_Screenshot_11.png|Screenshot&lt;br /&gt;
File:Casper_Screenshot_12.png|Screenshot&lt;br /&gt;
File:Casper_Poster.jpg|Poster&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:3DO Games]]&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=Wolfenstein_3D(NA)&amp;diff=18429</id>
		<title>Wolfenstein 3D(NA)</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=Wolfenstein_3D(NA)&amp;diff=18429"/>
		<updated>2026-08-14T05:04:18Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: Created page with &amp;quot;== Disc Archaeology == &amp;#039;&amp;#039;Findings from a byte-level analysis of the US retail disc image (116,125,696 bytes / 56,320 blocks).&amp;#039;&amp;#039; === Cheat / password table === At offset &amp;lt;code&amp;gt;0x8BBA&amp;lt;/code&amp;gt; inside &amp;lt;code&amp;gt;launchme&amp;lt;/code&amp;gt;, adjacent to the game-state code, sits a compact password dispatch table: &amp;lt;code&amp;gt;KICKBUTT&amp;lt;/code&amp;gt; · &amp;lt;code&amp;gt;BURGER&amp;lt;/code&amp;gt; · &amp;lt;code&amp;gt;GREG&amp;lt;/code&amp;gt; · &amp;lt;code&amp;gt;NOKITTY&amp;lt;/code&amp;gt; · &amp;lt;code&amp;gt;APPLEIIGS&amp;lt;/code&amp;gt; · &amp;lt;code&amp;gt;FENLEY&amp;lt;/code&amp;gt; · &amp;lt;code&amp;gt;LOGICWARE&amp;lt;/code&amp;gt; · &amp;lt;code&amp;gt;CHAD&amp;lt;/cod...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Disc Archaeology ==&lt;br /&gt;
&#039;&#039;Findings from a byte-level analysis of the US retail disc image (116,125,696 bytes / 56,320 blocks).&#039;&#039;&lt;br /&gt;
=== Cheat / password table ===&lt;br /&gt;
At offset &amp;lt;code&amp;gt;0x8BBA&amp;lt;/code&amp;gt; inside &amp;lt;code&amp;gt;launchme&amp;lt;/code&amp;gt;, adjacent to the game-state code, sits a compact password dispatch table:&lt;br /&gt;
&amp;lt;code&amp;gt;KICKBUTT&amp;lt;/code&amp;gt; · &amp;lt;code&amp;gt;BURGER&amp;lt;/code&amp;gt; · &amp;lt;code&amp;gt;GREG&amp;lt;/code&amp;gt; · &amp;lt;code&amp;gt;NOKITTY&amp;lt;/code&amp;gt; · &amp;lt;code&amp;gt;APPLEIIGS&amp;lt;/code&amp;gt; · &amp;lt;code&amp;gt;FENLEY&amp;lt;/code&amp;gt; · &amp;lt;code&amp;gt;LOGICWARE&amp;lt;/code&amp;gt; · &amp;lt;code&amp;gt;CHAD&amp;lt;/code&amp;gt;&lt;br /&gt;
The list is pure Rebecca &amp;quot;Burger Becky&amp;quot; Heineman autobiography: &amp;lt;code&amp;gt;BURGER&amp;lt;/code&amp;gt; is her nickname, &amp;lt;code&amp;gt;APPLEIIGS&amp;lt;/code&amp;gt; the machine she is famous for, &amp;lt;code&amp;gt;LOGICWARE&amp;lt;/code&amp;gt; her company, &amp;lt;code&amp;gt;NOKITTY&amp;lt;/code&amp;gt; a personal running gag; &amp;lt;code&amp;gt;GREG&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;CHAD&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;FENLEY&amp;lt;/code&amp;gt; are believed to be colleagues&#039; names.&lt;br /&gt;
=== Developer fingerprints ===&lt;br /&gt;
* Every 3DO library linked into the disc carries the build stamp &amp;lt;code&amp;gt;(port2_5) stan@warrior&amp;lt;/code&amp;gt; — a 3DO engineer&#039;s username and machine name, frozen into the retail pressing.&lt;br /&gt;
* The data-streaming library inside &amp;lt;code&amp;gt;Playmovie&amp;lt;/code&amp;gt; contains the error message &#039;&#039;&amp;quot;the streamer has fallen, and it can&#039;t get up&amp;quot;&#039;&#039; — a joke reference to the 1990s LifeCall commercial, left in by 3DO&#039;s own SDK engineers.&lt;br /&gt;
=== Cross-game save-file catalog ===&lt;br /&gt;
The NVRAM storage manager embeds name/description pairs for a dozen &#039;&#039;other&#039;&#039; games&#039; save files, so its storage screen could label them: Crash &#039;n Burn, Escape from Monster Manor, Stellar 7, CPU Bach, Super Wing Commander, Mad Dog McCree, Battle Chess, Who Shot Johnny Rock?, The Incredible Machine, John Madden Football (&amp;lt;code&amp;gt;EA_JMFB94&amp;lt;/code&amp;gt;) and The Horde — a snapshot of what Interplay expected to find on a 1994 3DO owner&#039;s console.&lt;br /&gt;
=== Music track numbering ===&lt;br /&gt;
The streamed music files are named &amp;lt;code&amp;gt;Song128&amp;lt;/code&amp;gt;–&amp;lt;code&amp;gt;Song138&amp;lt;/code&amp;gt; with &#039;&#039;&#039;132 and 137 missing&#039;&#039;&#039; — consistent with two tracks being cut late in development (the names are resource IDs, so the gaps survived into the shipped file names).&lt;br /&gt;
=== Unallocated space ===&lt;br /&gt;
13,379 blocks (~26 MB, 23% of the disc) belong to no file. Every byte was checked: the region is 100% the standard &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; mastering filler, with nothing hidden inside.&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=Olympic_Soccer&amp;diff=18428</id>
		<title>Olympic Soccer</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=Olympic_Soccer&amp;diff=18428"/>
		<updated>2026-08-14T05:02:28Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: Created page with &amp;quot;&amp;lt;!-- ======================================================= --&amp;gt; &amp;lt;!-- Disc Archaeology — Olympic Soccer (1996, Panasonic, US) --&amp;gt; &amp;lt;!-- Paste into the Olympic Soccer game page                 --&amp;gt; &amp;lt;!-- ======================================================= --&amp;gt; == Disc Archaeology == &amp;#039;&amp;#039;Findings from a byte-level analysis of the US retail disc image (570,736,640 bytes / 278,528 blocks). Developed by Silicon Dreams; one of the last North American 3DO releases.&amp;#039;&amp;#039; === A Play...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- ======================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Disc Archaeology — Olympic Soccer (1996, Panasonic, US) --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Paste into the Olympic Soccer game page                 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- ======================================================= --&amp;gt;&lt;br /&gt;
== Disc Archaeology ==&lt;br /&gt;
&#039;&#039;Findings from a byte-level analysis of the US retail disc image (570,736,640 bytes / 278,528 blocks). Developed by Silicon Dreams; one of the last North American 3DO releases.&#039;&#039;&lt;br /&gt;
=== A PlayStation file shipped on the disc ===&lt;br /&gt;
The team-kit color data file exists &#039;&#039;&#039;twice&#039;&#039;&#039; in &amp;lt;code&amp;gt;/Football/Data/&amp;lt;/code&amp;gt;:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! File !! Size !! Location !! Format&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;NEWSTRIP&amp;lt;/code&amp;gt; || 4,356 bytes || block 4763 || big-endian (3DO)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;NEWSTRIP.PSX&amp;lt;/code&amp;gt; || 4,356 bytes || block 266563, FS type &amp;lt;code&amp;gt;PSX &amp;lt;/code&amp;gt; || little-endian (PlayStation)&lt;br /&gt;
|}&lt;br /&gt;
The two files contain identical data with every 32-bit word byte-swapped (2,088 of 4,356 bytes differ; e.g. the word &amp;lt;code&amp;gt;0050B8E8&amp;lt;/code&amp;gt; in the 3DO file appears as &amp;lt;code&amp;gt;E8B85000&amp;lt;/code&amp;gt; in the PSX file). &amp;lt;code&amp;gt;NEWSTRIP.PSX&amp;lt;/code&amp;gt; is the little-endian PlayStation original; &amp;lt;code&amp;gt;NEWSTRIP&amp;lt;/code&amp;gt; is its big-endian conversion for the 3DO&#039;s ARM CPU — and both were copied into the disc layout. It is direct physical evidence that the 3DO version was built from the PlayStation asset pipeline.&lt;br /&gt;
=== Engine and data notes ===&lt;br /&gt;
* The &amp;lt;code&amp;gt;/Football&amp;lt;/code&amp;gt; data tree includes formation files named after their formations: &amp;lt;code&amp;gt;F334.REV&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;F343.REV&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;F352.REV&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;F424.REV&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;F433.REV&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;F442.REV&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;F532.REV&amp;lt;/code&amp;gt; (3-3-4 through 5-3-2).&lt;br /&gt;
* Full staff credits are embedded in the executable (Silicon Dreams under general manager Gavin Cheshire; programming by Giles Park, Andrew Hersee and Rod Mack).&lt;br /&gt;
* Player rosters are fictionalized near-misses of real 1996 squads (Argentina fields a &amp;quot;D Ortega&amp;quot;).&lt;br /&gt;
* The disc carries a &amp;lt;code&amp;gt;/Catapult&amp;lt;/code&amp;gt; seek-optimization file (6,981,632 bytes) — the mark of a carefully optimized late-era mastering.&lt;br /&gt;
=== Unallocated space ===&lt;br /&gt;
Only 8,047 blocks (~16 MB) across 17 small gaps, all verified as standard &amp;lt;code&amp;gt;iamaduck&amp;lt;/code&amp;gt; filler — a cleanly mastered disc with nothing hidden in its padding.&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=TOYOPET_RV_Paddock&amp;diff=18427</id>
		<title>TOYOPET RV Paddock</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=TOYOPET_RV_Paddock&amp;diff=18427"/>
		<updated>2026-04-15T04:12:49Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: Created page with &amp;quot;== Media ==  &amp;lt;gallery&amp;gt; TOYOPET_RV_Paddock_1.jpg|TOYOPET RV Paddock Front TOYOPET_RV_Paddock_2.jpg|TOYOPET RV Paddock Back TOYOPET_RV_Paddock_3.jpg|TOYOPET RV Paddock Full TOYOPET_RV_Paddock_4.jpg|TOYOPET RV Paddock Disc &amp;lt;/gallery&amp;gt;  Category:3DO Games&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Media ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
TOYOPET_RV_Paddock_1.jpg|TOYOPET RV Paddock Front&lt;br /&gt;
TOYOPET_RV_Paddock_2.jpg|TOYOPET RV Paddock Back&lt;br /&gt;
TOYOPET_RV_Paddock_3.jpg|TOYOPET RV Paddock Full&lt;br /&gt;
TOYOPET_RV_Paddock_4.jpg|TOYOPET RV Paddock Disc&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:3DO Games]]&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=File:TOYOPET_RV_Paddock_4.jpg&amp;diff=18426</id>
		<title>File:TOYOPET RV Paddock 4.jpg</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=File:TOYOPET_RV_Paddock_4.jpg&amp;diff=18426"/>
		<updated>2026-04-15T04:12:42Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=File:TOYOPET_RV_Paddock_3.jpg&amp;diff=18425</id>
		<title>File:TOYOPET RV Paddock 3.jpg</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=File:TOYOPET_RV_Paddock_3.jpg&amp;diff=18425"/>
		<updated>2026-04-15T04:11:59Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=File:TOYOPET_RV_Paddock_2.jpg&amp;diff=18424</id>
		<title>File:TOYOPET RV Paddock 2.jpg</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=File:TOYOPET_RV_Paddock_2.jpg&amp;diff=18424"/>
		<updated>2026-04-15T04:11:49Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=File:TOYOPET_RV_Paddock_1.jpg&amp;diff=18423</id>
		<title>File:TOYOPET RV Paddock 1.jpg</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=File:TOYOPET_RV_Paddock_1.jpg&amp;diff=18423"/>
		<updated>2026-04-15T04:11:13Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=3DO_Games&amp;diff=18422</id>
		<title>3DO Games</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=3DO_Games&amp;diff=18422"/>
		<updated>2026-04-15T04:10:34Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Goto Page==&lt;br /&gt;
&lt;br /&gt;
[[3DO Games(Numbers)|#]], [[3DO Games(a)|A]], [[3DO Games(b)|B]], [[3DO Games(c)|C]], [[3DO Games(d)|D]], [[3DO Games(e)|E]], [[3DO Games(f)|F]], [[3DO Games(g)|G]], [[3DO Games(h)|H]], [[3DO Games(i)|I]], [[3DO Games(j)|J]], [[3DO Games(k)|K]], [[3DO Games(l)|L]], [[3DO Games(m)|M]], [[3DO Games(n)|N]], [[3DO Games(o)|O]], [[3DO Games(p)|P]], [[3DO Games(q)|Q]], [[3DO Games(r)|R]], [[3DO Games(s)|S]], [[3DO Games(t)|T]], [[3DO Games(u)|U]], [[3DO Games(v)|V]], [[3DO Games(w)|W]], [[3DO Games(x)|X]], [[3DO Games(y)|Y]], [[3DO Games(z)|Z]]&lt;br /&gt;
&lt;br /&gt;
==Total - 651 Releases==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Game&lt;br /&gt;
! Region&lt;br /&gt;
! Code&lt;br /&gt;
! Type&lt;br /&gt;
! Developer&lt;br /&gt;
! Publisher&lt;br /&gt;
! Release Date&lt;br /&gt;
! Local Title&lt;br /&gt;
! Rarity&lt;br /&gt;
|-&lt;br /&gt;
| [[20th Century Video Almanac|20th Century Video Almanac]] || {{Template:Flag-us}} || || Non-game, Edutainment || [[The Software Toolworks|The Software Toolworks]] || [[The Software Toolworks|The Software Toolworks]] || 1993 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[3D Atlas(EU)|3D Atlas]] || {{Template:Flag-eu}} || || Non-game, Edutainment || [[The MultiMedia Corporation|The MultiMedia Corporation]] || [[Electronic Arts|Electronic Arts]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[3D Atlas(NA)|3D Atlas]] || {{Template:Flag-us}} || || Non-game, Edutainment || [[The MultiMedia Corporation|The MultiMedia Corporation]] || [[Electronic Arts|Electronic Arts]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[3DO Action Pak|3DO Action Pak]] || {{Template:Flag-us}} || || Compilation || N/A || [[The 3DO Company|The 3DO Company]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[3DO Buffet|3DO Buffet]] || {{Template:Flag-us}} || || Demodisc || [[Interplay Productions|Interplay Productions]] || [[Interplay Productions|Interplay Productions]] || April 27, 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[3DO Demonstration CD|3DO Demonstration CD]] || {{Template:Flag-us}} || FZ-DEM1 || Demodisc|| [[Lifelike Productions|Lifelike Productions]] || [[Panasonic|Panasonic]] || 1993 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[3DO Game Guru(EU)|3DO Game Guru]] || {{Template:Flag-eu}} || || Non-game || [[Symbiosis Media|Symbiosis Media]] || [[The 3DO Company|The 3DO Company]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[3DO Game Guru|3DO Game Guru]] || {{Template:Flag-us}} || || Non-game || [[Symbiosis Media|Symbiosis Media]] || [[The 3DO Company|The 3DO Company]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[3DO Interactive Sampler 1|3DO Interactive Sampler 1]] || {{Template:Flag-us}} || || Demodisc || [[Lifelike Productions|Lifelike Productions]] || [[The 3DO Company|The 3DO Company]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[3DO Interactive Sampler 2|3DO Interactive Sampler 2]] || {{Template:Flag-us}} || || Demodisc || [[Lifelike Productions|Lifelike Productions]] || [[The 3DO Company|The 3DO Company]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[3DO Interactive Sampler 3|3DO Interactive Sampler 3]] || {{Template:Flag-us}} || || Demodisc || [[Lifelike Productions|Lifelike Productions]] || [[The 3DO Company|The 3DO Company]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[3DO Interactive Sampler 4|3DO Interactive Sampler 4]] || {{Template:Flag-us}} || || Demodisc || [[Lifelike Productions|Lifelike Productions]] || [[The 3DO Company|The 3DO Company]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[3DO Magazine Issue 1|3DO Magazine Issue 1]] || {{Template:Flag-gb}} || || Demodisc || N/A || [[3DO Magazine|3DO Magazine]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[3DO Magazine Issue 2|3DO Magazine Issue 2]] || {{Template:Flag-gb}} || || Demodisc || N/A || [[3DO Magazine|3DO Magazine]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[3DO Magazine Issue 3|3DO Magazine Issue 3]] || {{Template:Flag-gb}} || || Demodisc || N/A || [[3DO Magazine|3DO Magazine]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[3DO Magazine Issue 4|3DO Magazine Issue 4]] || {{Template:Flag-gb}} || || Demodisc || N/A || [[3DO Magazine|3DO Magazine]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[3DO Magazine Issue 5|3DO Magazine Issue 5]] || {{Template:Flag-gb}} || || Demodisc || N/A || [[3DO Magazine|3DO Magazine]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[3DO Magazine Issue 6|3DO Magazine Issue 6]] || {{Template:Flag-gb}} || || Demodisc || N/A || [[3DO Magazine|3DO Magazine]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[3DO Magazine Issue 7|3DO Magazine Issue 7]] || {{Template:Flag-gb}} || || Demodisc || N/A || [[3DO Magazine|3DO Magazine]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[3DO Magazine Issue 8|3DO Magazine Issue 8]] || {{Template:Flag-gb}} || || Demodisc || N/A || [[3DO Magazine|3DO Magazine]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[3DO Magazine Issue 9|3DO Magazine Issue 9]] || {{Template:Flag-gb}} || || Demodisc || N/A || [[3DO Magazine|3DO Magazine]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[3DO Magazine Issue 10|3DO Magazine Issue 10]] || {{Template:Flag-gb}} || || Demodisc || N/A || [[3DO Magazine|3DO Magazine]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[3DO Magazine Issue 11|3DO Magazine Issue 11]] || {{Template:Flag-gb}} || || Demodisc || N/A || [[3DO Magazine|3DO Magazine]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[3DO Magazine Issue 12|3DO Magazine Issue 12]] || {{Template:Flag-gb}} || || Demodisc || N/A || [[3DO Magazine|3DO Magazine]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[3DO Magazine Issue 13|3DO Magazine Issue 13]] || {{Template:Flag-gb}} || || Demodisc || N/A || [[3DO Magazine|3DO Magazine]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[3DO Maniac Pak|3DO Maniac Pak]] || {{Template:Flag-us}} || || Compilation || N/A || [[The 3DO Company|The 3DO Company]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[3DO Multi Game Sampler Number 3|3DO Multi Game Sampler Number 3]] || {{Template:Flag-eu}} || || Demodisc || N/A || [[The 3DO Company|The 3DO Company]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[3DO REAL 1st Anniversary|3DO REAL 1st Anniversary Special Premium CD]] || {{Template:Flag-jp}} || || Demodisc || N/A || [[Panasonic|Panasonic]] || 1995 || 3DO REAL 発売1周年特別プレミアムCD || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[3DO TES|3DO TES (3DO Training Educational System)]] || {{Template:Flag-jp}} || TGI-MM01 || ??? || [[TG Information Network|TG Information Network]], [[Tokyo Fire Department|Tokyo Fire Department]] || [[Panasonic|Panasonic]] || 1995 || 自衛消防活動の学習 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[ABC - Life Saving and Emergency Care|ABC - Life Saving and Emergency Care]] || {{Template:Flag-jp}}  || || Unknown || [[Nikkei Business Publications|Nikkei Business Publications]] || [[Nikkei Business Publications|Nikkei Business Publications]] || ??? || 救命・救急手当てのABC || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[AD&amp;amp;D DeathKeep(EU)|Advanced Dungeons &amp;amp; Dragons: DeathKeep]] || {{Template:Flag-eu}}  || || Dungeon crawl, Role-playing game || [[Lion Entertainment|Lion Entertainment]] || [[Strategic Simulations Inc|Strategic Simulations Inc]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[AD&amp;amp;D DeathKeep(NA)|Advanced Dungeons &amp;amp; Dragons: DeathKeep]] || {{Template:Flag-us}}  || || Dungeon crawl, Role-playing game || [[Lion Entertainment|Lion Entertainment]] || [[Strategic Simulations Inc|Strategic Simulations Inc]] || November 20, 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[AD&amp;amp;D Lost Dungeon|Advanced Dungeons &amp;amp; Dragons: Lost Dungeon]] || {{Template:Flag-jp}} || FZ-SJ1057 || Dungeon crawl, Role-playing game || [[Lion Entertainment|Lion Entertainment]] || [[Strategic Simulations Inc|Strategic Simulations Inc]], [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || January 20, 1995 || ロスト・ダンジョン || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[AD&amp;amp;D Slayer(EU)|Advanced Dungeons &amp;amp; Dragons: Slayer]] || {{Template:Flag-eu}} || || Dungeon crawl, Role-playing game || [[Lion Entertainment|Lion Entertainment]] || [[Strategic Simulations Inc|Strategic Simulations Inc]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[AD&amp;amp;D Slayer(NA)|Advanced Dungeons &amp;amp; Dragons: Slayer]] || {{Template:Flag-us}}  || || Dungeon crawl, Role-playing game || [[Lion Entertainment|Lion Entertainment]] || [[Strategic Simulations Inc|Strategic Simulations Inc]] || September 8, 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[AD&amp;amp;D Slayer(KR)|Advanced Dungeons &amp;amp; Dragons: Slayer]] || {{Template:Flag-kr}} || GDT-GA131 || Dungeon crawl, Role-playing game || [[Lion Entertainment|Lion Entertainment]] || [[Strategic Simulations Inc|Strategic Simulations Inc]], [[Goldstar(LG)|Goldstar(LG)]] || December 31, 1994 || 슬레이어  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[AI Shogi|AI Shogi]] || {{Template:Flag-jp}} || FZ-SJ4452 || Board game || [[Something Good Inc|Something Good Inc]] || [[Taito|Taito]] || September 14, 1995 || ＡＩ将棋 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[A Letter That Transcends Time|A Letter That Transcends Time]] || {{Template:Flag-jp}} || FZ-SJ0601 || Adventure, Visual novel || [[Thinking Rabbit|Thinking Rabbit]] || [[Panasonic|Panasonic]] || 28th May 1994 || 時を超えた手紙 || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Alfred Hitchcock Presents|Alfred Hitchcock Presents]] || {{Template:Flag-jp}} || PT-1 || Board game || [[Toyota|Toyota]] || [[Panasonic|Panasonic]] || 1993 || ヒッチコックに挑戦 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[A Little Story Of A Sleepless Night|A Little Story Of A Sleepless Night]] || {{Template:Flag-jp}} || FZ-SJ4951 || Adventure || [[Amuse Productions|Amuse Productions]] [[Fun Project|Fun Project Inc]] || [[Amuse Productions|Amuse Productions]] || December 16, 1994 || 眠れぬ夜の小さなお話 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Alone in the Dark(EU)|Alone in the Dark]] || {{Template:Flag-eu}} ||  || Survival horror || [[I-Motion|I-Motion]],[[Krisalis Software|Krisalis Software]] || [[Infogrames|Infogrames]] || August 3, 1994 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Alone in the Dark(EU - NTSC)|Alone in the Dark (EU NTSC)]] || {{Template:Flag-eu}} ||  || Survival horror || [[I-Motion|I-Motion]],[[Krisalis Software|Krisalis Software]] || [[Infogrames|Infogrames]] || August 3, 1994 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Alone in the Dark(NA)|Alone in the Dark]] || {{Template:Flag-us}}  ||  || Survival horror || [[I-Motion|I-Motion]],[[Krisalis Software|Krisalis Software]] || [[Interplay Productions|Interplay Productions]] || Jul 1994 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Alone in the Dark(JP)|Alone in the Dark]] || {{Template:Flag-jp}} || FZ-SJ2951 || Survival horror || [[I-Motion|I-Motion]],[[Krisalis Software|Krisalis Software]] || [[Pony Canyon|Pony Canyon]] || October 21, 1994 || アローン・イン・ザ・ダーク || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Alone in the Dark - Demo|Alone in the Dark - Demo]] || {{Template:Flag-us}}  ||  || Demodisc || [[I-Motion|I-Motion]],[[Krisalis Software|Krisalis Software]] || [[Interplay Productions|Interplay Productions]] || August 3, 1994 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Alone in the Dark 2(EU)|Alone in the Dark 2]] || {{Template:Flag-eu}} ||  || Survival horror || [[Krisalis Software|Krisalis Software]] [[Interplay Productions|Interplay Productions]] || [[Infogrames|Infogrames]] || September 8, 1995 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Alone in the Dark 2(NA)|Alone in the Dark 2]] || {{Template:Flag-us}}  ||  || Survival horror || [[Krisalis Software|Krisalis Software]] [[Interplay Productions|Interplay Productions]] || [[Interplay Productions|Interplay Productions]] || September 8, 1995 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Alone in the Dark 2(JP)|Alone in the Dark 2]] || {{Template:Flag-jp}} || E3D-7023 || Survival horror || [[Krisalis Software|Krisalis Software]] [[Interplay Productions|Interplay Productions]] || [[Electronic Arts Victor|Electronic Arts Victor]] || September 8, 1995 || アローン・イン・ザ・ダーク２ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Alone in the Dark 2(FR)|Alone in the Dark 2]] || {{Template:Flag-fr}} ||  || Survival horror || [[Krisalis Software|Krisalis Software]] [[Interplay Productions|Interplay Productions]] || [[Infogrames|Infogrames]] || September 8, 1995 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Akagi Mahjong Legendi|Akagi: Mahjong Legend]] || {{Template:Flag-jp}} || MC-702 || Board game || [[Micronet|Micronet]] || [[Micronet|Micronet]] || January 13, 1996 || 闘牌伝　アカギ || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Another World|Another World]] || {{Template:Flag-eu}} ||  || Platform || [[Lil Gangster Entertainment|Lil&#039; Gangster Entertainment]] || [[Interplay Productions|Interplay Productions]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Aqua World|Aqua World: Umibi Monogatari]] || {{Template:Flag-jp}} || FZ-SJ3351 || Life simulation, Strategy || [[Taito|Taito]] || [[Taito|Taito]] || October 13, 1995 || アクア・ワールド　～海美物語～ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Armageddon|Armageddon]] || {{Template:Flag-kr}} || GDT-GA401 || Action || [[Goldstar(LG)|Goldstar(LG)]] || [[Goldstar(LG)|Goldstar(LG)]] || 1996 || ア아마게돈 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Assault Agency Megadasu|Assault Agency! Megadasu!!]] || {{Template:Flag-jp}} || IMP-SD0702 || Action || [[Warp|Warp]] || [[Warp|Warp]] || December 16, 1994 || 突撃機関！メガダす！！ || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Assault Agency Megadasu Demo|Assault Agency! Megadasu!! Demo]] || {{Template:Flag-jp}} || IMP-SS0704 || Demodisc || [[Warp|Warp]] || [[Warp|Warp]] || December 16, 1994 || 突撃機関！メガダす！！ || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[AutoBahn Tokio|AutoBahn Tokio]] || {{Template:Flag-jp}} || FZ-SJ7801 || Racing || [[Sanai Enterprise|Sanai Enterprise]],[[Sanyei Shobou|Sanyei Shobou]] || [[Panasonic|Panasonic]] || December 22, 1995 || アウトバーン・トキオ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[AutoBahn Tokio - Demo|AutoBahn Tokio - Demo]] || {{Template:Flag-jp}} ||  || Demodisc || [[Sanai Enterprise|Sanai Enterprise]],[[Sanyei Shobou|Sanyei Shobou]] || [[Panasonic|Panasonic]] || December 22, 1995 || デモンストレーション版 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Bakusho All Yoshimoto Quiz|Bakusho!! All Yoshimoto Quiz-Ou Ketteisen]] || {{Template:Flag-jp}} || FZ-SJ5451 || Quiz game || [[Tose|Tose]] || [[Yoshimoto Kogyo|Yoshimoto Kogyo]] || March 24, 1995 || 爆笑！！　オール吉本　クイズ王決定戦 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Ballz|Ballz: The Director&#039;s Cut]] || {{Template:Flag-us}} {{Template:Flag-eu}} || FZ-SW0004 || Fighting || [[Cave Logic Studios|Cave Logic Studios]],[[PF Magic|PF Magic]] || [[Panasonic|Panasonic]] || September 13, 1995 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Ballz(JP)|Ballz: The Director&#039;s Cut]] || {{Template:Flag-jp}} || FZ-SJ3157 || Fighting || [[Cave Logic Studios|Cave Logic Studios]],[[PF Magic|PF Magic]] || [[Panasonic|Panasonic]] || September 14, 1995 || ボールズ　～ディレクターズ・カット～ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Battle Blues|Battle Blues]] || {{Template:Flag-kr}} || GDT-GA411 || Turn-based tactics || [[Shins Deco|Shin&#039;s Deco]] || [[Goldstar(LG)|Goldstar(LG)]] || 1996 || ボ배틀 블루스 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Battle Chess(EU)|Battle Chess]] || {{Template:Flag-eu}} || || Chess || [[Krisalis Software|Krisalis Software]] || [[Interplay Productions|Interplay Productions]] || 1994 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Battle Chess(NA)|Battle Chess]] || {{Template:Flag-us}} || || Chess || [[Krisalis Software|Krisalis Software]] || [[Interplay Productions|Interplay Productions]] || September 16, 1994 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Battle Chess(JP)|Battle Chess]] || {{Template:Flag-jp}} || FZ-SJ1658 || Chess || [[Krisalis Software|Krisalis Software]] || [[Interplay Productions|Interplay Productions]] || September 16, 1994 || バトル・チェス || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Battle Pinball|Battle Pinball]] || {{Template:Flag-jp}} || FZ-SJ0802 || Pinball || [[Japan DataWorks|Japan DataWorks]] || [[Panasonic|Panasonic]] || November 25, 1994 || バトル・ピンボール || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[BattleSport(EU)|BattleSport]] || {{Template:Flag-eu}} || || Sports || [[Cyclone Studios|Cyclone Studios]] || [[The 3DO Company|The 3DO Company]] || 1996 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[BattleSport(NA)|BattleSport]] || {{Template:Flag-us}} || || Sports || [[Cyclone Studios|Cyclone Studios]] || [[The 3DO Company|The 3DO Company]] || December 15, 1995 ​||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[BattleSport(KR)|BattleSport]] || {{Template:Flag-kr}} || GDT-GA421 || Sports || [[Cyclone Studios|Cyclone Studios]] || [[Goldstar(LG)|Goldstar(LG)]] || December, 1994 ​||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[BC Racers(EU)|BC Racers]] || {{Template:Flag-eu}} || || Racing || [[Core Design|Core Design]] || [[Goldstar(LG)|Goldstar(LG)]] || 1995 ​||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[BC Racers(NA)|BC Racers]] || {{Template:Flag-us}} || GSW206 || Racing || [[Core Design|Core Design]] || [[Goldstar(LG)|Goldstar(LG)]] || 1995 ​||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[BC Racers(KR)|BC Racers]] || {{Template:Flag-kr}} || GDT-GA331 || Racing || [[Core Design|Core Design]] || [[Goldstar(LG)|Goldstar(LG)]] || December 15, 1995 ​|| 레이서 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Belzerion|Belzerion]] || {{Template:Flag-jp}} || FZ-SJ3251 || Adventure || [[Human Entertainment|Human Entertainment]] || [[Human Entertainment|Human Entertainment]] || December 16, 1994 ​|| ベルゼリオン || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Birth-Debut Pure|Birth: Debut Pure]] || {{Template:Flag-jp}} || FZ-SJ7452 || Business simulation game || [[Fill-in-Cafe|Fill-in-Cafe]] || [[Shar Rock|Shar Rock]] || March 22, 1996 || 誕生　－Ｄｅｂｕｔ－　ＰＵＲＥ || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Blade Force(EU)|Blade Force]] || {{Template:Flag-eu}} ||  || Simulation, Third-person shooter || [[Studio 3DO|Studio 3DO]] || [[The 3DO Company|The 3DO Company]] || 1995 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Blade Force(NA)|Blade Force]] || {{Template:Flag-us}} ||  || Simulation, Third-person shooter || [[Studio 3DO|Studio 3DO]] || [[The 3DO Company|The 3DO Company]] || 	October 2, 1995 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Blade Force(JP)|Blade Force]] || {{Template:Flag-jp}} || FZ-SJ6753 || Simulation, Third-person shooter || [[Studio 3DO|Studio 3DO]] || [[The 3DO Company|The 3DO Company]] || October 20, 1995 || ブレード・フォース&lt;br /&gt;
 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Blade Force(KR)|Blade Force]] || {{Template:Flag-kr}} || GDT-GA351 || Simulation, Third-person shooter || [[Studio 3DO|Studio 3DO]] || [[Goldstar(LG)|Goldstar(LG)]] || 1995 || 블레이드&lt;br /&gt;
