Resident Evil Code: Veronica
From Sega Retro
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Resident Evil Code: Veronica | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
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System(s): Sega Dreamcast | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
Publisher: Capcom (JP), Capcom Entertainment (US), Eidos Interactive (Europe) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
Developer: Nextech, Capcom | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
Supporting companies: Attractive Action Club, Imagica, Media Jungle | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
Distributor: Proein (ES), Halifax (IT), Tec Toy (BR) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
Licensor: Capcom (US, EU), Capcom USA (US) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
Peripherals supported: Jump Pack, Visual Memory Unit, Dreamcast VGA Box | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
Genre: Survival Horror (サバイバルホラー)[1][2], Adventure[3] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
Number of players: 1 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
Official in-game languages: | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Resident Evil Code: Veronica, known as Biohazard CODE:Veronica (バイオハザード コード:ベロニカ) in Japan, is a survival horror-themed action-adventure game by Capcom and Nextech. It was first released in 2000 on the Sega Dreamcast as an entry in Capcom's Resident Evil series, serving as a direct sequel to Resident Evil 2. Code: Veronica was intended to be a Dreamcast-exclusive, but Sega's departure from the hardware business resulted in the development of an expanded edition titled Resident Evil Code: Veronica X, which was released for the PlayStation 2 the following year.
Contents
Story
A few months after the destruction of Raccoon City, Claire Redfield travels to Europe and infiltrates the Umbrella Corporation's local headquarters to find out about her missing brother Chris. She gets captured however and sent to the Rockford island. Rockford is a small, seemingly uninhabited island in the South Atlantic, which Umbrella uses as a military training facility and a secret prison, where people Umbrella wants dissappear are sent and never heard from again. After being released from her cell by a sympathetic guard, Claire notices that island is overwhelmed by Bio Organic Weapons. Joining forces with a teenage prisoner named Steve, Claire attempts to escape from hellish island and stop Ashford twins, sociopathic siblings who use the island as their own private hunting ground for their sick games as they prepare for a potentially disasterous experiment called "Project Veronica". Meanwhile, Chris Redfield is also heading towards the island after hearing about her sister's capture. Chris and Claire must face not only the horrors waiting for them in the island and Ashford twins but also a sinister, vengeful enemy from Chris' past.
Gameplay
Items
Claire's Handgun | |
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A Beretta M93R. Claire acquires it during her first encounter with Steve. Similar to Leon's Handgun from RE2, it can be upgraded with parts found in the Prison. Upgraded version carries 20 rounds as opposed to 15 of the regular version and can fire 3-rounds burst mode. Uses handgun ammo which is plentiful. | |
M-100P | |
A pair of Calico M-100P handguns. Claire finds these on a zombie that crashes through the barrack windows. While weaker and cannot be reloaded, Claire uses these in a dual-wielding style, able to hit two targets at the same time. They also fire faster. | |
Chris's Handgun | |
Chris uses a Glock 17 as his primary handgun. It can be upgraded if players can find the upgrade parts in Training Facility in Rockford Island. Upgrade increases fire power and can cause random critical hits. Can carry 18 rounds and uses Handgun ammunition. | |
Bowgun | |
Can be acquired by Claire in the Military Training Center. Unlike its RE2 version, this Bowgun fires a single shot. While weaker than handgun, Bowgun fires very rapidly and has a very large ammo capacity. It can also use Gunpowder Bolts which can be made by combining Bow Gun Powder and regular bolts. | |
Gold Lugers | |
