Difference between revisions of "Command & Conquer"

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Revision as of 13:22, 22 August 2024

For the unlicensed Sega Mega Drive game, see Command & Conquer (Mega Drive).

n/a

  • NTSC-U/PAL (GDI)
  • NTSC-U/PAL (NOD)
  • NTSC-J (GDI)
  • NTSC-J (NOD)
  • PAL, DE (GDI)
  • PAL, DE (NOD)

CommandAndConquer title GDI.png

CommandAndConquer title NOD.png

CommandAndConquer Saturn JP SSTitle GDI.png

CommandAndConquer Saturn JP SSTitle NOD.png

CommandandConquer Saturn DE Title GDI.png

CommandandConquer Saturn DE Title Nod.png

Command & Conquer
System(s): Sega Saturn
Publisher: Virgin Interactive Entertainment (US, Europe), Sega (Japan)
Developer:
Distributor: Sega-Ozisoft (AU), Tec Toy (BR)
Sound driver: SCSP/CD-DA (11/15 tracks)
Genre: Realtime Strategy Simulation/Realtime Senryaku Simulation (リアルタイム 戦略シミュレーション)[1], Simulation[2]

















Number of players: 1
Official in-game languages:
  • English
  • Deutsch
  • Français
  • 日本語
  • Release Date RRP Code
    Sega Saturn
    JP
    ¥6,8006,800 GS-9131
    Sega Rating: All Ages
    Sega Saturn
    JP
    (Satakore)
    ¥2,8002,800 GS-9193
    Sega Rating: All Ages
    Sega Saturn
    US
    T-7028H
    ESRB: Teen
    Sega Saturn
    EU
    T-7028H-50
    ELSPA: 15+ OK
    Sega Saturn
    DE
    T-7028H-18
    USK: 16
    Sega Saturn
    FR
    T-7028H-09
    ELSPA: 15+ OK
    Sega Saturn
    PT
    Sega Saturn
    UK
    £44.9944.99[5] T-7028H-50
    ELSPA: 15+ OK
    Sega Saturn
    PL
    229zł229
    Sega Saturn
    AU
    VFCOM12SSC
    OFLC: MA15
    Sega Saturn
    BR
    191x32
    Tectoy: 13+
    Non-Sega versions

    Command & Conquer (コマンド&コンカー) is a real time strategy game developed by Westwood Studios and published by Virgin Interactive Entertainment for IBM compatible computers running DOS in August 1995. It is the first in the Command & Conquer franchise and is considered a milestone in the genre, influencing many RTS games in the years which followed.

    The game's success saw it ported to the Sega Saturn, where Sega signed a deal to make it a Saturn exclusive until 1997[7] (though as a late 1996 release, this "exclusivity" amounted to just under three months). Command & Conquer is frequently referred to as Tiberian Dawn by fans and is subtitled in Germany with Teil 1 Der Tiberiumkonflikt.

    Story

    Command & Conquer takes place in an alternative universe, shortly after a mysterious alien substance crashes on Earth near the river Tiber in Italy at some point in 1995. This substance, henceforth known as "Tiberium", becomes an extremely valuable commodity, which despite its toxic nature, is able to absorb and crystallize precious metals from the surrounding soil. A secret society known as the Brotherhood of Nod, spearheaded by a self-proclaimed messiah known only as "Kane", claims to have foreseen the arrival of Tiberium and has great plans for its future, soon controlling over half the supply and using the funds to amass an army of followers.

    Following a succession of terrorist incidents blamed on the Brootherhood, the United Nations Security Council authorizes the creation and deployment of the United Nations' Global Defense Initiative (GDI) to intervene against Kane and Nod, quickly escalating into a conflict which spans the globe (and is later referred to as the "first tiberium war").

    The player, who is nameless and does not speak, can choose to conduct missions on behalf of GDI or Nod (each as its own disc), building bases and ordering troops, usually to destroy enemy factions and spread influence over countries. GDI's campaign takes place mainly in Europe, while Nod is more concerned with Africa.