 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Blonde Justice(EU)|Blonde Justice]] || {{Template:Flag-eu}} || || Non-game, Adult, Interactive movie || [[Vivid Interactive|Vivid Interactive]] || [[Vivid Interactive|Vivid Interactive]] || 1994 ​||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Blonde Justice(NA)|Blonde Justice]] || {{Template:Flag-us}} || || Non-game, Adult, Interactive movie || [[Vivid Interactive|Vivid Interactive]] || [[Vivid Interactive|Vivid Interactive]] || 1994 ​||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Blood Angels|Blood Angels]] || {{Template:Flag-jp}} || || First-person shooter, Racing, Vehicular combat || [[Key Game|Key Game]] || [[Electronic Arts Victor|Electronic Arts Victor]] || December 1, 1995 || ブラッドエンジェルス || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Blue Forest Story|Blue Forest Story: Kaze no Fūin]] || {{Template:Flag-jp}} || FZ-SJ4101 || Role-playing game || [[Right Stuff|Right Stuff]] || [[Panasonic|Panasonic]] || April 26, 1996 ​|| ブルー·フォレスト物語　～風の封印～ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Blue Forest Story Demo|Blue Forest Story: Kaze no Fūin Demo]] || {{Template:Flag-jp}} ||  || Demodisc || [[Right Stuff|Right Stuff]] || [[Panasonic|Panasonic]] || April 26, 1996 ​|| ブルー·フォレスト物語　～風の封印～ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Bodyconscious Digital Rave|Bodyconscious Digital Rave! Part 1: Shinjuku &amp;amp; Takashi]] || {{Template:Flag-jp}} || || Non-game, Adult, Interactive movie || [[Trans-Pegasus Limited|Trans-Pegasus Limited]] || [[Trans-Pegasus Limited|Trans-Pegasus Limited]] || December 23, 1994 ​||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Bonogurashi|Bonogurashi]] || {{Template:Flag-jp}} || FZ-SJ4952 || Adventure, Simulation, Strategy || [[Amuse Productions|Amuse Productions]], [[Bandai Visual|Bandai Visual]] || [[Amuse Productions|Amuse Productions]] || April 21, 1995 ​||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Brain Dead 13|Brain Dead 13]] || {{Template:Flag-us}} || || Interactive movie || [[ReadySoft|ReadySoft]] || [[ReadySoft|ReadySoft]] || December 15, 1995 ​||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Burning Soldier(EU)|Burning Soldier]] || {{Template:Flag-eu}} || FZ-SE0401 || Rail shooter || [[Genki|Genki]] || [[Panasonic|Panasonic]] [[Pack-In-Video|Pack-In-Video]] || 1994 ​||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Burning Soldier(NA)|Burning Soldier]] || {{Template:Flag-us}} || FZ-SM0401 || Rail shooter || [[Genki|Genki]] || [[Panasonic|Panasonic]] [[Pack-In-Video|Pack-In-Video]] || September 12, 1994 ​||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Burning Soldier(JP)|Burning Soldier]] || {{Template:Flag-jp}} || FZ-SJ0401 || Rail shooter || [[Genki|Genki]] || [[Panasonic|Panasonic]] [[Pack-In-Video|Pack-In-Video]] || 25th June 1994 ​|| バーニング・ソルジャー || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Burning Soldier(KR)|Burning Soldier]] || {{Template:Flag-kr}} || GDT-GA051 || Rail shooter || [[Genki|Genki]] || [[Goldstar(LG)|Goldstar(LG)]] || ??? ​|| 버닝　솔져 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Burning Soldier(CA)|Burning Soldier]] || {{Template:Flag-ca}} || FZ-SC0401 || Rail shooter || [[Genki|Genki]] || [[Panasonic|Panasonic]] [[Pack-In-Video|Pack-In-Video]] || 1994 ​||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Burning Soldier Demo|Burning Soldier Demo]] || {{Template:Flag-jp}} || FZ-JJ9DS-PV || Demodisc || [[Genki|Genki]] || [[Panasonic|Panasonic]] [[Pack-In-Video|Pack-In-Video]] || 1994 ​|| バーニング・ソルジャー || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Bust-a-Move|Bust-a-Move]] || {{Template:Flag-us}} || || Puzzle || [[Microcabin|Microcabin]] || [[Taito|Taito]] || December 15, 1995 ​||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Cannon Fodder(EU)|Cannon Fodder]] || {{Template:Flag-eu}} || || Action, Strategy || [[Krisalis Software|Krisalis Software]] [[Sensible Software|Sensible Software]] || [[Virgin Interactive|Virgin Interactive]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Cannon Fodder(NA)|Cannon Fodder]] || {{Template:Flag-us}} || || Action, Strategy || [[Krisalis Software|Krisalis Software]] [[Sensible Software|Sensible Software]] || [[Virgin Interactive|Virgin Interactive]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Captain Quazar(EU)|Captain Quazar]] || {{Template:Flag-eu}} || || Run and gun || [[Cyclone Studios|Cyclone Studios]] || [[Studio 3DO|Studio 3DO]] || February, 1996 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Captain Quazar(NA)|Captain Quazar]] || {{Template:Flag-us}} || || Run and gun || [[Cyclone Studios|Cyclone Studios]] || [[Studio 3DO|Studio 3DO]] || February, 1996 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Captain Quazar(JP)|Captain Quazar]] || {{Template:Flag-jp}} || FZ-SJ6754 || Run and gun || [[Cyclone Studios|Cyclone Studios]] || [[Studio 3DO|Studio 3DO]] || February 16, 1996 || キャプテン・クエーザー || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Captain Quazar(KR)|Captain Quazar]] || {{Template:Flag-kr}} || GDT-GA361 || Run and gun || [[Cyclone Studios|Cyclone Studios]] || [[Goldstar(LG)|Goldstar(LG)]] || February, 1996 || 캡틴 쿼져 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Carrier Fortress at Sea|Carrier: Fortress at Sea]] || {{Template:Flag-us}} || FZ-SW0006 || Combat flight simulation, Edutainment || [[RMG Dentsu USA|RMG Dentsu USA]] || [[Panasonic|Panasonic]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Casper|Casper]] || {{Template:Flag-us}} || || Action, Adventure || [[Logicware|Logicware]] [[Funcom|Funcom Productions]] || [[Interplay Productions|Interplay Productions]] || 26th Sept 1996 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Chiki Chiki Machine Mo Race|Chiki Chiki Machine Mo Race]] || {{Template:Flag-jp}} || FZ-SJ1351 || Adventure || [[Future Pirates Inc|Future Pirates Inc]] || [[Future Pirates Inc|Future Pirates Inc]] || 20th March 1994 || チキチキマシン猛レース　～ケンケンとブラック魔王のイジワル大作戦～ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Chiki Chiki Machine Mo Race 2|Chiki Chiki Machine Mo Race 2:In Space]] || {{Template:Flag-jp}} || FZ-SJ1353 || Adventure, Racing || [[Future Pirates Inc|Future Pirates Inc]] || [[Future Pirates Inc|Future Pirates Inc]] || 11th August 1995 || チキチキマシン猛レース２　～イン・スペース～ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Chiki Chiki Machine Mo Race 2 Demo|Chiki Chiki Machine Mo Race 2:In Space - Demo]] || {{Template:Flag-jp}} || FZ-JJ9DSW-5H || Demodisc || [[Future Pirates Inc|Future Pirates Inc]] || [[Future Pirates Inc|Future Pirates Inc]] || 11th August 1995 || チキチキマシン猛レース２　～イン・スペース～ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Closed Mansion|Closed Mansion]] || {{Template:Flag-jp}} || FZ-SJ6752 || First-person shooter || [[Studio 3DO|Studio 3DO]] || [[The 3DO Company|The 3DO Company]] || December 22, 1995 || 閉ざされた館 || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Club 3DO Station Invasion(EU)|Club 3DO: Station Invasion]] || {{Template:Flag-eu}} || || Edutainment, Quiz game || [[Studio 3DO|Studio 3DO]] || [[The 3DO Company|The 3DO Company]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Club 3DO Station Invasion(NA)|Club 3DO: Station Invasion]] || {{Template:Flag-us}} || || Edutainment, Quiz game || [[Studio 3DO|Studio 3DO]] || [[The 3DO Company|The 3DO Company]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Conan The Boy in Future - Digital Library|Conan The Boy in Future - Digital Library]] || {{Template:Flag-jp}} || FZ-SJ7151 || Non-game, Interactive Movie || [[Nippon Animation|Nippon Animation Co]] [[Ima Company|Ima Company]] [[Bandai Visual Co Ltd|Bandai Visual Co Ltd]] || [[Bandai Visual Co Ltd|Bandai Visual Co Ltd]] || October 20, 1995 || 未来少年コナン　～デジタル・ライブラリー～ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Corpse Killer(NA)|Corpse Killer]] || {{Template:Flag-us}} || || Rail shooter || [[Digital Pictures|Digital Pictures]] || [[Acclaim Entertainment|Acclaim Entertainment]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Corpse Killer(JP)|Corpse Killer]] || {{Template:Flag-jp}} || || Rail shooter || [[Digital Pictures|Digital Pictures]] || [[Acclaim Entertainment|Acclaim Entertainment]] || August 25, 1995 || コープス・キラー || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Coven|Coven, The]] || {{Template:Flag-us}} || || Non-game, Adult, Interactive movie || [[Vivid Interactive|Vivid Interactive]] || [[Vivid Interactive|Vivid Interactive]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Coven(JP)|Coven, The]] || {{Template:Flag-jp}} || || Non-game, Adult, Interactive movie || [[Vivid Interactive|Vivid Interactive]] || [[UEP System Inc|UEP System Inc]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Cowboy Casino|Cowboy Casino]] || {{Template:Flag-us}} || || Cards, Strategy || [[The Computer Studio|The Computer Studio]],[[Intellimedia|Intellimedia Sports]] || [[Intellimedia|Intellimedia Sports]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[CrashnBurn(NA)|Crash &#039;n Burn]] || {{Template:Flag-us}} || || Racing || [[Crystal Dynamics|Crystal Dynamics]] || [[Crystal Dynamics|Crystal Dynamics]] || October 4, 1993 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[CrashnBurn(JP)|Crash &#039;n Burn]] || {{Template:Flag-jp}} || FZ-SJ1851 || Racing || [[Crystal Dynamics|Crystal Dynamics]] || [[Crystal Dynamics|Crystal Dynamics]] || 26th March 1994 || クラッシュ・アン・バーン || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[CrashnBurn(KR)|Crash &#039;n Burn]] || {{Template:Flag-kr}} || GDT-GA081 || Racing || [[Crystal Dynamics|Crystal Dynamics]] || [[Crystal Dynamics|Crystal Dynamics]] || October 4, 1993 || 와일드　레이스 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Crayon Shin-chan|Crayon Shin-chan: The Mystery of the Puzzle Demon King]] || {{Template:Flag-jp}} || FZ-SJ1452 || Puzzle || [[Tose|Tose]] || [[Bandai Co Ltd|Bandai Co Ltd]] || March 10, 1995 || クレヨンしんちゃん　～パズル大魔王の謎～|| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature Shock|Creature Shock]] || {{Template:Flag-us}} || || First-person shooter, Rail shooter || [[Argonaut Software|Argonaut Software]] || [[Virgin Interactive|Virgin Interactive]] || March 19, 1996 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Crime Patrol|Crime Patrol]] || {{Template:Flag-us}} || || Interactive movie, Light gun shooter || [[American Laser Games|American Laser Games]] || [[American Laser Games|American Laser Games]] || 1993 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Crystal Dynamics Best Selection|Crystal Dynamics Best Selection]] || {{Template:Flag-jp}} || || Demodisc || [[Crystal Dynamics|Crystal Dynamics]] || [[Crystal Dynamics|Crystal Dynamics]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Crystal Dynamics Sample This|Crystal Dynamics Sample This!]] || {{Template:Flag-us}} || || Demodisc || [[Crystal Dynamics|Crystal Dynamics]] || [[Crystal Dynamics|Crystal Dynamics]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Cyberdillo|Cyberdillo]] || {{Template:Flag-us}} || || First-person shooter || [[Pixel Technologies|Pixel Technologies]] || [[Panasonic|Panasonic]] || 1996 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Cyberia(EU)|Cyberia]] || {{Template:Flag-eu}} || || Action, Adventure || [[Xatrix Entertainment|Xatrix Entertainment]] || [[Interplay Productions|Interplay Productions]] || January, 1996 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Cyberia(NA)|Cyberia]] || {{Template:Flag-us}} || || Action, Adventure || [[Xatrix Entertainment|Xatrix Entertainment]] || [[Interplay Productions|Interplay Productions]] || January, 1996 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Cyberia(JP)|Cyberia]] || {{Template:Flag-jp}} || I3D-7002 || Action, Adventure || [[Xatrix Entertainment|Xatrix Entertainment]] || [[Interplay Productions|Interplay Productions]] || January 26, 1996 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[D(EU)|D]] || {{Template:Flag-eu}} || FZ-SE2353 || Interactive movie, Adventure || [[Warp|Warp]] || [[Panasonic|Panasonic]] || April 1, 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[D(NA)|D]] || {{Template:Flag-us}} || FZ-SM2353 || Interactive movie, Adventure || [[Warp|Warp]] || [[Panasonic|Panasonic]] || April 1, 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[D(DE)|D]] || {{Template:Flag-de}} || FZ-SG2353 || Interactive movie, Adventure || [[Warp|Warp]] || [[Panasonic|Panasonic]] || April 1, 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[D(UK)|D]] || {{Template:Flag-gb}} || FZ-SE2353 || Interactive movie, Adventure || [[Warp|Warp]] || [[Panasonic|Panasonic]] || April 1, 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[D Dining Table|D Dining Table]] || {{Template:Flag-jp}} || IMP-SA0701 || Interactive movie, Adventure || [[Warp|Warp]] || [[Panasonic|Panasonic]] || April 1, 1995 || Ｄの食卓 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[D Dining Table Directors Cut|D Dining Table: Director&#039;s Cut]] || {{Template:Flag-jp}} || FZ-SJ2356 || Interactive movie, Adventure || [[Warp|Warp]] || [[Warp|Warp]] || January 1, 1996 || Ｄの食卓　－Ｄｉｒｅｃｔｏｒ’ｓ　Ｃｕｔ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Daedalus Encounter(EU)|Daedalus Encounter, The]] || {{Template:Flag-eu}} || FZ-SM3751 || Interactive movie, Adventure, Puzzle || [[Lifelike Productions|Lifelike Productions]],[[Palmsoft Inc|Palmsoft Inc]] || [[Panasonic|Panasonic]] || 1995 || || 1&lt;br /&gt;
|-us&lt;br /&gt;
| [[Daedalus Encounter(NA)|Daedalus Encounter, The]] || {{Template:Flag-us}} || FZ-SM3751 || Interactive movie, Adventure, Puzzle || [[Lifelike Productions|Lifelike Productions]],[[Palmsoft Inc|Palmsoft Inc]] || [[Panasonic|Panasonic]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Daedalus Encounter(JP)|Daedalus Encounter, The]] || {{Template:Flag-jp}} || FZ-SJ3751 || Interactive movie, Adventure, Puzzle || [[Lifelike Productions|Lifelike Productions]],[[Palmsoft Inc|Palmsoft Inc]] || [[Panasonic|Panasonic]] || November 10, 1995 || デイドラス　～エピソード１：難破船のエイリアン～ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Daedalus Encounter(KR)|Daedalus Encounter, The]] || {{Template:Flag-kr}} || GDT-GA261 || Interactive movie, Adventure, Puzzle || [[Lifelike Productions|Lifelike Productions]],[[Palmsoft Inc|Palmsoft Inc]] || [[Goldstar(LG)|Goldstar(LG)]] || 1995 || 데드러스 인카운터 *.한글화 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Daedalus Encounter Demo|Daedalus Encounter - Demo, The]] || {{Template:Flag-jp}} || FZ-JJ9DSH-5D || Interactive movie, Adventure, Puzzle || [[Lifelike Productions|Lifelike Productions]],[[Palmsoft Inc|Palmsoft Inc]] || [[Panasonic|Panasonic]] || 1995 || デイドラス　～エピソード１：難破船のエイリアン～ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Deep Blue Fleet|Deep Blue Fleet]] || {{Template:Flag-jp}} || FZ-SJ5751 || Strategy || [[Microcabin|Microcabin]] || [[Tokuma Shoten|Tokuma Shoten]] || April 21, 1995 || 紺碧の艦隊 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Defcon5(EU)|Defcon 5]] || {{Template:Flag-eu}} || || Adventure, First-person shooter || [[Millennium Interactive|Millennium Interactive]] || [[Goldstar(LG)|Goldstar(LG)]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Defcon5(JP)|Defcon 5]] || {{Template:Flag-jp}} || MS3018 || Adventure, First-person shooter || [[Millennium Interactive|Millennium Interactive]] || [[Goldstar(LG)|Goldstar(LG)]] || May 17, 1996 || デフコン５ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Defcon5(KR)|Defcon 5]] || {{Template:Flag-kr}} || GDT-GA341 || Adventure, First-person shooter || [[Millennium Interactive|Millennium Interactive]] || [[Goldstar(LG)|Goldstar(LG)]] || 1995 || 데프콘5  *.한글화 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Demolition Man(EU)|Demolition Man]] || {{Template:Flag-eu}} ||  || Action || [[Virgin Interactive|Virgin Interactive]] || [[Virgin Interactive|Virgin Interactive]] || October 1, 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Demolition Man(NA)|Demolition Man]] || {{Template:Flag-us}} ||  || Action || [[Virgin Interactive|Virgin Interactive]] || [[Virgin Interactive|Virgin Interactive]] || October 1, 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Demolition Man(JP)|Demolition Man]] || {{Template:Flag-jp}} || FZ-SJ1952 || Action || [[Virgin Interactive|Virgin Interactive]] || [[Virgin Interactive|Virgin Interactive]] || December 9, 1994 || デモリション・マン || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Demolition Man(KR)|Demolition Man]] || {{Template:Flag-kr}} ||  || Action || [[Virgin Interactive|Virgin Interactive]] || [[Virgin Interactive|Virgin Interactive]] || October 1, 1994 || 데몰리션맨 (정발여부 불분명) || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Dennis Miller|Dennis Miller: That&#039;s News to Me]] || {{Template:Flag-us}} ||  || Non-game, Edutainment || [[Sanctuary Woods Multimedia|Sanctuary Woods Multimedia]] || [[Sanctuary Woods Multimedia|Sanctuary Woods Multimedia]] || December 31, 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Denno Hyoryu|Denno Hyoryu: Multimedia Cruising]] || {{Template:Flag-jp}} || FZ-SJ0351 || Non-game, Art Game || [[Scitron &amp;amp; Art|Scitron &amp;amp; Art]] || [[Hamlet|Hamlet]] || May 19, 1995 || 電脳漂流　－Ｍｕｌｔｉｍｅｄｉａ　Ｃｒｕｉｓｉｎｇ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Digital Dreamware(EU)|Digital Dreamware]] || {{Template:Flag-eu}} ||  || Music || [[Hex|Hex]] || [[Virgin Interactive|Virgin Interactive]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Digital Dreamware(NA)|Digital Dreamware]] || {{Template:Flag-us}} ||  || Music || [[Hex|Hex]] || [[Virgin Interactive|Virgin Interactive]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[DinoPark Tycoon|DinoPark Tycoon]] || {{Template:Flag-us}} ||  || Business simulation game || [[Manley &amp;amp; Associates|Manley &amp;amp; Associates]] || [[MECC|MECC]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Doctor Hauzer|Doctor Hauzer]] || {{Template:Flag-jp}} || FZ-SJ0701 || Adventure, Survival horror || [[Riverhillsoft|Riverhillsoft]] || [[Panasonic|Panasonic]] || 29th April 1994 || ドクター・ハウザー || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Doom(EU)|Doom]] || {{Template:Flag-eu}} ||  || First-person shooter || [[Art Data Interactive|Art Data Interactive]],[[iD Software|iD Software]],[[Logicware|Logicware]] || [[Art Data Interactive|Art Data Interactive]] || December 29, 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Doom(NA)|Doom]] || {{Template:Flag-us}} ||  || First-person shooter || [[Art Data Interactive|Art Data Interactive]],[[iD Software|iD Software]],[[Logicware|Logicware]] || [[Art Data Interactive|Art Data Interactive]] || December 29, 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Doom(JP)|Doom]] || {{Template:Flag-jp}} ||  || First-person shooter || [[Art Data Interactive|Art Data Interactive]],[[iD Software|iD Software]],[[Logicware|Logicware]] || [[Art Data Interactive|Art Data Interactive]], [[Basho House|Basho House]] || April 26, 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Doraemon|Doraemon Yujo Densetsu]] || {{Template:Flag-jp}} || || Interactive movie, Adventure || [[Riverhillsoft|Riverhillsoft]] || [[Shogakukan|Shogakukan]] || April 7, 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Doraemon Demo|Doraemon Yujo Densetsu - Demo]] || {{Template:Flag-jp}} || || Demodisc || [[Riverhillsoft|Riverhillsoft]] || [[Shogakukan|Shogakukan]] || April 7, 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Dragon Lore(EU)|Dragon Lore: The Legend Begins]] || {{Template:Flag-eu}} ||  || Adventure || [[Cryo Interactive|Cryo Interactive]] || [[Mindscape|Mindscape]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Dragon Lore(NA)|Dragon Lore: The Legend Begins]] || {{Template:Flag-us}} ||  || Adventure || [[Cryo Interactive|Cryo Interactive]] || [[Mindscape|Mindscape]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Dragon Tycoon Edge|Dragon Tycoon Edge]] || {{Template:Flag-jp}} ||  || Role-playing game || [[Sala International|Sala International]] || [[Sanyo|Sanyo]] || February 24, 1995 || ドラゴン・タイクーン「エッジ」|| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Dragons Lair(EU)|Dragon&#039;s Lair]] || {{Template:Flag-eu}} ||  || Interactive movie || [[ReadySoft|ReadySoft]] || [[ReadySoft|ReadySoft]] || 1993 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Dragons Lair(NA)|Dragon&#039;s Lair]] || {{Template:Flag-us}} ||  || Interactive movie || [[ReadySoft|ReadySoft]] || [[ReadySoft|ReadySoft]] || 1993 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Dragons Lair(JP)|Dragon&#039;s Lair]] || {{Template:Flag-jp}} || FZ-SJ0153 || Interactive movie || [[ReadySoft|ReadySoft]] || [[ReadySoft|ReadySoft]] || 26th March 1994 || ドラゴンズレア || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Dragons Lair(KR)|Dragon&#039;s Lair]] || {{Template:Flag-kr}} || GDT-GA011 || Interactive movie || [[ReadySoft|ReadySoft]] || [[Goldstar(LG)|Goldstar(LG)]] || 1993 || 정의의 기사 더크 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Driving School|Driving School - Standard License Theory Course]] || {{Template:Flag-jp}} ||  || Education || [[ZISKU Life Support|ZISKU Life Support]] || [[ZISKU Life Support|ZISKU Life Support]] || October 25, 1995 || ドライビングスクール 普通免許学科編 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Drug Wars|Drug Wars]] || {{Template:Flag-us}} ||  || Interactive movie, Light gun shooter || [[American Laser Games|American Laser Games]] || [[American Laser Games|American Laser Games]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Eigo de Go|Eigo de Go! - Gateway to English]] || {{Template:Flag-jp}} || FZ-SJ6051 || Edutainment, Mini-games || [[Gakken|Gakken]] || [[Gakken|Gakken]] || February 16, 1996 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Ekiden 95|Ekiden - &#039;95 Rettou Ekiden Houhan Campaign]] || {{Template:Flag-jp}} || || ??? || [[Sanyo|Sanyo]] || [[Sayno|Sayno]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Emit Vol 1|Emit Vol. 1: Toki no Maigo]] || {{Template:Flag-jp}} || FZ-SJ2854 || Adventure, Edutainment, Visual novel || [[Koei|Koei]] || [[Koei|Koei]] || April 14, 1995 || エミット　Ｖｏｌ．１　「時の迷子」|| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Emit Vol 2|Emit Vol. 2: Inochigake no Tabi]] || {{Template:Flag-jp}} || FZ-SJ2855 || Adventure, Edutainment, Visual novel || [[Koei|Koei]] || [[Koei|Koei]] || July 14, 1995 || エミット　Ｖｏｌ．２　「命がけの旅」|| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Emit Vol 3|Emit Vol. 3: Watashi ni Sayonara o]] || {{Template:Flag-jp}} || FZ-SJ2856 || Adventure, Edutainment, Visual novel || [[Koei|Koei]] || [[Koei|Koei]] || September 14, 1995 || エミット　Ｖｏｌ．３　「わたしにさよならを」 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Endlessly|Endlessly]] || {{Template:Flag-us}} ||  || Non-game, Adult, Interactive movie || [[Vivid Interactive|Vivid Interactive]] || [[Vivid Interactive|Vivid Interactive]] || 1993 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Escape from Monster Manor(EU)|Escape from Monster Manor]] || {{Template:Flag-eu}} ||  || First-person shooter, Survival horror || [[Studio 3DO|Studio 3DO]] || [[Electronic Arts|Electronic Arts]] || 1993 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Escape from Monster Manor(NA)|Escape from Monster Manor]] || {{Template:Flag-us}} ||  || First-person shooter, Survival horror || [[Studio 3DO|Studio 3DO]] || [[Electronic Arts|Electronic Arts]] || 1993 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Escape from Monster Manor(KR)|Escape from Monster Manor]] || {{Template:Flag-kr}} ||  || First-person shooter, Survival horror || [[Studio 3DO|Studio 3DO]] || [[Goldstar(LG)|Goldstar(LG)]] || 1993 || 악령의 성 (한글화 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[ESPN Aerobics|ESPN Step Aerobics]] || {{Template:Flag-us}} ||  || Edutainment, Sports || [[Intellimedia|Intellimedia Sports]] || [[Intellimedia|Intellimedia Sports]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[ESPN Baseball|ESPN Baseball: Interactive Hitting]] || {{Template:Flag-us}} ||  || Edutainment, Sports || [[Intellimedia|Intellimedia Sports]] || [[Intellimedia|Intellimedia Sports]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[ESPN Golf Mental Messages|ESPN Golf: Lower Your Score with Tom Kite - Mental Messages]] || {{Template:Flag-us}} ||  || Edutainment, Sports || [[Intellimedia|Intellimedia Sports]]|| [[Intellimedia|Intellimedia Sports]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[ESPN Golf Shot Making(NA)|ESPN Golf: Lower Your Score with Tom Kite - Shot Making]] || {{Template:Flag-us}} ||  || Edutainment, Sports || [[Intellimedia|Intellimedia Sports]] || [[Intellimedia|Intellimedia Sports]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[ESPN Golf Shot Making(JP)|ESPN Golf: Lower Your Score with Tom Kite - Shot Making]] || {{Template:Flag-jp}} || FZ-SJ1854 || Edutainment, Sports || [[Intellimedia|Intellimedia Sports]] || [[Intellimedia|Intellimedia Sports]] || November 18, 1994 || トム・カイトのこれがゴルフだ！ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[ESPN Skiing|ESPN Let&#039;s Go Skiing]] || {{Template:Flag-us}} ||  || Edutainment, Sports || [[Intellimedia|Intellimedia Sports]] || [[Intellimedia|Intellimedia Sports]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[ESPN Soccer|ESPN Let&#039;s Play Soccer]] || {{Template:Flag-us}} ||  || Edutainment, Sports || [[Intellimedia|Intellimedia Sports]] || [[Intellimedia|Intellimedia Sports]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[ESPN Tennis|ESPN Let&#039;s Play Tennis]] || {{Template:Flag-us}} ||  || Edutainment, Sports || [[Intellimedia|Intellimedia Sports]] || [[Intellimedia|Intellimedia Sports]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[ESPN Volleyball|ESPN Let&#039;s Play Beach Volleyball]] || {{Template:Flag-us}} ||  || Edutainment, Sports || [[Intellimedia|Intellimedia Sports]] || [[Intellimedia|Intellimedia Sports]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Eye of Typhoon|Eye of Typhoon, The]] || {{Template:Flag-kr}} || GDT-GA391 || Fighting || [[Viccom|Viccom]] || [[Goldstar|Goldstar]] || 1996 || 극초호권  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[F1GP(JP)|F1GP]] || {{Template:Flag-jp}} || PCRA-00001 || Racing || [[Dynamite|Dynamite]],[[Opera House|Opera House]] || [[Pony Canyon|Pony Canyon]] || October 28, 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Family Feud|Family Feud]] || {{Template:Flag-us}} || || Quiz game || [[Eurocom|Eurocom]] || [[GameTek|GameTek]] || May 6, 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Fatty Bears Birthday Surprise(NA)|Fatty Bear&#039;s Birthday Surprise]] || {{Template:Flag-us}} || || Adventure || [[Humongous Entertainment|Humongous Entertainment]] || [[Humongous Entertainment|Humongous Entertainment]] || 1993 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Fatty Bears Birthday Surprise(JP)|Fatty Bear&#039;s Birthday Surprise]] || {{Template:Flag-jp}} || FZ-SJ2154 || Adventure || [[Humongous Entertainment|Humongous Entertainment]] || [[Humongous Entertainment|Humongous Entertainment]] || February 17, 1995 || ファッティー・ベアのびっくり誕生日！　バイリンガル版 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Fatty Bears Birthday Surprise(KR)|Fatty Bear&#039;s Birthday Surprise]] || {{Template:Flag-kr}} || GDT-EA031 || Adventure || [[Humongous Entertainment|Humongous Entertainment]] || [[Humongous Entertainment|Humongous Entertainment]] || 1993 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Fatty Bears Fun Pack(NA)|Fatty Bear&#039;s Fun Pack]] || {{Template:Flag-us}} || || Edutainment, Mini-games || [[Humongous Entertainment|Humongous Entertainment]] || [[Humongous Entertainment|Humongous Entertainment]] || 1993 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Fatty Bears Fun Pack(JP)|Fatty Bear&#039;s Fun Pack]] || {{Template:Flag-jp}} || FZ-SJ2152 || Edutainment, Mini-games || [[Humongous Entertainment|Humongous Entertainment]] || [[Humongous Entertainment|Humongous Entertainment]] || 6th August 1994 || ファッティー・ベア　ファンパック || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Fatty Bears Fun Pack(KR)|Fatty Bear&#039;s Fun Pack]] || {{Template:Flag-kr}} || GDT-EA011 || Edutainment, Mini-games || [[Humongous Entertainment|Humongous Entertainment]] || [[Humongous Entertainment|Humongous Entertainment]] || 1993 || 곰돌이 유치원 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[FB Battery Navi|FB Battery Navi - FB Version 2]] || {{Template:Flag-jp}} || V2-9607 || Puzzle || [[Dai Nippon Printing|Dai Nippon Printing]] || [[Dai Nippon Printing|Dai Nippon Printing]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[FIFA(EU)|FIFA International Soccer]] || {{Template:Flag-eu}} || || Sports || [[Extended Play Productions|Extended Play Productions]] || [[Electronic Arts|Electronic Arts]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[FIFA(NA)|FIFA International Soccer]] || {{Template:Flag-us}} || || Sports || [[Extended Play Productions|Extended Play Productions]] || [[Electronic Arts|Electronic Arts]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[FIFA(KR)|FIFA International Soccer]] || {{Template:Flag-kr}} || GDT-GA201 || Sports || [[Extended Play Productions|Extended Play Productions]] || [[Goldstar(LG)|Goldstar(LG)]] || 1994 || 피파 축구 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[FireBall|Fire Ball !!]] || {{Template:Flag-jp}} || FZ-SJ0801 || Pinball || [[Japan DataWorks|Japan DataWorks]] || [[Panasonic|Panasonic]] || 20th March 1994 || ファイアー・ボール || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Firewall(KR)|Firewall: Man vs. Machine]] || {{Template:Flag-kr}} || GDT-GA371 || Rail shooter || [[Visionary Media|Visionary Media]] || [[Goldstar|Goldstar]] || 1996 || 파이어 월 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Flashback(EU)|Flashback: The Quest for Identity]] || {{Template:Flag-eu}} || || Platform || [[Delphine Software International|Delphine Software International]],[[Tiertex Design Studios|Tiertex Design Studios]] || [[U.S. Gold|U.S. Gold]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Flashback(NA)|Flashback: The Quest for Identity]] || {{Template:Flag-us}} || || Platform || [[Delphine Software International|Delphine Software International]],[[Tiertex Design Studios|Tiertex Design Studios]] || [[U.S. Gold|U.S. Gold]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Flashback(JP)|Flashback: The Quest for Identity]] || {{Template:Flag-jp}} || IMP-SD0103 || Platform || [[Delphine Software International|Delphine Software International]],[[Tiertex Design Studios|Tiertex Design Studios]] || [[U.S. Gold|U.S. Gold]] || February 17, 1995 || フラッシュバック || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Flying Nightmares(EU)|Flying Nightmares]] || {{Template:Flag-eu}} || || Combat flight simulation || [[Lifelike Productions|Life Like Productions]],[[Simis Ltd|Simis Ltd]] || [[Domark Software|Domark Software]] || January 1, 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Flying Nightmares(NA)|Flying Nightmares]] || {{Template:Flag-us}} || || Combat flight simulation || [[Lifelike Productions|Life Like Productions]],[[Simis Ltd|Simis Ltd]] || [[Domark Software|Domark Software]] || January 1, 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Foes of Ali(EU)|Foes of Ali]] || {{Template:Flag-eu}} || || Sports || [[Gray Matter|Gray Matter]] || [[Electronic Arts|Electronic Arts]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Foes of Ali(NA)|Foes of Ali]] || {{Template:Flag-us}} || || Sports || [[Gray Matter|Gray Matter]] || [[Electronic Arts|Electronic Arts]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Four Seasons of Peperon Village|Four Seasons of Peperon Village]] || {{Template:Flag-jp}} || || Non-game, Edutainment || [[Marubeni|Marubeni]],[[Mitsumasa Anno|Mitsumasa Anno]],[[NHK|NHK]] || [[Marubeni Corporation|Marubeni Corporation]],[[NHK|NHK]] || October 13, 1995 || ペペロン村の四季 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Flopon World|Flopon World]] || {{Template:Flag-jp}} || FZ-SJ2354 || Compilation, Mini-games || [[Warp|Warp]] || [[Warp|Warp]] || September 14, 1995 || フロポンワールド || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Fun n Games(NA)|Fun &#039;n Games]] || {{Template:Flag-us}} || || Compilation, Mini-games, Edutainment || [[Williams Entertainment|Williams Entertainment]] || [[Panasonic|Panasonic]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Fun n Games(JP)|Fun &#039;n Games]] || {{Template:Flag-jp}} || FZ-SJ1953 || Compilation, Mini-games, Edutainment || [[Williams Entertainment|Williams Entertainment]] || [[Panasonic|Panasonic]] || February 17, 1995 || ファン・ゲーム　～ソフトのおもちゃ箱～ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Fun n Games(KR)|Fun &#039;n Games]] || {{Template:Flag-kr}} || GDT-GA281 || Compilation, Mini-games, Edutainment || [[Williams Entertainment|Williams Entertainment]] || [[Panasonic|Panasonic]] || 1994 || 펀 앤 게임즈 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Game no Tatsujin|Game no Tatsujin]] || {{Template:Flag-jp}} || 11T-3DO-0010 || Board game || [[Sunsoft|Sunsoft]] || [[Sunsoft|Sunsoft]] || June 9, 1995 || ゲームの達人 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Gex(EU)|Gex]] || {{Template:Flag-eu}} || || Platform || [[Crystal Dynamics|Crystal Dynamics]] || [[Crystal Dynamics|Crystal Dynamics]] || April 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Gex(NA)|Gex]] || {{Template:Flag-us}} || || Platform || [[Crystal Dynamics|Crystal Dynamics]] || [[Crystal Dynamics|Crystal Dynamics]] || April 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Gex(JP)|Gex]] || {{Template:Flag-jp}} || FZ-SJ3152 || Platform || [[Crystal Dynamics|Crystal Dynamics]] || [[Crystal Dynamics|Crystal Dynamics]] || July 14, 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Gex(KR)|Gex]] || {{Template:Flag-kr}} || GDT-GA291 || Platform || [[Crystal Dynamics|Crystal Dynamics]] || [[Crystal Dynamics|Crystal Dynamics]]  || April 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Ghost Hunter Series Black Mask of Death|Ghost Hunter Series - Black Mask of Death]] || {{Template:Flag-jp}} || FZ-SJ0501 || Dungeon crawl, Role-playing game || [[HummingBirdSoft|HummingBirdSoft]] || [[Panasonic|Panasonic]] || 28th May 1994 || 黒き死の仮面 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Goal FH|Goal FH]] || {{Template:Flag-jp}} || || Platform || [[NHK Software|NHK Software]] || [[Carrozzeria Japan|Carrozzeria Japan]] || October 13, 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Goldie The Dinosaur|Goldie The Little Dinosaur]] || {{Template:Flag-kr}} || GDT-EA061 || Educational || ???? || [[Goldstar(LG)|Goldstar(LG)]] ||  || 아기공룡 둘리 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Golf Ba Multimedia|Golf Ba Multimedia Shinchaku: Susuno Country Club Hen]] || {{Template:Flag-jp}} || JM-GD001 || Sports || [[JISC Life Support|JISC Life Support]] || [[JISC Life Support|JISC Life Support]] || August 3, 1995 || ゴルフ場マルチメディア新書(裾野カンツリー倶楽部編) || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Go Time Trial Tsugogo I|Go Time Trial: Tsugogo I]] || {{Template:Flag-jp}} || FZ-SJ2251 || Board game || [[Ematec|Ematec]] || [[Ematec|Ematec]] || 6th August 1994 || 囲碁タイム・トライアル　詰碁Ⅰ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Go Time Trial Encyclopedia of Life and Death|Go Time Trial: Encyclopedia of Life and Death]] || {{Template:Flag-jp}} || FZ-SJ2252 || Board game || [[Ematec|Ematec]] || [[Ematec|Ematec]] || August 11, 1995 || 囲碁タイム・トライアル　死活大百科 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Grand Chef Of The Kingdom|Grand Chef Of The Kingdom]] || {{Template:Flag-jp}} ||  || Role-playing game || [[Sala International|Sala International]] || [[Sala International|Sala International]] || March 1, 1996 || 王国のグランシェフ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Gridders(EU)|Gridders]] || {{Template:Flag-eu}} || || Puzzle || [[Tetragon|Tetragon]] || [[The 3DO Company|The 3DO Company]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Gridders(NA)|Gridders]] || {{Template:Flag-us}} || || Puzzle || [[Tetragon|Tetragon]] || [[The 3DO Company|The 3DO Company]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Gridders(JP)|Gridders]] || {{Template:Flag-jp}} || IMP-SJ0202 || Puzzle || [[Tetragon|Tetragon]] || [[The 3DO Company|The 3DO Company]] || November 18, 1994 || グリッダーズ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Gridders(KR)|Gridders]] || {{Template:Flag-kr}} || GDT-GA141 || Puzzle || [[Tetragon|Tetragon]] || [[Goldstar(LG)|Goldstar(LG)]] || 1994 || 그리더스 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Grimms Masterpiece Theater Vol 1|Grimm&#039;s Masterpiece Theater Vol 1 - The Music Troupe of Bremen]] || {{Template:Flag-jp}} || FZ-SJ3051 || Non-game, Interactive movie ||  [[Nippon Animation|Nippon Animation Co]] [[Ima Company|Ima Company]] || [[Ima Company|Ima Company]] || Sept 2, 1994 || グリム名作劇場①　～ブレーメンの音楽隊～ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Grimms Masterpiece Theater Vol 2|Grimm&#039;s Masterpiece Theater Vol 2 - Hansel and Gretel]] || {{Template:Flag-jp}} || FZ-SJ3052 || Non-game, Interactive movie || [[Nippon Animation|Nippon Animation Co]] [[Ima Company|Ima Company]] || [[Ima Company|Ima Company]] || Sept 2, 1994 || グリム名作劇場②　～ヘンゼルとグレーテル～ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Grimms Masterpiece Theater Vol 3|Grimm&#039;s Masterpiece Theater Vol 3 - Little Red Riding Hood]] || {{Template:Flag-jp}} || FZ-SJ3053 || Non-game, Interactive movie ||  [[Nippon Animation|Nippon Animation Co]] [[Ima Company|Ima Company]] || [[Ima Company|Ima Company]] || Sept 2, 1994 || グリム名作劇場③　～赤ずきん～ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardian War(NA)|Guardian War]] || {{Template:Flag-us}} || || Tactical role-playing game || [[Microcabin|Microcabin]] || [[Panasonic|Panasonic]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardian War(CA)|Guardian War]] || {{Template:Flag-ca}} || || Tactical role-playing game || [[Microcabin|Microcabin]] || [[Panasonic|Panasonic]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardian War(KR)|Guardian War]] || {{Template:Flag-kr}} || || Tactical role-playing game || [[Microcabin|Microcabin]] || [[Goldstar|Goldstar]] || 1994 || 가디안　워 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Gunslinger Collection|Gunslinger Collection]] || {{Template:Flag-us}} || || Compilation || [[American Laser Games|American Laser Games]] || [[American Laser Games|American Laser Games]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Heisei - Good Luck Calendar By Nine Star Astrology|Heisei - Good Luck Calendar By Nine Star Astrology]] || {{Template:Flag-jp}} || FZ-SJ4051 || Non-game || [[Ariadne|Ariadne]] || [[Ariadne|Ariadne]] || December 9, 1994 || 九星占術による「平成」開運暦 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Hell(EU)|Hell: A Cyberpunk Thriller]] || {{Template:Flag-eu}} || || Adventure || [[Take-Two Interactive|Take-Two Interactive]],[[Tetragon|Tetragon]] || [[GameTek|GameTek]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Hell(NA)|Hell: A Cyberpunk Thriller]] || {{Template:Flag-us}} || || Adventure || [[Take-Two Interactive|Take-Two Interactive]],[[Tetragon|Tetragon]] || [[GameTek|GameTek]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Hello Kitty|Hello Kitty: Asobi no Omochabako]] || {{Template:Flag-jp}} || FZ-SJ6251 || Edutainment, Mini-games || [[Mizuki|Mizuki]] || [[Mizuki|Mizuki]],[[Sanrio|Sanrio]] || June 16, 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Horde(EU)|Horde, The]] || {{Template:Flag-eu}} || || Action, Strategy || [[Toys For Bob|Toys For Bob]] || [[Crystal Dynamics|Crystal Dynamics]] || April 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Horde(NA)|Horde, The]] || {{Template:Flag-us}} || || Action, Strategy || [[Toys For Bob|Toys For Bob]] || [[Crystal Dynamics|Crystal Dynamics]] || April 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Horde(JP)|Horde, The]] || {{Template:Flag-jp}} || FZ-SJ1853 || Action, Strategy || [[Toys For Bob|Toys For Bob]] || [[Crystal Dynamics|Crystal Dynamics]] || 23rd July 1994 || ザ・ホード || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Horde(KR)|Horde, The]] || {{Template:Flag-kr}} || GDT-GA061 || Action, Strategy || [[Toys For Bob|Toys For Bob]] || [[Crystal Dynamics|Crystal Dynamics]] || April 1994 || 호드 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Horse Race Winning Law|Horse Race Winning Law]] || {{Template:Flag-jp}} || FZ-SJ3651 || Sports || [[Copya System|Copya System]] || [[Copya System|Copya System]] || October 21, 1994 || 競馬最勝の法則 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Icebreaker(NA)|Icebreaker]] || {{Template:Flag-us}} || FZ-SW0001 || Action, Strategy || [[Magnet Interactive Studios|Magnet Interactive Studios]] || [[Panasonic|Panasonic]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Icebreaker(KR)|Icebreaker]] || {{Template:Flag-kr}} || GDT-GA321 || Action, Strategy || [[Magnet Interactive Studios|Magnet Interactive Studios]] || [[Goldstar|Goldstar]] || 1995 || 아이스 브레이커 심의번호 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Ide Yosuke New Practical Mahjong|Ide Yosuke New Practical Mahjong]] || {{Template:Flag-jp}} || FZ-SJ3852 || Baord Game || [[Capcom|Capcom]] || [[Capcom|Capcom]] || June 28, 1996 || 井出洋介名人の新実戦麻雀 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Idol Janshi Suchie|Idol Janshi Suchie-Pai Special]] || {{Template:Flag-jp}} || IMP-SF0301 || Board Game || [[Jaleco|Jaleco]] || [[Jaleco|Jaleco]] || January 12, 1995 || アイドル雀士スーチーパイスペシャル || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Idol Mahjong Final Romance 2|Idol Mahjong Final Romance 2: Hyper Edition]] || {{Template:Flag-jp}} || FZ-SJ7751 || Board game, Eroge || [[Infini Entertainment Technology|Infini Entertainment Technology]] || [[ASK Kodansha|ASK Kodansha]] || January 19, 1996 || アイドル麻雀　ファイナル・ロマンス２　－ＨＹＰＥＲ　ＥＤＩＴＩＯＮ－ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Immercenary(EU)|Immercenary]] || {{Template:Flag-eu}} || || FPS, Role-playing game || [[Five Miles Out|Five Miles Out]] || [[Electronic Arts|Electronic Arts]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Immercenary(NA)|Immercenary]] || {{Template:Flag-us}} || || FPS, Role-playing game || [[Five Miles Out|Five Miles Out]] || [[Electronic Arts|Electronic Arts]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Immercenary(DE)|Immercenary]] || {{Template:Flag-de}} || || FPS, Role-playing game || [[Five Miles Out|Five Miles Out]] || [[Electronic Arts|Electronic Arts]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Immortal Desire(EU)|Immortal Desire]] || {{Template:Flag-eu}} || || Non-game, Adult, Interactive movie || [[Vivid Interactive|Vivid Interactive]] || [[Vivid Interactive|Vivid Interactive]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Immortal Desire(NA)|Immortal Desire]] || {{Template:Flag-us}} || || Non-game, Adult, Interactive movie || [[Vivid Interactive|Vivid Interactive]] || [[Vivid Interactive|Vivid Interactive]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Immortal Desire(JP)|Immortal Desire]] || {{Template:Flag-jp}} || || Non-game, Adult, Interactive movie || [[Vivid Interactive|Vivid Interactive]] || [[UEP System Inc|UEP System Inc]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Incredible Machine(EU)|Incredible Machine, The]] || {{Template:Flag-eu}} || || Educational, Puzzle || [[Dynamix|Dynamix]] || [[Dynamix|Dynamix]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Incredible Machine(NA)|Incredible Machine, The]] || {{Template:Flag-us}} || || Educational, Puzzle || [[Dynamix|Dynamix]] || [[Dynamix|Dynamix]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Incredible Machine(JP)|Incredible Machine: Pararancho, The]] || {{Template:Flag-jp}} || FZ-SJ0154 || Educational, Puzzle || [[Dynamix|Dynamix]] || [[Dynamix|Dynamix]] || 23rd July 1994 || パラランチョ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Insect War|Insect War]] || {{Template:Flag-jp}} || FZ-SJ0702 || Shooter || [[Riverhillsoft|Riverhillsoft]] || [[Panasonic|Panasonic]] || December 16, 1994 || インセクター・ウォー || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Iron Angel of the Apocalypse(EU)|Iron Angel of the Apocalypse: Tetsujin]] || {{Template:Flag-eu}} || FZ-SE1001 || First-person shooter || [[Synergy Inc|Synergy, Inc]] || [[Panasonic|Panasonic]] || 9th April 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Iron Angel of the Apocalypse(NA)|Iron Angel of the Apocalypse: Tetsujin]] || {{Template:Flag-us}} || || First-person shooter || [[Synergy Inc|Synergy Inc]] || [[Panasonic|Panasonic]] || 9th April 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Iron Angel of the Apocalypse-The Return(EU)|Iron Angel of the Apocalypse: The Return]] || {{Template:Flag-eu}} || || First-person shooter || [[Synergy Inc|Synergy, Inc]] || [[Panasonic|Panasonic]] || September 22, 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Iron Angel of the Apocalypse-The Return(NA)|Iron Angel of the Apocalypse: The Return]] || {{Template:Flag-us}} || || First-person shooter || [[Synergy Inc|Synergy, Inc]] || [[Panasonic|Panasonic]] || September 22, 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Its Murphy! Everyone Gather!|Its Murphy! Everyone Gather!]] || {{Template:Flag-jp}} || FZ-SJ3551 || Adventure || [[Vantan International|Vantan International]] || [[Vantan International|Vantan International]] || October 21, 1994 || マーフィーだよ　全員集合！！ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[JB Harold-Blue Chicago Blues|J.B. Harold: Blue Chicago Blues]] || {{Template:Flag-jp}} || FZ-SJ0751 || Adventure, Visual novel || [[Riverhillsoft|Riverhillsoft]] || [[Riverhillsoft|Riverhillsoft]] || November 22, 1995 || ブルー・シカゴ・ブルース || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[JLeague Virtual Stadium|J.League Virtual Stadium]] || {{Template:Flag-jp}} || FZ-SJ1659 || Sports || [[Extended Play Productions|Extended Play Productions]] || [[Electronic Arts Victor|Electronic Arts Victor]] || November 3, 1994 || Ｊリーグ　バーチャル・スタジアム || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[JLeague Virtual Stadium 95|J.League Virtual Stadium 95]] || {{Template:Flag-jp}} || E3D-7032 || Sports || [[Electronic Arts Victor|Electronic Arts Victor]] || [[Electronic Arts Victor|Electronic Arts Victor]] ||October 27, 1995 || Ｊリーグ・バーチャル・スタジアム’９５ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Jammit|Jammit]] || {{Template:Flag-us}} ||  || Sports || [[GTE Vantage|GTE Vantage]] || [[GTE ImagiTrek|GTE ImagiTrek]] || November 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Jieitai World|Jieitai World]] || {{Template:Flag-jp}} ||  || Non-game, Edutainment || [[Opera House|Opera House]] || [[Japan Vistec|Japan Vistec]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Jikki Pachi-Slot Simulator Vol1|Jikki Pachi-Slot Simulator Vol. 1]] || {{Template:Flag-jp}} || FZ-SJ1667 || Casino || [[Nexton|Nexton]] || [[Electronic Arts Victor|Electronic Arts Victor]] || July 21, 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[John Madden Football(EU)|John Madden Football]] || {{Template:Flag-eu}} ||  || Sports || [[High Score Productions|High Score Productions]] || [[Electronic Arts|Electronic Arts]] || May 6, 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[John Madden Football(NA)|John Madden Football]] || {{Template:Flag-us}} ||  || Sports || [[High Score Productions|High Score Productions]] || [[Electronic Arts|Electronic Arts]] || May 6, 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Johnny Bazookatone(EU)|Johnny Bazookatone]] || {{Template:Flag-eu}} ||  || Platform || [[Arc Developments|Arc Developments]] || [[US Gold|US Gold]] || 1995 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Johnny Bazookatone(NA)|Johnny Bazookatone]] || {{Template:Flag-us}} ||  || Platform || [[Arc Developments|Arc Developments]] || [[US Gold|US Gold]] || 1996 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Jurassic Park(EU)|Jurassic Park Interactive]] || {{Template:Flag-eu}} ||  || Action || [[Studio 3DO|Studio 3DO]] || [[Universal Interactive Studios|Universal Interactive Studios]] || May 10, 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Jurassic Park(NA)|Jurassic Park Interactive]] || {{Template:Flag-us}} ||  || Action || [[Studio 3DO|Studio 3DO]] || [[Universal Interactive Studios|Universal Interactive Studios]] || May 10, 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Jurassic Park(JP)|Jurassic Park Interactive]] || {{Template:Flag-jp}} ||  || Action || [[Studio 3DO|Studio 3DO]] || [[Universal Interactive Studios|Universal Interactive Studios]] || December 2, 1994 || ジュラシック・パーク・インタラクティブ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Kakigi Shogi|Kakigi Shogi]] || {{Template:Flag-jp}} || FZ-SJ0902 || Board game || [[ASCII Corporation|ASCII Corporation]] || [[Panasonic|Panasonic]] || October 21, 1994 || 柿木将棋 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Kerokerokeroppi and the Paper Traveler|Kerokerokeroppi and the Paper Traveler]] || {{Template:Flag-jp}} || FZ-SJ6252 || Edutainment, Mini-games || [[Mizuki|Mizuki]] || [[Sanrio|Sanrio]],[[Mizuki|Mizuki]] || June 16, 1995 || けろけろけろっぴとおりがみのたびびと || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Killing Time(EU)|Killing Time]] || {{Template:Flag-eu}} ||  || First-person shooter || [[Studio 3DO|Studio 3DO]] || [[The 3DO Company|The 3DO Company]] || August 15, 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Killing Time(NA)|Killing Time]] || {{Template:Flag-us}} ||  || First-person shooter || [[Studio 3DO|Studio 3DO]] || [[The 3DO Company|The 3DO Company]] || August 15, 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Kingdom The Far Reaches(EU)|Kingdom: The Far Reaches]] || {{Template:Flag-eu}} ||  || Interactive movie || [[Interplay Productions|Interplay Productions]],[[Virtual Image Productions|Virtual Image Productions]] || [[Interplay Productions|Interplay Productions]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Kingdom The Far Reaches(NA)|Kingdom: The Far Reaches]] || {{Template:Flag-us}} ||  || Interactive movie || [[Interplay Productions|Interplay Productions]],[[Virtual Image Productions|Virtual Image Productions]] || [[Interplay Productions|Interplay Productions]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Knowledgeable Self-Learning Ogura Hyakunin Isshu|Knowledgeable Self-Learning: Ogura Hyakunin Isshu]] || {{Template:Flag-jp}} || FZ-SJ6851 || Edutainment, Mini-games || [[Shinko Human Create|Shinko Human Create]] || [[Shinko Human Create|Shinko Human Create]] || December 15, 1995 || ものしり自遊学　小倉百人一首編 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Kyuumei Kyuukyuu Teate no ABC|Kyuumei Kyuukyuu Teate no ABC]] || {{Template:Flag-jp}} || ???? || ???? || ???? || ???? || ???? ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Last Bounty Hunter|Last Bounty Hunter, The]] || {{Template:Flag-us}} ||  || Interactive movie, Light gun shooter || [[American Laser Games|American Laser Games]] || [[American Laser Games|American Laser Games]] || Novemeber 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Lemmings(NA)|Lemmings]] || {{Template:Flag-us}} || || Puzzle || [[DMA Design|DMA Design]] || [[Psygnosis|Psygnosis Software]] || 1993 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Lemmings(JP)|Lemmings]] || {{Template:Flag-jp}} || FZ-SJ1656 || Puzzle || [[DMA Design|DMA Design]] || [[Psygnosis|Psygnosis Software]] || 6th August 1994 || レミングス || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Life Stage-Virtual House(NA)|Life Stage: Virtual House, The]] || {{Template:Flag-us}} || || Construction and management simulation || [[Microcabin|Microcabin]] || [[Panasonic|Panasonic]] || March 1993 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Life Stage-Virtual House(JP)|Life Stage: Virtual House, The]] || {{Template:Flag-jp}} || FZ-SJ0201 || Construction and management simulation || [[Microcabin|Microcabin]] || [[Panasonic|Panasonic]] || 20th March 1994 || ザ・ライフ・ステージ　ＶＩＲＴＵＡＬ　ＨＯＵＳＥ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Life Stage-Virtual House(KR)|Life Stage: Virtual House, The]] || {{Template:Flag-kr}} || GDT-GA041 || Construction and management simulation || [[Microcabin|Microcabin]] || [[Goldstar(LG)|Goldstar(LG)]] || March 1993 || 라이프 스테이지 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Little House|Little House, The]] || {{Template:Flag-jp}} || MC-950101 || ??? || [[Mugei Co Ltd|Mugei Co Ltd]] || [[MC International Ltd|MC International Ltd]] || 1995 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Live-3DO Magazine CD-ROM 1|Live! 3DO Magazine CD-ROM #01]] || {{Template:Flag-jp}} ||  || Demodisc || N/A || [[Live-3DO Magazine|Live! 3DO Magazine]] || 6th May 1994 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Live-3DO Magazine CD-ROM 2|Live! 3DO Magazine CD-ROM #02]] || {{Template:Flag-jp}} ||  || Demodisc || N/A || [[Live-3DO Magazine|Live! 3DO Magazine]] || 6th July 1994 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Live-3DO Magazine CD-ROM 3|Live! 3DO Magazine CD-ROM #03]] || {{Template:Flag-jp}} ||  || Demodisc || N/A || [[Live-3DO Magazine|Live! 3DO Magazine]] || 6th September 1994 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Live-3DO Magazine CD-ROM 4|Live! 3DO Magazine CD-ROM #04]] || {{Template:Flag-jp}} ||  || Demodisc || N/A || [[Live-3DO Magazine|Live! 3DO Magazine]] || 6th November 1994 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Live-3DO Magazine CD-ROM 5|Live! 3DO Magazine CD-ROM #05]] || {{Template:Flag-jp}} ||  || Demodisc || N/A || [[Live-3DO Magazine|Live! 3DO Magazine]] || 6th January 1995 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Live-3DO Magazine CD-ROM 6|Live! 3DO Magazine CD-ROM #06]] || {{Template:Flag-jp}} ||  || Demodisc || N/A || [[Live-3DO Magazine|Live! 3DO Magazine]] || 6th March 1995 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Live-3DO Magazine CD-ROM 7|Live! 3DO Magazine CD-ROM #07]] || {{Template:Flag-jp}} ||  || Demodisc || N/A || [[Live-3DO Magazine|Live! 3DO Magazine]] || 6th May 1995 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Live-3DO Magazine CD-ROM 8|Live! 3DO Magazine CD-ROM #08]] || {{Template:Flag-jp}} ||  || Demodisc || N/A || [[Live-3DO Magazine|Live! 3DO Magazine]] || 6th July 1995 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Live-3DO Magazine CD-ROM 9|Live! 3DO Magazine CD-ROM #09]] || {{Template:Flag-jp}} ||  || Demodisc || N/A || [[Live-3DO Magazine|Live! 3DO Magazine]] || 6th September 1995 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Live-3DO Magazine CD-ROM 10|Live! 3DO Magazine CD-ROM #10]] || {{Template:Flag-jp}} ||  || Demodisc || N/A || [[Live-3DO Magazine|Live! 3DO Magazine]] || 6th November 1995 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Live-3DO Magazine CD-ROM 11|Live! 3DO Magazine CD-ROM #11]] || {{Template:Flag-jp}} ||  || Demodisc || N/A || [[Live-3DO Magazine|Live! 3DO Magazine]] || 6th January 1996 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Lost Eden(NA)|Lost Eden]] || {{Template:Flag-us}} ||  || Adventure || [[Cryo Interactive|Cryo Interactive]] || [[Virgin Interactive|Virgin Interactive]] || 1995 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Lost Eden(KR)|Lost Eden]] || {{Template:Flag-kr}} || GDT-EA381 || Adventure || [[Cryo Interactive|Cryo Interactive]] || [[Goldstar(LG)|Goldstar(LG)]] || 1995 || 로스트 에덴 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Lost Files of Sherlock Holmes(EU)|Lost Files of Sherlock Holmes, The]] || {{Template:Flag-eu}} ||  || Adventure || [[Mythos Software|Mythos Software]] || [[Electronic Arts|Electronic Arts]] || 1994 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Lost Files of Sherlock Holmes(NA)|Lost Files of Sherlock Holmes, The]] || {{Template:Flag-us}} ||  || Adventure || [[Mythos Software|Mythos Software]] || [[Electronic Arts|Electronic Arts]] || 1994 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Love Bites|Love Bites]] || {{Template:Flag-us}} ||  || Non-game, Adult, Interactive movie || [[Vivid Interactive|Vivid Interactive]] || [[Vivid Interactive|Vivid Interactive]] || 1995 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Love Bites(JP)|Love Bites]] || {{Template:Flag-jp}} || || Non-game, Adult, Interactive movie || [[Vivid Interactive|Vivid Interactive]] || [[UEP System Inc|UEP System Inc]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Luciennes Quest|Lucienne&#039;s Quest]] || {{Template:Flag-us}} ||  || Role-playing game || [[Microcabin|Microcabin]] || [[Panasonic|Panasonic]] || September 14, 1995 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Macaroni Hourensou Interactive(JP)|Macaroni Hourensou Interactive]] || {{Template:Flag-jp}} || FZ-SJ4551 || Adventure || [[Future Pirates Inc|Future Pirates Inc]] || [[Toshiba EMI|Toshiba EMI]] || January 13, 1995 || マカロニほうれん荘　インタラクティブ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Mad Dog McCree|Mad Dog McCree]] || {{Template:Flag-us}} ||  || Interactive movie, Light gun shooter || [[American Laser Games|American Laser Games]] || [[American Laser Games|American Laser Games]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Mad Dog II-The Lost Gold|Mad Dog II: The Lost Gold]] || {{Template:Flag-us}} ||  || Interactive movie, Light gun shooter || [[American Laser Games|American Laser Games]] || [[American Laser Games|American Laser Games]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Mahjong Goku Tenjiku|Mahjong Goku Tenjiku]] || {{Template:Flag-jp}} || FZ-SJ0901 || Board game || [[Chat Noir|Chat Noir]] || [[ASCII Corporation|ASCII Corporation]] || 25th June 1994 || 麻雀悟空　天竺 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Mahjong Crazy Era AV Gal Uniform Edition|Mahjong Crazy Era: AV Gal Uniform Edition]] || {{Template:Flag-jp}} || MC-700 || Board game, Eroge || [[Micronet|Micronet]] || [[Micronet|Micronet]] || 20th July 1994 || 麻雀狂時代　～ＡＶギャル制服編～ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Mahjong Crazy Era Kogal After School Edition|Mahjong Crazy Era: Kogal After School Edition]] || {{Template:Flag-jp}} || MC-701 || Board game, Eroge || [[Micronet|Micronet]] || [[Micronet|Micronet]] || October 18, 1995 || 麻雀狂時代　コギャル放課後編 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Marine Tour|Marine Tour]] || {{Template:Flag-jp}} || FZ-SJ2551 || Non-game || [[Office Create|Office Create]] || [[Office Create|Office Create]] || 6th August 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Mathemagics|Mathemagics]] || {{Template:Flag-us}} ||  || Non-game, Edutainment || [[L3 Interactive|L3 Interactive]] || [[The 3DO Company|The 3DO Company]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Mazer|Mazer]] || {{Template:Flag-us}} ||  || Run and gun || [[American Laser Games|American Laser Games]] || [[American Laser Games|American Laser Games]] || July 31, 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[MegaRace(EU)|MegaRace]] || {{Template:Flag-eu}} ||  || Racing || [[Cryo Interactive|Cryo Interactive]] || [[Mindscape|Mindscape]] || May 1994 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[MegaRace(NA)|MegaRace]] || {{Template:Flag-us}} ||  || Racing || [[Cryo Interactive|Cryo Interactive]] || [[Mindscape|Mindscape]] || May 1994 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[MegaRace(JP)|MegaRace]] || {{Template:Flag-jp}} || FZ-SJ2751 || Racing || [[Cryo Interactive|Cryo Interactive]] || [[Mindscape|Mindscape]] || October 7, 1994 || メガレース || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[MegaRace(KR)|MegaRace]] || {{Template:Flag-kr}} || GDT-GA171  || Racing || [[Cryo Interactive|Cryo Interactive]] || [[Goldstar(LG)|Goldstar(LG)]] || May 1994 || 메가레이스 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Microcosm(NA)|Microcosm]] || {{Template:Flag-us}} ||  || Rail shooter || [[Psygnosis|Psygnosis]] || [[Psygnosis|Psygnosis]] || March 14, 1994 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Microcosm(JP)|Microcosm]] || {{Template:Flag-jp}} || FZ-SJ0152 || Rail shooter || [[Psygnosis|Psygnosis]] || [[Psygnosis|Psygnosis]] || 9th July 1994 || マイクロコズム || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Mind Teazzer(EU)|Mind Teazzer]] || {{Template:Flag-us}} ||  || Adult, Interactive movie, Puzzle || [[Vivid Interactive|Vivid Interactive]] || [[Vivid Interactive|Vivid Interactive]] || 1994 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Mind Teazzer(NA)|Mind Teazzer]] || {{Template:Flag-us}} ||  || Adult, Interactive movie, Puzzle || [[Vivid Interactive|Vivid Interactive]] || [[Vivid Interactive|Vivid Interactive]] || 1994 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Misa Yamamura Suspense - Kyoto Kurama Sanso Murder|Misa Yamamura Suspense - Kyoto Kurama Sanso Murder]] || {{Template:Flag-jp}} || FZ-SJ0401 || Adventure, Visual novel || [[Pack-In-Video|Pack-In-Video]] || [[Bandai Co Ltd|Bandai Co Ltd]] || 20th March 1994 || 山村美紗サスペンス 京都鞍馬山荘殺人事件 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Montana Jones(JP)|Montana Jones]] || {{Template:Flag-jp}} || FZ-SJ1352 || Adventure || [[Future Pirates Inc|Future Pirates Inc]] || [[Future Pirates Inc|Future Pirates Inc]] || January 20, 1995 || モンタナ・ジョーンズ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Montana Jones-Demo|Montana Jones Demo]] || {{Template:Flag-jp}} || FZ-JJ9DSM-5A || Demodisc || [[Future Pirates Inc|Future Pirates Inc]] || [[Future Pirates Inc|Future Pirates Inc]] || January 20, 1995 || モンタナ・ジョーンズ デモンストレーション版 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Moon Cradle|Moon Cradle: The Strange Bride]] || {{Template:Flag-jp}} || FZ-SJ0405 || Adventure || [[Tose|Tose]] || [[Pack-In-Video|Pack-In-Video]] || December 15, 1995 || ムーン・クレイドル　～異形の花嫁～ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Multimedia Shinsho-Driving School|Multimedia Shinsho: Driving School - Futsu Menkyoka Hen]] || {{Template:Flag-jp}} || JM-DD001 || Racing || [[JISC Life Support|JISC Life Support]] || [[JISC Life Support|JISC Life Support]] || October 25, 1995 || モンタナ・ジョーンズ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Myst(EU)|Myst]] || {{Template:Flag-us}} ||  || Adventure, Puzzle || [[Microcabin|Microcabin]] || [[Panasonic|Panasonic]] || March 17, 1995 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Myst(NA)|Myst]] || {{Template:Flag-us}} || FZ-SM0204 || Adventure, Puzzle || [[Microcabin|Microcabin]] || [[Panasonic|Panasonic]] || March 17, 1995 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Myst(JP)|Myst]] || {{Template:Flag-jp}} || FZ-SJ0204 || Adventure, Puzzle || [[Microcabin|Microcabin]] || [[Panasonic|Panasonic]] || April 14, 1995 || ミスト || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Myst(KR)|Myst]] || {{Template:Flag-kr}} || GDT-GA311 || Adventure, Puzzle || [[Microcabin|Microcabin]] || [[Panasonic|Panasonic]] || March 17, 1995 || 미스트  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Myst(DE)|Myst]] || {{Template:Flag-de}} || FZ-SG0204 || Adventure, Puzzle || [[Microcabin|Microcabin]] || [[Panasonic|Panasonic]] || March 17, 1995 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[NOB-Neo Organic Bioform(JP)|N.O.B.: Neo Organic Bioform]] || {{Template:Flag-jp}} || IMP-SK1203 || Dungeon crawl, Role-playing game, Strategy || [[Octagon Entertainment|Octagon Entertainment]] || [[Sanyo|Sanyo]] || December 15, 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Nais Hows 1 - Front Hows 95-96|Nais How&#039;s 1 - Front How&#039;s &#039;95-&#039;96]] || {{Template:Flag-jp}} || TP-MEW02 || Non-game || [[A&amp;amp;i Games|A&amp;amp;i Games]],[[National Human Electronics|National Human Electronics]] || [[A&amp;amp;i Games|A&amp;amp;i Games]],[[National Human Electronics|National Human Electronics]] || January 8, 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Naoko to Hide Bo-Sans no Tensai 1|Naoko to Hide Bo: Sans no Tensai 1]] || {{Template:Flag-jp}} || IMP-SI0401 || Non-game, Edutainment || [[Gakuman|Gakuman]] || [[Gakuman|Gakuman]] || March 10, 1995 || ナオコとヒデ坊　算数の天才１　和と差の文章題・つるカメ算パートⅠ（物々交換の巻） || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Naoko to Hide Bo-Sans no Tensai 2|Naoko to Hide Bo: Sans no Tensai 2]] || {{Template:Flag-jp}} || IMP-SI0402 || Non-game, Edutainment || [[Gakuman|Gakuman]] || [[Gakuman|Gakuman]] || March 10, 1995 || ナオコとヒデ坊　算数の天才２　速さの文章題・通過算パートⅠ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Naoko to Hide-bou: Kanji no Tensai 1: Bushu-hen|Naoko to Hide-bou: Kanji no Tensai 1: Bushu-hen, Bushu no Namae ga Tanoshii Chou Kioku-hou]] || {{Template:Flag-jp}} || IMP-SI0403 || Non-game, Edutainment || [[Gakuman|Gakuman]] || [[Gakuman|Gakuman]] || March 10, 1995 || ナオコとヒデ坊　漢字の天才１　部首編・部首の名前が楽しい超記憶法 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[National Panasonic Collection|National/Panasonic Collection]] || {{Template:Flag-jp}} || LH-JJ73DO00 || Non-game || [[Panasonic|Panasonic]] || [[Panasonic|Panasonic]] || 1994 || ソフト National/Panasonicコレクション || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[NeuroDancer-Journey Into the Neuronet|NeuroDancer: Journey Into the Neuronet!]] || {{Template:Flag-us}} || || Action, Adult, Maze || [[Electric Dreams Inc|Electric Dreams Inc]] || [[PIXIS Interactive|PIXIS Interactive]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[New Hows 1-Front Hows 94-95|New How&#039;s 1 - Front How&#039;s &#039;94-&#039;95]] || {{Template:Flag-jp}} || TP-MEW01 || Non-game || [[A&amp;amp;i Games|A&amp;amp;i Games]],[[National Human Electronics|National Human Electronics]] || [[A&amp;amp;i Games|A&amp;amp;i Games]],[[National Human Electronics|National Human Electronics]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[NFL Madden Football|NFL Madden Football]] || {{Template:Flag-jp}} || FZ-SJ1652 || Sports || [[High Score Productions|High Score Productions]] || [[Electronic Arts Victor|Electronic Arts Victor]] || 28th May 1994 || ＮＦＬ　マッデン　フットボール || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Nice Body All-Star Suiei Taikai|Nice Body All-Star Suiei Taikai]] || {{Template:Flag-jp}} || FZ-SJ5852 || Casino, Eroge || [[BrainBusters|BrainBusters]],[[East Wind Corporation|East Wind Corporation]] || [[Fuji Television|Fuji Television]] || May 19, 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Night Trap(EU)|Night Trap]] || {{Template:Flag-eu}} || || Interactive movie || [[Digital Pictures|Digital Pictures]] || [[Virgin Interactive|Virgin Interactive]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Night Trap(NA)|Night Trap]] || {{Template:Flag-us}} || || Interactive movie || [[Digital Pictures|Digital Pictures]] || [[Virgin Interactive|Virgin Interactive]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Night Trap(JP)|Night Trap]] || {{Template:Flag-jp}} || FZ-SJ1951 || Interactive movie || [[Digital Pictures|Digital Pictures]] || [[Virgin Interactive|Virgin Interactive]] || 25th June 1994 || ナイト・トラップ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Nishimura Kyotaro Travel Mystery|Nishimura Kyotaro Travel Mystery: The Season of Evil: Tokyo to Nanki Shirahama Serial Murders]] || {{Template:Flag-jp}} || FZ-SJ0403 || Adventure || [[Tose|Tose]] || [[Pack-in-Video|Pack+in-Video]],[[Panasonic|Panasonic]] || November 25, 1994 || 西村京太郎トラベル・ミステリー　悪逆の季節　東京～南紀白浜連続殺人事件 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Nobunagas Ambition|Nobunaga&#039;s Ambition - Legend of the Overlord]] || {{Template:Flag-jp}} || FZ-SJ2851 || Strategy || [[Koei|Koei]] || [[Koei|Koei]] || September 16, 1994 || 信長の野望・覇王伝 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Novastorm(NA)|Novastorm]] || {{Template:Flag-us}} || || Rail shooter || [[Psygnosis|Psygnosis]] || [[Psygnosis|Psygnosis]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Novastorm(JP)|Novastorm]] || {{Template:Flag-jp}} || FZ-SJ0156 || Rail shooter || [[Psygnosis|Psygnosis]] || [[Psygnosis|Psygnosis]] || October 7, 1994 || ノバ・ストーム || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Oceans Below(NA)|Oceans Below]] || {{Template:Flag-us}} ||  || Non-game, Edutainment || [[Amazing Media|Amazing Media]] || [[The Software Toolworks|The Software Toolworks]] || 1995 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Oceans Below(JP)|Oceans Below]] || {{Template:Flag-jp}} || FZ-SJ2752 || Non-game, Edutainment || [[Amazing Media|Amazing Media]] || [[The Software Toolworks|The Software Toolworks]] || July 21, 1995 || オーシャンズ・ビロウ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Off-World Interceptor(EU)|Off-World Interceptor]] || {{Template:Flag-eu}} ||  || Vehicular combat || [[Crystal Dynamics|Crystal Dynamics]] || [[Crystal Dynamics|Crystal Dynamics]] || November 22, 1994 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Off-World Interceptor(NA)|Off-World Interceptor]] || {{Template:Flag-us}} ||  || Vehicular combat || [[Crystal Dynamics|Crystal Dynamics]] || [[Crystal Dynamics|Crystal Dynamics]] || November 22, 1994 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Off-World Interceptor(JP)|Off-World Interceptor]] || {{Template:Flag-jp}} || FZ-SJ3151 || Vehicular combat || [[Crystal Dynamics|Crystal Dynamics]] || [[Crystal Dynamics|Crystal Dynamics]] || December 16, 1994 || オフ‐ワールド・インターセプター || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Off-World Interceptor(KR)|Off-World Interceptor]] || {{Template:Flag-kr}} || GDT-GA241 || Vehicular combat || [[Crystal Dynamics|Crystal Dynamics]] || [[Crystal Dynamics|Crystal Dynamics]] || November 22, 1994 || 혹성질주 /(정발 번들판만 봤음 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Ogura Hyakunin Isshu|Ogura Hyakunin Isshu]] || {{Template:Flag-jp}} || SV-0201 || Adventure || [[Vamsoft|Vamsoft]] || [[Vamsoft|Vamsoft]] || May 26, 1995 || 小倉百人一首 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Oilman|Oilman]] || {{Template:Flag-jp}} ||  || ???? || ???? || ???? || ???? ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Oceans Below(NA)|Oceans Below]] || {{Template:Flag-us}} ||  || Non-game, Edutainment || [[Amazing Media|Amazing Media]] || [[The Software Toolworks|The Software Toolworks]] || 1995 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Olympic Soccer|Olympic Soccer]] || {{Template:Flag-us}} || FZ-SW0011 || Sports || [[Silicon Dreams|Silicon Dreams]],[[Tiertex Design Studios|Tiertex Design Studios]] || [[Eidos Interactive|Eidos Interactive]],[[Panasonic|Panasonic]],[[US Gold|US Gold]] || April 12, 1996 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Olympic Summer Games|Olympic Summer Games]] || {{Template:Flag-us}} || FZ-SW0012 || Sports || [[Silicon Dreams|Silicon Dreams]],[[Tiertex Design Studios|Tiertex Design Studios]] || [[Eidos Interactive|Eidos Interactive]],[[Panasonic|Panasonic]],[[US Gold|US Gold]] || June 1996 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Out of this World|Out of this World]] || {{Template:Flag-us}} ||  || Platform || [[Interplay Productions|Interplay Productions]],[[Lil Gangster Entertainment|Lil Gangsters Entertainment]] || [[Interplay Productions|Interplay Productions]] || 1995 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Outer World|Outer World]] || {{Template:Flag-jp}} || FZ-SJ3451 || Platform || [[Interplay Productions|Interplay Productions]],[[Lil Gangster Entertainment|Lil Gangsters Entertainment]] || [[Interplay Productions|Interplay Productions]] || October 21, 1994 || アウター・ワールド || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Oyaji Hunter Mahjong|Oyaji Hunter Mahjong]] || {{Template:Flag-jp}} || IMP-SF0703 || Board game || [[Warp|Warp]] || [[Warp|Warp]] || July 14, 1995 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Paddock Note 95|Paddock Note &#039;95]] || {{Template:Flag-jp}} || FZ-SJ5851 || Sports || [[Scitron &amp;amp; Art|Scitron &amp;amp; Art]] || [[Fuji Television|Fuji Television]] || April 14, 1995 || パドック・ノート&#039;９５ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Panasonic 3DO Interaktiver Multiplayer Sampler Disc|Panasonic 3DO Interaktiver Multiplayer Sampler Disc]] || {{Template:Flag-de}} || FZ10C2G1-AS || Demodisc || [[Panasonic|Panasonic]] || [[Panasonic|Panasonic]] ||  || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Panasonic System Catalog|Panasonic System Catalog]] || {{Template:Flag-jp}} ||  || Not for Sale || N/A || [[Panasonic|Panasonic]] ||  || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Panasonic Special CD-ROM|Panasonic Special CD-ROM]] || {{Template:Flag-jp}} || FZ-JJ9DS0-5F || Demodisc || N/A || [[Panasonic|Panasonic]] ||  || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Panzer General(EU)|Panzer General]] || {{Template:Flag-eu}} || || Turn-based strategy || [[Strategic Simulations Inc|Strategic Simulations Inc]] || [[Strategic Simulations Inc|Strategic Simulations Inc]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Panzer General(NA)|Panzer General]] || {{Template:Flag-us}} || || Turn-based strategy || [[Strategic Simulations Inc|Strategic Simulations Inc]] || [[Strategic Simulations Inc|Strategic Simulations Inc]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Panzer General(DE)|Panzer General]] || {{Template:Flag-de}} || || Turn-based strategy || [[Strategic Simulations Inc|Strategic Simulations Inc]] || [[Strategic Simulations Inc|Strategic Simulations Inc]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[PaTaank(EU)|PaTaank]] || {{Template:Flag-eu}} || || Pinball || [[PF Magic|PF Magic]] || [[PF Magic|PF Magic]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[PaTaank(NA)|PaTaank]] || {{Template:Flag-us}} || || Pinball || [[PF Magic|PF Magic]] || [[PF Magic|PF Magic]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[PaTaank(JP)|PaTaank]] || {{Template:Flag-jp}} || FZ-SJ3154 || Pinball || [[PF Magic|PF Magic]] || [[PF Magic|PF Magic]] || November 3, 1994 || パタンク || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[PaTaank(KR)|PaTaank]] || {{Template:Flag-kr}} || GDT-GA211 || Pinball || [[PF Magic|PF Magic]] || [[Goldstar(LG)|Goldstar(LG)]] || 1994 || 파탕 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Penthouse Interactive Vol 1|Penthouse Interactive Virtual Photo Shoot Vol. 1]] || {{Template:Flag-jp}} || FZ-SJ5151 || Non-game, Adult || [[Apollon|Apollon]] || [[Apollon|Apollon]],[[Bunkasha|Bunkasha]],[[GAGA Communications|GAGA Communications]] || December 23, 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Perfect General|Perfect General, The]] || {{Template:Flag-us}} || || Turn-based strategy || [[Game Guild|Game Guild]] || [[Kirin Entertainment|Kirin Entertainment]] || 1996 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Peter Frankl - The Tower of Puzzles(JP)|Peter Frankl:The Tower of Puzzles]] || {{Template:Flag-jp}} || FZ-SJ5051 || Adventure, Puzzle || [[TBS Multimedia|TBS Multimedia]] || [[Hamlet|Hamlet]] [[Hakuhodo|Hakuhodo]] || January 13, 1995 || ピーター・フランクル　パズルの塔 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[PGA Tour 96(EU)|PGA Tour 96]] || {{Template:Flag-eu}} || || Sports || [[Hitmen Productions|Hitmen Productions]],[[NuFX Inc|NuFX Inc]] || [[Electronic Arts|Electronic Arts]] || November 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[PGA Tour 96(NA)|PGA Tour 96]] || {{Template:Flag-us}} || || Sports || [[Hitmen Productions|Hitmen Productions]],[[NuFX Inc|NuFX Inc]] || [[Electronic Arts|Electronic Arts]] || November 1995 || || 1&lt;br /&gt;