A pair of gold plated and engraved Luger P08 pistols. They cannot be used by Claire but she can trade them from Steve with a pair of MAC-11s she found later. A replica Luger can be found later in the game. If recovered, Steve will be able use them Battle Game mode. They have unlimited ammunition and can fire two enemies at the same time. | |
Magnum | |
A Colt Python can be acquired by Chris, if Claire leaves the fire extinguisher in the item box, which Chris can later fill it in Antarctic base, allowing him to put down a fire and take the weapon. While extremely powerful, its ammo is as rare as the magnum in RE3. | |
Sub Machine Guns | |
A pair of MAC-11s. Claire finds these then exchanges them for Gold Lugers from Steve. Steve uses them during his segments. Chris can also acquire them in the Underground Caverns using a lighter. They can target two enemies at the same time. Cannot be reloaded. | |
Shotgun | |
A SPAS-12 combat shotgun. Chris can acquire this in the Training Facility. Just like all shotguns in the series, causes serious damage at the very close range but lacks range and fires slowly. Ammo is somewhat common. | |
Assault Rifle | |
An AK-47 assault rifle with no stock. Claire finds this in the armory of the Antartic Facility. Chris can also use this if Claire deposits the weapon to the item box before the end of his scenario. Chris can also find a spare magazine (which refills ammo by 50%) in the Training Facility. | |
Sniper Rifle | |
A Remington Model 700. (Called MR7 in the game) First sniper rifle in the series thanks to the true 3d enviroment of the game, this weapon can be acquired from Alfred in the Antarctic base. It can only be used during the Nosferatu boss battle. Carries only 7 rounds and cannot be reloaded. Claire drops it after the battle so it cannot be used for the rest of the game. It can kill Nosferatu with a single shot if aimed at its heart. | |
Grenade Launcher | |
Same grenade launcher from RE2. Claire can acquire this in the Military Training Facility using a key card. Can fire Explosive, Acid, Flame and newly designed and extremely rare Anti-B.O.W. rounds which will fill and entire room with gas that will damage all enemies in the room. | |
Rocket Launcher | |
An AT4 rocket launcher. Kills most enemies with a single shot. Can be unlocked after getting an A rank in the game. | |
Linear Launcher | |
An experimental rail-gun. Can be used by Chris during the final battle against Alexia. Can be unlocked for Battle Game. |
History
Development
Resident Evil Code: Veronica was a three-way project co-developed by Capcom Production Studio 4, Nextech, and Sega, specifically for the Dreamcast. When the project was first hinted at in May 1998 by executive producer Yoshiki Okamoto, game publications assumed that the project would be the next numbered entry in the series (Resident Evil 4), which had yet to be officially announced at the time.[15][16] On October 6, 1998, the project was officially unveiled as Code: Veronica, with a tentative release date of April 1999, though this was later pushed back to February 2000.
Code: Veronica was codenamed Biohazard 3 during early planning, a title which was ultimately given to the simultaneously-developed Resident Evil 3: Nemesis on the PlayStation. The reasoning for not giving a numbered title to Code: Veronica was due to the title being developed as a Dreamcast-exclusive at a time when numbered Resident Evil titles were reserved for PlayStation consoles, although the game was later ported to the PlayStation 2 as Code: Veronica X. This policy was later abandoned when the actual Resident Evil 4 ended up being developed for the Nintendo GameCube as its main platform.
Release
Resident Evil Code: Veronica was Capcom's only Sega Dreamcast title to surpass one million unit sales, selling 1.14 million in total, and became the second Capcom title to do so on a Sega system, after 1993's Street Fighter II': Special Champion Edition which sold 1.65 million on the Sega Mega Drive. It was also the first Japanese Dreamcast title to top 500,000 units sold[17].
Legacy
Resident Evil Code: Veronica was re-released in 2001 for the Dreamcast, PlayStation 2 and later GameCube in the form of Biohazard Code: Veronica Kanzenban (Resident Evil Code: Veronica X outside of Japan, although the Dreamcast version was a Japanese exclusive). Kanzenban fixes many of the bugs found in this version and is considered to be the definitive edition of the game.