    Gameplay

    Command & Conquer is an evolution of the gameplay seen in Westwood's earlier work, Dune II, in which the goal usually involves building a base and destroying all enemy units or structures on a map (although missions are generally more varied than Dune II). Command & Conquer introduces support for selecting multiple units at once, has a single unified menu for construction of buildings and training of units, and has a more varied selection of said units, including engineers for capturing structures and airbourne helicopters.

    Similarly to Dune II, the player must manage resources such as power (generated from power plants) and tiberium, replacing spice as a resource harvested from select points on the map. Later in the game superweapons are introduced, such as GDI's signature Ion Cannon, which can devestate large areas in one click. The cap on the number of units allowed in-game is much higher, to point where it isn't noticed, although hundreds of units on screen can invariably affect the frame rate.

    Structures

    Both sides

    Construction yard
    Typically the most important structure in the game, the construction yard allows a commander to build structures and therefore create a base.
    Sandbags
    Cost:
    $50
    Power:
    0
    Simple base defenses that can block infantry, but can be crushed by heavy vehicles and destroyed by explosive weapons.
    Chain link fence
    Cost:
    $75
    Power:
    0
    Slightly sturdier base defenses that behave similarly to sandbags, but take slightly longer to destroy.
    Concrete wall
    Cost:
    $100
    Power:
    0
    Defenses that can only be destroyed with explosives.
    Power plant
    Cost:
    $300
    Power:
    +100
    Provides power to the commander's base. While able to output a maximum of 100 units of power, the amount is dictated by the health of the structure; the more damaged the power plant is, the less power it will produce.
    Advaned power plant
    Cost:
    $700
    Power:
    +200
    A more efficient form of the power plant, this time being able to output a maximum of 200 units of power.
    Repair facility
    Cost:
    $1,200
    Power:
    -30
    A means of repairing damaged vehicles. If a unit is ordered into a repair facility, it will be repaired as long as the commander has enough funds.
    Helipad
    Cost:
    $1,500
    Power:
    -10
    A means of producing helicopters. Helipads also acts as a re-arming station for friendly helicopters (though when this is occuring, new helicopters cannot be produced). The more helipads that exist, the faster helicopters will be produced.

    Strictly speaking, Nod commanders cannot build helipads in Command & Conquer without capturing a GDI construction yard first, however the structure was clearly designed with Nod in mind, as it will grant Nod commanders the Apache unit instead of the ORCA.

    If captured while a helicopter is re-arming, the helicopter will be captured too.

    Tiberium refinery
    Cost:
    $2,000
    Power:
    -30
    The primary means of generating funds, a refinery always comes with one harvester, which will go out, harvest tiberium and return to the refinery for processing. Any friendly harvester can use a refinery, and will queue up if the structure is occupied.

    The refinery will also store up to 1,000 units of tiberium for later use. If the structure is captured, the value of this tiberium will be deducted from the commander's account, and if captured while a harvester is unloading, the harvester will be captured too.

    Tiberium silo
    Cost:
    $150
    Power:
    -10
    Structures for storing 1,500 units of excess tiberium for later use. Similarly to the refinery, if captured the value of this tiberium be deducted from the commander's account.
    Communications center
    Cost:
    $1,000
    Power:
    -40
    Provides a radar of the battlefield, giving the commander a clearer overview of the play area. In a low power situation, the radar goes off.

    GDI

    Barracks
    Cost:
    $300
    Power:
    -20
    GDI's structure for producing infantry. The more barracks that exist, the faster infantry will be produced.
    Guard tower
    Cost:
    $500
    Power:
    -10
    Defensive towers armed with machineguns that can quickly take out infantry and weak vehicles at short range. Guard towers will continue to function without power.
    Weapons factory
    Cost:
    $2,000
    Power:
    -30
    GDI's structure for producing ground vehicles. The more weapons factories that exist, the faster vehicles will be produced.
    Advanced communications center
    Cost:
    $2,800
    Power:
    -200
    A variant of the communications center that provides access to GDI's super weapon, the Ion Cannon. If a standard communications center does not exist, this will also provide radar. In a low power situation both the radar and Ion Cannon charging will stop.
    Advanced guard tower
    Cost:
    $1,000
    Power:
    -20
    More powerful defensive towers that can attack both ground and air units at a greater range. Advanced guard towers will not work without power, however.