|- &lt;br /&gt;
| [[PGA Tour 96(AU)|PGA Tour 96]] || {{Template:Flag-au}} || || Sports || [[Hitmen Productions|Hitmen Productions]],[[NuFX Inc|NuFX Inc]] || [[Electronic Arts|Electronic Arts]] || || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Phoenix 3(EU)|Phoenix 3]] || {{Template:Flag-eu}} || || Run and gun, Space combat simulation || [[Gray Matter|Gray Matter]] || [[Studio 3DO|Studio 3DO]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Phoenix 3(NA)|Phoenix 3]] || {{Template:Flag-us}} || || Run and gun, Space combat simulation || [[Gray Matter|Gray Matter]] || [[Studio 3DO|Studio 3DO]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Plumbers Dont Wear Ties|Plumbers Don&#039;t Wear Ties]] || {{Template:Flag-us}} || || Adult, Interactive movie || [[United Pixtures|United Pixtures]] || [[Kirin Entertainment|Kirin Entertainment]] || September 30, 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[POed(EU)|PO&#039;ed]] || {{Template:Flag-eu}} || || First-person shooter || [[Any Channel|Any Channel]] || [[Any Channel|Any Channel]] || November 6, 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[POed(NA)|PO&#039;ed]] || {{Template:Flag-us}} || || First-person shooter || [[Any Channel|Any Channel]] || [[Any Channel|Any Channel]] || November 6, 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Policenauts|Policenauts]] || {{Template:Flag-jp}} || VZ002 || Adventure, Interactive movie, Visual novel || [[Konami|Konami]] || [[Konami|Konami]] || September 29, 1995 || ポリスノーツ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Policenauts-Pilot Disc|Policenauts-Pilot Disc]] || {{Template:Flag-jp}} || VZ001 || Demodisc|| [[Konami|Konami]] || [[Konami|Konami]] || April 21, 1995 || ポリスノー　ツ・パイロット・ディスク || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Powers Kingdom(EU)|Powers Kingdom]] || {{Template:Flag-eu}} || FZ-SE0202 || Tactical role-playing game || [[Microcabin|Microcabin]] || [[Panasonic|Panasonic]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Powers Kingdom(JP)|Powers Kingdom]] || {{Template:Flag-jp}} || FZ-SJ0202 || Tactical role-playing game || [[Microcabin|Microcabin]] || [[Panasonic|Panasonic]] || 1st June 1994 || パワーズ・キングダム || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Pretty Soldier Sailor Moon S|Pretty Soldier Sailor Moon S]] || {{Template:Flag-jp}} || FZ-SJ1453 || Fighting || [[Tose|Tose]] || [[Bandai Co Ltd|Bandai Co Ltd]] || March 17, 1995 || 美少女戦士セーラームーンＳ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Pretty Soldier Sailor Moon S-Demo|Pretty Soldier Sailor Moon S-Demo]] || {{Template:Flag-jp}} || FZ-JJ9DS8-58 || Demodisc || [[Tose|Tose]] || [[Bandai Co Ltd|Bandai Co Ltd]] || March 17, 1995 || 美少女戦士セーラームーンS デモンストレーション版 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Primal Rage(EU)|Primal Rage]] || {{Template:Flag-eu}} || || Fighting || [[Probe Entertainment|Probe Entertainment]] || [[Goldstar(LG)|Goldstar(LG)]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Primal Rage(NA)|Primal Rage]] || {{Template:Flag-us}} || || Fighting || [[Probe Entertainment|Probe Entertainment]] || [[Goldstar(LG)|Goldstar(LG)]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Princess Maker 2|Princess Maker 2]] || {{Template:Flag-jp}} || FZ-SJ0253 || Life simulation || [[Gainax|Gainax]] || [[Microcabin|Microcabin]] || December 9, 1995 || プリンセス・メーカー２ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Pro Stadium|Pro Stadium]] || {{Template:Flag-jp}} || IMP-SG1202 || Sports || [[Workman|Workman]] || [[Sanyo|Sanyo]] || December 8, 1995 || プロ・スタジアム || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Pro Virtual Baseball Stadium|Pro Virtual Baseball Stadium]] || {{Template:Flag-jp}} || FZ-SJ1668 || Sports || [[Electronic Arts Victor|Electronic Arts Victor]] || [[Electronic Arts Victor|Electronic Arts Victor]] || December 29, 1995 || プロ野球バーチャル・スタジアム || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Pro Virtual Baseball Stadium-Demo|Pro Virtual Baseball Stadium Demo]] || {{Template:Flag-jp}} || FZ-JJ9DSE-5L || Demodisc || [[Electronic Arts Victor|Electronic Arts Victor]] || [[Electronic Arts Victor|Electronic Arts Victor]] || December 29, 1995 || プロ野球バーチャル・スタジアム || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Psychic Detective(EU)|Psychic Detective]] || {{Template:Flag-eu}} || || Interactive movie || [[Electronic Arts|Electronic Arts]],[[Colossal Pictures|Colossal Pictures]] || [[Electronic Arts|Electronic Arts]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Psychic Detective(NA)|Psychic Detective]] || {{Template:Flag-us}} || || Interactive movie || [[Electronic Arts|Electronic Arts]],[[Colossal Pictures|Colossal Pictures]] || [[Electronic Arts|Electronic Arts]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Puppet Tale|Puppet Tale]] || {{Template:Flag-jp}} || FZ-SJ0203 || Adventure || [[Microcabin|Microcabin]] || [[Panasonic|Panasonic]] || 23rd July 1994 || パペット・テイル || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Putt-Putt Goes to the Moon(NA)|Putt-Putt Goes to the Moon]] || {{Template:Flag-us}} || || Adventure || [[Humongous Entertainment|Humongous Entertainment]] || [[Humongous Entertainment|Humongous Entertainment]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Putt-Putt Goes to the Moon(KR)|Putt-Putt Goes to the Moon]] || {{Template:Flag-kr}} || GDT-EA041 || Adventure || [[Humongous Entertainment|Humongous Entertainment]] || [[Goldstar(LG)|Goldstar(LG)]] || 1994 || 풋풋 달나라 여행 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Putt-Putt Joins the Parade(NA)|Putt-Putt Joins the Parade]] || {{Template:Flag-us}} || || Adventure || [[Humongous Entertainment|Humongous Entertainment]] || [[Humongous Entertainment|Humongous Entertainment]] || 1993 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Putt-Putt Joins the Parade(JP)|Putt-Putt Joins the Parade]] || {{Template:Flag-jp}} || FZ-SJ2153 || Adventure || [[Humongous Entertainment|Humongous Entertainment]] || [[Humongous Entertainment|Humongous Entertainment]] || December 2, 1994 || パットパットとパレードに行こう！ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Putt-Putt Joins the Parade(KR)|Putt-Putt Joins the Parade]] || {{Template:Flag-kr}} || GDT-EA051 || Adventure || [[Humongous Entertainment|Humongous Entertainment]] || [[Goldstar(LG)|Goldstar(LG)]] || 1993 || 풋풋 퍼레이드  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Putt-Putts Fun Pack(NA)|Putt-Putt&#039;s Fun Pack]] || {{Template:Flag-us}} || || Board game, Edutainment || [[Humongous Entertainment|Humongous Entertainment]] || [[Humongous Entertainment|Humongous Entertainment]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Putt-Putts Fun Pack(JP)|Putt-Putt&#039;s Fun Pack]] || {{Template:Flag-jp}} || FZ-SJ2151 || Board game, Edutainment || [[Humongous Entertainment|Humongous Entertainment]] || [[Humongous Entertainment|Humongous Entertainment]] || 6th August 1994 || パットパット　ファン・パック || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Putt-Putts Fun Pack(KR)|Putt-Putt&#039;s Fun Pack]] || {{Template:Flag-kr}} ||  || Board game, Edutainment || [[Humongous Entertainment|Humongous Entertainment]] || [[Goldstar(LG)|Goldstar(LG)]] || 1994 || 꼬마 자동차 풋풋  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Puzzle Bobble|Puzzle Bobble]] || {{Template:Flag-jp}} || FZ-SJ0252 || Puzzle || [[Microcabin|Microcabin]] || [[Taito|Taito]] || November 22, 1995 || パズル・ボブル || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Puzzle Bobble-Demo|Puzzle Bobble Demo]] || {{Template:Flag-jp}} || FZ-JJ9DSA-5K || Puzzle || [[Microcabin|Microcabin]] || [[Taito|Taito]] || November 22, 1995 || パズルボブルサンプル版 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Pyramid Intruder|Pyramid Intruder]] || {{Template:Flag-jp}} || FZ-SJ4451 || Rail shooter || [[HighTech Lab|HighTech Lab]] || [[Taito|Taito]] || August 11, 1995 || ピラミッド・イントルーダー || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Quarantine(EU)|Quarantine]] || {{Template:Flag-eu}} || || First-person shooter, Racing, Vehicular combat || [[Imagexcel|Imagexcel]] || [[GameTek|GameTek]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Quarantine(NA)|Quarantine]] || {{Template:Flag-us}} || || First-person shooter, Racing, Vehicular combat || [[Imagexcel|Imagexcel]] || [[GameTek|GameTek]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Quarantine(JP)|Quarantine]] || {{Template:Flag-jp}} || IM-TS9503 || First-person shooter, Racing, Vehicular combat || [[Imagexcel|Imagexcel]] || [[GameTek|GameTek]] || September 14, 1995 || カランティーン || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Quarterback Attack|Quarterback Attack with Mike Ditka]] || {{Template:Flag-us}} || || Sports || [[Digital_Pictures|Digital Pictures]] || [[Acclaim Entertainment|Acclaim Entertainment]] || November 27, 1995 || || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Real Perfect World|Real Perfect World]] || {{Template:Flag-jp}} || E3D-7026 || First-person shooter, Role-playing game || [[Five Miles Out|Five Miles Out]] || [[Electronic Arts Victor|Electronic Arts Victor]] || September 22, 1995 || パーフェクト・ワールド || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Real Perfect World Demo|Real Perfect World Demo]] || {{Template:Flag-jp}} || E3D-9026S || Demodisc || [[Five Miles Out|Five Miles Out]] || [[Electronic Arts Victor|Electronic Arts Victor]] || September 22, 1995 || パーフェクト・ワールド || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Real Pinball(EU)|Real Pinball]] || {{Template:Flag-eu}} || FZ-SE0801 || Pinball || [[Japan DataWorks|Japan DataWorks]] || [[Panasonic|Panasonic]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Real Pinball(NA)|Real Pinball]] || {{Template:Flag-us}} || FZ-SM0801 || Pinball || [[Japan DataWorks|Japan DataWorks]] || [[Panasonic|Panasonic]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Real Pinball(CA)|Real Pinball]] || {{Template:Flag-ca}} || FZ-SC0801 || Pinball || [[Japan DataWorks|Japan DataWorks]] || [[Panasonic|Panasonic]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Return Fire(EU)|Return Fire]] || {{Template:Flag-eu}} ||  || Action, Shooter || [[Silent Software|Silent Software]] || [[Prolific Publishing|Prolific Publishing]] || 1995 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Return Fire(NA)|Return Fire]] || {{Template:Flag-us}} ||  || Action, Shooter || [[Silent Software|Silent Software]] || [[Prolific Publishing|Prolific Publishing]] || 1995 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Return Fire(JP)|Return Fire]] || {{Template:Flag-jp}} || FZ-SJ6751 || Action, Shooter || [[Silent Software|Silent Software]] || [[Prolific Publishing|Prolific Publishing]] || July 14, 1995 || リターン・ファイアー || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Return Fire Demo(JP)|Return Fire Demo]] || {{Template:Flag-jp}} ||  || Demodisc || [[Silent Software|Silent Software]] || [[Prolific Publishing|Prolific Publishing]] || 1995 || リターンファイアー デモンストレーション版 || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Return Fire-Maps O Death(EU)|Return Fire: Maps O&#039; Death]] || {{Template:Flag-eu}} || || Sports || [[Silent Software|Silent Software]] || [[Prolific Publishing|Prolific Publishing]] || 1995 || || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Return Fire-Maps O Death(NA)|Return Fire: Maps O&#039; Death]] || {{Template:Flag-us}} || || Sports || [[Silent Software|Silent Software]] || [[Prolific Publishing|Prolific Publishing]] || 1995 || || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Rise of the Robots(EU)|Rise of the Robots]] || {{Template:Flag-eu}} || || Fighting || [[Art Data Interactive|Art Data Interactive]] || [[Absolute Entertainment|Absolute Entertainment]] || 1995 || || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Rise of the Robots(NA)|Rise of the Robots]] || {{Template:Flag-us}} || || Fighting || [[Art Data Interactive|Art Data Interactive]] || [[Absolute Entertainment|Absolute Entertainment]] || 1995 || || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Road &amp;amp; Track Presents OverDrivin|Road &amp;amp; Track Presents: OverDrivin]] || {{Template:Flag-jp}} || IMP-SD0101 || Driving || [[Electronic Arts Victor|Electronic Arts Victor]] || [[Electronic Arts Victor|Electronic Arts Victor]] || December 9, 1994 || オーバードライビン || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Road &amp;amp; Track Presents OverDrivin Demo|Road &amp;amp; Track Presents: OverDrivin Demo]] || {{Template:Flag-jp}} ||  || Demodisc || [[Electronic Arts Victor|Electronic Arts Victor]] || [[Electronic Arts Victor|Electronic Arts Victor]] || December 9, 1994 || ロード＆トラック プレゼンツ オーバードライビン Sampler CD || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Road &amp;amp; Track Presents: The Need for Speed(EU)|Road &amp;amp; Track Presents: The Need for Speed]] || {{Template:Flag-eu}} || || Driving || [[Electronic Arts|Electronic Arts]] || [[Electronic Arts|Electronic Arts]] || August 31, 1994 || || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Road &amp;amp; Track Presents: The Need for Speed(NA)|Road &amp;amp; Track Presents: The Need for Speed]] || {{Template:Flag-us}} || || Driving || [[Electronic Arts|Electronic Arts]] || [[Electronic Arts|Electronic Arts]] || August 31, 1994 || || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Road &amp;amp; Track Presents: The Need for Speed(KR)|Road &amp;amp; Track Presents: The Need for Speed]] || {{Template:Flag-kr}} || GDT-GA251 || Driving || [[Electronic Arts|Electronic Arts]] || [[Goldstar(LG)|Goldstar(LG)]] || August 31, 1994 || 니드 포 스피드  || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Road Rash(EU)|Road Rash]] || {{Template:Flag-eu}} || || Racing || [[Monkey Do Productions|Monkey Do Productions]],[[New Level Software|New Level Software]] || [[Electronic Arts|Electronic Arts]] || July 1994 || || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Road Rash(NA)|Road Rash]] || {{Template:Flag-us}} || || Racing || [[Monkey Do Productions|Monkey Do Productions]],[[New Level Software|New Level Software]] || [[Electronic Arts|Electronic Arts]] || July 1994 || || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Road Rash(JP)|Road Rash]] || {{Template:Flag-jp}} || FZ-SJ1654 || Racing || [[Monkey Do Productions|Monkey Do Productions]],[[New Level Software|New Level Software]] || [[Electronic Arts Victor|Electronic Arts Victor]] || 27th August 1994 || ロード・ラッシュ || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Road Rash Demo(JP)|Road Rash Demo]] || {{Template:Flag-jp}} || FZ-SD1654 || Demodisc || [[Monkey Do Productions|Monkey Do Productions]],[[New Level Software|New Level Software]] || [[Electronic Arts Victor|Electronic Arts Victor]] || July 1994 || ロードラッシュ デモ版 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Robinsons Requiem|Robinson&#039;s Requiem]] || {{Template:Flag-us}} || || Survival, Simulation || [[Silmarils|Silmarils]] || [[ReadySoft|ReadySoft]] || 1996 || || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Romance of the Three Kingdoms IV|Romance of the Three Kingdoms IV]] || {{Template:Flag-jp}} || || Turn-based strategy || [[Koei|Koei]] || [[Koei|Koei]] || March 24, 1995 || 三國志Ⅳ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Royal Pro Wrestling|Royal Pro Wrestling: Jikkyo Live!!]] || {{Template:Flag-jp}} || FZ-SJ6551 || Fighting || [[Natsume|Natsume]] || [[Natsume|Natsume]] || February 23, 1996 || ロイヤル・プロ・レスリング　～実況ライブ！！～ || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Samurai Shodown(EU)|Samurai Shodown]] || {{Template:Flag-eu}} || || Fighting || [[Crystal Dynamics|Crystal Dynamics]] || [[Crystal Dynamics|Crystal Dynamics]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Samurai Shodown(NA)|Samurai Shodown]] || {{Template:Flag-us}} || || Fighting || [[Crystal Dynamics|Crystal Dynamics]] || [[Crystal Dynamics|Crystal Dynamics]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Samurai Shodown(JP)|Samurai Shodown]] || {{Template:Flag-jp}} || FZ-SJ3155 || Fighting || [[Crystal Dynamics|Crystal Dynamics]] || [[Crystal Dynamics|Crystal Dynamics]] || February 10, 1995 || サムライ・ショーダウン || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[San Diego Zoo Presents The Animals|San Diego Zoo Presents: The Animals!]] || {{Template:Flag-us}} || || Non-game, Edutainment || [[Arnowitz Studios|Arnowitz Studios]] || [[The Software Toolworks|The Software Toolworks]] || 1993 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Scary School Rumours Hanako-san|Scary School Rumors: Hanako-san Has Arrived!!]] || {{Template:Flag-jp}} || AMCD5014 || Adventure || [[Amuse Productions|Amuse Productions]] || [[Amuse Productions|Amuse Productions]] || August 11, 1995 || 学校のコワイうわさ　花子さんがきた！！ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Scramble Cobra(EU)|Scramble Cobra]] || {{Template:Flag-eu}} || FZ-SE0404 || Combat flight simulation || [[Genki|Genki]] || [[Panasonic|Panasonic]] [[Pack-In-Video|Pack-In-Video]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Scramble Cobra(NA)|Scramble Cobra]] || {{Template:Flag-us}} || FZ-SM0404 || Combat flight simulation || [[Genki|Genki]] || [[Panasonic|Panasonic]] [[Pack-In-Video|Pack-In-Video]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Scramble Cobra(JP)|Scramble Cobra]] || {{Template:Flag-jp}} || FZ-SJ0404 || Combat flight simulation || [[Genki|Genki]] || [[Panasonic|Panasonic]] [[Pack-In-Video|Pack-In-Video]] || August 11, 1995 || スクランブル・コブラ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Scramble Cobra - Premium Version|Scramble Cobra - Premium Version]] || {{Template:Flag-jp}} || FZ-JJ9PSC-5H || Combat flight simulation || [[Genki|Genki]] || [[Panasonic|Panasonic]] [[Pack-In-Video|Pack-In-Video]] || 1995 || スクランブルコブラ プレミアムバージョン&lt;br /&gt;
 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Scramble Cobra - Demo|Scramble Cobra - Demo]] || {{Template:Flag-jp}} || FZ-JJ9DSP-5G || Demodisc || [[Genki|Genki]] || [[Panasonic|Panasonic]] [[Pack-In-Video|Pack-In-Video]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Seal of the Pharaoh|Seal of the Pharaoh]] || {{Template:Flag-us}} || FZ-SM1751 || Dungeon crawl, Role-playing game || [[System Sacom|System Sacom]] || [[Panasonic|Panasonic]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Secre Humins Toy Box|Secre Humins Toy Box]] || {{Template:Flag-jp}} || FZ-SJ2651 || Non-game || [[Glams Interactive Labo|Glams Interactive Labo]] || [[Glams Interactive Labo|Glams Interactive Labo]] || August 27, 1994 || セクレ・フーミンのおもちゃ箱 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Name Judgement|Name Judgement]] || {{Template:Flag-jp}} || FZ-SJ4053 || Non-game || [[Ariadne|Ariadne]] || [[Ariadne|Ariadne]] || February 17, 1995 || 姓名判断 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Self Defense Force World|Self Defense Force World]] || {{Template:Flag-jp}} || FZ-SP9501 || Edutainment || [[Japan Yistec Inc|Japan Yistec Inc]] [[Opera House|Opera House]] || [[Japan Yistec Inc|Japan Yistec Inc]] || 1995 || 自衛隊ワールド || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of the Capital Part I|Tales of the Capital: Part I]] || {{Template:Flag-jp}} || FZ-SJ4054 || Non-game || [[Byse Inc|Byse Inc]] || [[Ariadne|Ariadne]] || October 27, 1995 || 「占都物語」　そのⅠ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Sesame Street Numbers(NA)|Sesame Street: Numbers]] || {{Template:Flag-us}} || || Edutainment, Mini-games || [[Viridis|Viridis Corporation]] || [[Electronic Arts|Electronic Arts]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Sesame Street Numbers(JP)|Sesame Street: Numbers]] || {{Template:Flag-jp}} || FZ-SJ1664 || Edutainment, Mini-games || [[Viridis|Viridis Corporation]] || [[Electronic Arts Victor|Electronic Arts Victor]] || March 17, 1995 || セサミ・ストリート　～ナンバーズ～ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Sewer Shark(UK)|Sewer Shark]] || {{Template:Flag-gb}} || || Rail shooter || [[Digital Pictures|Digital Pictures]] || [[Virgin Interactive|Virgin Interactive]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Sewer Shark(NA)|Sewer Shark]] || {{Template:Flag-us}} || || Rail shooter || [[Digital Pictures|Digital Pictures]] || [[Hasbro|Hasbro]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Sex(EU)|Sex]] || {{Template:Flag-eu}} || || Non-game, Adult, Interactive movie || [[Vivid Interactive|Vivid Interactive]] || [[Vivid Interactive|Vivid Interactive]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Sex(NA)|Sex]] || {{Template:Flag-us}} || || Non-game, Adult, Interactive movie || [[Vivid Interactive|Vivid Interactive]] || [[Vivid Interactive|Vivid Interactive]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Sex(JP)|Sex]] || {{Template:Flag-jp}} || || Non-game, Adult, Interactive movie || [[Vivid Interactive|Vivid Interactive]] || [[UEP System Inc|UEP System Inc]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Shadow-War of Succession|Shadow: War of Succession]] || {{Template:Flag-us}} || || Fighting || [[Tribeca Digital Studios|Tribeca Digital Studios]] || [[Tribeca Digital Studios|Tribeca Digital Studios]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Shadow-Warriors|Shadow: Warriors]] || {{Template:Flag-jp}} || FZ-SJ0155 || Fighting || [[Tribeca Digital Studios|Tribeca Digital Studios]] || [[Tribeca Digital Studios|Tribeca Digital Studios]] [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || September 2, 1994 || シャドー・ウォリアー || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Shanghai - The Great Wall|Shanghai - The Great Wall]] || {{Template:Flag-jp}} || FZ-SJ1660 || Puzzle || [[Success|Success Corporation]] || [[Activision|Activision]] || December 16, 1994 || 上海　～万里の長城～ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Shanghai-Triple Threat|Shanghai-Triple Threat]] || {{Template:Flag-us}} ||  || Puzzle || [[Success|Success Corporation]] || [[Activision|Activision]] || December 13, 1994 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Shelley Duvalls Its a Birds Life|Shelley Duvall&#039;s It&#039;s a Bird&#039;s Life]] || {{Template:Flag-us}} || || Edutainment, Mini-games || [[Sanctuary Woods Multimedia|Sanctuary Woods Multimedia]] || [[Sanctuary Woods Multimedia|Sanctuary Woods Multimedia]] || 1993 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Shock Wave(EU)|Shock Wave]] || {{Template:Flag-eu}} || || Combat flight simulation, Shooter || [[The Advanced Technology Group|The Advanced Technology Group]] || [[Electronic Arts|Electronic Arts]] || June 27, 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Shock Wave(NA)|Shock Wave]] || {{Template:Flag-us}} || || Combat flight simulation, Shooter || [[The Advanced Technology Group|The Advanced Technology Group]] || [[Electronic Arts|Electronic Arts]] || June 27, 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Shock Wave(JP)|Shock Wave]] || {{Template:Flag-jp}} || FZ-SJ1657 || Combat flight simulation, Shooter || [[The Advanced Technology Group|The Advanced Technology Group]] || [[Electronic Arts Victor|Electronic Arts Victor]] || September 16, 1994 || ショック・ウェーブ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Shock Wave(KR)|Shock Wave]] || {{Template:Flag-kr}} || GDT-GA101 || Combat flight simulation, Shooter || [[The Advanced Technology Group|The Advanced Technology Group]] || [[Electronic Arts|Electronic Arts]] || June 27, 1994 || 쇼크웨이브 지구공습 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Shock Wave Demo|Shock Wave Demo]] || {{Template:Flag-jp}} || || Demodisc || [[The Advanced Technology Group|The Advanced Technology Group]] || [[Electronic Arts Victor|Electronic Arts Victor]] || June 27, 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Shock Wave Operation JumpGate(EU)|Shock Wave: Operation JumpGate]] || {{Template:Flag-eu}} || || Combat flight simulation, Shooter || [[The Advanced Technology Group|The Advanced Technology Group]] || [[Electronic Arts|Electronic Arts]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Shock Wave Operation JumpGate(NA)|Shock Wave: Operation JumpGate]] || {{Template:Flag-us}} || || Combat flight simulation, Shooter || [[The Advanced Technology Group|The Advanced Technology Group]] || [[Electronic Arts|Electronic Arts]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Shock Wave Operation JumpGate(JP)|Shock Wave: Operation JumpGate]] || {{Template:Flag-jp}} || FZ-SJ1665 || Combat flight simulation, Shooter || [[The Advanced Technology Group|The Advanced Technology Group]] || [[Electronic Arts Victor|Electronic Arts Victor]] || May 19, 1995 || ショック・ウェーブ 　～オペレーション・ジャンプゲート～ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Shock Wave Operation JumpGate(KR)|Shock Wave: Operation JumpGate]] || {{Template:Flag-kr}} || || Combat flight simulation, Shooter || [[The Advanced Technology Group|The Advanced Technology Group]] || [[Electronic Arts|Electronic Arts]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Shock Wave Operation JumpGate Demo|Shock Wave: Operation JumpGate Demo]] || {{Template:Flag-jp}} || FZ-JJ9DSV-5D || Demodisc || [[The Advanced Technology Group|The Advanced Technology Group]] || [[Electronic Arts Victor|Electronic Arts Victor]] || 1995 || ショックウェーブ:オペレーション・ジャンプゲート DEMO-CD || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Shock Wave 2(EU)|Shock Wave 2: Beyond the Gate]] || {{Template:Flag-eu}} || || Combat flight simulation, Shooter || [[The Advanced Technology Group|The Advanced Technology Group]] || [[Electronic Arts|Electronic Arts]] || May 19, 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Shock Wave 2(NA)|Shock Wave 2: Beyond the Gate]] || {{Template:Flag-us}} || || Combat flight simulation, Shooter || [[The Advanced Technology Group|The Advanced Technology Group]] || [[Electronic Arts|Electronic Arts]] || May 19, 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Shogo Hirata Interactive Picture Book - Aesop Monogatari Vol 1|Shogo Hirata Interactive Picture Book: Aesop Monogatari Vol. 1]] || {{Template:Flag-jp}} || FZ-SJ3952 || Non-game, Edutainment, Interactive movie || [[Elcom|Elcom]] || [[Elcom|Elcom]] || November 3, 1994 || |平田昭吾　インタラクティブ絵本　「イソップものがたり　Ｖｏｌ．１」 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Shogo Hirata Interactive Picture Book - Cinderella|Shogo Hirata Interactive Picture Book: Cinderella]] || {{Template:Flag-jp}} || FZ-SJ3955 || Non-game, Edutainment, Interactive movie || [[Elcom|Elcom]] || [[Elcom|Elcom]] || January 13, 1995 || 平田昭吾　インタラクティブ絵本　「シンデレラ」 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Shogo Hirata Interactive Picture Book - Wolf and 7 Little Goats|Shogo Hirata Interactive Picture Book: Wolf and 7 Little Goats]] || {{Template:Flag-jp}} || FZ-SJ3956 || Non-game, Edutainment, Interactive movie || [[Elcom|Elcom]] || [[Elcom|Elcom]] || January 13, 1995 || 平田昭吾　インタラクティブ絵本　「おおかみと七ひきのこやぎ」|| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Shogo Hirata Interactive Picture Book - Little Mermaid|Shogo Hirata Interactive Picture Book: Little Mermaid]] || {{Template:Flag-jp}} || FZ-SJ3953 || Non-game, Edutainment, Interactive movie || [[Elcom|Elcom]] || [[Elcom|Elcom]] || December 2, 1994 || 平田昭吾　インタラクティブ絵本　「にんぎょひめ」 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Shogo Hirata Interactive Picture Book - 3 Little Pigs|Shogo Hirata Interactive Picture Book: 3 Little Pigs]] || {{Template:Flag-jp}} || FZ-SJ3954 || Non-game, Edutainment, Interactive movie || [[Elcom|Elcom]] || [[Elcom|Elcom]] || December 2, 1994 || 平田昭吾インタラクティブ絵本「三匹のこぶた」」 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Shogo Hirata Interactive Picture Book - Snow White|Shogo Hirata Interactive Picture Book: Snow White]] || {{Template:Flag-jp}} || FZ-SJ3951 || Non-game, Edutainment, Interactive movie || [[Elcom|Elcom]] || [[Elcom|Elcom]] || November 3, 1994 || 平田昭吾　インタラクティブ絵本　「しらゆきひめ」 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Short Warp(JP)|Short Warp: Warp&#039;s Short Game Collection]] || {{Template:Flag-jp}} || FZ-SJ2357 || Compilation, Mini-games || [[Warp|Warp]] || [[Warp|Warp]] || January 15, 1996 || ショート・ワープ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Sid Meiers CPU Bach|Sid Meier&#039;s C.P.U. Bach]] || {{Template:Flag-us}} || || Music || [[MicroProse|MicroProse]] || [[MicroProse|MicroProse]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Slam N Jam(EU)|Slam &#039;N Jam &#039;95]] || {{Template:Flag-eu}} || || Sports || [[Left Field Productions|Left Field Productions]] || [[Crystal Dynamics|Crystal Dynamics]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Slam N Jam(NA)|Slam &#039;N Jam &#039;95]] || {{Template:Flag-us}} || || Sports || [[Left Field Productions|Left Field Productions]] || [[Crystal Dynamics|Crystal Dynamics]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Slam N Jam(JP)|Slam &#039;N Jam &#039;95]] || {{Template:Flag-jp}} || FZ-SJ3156 || Sports || [[Left Field Productions|Left Field Productions]] || [[Crystal Dynamics|Crystal Dynamics]] || June 30, 1995 || スラム・ジャム　～３Ｄバスケットボール～ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Slam N Jam(KR)|Slam &#039;N Jam &#039;95]] || {{Template:Flag-kr}} || GDT-GA271 || Sports || [[Left Field Productions|Left Field Productions]] || [[Crystal Dynamics|Crystal Dynamics]] || 1995 || 슬램&amp;amp;잼 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Slopestyle(NA)|Slopestyle]] || {{Template:Flag-us}} || || Non-game, Edutainment || [[L3 Interactive|L3 Interactive]] || [[L3 Interactive|L3 Interactive]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Snow Job(EU)|Snow Job]] || {{Template:Flag-eu}} || || Adventure || [[iXL Interactive Excellence|iXL Interactive Excellence]] || [[Studio 3DO|Studio 3DO]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Snow Job(NA)|Snow Job]] || {{Template:Flag-us}} || || Adventure || [[iXL Interactive Excellence|iXL Interactive Excellence]] || [[Studio 3DO|Studio 3DO]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Soccer Kid(EU)|Soccer Kid]] || {{Template:Flag-eu}} || || Platform || [[Team17|Team17]] [[Krisalis Software|Krisalis Software]] || [[The 3DO Company|The 3DO Company]] || May 2, 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Soccer Kid(NA)|Soccer Kid]] || {{Template:Flag-us}} || || Platform || [[Team17|Team17]] [[Krisalis Software|Krisalis Software]] || [[The 3DO Company|The 3DO Company]] || May 2, 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Soccer Kid(JP)|Soccer Kid]] || {{Template:Flag-jp}} || IMP-SD0201 || Platform || [[Team17|Team17]] [[Krisalis Software|Krisalis Software]] || [[The 3DO Company|The 3DO Company]] || December 9, 1994 || グレート　サッカー・キッド || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Soccer Kid(KR)|Soccer Kid]] || {{Template:Flag-kr}} || GDT-GA121 || Platform || [[Team17|Team17]] [[Krisalis Software|Krisalis Software]] || [[Goldstar(LG)|Goldstar(LG)]] || May 2, 1994 || 사커키드  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Sotsugyo Graduation Final|Sotsugyo Graduation Final]] || {{Template:Flag-jp}} || FZ-SJ1661 || Life simulation|| [[Fupac|Fupac]] || [[Shar Rock|Shar Rock]] || December 9, 1994 || 卒業　－ＦＩＮＡＬ－ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Sotsugyo Graduation Final Demo|Sotsugyo Graduation Final Demo]] || {{Template:Flag-jp}} ||FZ-JJ9DSS-4K || Demodisc || [[Fupac|Fupac]] || [[Shar Rock|Shar Rock]] || December 9, 1994 || 卒業　－ＦＩＮＡＬ－ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Sotsugyo II Neo Generation Special|Sotsugyo II: Neo Generation Special]] || {{Template:Flag-jp}} || FZ-SJ7451 || Life simulation || [[Fill-in-Cafe|Fill-in-Cafe]] || [[Shar Rock|Shar Rock]] || November 22, 1995 || 卒業ⅡＳＰＥＣＩＡＬ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Space Ace|Space Ace]] || {{Template:Flag-us}} || || Interactive movie || [[ReadySoft|ReadySoft]] || [[ReadySoft|ReadySoft]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Space Creature Fropon|Space Creature Fropon]] || {{Template:Flag-jp}} || FZ-SJ2351 || Puzzle || [[Warp|Warp]] || [[Sanyei Shobou|Sanyei Shobou]] || 6th August 1994 || 宇宙生物フロポン君 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Space Hulk(EU)|Space Hulk: Vengeance of the Blood Angels]] || {{Template:Flag-eu}} || || First-person shooter, Racing, Vehicular combat || [[Key Game|Key Game]]  || [[Electronic Arts|Electronic Arts]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Space Hulk(NA)|Space Hulk: Vengeance of the Blood Angels]] || {{Template:Flag-us}} || || First-person shooter, Real-time tactics || [[Key Game|Key Game]] || [[Electronic Arts|Electronic Arts]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Space Pirates(NA)|Space Pirates]] || {{Template:Flag-us}} || || Interactive movie, Light gun shooter || [[American Laser Games|American Laser Games]] || [[American Laser Games|American Laser Games]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Space Shuttle(EU)|Space Shuttle]] || {{Template:Flag-eu}} || || Edutainment, Shooter || [[Amazing Media|Amazing Media]] || [[The Software Toolworks|The Software Toolworks]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Space Shuttle(NA)|Space Shuttle]] || {{Template:Flag-us}} || || Edutainment, Shooter || [[Amazing Media|Amazing Media]] || [[The Software Toolworks|The Software Toolworks]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Space Shuttle(KR)|Space Shuttle]] || {{Template:Flag-kr}} || GDT-GA161 || Edutainment, Shooter || [[Amazing Media|Amazing Media]] || [[The Software Toolworks|The Software Toolworks]] || 1994 || 스페이스 셔틀 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Star Control II(EU)|Star Control II]] || {{Template:Flag-eu}} || || Action, Adventure, Strategy || [[Toys For Bob|Toys For Bob]] || [[Crystal Dynamics|Crystal Dynamics]] || 1993 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Star Control II(NA)|Star Control II]] || {{Template:Flag-us}} || || Action, Adventure, Strategy || [[Toys For Bob|Toys For Bob]] || [[Crystal Dynamics|Crystal Dynamics]] || 1993 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Star Control II(JP)|Star Control II]] || {{Template:Flag-jp}} || FZ-SJ3153 || Action, Adventure, Strategy || [[Toys For Bob|Toys For Bob]] || [[Crystal Dynamics|Crystal Dynamics]] || March 24, 1995 || スター・コントロールⅡ　～ア・クアン・マスターを打倒せよ！～ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Star Control II(KR)|Star Control II]] || {{Template:Flag-kr}} || 스타 콘트롤2 || Action, Adventure, Strategy || [[Toys For Bob|Toys For Bob]] || [[Crystal Dynamics|Crystal Dynamics]] || 1993 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Star Fighter(EU)|Star Fighter]] || {{Template:Flag-eu}} || || Space combat simulation || [[Krisalis Software|Krisalis Software]] ||[[Studio 3DO|Studio 3DO]] || 1996 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Star Fighter(NA)|Star Fighter]] || {{Template:Flag-us}} || || Space combat simulation || [[Krisalis Software|Krisalis Software]] || [[Studio 3DO|Studio 3DO]] || 1996 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Star Wars-Rebel Assault(EU)|Star Wars: Rebel Assault]] || {{Template:Flag-eu}} || || Rail shooter || [[LucasArts|LucasArts]] || [[LucasArts|LucasArts]] || 1993 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Star Wars-Rebel Assault(NA)|Star Wars: Rebel Assault]] || {{Template:Flag-us}} || || Rail shooter || [[LucasArts|LucasArts]] || [[LucasArts|LucasArts]] || 1993 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Star Wars-Rebel Assault(JP)|Star Wars: Rebel Assault]] || {{Template:Flag-jp}} || FZ-SJ1663 || Rail shooter || [[LucasArts|LucasArts]] || [[LucasArts|LucasArts]] || February 17, 1995 || スター・ウォーズ　レベル・アサルト || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Starblade(EU)|Starblade]] || {{Template:Flag-eu}} || FZ-SE5351 || Rail shooter || [[HighTech Lab Japan|HighTech Lab Japan]] [[Namco|Namco]] || [[Panasonic|Panasonic]] || December 16, 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Starblade(NA)|Starblade]] || {{Template:Flag-us}} || FZ-SM5351 || Rail shooter || [[HighTech Lab Japan|HighTech Lab Japan]] [[Namco|Namco]] || [[Panasonic|Panasonic]] || December 16, 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Starblade(JP)|Starblade]] || {{Template:Flag-jp}} || FZ-SJ5351 || Rail shooter || [[HighTech Lab Japan|HighTech Lab Japan]] [[Namco|Namco]] || [[Panasonic|Panasonic]] || December 16, 1994 || スターブレード || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Starblade(KR)|Starblade]] || {{Template:Flag-kr}} || GDT-GA221 || Rail shooter || [[HighTech Lab Japan|HighTech Lab Japan]] [[Namco|Namco]] || [[Panasonic|Panasonic]] || December 16, 1994 || 스타블레이드 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Starblade(DE)|Starblade]] || {{Template:Flag-de}} || FZ-SG5351 || Rail shooter || [[HighTech Lab Japan|HighTech Lab Japan]] [[Namco|Namco]] || [[Panasonic|Panasonic]] || December 16, 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Starblade(CA)|Starblade]] || {{Template:Flag-ca}} || FZ-SC5351 || Rail shooter || [[HighTech Lab Japan|HighTech Lab Japan]] [[Namco|Namco]] || [[Panasonic|Panasonic]] || December 16, 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Starblade Demo|Starblade Demo]] || {{Template:Flag-jp}} || FZ-JJ9DSB-4L || Demodisc || [[HighTech Lab Japan|HighTech Lab Japan]] [[Namco|Namco]] || [[Panasonic|Panasonic]] || December 16, 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Stellar 7-Draxon&#039;s Revenge(NA)|Stellar 7: Draxon&#039;s Revenge]] || {{Template:Flag-us}} || || Shooter || [[Dynamix|Dynamix]] || [[Dynamix|Dynamix]] || 1993 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Stellar 7-Draxon&#039;s Revenge(JP)|Stellar 7: Draxon&#039;s Revenge]] || {{Template:Flag-jp}} || FZ-SJ0151 || Shooter || [[Dynamix|Dynamix]] || [[Dynamix|Dynamix]] || 26th March 1994 || ステラ７　～ドラクソンの逆襲～ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Strahl(NA)|Strahl]] || {{Template:Flag-us}} || || Interactive movie || [[Media Entertainment|Media Entertainment]] || [[Panasonic|Panasonic]] || December 2, 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Strahl(JP)|Strahl]] || {{Template:Flag-jp}} || FZ-SJ4651 || Interactive movie || [[Media Entertainment|Media Entertainment]] || [[Panasonic|Panasonic]] || December 2, 1994 || シュトラール || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Strahl(KR)|Strahl]] || {{Template:Flag-kr}} || GDT-GA301 || Interactive movie || [[Media Entertainment|Media Entertainment]] || [[Panasonic|Panasonic]] || December 2, 1994 || 슈트랄 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Striker World Cup Special(EU)|Striker: World Cup Special]] || {{Template:Flag-eu}} || FZ-SK0001 || Sports || [[Rage Software|Rage Software]] || [[Panasonic|Panasonic]] [[Coconuts Japan|Coconuts Japan]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Super Model Gail McKenna|Super Model Gail McKenna]] || {{Template:Flag-jp}} || TPS-18012 || Non-Game, Adult, Interactive movie || [[Digital Production|Digital Production]] || [[GTrans-Pegasus Limited|Trans-Pegasus Limited]] || January 28, 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Super Nova - Battery Navi|Super Nova - Battery Navi]] || {{Template:Flag-jp}} || V1-0597 || Non-Game || [[Dai Nippon Printing Co|Dai Nippon Printing Co]] || [[The Furukawa Battery Co|The Furukawa Battery Co]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Super Real Mahjong PV|Super Real Mahjong PV]] || {{Template:Flag-jp}} || S-3D951 || Board game || [[SETA Corporation|SETA Corporation]] || [[SETA Corporation|SETA Corporation]] || December 15, 1995 || スーパーリアル麻雀ＰⅤ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Super Real Mahjong PIV-Aisho Shindan|Super Real Mahjong PIV + Aisho Shindan]] || {{Template:Flag-jp}} || FZ-SJ6451 || Board game || [[Opus Studio|Opus Studio]] || [[SETA Corporation|SETA Corporation]] || March 10, 1995 || スーパーリ・アル麻雀ＰⅣ＋相性診断 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Super Street Fighter II Turbo(EU)|Super Street Fighter II Turbo]] || {{Template:Flag-eu}} || FZ-SE3851 || Fighting || [[Capcom|Capcom]] || [[Panasonic|Panasonic]] || November 6, 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Super Street Fighter II Turbo(NA)|Super Street Fighter II Turbo]] || {{Template:Flag-us}} || FZ-SM3851 || Fighting || [[Capcom|Capcom]] || [[Panasonic|Panasonic]] || November 6, 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Super Street Fighter II Turbo(JP)|Super Street Fighter II Turbo]] || {{Template:Flag-jp}} || FZ-SJ3851 || Fighting || [[Capcom|Capcom]] || [[Panasonic|Panasonic]] || November 13, 1994 || スーパー・ストリート・ファイターⅡＸ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Super Street Fighter II Turbo(KR)|Super Street Fighter II Turbo]] || {{Template:Flag-kr}} || GDT-GA191 || Fighting || [[Capcom|Capcom]] || [[Goldstar(LG)|Goldstar(LG)]] || November 6, 1994 || 슈퍼 스트리트 파이터 II X || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Super Street Fighter II Turbo(DE)|Super Street Fighter II Turbo]] || {{Template:Flag-de}} || FZ-SE3851G || Fighting || [[Capcom|Capcom]] || [[Panasonic|Panasonic]] || November 6, 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Super Street Fighter II Turbo(CA)|Super Street Fighter II Turbo]] || {{Template:Flag-ca}} || FZ-SC3851 || Fighting || [[Capcom|Capcom]] || [[Panasonic|Panasonic]] || November 6, 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Super Street Fighter II Turbo-Demo|Super Street Fighter II Turbo Demo]] || {{Template:Flag-jp}} ||  || Demodisc || [[Capcom|Capcom]] || [[Panasonic|Panasonic]] || November 6, 1994 || スーパーストリートファイターⅡ X Grand Master Challenge デモンストレーション版 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Super Wing Commander(EU)|Super Wing Commander]] || {{Template:Flag-eu}} || R988DCXD || Space combat simulation || [[Origin Systems|Origin Systems]] || [[Origin Systems|Origin Systems]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Super Wing Commander(NA)|Super Wing Commander]] || {{Template:Flag-us}} || || Space combat simulation || [[Origin Systems|Origin Systems]] || [[Origin Systems|Origin Systems]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Super Wing Commander(JP)|Super Wing Commander]] || {{Template:Flag-jp}} || FZ-SJ1653 || Space combat simulation || [[Origin Systems|Origin Systems]] || [[Origin Systems|Origin Systems]] || 9th July 1994 || スーパー・ウイング・コマンダー || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Super Wing Commander(KR)|Super Wing Commander]] || {{Template:Flag-kr}} || GDT-GA151 || Space combat simulation || [[Origin Systems|Origin Systems]] || [[Origin Systems|Origin Systems]] || 1994 || 슈퍼　윙　커맨더 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[SuperModels Go Wild(EU)|SuperModels Go Wild]] || {{Template:Flag-eu}} || || Non-game, Adult, Interactive movie || [[Vivid Interactive|Vivid Interactive]] || [[Vivid Interactive|Vivid Interactive]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[SuperModels Go Wild(NA)|SuperModels Go Wild]] || {{Template:Flag-us}} || || Non-game, Adult, Interactive movie || [[Vivid Interactive|Vivid Interactive]] || [[Vivid Interactive|Vivid Interactive]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Supreme Warrior(NA)|Supreme Warrior]] || {{Template:Flag-us}} || || Fighting || [[Digital Pictures|Digital Pictures]] || [[Acclaim Entertainment|Acclaim Entertainment]] || November 1, 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Supreme Warrior(JP)|Supreme Warrior]] || {{Template:Flag-jp}} || || Fighting || [[Digital Pictures|Digital Pictures]] || [[Acclaim Entertainment|Acclaim Entertainment]] || November 1, 1994 || サプリーム・ウォーリアー || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Sword &amp;amp; Sorcery(JP)|Sword &amp;amp; Sorcery]] || {{Template:Flag-jp}} || FZ-SJ0251 || Role-playing game || [[Microcabin|Microcabin]] || [[Panasonic|Panasonic]] || September 14, 1995 || ソード・アンド・ソーサリー || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Sword &amp;amp; Sorcery Demo|Sword &amp;amp; Sorcery Demo]] || {{Template:Flag-jp}} || FZ-JJ9DSS-5H || Demodisc || [[Microcabin|Microcabin]] || [[Panasonic|Panasonic]] || September 14, 1995 || ソード＆ソーサリー デモ版 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Syndicate(EU)|Syndicate]] || {{Template:Flag-eu}} || || Real-time tactics || [[Bullfrog Productions|Bullfrog Productions]] || [[Electronic Arts|Electronic Arts]] || June 9, 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Syndicate(DE)|Syndicate]] || {{Template:Flag-de}} || || Real-time tactics || [[Bullfrog Productions|Bullfrog Productions]] || [[Electronic Arts|Electronic Arts]] || June 9, 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Syndicate(NA)|Syndicate]] || {{Template:Flag-us}} || || Real-time tactics || [[Bullfrog Productions|Bullfrog Productions]] || [[Electronic Arts|Electronic Arts]] || June 9, 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Syndicate(JP)|Syndicate]] || {{Template:Flag-jp}} || E3D-7025 || Real-time tactics || [[Bullfrog Productions|Bullfrog Productions]] || [[Electronic Arts Victor|Electronic Arts Victor]] || October 20, 1995 || シンジケート || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[T&amp;amp;E Soft-Masters Harukanaru Augusta 3|T&amp;amp;E Soft Presents: Masters: Harukanaru Augusta 3]] || {{Template:Flag-jp}} || FZ-SJ0102 || Sports || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || July 9, 1994 || Ｔ＆Ｅ　ＶＲ　ＧＯＬＦ　「マスターズ　～遙かなるオーガスタ３～ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[T&amp;amp;E Soft-Masters Harukanaru Augusta 3 Demo|T&amp;amp;E Soft Presents: Masters: Harukanaru Augusta 3 - Demo]] || {{Template:Flag-jp}} || FZ-SD0102 || Demodisc || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || July 9, 1994 || T&amp;amp;E VR GOLF マスターズ遙かなるオーガスタ3 デモンストレーション版 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[T&amp;amp;E Soft-Pebble Beach Golf Links(EU)|T&amp;amp;E Soft Presents: Pebble Beach Golf Links]] || {{Template:Flag-eu}} || FZ-SE0101 || Sports || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || [[Panasonic|Panasonic]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[T&amp;amp;E Soft-Pebble Beach Golf Links(NA)|T&amp;amp;E Soft Presents: Pebble Beach Golf Links]] || {{Template:Flag-us}} || FZ-SM0101 || Sports || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || [[Panasonic|Panasonic]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[T&amp;amp;E Soft-Pebble Beach Golf Links(JP)|T&amp;amp;E Soft Presents: Pebble Beach Golf Links]] || {{Template:Flag-jp}} || FZ-SJ0101 || Sports || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || [[Panasonic|Panasonic]] || 20th March 1994 || Ｔ＆Ｅ　ＶＲ　ＧＯＬＦ　「ペブル・ビーチの波濤」 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[T&amp;amp;E Soft-Pebble Beach Golf Links(KR)|T&amp;amp;E Soft Presents: Pebble Beach Golf Links]] || {{Template:Flag-kr}} || GDT-GA031 || Sports || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || [[Panasonic|Panasonic]] || 1994 || 페블비치　골프 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[T&amp;amp;E Soft-Pebble Beach Golf Links(CA)|T&amp;amp;E Soft Presents: Pebble Beach Golf Links]] || {{Template:Flag-ca}} || FZ-SC0101 || Sports || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || [[Panasonic|Panasonic]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[T&amp;amp;E Soft-Waialae Country Club(EU)|T&amp;amp;E Soft Presents: Waialae Country Club]] || {{Template:Flag-eu}} || FZ-SE0102 || Sports || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || [[Panasonic|Panasonic]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[T&amp;amp;E Soft-Waialae Country Club(NA)|T&amp;amp;E Soft Presents: Waialae Country Club]] || {{Template:Flag-us}} || FZ-SM0102 || Sports || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || [[Panasonic|Panasonic]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[T&amp;amp;E Soft-Waialae no Kiseki(JP)|T&amp;amp;E Soft Presents: Waialae no Kiseki]] || {{Template:Flag-jp}} || FZ-SJ0103 || Sports || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || [[Panasonic|Panasonic]] || October 28, 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[T&amp;amp;E Soft-Waialae Country Club(CA)|T&amp;amp;E Soft Presents: Waialae Country Club]] || {{Template:Flag-ca}} || FZ-SC0102 || Sports || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || [[Panasonic|Panasonic]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[T&amp;amp;E Soft-Wicked 18|T&amp;amp;E Soft Presents: Wicked 18]] || {{Template:Flag-us}} || FZ-SM0104 || Sports || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || [[Panasonic|Panasonic]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[T&amp;amp;E Soft-Devils Course|T&amp;amp;E Soft Presents: Devils Course]] || {{Template:Flag-jp}} || FZ-SJ0104 || Sports || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || [[Panasonic|Panasonic]] || April 14, 1995 || Ｔ＆Ｅ　ＶＲ　ＧＯＬＦ　「デビルズ・コース」 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Taiketsu Rumiizu|Taiketsu Rumiizu!]] || {{Template:Flag-jp}} || IMP-SD1201 || Action, Maze || [[Sanyei Shobou|Sanyei Shobou]] || [[Sanyo|Sanyo]] || August 7, 1995 || 対決　るみーず！ || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Taiketsu Rumiizu Demo|Taiketsu Rumiizu! Demo]] || {{Template:Flag-jp}} ||  || Demodisc || [[Sanyei Shobou|Sanyei Shobou]] || [[Sanyo|Sanyo]] || August 7, 1995 || 対決　るみーず！ || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Takeru|Takeru]] || {{Template:Flag-jp}} || FZ-SJ1201 || Adventure || [[Fun Project|Fun Project Inc]] || [[Panasonic|Panasonic]] || 29th April 1994 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Takeru Demo|Takeru Demo]] || {{Template:Flag-jp}} ||  || Adventure || [[Fun Project|Fun Project Inc]] || [[Panasonic|Panasonic]] || 29th April 1994 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Tarot Fortune Telling|Tarot Fortune Telling]] || {{Template:Flag-jp}} || FZ-SJ4052 || Non-game || [[Axes Art Amuse|Axes Art Amuse]] || [[Ariadne|Ariadne]] || February 17, 1995 || タロット占い || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Tetsujin|Tetsujin]] || {{Template:Flag-jp}} || FZ-SJ1001 || First-person shooter || [[Synergy Inc|Synergy Inc]] || [[Panasonic|Panasonic]] || April 9, 1994 || 鉄人 || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Tetsujin The Return|Tetsujin The Return]] || {{Template:Flag-jp}} || FZ-SJ1051 || First-person shooter || [[Synergy Inc|Synergy Inc]] || [[Synergy Inc|Synergy Inc]] || September 22, 1995 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tower(JP)|Tower, The]] || {{Template:Flag-jp}} || FZ-SJ7051 || Construction and management simulation || [[OPeNBooK Co Ltd|OPeNBooK Co Ltd]] || [[OPeNBooK Co Ltd|OPeNBooK Co Ltd]] || March 8, 1996 || ザ・タワー || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Theatre Wars-The Palace Of Entertainment|Theatre Wars: The Palace Of Entertainment]] || {{Template:Flag-jp}} || FZ-SJ0301 || Business simulation game || [[Scitron &amp;amp; Art|Scitron &amp;amp; Art]] || [[Hamlet|Hamlet]] [[Hakuhodo|Hakuhodo]] || 14th May 1994 || 娯楽の殿堂 || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Theme Park(EU)|Theme Park]] || {{Template:Flag-eu}} || E286DCXD || Construction and management simulation || [[Bullfrog Productions|Bullfrog Productions]] || [[Electronic Arts|Electronic Arts]] || 1994 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Theme Park(NA)|Theme Park]] || {{Template:Flag-us}} ||  || Construction and management simulation || [[Bullfrog Productions|Bullfrog Productions]] || [[Electronic Arts|Electronic Arts]] || 1994 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Theme Park(JP)|Theme Park]] || {{Template:Flag-jp}} || FZ-SJ1666 || Construction and management simulation || [[Bullfrog Productions|Bullfrog Productions]] || [[Electronic Arts Victor|Electronic Arts Victor]] || July 21, 1995 || テーマ・パーク  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Theme Park Demo|Theme Park Demo]] || {{Template:Flag-jp}} || FZ-JJ9DST-5F || Demodisc || [[Bullfrog Productions|Bullfrog Productions]] || [[Electronic Arts Victor|Electronic Arts Victor]] || 1994 || テーマパーク デモ版  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Tokimeki Mahjong Paradise Special|Tokimeki Mahjong Paradise Special - Tempai Beat of Love]] || {{Template:Flag-jp}} || FZ-SJ7951 || Board game, Eroge || [[Sonnet Computer Entertainment|Sonnet Computer Entertainment]] || [[Sonnet Computer Entertainment|Sonnet Computer Entertainment]] || March 1, 1996 || ときめき麻雀パラダイス　スペシャル　～恋のテンパイビート～ || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[ToonTime in the classroom|ToonTime ...in the classroom]] || {{Template:Flag-us}} ||  || Non-game, Interactive movie || [[Videoact V LC|Videoact V LC]] || [[Videoact V LC|Videoact V LC]] || 1994 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Total Eclipse(EU)|Total Eclipse]] || {{Template:Flag-eu}} || DFJN5015ZAZ || Rail shooter || [[Crystal Dynamics|Crystal Dynamics]] || [[Crystal Dynamics|Crystal Dynamics]] || January 8, 1994 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Total Eclipse(NA)|Total Eclipse]] || {{Template:Flag-us}} ||  || Rail shooter || [[Crystal Dynamics|Crystal Dynamics]] || [[Crystal Dynamics|Crystal Dynamics]] || January 8, 1994 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Total Eclipse(JP)|Total Eclipse]] || {{Template:Flag-jp}} || FZ-SJ1852 || Rail shooter || [[Crystal Dynamics|Crystal Dynamics]] || [[Crystal Dynamics|Crystal Dynamics]] || 26th March 1994 || トータル・エクリプス  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Total Eclipse(KR)|Total Eclipse]] || {{Template:Flag-kr}} || GDT-GA071 || Rail shooter || [[Crystal Dynamics|Crystal Dynamics]] || [[Crystal Dynamics|Crystal Dynamics]] || January 8, 1994 || 토탈　이클립스 || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Total Eclipse Demo|Total Eclipse Demo]] || {{Template:Flag-jp}} || FZ-JJ9DS1-CD || Rail shooter || [[Crystal Dynamics|Crystal Dynamics]] || [[Crystal Dynamics|Crystal Dynamics]] || January 8, 1994 || トータル・エクリプス || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Total Eclipse - Not for sale(EU)|Total Eclipse]] || {{Template:Flag-eu}} ||  || Rail shooter || [[Crystal Dynamics|Crystal Dynamics]] || [[Crystal Dynamics|Crystal Dynamics]] || January 8, 1994 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Total Eclipse - Not for sale(NA)|Total Eclipse]] || {{Template:Flag-us}} ||  || Rail shooter || [[Crystal Dynamics|Crystal Dynamics]] || [[Crystal Dynamics|Crystal Dynamics]] || January 8, 1994 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Tripd(EU)|Trip&#039;d]] || {{Template:Flag-eu}} ||  || Puzzle || [[Warp|Warp]] || [[Panasonic|Panasonic]] || August 6, 1994 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Tripd(NA)|Trip&#039;d]] || {{Template:Flag-us}} ||  || Puzzle || [[Warp|Warp]] || [[Panasonic|Panasonic]] || August 6, 1994 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Twinkle Knights|Twinkle Knights]] || {{Template:Flag-jp}} || IS-AX0001 || Board game, Eroge || [[Axes Art Amuse|Axes Art Amuse]] || [[Intarus|Intarus]] || March 17, 1995 || トゥインクル・ナイツ || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Twisted The Game Show(EU)|Twisted: The Game Show]] || {{Template:Flag-eu}} || E269DCXD || Party, Quiz game || [[Studio 3DO|Studio 3DO]] || [[Electronic Arts|Electronic Arts]] || 1993 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Twisted The Game Show(NA)|Twisted: The Game Show]] || {{Template:Flag-us}} ||  || Party, Quiz game || [[Studio 3DO|Studio 3DO]] || [[Electronic Arts|Electronic Arts]] || 1993 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Twisted The Game Show(JP)|Twisted: The Game Show]] || {{Template:Flag-jp}} || FZ-SJ1651 || Party, Quiz game || [[Studio 3DO|Studio 3DO]] || [[Electronic Arts Victor|Electronic Arts Victor]] || December 23, 1994 || ツイステッド || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[TOYOPET OutDoor World|TOYOPET OutDoor World]] || {{Template:Flag-jp}} || PT-3RV || Catalog || [[Nambokusha Inc|Nambokusha Inc]], [[Office Orange Co Ltd|Office Orange Co Ltd]], [[P.A Inc|P.A Inc]], [[L.P Inc|L.P Inc]] || [[Toyota Inc|Toyota Inc]] || 1995 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[TOYOPET RV Paddock|TOYOPET RV Paddock]] || {{Template:Flag-jp}} || P-16 || Catalog || [[Panasonic|Panasonic]] [[Dentsu Inc|Dentsu Inc]] [[M&amp;amp;Mi Inc|M&amp;amp;Mi Inc]] || [[Toyota Inc|Toyota Inc]] || 1995 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[TOYOPET RV World|TOYOPET RV World]] || {{Template:Flag-jp}} || PT-2RV || ???? || ???? || ???? || ???? ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Toyota Multimedia Catalog|Toyota The Technology Multimedia Catalog]] || {{Template:Flag-jp}} || TH-001 || Catalog || ???? || ???? || ???? ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Tylenol Interactive Store|Tylenol Interactive Store]] || {{Template:Flag-us}} ||  || Catalog || [[Lion Reef Software|Lion Reef Software]] || [[McNeil PPC Inc|McNeil PPC Inc]] || 1996 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Ultraman Powered|Ultraman Powered]] || {{Template:Flag-jp}} || FZ-SJ1451 || Fighting || [[Tose|Tose]] || [[Bandai Co Ltd|Bandai Co Ltd]] || 20th March 1994 || ウルトラ・マンパワード || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[V-Goal Soccer 96|V-Goal Soccer &#039;96]] || {{Template:Flag-jp}} || FZ-SJ6951 || Sports || [[Tecmo|Tecmo]] || [[Tecmo|Tecmo]] || March 22, 1996 || Ｖゴール・サッカー’９６ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[V-Goal Soccer 96 Demo|V-Goal Soccer &#039;96 Demo]] || {{Template:Flag-jp}} || TC-VGOAL-J || Demodisc || [[Tecmo|Tecmo]] || [[Tecmo|Tecmo]] || March 22, 1996 || Vゴールサッカー&#039;96 デモ版 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Virtual Cameraman Part 1|Virtual Cameraman Part 1: Sawada Naomi and Juri Anna]] || {{Template:Flag-jp}} || NX-950101 || Eroge, Quiz game || [[Transpegasus Limited|Transpegasus Limited]] || [[Naxat Soft|Naxat Soft]] || February 17, 1995 || バーチャルカメラマン Part1 沢田奈緒美＆樹里あんな || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Virtual Cameraman Part 2|Virtual Cameraman Part 2: Kawai Natsumi and Tachihara Kimi]] || {{Template:Flag-jp}} || NX-950102 || Eroge, Quiz game || [[Transpegasus Limited|Transpegasus Limited]] || [[Naxat Soft|Naxat Soft]]  || March 24, 1995 || バーチャルカメラマン Part2 かわいなつみ＆立原貴美 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Virtual Cameraman Part 3|Virtual Cameraman Part 3: Sugimoto Yumika]] || {{Template:Flag-jp}} || NX-950103 || Eroge, Quiz game || [[Transpegasus Limited|Transpegasus Limited]] || [[Naxat Soft|Naxat Soft]]  || April 28, 1995 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Virtual Cameraman Part 4|Virtual Cameraman Part 4: Toya Shiori]] || {{Template:Flag-jp}} || NX-950104 || Eroge, Quiz game || [[Transpegasus Limited|Transpegasus Limited]] || [[Naxat Soft|Naxat Soft]]  || June 2, 1995 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Virtual Cameraman Part 5|Virtual Cameraman Part 5: Anzo Ari: Sawada Naomi and Juri Anna]] ||{{Template:Flag-jp}} || NX-950105 || Eroge, Quiz game || [[Transpegasus Limited|Transpegasus Limited]] || [[Naxat Soft|Naxat Soft]]  || June 30, 1995 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Virtual Horror The Haunted Mansion|Virtual Horror: The Haunted Mansion]] || {{Template:Flag-jp}} || FZ-SJ1655 || First-person shooter, Survival horror || [[Studio 3DO|Studio 3DO]] || [[Electronic Arts Victor|Electronic Arts Victor]] || 26th March 1994 || バーチャル・ホラー　呪われた館 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Virtual Puppet Reika|Virtual Puppet Reika]] || {{Template:Flag-jp}} || FZ-SJ2451 || Music || [[HAND|HAND]],[[Kuki Inc|Kuki Inc]] || [[HAND|HAND]] || October 7, 1994 || バーチャル・パペット　レイカ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Virtual Quest Seal Of The Pharaoh|Virtual Quest: Seal Of The Pharaoh]] || {{Template:Flag-jp}} || FZ-SJ1751 || Dungeon crawl, Role-playing game || [[System Sacom|System Sacom]] || [[Panasonic|Panasonic]] || 25th June 1994 || Ｖｉｒｔｕａｌ　 Ｑｕｅｓｔ　ファラオの封印 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Virtual Vivid Sampler|Virtual Vivid Sampler]] || {{Template:Flag-us}} ||  || Demodisc || [[Vivid Interactive|Vivid Interactive]] || [[Vivid Interactive|Vivid Interactive]] || 1994 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Virtual Vivid Sampler(JP)|Virtual Vivid Sampler]] || {{Template:Flag-jp}} ||  || Demodisc || [[Vivid Interactive|Vivid Interactive]] || [[UEP System Inc|UEP System Inc]] || 1994 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Virtuoso(EU)|Virtuoso]] || {{Template:Flag-eu}} || || Third-person shooter || [[MotiveTime Ltd|MotiveTime Ltd]] || [[Data East|Data East]] || 1995 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Virtuoso(NA)|Virtuoso]] || {{Template:Flag-us}} || || Third-person shooter || [[MotiveTime Ltd|MotiveTime Ltd]] || [[Data East|Data East]] || 1995 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Virtuoso(JP)|Virtuoso]] || {{Template:Flag-jp}} || IM-TS9501 || Third-person shooter || [[MotiveTime Ltd|MotiveTime Ltd]] || [[Data East|Data East]] || September 1, 1995 || バーチャルソー || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[VR Stalker(EU)|VR Stalker]] || {{Template:Flag-eu}} ||  || Combat flight simulation || [[Morpheus Interactive|Morpheus Interactive]] || [[American Laser Games|American Laser Games]] || 1994 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[VR Stalker(NA)|VR Stalker]] || {{Template:Flag-us}} || ALG-000241 || Combat flight simulation || [[Morpheus Interactive|Morpheus Interactive]] || [[American Laser Games|American Laser Games]] || 1994 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[VR Stalker(KR)|VR Stalker]] || {{Template:Flag-kr}} || GDT-GA111 || Combat flight simulation || [[Morpheus Interactive|Morpheus Interactive]] || [[American Laser Games|American Laser Games]] || 1994 || 코드명 스토커 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Warner Music Group|Warner Music Group]] || {{Template:Flag-us}} ||  || ???? || ???? || ???? || ???? ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Way of the Warrior(EU)|Way of the Warrior]] || {{Template:Flag-eu}} ||  || Fighting || [[Naughty Dog|Naughty Dog]] || [[Universal Interactive Studios|Universal Interactive Studios]] || 1994 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Way of the Warrior(NA)|Way of the Warrior]] || {{Template:Flag-us}} ||  || Fighting || [[Naughty Dog|Naughty Dog]] || [[Universal Interactive Studios|Universal Interactive Studios]] || August 30, 1994 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Way of the Warrior(JP)|Way of the Warrior]] || {{Template:Flag-jp}} || FZ-SJ2052 || Fighting || [[Naughty Dog|Naughty Dog]] || [[Universal Interactive Studios|Universal Interactive Studios]] || May 26, 1995 || ウェイ・オブ・ザ・ウォリアー || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Who Shot Johnny Rock|Who Shot Johnny Rock?]] || {{Template:Flag-us}} ||  || Interactive movie, Light gun shooter || [[American Laser Games|American Laser Games]] || [[American Laser Games|American Laser Games]] || June 21, 1994 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Wing Commander III(EU)|Wing Commander III: Heart of the Tiger]] || {{Template:Flag-eu}} ||  || Space combat simulation || [[Origin Systems|Origin Systems]] || [[Origin Systems|Origin Systems]] || 1995 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Wing Commander III(NA)|Wing Commander III: Heart of the Tiger]] || {{Template:Flag-us}} ||  || Space combat simulation || [[Origin Systems|Origin Systems]] || [[Origin Systems|Origin Systems]] || 1995 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Winning Post|Winning Post]] || {{Template:Flag-jp}} || FZ-SJ2852 || Sports || [[Koei|Koei]] || [[Koei|Koei]] || September 16, 1994 || ウイニング・ポスト || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[With Big Sister - Rock Paper Scissors Paradise|With Big Sister! Rock Paper Scissors Paradise]] || {{Template:Flag-jp}} || FZ-SJ5251 || Eroge, Puzzle || [[VIP Corporation|VIP Corporation]] || [[Intarus|Intarus]] || December 16, 1994 || お姉さんといっしょ！　じゃんけん　パラダイス || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[With Big Sister - Dress-up Paradise|With Big Sister! Dress-up Paradise]] || {{Template:Flag-jp}} || FZ-SJ5252 || Eroge, Puzzle || [[BSS Corporation|BSS Corporation]] || [[BSS Corporation|BSS Corporation]] || November 22, 1995 || お姉さんといっしょ！　着せ替え　パラダイス || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[With Nontan-Hoshinos Gift|With Nontan: Hoshinos Gift]] || {{Template:Flag-jp}} || FZ-SJ1102 || Adventure || [[Victor Entertainment|Victor Entertainment]] || [[Panasonic|Panasonic]] || May 19, 1995 || ノンタンといっしょ　ほしのおくりもの || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[With Nontan-Play With Nontan|With Nontan: Play With Nontan]] || {{Template:Flag-jp}} || FZ-SJ1101 || Adventure || [[Victor Entertainment|Victor Entertainment]] || [[Panasonic|Panasonic]]  || June 11, 1994 || ノンタンといっしょ　のはらであそぼ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Wolfenstein 3D(EU)|Wolfenstein 3D]] || {{Template:Flag-eu}} ||  || First-person shooter || [[Logicware|Logicware]] || [[Interplay Productions|Interplay Productions]] || October 19, 1995 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Wolfenstein 3D(NA)|Wolfenstein 3D]] || {{Template:Flag-us}} ||  || First-person shooter || [[Logicware|Logicware]] || [[Interplay Productions|Interplay Productions]] || October 19, 1995 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Wolfenstein 3D(JP)|Wolfenstein 3D]] || {{Template:Flag-jp}} || I3D-7003 || First-person shooter || [[Logicware|Logicware]] || [[Interplay Productions|Interplay Productions]] || December 15, 1995 || ウルフェンシュタイン３Ｄ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Woody Woodpecker And Friends Volume One|Woody Woodpecker And Friends Volume One]] || {{Template:Flag-us}} ||  || Non-game, Interactive movie || [[MCA Universal|MCA Universal]] || [[MCA Universal|MCA Universal]] || 1994 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Woody Woodpecker And Friends Volume Two|Woody Woodpecker And Friends Volume Two]] || {{Template:Flag-us}} ||  || Non-game, Interactive movie || [[MCA Universal|MCA Universal]] || [[MCA Universal|MCA Universal]] || 1994 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Woody Woodpecker And Friends Volume Three|Woody Woodpecker And Friends Volume Three]] || {{Template:Flag-us}} ||  || Non-game, Interactive movie || [[MCA Universal|MCA Universal]] || [[MCA Universal|MCA Universal]] || 1994 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[World Cup Golf(EU)|World Cup Golf: Hyatt Dorado Beach]] || {{Template:Flag-eu}} ||  || Sports || [[Arc Developments|Arc Developments]] || [[US Gold|US Gold]] || 1994 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[World Cup Golf(NA)|World Cup Golf: Hyatt Dorado Beach]] || {{Template:Flag-us}} ||  || Sports || [[Arc Developments|Arc Developments]] || [[US Gold|US Gold]] || 1994 ||  || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[World Cup Special|World Cup Special]] || {{Template:Flag-jp}} || IMP-SG0501 || Sports || [[Rage Software|Rage Software]] || [[Panasonic|Panasonic]] [[Coconuts Japan|Coconuts Japan]] || May 19, 1995 || ワールド・カップ・スペシャル || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[World Cup Super Stadium|World Cup Super Stadium]] || {{Template:Flag-jp}} || FZ-SJ5152 || Sports || [[TV Tokyo|TV Tokyo]] || [[GAGA Communications|GAGA Communications]] || April 28, 1995 || ワールドカップ　スーパー・スタジアム || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Yakyuuken Special|Yakyuuken Special, The]] || {{Template:Flag-jp}} || S3D-00001 || Eroge, Party || [[Societa Daikanyama|Societa Daikanyama]] || [[Societa Daikanyama|Societa Daikanyama]] || November 11, 1994 || ＴＨＥ　野球拳　ＳＰＥＣＩＡＬ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Yamada Kamachi Museum of Art|Yamada Kamachi - Museum of Art]] || {{Template:Flag-jp}} || FZ-SJ6151 || Edutainment, Simulation || [[System Sacom|System Sacom]] || [[TV Asahi|TV Asahi]] || June 9, 1995 || 山田かまち美術館 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Yoshio Ishida Go Conquest(JP)|Yoshio Ishida Go Conquest]] || {{Template:Flag-jp}} || FZ-SJ1662 || Board game || [[GAM|GAM]] || [[Electronic Arts Victor|Electronic Arts Victor]] || January 27, 1995 || 石田芳夫九段の囲碁制覇 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Yu Yu Hakusho|Yu Yu Hakusho]] || {{Template:Flag-jp}} || FZ-SJ4351 || Fighting || [[Hudson Soft|Hudson Soft]],[[Tose|Tose]] || [[Tomy|Tomy]] || December 23, 1994 || 幽・遊・白書 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Yu Yu Hakusho Demo|Yu Yu Hakusho Demo]] || {{Template:Flag-jp}} || FZ-JJ9DSY-4L || Demodisc || [[Hudson Soft|Hudson Soft]],[[Tose|Tose]] || [[Tomy|Tomy]] || December 23, 1994 || 幽☆遊☆白書 デモ版 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Zhadnost(EU)|Zhadnost: The People&#039;s Party]] || {{Template:Flag-eu}} ||  || Party || [[Studio 3DO|Studio 3DO]] || [[The 3DO Company|The 3DO Company]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Zhadnost(NA)|Zhadnost: The People&#039;s Party]] || {{Template:Flag-us}} ||  || Party || [[Studio 3DO|Studio 3DO]] || [[The 3DO Company|The 3DO Company]] || March 2, 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=3DO_Games(t)&amp;diff=18421</id>