Versions
Localised names
Language | Localised Name | English Translation |
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English | Resident Evil Code: Veronica | Resident Evil Code: Veronica |
English (US) | Resident Evil Code: Veronica | Resident Evil Code: Veronica |
Japanese | バイオハザード コード:ベロニカ | Biohazard CODE:Veronica |
Production credits
- Sub Director: Yoshitaka Maki
- Assistant Director: Ryutaro Ichikura
- Stageplan: Daisuke Teraoka, Eiichi Kitano, Kaori Nishio, Masatoshi Yamada, Kazunori Kadoi
- Enemy Plan: Ryo Fujii
- Event Plan: Atsuko Hayakawa
- System & Sound Plan: Yoshihide Ando
- Scenario Message: Yasushi Funakoshi, Masaki Horiuchi
- Scenario & Planning Support: Noboru Sugimura, Hirohisa Soda, Junichi Miyashita, Akira Asaka, Hideyuki Ishizeki, Yasuyuki Suzuki
- Art Director: Junichi Ohta
- BG.Creator: Masamoto Katsuyama, Hiroshi Seki, Kiyotaka Tokoeda, Tetsuya Tochigi, Yosuke Hirata, Takeshi Watanuki, Ryo Saida, Naomi Sato, Tomohiro Yamakawa, Yoshie Ishimaru, Rika Yajima, Kentaro Hikita, Atsushi Watanabe, Naoya Tanaka, Atsushi Ogawa, Nobuyuki Oshima, Yasuhiro Matsumoto, Hirotaka Kawakami, Akihiro Kaneko, Tomoko Koikeda, Yoshimi Soshi, Akiko Uemura
- Character Creator: Kazunori Tazaki, Yasuyo Kondo, Yuichi Akimoto, Yoshihide Itagaki, Yasuhiro Shimada, Daisuke Takahashi, Yoshiki Isozaki, Kimitaka Yamagami
- Face Modeling: Kashow Oda, Tatsushige Oda
- Motion Design: Junji Hayashi, Mitsuharu Kawaguchi, Naoki Taguchi, Yoshiakira Nakano, Masaomi Honda, Hideaki Sakado, Yoshifumi Hattori, Nobuaki Yamazaki
- Event Motion: Yoshiki Ito, Yuki Izumi, Tatsuro Matsunaga, Ryo Miyata
- Event Camera Work: Hidé Gondoh
- Enemy Design: Satoshi Nakai
- 2D Design Chief: Shinichi Kawaguchi
- Effect Design: Takashi Noguchi, Shigeru Komatsuzaki
- Graphic Support: Hiroyuki Iwasa, Tadafumi Kato, Hiroshi Koga, Tomomi Seki, Ryo Murakawa, Toshio Yamamoto, Eiji Matsuura
- Font Edit: Ukiko Hoshino
- Graphic design: Kazuhiro Nagata, Susumu Higashitsuji, Hiromitsu Narumi
- Program Chief: Yukihiko Tani
- System Support Program: Masahiko Moriya
- Sub Screen Program: Kouichi Matsuda
- Scenario Program: Yasuyuki Wada
- Enemy Program: Tomoaki Fujitsuka, Yasunori Gotoh, Osamu Takasugi, Shunsuke Kawada
- Sound Program: Manabu Takahashi
- Effect Program: Masaki Nakazato, Tomoo Kondo
- Face Motion System Plan: Masaru Koizumi, Etsuo Sasagawa
- Face Motion System Program: Shigefumi Nakahara, Mamoru Hakamada, Takashi Itoi
- Script Editor: Yasuyuki Kurushima, Koji Ishikura, Ohei Nakata, Yusuke Matsumoto, Osamu Ohkubo, Ryota Tanaka, Syunji Watanabe
- Music Compose Chief: Takeshi Miura
- Music Composer: Hijiri Anze, Sanae Kasahara
- Sound Effect: Kiyohiro Sada, Minako Adachi, Takuya Yokota, Kouhei Matsuoka, Makoto Aoki, Syunta Uematsu, Kiyoshi Suzuki, Kouki Fukuda
- Event & Movie Director: Shimako Sato
- Producer: Masaaki Taira, Masashi Sakamoto, Kazuya Sasahara, Kazuhisa Nishimura
- Production manager: Yuki Nakamura