    Nod

    Hand of Nod
    Cost:
    $300
    Power:
    -20
    Nod's structure for producing infantry. The more hands of Nod that exist, the faster infantry will be produced.
    Turret
    Cost:
    $600
    Power:
    -20
    Base defenses that can do damage to heavy vehicles but require power to operate.
    Airstrip
    Cost:
    $2,000
    Power:
    -30
    Nod's structure for producing ground vehicles. The more hands of Nod that exist, the faster vehicles will be produced. Unlike GDI's weapons factory, Nod units only arrive on the battlefield when an (automatically controlled) aircraft lands, meaning there can be a delay between construction of the unit finishing and it actually being controllable.
    Temple of Nod
    Cost:
    $3,000
    Power:
    -150
    A structure that gives Nod commanders access to the faction's super weapon, the nuclear missile. In a low power situation, "charging" the nuclear missle stops.
    SAM site
    Cost:
    $750
    Power:
    -20
    Base defenses for attacking aircraft. If an aircraft is in range, the SAM site will emerge from underground, however this makes it more vulnerable to ground attacks. SAM sites require power to function.
    Obelisk of light
    Cost:
    $1,500
    Power:
    -150
    Nod's ultimate base defense, which after charging fires a high power laser at ground units within range. It is the most powerful base defense in the game, but also the most power hungry.

    Units

    Both

    Minigunner
    Cost:
    $100
    The most basic and weakest of trainable infantry, commonly used for scouting or as a last resort. When structures are sold, minigunners are often left behind.
    Rocket soldier
    Cost:
    $300
    Slower units effective against armour and airboune units.
    Engineer
    Cost:
    $500
    Units which can capture enemy structures or repair friendly ones in one go without additional charge. In this original Command & Conquer, engineers cannot capture base defenses.
    Commando
    Cost:
    $1,000
    Quick firing, long range units which specialise in taking out infrantry. They can also blow up structures instantly with C4 explosives.
    Mobile construction vehicle
    Cost:
    $5,000
    An unarmed vehicle that can be deployed, creating a construction yard.
    Harvester
    Cost:
    $1,400
    Unarmed units which harvest tiberium and make the commander money. Harvesters will slowly return to 50% health after being attacked.
    Armoured personnel carrier (APC)
    Cost:
    $700
    Ground vehicles which can transport up to five infantry units across the battlefield. Nod commanders cannot produce APCs, but are given some to control in the campaign.
    Chinook
    Cost:
    $1,500
    Unarmed helicopters that can transport up to five infantry units across the battlefield.
    Hovercraft
    A heavily armoured amphibious unit that deploys vehicles and infantry into battle. Hovercrafts cannot be built or controlled by the commander, and only appear in certain campaign missions.
    Technician
    The weakest unit in the game that cannot be built explicitly, only appearing as controllable units when certain structures are sold. Technicans are armed with light pistols that do minimal damage, are easily killed, and can be temporarily scared, running uncontrollably around in a small area.

    Civilians found across the campaign have similar traits but are not directly controllable.

    GDI

    Grenadier
    Cost:
    $160
    Infantry units armed with grenades, that are more effective than standard minigunners. Grenades can be thrown over walls.
    Humvee
    Cost:
    $400
    GDI's low-cost lightly armoured vehicle capable dispatching infantry. Incapable of crushing infantry, sandbags or chain link fences.
    Medium tank
    Cost:
    $800
    Tanks armed with armour-piercing shells that are effective against vehicles and structures.
    Rocket launcher
    Cost:
    $800
    Long range units that are effective against both ground and air targets from long range. They have no short-range weapons however, and are comparitively weak to other units.
    Mammoth tank
    Cost:
    $1,500
    The strongest unit in the game, GDI's mammoth tank is effective against everything, but is slow. It will also regenerate up to 50% of its health after being attacked.
    ORCA
    Cost:
    $1,200
    Vertical take-off and landing craft that fire up to five rockets. Effective against vehicles and structures, but must refuel at a helipad once its ammunition runs out.
    Gunboat
    Surface-to-surface missile launching boats that exist in the campaign, but cannot be built or controlled by the commander.