		<title>3DO Games(t)</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=3DO_Games(t)&amp;diff=18421"/>
		<updated>2026-04-15T04:09:52Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Goto Page==&lt;br /&gt;
&lt;br /&gt;
[[3DO Games(Numbers)|#]], [[3DO Games(a)|A]], [[3DO Games(b)|B]], [[3DO Games(c)|C]], [[3DO Games(d)|D]], [[3DO Games(e)|E]], [[3DO Games(f)|F]], [[3DO Games(g)|G]], [[3DO Games(h)|H]], [[3DO Games(i)|I]], [[3DO Games(j)|J]], [[3DO Games(k)|K]], [[3DO Games(l)|L]], [[3DO Games(m)|M]], [[3DO Games(n)|N]], [[3DO Games(o)|O]], [[3DO Games(p)|P]], [[3DO Games(q)|Q]], [[3DO Games(r)|R]], [[3DO Games(s)|S]], [[3DO Games(t)|T]], [[3DO Games(u)|U]], [[3DO Games(v)|V]], [[3DO Games(w)|W]], [[3DO Games(x)|X]], [[3DO Games(y)|Y]], [[3DO Games(z)|Z]]&lt;br /&gt;
&lt;br /&gt;
==T Total - 49 Releases==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Game&lt;br /&gt;
! Region&lt;br /&gt;
! Code&lt;br /&gt;
! Type&lt;br /&gt;
! Developer&lt;br /&gt;
! Publisher&lt;br /&gt;
! Release Date&lt;br /&gt;
! Local Title&lt;br /&gt;
! Rarity&lt;br /&gt;
|-&lt;br /&gt;
| [[T&amp;amp;E Soft-Masters Harukanaru Augusta 3|T&amp;amp;E Soft Presents: Masters: Harukanaru Augusta 3]] || {{Template:Flag-jp}} || FZ-SJ0102 || Sports || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || July 9, 1994 || Ｔ＆Ｅ　ＶＲ　ＧＯＬＦ　「マスターズ　～遙かなるオーガスタ３～ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[T&amp;amp;E Soft-Masters Harukanaru Augusta 3 Demo|T&amp;amp;E Soft Presents: Masters: Harukanaru Augusta 3 - Demo]] || {{Template:Flag-jp}} || FZ-SD0102 || Demodisc || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || July 9, 1994 || T&amp;amp;E VR GOLF マスターズ遙かなるオーガスタ3 デモンストレーション版 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[T&amp;amp;E Soft-Pebble Beach Golf Links(EU)|T&amp;amp;E Soft Presents: Pebble Beach Golf Links]] || {{Template:Flag-eu}} || FZ-SE0101 || Sports || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || [[Panasonic|Panasonic]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[T&amp;amp;E Soft-Pebble Beach Golf Links(NA)|T&amp;amp;E Soft Presents: Pebble Beach Golf Links]] || {{Template:Flag-us}} || FZ-SM0101 || Sports || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || [[Panasonic|Panasonic]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[T&amp;amp;E Soft-Pebble Beach Golf Links(JP)|T&amp;amp;E Soft Presents: Pebble Beach Golf Links]] || {{Template:Flag-jp}} || FZ-SJ0101 || Sports || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || [[Panasonic|Panasonic]] || 20th March 1994 || Ｔ＆Ｅ　ＶＲ　ＧＯＬＦ　「ペブル・ビーチの波濤」 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[T&amp;amp;E Soft-Pebble Beach Golf Links(KR)|T&amp;amp;E Soft Presents: Pebble Beach Golf Links]] || {{Template:Flag-kr}} || GDT-GA031 || Sports || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || [[Panasonic|Panasonic]] || 1994 || 페블비치　골프 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[T&amp;amp;E Soft-Pebble Beach Golf Links(CA)|T&amp;amp;E Soft Presents: Pebble Beach Golf Links]] || {{Template:Flag-ca}} || FZ-SC0101 || Sports || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || [[Panasonic|Panasonic]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[T&amp;amp;E Soft-Waialae Country Club(EU)|T&amp;amp;E Soft Presents: Waialae Country Club]] || {{Template:Flag-eu}} || FZ-SE0102 || Sports || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || [[Panasonic|Panasonic]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[T&amp;amp;E Soft-Waialae Country Club(NA)|T&amp;amp;E Soft Presents: Waialae Country Club]] || {{Template:Flag-us}} || FZ-SM0102 || Sports || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || [[Panasonic|Panasonic]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[T&amp;amp;E Soft-Waialae no Kiseki(JP)|T&amp;amp;E Soft Presents: Waialae no Kiseki]] || {{Template:Flag-jp}} || FZ-SJ0103 || Sports || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || [[Panasonic|Panasonic]] || October 28, 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[T&amp;amp;E Soft-Waialae Country Club(CA)|T&amp;amp;E Soft Presents: Waialae Country Club]] || {{Template:Flag-ca}} || FZ-SC0102 || Sports || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || [[Panasonic|Panasonic]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[T&amp;amp;E Soft-Wicked 18|T&amp;amp;E Soft Presents: Wicked 18]] || {{Template:Flag-us}} || FZ-SM0104 || Sports || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || [[Panasonic|Panasonic]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[T&amp;amp;E Soft-Devils Course|T&amp;amp;E Soft Presents: Devils Course]] || {{Template:Flag-jp}} || FZ-SJ0104 || Sports || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || [[Panasonic|Panasonic]] || April 14, 1995 || Ｔ＆Ｅ　ＶＲ　ＧＯＬＦ　「デビルズ・コース」 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Taiketsu Rumiizu|Taiketsu Rumiizu!]] || {{Template:Flag-jp}} || IMP-SD1201 || Action, Maze || [[Sanyei Shobou|Sanyei Shobou]] || [[Sanyo|Sanyo]] || August 7, 1995 || 対決　るみーず！ || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Taiketsu Rumiizu Demo|Taiketsu Rumiizu! Demo]] || {{Template:Flag-jp}} ||  || Demodisc || [[Sanyei Shobou|Sanyei Shobou]] || [[Sanyo|Sanyo]] || August 7, 1995 || 対決　るみーず！ || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Takeru|Takeru]] || {{Template:Flag-jp}} || FZ-SJ1201 || Adventure || [[Fun Project|Fun Project Inc]] || [[Panasonic|Panasonic]] || 29th April 1994 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Takeru Demo|Takeru Demo]] || {{Template:Flag-jp}} ||  || Adventure || [[Fun Project|Fun Project Inc]] || [[Panasonic|Panasonic]] || 29th April 1994 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Tarot Fortune Telling|Tarot Fortune Telling]] || {{Template:Flag-jp}} || FZ-SJ4052 || Non-game || [[Axes Art Amuse|Axes Art Amuse]] || [[Ariadne|Ariadne]] || February 17, 1995 || タロット占い || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Tetsujin|Tetsujin]] || {{Template:Flag-jp}} || FZ-SJ1001 || First-person shooter || [[Synergy Inc|Synergy Inc]] || [[Panasonic|Panasonic]] || April 9, 1994 || 鉄人 || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Tetsujin The Return|Tetsujin The Return]] || {{Template:Flag-jp}} || FZ-SJ1051 || First-person shooter || [[Synergy Inc|Synergy Inc]] || [[Synergy Inc|Synergy Inc]] || September 22, 1995 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tower(JP)|Tower, The]] || {{Template:Flag-jp}} || FZ-SJ7051 || Construction and management simulation || [[OPeNBooK Co Ltd|OPeNBooK Co Ltd]] || [[OPeNBooK Co Ltd|OPeNBooK Co Ltd]] || March 8, 1996 || ザ・タワー || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Theatre Wars-The Palace Of Entertainment|Theatre Wars: The Palace Of Entertainment]] || {{Template:Flag-jp}} || FZ-SJ0301 || Business simulation game || [[Scitron &amp;amp; Art|Scitron &amp;amp; Art]] || [[Hamlet|Hamlet]] [[Hakuhodo|Hakuhodo]] || 14th May 1994 || 娯楽の殿堂 || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Theme Park(EU)|Theme Park]] || {{Template:Flag-eu}} || E286DCXD || Construction and management simulation || [[Bullfrog Productions|Bullfrog Productions]] || [[Electronic Arts|Electronic Arts]] || 1994 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Theme Park(NA)|Theme Park]] || {{Template:Flag-us}} ||  || Construction and management simulation || [[Bullfrog Productions|Bullfrog Productions]] || [[Electronic Arts|Electronic Arts]] || 1994 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Theme Park(JP)|Theme Park]] || {{Template:Flag-jp}} || FZ-SJ1666 || Construction and management simulation || [[Bullfrog Productions|Bullfrog Productions]] || [[Electronic Arts Victor|Electronic Arts Victor]] || July 21, 1995 || テーマ・パーク  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Theme Park Demo|Theme Park Demo]] || {{Template:Flag-jp}} || FZ-JJ9DST-5F || Demodisc || [[Bullfrog Productions|Bullfrog Productions]] || [[Electronic Arts Victor|Electronic Arts Victor]] || 1994 || テーマパーク デモ版  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Tokimeki Mahjong Paradise Special|Tokimeki Mahjong Paradise Special - Tempai Beat of Love]] || {{Template:Flag-jp}} || FZ-SJ7951 || Board game, Eroge || [[Sonnet Computer Entertainment|Sonnet Computer Entertainment]] || [[Sonnet Computer Entertainment|Sonnet Computer Entertainment]] || March 1, 1996 || ときめき麻雀パラダイス　スペシャル　～恋のテンパイビート～ || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[ToonTime in the classroom|ToonTime ...in the classroom]] || {{Template:Flag-us}} ||  || Non-game, Interactive movie || [[Videoact V LC|Videoact V LC]] || [[Videoact V LC|Videoact V LC]] || 1994 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Total Eclipse(EU)|Total Eclipse]] || {{Template:Flag-eu}} || DFJN5015ZAZ || Rail shooter || [[Crystal Dynamics|Crystal Dynamics]] || [[Crystal Dynamics|Crystal Dynamics]] || January 8, 1994 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Total Eclipse(NA)|Total Eclipse]] || {{Template:Flag-us}} ||  || Rail shooter || [[Crystal Dynamics|Crystal Dynamics]] || [[Crystal Dynamics|Crystal Dynamics]] || January 8, 1994 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Total Eclipse(JP)|Total Eclipse]] || {{Template:Flag-jp}} || FZ-SJ1852 || Rail shooter || [[Crystal Dynamics|Crystal Dynamics]] || [[Crystal Dynamics|Crystal Dynamics]] || 26th March 1994 || トータル・エクリプス  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Total Eclipse(KR)|Total Eclipse]] || {{Template:Flag-kr}} || GDT-GA071 || Rail shooter || [[Crystal Dynamics|Crystal Dynamics]] || [[Crystal Dynamics|Crystal Dynamics]] || January 8, 1994 || 토탈　이클립스 || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Total Eclipse Demo|Total Eclipse Demo]] || {{Template:Flag-jp}} || FZ-JJ9DS1-CD || Rail shooter || [[Crystal Dynamics|Crystal Dynamics]] || [[Crystal Dynamics|Crystal Dynamics]] || January 8, 1994 || トータル・エクリプス || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Total Eclipse - Not for sale(EU)|Total Eclipse]] || {{Template:Flag-eu}} ||  || Rail shooter || [[Crystal Dynamics|Crystal Dynamics]] || [[Crystal Dynamics|Crystal Dynamics]] || January 8, 1994 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Total Eclipse - Not for sale(NA)|Total Eclipse]] || {{Template:Flag-us}} ||  || Rail shooter || [[Crystal Dynamics|Crystal Dynamics]] || [[Crystal Dynamics|Crystal Dynamics]] || January 8, 1994 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Tripd(EU)|Trip&#039;d]] || {{Template:Flag-eu}} ||  || Puzzle || [[Warp|Warp]] || [[Panasonic|Panasonic]] || August 6, 1994 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Tripd(NA)|Trip&#039;d]] || {{Template:Flag-us}} ||  || Puzzle || [[Warp|Warp]] || [[Panasonic|Panasonic]] || August 6, 1994 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Twinkle Knights|Twinkle Knights]] || {{Template:Flag-jp}} || IS-AX0001 || Board game, Eroge || [[Axes Art Amuse|Axes Art Amuse]] || [[Intarus|Intarus]] || March 17, 1995 || トゥインクル・ナイツ || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Twisted The Game Show(EU)|Twisted: The Game Show]] || {{Template:Flag-eu}} || E269DCXD || Party, Quiz game || [[Studio 3DO|Studio 3DO]] || [[Electronic Arts|Electronic Arts]] || 1993 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Twisted The Game Show(NA)|Twisted: The Game Show]] || {{Template:Flag-us}} ||  || Party, Quiz game || [[Studio 3DO|Studio 3DO]] || [[Electronic Arts|Electronic Arts]] || 1993 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Twisted The Game Show(JP)|Twisted: The Game Show]] || {{Template:Flag-jp}} || FZ-SJ1651 || Party, Quiz game || [[Studio 3DO|Studio 3DO]] || [[Electronic Arts Victor|Electronic Arts Victor]] || December 23, 1994 || ツイステッド || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[TOYOPET OutDoor World|TOYOPET OutDoor World]] || {{Template:Flag-jp}} || PT-3RV || Catalog || [[Nambokusha Inc|Nambokusha Inc]], [[Office Orange Co Ltd|Office Orange Co Ltd]], [[P.A Inc|P.A Inc]], [[L.P Inc|L.P Inc]] || [[Toyota Inc|Toyota Inc]] || 1995 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[TOYOPET RV Paddock|TOYOPET RV Paddock]] || {{Template:Flag-jp}} || P-16 || Catalog || [[Panasonic|Panasonic]] [[Dentsu Inc|Dentsu Inc]] [[M&amp;amp;Mi Inc|M&amp;amp;Mi Inc]] || [[Toyota Inc|Toyota Inc]] || 1995 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[TOYOPET RV World|TOYOPET RV World]] || {{Template:Flag-jp}} || PT-2RV || ???? || ???? || ???? || ???? ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Toyota Multimedia Catalog|Toyota The Technology Multimedia Catalog]] || {{Template:Flag-jp}} || TH-001 || Catalog || ???? || ???? || ???? ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Tylenol Interactive Store|Tylenol Interactive Store]] || {{Template:Flag-us}} ||  || Catalog || [[Lion Reef Software|Lion Reef Software]] || [[McNeil PPC Inc|McNeil PPC Inc]] || 1996 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=3DO_Games(t)&amp;diff=18420</id>
		<title>3DO Games(t)</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=3DO_Games(t)&amp;diff=18420"/>
		<updated>2026-04-15T04:08:42Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Goto Page==&lt;br /&gt;
&lt;br /&gt;
[[3DO Games(Numbers)|#]], [[3DO Games(a)|A]], [[3DO Games(b)|B]], [[3DO Games(c)|C]], [[3DO Games(d)|D]], [[3DO Games(e)|E]], [[3DO Games(f)|F]], [[3DO Games(g)|G]], [[3DO Games(h)|H]], [[3DO Games(i)|I]], [[3DO Games(j)|J]], [[3DO Games(k)|K]], [[3DO Games(l)|L]], [[3DO Games(m)|M]], [[3DO Games(n)|N]], [[3DO Games(o)|O]], [[3DO Games(p)|P]], [[3DO Games(q)|Q]], [[3DO Games(r)|R]], [[3DO Games(s)|S]], [[3DO Games(t)|T]], [[3DO Games(u)|U]], [[3DO Games(v)|V]], [[3DO Games(w)|W]], [[3DO Games(x)|X]], [[3DO Games(y)|Y]], [[3DO Games(z)|Z]]&lt;br /&gt;
&lt;br /&gt;
==T Total - 49 Releases==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Game&lt;br /&gt;
! Region&lt;br /&gt;
! Code&lt;br /&gt;
! Type&lt;br /&gt;
! Developer&lt;br /&gt;
! Publisher&lt;br /&gt;
! Release Date&lt;br /&gt;
! Local Title&lt;br /&gt;
! Rarity&lt;br /&gt;
|-&lt;br /&gt;
| [[T&amp;amp;E Soft-Masters Harukanaru Augusta 3|T&amp;amp;E Soft Presents: Masters: Harukanaru Augusta 3]] || {{Template:Flag-jp}} || FZ-SJ0102 || Sports || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || July 9, 1994 || Ｔ＆Ｅ　ＶＲ　ＧＯＬＦ　「マスターズ　～遙かなるオーガスタ３～ || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[T&amp;amp;E Soft-Masters Harukanaru Augusta 3 Demo|T&amp;amp;E Soft Presents: Masters: Harukanaru Augusta 3 - Demo]] || {{Template:Flag-jp}} || FZ-SD0102 || Demodisc || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || July 9, 1994 || T&amp;amp;E VR GOLF マスターズ遙かなるオーガスタ3 デモンストレーション版 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[T&amp;amp;E Soft-Pebble Beach Golf Links(EU)|T&amp;amp;E Soft Presents: Pebble Beach Golf Links]] || {{Template:Flag-eu}} || FZ-SE0101 || Sports || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || [[Panasonic|Panasonic]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[T&amp;amp;E Soft-Pebble Beach Golf Links(NA)|T&amp;amp;E Soft Presents: Pebble Beach Golf Links]] || {{Template:Flag-us}} || FZ-SM0101 || Sports || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || [[Panasonic|Panasonic]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[T&amp;amp;E Soft-Pebble Beach Golf Links(JP)|T&amp;amp;E Soft Presents: Pebble Beach Golf Links]] || {{Template:Flag-jp}} || FZ-SJ0101 || Sports || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || [[Panasonic|Panasonic]] || 20th March 1994 || Ｔ＆Ｅ　ＶＲ　ＧＯＬＦ　「ペブル・ビーチの波濤」 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[T&amp;amp;E Soft-Pebble Beach Golf Links(KR)|T&amp;amp;E Soft Presents: Pebble Beach Golf Links]] || {{Template:Flag-kr}} || GDT-GA031 || Sports || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || [[Panasonic|Panasonic]] || 1994 || 페블비치　골프 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[T&amp;amp;E Soft-Pebble Beach Golf Links(CA)|T&amp;amp;E Soft Presents: Pebble Beach Golf Links]] || {{Template:Flag-ca}} || FZ-SC0101 || Sports || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || [[Panasonic|Panasonic]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[T&amp;amp;E Soft-Waialae Country Club(EU)|T&amp;amp;E Soft Presents: Waialae Country Club]] || {{Template:Flag-eu}} || FZ-SE0102 || Sports || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || [[Panasonic|Panasonic]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[T&amp;amp;E Soft-Waialae Country Club(NA)|T&amp;amp;E Soft Presents: Waialae Country Club]] || {{Template:Flag-us}} || FZ-SM0102 || Sports || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || [[Panasonic|Panasonic]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[T&amp;amp;E Soft-Waialae no Kiseki(JP)|T&amp;amp;E Soft Presents: Waialae no Kiseki]] || {{Template:Flag-jp}} || FZ-SJ0103 || Sports || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || [[Panasonic|Panasonic]] || October 28, 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[T&amp;amp;E Soft-Waialae Country Club(CA)|T&amp;amp;E Soft Presents: Waialae Country Club]] || {{Template:Flag-ca}} || FZ-SC0102 || Sports || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || [[Panasonic|Panasonic]] || 1994 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[T&amp;amp;E Soft-Wicked 18|T&amp;amp;E Soft Presents: Wicked 18]] || {{Template:Flag-us}} || FZ-SM0104 || Sports || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || [[Panasonic|Panasonic]] || 1995 || || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[T&amp;amp;E Soft-Devils Course|T&amp;amp;E Soft Presents: Devils Course]] || {{Template:Flag-jp}} || FZ-SJ0104 || Sports || [[T&amp;amp;E Soft|T&amp;amp;E Soft]] || [[Panasonic|Panasonic]] || April 14, 1995 || Ｔ＆Ｅ　ＶＲ　ＧＯＬＦ　「デビルズ・コース」 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Taiketsu Rumiizu|Taiketsu Rumiizu!]] || {{Template:Flag-jp}} || IMP-SD1201 || Action, Maze || [[Sanyei Shobou|Sanyei Shobou]] || [[Sanyo|Sanyo]] || August 7, 1995 || 対決　るみーず！ || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Taiketsu Rumiizu Demo|Taiketsu Rumiizu! Demo]] || {{Template:Flag-jp}} ||  || Demodisc || [[Sanyei Shobou|Sanyei Shobou]] || [[Sanyo|Sanyo]] || August 7, 1995 || 対決　るみーず！ || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Takeru|Takeru]] || {{Template:Flag-jp}} || FZ-SJ1201 || Adventure || [[Fun Project|Fun Project Inc]] || [[Panasonic|Panasonic]] || 29th April 1994 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Takeru Demo|Takeru Demo]] || {{Template:Flag-jp}} ||  || Adventure || [[Fun Project|Fun Project Inc]] || [[Panasonic|Panasonic]] || 29th April 1994 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Tarot Fortune Telling|Tarot Fortune Telling]] || {{Template:Flag-jp}} || FZ-SJ4052 || Non-game || [[Axes Art Amuse|Axes Art Amuse]] || [[Ariadne|Ariadne]] || February 17, 1995 || タロット占い || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Tetsujin|Tetsujin]] || {{Template:Flag-jp}} || FZ-SJ1001 || First-person shooter || [[Synergy Inc|Synergy Inc]] || [[Panasonic|Panasonic]] || April 9, 1994 || 鉄人 || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Tetsujin The Return|Tetsujin The Return]] || {{Template:Flag-jp}} || FZ-SJ1051 || First-person shooter || [[Synergy Inc|Synergy Inc]] || [[Synergy Inc|Synergy Inc]] || September 22, 1995 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tower(JP)|Tower, The]] || {{Template:Flag-jp}} || FZ-SJ7051 || Construction and management simulation || [[OPeNBooK Co Ltd|OPeNBooK Co Ltd]] || [[OPeNBooK Co Ltd|OPeNBooK Co Ltd]] || March 8, 1996 || ザ・タワー || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Theatre Wars-The Palace Of Entertainment|Theatre Wars: The Palace Of Entertainment]] || {{Template:Flag-jp}} || FZ-SJ0301 || Business simulation game || [[Scitron &amp;amp; Art|Scitron &amp;amp; Art]] || [[Hamlet|Hamlet]] [[Hakuhodo|Hakuhodo]] || 14th May 1994 || 娯楽の殿堂 || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Theme Park(EU)|Theme Park]] || {{Template:Flag-eu}} || E286DCXD || Construction and management simulation || [[Bullfrog Productions|Bullfrog Productions]] || [[Electronic Arts|Electronic Arts]] || 1994 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Theme Park(NA)|Theme Park]] || {{Template:Flag-us}} ||  || Construction and management simulation || [[Bullfrog Productions|Bullfrog Productions]] || [[Electronic Arts|Electronic Arts]] || 1994 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Theme Park(JP)|Theme Park]] || {{Template:Flag-jp}} || FZ-SJ1666 || Construction and management simulation || [[Bullfrog Productions|Bullfrog Productions]] || [[Electronic Arts Victor|Electronic Arts Victor]] || July 21, 1995 || テーマ・パーク  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Theme Park Demo|Theme Park Demo]] || {{Template:Flag-jp}} || FZ-JJ9DST-5F || Demodisc || [[Bullfrog Productions|Bullfrog Productions]] || [[Electronic Arts Victor|Electronic Arts Victor]] || 1994 || テーマパーク デモ版  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Tokimeki Mahjong Paradise Special|Tokimeki Mahjong Paradise Special - Tempai Beat of Love]] || {{Template:Flag-jp}} || FZ-SJ7951 || Board game, Eroge || [[Sonnet Computer Entertainment|Sonnet Computer Entertainment]] || [[Sonnet Computer Entertainment|Sonnet Computer Entertainment]] || March 1, 1996 || ときめき麻雀パラダイス　スペシャル　～恋のテンパイビート～ || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[ToonTime in the classroom|ToonTime ...in the classroom]] || {{Template:Flag-us}} ||  || Non-game, Interactive movie || [[Videoact V LC|Videoact V LC]] || [[Videoact V LC|Videoact V LC]] || 1994 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Total Eclipse(EU)|Total Eclipse]] || {{Template:Flag-eu}} || DFJN5015ZAZ || Rail shooter || [[Crystal Dynamics|Crystal Dynamics]] || [[Crystal Dynamics|Crystal Dynamics]] || January 8, 1994 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Total Eclipse(NA)|Total Eclipse]] || {{Template:Flag-us}} ||  || Rail shooter || [[Crystal Dynamics|Crystal Dynamics]] || [[Crystal Dynamics|Crystal Dynamics]] || January 8, 1994 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Total Eclipse(JP)|Total Eclipse]] || {{Template:Flag-jp}} || FZ-SJ1852 || Rail shooter || [[Crystal Dynamics|Crystal Dynamics]] || [[Crystal Dynamics|Crystal Dynamics]] || 26th March 1994 || トータル・エクリプス  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Total Eclipse(KR)|Total Eclipse]] || {{Template:Flag-kr}} || GDT-GA071 || Rail shooter || [[Crystal Dynamics|Crystal Dynamics]] || [[Crystal Dynamics|Crystal Dynamics]] || January 8, 1994 || 토탈　이클립스 || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Total Eclipse Demo|Total Eclipse Demo]] || {{Template:Flag-jp}} || FZ-JJ9DS1-CD || Rail shooter || [[Crystal Dynamics|Crystal Dynamics]] || [[Crystal Dynamics|Crystal Dynamics]] || January 8, 1994 || トータル・エクリプス || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Total Eclipse - Not for sale(EU)|Total Eclipse]] || {{Template:Flag-eu}} ||  || Rail shooter || [[Crystal Dynamics|Crystal Dynamics]] || [[Crystal Dynamics|Crystal Dynamics]] || January 8, 1994 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Total Eclipse - Not for sale(NA)|Total Eclipse]] || {{Template:Flag-us}} ||  || Rail shooter || [[Crystal Dynamics|Crystal Dynamics]] || [[Crystal Dynamics|Crystal Dynamics]] || January 8, 1994 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Tripd(EU)|Trip&#039;d]] || {{Template:Flag-eu}} ||  || Puzzle || [[Warp|Warp]] || [[Panasonic|Panasonic]] || August 6, 1994 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Tripd(NA)|Trip&#039;d]] || {{Template:Flag-us}} ||  || Puzzle || [[Warp|Warp]] || [[Panasonic|Panasonic]] || August 6, 1994 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Twinkle Knights|Twinkle Knights]] || {{Template:Flag-jp}} || IS-AX0001 || Board game, Eroge || [[Axes Art Amuse|Axes Art Amuse]] || [[Intarus|Intarus]] || March 17, 1995 || トゥインクル・ナイツ || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Twisted The Game Show(EU)|Twisted: The Game Show]] || {{Template:Flag-eu}} || E269DCXD || Party, Quiz game || [[Studio 3DO|Studio 3DO]] || [[Electronic Arts|Electronic Arts]] || 1993 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Twisted The Game Show(NA)|Twisted: The Game Show]] || {{Template:Flag-us}} ||  || Party, Quiz game || [[Studio 3DO|Studio 3DO]] || [[Electronic Arts|Electronic Arts]] || 1993 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Twisted The Game Show(JP)|Twisted: The Game Show]] || {{Template:Flag-jp}} || FZ-SJ1651 || Party, Quiz game || [[Studio 3DO|Studio 3DO]] || [[Electronic Arts Victor|Electronic Arts Victor]] || December 23, 1994 || ツイステッド || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[TOYOPET OutDoor World|TOYOPET OutDoor World]] || {{Template:Flag-jp}} || PT-3RV || Catalog || [[Nambokusha Inc|Nambokusha Inc]], [[Office Orange Co Ltd|Office Orange Co Ltd]], [[P.A Inc|P.A Inc]], [[L.P Inc|L.P Inc]] || [[Toyota Inc|Toyota Inc]] || 1995 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[TOYOPET RV Paddock|TOYOPET RV Paddock]] || {{Template:Flag-jp}} || PT-1RV || Catalog || [[Panasonic|Panasonic]] [[Dentsu Inc|Dentsu Inc]] [[M&amp;amp;Mi Inc|M&amp;amp;Mi Inc]] || [[Toyota Inc|Toyota Inc]] || 1995 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[TOYOPET RV World|TOYOPET RV World]] || {{Template:Flag-jp}} || PT-2RV || ???? || ???? || ???? || ???? ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Toyota Multimedia Catalog|Toyota The Technology Multimedia Catalog]] || {{Template:Flag-jp}} || TH-001 || Catalog || ???? || ???? || ???? ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Tylenol Interactive Store|Tylenol Interactive Store]] || {{Template:Flag-us}} ||  || Catalog || [[Lion Reef Software|Lion Reef Software]] || [[McNeil PPC Inc|McNeil PPC Inc]] || 1996 ||  || 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=Peter_Pan&amp;diff=18419</id>
		<title>Peter Pan</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=Peter_Pan&amp;diff=18419"/>
		<updated>2026-03-14T01:59:20Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==References==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Name&lt;br /&gt;
! Date&lt;br /&gt;
! Country&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Electronic Games(US) Aug 1993|Electronic Games(US) Aug 1993]] || Aug 93 || {{Template:Flag-us}} || Page 48-49  – Preview of 3DO Games Feature&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Electronic Games(US) Aug 1993|Electronic Games(US) Aug 1993]] || Aug 93 || {{Template:Flag-us}} || Page 60  – SCES 1993 Article&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Electronic Games(US) Sept 1993|Electronic Games(US) Sept 1993]] || Sept 93 || {{Template:Flag-us}} || Page 46-53  – Multimedia Feature&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Edge(UK) Issue 4 Jan 1994|Edge(UK) Issue 4 Jan 1994]] || Jan 94 || {{Template:Flag-gb}} || Pages 45 – Coming Soon List&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[VideoGames Magazine(US) Issue 60 Jan 1994|VideoGames Magazine(US) Issue 60 Jan 1994]] || Jan 94 || {{Template:Flag-us}} || Page 84/85 – Funco Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Generation 4(FR) Issue 62 Jan 1994|Generation 4(FR) Issue 62 Jan 1994]] || Jan 94 || {{Template:Flag-fr}} || Page 27 – Amie Le Pro Advert&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Edge(UK) Issue 5 Feb 1994|Edge(UK) Issue 5 Feb 1994]] || Feb 94 || {{Template:Flag-gb}} || Pages 16 – News Article&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Generation 4(FR) Issue 63 Feb 1994|Generation 4(FR) Issue 63 Feb 1994]] || Feb 94 || {{Template:Flag-fr}} || Page 17 – Amie Le Pro Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Joypad(FR) Issue 28 Feb 1994|Joypad(FR) Issue 28 Feb 1994]] || Feb 94 || {{Template:Flag-fr}} || Page 53 – Hard Discount Shop Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Consolemania(IT) Issue 27 Feb 1994|Consolemania(IT) Issue 27 Feb 1994]] || Feb 94 || {{Template:Flag-it}} || Page  78 – Morgana Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Consolemania(IT) Issue 27 Feb 1994|Consolemania(IT) Issue 27 Feb 1994]] || Feb 94 || {{Template:Flag-it}} || Page  118-119 – Computer One Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Joypad(FR) Issue 29 Mar 1994|Joypad(FR) Issue 29 Mar 1994]] || Mar 94 || {{Template:Flag-fr}} || Page 137 – Hard Discount Shop Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Joypad(FR) Issue 30 Apr 1994|Joypad(FR) Issue 30 Apr 1994]] || Apr 94 || {{Template:Flag-fr}} || Page 71 – Hard Discount Shop Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Joypad(FR) Issue 31 May 1994|Joypad(FR) Issue 31 May 1994]] || May 94 || {{Template:Flag-fr}} || Page 157 – Hard Discount Shop Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Consolemania(IT) Issue 30 May 1994|Consolemania(IT) Issue 30 May 1994]] || May 94 || {{Template:Flag-it}} || Page 79 – Astrocomputer Ad&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 7-94|Video Games(DE) Issue 6-94]] || Jun 94 || {{Template:Flag-de}} || Page 71 – ChronoService Advert&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Video Games(DE) Issue 7-94|Video Games(DE) Issue 7-94]] || Jul 94 || {{Template:Flag-de}} || Page 25 – Preview Article&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 7-94|Video Games(DE) Issue 7-94]] || Jul 94 || {{Template:Flag-de}} || Page 111 – Cybersoft Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 8-94|Video Games(DE) Issue 8-94]] || Aug 94 || {{Template:Flag-de}} || Page 111 – Cybersoft Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Game Power(IT) Issue 31 Sept 1994|Game Power(IT) Issue 31 Sept 1994]] || Sept 94 || {{Template:Flag-it}} || Page 42 – Astrocomputer Advert&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[3DO Magazine Live Issue 4|3DO Magazine Live Issue 4]] || Nov 94 || {{Template:Flag-jp}} || Page 126 – USA Coming Soon List&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 1-95|Video Games(DE) Issue 1-95]] || Jan 95 || {{Template:Flag-de}} || Page 51 – Gamebusters Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 2-95|Video Games(DE) Issue 2-95]] || Feb 95 || {{Template:Flag-de}} || Page 99 – Gamebusters Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[3 3DO Magazine(US) Mar Apr 1995|3 3DO Magazine(US) Mar Apr 1995]] || Mar Apr 1995 || {{Template:Flag-us}} || Pages 58-61 – 4th Dimension Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[VideoGames Magazine(US) Issue 75 Apr 1995|VideoGames Magazine(US) Issue 75 Apr 1995]] || Apr 95 || {{Template:Flag-us}} || Page 89 – Play It Again Ad&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[VideoGames Magazine(US) Issue 76 May 1995|VideoGames Magazine(US) Issue 76 May 1995]] || May 95 || {{Template:Flag-us}} || Page 95 – Play It Again Ad&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[3 3DO Magazine(US) Oct 1995| 3 3DO Magazine(US) Oct 1995]] || Oct 95 || {{Template:Flag-us}} || Page 48-49  – 4th Dimension Advert&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&lt;br /&gt;
===Videos===&lt;br /&gt;
&lt;br /&gt;
‎&amp;lt;youtube&amp;gt;xm39EZU9iZQ&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Screenshots===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Peter_Pan_Sampler_Screenshot_1.png|Screenshot from Sampler&lt;br /&gt;
Peter_Pan_Sampler_Screenshot_2.png|Screenshot from Sampler&lt;br /&gt;
Peter_Pan_Sampler_Screenshot_3.png|Screenshot from Sampler&lt;br /&gt;
Peter_Pan_Sampler_Screenshot_4.png|Screenshot from Sampler&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Print===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Electronic_Games(US)_Aug_1993_Feature_-_Previews_of_3DO_Games.png|Electronic Games(US) Aug 1993 - Previews of 3DO Games Feature&lt;br /&gt;
Electronic_Games(US)_Aug_1993_Feature_-_SCES_1993_Best_Edutaiment_Title.png|Electronic Games(US) Aug 1993 - SCES 1993 Best Edutainment Title Feature&lt;br /&gt;
Electronic_Games(US)_Sept_1993_Feature_-_EG_Multimedia_Report.png|Electronic Games(US) Sept 1993 – Multimedia Report Feature&lt;br /&gt;
Edge_Magazine(UK)_Issue_4_Jan_94_Feature_-_3DO_Release_List.png|Edge(UK) Issue 4 Jan 1994 - 3DO Release List Feature&lt;br /&gt;
Funco_Ad_VideoGames_Magazine(US)_Issue_60_Jan_1994.png|VideoGames Magazine(US) Issue 60 Jan 1994 - Funco Ad&lt;br /&gt;
Amie_Le_Pro_Ad_Generation_4(FR)_Issue_Jan_1994.png|Generation 4(FR) Issue 62 Jan 1994 - Amie Le Pro Ad&lt;br /&gt;
Edge_Magazine(UK)_Issue_5_Feb_94_News_-_3DO_-_Delays_and_Disappointment.png|News - 3DO Delays and Disappointment&lt;br /&gt;
Amie_Le_Pro_Ad_Generation_4(FR)_Issue_63_Feb_1994.png|Generation 4(FR) Issue 63 Feb 1994 - Amie Le Pro Ad&lt;br /&gt;
Joypad(FR)_Issue_28_Feb_1994_Ad_-_Hard_Discount_shop.png|Joypad(FR) Issue 28 Feb 1994 - Hard Discount Shop Ad&lt;br /&gt;
Consolemania(IT)_Issue_27_Feb_1994_Ad_-_Morgana.png|Consolemania(IT) Issue 27 Feb 1994 Ad - Morgana&lt;br /&gt;
Consolemania(IT)_Issue_27_Feb_1994_Ad_-_Computer_One.png|Consolemania(IT) Issue 27 Feb 1994 Ad – Computer One&lt;br /&gt;
Joypad(FR)_Issue_29_Mar_1994_Ad_-_Hard_Discount_Shop.png|Joypad(FR) Issue 29 Mar 1994 - Hard Discount Shop Ad&lt;br /&gt;
Joypad(FR)_Issue_30_Apr_1994_Ad_-_Hard_Discount_Shop.png|Joypad(FR) Issue 30 Apr 1994 - Hard Discount Shop Ad&lt;br /&gt;
Joypad(FR)_Issue_31_May_1994_Ad_-_Hard_Discount_Shop.png|Joypad(FR) Issue 31 May 1994 - Hard Discount Shop Ad&lt;br /&gt;
Consolemania(IT)_Issue_30_May_1994_Ad_-_Astrocomputer.png|Consolemania(IT) Issue 30 May 1994 - Ad – Astrocomputer&lt;br /&gt;
ChronoService_Ad_Video_Games_DE_Issue_6-94.png|Video Games(DE) Issue 6-94 - ChronoService Ad&lt;br /&gt;
Peter_Pan_Preview_Video_Games_DE_Issue_7-94.png|Video Games(DE) Issue 7-94 - Peter Pan Preview&lt;br /&gt;
Cybersoft_Ad_Video_Games_DE_Issue_7-94.png|Video Games(DE) Issue 7-94 - Cybersoft Ad&lt;br /&gt;
Cybersoft_Ad_Video_Games_DE_Issue_8-94.png|Video Games(DE) Issue 8-94 - Cybersoft Ad&lt;br /&gt;
Astrocomputer_Ad_Game_Power(IT)_Issue_31_Sept_1994.png|Game Power(IT) Issue 31 Sept 1994 - Astrocomputer Ad&lt;br /&gt;
USA_Coming_Soon_3DO_Magazine_JP_Issue_11_94.png|3DO Magazine Live Issue 4 Nov 94 - USA Coming Soon&lt;br /&gt;
Gamebusters_Ad_Video_Games_DE_Issue_1-95.png|Video Games(DE) Issue 1-95 - Gamebusters Ad&lt;br /&gt;
Gamebusters_Ad_Video_Games_DE_Issue_2-95.png|Video Games(DE) Issue 2-95 - Gamebusters Ad&lt;br /&gt;