- Technical Adviser: Tetsue Kawano
- Codirector: Makoto Seki, Toshiyuki Aoyama
- Technical Support: Tomoyuki Nezu
- Visual Effects: Shinya Kono
- Computer Graphics Design: Nobuyoshi Wakashima, Toru Takahashi, Itsune Sugiyama, Fumika Takahashi, Takuya Yamasaki, Shinichiro Maeda, Yukiko Hirokawa, Yasuo Kawase, Hiroshi Takahashi, Kazuki Amenomiya, Takashi Ohira, Gakusui Iwasaki, Emi Arai, Yasuhito Kuwayama, Shinji Tutumi, Tomoyoshi Umezawa, Yasuhiro Suzuki, Yasuhito Hattori, Ayako Tasaki, Yuko Ogata, Michito Nishino, Kensaku Takaishi, Yuko Okumura, Bak Ikeda, Akio Watari, Takahiro Oniki, Shigeaki Nunokawa, Kiyomi Aoki, Masaaki Murakami, Masakazu Majima
- Sound Effects: Kenji Shibasaki
- Ma: Hiroaki Nakata
- Action Coordinator: Mitsuo Abe
- Motion Actor: Motoko Nagino, Kyosuke Fujima, Hirofumi Fukuzawa, Yuki Kajikazawa, Reuben Langdon, Mizuho Yoshida, Toshinori Sasaki, Eiji Kobayashi, Yuji Kobayashi
- Cast
- Claire: Alyson Court
- Steve: Bill Houston
- Alfred: Peter Oldring
- Alexia: Leila Johnson
- Narrator: Conrad Coates
- Chris: Michael Fipowich
- Wesker: Richard Waugh
- Rodrigo: Martin Roach
- Announcer: Genevieve Steels
- Voice Director: Erik "Esx" Suzuki
- Recording Engineer: Kyle Gudmundson, Paul Shubat, Ian Rodness
- Translation: Takuya Shiraiwa
- Producer: Susan Hart
- Publicity Planning: Daisuke Sasaki, Takako Aqtagawa, Yoshihiro Sudo
- Manual Design: Keiichi Baba, Sho Sakai
- Manual Edit: Miduho Toyonaga
- Special Thanks: Masako Honma, Hiroshi Fukuda, Akihiro Kanawa, Kinga, Scott Pierce, Camilla, Taku Ishida, Norihisa Okamoto
- Support Company: Flagship Co., Ltd., Sega Enterprises, Ltd., Nextech Corporation, XAX Entertainment Inc., Media Entertainment Inc., Trilogy Corporation, Sasaharagumi Ltd., Puresound Corp., Digitalscape Co., Ltd., Creek & River Co., Ltd., Freedesign Corporation, Media Jungle Corp., Gargoyle Mechanics, Inc, Attractive Action Club, Imagica Corp., Lonesome Pine Studio, D.A.V.E. Studio, Green Planning Ltd., Bravo Models, Satoru Japan Inc., Dreams Co., Ltd, Arquebuse, Eiko, Bytelux
- Nextech Corporation
- Producer: Katsuji Aoyama, Masatoshi Totsuka
- Sega Enterprises, Ltd.
- License Management: Masanao Maeda, Minoru Kabuta, Kenta Ueno
- Producer: Katsuhiro Hasegawa
- Superviser: Yoshiki Okamoto
- General Producer: Noritaka Funamizu
- Producer: Shinji Mikami
- Director: Hiroki Katoh
- Presented by: Capcom®
- Manual Design: Hanshaw Ink & Image
- Marketing: Todd Thorson, Sean Mylett, Robert Johnson
- Creative Services: Jennifer Deauville and Marion Clifford
- Pacakge Design: Michi Morita and Jamie Gibson
- Translaton: Masayuki Fukumoto
- PR: Melinda Mongelluzzo, Matt Atwood and Carrie Megenity
- Special thanks to: Tom Shiraiwa, Miki Takano, Bill Gardner, Robert Lindsey, Nate McIlvain Williams, Neal Robinson, Kathy Schoback, Kathy Lange and Mark Galarneau
Magazine articles
- Main article: Resident Evil Code: Veronica/Magazine articles.