    Nod

    Flamethrower
    Cost:
    $200
    Fire-producing units that are very effective at close range. They are, however, capable of setting friendly units on fire, and explode violently when killed.
    Chemical warrior
    Cost:
    $300
    Infantry which produce short-lived toxic clouds of tiberium gas, almost instantly killing any enemy infantry. They are also immune to the effects of tiberium.
    Buggy
    Cost:
    $300
    Nod's low-cost lightly armoured vehicle capable dispatching infantry. Incapable of crushing infantry, sandbags or chain link fences.
    Recon bike
    Cost:
    $500
    Fast, lightly armoured rocket-launching bikes which are effective against vehicles, aircraft and structures.
    Light tank
    Cost:
    $700
    The fastest, but also weakest tanks in game which are effective against vehicles and structures.
    Artillery
    Cost:
    $450
    Long range cannons that can cause massive damage at the expense of being slow and lightly armoured.
    Flame tank
    Cost:
    $800
    Faster and stronger vehicle versions of the flamethrower.
    Stealth tank
    Cost:
    $900
    Cloaked units which are effective against vehicles, aircraft and structures but are again lightly armoured. The cloaking technology is temperamental, deactivating when the unit fires, or if too close to enemy infantry or base defenses.

    If a stealth tank is critically damaged, the cloaking technology will cease to function.

    SSM launcher
    Cost:
    $750
    The longest ranged unit in the game, SSM launchers fire napalm rounds which are effective against everything. In the original Command & Conquer, this unit was reserved for multiplayer and AI opponents in the campaign. This means it cannot be built by the player in the Saturn version of the game.
    Apache
    Cost:
    $1,200
    Fast helicopters with plenty of firepower, but lightly armoured and only effective against infantry.

    Others

    Visceroid
    Creatures created by tiberium mutation, which may attack nearby units and structures by emitting tiberium gas. Visceroids only appear when infantry are killed by tiberium; there is a small chance the unit will mutate and begin attacking nearby objects. Visceroids use tiberium fields to regenerate health and are never directly controllable by commanders during normal play.

    Levels

    GDI

    1
    2
    3
    4
    5
    6
    7
    8
    9
    10
    11
    12
    13
    14
    15

    Nod

    1
    2
    3
    4
    5
    6
    7
    8
    9
    10
    11
    12
    13
    14
    15

    History

    Legacy

    Command & Conquer is thought to have been reasonably successful on the Sega Saturn, as it qualified for the Satakore range in Japan (where it was published by Sega themselves) and was at one point bundled with consoles in Europe. It has since been superseded by superior versions - a Macintosh port released around the same period in 1996 which offers higher resolution graphics and official support for online play. These features were eventually ported to a Windows 95 version released in 1997. The final port of Command & Conquer was released in 1999 for the Nintendo 64. This version features 3D graphics, but has missing content.

    Tomsoft attempted an unlicensed port to the Sega Mega Drive, but gave up early on and released his horribly incomplete beta. Because he failed to remove the copyright from the title screen, this has sometimes considered an official beta — but a look at the header (crediting his SDK) proves otherwise.

    Command & Conquer was followed by Command & Conquer: Red Alert, set in the cold war era of the 1950s/60s, however the Tiberium storyline would receive a direct sequel in the form of Command & Conquer: Tiberian Sun, which introduced isometric graphics (although cameos and nods to the future mean Red Alert is technically a prequel also). No future Command & Conquer games were released on Sega systems, though the series has largely avoided consoles entirely (save for PlayStation ports of Red Alert and some expansions, and the Xbox 360 port of Command & Conquer 3: Tiberium Wars).