3_3DO_Magazine(US)_Mar_Apr_1995_Ad_-_4th_Dimension.png|3 3DO Magazine(US) Mar Apr 1995 - 4th Dimension Advert&lt;br /&gt;
Play_It_Again_Ad_VideoGames_Magazine(US)_Issue_75_Apr_1995.png|VideoGames Magazine(US) Issue 75 Apr 1995 - Play It Again Ad&lt;br /&gt;
Play_It_Again_Ad_VideoGames_Magazine(US)_Issue_76_May_1995.png|VideoGames Magazine(US) Issue 76 May 1995 - Play It Again Ad&lt;br /&gt;
3_3DO_Magazine(US)_Oct_1995_Ad_-_4th_Dimension_Entertainment.png|3 3DO Magazine(US) Oct 1995 – 4th Dimension Entertainment Ad&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=Star_Trek_The_Next_Generation&amp;diff=18418</id>
		<title>Star Trek The Next Generation</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=Star_Trek_The_Next_Generation&amp;diff=18418"/>
		<updated>2026-03-14T01:56:44Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==References==&lt;br /&gt;
&lt;br /&gt;
===Concept Art===&lt;br /&gt;
&lt;br /&gt;
There was an ebay auction around 2017 with concept art being sold. This was bought by 3DOKid who uploaded the images.&lt;br /&gt;
&lt;br /&gt;
===Media===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Name&lt;br /&gt;
! Date&lt;br /&gt;
! Country&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Computer and Video Games Issue 141|Computer and Video Games Issue 141]] || Aug 93 || {{Template:Flag-gb}} || Page 18 – CES Summer 93 Report on Spectrum Holobyte&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Computer and Video Games Issue 141|Computer and Video Games Issue 141]] || Aug 93 || {{Template:Flag-gb}} || Page 30-32 – Three Dee Oh! - Special 3 page preview article&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Electronic Games(US) Aug 1993|Electronic Games(US) Aug 1993]] || Aug 93 || {{Template:Flag-us}} || Page 48-49  – Preview of 3DO Games Feature&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[GamePro(US) Aug 1993| GamePro(US) Aug 1993]] || Aug 93 || {{Template:Flag-us}} || Page 16-17  – Brief Glimpse in The Future Feature&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Edge(UK) Issue 1 Oct 1993|Edge(UK) Issue 1 Oct 1993]] || Oct 93 || {{Template:Flag-gb}} || Page 48-58 – Feature of the upcoming 3DO&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Electronic Games(US) Oct 1993|Electronic Games(US) Oct 1993]] || Oct 93 || {{Template:Flag-us}} || Page 35-43  – Scifi Games Feature&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Electronic Games(US) Nov 1993|Electronic Games(US) Nov 1993]] || Nov 93 || {{Template:Flag-us}} || Page 40-41  – Feature Article&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Edge(UK) Issue 3 Dec 1993|Edge(UK) Issue 3 Dec 1993]] || Dec 93 || {{Template:Flag-gb}} || Page 9 – Software List Preview&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Electronic Games(US) Dec 1993|Electronic Games(US) Dec 1993]] || Dec 93 || {{Template:Flag-us}} || Page 54-55  – Feature Article&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Generation 4(FR) Issue 62 Jan 1994|Generation 4(FR) Issue 62 Jan 1994]] || Jan 94 || {{Template:Flag-fr}} || Page 181 – JPF Import Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Joystick(FR) Issue 45 Jan 1994|Joystick(FR) Issue 45 Jan 1994]] || Jan 94 || {{Template:Flag-fr}} || Page 91 – JPF Import Advert&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Hobby Consolas(ES) Issue 28 Jan 1994|Hobby Consolas(ES) Issue 28 Jan 1994]] || Jan 94 || {{Template:Flag-es}} || Page 32-34 – Games Master Article&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Edge(UK) Issue 5 Feb 1994|Edge(UK) Issue 5 Feb 1994]] || Feb 94 || {{Template:Flag-gb}} || Pages 16 – News Article&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Generation 4(FR) Issue 63 Feb 1994|Generation 4(FR) Issue 63 Feb 1994]] || Feb 94 || {{Template:Flag-fr}} || Page 44-47 – News from Winter CES 1994&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Joypad(FR) Issue 28 Feb 1994|Joypad(FR) Issue 28 Feb 1994]] || Feb 94 || {{Template:Flag-fr}} || Page 36-37 – News from Winter CES 1994&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Consolemania(IT) Issue 27 Feb 1994| Consolemania(IT) Issue 27 Feb 1994]] || Feb 94 || {{Template:Flag-it}} || Page  23 – Winter CES Article&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Edge(UK) Issue 6 Mar 1994|Edge(UK) Issue 6 Mar 1994]] || Mar 94 || {{Template:Flag-gb}} || Pages 19 – Charts - Top 5 Wanted&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Joypad(FR) Issue 29 Mar 1994|Joypad(FR) Issue 29 Mar 1994]] || Mar 94 || {{Template:Flag-fr}} || Page 147 – Epileptik Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Consolemania(IT) Issue 28 Mar 1994|Consolemania(IT) Issue 28 Mar 1994]] || Mar 94 || {{Template:Flag-it}} || Page 133 – Bit World Ad&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Edge(UK) Issue 7 Apr 1994|Edge(UK) Issue 7 Apr 1994]] || Apr 94 || {{Template:Flag-gb}} || Pages 20 – This Month on Edge&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Joypad(FR) Issue 30 Apr 1994|Joypad(FR) Issue 30 Apr 1994]] || Apr 94 || {{Template:Flag-fr}} || Page 43 – Epileptik Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 4-94|Video Games(DE) Issue 4-94]] || Apr 94 || {{Template:Flag-de}} || Page 31 – Traumfabrik Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 4-94|Video Games(DE) Issue 4-94]] || Apr 94 || {{Template:Flag-de}} || Page 89 – Wave Game Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Consolemania(IT) Issue 29 Apr 1994|Consolemania(IT) Issue 29 Apr 1994]] || Apr 94 || {{Template:Flag-it}} || Page 38  – Get Ready Ad&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Generation 4(FR) Issue 65 Apr 1994|Generation 4(FR) Issue 65 Apr 1994]] || Apr 94 || {{Template:Flag-fr}} || Page 34 – 3DO Coming Soon&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 5-94|Video Games(DE) Issue 5-94]] || May 94 || {{Template:Flag-de}} || Page 49 – Traumfabrik Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Consolemania(IT) Issue 30 May 1994|Consolemania(IT) Issue 30 May 1994]] || May 94 || {{Template:Flag-it}} || Page 56 – Future Games Ad&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Consolemania(IT) Issue 30 May 1994|Consolemania(IT) Issue 30 May 1994]] || May 94 || {{Template:Flag-it}} || Page 68 – Get Ready Ad&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 6-94|Video Games(DE) Issue 6-94]] || Jun 94 || {{Template:Flag-de}} || Page 31 – Traumfabrik Advert&lt;br /&gt;
|-&lt;br /&gt;
| Pamphlet || [[Panasonic Real Club Press Vol 1 1994|Panasonic Real Club Press Vol 1 1994]] || Jul 1994 || {{Template:Flag-jp}} || Page 4-5 – List of upcoming titles&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 7-94|Video Games(DE) Issue 7-94]] || Jul 94 || {{Template:Flag-de}} || Page 43 – Traumfabrik Advert&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[VideoGames Magazine(US) Issue 67 Aug 1994|VideoGames Magazine(US) Issue 67 Aug 1994]] || Aug 94 || {{Template:Flag-us}} || Page 20 – Article that Spectrum Holobyte have halted production on the game&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Video Games(DE) Issue 8-94|Video Games(DE) Issue 8-94]] || Aug 94 || {{Template:Flag-de}} || Page 39 – Summer CES 1994&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 8-94|Video Games(DE) Issue 8-94]] || Aug 94 || {{Template:Flag-de}} || Page 29 – Traumfabrik Advert&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[VideoGames Magazine(US) Issue 68 Sept 1994|VideoGames Magazine(US) Issue 68 Sept 1994]] || Sept 94 || {{Template:Flag-us}} || Page 18 - Spectrum Holobyte News&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 9-94|Video Games(DE) Issue 9-94]] || Sept 94 || {{Template:Flag-de}} || Page 21 – Traumfabrik Advert&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article  || [[Generation 4(FR) Issue 69 Sept 1994|Generation 4(FR) Issue 69 Sept 1994]] || Sept 94 || {{Template:Flag-fr}} || Page 63-67 – CES Chicago Article&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Joystick(FR) Issue 52 Sept 1994|Joystick(FR) Issue 52 Sept 1994]] || Sept 94 || {{Template:Flag-fr}} || Pages 42-43 – Summer CES 1994&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Game Power(IT) Issue 31 Sept 1994|Game Power(IT) Issue 31 Sept 1994]] || Sept 94 || {{Template:Flag-it}} || Page 30 – Get Ready Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 10-94|Video Games(DE) Issue 10-94]] || Oct 94 || {{Template:Flag-de}} || Page 31 – Traumfabrik Advert&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Games World(UK) Issue 5|Games World(UK) Issue 5]] || Nov 94 || {{Template:Flag-gb}} || Page 32 – Preview of the game&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 11-94|Video Games(DE) Issue 11-94]] || Nov 94 || {{Template:Flag-de}} || Page 25 – Traumfabrik Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 11-94|Video Games(DE) Issue 11-94]] || Nov 94 || {{Template:Flag-de}} || Page 41 – Metropolis Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[VideoGames Magazine(US) Issue 71 Dec 1994|VideoGames Magazine(US) Issue 71 Dec 1994]] || Dec 94 || {{Template:Flag-us}} || Page 141 - BRE Software&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 12-94|Video Games(DE) Issue 12-94]] || Dec 94 || {{Template:Flag-de}} || Page 55 – Highway to Hell Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 12-94|Video Games(DE) Issue 1-94]] || Dec 94 || {{Template:Flag-de}} || Page 67 – Metropolis Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 1-95|Video Games(DE) Issue 1-95]] || Jan 95 || {{Template:Flag-de}} || Page 27 – Highway to Hell Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 1-95|Video Games(DE) Issue 1-95]] || Jan 95 || {{Template:Flag-de}} || Page 69 – Metropolis Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 1-95|Video Games(DE) Issue 1-95]] || Jan 95 || {{Template:Flag-de}} || Page 75 – Traumfabrik Advert&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Joystick(FR) Issue 56 Jan 1995|Joystick(FR) Issue 56 Jan 1995]] || Jan 95 || {{Template:Flag-fr}} || Pages 196-197 – PC Preview of mention its coming to 3DO&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Consolemania(IT) Issue 37 Jan 1995|Consolemania(IT) Issue 37 Jan 1995]] || Jan 95 || {{Template:Flag-it}} || Page 80  – Virtual Games Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Game Power(IT) Issue 35 Jan 1995|Game Power(IT) Issue 35 Jan 1995]] || Jan 95 || {{Template:Flag-it}} || Page 44 – Virtual Games Advert&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[3DO Magazine Issue 2|3DO Magazine Issue 2]] || Feb 95 || {{Template:Flag-gb}} || Page 15-19 – CES 1995 Article&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[3DO Magazine Issue 2|3DO Magazine Issue 2]] || Feb 95 || {{Template:Flag-gb}} || Page 64-65  – Coming Soon List&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 2-95|Video Games(DE) Issue 2-95]] || Feb 95 || {{Template:Flag-de}} || Page 21 – Highway to Hell Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 2-95|Video Games(DE) Issue 2-95]] || Feb 95 || {{Template:Flag-de}} || Page 27 – Traumfabrik Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Game Power(IT) Issue 36 Feb 1995|Game Power(IT) Issue 36 Feb 1995]] || Feb 95 || {{Template:Flag-it}} || Page 55 – Virtual Games Advert&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[3 3DO Magazine(US) Mar Apr 1995|3 3DO Magazine(US) Mar Apr 1995]] || Mar Apr 1995 || {{Template:Flag-us}} || Pages 10-15 – WCES 1995 Report&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[3 3DO Magazine(US) Mar Apr 1995|3 3DO Magazine(US) Mar Apr 1995]] || Mar Apr 1995 || {{Template:Flag-us}} || Pages 58-61 – 4th Dimension Advert&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[VideoGames Magazine(US) Issue 74 Mar 1995|VideoGames Magazine(US) Issue 74 Mar 1995]] || Mar 95 || {{Template:Flag-us}} || Page 54 – Winter CES 1995 Article&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Video Games(DE) Issue 3-95|Video Games(DE) Issue 3-95]] || Mar 95 || {{Template:Flag-de}} || Page 32-33 – Winter CES 94 Show Report&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 3-95|Video Games(DE) Issue 3-95]] || Mar 95 || {{Template:Flag-de}} || Page 29 – Traumfabrik Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 3-95|Video Games(DE) Issue 3-95]] || Mar 95 || {{Template:Flag-de}} || Page 49 – Highway to Hell Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[3DO Magazine Issue 3|3DO Magazine Issue 3]] || Spring 1995 || {{Template:Flag-gb}} || Page 18 – 3DO Magic Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[3DO Magazine Issue 3|3DO Magazine Issue 3]] || Spring 1995 || {{Template:Flag-gb}} || Page 53 – Games USA Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[3DO Magazine Issue 3|3DO Magazine Issue 3]] || Spring 1995 || {{Template:Flag-gb}} || Page 56 – Game Over Advert&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[3DO Magazine Issue 3|3DO Magazine Issue 3]] || Spring 1995 || {{Template:Flag-gb}} || Page 64-65 – Coming Soon Feature&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 4-95|Video Games(DE) Issue 4-95]] || Apr 95 || {{Template:Flag-de}} || Page 35 – Highway to Hell Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 4-95|Video Games(DE) Issue 4-95]] || Apr 95 || {{Template:Flag-de}} || Page 101 – Traumfabrik Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Game Power(IT) Issue 38 Apr 1995|Game Power(IT) Issue 38 Apr 1995]] || Apr 95 || {{Template:Flag-it}} || Page 18 – Virtual Games Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 5-95|Video Games(DE) Issue 5-95]] || May 95 || {{Template:Flag-de}} || Page 26 – Highway to Hell Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 5-95|Video Games(DE) Issue 5-95]] || May 95 || {{Template:Flag-de}} || Page 63 – Coole Preise Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Consolemania(IT) Issue 41 May 1995|Consolemania(IT) Issue 41 May 1995]] || May 95 || {{Template:Flag-it}} || Page 144 – Virtual Games Ad&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[3DO Magazine Issue 4|3DO Magazine Issue 4]] || Jun Jul 1995 || {{Template:Flag-gb}} || Page 13 – Games USA Advert&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[3DO Magazine Issue 4|3DO Magazine Issue 4]] || Jun Jul 1995 || {{Template:Flag-gb}} || Page 64-65 – Coming Soon Feature&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Games World(UK) Issue 12|Games World(UK) Issue 12]] || Jun 95 || {{Template:Flag-gb}} || Page 59 – Games USA Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 6-95|Video Games(DE) Issue 6-95]] || Jun 95 || {{Template:Flag-de}} || Page 26 – Highway to Hell Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Game Power(IT) Issue 39 Jun 1995|Game Power(IT) Issue 39 Jun 1995]] || Jun 95 || {{Template:Flag-it}} || Page 62 – Virtual Games Advert&lt;br /&gt;
|-&lt;br /&gt;
| Reader Letter || [[3DO Magazine Issue 5|3DO Magazine Issue 5]] || Aug Sept 95 || {{Template:Flag-gb}} || Page 55 – Editor response that game seems cancelled&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[3DO Magazine Issue 5|3DO Magazine Issue 5]] || Aug Sept 95 || {{Template:Flag-gb}} || Page 64-65 – Coming Soon Article&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 7-95|Video Games(DE) Issue 7-95]] || Jul 95 || {{Template:Flag-de}} || Page 26 – Highway to Hell Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 8-95|Video Games(DE) Issue 7-95]] || Jul 95 || {{Template:Flag-de}} || Page 63 – Coole Preise Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Game Power(IT) Issue 40 Jul 1995|Game Power(IT) Issue 40 Jul 1995]] || Jul 95 || {{Template:Flag-it}} || Page 17 – Virtual Games Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 8-95|Video Games(DE) Issue 8-95]] || Aug 95 || {{Template:Flag-de}} || Page 61 – Highway to Hell Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Game Power(IT) Issue 41 Aug 1995|Game Power(IT) Issue 41 Aug 1995]] || Aug 95 || {{Template:Flag-it}} || Page 74 – Virtual Games Ad&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 9-95|Video Games(DE) Issue 9-95]] || Sept 95 || {{Template:Flag-de}} || Page 61 – Highway to Hell Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Game Power(IT) Issue 42 Sept 1995|Game Power(IT) Issue 42 Sept 1995]] || Sept 95 || {{Template:Flag-it}} || Page 17 – Console Games Advert&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[3DO Magazine Issue 6|3DO Magazine Issue 6]] || Oct Nov 95 || {{Template:Flag-gb}} || Page 64-65 – Coming Soon Feature&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[3 3DO Magazine(US) Oct 1995| 3 3DO Magazine(US) Oct 1995]] || Oct 95 || {{Template:Flag-us}} || Page 48-49  – 4th Dimension Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 10-95|Video Games(DE) Issue 10-95]] || Oct 95 || {{Template:Flag-de}} || Page 46 – Highway to Hell Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 11-95|Video Games(DE) Issue 11-95]] || Nov 95 || {{Template:Flag-de}} || Page 49 – Highway to Hell Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 12-95|Video Games(DE) Issue 12-95]] || Dec 95 || {{Template:Flag-de}} || Page 25 – Highway to Hell Advert&lt;br /&gt;
|-&lt;br /&gt;
| Book || [[Digital Press Collectors Guide Advanced Edition|Digital Press Collectors Guide Advanced Edition]] || 2004 || {{Template:Flag-us}} || Pages 30-33 – Rumor Mill&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&lt;br /&gt;
===Videos===&lt;br /&gt;
&lt;br /&gt;
‎&amp;lt;youtube&amp;gt;s0hmLylJTTU‎&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Screenshots===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Star_Trek_The_Next_Generation_Sampler_Screenshot_1.png|Screenshot from the Sampler&lt;br /&gt;
Star_Trek_The_Next_Generation_Sampler_Screenshot_2.png|Screenshot from the Sampler&lt;br /&gt;
Star_Trek_The_Next_Generation_Sampler_Screenshot_3.png|Screenshot from the Sampler&lt;br /&gt;
Star_Trek_The_Next_Generation_Sampler_Screenshot_4.png|Screenshot from the Sampler&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Concept Art===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Star_Trek_Concept_Art_1.jpg|Star Trek Concept Art&lt;br /&gt;
Star_Trek_Concept_Art_2.jpg|Star Trek Concept Art&lt;br /&gt;
Star_Trek_Concept_Art_3.jpg|Star Trek Concept Art&lt;br /&gt;
Star_Trek_Concept_Art_4.jpg|Star Trek Concept Art&lt;br /&gt;
Star_Trek_Concept_Art_5.jpg|Star Trek Concept Art&lt;br /&gt;
Star_Trek_Concept_Art_6.jpg|Star Trek Concept Art&lt;br /&gt;
Star_Trek_Concept_Art_7.jpg|Star Trek Concept Art&lt;br /&gt;
Star_Trek_Concept_Art_8.jpg|Star Trek Concept Art&lt;br /&gt;
Star_Trek_Concept_Art_9.jpg|Star Trek Concept Art&lt;br /&gt;
Star_Trek_Concept_Art_10.jpg|Star Trek Concept Art&lt;br /&gt;
Star_Trek_Concept_Art_11.jpg|Star Trek Concept Art&lt;br /&gt;
Star_Trek_Concept_Art_12.jpg|Star Trek Concept Art&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Print===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
CES_Summer_93_Specturm_Holobyte_News_CVG_141.png|Computer and Video Games Issue 141 - CES Summer 93 Report Specturm Holobyte Article&lt;br /&gt;
Three_Dee_Oh_Part_2_Feature_CVG_141.png|Computer and Video Games Issue 141 - Three Dee Oh Part 2 Feature&lt;br /&gt;
Electronic_Games(US)_Aug_1993_Feature_-_Previews_of_3DO_Games.png|Electronic Games(US) Aug 1993 - Previews of 3DO Games Feature&lt;br /&gt;
GamePro(US)_Aug_1993_Feature_-_A_Brief_Glimpse_into_the_Future.png| GamePro(US) Aug 1993 - A Brief Glimpse into The Future Feature&lt;br /&gt;
Edge_Magazine(UK)_Issue_1_Oct_93_Feature_-_3DO_The_Real_Deal_-_General_Overview.png| Edge(UK) Issue 1 Oct 1993 – 3DO The Real Deal - General Overview&lt;br /&gt;
Electronic_Games(US)_Oct_1993_Feature_-_Players_Guide_to_SciFi_Games.png|Electronic Games(US) Oct 1993 - Players Guide to SciFi Feature&lt;br /&gt;
Electronic_Games(US)_Nov_1993_Feature_-_Super_System_or_Super_Hype.png|Electronic Games(US) Nov 1993 - Super System or Super Hype&lt;br /&gt;
Edge_Magazine(UK)_Issue_3_Dec_93_News_-_Software_List_News.png|Edge(UK) Issue 3 Dec 1993 - Software List News&lt;br /&gt;
Electronic_Games(US)_Dec_1993_Feature_-_3DO_Software_Does_Anyone_See_a_Sonic_In_Here.png|Electronic Games(US) Dec 1993 - 3DO Software Does Anyone See a Sonic In Here Feature&lt;br /&gt;
JPF_Import_2_Ad_Generation_4(FR)_Issue_Jan_1994.png|Generation 4(FR) Issue 62 Jan 1994 - JPF Import Ad&lt;br /&gt;
Joystick(FR)_Issue_45_Jan_1994_Ad_-_JPF_Import.png|Joystick(FR) Issue 45 Jan 1994 - JPF Import Ad&lt;br /&gt;
Hobby_Consolas(ES)_Issue_28_Jan_1994_News_-_Game_Masters.png|Hobby Consolas(ES) Issue 28 Jan 1994 - Games Masters News&lt;br /&gt;
Edge_Magazine(UK)_Issue_5_Feb_94_News_-_3DO_-_Delays_and_Disappointment.png|Edge(UK) Issue 5 Feb 1994 - News - 3DO Delays and Disappointment&lt;br /&gt;
Winter_CES_1994_-_Adventure_Games_News_Part_1_Generation_4(FR)_Issue_63_Feb_1994.png|Winter CES 1994 - Adventure Games Part 1&lt;br /&gt;
Winter_CES_1994_-_Adventure_Games_News_Part_2_Generation_4(FR)_Issue_63_Feb_1994.png|Winter CES 1994 - Adventure Games Part 2&lt;br /&gt;
Joypad(FR)_Issue_28_Feb_1994_News_-_CES_1994.png|Joypad(FR) Issue 28 Feb 1994 - CES 1994 News&lt;br /&gt;
Consolemania(IT)_Issue_27_Feb_1994_News_-_Winter_CES_1994_-_Other.png|Consolemania(IT) Issue 27 Feb 1994 News Article – Winter CES 1994&lt;br /&gt;
Edge_Magazine(UK)_Issue_6_Mar_94_Charts_-_Most_Wanted.png|Edge(UK) Issue 6 Mar 1994 - Charts - Most Wanted&lt;br /&gt;
Joypad(FR)_Issue_29_Mar_1994_Ad_-_Epileptik.png|Joypad(FR) Issue 29 Mar 1994 - Epileptik Ad&lt;br /&gt;
Consolemania(IT)_Issue_28_Mar_1994_Ad_-_Bit_World.png|Consolemania(IT) Issue 28 Mar 1994 - Ad - Bit World&lt;br /&gt;
Edge_Magazine(UK)_Issue_7_Apr_94_News_-_This_Month_On_Edge.png|News - This Month On Edge&lt;br /&gt;
Joypad(FR)_Issue_30_Apr_1994_Ad_-_Epileptik.png|Joypad(FR) Issue 30 Apr 1994 - Epileptik Ad&lt;br /&gt;
Traumfabrik_Ad_Video_Games_DE_Issue_4-94.png|Video Games(DE) Issue 4-94 - Traumfabrik Ad&lt;br /&gt;
Wave_Games_Ad_Video_Games_DE_Issue_4-94.png|Video Games(DE) Issue 4-94 - Wave Games Ad&lt;br /&gt;
3DO_Coming_Soon_News_Generation_4(FR)_Issue_65_Apr_1994.png|Generation 4(FR) Issue 65 Apr 1994 - 3DO Coming Soon News&lt;br /&gt;
Consolemania(IT)_Issue_29_Apr_1994_Ad_-_Get_Ready.png|Consolemania(IT) Issue 29 Apr 1994 Ad – Get Ready&lt;br /&gt;
Traumfabrik_Ad_Video_Games_DE_Issue_5-94.png|Video Games(DE) Issue 5-94 - Traumfabrik Ad&lt;br /&gt;
Consolemania(IT)_Issue_30_May_1994_Ad_-_Future_Games.png|Consolemania(IT) Issue 30 May 1994 - Ad - Future Games&lt;br /&gt;
Consolemania(IT)_Issue_30_May_1994_Ad_-_Get_Ready.png|Consolemania(IT) Issue 30 May 1994 - Ad – Get Ready&lt;br /&gt;
Traumfabrik_Ad_Video_Games_DE_Issue_6-94.png|Video Games(DE) Issue 6-94 - Traumfabrik Ad&lt;br /&gt;
Panasonic_Real_Club_Press_Vol_1_1994_Pages_4-5.png|Panasonic Real Club Press Vol 1 1994 Pages 4-5&lt;br /&gt;
Traumfabrik_Ad_Video_Games_DE_Issue_7-94.png| Video Games(DE) Issue 7-94 - Traumfabrik Ad&lt;br /&gt;
3DO_Under_Fire_News_VideoGames_Magazine(US)_Issue_67_Aug_1994.png|VideoGames Magazine(US) Issue 67 Aug 1994 - 3DO Under Fire News&lt;br /&gt;
CES_Summer_94_-_Star_Trek_The_Next_Generation_News_Video_Games_DE_Issue_8-94.png|Video Games(DE) Issue 8-94 - CES Summer 94 - Star Trek News&lt;br /&gt;
Traumfabrik_Ad_Video_Games_DE_Issue_8-94.png|Video Games(DE) Issue 8-94 - Traumfabrik Ad&lt;br /&gt;
Spectrum_Holobyte_News_VideoGames_Magazine(US)_Issue_68_Sept_1994.png|VideoGames Magazine(US) Issue 68 Sept 1994 - Spectrum Holobyte News&lt;br /&gt;
Traumfabrik_Ad_Video_Games_DE_Issue_9-94.png|Video Games(DE) Issue 9-94 - Traumfabrik Ad&lt;br /&gt;
CES_Chicago_Adventure_Games_News_Part_1_Generation_4(FR)_Issue_69_Sept_1994.png|Generation 4(FR) Issue 69 Sept 1994 - CES Chicago - Adventure Games Part 1&lt;br /&gt;
CES_Chicago_Adventure_Games_News_Part_2_Generation_4(FR)_Issue_69_Sept_1994.png|Generation 4(FR) Issue 69 Sept 1994 - CES Chicago - Adventure Games Part 2&lt;br /&gt;
CES_Chicago_Adventure_Games_News_Part_3_Generation_4(FR)_Issue_69_Sept_1994.png|Generation 4(FR) Issue 69 Sept 1994 - CES Chicago - Adventure Games Part 3&lt;br /&gt;
Joystick(FR)_Issue_52_Sept_1994_News_-_CES_Summer_1994_-_3DO_Overview.png|Joystick(FR) Issue 52 Sept 1994 - CES Summer 1994 - 3DO Overview News&lt;br /&gt;
Get_Ready_Ad_Game_Power(IT)_Issue_31_Sept_1994.png|Game Power(IT) Issue 31 Sept 1994 - Get Ready Ad&lt;br /&gt;
Traumfabrik_Ad_Video_Games_DE_Issue_10-94.png| Video Games(DE) Issue 10-94 - Traumfabrik Ad&lt;br /&gt;
Star_Trek_A_Final_Unity_Preview_Games_World_UK_Issue_5.png|Games World(UK) Issue 5 Nov 94 - Star Trek A Final Unity Preview&lt;br /&gt;
Traumfabrik_Ad_Video_Games_DE_Issue_11-94.png| Video Games(DE) Issue 11-94 - Traumfabrik Ad&lt;br /&gt;
Metropolis_Ad_Video_Games_DE_Issue_11-94.png|Video Games(DE) Issue 11-94 - Metropolis Ad&lt;br /&gt;
BRE_Software_Ad_VideoGames_Magazine(US)_Issue_71_Dec_1994.png|VideoGames Magazine(US) Issue 71 Dec 1994 - BRE Software Ad&lt;br /&gt;
Higway_To_Hell_Ad_Video_Games_DE_Issue_12-94.png|Video Games(DE) Issue 12-94 - Highway to Hell Ad&lt;br /&gt;
Metropolis_Ad_Video_Games_DE_Issue_12-94.png|Video Games(DE) Issue 12-94 - Metropolis Ad&lt;br /&gt;
Highway_To_Hell_Ad_Video_Games_DE_Issue_1-95.png| Video Games(DE) Issue 1-95 - Highway to Hell Ad&lt;br /&gt;
Metropolis_Ad_Video_Games_DE_Issue_1-95.png|Video Games(DE) Issue 1-95 - Metropolis Ad&lt;br /&gt;
Traumfabrik_Ad_Video_Games_DE_Issue_1-95.png|Video Games(DE) Issue 1-95 - Traumfabrik Ad&lt;br /&gt;
Joystick(FR)_Issue_56_Jan_1995_Preview_-_Star_Trek_The_Next_Generation.png|Joystick(FR) Issue 56 Jan 1995 - Star Trek Preview&lt;br /&gt;
Consolemania(IT)_Issue_37_Jan_1995_Ad_-_Virtual_Games.png| Consolemania(IT) Issue 37 Jan 1995 Ad – Virtual Games&lt;br /&gt;
Virtual_Games_Ad_Game_Power(IT)_Issue_35_Jan_1995.png|Game Power(IT) Issue 35 Jan 1995 - Virtual Games Ad&lt;br /&gt;
CES_1995_-_Spectrum_Holobyte_News_3DO_Magazine_(UK)_Feb_Issue_2_1995.png|3DO Magazine Issue 2 - CES 1995 - Spectrum Holobyte&lt;br /&gt;
Coming_Soon_Feature_3DO_Magazine_(UK)_Feb_Issue_2_1995.png|3DO Magazine Issue 2 - Coming Soon Feature&lt;br /&gt;
Highway_To_Hell_Ad_Video_Games_DE_Issue_2-95.png|Video Games(DE) Issue 2-95 - Highway to Hell Ad&lt;br /&gt;
Traumfabrik_Ad_Video_Games_DE_Issue_2-95.png|Video Games(DE) Issue 2-95 - Traumfabrik Ad&lt;br /&gt;
Virtual_Games_Ad_Game_Power(IT)_Issue_36_Feb_1995.png|Game Power(IT) Issue 36 Feb 1995 - Virtual Games Ad&lt;br /&gt;
3_3DO_Magazine(US)_Mar_Apr_1995_Feature_-_WCES_95_1.png||3 3DO Magazine(US) Mar Apr 1995 - WCES 95 Report 1&lt;br /&gt;
3_3DO_Magazine(US)_Mar_Apr_1995_Feature_-_WCES_95_2.png|3 3DO Magazine(US) Mar Apr 1995 - WCES 95 Report 2&lt;br /&gt;
3_3DO_Magazine(US)_Mar_Apr_1995_Feature_-_WCES_95_3.png|3 3DO Magazine(US) Mar Apr 1995 - WCES 95 Report 3&lt;br /&gt;
3_3DO_Magazine(US)_Mar_Apr_1995_Ad_-_4th_Dimension.png|3 3DO Magazine(US) Mar Apr 1995 - 4th Dimension Advert&lt;br /&gt;
CES_Winter_1995_3DO_Games_News_VideoGames_Magazine(US)_Issue_74_Mar_1995.png|VideoGames Magazine(US) Issue 74 Mar 1995 - CES Winter 1995 - 3DO Games&lt;br /&gt;
Winter_CES_News_-_3DO_Video_Games_DE_Issue_3-95.png|Video Games(DE) Issue 3-95 - Winter CES - 3DO&lt;br /&gt;
Traumfabrik_Ad_Video_Games_DE_Issue_3-95.png|Video Games(DE) Issue 3-95 - Traumfabrik Ad&lt;br /&gt;
Highway_To_Hell_Ad_Video_Games_DE_Issue_3-95.png|Video Games(DE) Issue 3-95 - Highway to Hell Ad&lt;br /&gt;
3DO_Magazine(UK)_Issue_3_Spring_1995_Ad_-_3DO_Magic.png|3DO Magazine Issue 3 Spring 1995 - 3DO Magic Ad&lt;br /&gt;
3DO_Magazine(UK)_Issue_3_Spring_1995_Ad_-_Games_USA.png|3DO Magazine Issue 3 Spring 1995 - Games USA Ad&lt;br /&gt;
3DO_Magazine(UK)_Issue_3_Spring_1995_Ad_-_Game_Over.png|3DO Magazine Issue 3 Spring 1995 - Game Over Ad&lt;br /&gt;
3DO_Magazine(UK)_Issue_3_Spring_1995_Feature_-_Coming_Soon.png|3DO Magazine Issue 3 Spring 1995 - Coming Soon&lt;br /&gt;
Highway_To_Hell_Ad_Video_Games_DE_Issue_4-95.png|Video Games(DE) Issue 4-95 - Highway to Hell Ad&lt;br /&gt;
Traumfabrik_Ad_Video_Games_DE_Issue_4-95.png|Video Games(DE) Issue 4-95 - Traumfabrik Ad&lt;br /&gt;
Virtual_Games_Ad_Game_Power(IT)_Issue_38_Apr_1995.png|Game Power(IT) Issue 38 Apr 1995 - Virtual Games Ad&lt;br /&gt;
Highway_To_Hell_Ad_Video_Games_DE_Issue_5-95.png|Video Games(DE) Issue 5-95 - Highway to Hell Ad&lt;br /&gt;
Coole_Preise_Ad_Video_Games_DE_Issue_5-95.png||Video Games(DE) Issue 5-95 - Coole Preise Ad&lt;br /&gt;
Consolemania(IT)_Issue_41_May_1995_Ad_-_Virtual_Games.png|Consolemania(IT) Issue 41 May 1995 - Ad - Virtual Games&lt;br /&gt;
3DO_Magazine(UK)_Issue_4_Jun_Jul_1995_Ad_-_Games_USA.png|3DO Magazine Issue 4 Jun Jul 1995 - Games USA Ad&lt;br /&gt;
3DO_Magazine(UK)_Issue_4_Jun_Jul_1995_Feature_-_Coming_Soon.png|3DO Magazine Issue 4 Jun Jul 1995 - Coming Soon Feature&lt;br /&gt;
Games_USA_Ad_Games_World_UK_Issue_12.png|Games World(UK) Issue 12 Jun - Games USA Ad&lt;br /&gt;
Highway_To_Hell_Ad_Video_Games_DE_Issue_6-95.png|Video Games(DE) Issue 6-95 - Highway to Hell Ad&lt;br /&gt;
Virtual_Games_Ad_Game_Power(IT)_Issue_39_Jun_1995.png|Game Power(IT) Issue 39 Jun 1995 - Virtual Games Ad&lt;br /&gt;
Highway_To_Hell_Ad_Video_Games_DE_Issue_7-95.png|Video Games(DE) Issue 7-95 - Highway to Hell Ad&lt;br /&gt;
Coole_Preise_Ad_Video_Games_DE_Issue_7-95.png|Video Games(DE) Issue 7-95 - Coole Preise Ad&lt;br /&gt;
Virtual_Games_Ad_Game_Power(IT)_Issue_40_Jul_1995.png|Game Power(IT) Issue 40 Jul 1995 - Virtual Games Ad&lt;br /&gt;
3DO_Magazine(UK)_Issue_5_Aug_Sept_1995_Letter_-_Magic_Carpet.png|3DO Magazine Issue 5 Aug Sept 95 - Magic Carpet Letter&lt;br /&gt;
3DO_Magazine(UK)_Issue_5_Aug_Sept_1995_Feature_-_Coming_Soon.png|3DO Magazine Issue 5 Aug Sept 95 - Coming Soon Feature&lt;br /&gt;
Higway_To_Hell_Ad_Video_Games_DE_Issue_8-95.png| Video Games(DE) Issue 8-95 - Highway to Hell Ad&lt;br /&gt;
Virtual_Games_Ad_Game_Power(IT)_Issue_41_Aug_1995.png|Game Power(IT) Issue 41 Aug 1995 - Virtual Games Ad&lt;br /&gt;
Higway_To_Hell_Ad_Video_Games_DE_Issue_9-95.png| Video Games(DE) Issue 9-95 - Highway to Hell Ad&lt;br /&gt;
Console_Games_Ad_Game_Power(IT)_Issue_42_Sept_1995.png|Game Power(IT) Issue 42 Sept 1995 - Console Game Ad&lt;br /&gt;
3DO_Magazine(UK)_Issue_6_Oct_Nov_1995_Feature_-_Coming_Soon.png|3DO Magazine Issue 6 Oct Nov 95 - Coming Soon Feature&lt;br /&gt;
3_3DO_Magazine(US)_Oct_1995_Ad_-_4th_Dimension_Entertainment.png|3 3DO Magazine(US) Oct 1995 – 4th Dimension Entertainment Ad&lt;br /&gt;
Higway_To_Hell_Ad_Video_Games_DE_Issue_10-95.png|Video Games(DE) Issue 10-95 - Highway To Hell Ad&lt;br /&gt;
Higway_To_Hell_Ad_Video_Games_DE_Issue_11-95.png|Video Games(DE) Issue 11-95 - Highway To Hell Ad&lt;br /&gt;
Higway_To_Hell_Ad_Video_Games_DE_Issue_12-95.png|Video Games(DE) Issue 12-95 - Highway To Hell Ad&lt;br /&gt;
Digital_Press_Collectors_Guide_Advanced_Edition_-_Rumour_Mill.png|Digital Press Collectors Guide Advanced Edition Book 2004 - Rumor Mill&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=Star_Trek_The_Next_Generation&amp;diff=18417</id>
		<title>Star Trek The Next Generation</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=Star_Trek_The_Next_Generation&amp;diff=18417"/>
		<updated>2026-03-14T01:55:08Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==References==&lt;br /&gt;
&lt;br /&gt;
===Concept Art===&lt;br /&gt;
&lt;br /&gt;
There was an ebay auction around 2017 with concept art being sold. This was bought by 3DOKid who uploaded the images.&lt;br /&gt;
&lt;br /&gt;
===Media===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Name&lt;br /&gt;
! Date&lt;br /&gt;
! Country&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Computer and Video Games Issue 141|Computer and Video Games Issue 141]] || Aug 93 || {{Template:Flag-gb}} || Page 18 – CES Summer 93 Report on Spectrum Holobyte&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Computer and Video Games Issue 141|Computer and Video Games Issue 141]] || Aug 93 || {{Template:Flag-gb}} || Page 30-32 – Three Dee Oh! - Special 3 page preview article&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Electronic Games(US) Aug 1993|Electronic Games(US) Aug 1993]] || Aug 93 || {{Template:Flag-us}} || Page 48-49  – Preview of 3DO Games Feature&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[GamePro(US) Aug 1993| GamePro(US) Aug 1993]] || Aug 93 || {{Template:Flag-us}} || Page 16-17  – Brief Glimpse in The Future Feature&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Edge(UK) Issue 1 Oct 1993|Edge(UK) Issue 1 Oct 1993]] || Oct 93 || {{Template:Flag-gb}} || Page 48-58 – Feature of the upcoming 3DO&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Electronic Games(US) Oct 1993|Electronic Games(US) Oct 1993]] || Oct 93 || {{Template:Flag-us}} || Page 35-43  – Scifi Games Feature&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Electronic Games(US) Nov 1993|Electronic Games(US) Nov 1993]] || Nov 93 || {{Template:Flag-us}} || Page 40-41  – Feature Article&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Edge(UK) Issue 3 Dec 1993|Edge(UK) Issue 3 Dec 1993]] || Dec 93 || {{Template:Flag-gb}} || Page 9 – Software List Preview&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Electronic Games(US) Dec 1993|Electronic Games(US) Dec 1993]] || Dec 93 || {{Template:Flag-us}} || Page 54-55  – Feature Article&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Generation 4(FR) Issue 62 Jan 1994|Generation 4(FR) Issue 62 Jan 1994]] || Jan 94 || {{Template:Flag-fr}} || Page 181 – JPF Import Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Joystick(FR) Issue 45 Jan 1994|Joystick(FR) Issue 45 Jan 1994]] || Jan 94 || {{Template:Flag-fr}} || Page 91 – JPF Import Advert&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Hobby Consolas(ES) Issue 28 Jan 1994|Hobby Consolas(ES) Issue 28 Jan 1994]] || Jan 94 || {{Template:Flag-es}} || Page 32-34 – Games Master Article&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Edge(UK) Issue 5 Feb 1994|Edge(UK) Issue 5 Feb 1994]] || Feb 94 || {{Template:Flag-gb}} || Pages 16 – News Article&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Generation 4(FR) Issue 63 Feb 1994|Generation 4(FR) Issue 63 Feb 1994]] || Feb 94 || {{Template:Flag-fr}} || Page 44-47 – News from Winter CES 1994&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Joypad(FR) Issue 28 Feb 1994|Joypad(FR) Issue 28 Feb 1994]] || Feb 94 || {{Template:Flag-fr}} || Page 36-37 – News from Winter CES 1994&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Consolemania(IT) Issue 27 Feb 1994| Consolemania(IT) Issue 27 Feb 1994]] || Feb 94 || {{Template:Flag-it}} || Page  23 – Winter CES Article&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Edge(UK) Issue 6 Mar 1994|Edge(UK) Issue 6 Mar 1994]] || Mar 94 || {{Template:Flag-gb}} || Pages 19 – Charts - Top 5 Wanted&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Joypad(FR) Issue 29 Mar 1994|Joypad(FR) Issue 29 Mar 1994]] || Mar 94 || {{Template:Flag-fr}} || Page 147 – Epileptik Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Consolemania(IT) Issue 28 Mar 1994|Consolemania(IT) Issue 28 Mar 1994]] || Mar 94 || {{Template:Flag-it}} || Page 133 – Bit World Ad&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Edge(UK) Issue 7 Apr 1994|Edge(UK) Issue 7 Apr 1994]] || Apr 94 || {{Template:Flag-gb}} || Pages 20 – This Month on Edge&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Joypad(FR) Issue 30 Apr 1994|Joypad(FR) Issue 30 Apr 1994]] || Apr 94 || {{Template:Flag-fr}} || Page 43 – Epileptik Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 4-94|Video Games(DE) Issue 4-94]] || Apr 94 || {{Template:Flag-de}} || Page 31 – Traumfabrik Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 4-94|Video Games(DE) Issue 4-94]] || Apr 94 || {{Template:Flag-de}} || Page 89 – Wave Game Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Consolemania(IT) Issue 29 Apr 1994|Consolemania(IT) Issue 29 Apr 1994]] || Apr 94 || {{Template:Flag-it}} || Page 38  – Get Ready Ad&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Generation 4(FR) Issue 65 Apr 1994|Generation 4(FR) Issue 65 Apr 1994]] || Apr 94 || {{Template:Flag-fr}} || Page 34 – 3DO Coming Soon&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 5-94|Video Games(DE) Issue 5-94]] || May 94 || {{Template:Flag-de}} || Page 49 – Traumfabrik Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Consolemania(IT) Issue 30 May 1994|Consolemania(IT) Issue 30 May 1994]] || May 94 || {{Template:Flag-it}} || Page 56 – Future Games Ad&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 6-94|Video Games(DE) Issue 6-94]] || Jun 94 || {{Template:Flag-de}} || Page 31 – Traumfabrik Advert&lt;br /&gt;