Promotional material
also published in:
- Computer & Video Games (UK) #224: "July 2000" (2000-06-14)[22]
- Computer & Video Games (UK) #225: "August 2000" (2000-07-12)[23]
also published in:
- Consoles + (FR) #102: "Juillet/Août 2000" (2000-0x-xx)[24]
Physical scans
92 | |
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Based on 45 reviews |
Dreamcast, JP |
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Dreamcast, JP (Shokai Genteiban) |
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Technical information
- Main article: Resident Evil Code: Veronica/Technical information.
External links
- Capcom USA webpage: Dreamcast
- Sega of America webpage: Dreamcast
- Sega of Japan catalogue pages (Japanese): Dreamcast
References
- ↑ File:RECV DC JP Box Back.jpg
- ↑ 2.0 2.1 2.2 2.3 2.4 http://sega.jp/dc/000208/ (Wayback Machine: 2014-08-04 05:09)
- ↑ https://sega.jp/history/hard/dreamcast/software_l.html (Wayback Machine: 2020-02-01 22:57)
- ↑ http://www.ebworld.com/ebx/categories/newReleases/morenr-DC.asp (Wayback Machine: 2000-06-21 08:01)
- ↑ Press release: 2000-03-29: Capcom Releases Resident Evil Code: Veronica
- ↑ 6.0 6.1 GameWEEK, "January 17, 2000" (US; 2000-01-17), page 16
- ↑ http://www.chipsworld.co.uk/detProd.asp?ProductCode=2833 (Wayback Machine: 2003-05-17 11:54)
- ↑ https://groups.google.com/g/uk.games.video.dreamcast/c/sWF6gPtdlVU/m/tjqZ-puk6WMJ
- ↑ 9.0 9.1 DC-UK, "July 2000" (UK; 2000-06-09), page 62
- ↑ http://www.micromania.fr/cgi-micromania/tri3.pl?criteria=DREAMCAS;status=1 (Wayback Machine: 2000-06-21 04:04)
- ↑ 11.0 11.1 Sega Magazin, "Juli 2000" (DE; 2000-06-05), page 22
- ↑ http://www.centromail.es:80/nuevo/consolas/dc.asp (Wayback Machine: 2000-06-21 21:20)
- ↑ http://gameswarehouse.com.au/longpage.asp?gameid=4095 (Wayback Machine: 2002-11-18 16:27)
- ↑ Hyper, "August 2000" (AU; 2000-xx-xx), page 62
- ↑ Gamers' Republic, "August 1998" (US; 1998-07-21), page 32
- ↑ News Archives (Friday, May 29th, 1998)
- ↑ Dreamcast Monthly, "May 2000" (UK; 2000-04-13), page 14
- ↑ File:RECV DC US Manual.pdf, page 25
- ↑ Electronic Gaming Monthly, "May 2000" (US; 2000-04-04), page 68
- ↑ GamePro, "May 2000" (US; 2000-0x-xx), page 44
- ↑ GamePro, "June 2000" (US; 2000-0x-xx), page 74
- ↑ Computer & Video Games, "July 2000" (UK; 2000-06-14), page 2
- ↑ Computer & Video Games, "August 2000" (UK; 2000-07-12), page 33
- ↑ Consoles +, "Juillet/Août 2000" (FR; 2000-0x-xx), page 2
- ↑ 576 Konzol, "Augusztus 2000" (HU; 2000-xx-xx), page 40
- ↑ Arcade, "April 2000" (UK; 2000-03-27), page 92
- ↑ Arcade, "July 2000" (UK; 2000-06-20), page 70
- ↑ Bonus, "4/2000" (YU; 2000-06-04), page 52
- ↑ Consoles +, "Mars 2000" (FR; 2000-0x-xx), page 100
- ↑ Consoles +, "Juin 2000" (FR; 2000-0x-xx), page 84
- ↑ Computer & Video Games, "July 2000" (UK; 2000-06-14), page 84
- ↑ Dreamcast Monthly, "April 2000" (UK; 2000-03-16), page 62
- ↑ Dreamcast Monthly, "July 2000" (UK; 2000-06-08), page 28