    Versions

    The Sega Saturn version of Command & Conquer derives from the DOS original, being the most accurate console port of the game. There is no support for the Shuttle Mouse meaning the controls are considered to be more cumbersome than computer versions, and the resolution is fixed at 352x224. Some other changes were made for unknown reasons, such as the inclusion of wider bridges. Unit shadows are also missing, and the user interface features horizontally-scrolling menus as opposed to the vertical ones seen in the DOS version.

    Its PlayStation counterpart is reportedly built off the Saturn's code, with slightly higher resolution (and more complete) cutscenes in comparison. Unlike the Saturn, the PlayStation version is known to suffer from noticeable slowdown when many units are on-screen, but is at an advantage for including extra missions (sourced from The Covert Operations - an official expansion pack for Command & Conquer). The Saturn version retains more of the original soundtrack and sound effects, however.

    Production credits

    • Producer: Steve Wetherill
    • Asst. Producer: Ed Del Castillo
    • Original Concept: Joe Bostic, Brett W. Sperry
    • Programmers: Greg Hjelstrom, Jonathan Lanier
    • Technical Direction: Eric Wang
    • Designer: Erik Yeo
    • Artists: Joseph B. Hewitt IV, Matthew Hansel, Damon Redmond
    • Screenplay: Ron Smith
    • Audio Direction: Paul S. Mudra
    • Soundtrack: Frank Klepacki
    • Sound Effects: Dwight K. Okahara
    • Qa Direction: Glenn Sperry
    • Quality Assurance: Kenny Dunne, Chris Rubyor, Randy Greenback, Phillip Castro, John Archer, D'Andre Campbell, Chris Blevins, James Hughes, Levi Luke, Errol Campbell, Abe Hernandez, James Adkins, Richard Rasmussen, Ben Lublin, Chris Holloway, Isaiah Myers, Lloyd Bell, Mike Smith, Albert Springfield, Steve Corcoran, Tyler Thackery, Marcus Cobb, Chad Shackelford, Troy Leonard
    • Manual Design: Penina Finger
    Source:
    In-game credits[8]

    Magazine articles

    Main article: Command & Conquer/Magazine articles.

    Promotional material

    CommandandConquer Saturn FR PrintAdvert.jpg
    FR print advert
    CommandandConquer Saturn FR PrintAdvert.jpg
    Logo-pdf.svg
    Print advert in Electronic Gaming Monthly (US) #89: "December 1996" (1996-xx-xx)
    also published in:
    Logo-pdf.svg
    Logo-pdf.svg
    Print advert in Computer & Video Games (UK) #182: "January 1997" (1996-12-11)
    also published in:
    Logo-pdf.svg
    Logo-pdf.svg
    Print advert in Super Power (FI) #1997-02: "2 1997" (1997-0x-xx)
    Logo-pdf.svg
    Logo-pdf.svg
    Print advert in Sega Saturn Magazine (UK) #16: "February 1997" (1997-01-16)
    also published in:
    Logo-pdf.svg
    Logo-pdf.svg
    Print advert in Sega Saturn Magazine (JP) #1997-13: "1997-13 (1997-04-25)" (1997-04-11)
    Logo-pdf.svg