|-&lt;br /&gt;
| Pamphlet || [[Panasonic Real Club Press Vol 1 1994|Panasonic Real Club Press Vol 1 1994]] || Jul 1994 || {{Template:Flag-jp}} || Page 4-5 – List of upcoming titles&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 7-94|Video Games(DE) Issue 7-94]] || Jul 94 || {{Template:Flag-de}} || Page 43 – Traumfabrik Advert&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[VideoGames Magazine(US) Issue 67 Aug 1994|VideoGames Magazine(US) Issue 67 Aug 1994]] || Aug 94 || {{Template:Flag-us}} || Page 20 – Article that Spectrum Holobyte have halted production on the game&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Video Games(DE) Issue 8-94|Video Games(DE) Issue 8-94]] || Aug 94 || {{Template:Flag-de}} || Page 39 – Summer CES 1994&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 8-94|Video Games(DE) Issue 8-94]] || Aug 94 || {{Template:Flag-de}} || Page 29 – Traumfabrik Advert&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[VideoGames Magazine(US) Issue 68 Sept 1994|VideoGames Magazine(US) Issue 68 Sept 1994]] || Sept 94 || {{Template:Flag-us}} || Page 18 - Spectrum Holobyte News&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 9-94|Video Games(DE) Issue 9-94]] || Sept 94 || {{Template:Flag-de}} || Page 21 – Traumfabrik Advert&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article  || [[Generation 4(FR) Issue 69 Sept 1994|Generation 4(FR) Issue 69 Sept 1994]] || Sept 94 || {{Template:Flag-fr}} || Page 63-67 – CES Chicago Article&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Joystick(FR) Issue 52 Sept 1994|Joystick(FR) Issue 52 Sept 1994]] || Sept 94 || {{Template:Flag-fr}} || Pages 42-43 – Summer CES 1994&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Game Power(IT) Issue 31 Sept 1994|Game Power(IT) Issue 31 Sept 1994]] || Sept 94 || {{Template:Flag-it}} || Page 30 – Get Ready Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 10-94|Video Games(DE) Issue 10-94]] || Oct 94 || {{Template:Flag-de}} || Page 31 – Traumfabrik Advert&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Games World(UK) Issue 5|Games World(UK) Issue 5]] || Nov 94 || {{Template:Flag-gb}} || Page 32 – Preview of the game&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 11-94|Video Games(DE) Issue 11-94]] || Nov 94 || {{Template:Flag-de}} || Page 25 – Traumfabrik Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 11-94|Video Games(DE) Issue 11-94]] || Nov 94 || {{Template:Flag-de}} || Page 41 – Metropolis Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[VideoGames Magazine(US) Issue 71 Dec 1994|VideoGames Magazine(US) Issue 71 Dec 1994]] || Dec 94 || {{Template:Flag-us}} || Page 141 - BRE Software&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 12-94|Video Games(DE) Issue 12-94]] || Dec 94 || {{Template:Flag-de}} || Page 55 – Highway to Hell Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 12-94|Video Games(DE) Issue 1-94]] || Dec 94 || {{Template:Flag-de}} || Page 67 – Metropolis Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 1-95|Video Games(DE) Issue 1-95]] || Jan 95 || {{Template:Flag-de}} || Page 27 – Highway to Hell Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 1-95|Video Games(DE) Issue 1-95]] || Jan 95 || {{Template:Flag-de}} || Page 69 – Metropolis Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 1-95|Video Games(DE) Issue 1-95]] || Jan 95 || {{Template:Flag-de}} || Page 75 – Traumfabrik Advert&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Joystick(FR) Issue 56 Jan 1995|Joystick(FR) Issue 56 Jan 1995]] || Jan 95 || {{Template:Flag-fr}} || Pages 196-197 – PC Preview of mention its coming to 3DO&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Consolemania(IT) Issue 37 Jan 1995|Consolemania(IT) Issue 37 Jan 1995]] || Jan 95 || {{Template:Flag-it}} || Page 80  – Virtual Games Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Game Power(IT) Issue 35 Jan 1995|Game Power(IT) Issue 35 Jan 1995]] || Jan 95 || {{Template:Flag-it}} || Page 44 – Virtual Games Advert&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[3DO Magazine Issue 2|3DO Magazine Issue 2]] || Feb 95 || {{Template:Flag-gb}} || Page 15-19 – CES 1995 Article&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[3DO Magazine Issue 2|3DO Magazine Issue 2]] || Feb 95 || {{Template:Flag-gb}} || Page 64-65  – Coming Soon List&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 2-95|Video Games(DE) Issue 2-95]] || Feb 95 || {{Template:Flag-de}} || Page 21 – Highway to Hell Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 2-95|Video Games(DE) Issue 2-95]] || Feb 95 || {{Template:Flag-de}} || Page 27 – Traumfabrik Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Game Power(IT) Issue 36 Feb 1995|Game Power(IT) Issue 36 Feb 1995]] || Feb 95 || {{Template:Flag-it}} || Page 55 – Virtual Games Advert&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[3 3DO Magazine(US) Mar Apr 1995|3 3DO Magazine(US) Mar Apr 1995]] || Mar Apr 1995 || {{Template:Flag-us}} || Pages 10-15 – WCES 1995 Report&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[3 3DO Magazine(US) Mar Apr 1995|3 3DO Magazine(US) Mar Apr 1995]] || Mar Apr 1995 || {{Template:Flag-us}} || Pages 58-61 – 4th Dimension Advert&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[VideoGames Magazine(US) Issue 74 Mar 1995|VideoGames Magazine(US) Issue 74 Mar 1995]] || Mar 95 || {{Template:Flag-us}} || Page 54 – Winter CES 1995 Article&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Video Games(DE) Issue 3-95|Video Games(DE) Issue 3-95]] || Mar 95 || {{Template:Flag-de}} || Page 32-33 – Winter CES 94 Show Report&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 3-95|Video Games(DE) Issue 3-95]] || Mar 95 || {{Template:Flag-de}} || Page 29 – Traumfabrik Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 3-95|Video Games(DE) Issue 3-95]] || Mar 95 || {{Template:Flag-de}} || Page 49 – Highway to Hell Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[3DO Magazine Issue 3|3DO Magazine Issue 3]] || Spring 1995 || {{Template:Flag-gb}} || Page 18 – 3DO Magic Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[3DO Magazine Issue 3|3DO Magazine Issue 3]] || Spring 1995 || {{Template:Flag-gb}} || Page 53 – Games USA Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[3DO Magazine Issue 3|3DO Magazine Issue 3]] || Spring 1995 || {{Template:Flag-gb}} || Page 56 – Game Over Advert&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[3DO Magazine Issue 3|3DO Magazine Issue 3]] || Spring 1995 || {{Template:Flag-gb}} || Page 64-65 – Coming Soon Feature&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 4-95|Video Games(DE) Issue 4-95]] || Apr 95 || {{Template:Flag-de}} || Page 35 – Highway to Hell Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 4-95|Video Games(DE) Issue 4-95]] || Apr 95 || {{Template:Flag-de}} || Page 101 – Traumfabrik Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Game Power(IT) Issue 38 Apr 1995|Game Power(IT) Issue 38 Apr 1995]] || Apr 95 || {{Template:Flag-it}} || Page 18 – Virtual Games Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 5-95|Video Games(DE) Issue 5-95]] || May 95 || {{Template:Flag-de}} || Page 26 – Highway to Hell Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 5-95|Video Games(DE) Issue 5-95]] || May 95 || {{Template:Flag-de}} || Page 63 – Coole Preise Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Consolemania(IT) Issue 41 May 1995|Consolemania(IT) Issue 41 May 1995]] || May 95 || {{Template:Flag-it}} || Page 144 – Virtual Games Ad&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[3DO Magazine Issue 4|3DO Magazine Issue 4]] || Jun Jul 1995 || {{Template:Flag-gb}} || Page 13 – Games USA Advert&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[3DO Magazine Issue 4|3DO Magazine Issue 4]] || Jun Jul 1995 || {{Template:Flag-gb}} || Page 64-65 – Coming Soon Feature&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Games World(UK) Issue 12|Games World(UK) Issue 12]] || Jun 95 || {{Template:Flag-gb}} || Page 59 – Games USA Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 6-95|Video Games(DE) Issue 6-95]] || Jun 95 || {{Template:Flag-de}} || Page 26 – Highway to Hell Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Game Power(IT) Issue 39 Jun 1995|Game Power(IT) Issue 39 Jun 1995]] || Jun 95 || {{Template:Flag-it}} || Page 62 – Virtual Games Advert&lt;br /&gt;
|-&lt;br /&gt;
| Reader Letter || [[3DO Magazine Issue 5|3DO Magazine Issue 5]] || Aug Sept 95 || {{Template:Flag-gb}} || Page 55 – Editor response that game seems cancelled&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[3DO Magazine Issue 5|3DO Magazine Issue 5]] || Aug Sept 95 || {{Template:Flag-gb}} || Page 64-65 – Coming Soon Article&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 7-95|Video Games(DE) Issue 7-95]] || Jul 95 || {{Template:Flag-de}} || Page 26 – Highway to Hell Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 8-95|Video Games(DE) Issue 7-95]] || Jul 95 || {{Template:Flag-de}} || Page 63 – Coole Preise Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Game Power(IT) Issue 40 Jul 1995|Game Power(IT) Issue 40 Jul 1995]] || Jul 95 || {{Template:Flag-it}} || Page 17 – Virtual Games Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 8-95|Video Games(DE) Issue 8-95]] || Aug 95 || {{Template:Flag-de}} || Page 61 – Highway to Hell Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Game Power(IT) Issue 41 Aug 1995|Game Power(IT) Issue 41 Aug 1995]] || Aug 95 || {{Template:Flag-it}} || Page 74 – Virtual Games Ad&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 9-95|Video Games(DE) Issue 9-95]] || Sept 95 || {{Template:Flag-de}} || Page 61 – Highway to Hell Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Game Power(IT) Issue 42 Sept 1995|Game Power(IT) Issue 42 Sept 1995]] || Sept 95 || {{Template:Flag-it}} || Page 17 – Console Games Advert&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[3DO Magazine Issue 6|3DO Magazine Issue 6]] || Oct Nov 95 || {{Template:Flag-gb}} || Page 64-65 – Coming Soon Feature&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[3 3DO Magazine(US) Oct 1995| 3 3DO Magazine(US) Oct 1995]] || Oct 95 || {{Template:Flag-us}} || Page 48-49  – 4th Dimension Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 10-95|Video Games(DE) Issue 10-95]] || Oct 95 || {{Template:Flag-de}} || Page 46 – Highway to Hell Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 11-95|Video Games(DE) Issue 11-95]] || Nov 95 || {{Template:Flag-de}} || Page 49 – Highway to Hell Advert&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 12-95|Video Games(DE) Issue 12-95]] || Dec 95 || {{Template:Flag-de}} || Page 25 – Highway to Hell Advert&lt;br /&gt;
|-&lt;br /&gt;
| Book || [[Digital Press Collectors Guide Advanced Edition|Digital Press Collectors Guide Advanced Edition]] || 2004 || {{Template:Flag-us}} || Pages 30-33 – Rumor Mill&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&lt;br /&gt;
===Videos===&lt;br /&gt;
&lt;br /&gt;
‎&amp;lt;youtube&amp;gt;s0hmLylJTTU‎&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Screenshots===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Star_Trek_The_Next_Generation_Sampler_Screenshot_1.png|Screenshot from the Sampler&lt;br /&gt;
Star_Trek_The_Next_Generation_Sampler_Screenshot_2.png|Screenshot from the Sampler&lt;br /&gt;
Star_Trek_The_Next_Generation_Sampler_Screenshot_3.png|Screenshot from the Sampler&lt;br /&gt;
Star_Trek_The_Next_Generation_Sampler_Screenshot_4.png|Screenshot from the Sampler&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Concept Art===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Star_Trek_Concept_Art_1.jpg|Star Trek Concept Art&lt;br /&gt;
Star_Trek_Concept_Art_2.jpg|Star Trek Concept Art&lt;br /&gt;
Star_Trek_Concept_Art_3.jpg|Star Trek Concept Art&lt;br /&gt;
Star_Trek_Concept_Art_4.jpg|Star Trek Concept Art&lt;br /&gt;
Star_Trek_Concept_Art_5.jpg|Star Trek Concept Art&lt;br /&gt;
Star_Trek_Concept_Art_6.jpg|Star Trek Concept Art&lt;br /&gt;
Star_Trek_Concept_Art_7.jpg|Star Trek Concept Art&lt;br /&gt;
Star_Trek_Concept_Art_8.jpg|Star Trek Concept Art&lt;br /&gt;
Star_Trek_Concept_Art_9.jpg|Star Trek Concept Art&lt;br /&gt;
Star_Trek_Concept_Art_10.jpg|Star Trek Concept Art&lt;br /&gt;
Star_Trek_Concept_Art_11.jpg|Star Trek Concept Art&lt;br /&gt;
Star_Trek_Concept_Art_12.jpg|Star Trek Concept Art&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Print===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
CES_Summer_93_Specturm_Holobyte_News_CVG_141.png|Computer and Video Games Issue 141 - CES Summer 93 Report Specturm Holobyte Article&lt;br /&gt;
Three_Dee_Oh_Part_2_Feature_CVG_141.png|Computer and Video Games Issue 141 - Three Dee Oh Part 2 Feature&lt;br /&gt;
Electronic_Games(US)_Aug_1993_Feature_-_Previews_of_3DO_Games.png|Electronic Games(US) Aug 1993 - Previews of 3DO Games Feature&lt;br /&gt;
GamePro(US)_Aug_1993_Feature_-_A_Brief_Glimpse_into_the_Future.png| GamePro(US) Aug 1993 - A Brief Glimpse into The Future Feature&lt;br /&gt;
Edge_Magazine(UK)_Issue_1_Oct_93_Feature_-_3DO_The_Real_Deal_-_General_Overview.png| Edge(UK) Issue 1 Oct 1993 – 3DO The Real Deal - General Overview&lt;br /&gt;
Electronic_Games(US)_Oct_1993_Feature_-_Players_Guide_to_SciFi_Games.png|Electronic Games(US) Oct 1993 - Players Guide to SciFi Feature&lt;br /&gt;
Electronic_Games(US)_Nov_1993_Feature_-_Super_System_or_Super_Hype.png|Electronic Games(US) Nov 1993 - Super System or Super Hype&lt;br /&gt;
Edge_Magazine(UK)_Issue_3_Dec_93_News_-_Software_List_News.png|Edge(UK) Issue 3 Dec 1993 - Software List News&lt;br /&gt;
Electronic_Games(US)_Dec_1993_Feature_-_3DO_Software_Does_Anyone_See_a_Sonic_In_Here.png|Electronic Games(US) Dec 1993 - 3DO Software Does Anyone See a Sonic In Here Feature&lt;br /&gt;
JPF_Import_2_Ad_Generation_4(FR)_Issue_Jan_1994.png|Generation 4(FR) Issue 62 Jan 1994 - JPF Import Ad&lt;br /&gt;
Joystick(FR)_Issue_45_Jan_1994_Ad_-_JPF_Import.png|Joystick(FR) Issue 45 Jan 1994 - JPF Import Ad&lt;br /&gt;
Hobby_Consolas(ES)_Issue_28_Jan_1994_News_-_Game_Masters.png|Hobby Consolas(ES) Issue 28 Jan 1994 - Games Masters News&lt;br /&gt;
Edge_Magazine(UK)_Issue_5_Feb_94_News_-_3DO_-_Delays_and_Disappointment.png|Edge(UK) Issue 5 Feb 1994 - News - 3DO Delays and Disappointment&lt;br /&gt;
Winter_CES_1994_-_Adventure_Games_News_Part_1_Generation_4(FR)_Issue_63_Feb_1994.png|Winter CES 1994 - Adventure Games Part 1&lt;br /&gt;
Winter_CES_1994_-_Adventure_Games_News_Part_2_Generation_4(FR)_Issue_63_Feb_1994.png|Winter CES 1994 - Adventure Games Part 2&lt;br /&gt;
Joypad(FR)_Issue_28_Feb_1994_News_-_CES_1994.png|Joypad(FR) Issue 28 Feb 1994 - CES 1994 News&lt;br /&gt;
Consolemania(IT)_Issue_27_Feb_1994_News_-_Winter_CES_1994_-_Other.png|Consolemania(IT) Issue 27 Feb 1994 News Article – Winter CES 1994&lt;br /&gt;
Edge_Magazine(UK)_Issue_6_Mar_94_Charts_-_Most_Wanted.png|Edge(UK) Issue 6 Mar 1994 - Charts - Most Wanted&lt;br /&gt;
Joypad(FR)_Issue_29_Mar_1994_Ad_-_Epileptik.png|Joypad(FR) Issue 29 Mar 1994 - Epileptik Ad&lt;br /&gt;
Consolemania(IT)_Issue_28_Mar_1994_Ad_-_Bit_World.png|Consolemania(IT) Issue 28 Mar 1994 - Ad - Bit World&lt;br /&gt;
Edge_Magazine(UK)_Issue_7_Apr_94_News_-_This_Month_On_Edge.png|News - This Month On Edge&lt;br /&gt;
Joypad(FR)_Issue_30_Apr_1994_Ad_-_Epileptik.png|Joypad(FR) Issue 30 Apr 1994 - Epileptik Ad&lt;br /&gt;
Traumfabrik_Ad_Video_Games_DE_Issue_4-94.png|Video Games(DE) Issue 4-94 - Traumfabrik Ad&lt;br /&gt;
Wave_Games_Ad_Video_Games_DE_Issue_4-94.png|Video Games(DE) Issue 4-94 - Wave Games Ad&lt;br /&gt;
3DO_Coming_Soon_News_Generation_4(FR)_Issue_65_Apr_1994.png|Generation 4(FR) Issue 65 Apr 1994 - 3DO Coming Soon News&lt;br /&gt;
Consolemania(IT)_Issue_29_Apr_1994_Ad_-_Get_Ready.png|Consolemania(IT) Issue 29 Apr 1994 Ad – Get Ready&lt;br /&gt;
Traumfabrik_Ad_Video_Games_DE_Issue_5-94.png|Video Games(DE) Issue 5-94 - Traumfabrik Ad&lt;br /&gt;
Consolemania(IT)_Issue_30_May_1994_Ad_-_Future_Games.png|Consolemania(IT) Issue 30 May 1994 - Ad - Future Games&lt;br /&gt;
Traumfabrik_Ad_Video_Games_DE_Issue_6-94.png|Video Games(DE) Issue 6-94 - Traumfabrik Ad&lt;br /&gt;
Panasonic_Real_Club_Press_Vol_1_1994_Pages_4-5.png|Panasonic Real Club Press Vol 1 1994 Pages 4-5&lt;br /&gt;
Traumfabrik_Ad_Video_Games_DE_Issue_7-94.png| Video Games(DE) Issue 7-94 - Traumfabrik Ad&lt;br /&gt;
3DO_Under_Fire_News_VideoGames_Magazine(US)_Issue_67_Aug_1994.png|VideoGames Magazine(US) Issue 67 Aug 1994 - 3DO Under Fire News&lt;br /&gt;
CES_Summer_94_-_Star_Trek_The_Next_Generation_News_Video_Games_DE_Issue_8-94.png|Video Games(DE) Issue 8-94 - CES Summer 94 - Star Trek News&lt;br /&gt;
Traumfabrik_Ad_Video_Games_DE_Issue_8-94.png|Video Games(DE) Issue 8-94 - Traumfabrik Ad&lt;br /&gt;
Spectrum_Holobyte_News_VideoGames_Magazine(US)_Issue_68_Sept_1994.png|VideoGames Magazine(US) Issue 68 Sept 1994 - Spectrum Holobyte News&lt;br /&gt;
Traumfabrik_Ad_Video_Games_DE_Issue_9-94.png|Video Games(DE) Issue 9-94 - Traumfabrik Ad&lt;br /&gt;
CES_Chicago_Adventure_Games_News_Part_1_Generation_4(FR)_Issue_69_Sept_1994.png|Generation 4(FR) Issue 69 Sept 1994 - CES Chicago - Adventure Games Part 1&lt;br /&gt;
CES_Chicago_Adventure_Games_News_Part_2_Generation_4(FR)_Issue_69_Sept_1994.png|Generation 4(FR) Issue 69 Sept 1994 - CES Chicago - Adventure Games Part 2&lt;br /&gt;
CES_Chicago_Adventure_Games_News_Part_3_Generation_4(FR)_Issue_69_Sept_1994.png|Generation 4(FR) Issue 69 Sept 1994 - CES Chicago - Adventure Games Part 3&lt;br /&gt;
Joystick(FR)_Issue_52_Sept_1994_News_-_CES_Summer_1994_-_3DO_Overview.png|Joystick(FR) Issue 52 Sept 1994 - CES Summer 1994 - 3DO Overview News&lt;br /&gt;
Get_Ready_Ad_Game_Power(IT)_Issue_31_Sept_1994.png|Game Power(IT) Issue 31 Sept 1994 - Get Ready Ad&lt;br /&gt;
Traumfabrik_Ad_Video_Games_DE_Issue_10-94.png| Video Games(DE) Issue 10-94 - Traumfabrik Ad&lt;br /&gt;
Star_Trek_A_Final_Unity_Preview_Games_World_UK_Issue_5.png|Games World(UK) Issue 5 Nov 94 - Star Trek A Final Unity Preview&lt;br /&gt;
Traumfabrik_Ad_Video_Games_DE_Issue_11-94.png| Video Games(DE) Issue 11-94 - Traumfabrik Ad&lt;br /&gt;
Metropolis_Ad_Video_Games_DE_Issue_11-94.png|Video Games(DE) Issue 11-94 - Metropolis Ad&lt;br /&gt;
BRE_Software_Ad_VideoGames_Magazine(US)_Issue_71_Dec_1994.png|VideoGames Magazine(US) Issue 71 Dec 1994 - BRE Software Ad&lt;br /&gt;
Higway_To_Hell_Ad_Video_Games_DE_Issue_12-94.png|Video Games(DE) Issue 12-94 - Highway to Hell Ad&lt;br /&gt;
Metropolis_Ad_Video_Games_DE_Issue_12-94.png|Video Games(DE) Issue 12-94 - Metropolis Ad&lt;br /&gt;
Highway_To_Hell_Ad_Video_Games_DE_Issue_1-95.png| Video Games(DE) Issue 1-95 - Highway to Hell Ad&lt;br /&gt;
Metropolis_Ad_Video_Games_DE_Issue_1-95.png|Video Games(DE) Issue 1-95 - Metropolis Ad&lt;br /&gt;
Traumfabrik_Ad_Video_Games_DE_Issue_1-95.png|Video Games(DE) Issue 1-95 - Traumfabrik Ad&lt;br /&gt;
Joystick(FR)_Issue_56_Jan_1995_Preview_-_Star_Trek_The_Next_Generation.png|Joystick(FR) Issue 56 Jan 1995 - Star Trek Preview&lt;br /&gt;
Consolemania(IT)_Issue_37_Jan_1995_Ad_-_Virtual_Games.png| Consolemania(IT) Issue 37 Jan 1995 Ad – Virtual Games&lt;br /&gt;
Virtual_Games_Ad_Game_Power(IT)_Issue_35_Jan_1995.png|Game Power(IT) Issue 35 Jan 1995 - Virtual Games Ad&lt;br /&gt;
CES_1995_-_Spectrum_Holobyte_News_3DO_Magazine_(UK)_Feb_Issue_2_1995.png|3DO Magazine Issue 2 - CES 1995 - Spectrum Holobyte&lt;br /&gt;
Coming_Soon_Feature_3DO_Magazine_(UK)_Feb_Issue_2_1995.png|3DO Magazine Issue 2 - Coming Soon Feature&lt;br /&gt;
Highway_To_Hell_Ad_Video_Games_DE_Issue_2-95.png|Video Games(DE) Issue 2-95 - Highway to Hell Ad&lt;br /&gt;
Traumfabrik_Ad_Video_Games_DE_Issue_2-95.png|Video Games(DE) Issue 2-95 - Traumfabrik Ad&lt;br /&gt;
Virtual_Games_Ad_Game_Power(IT)_Issue_36_Feb_1995.png|Game Power(IT) Issue 36 Feb 1995 - Virtual Games Ad&lt;br /&gt;
3_3DO_Magazine(US)_Mar_Apr_1995_Feature_-_WCES_95_1.png||3 3DO Magazine(US) Mar Apr 1995 - WCES 95 Report 1&lt;br /&gt;
3_3DO_Magazine(US)_Mar_Apr_1995_Feature_-_WCES_95_2.png|3 3DO Magazine(US) Mar Apr 1995 - WCES 95 Report 2&lt;br /&gt;
3_3DO_Magazine(US)_Mar_Apr_1995_Feature_-_WCES_95_3.png|3 3DO Magazine(US) Mar Apr 1995 - WCES 95 Report 3&lt;br /&gt;
3_3DO_Magazine(US)_Mar_Apr_1995_Ad_-_4th_Dimension.png|3 3DO Magazine(US) Mar Apr 1995 - 4th Dimension Advert&lt;br /&gt;
CES_Winter_1995_3DO_Games_News_VideoGames_Magazine(US)_Issue_74_Mar_1995.png|VideoGames Magazine(US) Issue 74 Mar 1995 - CES Winter 1995 - 3DO Games&lt;br /&gt;
Winter_CES_News_-_3DO_Video_Games_DE_Issue_3-95.png|Video Games(DE) Issue 3-95 - Winter CES - 3DO&lt;br /&gt;
Traumfabrik_Ad_Video_Games_DE_Issue_3-95.png|Video Games(DE) Issue 3-95 - Traumfabrik Ad&lt;br /&gt;
Highway_To_Hell_Ad_Video_Games_DE_Issue_3-95.png|Video Games(DE) Issue 3-95 - Highway to Hell Ad&lt;br /&gt;
3DO_Magazine(UK)_Issue_3_Spring_1995_Ad_-_3DO_Magic.png|3DO Magazine Issue 3 Spring 1995 - 3DO Magic Ad&lt;br /&gt;
3DO_Magazine(UK)_Issue_3_Spring_1995_Ad_-_Games_USA.png|3DO Magazine Issue 3 Spring 1995 - Games USA Ad&lt;br /&gt;
3DO_Magazine(UK)_Issue_3_Spring_1995_Ad_-_Game_Over.png|3DO Magazine Issue 3 Spring 1995 - Game Over Ad&lt;br /&gt;
3DO_Magazine(UK)_Issue_3_Spring_1995_Feature_-_Coming_Soon.png|3DO Magazine Issue 3 Spring 1995 - Coming Soon&lt;br /&gt;
Highway_To_Hell_Ad_Video_Games_DE_Issue_4-95.png|Video Games(DE) Issue 4-95 - Highway to Hell Ad&lt;br /&gt;
Traumfabrik_Ad_Video_Games_DE_Issue_4-95.png|Video Games(DE) Issue 4-95 - Traumfabrik Ad&lt;br /&gt;
Virtual_Games_Ad_Game_Power(IT)_Issue_38_Apr_1995.png|Game Power(IT) Issue 38 Apr 1995 - Virtual Games Ad&lt;br /&gt;
Highway_To_Hell_Ad_Video_Games_DE_Issue_5-95.png|Video Games(DE) Issue 5-95 - Highway to Hell Ad&lt;br /&gt;
Coole_Preise_Ad_Video_Games_DE_Issue_5-95.png||Video Games(DE) Issue 5-95 - Coole Preise Ad&lt;br /&gt;
Consolemania(IT)_Issue_41_May_1995_Ad_-_Virtual_Games.png|Consolemania(IT) Issue 41 May 1995 - Ad - Virtual Games&lt;br /&gt;
3DO_Magazine(UK)_Issue_4_Jun_Jul_1995_Ad_-_Games_USA.png|3DO Magazine Issue 4 Jun Jul 1995 - Games USA Ad&lt;br /&gt;
3DO_Magazine(UK)_Issue_4_Jun_Jul_1995_Feature_-_Coming_Soon.png|3DO Magazine Issue 4 Jun Jul 1995 - Coming Soon Feature&lt;br /&gt;
Games_USA_Ad_Games_World_UK_Issue_12.png|Games World(UK) Issue 12 Jun - Games USA Ad&lt;br /&gt;
Highway_To_Hell_Ad_Video_Games_DE_Issue_6-95.png|Video Games(DE) Issue 6-95 - Highway to Hell Ad&lt;br /&gt;
Virtual_Games_Ad_Game_Power(IT)_Issue_39_Jun_1995.png|Game Power(IT) Issue 39 Jun 1995 - Virtual Games Ad&lt;br /&gt;
Highway_To_Hell_Ad_Video_Games_DE_Issue_7-95.png|Video Games(DE) Issue 7-95 - Highway to Hell Ad&lt;br /&gt;
Coole_Preise_Ad_Video_Games_DE_Issue_7-95.png|Video Games(DE) Issue 7-95 - Coole Preise Ad&lt;br /&gt;
Virtual_Games_Ad_Game_Power(IT)_Issue_40_Jul_1995.png|Game Power(IT) Issue 40 Jul 1995 - Virtual Games Ad&lt;br /&gt;
3DO_Magazine(UK)_Issue_5_Aug_Sept_1995_Letter_-_Magic_Carpet.png|3DO Magazine Issue 5 Aug Sept 95 - Magic Carpet Letter&lt;br /&gt;
3DO_Magazine(UK)_Issue_5_Aug_Sept_1995_Feature_-_Coming_Soon.png|3DO Magazine Issue 5 Aug Sept 95 - Coming Soon Feature&lt;br /&gt;
Higway_To_Hell_Ad_Video_Games_DE_Issue_8-95.png| Video Games(DE) Issue 8-95 - Highway to Hell Ad&lt;br /&gt;
Virtual_Games_Ad_Game_Power(IT)_Issue_41_Aug_1995.png|Game Power(IT) Issue 41 Aug 1995 - Virtual Games Ad&lt;br /&gt;
Higway_To_Hell_Ad_Video_Games_DE_Issue_9-95.png| Video Games(DE) Issue 9-95 - Highway to Hell Ad&lt;br /&gt;
Console_Games_Ad_Game_Power(IT)_Issue_42_Sept_1995.png|Game Power(IT) Issue 42 Sept 1995 - Console Game Ad&lt;br /&gt;
3DO_Magazine(UK)_Issue_6_Oct_Nov_1995_Feature_-_Coming_Soon.png|3DO Magazine Issue 6 Oct Nov 95 - Coming Soon Feature&lt;br /&gt;
3_3DO_Magazine(US)_Oct_1995_Ad_-_4th_Dimension_Entertainment.png|3 3DO Magazine(US) Oct 1995 – 4th Dimension Entertainment Ad&lt;br /&gt;
Higway_To_Hell_Ad_Video_Games_DE_Issue_10-95.png|Video Games(DE) Issue 10-95 - Highway To Hell Ad&lt;br /&gt;
Higway_To_Hell_Ad_Video_Games_DE_Issue_11-95.png|Video Games(DE) Issue 11-95 - Highway To Hell Ad&lt;br /&gt;
Higway_To_Hell_Ad_Video_Games_DE_Issue_12-95.png|Video Games(DE) Issue 12-95 - Highway To Hell Ad&lt;br /&gt;
Digital_Press_Collectors_Guide_Advanced_Edition_-_Rumour_Mill.png|Digital Press Collectors Guide Advanced Edition Book 2004 - Rumor Mill&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=World_Builders_Inc&amp;diff=18416</id>
		<title>World Builders Inc</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=World_Builders_Inc&amp;diff=18416"/>
		<updated>2026-03-14T01:53:47Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==References==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Name&lt;br /&gt;
! Date&lt;br /&gt;
! Country&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Computer and Video Games Issue 141|Computer and Video Games Issue 141]] || Aug 93 || {{Template:Flag-gb}} || Page 17 – CES Summer 93 Report on EA&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Computer and Video Games Issue 141|Computer and Video Games Issue 141]] || Aug 93 || {{Template:Flag-gb}} || Page 30-32 – Three Dee Oh - Special 3DO preview article&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Electronic Games(US) Aug 1993|Electronic Games(US) Aug 1993]] || Aug 93 || {{Template:Flag-us}} || Page 48-49  – Preview of 3DO Games Feature&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[GamePro(US) Aug 1993| GamePro(US) Aug 1993]] || Aug 93 || {{Template:Flag-us}} || Page 16-17  – Brief Glimpse in The Future Feature&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Edge(UK) Issue 1 Oct 1993|Edge(UK) Issue 1 Oct 1993]] || Oct 93 || {{Template:Flag-gb}} || Page 48-58 – Feature of the upcoming 3DO&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Edge(UK) Issue 3 Dec 1993|Edge(UK) Issue 3 Dec 1993]] || Dec 93 || {{Template:Flag-gb}} || Page 9 – Software List Preview&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Generation 4(FR) Issue 63 Feb 1994|Generation 4(FR) Issue 63 Feb 1994]] || Feb 94 || {{Template:Flag-fr}} || Page 60-62 – News from Winter CES 1994&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Consolemania(IT) Issue 28 Mar 1994|Consolemania(IT) Issue 28 Mar 1994]] || Mar 94 || {{Template:Flag-it}} || Page 132 – Arivivis Ad&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 4-94|Video Games(DE) Issue 4-94]] || Apr 94 || {{Template:Flag-de}} || Page 31 – Traumfabrik Advert&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Generation 4(FR) Issue 65 Apr 1994|Generation 4(FR) Issue 65 Apr 1994]] || Apr 94 || {{Template:Flag-fr}} || Page 34 – 3DO Coming Soon&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Consolemania(IT) Issue 30 May 1994|Consolemania(IT) Issue 30 May 1994]] || May 94 || {{Template:Flag-it}} || Page 56 – Future Games Ad&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[VideoGames Magazine(US) Issue 75 Apr 1995|VideoGames Magazine(US) Issue 75 Apr 1995]] || Apr 95 || {{Template:Flag-us}} || Page 89 – Play It Again Ad&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[VideoGames Magazine(US) Issue 76 May 1995|VideoGames Magazine(US) Issue 76 May 1995]] || May 95 || {{Template:Flag-us}} || Page 95 – Play It Again Ad&lt;br /&gt;
|-&lt;br /&gt;
| Retail Advert || [[Video Games(DE) Issue 5-94|Video Games(DE) Issue 5-94]] || May 94 || {{Template:Flag-de}} || Page 49 – Traumfabrik Advert&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&lt;br /&gt;
===Videos===&lt;br /&gt;
&lt;br /&gt;
‎&amp;lt;youtube&amp;gt;BOX0Ma7hgNE&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Screenshots===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
World_Builders_Inc_Sampler_Screenshot_1.png|Screenshot from Sampler&lt;br /&gt;
World_Builders_Inc_Sampler_Screenshot_2.png|Screenshot from Sampler&lt;br /&gt;
World_Builders_Inc_Sampler_Screenshot_3.png|Screenshot from Sampler&lt;br /&gt;
World_Builders_Inc_Sampler_Screenshot_4.png|Screenshot from Sampler&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Print===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
CES_Summer_93_Electronic_Arts_News_CVG_141.png|Computer and Video Games Issue 141 - CES Summer 93 Report Electronic Arts Article&lt;br /&gt;
Three_Dee_Oh_Part_2_Feature_CVG_141.png|Computer and Video Games Issue 141 - Three Dee Oh Part 2 Feature&lt;br /&gt;
Electronic_Games(US)_Aug_1993_Feature_-_Previews_of_3DO_Games.png|Electronic Games(US) Aug 1993 - Previews of 3DO Games Feature&lt;br /&gt;
GamePro(US)_Aug_1993_Feature_-_A_Brief_Glimpse_into_the_Future.png| GamePro(US) Aug 1993 - A Brief Glimpse into The Future Feature&lt;br /&gt;
Edge_Magazine(UK)_Issue_1_Oct_93_Feature_-_3DO_The_Real_Deal_-_General_Overview.png| Edge(UK) Issue 1 Oct 1993 – 3DO The Real Deal - General Overview&lt;br /&gt;
Edge_Magazine(UK)_Issue_3_Dec_93_News_-_Software_List_News.png|Edge(UK) Issue 3 Dec 1993 - Software List News&lt;br /&gt;
Winter_CES_1994_-_Strategy_Games_News_Part_1_Generation_4(FR)_Issue_63_Feb_1994.png|Generation 4(FR) Issue 63 Feb 1994 - Winter CES 1994 - Strategy Games Part 1&lt;br /&gt;
Winter_CES_1994_-_Strategy_Games_News_Part_2_Generation_4(FR)_Issue_63_Feb_1994.png|Generation 4(FR) Issue 63 Feb 1994 - Winter CES 1994 - Strategy Games Part 2&lt;br /&gt;
Consolemania(IT)_Issue_28_Mar_1994_Ad_-_Arivivis.png|Consolemania(IT) Issue 28 Mar 1994 - Ad - Arivivis&lt;br /&gt;
Traumfabrik_Ad_Video_Games_DE_Issue_4-94.png|Video Games(DE) Issue 4-94 - Traumfabrik Ad&lt;br /&gt;
3DO_Coming_Soon_News_Generation_4(FR)_Issue_65_Apr_1994.png|Generation 4(FR) Issue 65 Apr 1994 - 3DO Coming Soon News&lt;br /&gt;
Consolemania(IT)_Issue_30_May_1994_Ad_-_Future_Games.png|Consolemania(IT) Issue 30 May 1994 - Ad - Future Games&lt;br /&gt;
Play_It_Again_Ad_VideoGames_Magazine(US)_Issue_75_Apr_1995.png|VideoGames Magazine(US) Issue 75 Apr 1995 - Play It Again Ad&lt;br /&gt;
Play_It_Again_Ad_VideoGames_Magazine(US)_Issue_76_May_1995.png|VideoGames Magazine(US) Issue 76 May 1995 - Play It Again Ad&lt;br /&gt;
Traumfabrik_Ad_Video_Games_DE_Issue_5-94.png|Video Games(DE) Issue 5-94 - Traumfabrik Ad&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
	<entry>
		<id>http://3do.world/index.php?title=Discworld&amp;diff=18415</id>
		<title>Discworld</title>
		<link rel="alternate" type="text/html" href="http://3do.world/index.php?title=Discworld&amp;diff=18415"/>
		<updated>2026-03-14T01:50:35Z</updated>

		<summary type="html">&lt;p&gt;Elliogle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==References==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Name&lt;br /&gt;
! Date&lt;br /&gt;
! Country&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Consolemania(IT) Issue 30 May 1994|Consolemania(IT) Issue 30 May 1994]] || May 94 || {{Template:Flag-it}} || Page 38 – ECTS 1994 Report&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[3DO Magazine Issue 4|3DO Magazine Issue 4]] || Jun Jul 1995 || {{Template:Flag-gb}} || Page 7 – E3 News&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[Video Games(DE) Issue 8-95|Video Games(DE) Issue 8-95]] || August 95 || {{Template:Flag-de}} || Page 43 – Article showing the E3 3DO release list&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[3DO Magazine Live Issue 13|3DO Magazine Live Issue 13]] || Jan/Feb 96 || {{Template:Flag-jp}} || Page 110 – Coming Soon&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[3DO Magazine Live Issue 14|3DO Magazine Live Issue 14]] || Mar/Apr 96 || {{Template:Flag-jp}} || Page 110 – Coming Soon&lt;br /&gt;
|-&lt;br /&gt;
| Magazine Article || [[3DO Magazine Live Issue 15|3DO Magazine Live Issue 15]] || May/June 1996 || {{Template:Flag-jp}} || Page 96-97 – Coming Soon&lt;br /&gt;
|-&lt;br /&gt;
| Book || [[Digital Press Collectors Guide Advanced Edition|Digital Press Collectors Guide Advanced Edition]] || 2004 || {{Template:Flag-us}} || Pages 30-33 – Rumor Mill&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Consolemania(IT)_Issue_30_May_1994_News_-_ECTS_1994_-_Psygnosis.png|Consolemania(IT) Issue 30 May 1994 - News - ECTS 1994 - Psygnosis&lt;br /&gt;
3DO_Magazine(UK)_Issue_4_Jun_Jul_1995_News_-_E3_Mega_Games.png|3DO Magazine Issue 4 Jun Jul 1995 - E3 Mega Games News&lt;br /&gt;
E3_Report_-_3DO_Release_List_DE_Issue_8-95.png| Video Games(DE) Issue 8-95 - E3 Report - 3DO Release List&lt;br /&gt;
3DO_Magazine(JP)_Issue_13_Jan_Feb_96_Coming_Soon.png|3DO Magazine Live Issue 13 Jan/Feb 96 - Coming Soon&lt;br /&gt;
3DO_Magazine(JP)_Issue_14_Mar_Apr_96_Coming_Soon.png|3DO Magazine Live Issue 14 Mar/Apr 96  - Coming Soon&lt;br /&gt;
Coming_Soon_News_3DO_Magazine_JP_Issue_5-6_96.png| 3DO Magazine Live Issue 15 - Coming Soon News&lt;br /&gt;
Digital_Press_Collectors_Guide_Advanced_Edition_-_Rumour_Mill.png|Digital Press Collectors Guide Advanced Edition Book 2004 - Rumor Mill&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Elliogle</name></author>
	</entry>
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