- ↑ Digitiser (UK) (2000-06-05)
- ↑ Dreamcast Magazine, "2000-04 (2000-02-11)" (JP; 2000-01-28), page 19
- ↑ Dreamcast Magazine, "No. 6" (UK; 2000-02-24), page 74
- ↑ Dorimaga, "2002-18 (2002-10-11)" (JP; 2002-09-27), page 32
- ↑ Dreamzone, "Mars 2000" (FR; 2000-02-18), page 94
- ↑ Dreamzone, "Juin 2000" (FR; 2000-06-xx), page 84
- ↑ Edge, "April 2000" (UK; 2000-03-20), page 68
- ↑ Electronic Gaming Monthly, "June 2000" (US; 2000-05-09), page 161
- ↑ Entsiklopediya igr dlya Dreamcast, "Izdaniye chetvertoye, dopolnennoye" (RU; 2002-xx-xx), page 184
- ↑ Famitsu, "2000-02-11" (JP; 2000-01-28), page 31
- ↑ Fun Generation, "06/2000" (DE; 2000-05-17), page 64
- ↑ GameFan, "Volume 8, Issue 4: April 2000" (US; 2000-xx-xx), page 15
- ↑ GamePlay RPG, "xxxx 2000" (FR; 2000-03-31), page 74
- ↑ GamePro, "May 2000" (US; 2000-0x-xx), page 50
- ↑ GamesMaster, "April 2000" (UK; 2000-03-22), page 78
- ↑ GamesMaster, "August 2000" (UK; 2000-07-12), page 72
- ↑ GameZine (UK) (+0:00)
- ↑ Game Informer, "April 2000" (US; 2000-0x-xx), page 49
- ↑ Gamers' Republic, "April 2000" (US; 2000-xx-xx), page 70
- ↑ Incite Video Gaming, "May 2000" (US; 2000-0x-xx), page 92
- ↑ Joypad, "Marzo 2000" (IT; 2000-0x-xx), page 30
- ↑ MAN!AC, "07/2000" (DE; 2000-06-07), page 74
- ↑ Mega Fun, "07/2000" (DE; 2000-06-07), page 46
- ↑ Neo Plus, "Marzec 2000" (PL; 2000-xx-xx), page 36
- ↑ Next Generation, "May 2000" (US; 2000-04-18), page 96
- ↑ Official Dreamcast Magazine, "June 2000" (UK; 2000-05-11), page 12
- ↑ Official Dreamcast Magazine, "May/June 2000" (US; 2000-04-04), page 78
- ↑ Playmag, "Mars 2000" (FR; 2000-0x-xx), page 112
- ↑ Play, "Listopad 2000" (PL; 2000-xx-xx), page 26
- ↑ PSX Extreme, "03/2001" (PL; 2001-0x-xx), page 38
- ↑ Power Unlimited, "Jaargang 8, Nr. 8, Augustus 2000" (NL; 2000-0x-xx), page 41
- ↑ Strana Igr, "Mart 2000 1/2" (RU; 2000-xx-xx), page 67
- ↑ Strana Igr, "Sentyabr 2000 2/2" (RU; 2000-xx-xx), page 18
Resident Evil Code: Veronica | |
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Main page | Comparisons | Development | Magazine articles | Video coverage | Reception | Technical information | Bootlegs
Demos: Biohazard Code: Veronica Tentou Demo Movie (2000) | Biohazard Code: Veronica Trial Edition (1999) |
Resident Evil games for Sega systems | |
---|---|
Resident Evil (1997) | Resident Evil 2 (unreleased) | |
Resident Evil 2 (1999) | Resident Evil Code: Veronica (2000) | Resident Evil 3: Nemesis (2000) | Biohazard Code: Veronica Kanzenban (2001) | |
Gun Survivor 2: Biohazard CODE:Veronica (2001) | |
Sampler Discs | |
Biohazard Code: Veronica Trial Edition (1999) | |
Resident Evil related media | |
Saturn Ban Biohazard Official Guide (1997) | V Jump Books Game Series: Sega Saturn Ban Bio Hazard (1997) | Biohazard: Code Veronica Koushiki Guide Book (2000) | Luchshiye igry dlya PlayStation. Ves' mir Resident Evil i Tomb Raider (2001) |
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