    Physical scans

    Sega Retro Average 
    Publication Score Source
    91 №50, p42/43
    Sega Saturn
    91
    Based on
    1 review
    Sega Retro Average 
    Publication Version Score
    576 KByte (HU)
    92
    [16]
    Ação Games (BR)
    90
    [17]
    Ação Games (BR)
    90
    [18]
    Consoles + (FR) PAL
    94
    [19]
    Computer & Video Games (UK)
    100
    [5]
    Electronic Gaming Monthly (US) NTSC-U
    89
    [20]
    Famitsu (JP) NTSC-J
    78
    [21]
    Fun Generation (DE) PAL
    100
    [22]
    Gambler (PL)
    82
    [23]
    Game Power (IT)
    91
    [24]
    GamePro (US) NTSC-U
    80
    [25]
    Game Informer (US) NTSC-U
    89
    [26]
    Joypad (FR) PAL
    95
    [27]
    Kiber Zona (LT)
    81
    [28]
    LeveL (CZ)
    86
    [29]
    MAN!AC (DE) PAL
    85
    [30]
    Mega Force (FR) PAL
    94
    [31]
    Mega Fun (DE) PAL
    90
    [32]
    Mean Machines Sega (UK) PAL
    90
    [33]
    Next Generation (US) NTSC-U
    75
    [34]
    Player One (FR)
    95
    [35]
    Saturn Fan (JP) NTSC-J
    69
    [36]
    Saturn+ (UK) PAL
    84
    [37]
    Secret Service (PL)
    85
    [38]
    Sega Power (UK) PAL
    91
    [39]
    Sega Saturn Magazine (UK) PAL
    94
    [40]
    Sega Saturn Magazine (JP) NTSC-J
    73
    [41]
    Sega Saturn Magazine (JP) NTSC-J
    86
    [42]
    Total Saturn (UK) PAL
    94
    [43]
    Total Saturn (UK) PAL
    94
    [44]
    Ultra Game Players (US) NTSC-U
    84
    [45]
    Video Games (DE) PAL
    80
    [46]
    Sega Saturn
    87
    Based on
    32 reviews

    Command & Conquer

    Saturn, JP
    CommandandConquer Saturn JP Box Back.jpgCommandandConquer Saturn JP Box Front.jpg
    Cover
    CommandandConquer Saturn JP Spinecard.jpg
    Spinecard
    Command & Conquer (コマンド&コンカー) Saturn JP Box Front Jewelcase.jpg
    Jewel Case
    CommandandConquer Saturn JP Disc.jpg
    GDI disc
    CommandandConquer Saturn JP Disc2.jpg
    NOD disc
    Saturn, JP (Satakore)
    CommandandConquer Saturn JP Box Back Alt.jpgCommandandConquer Saturn JP Box Front Alt.jpg
    Cover
    CommandandConquer Saturn JP Spinecard Satakore.jpg
    Spinecard
    CommandandConquer Saturn JP Disc Satakore.jpg
    GDI disc
    CommandandConquer Saturn JP Disc2 Satakore.jpg
    NOD disc
    Saturn, US
    CommandandConquer Saturn US Box Back.jpgCommandandConquer Saturn US Box Front.jpg
    Cover
    Commandandconquer sat us manual.pdf
    Manual
    CommandandConquer Saturn US Disc Nod.jpg
    NOD disc
    Saturn, UK/IT/ES
    C&C-UK-IT-Esp CoverBack.jpegNospine.pngC&C-UK-IT-Esp CoverFront.jpeg
    Cover
    C&CSaturnEUManual.pdf
    Manual
    CommandAndConquer saturn eu cd1.jpg
    GDI disc
    Saturn, FR
    CommandandConquer Saturn FR Box.jpg
    Cover
    CommandandConquer Saturn FR Disc1.jpg
    GDI disc
    CommandandConquer Saturn FR Disc2.jpg
    NOD disc
    Saturn, DE
    CommandandConquer Saturn DE Box.jpg
    Cover
    C&C-Dutch-GDI-CD1.jpg
    GDI disc
    Saturn, PT

    Saturn, AU
    CommandandConquer Saturn AU cover.jpg
    Cover
    C&CSaturnEUManual.pdf
    Manual
    CommandAndConquer saturn eu cd1.jpg
    GDI disc
    Saturn, BR
    CommandandConquer Saturn BR Box Front.jpg
    Cover

    Technical information

    Main article: Command & Conquer/Technical information.

    References

    1. File:CommandandConquer Saturn JP Box Back.jpg
    2. 2.0 2.1 https://sega.jp/history/hard/segasaturn/software.html (Wayback Machine: 2020-03-04 08:13)
    3. http://riehlspot.simplenet.com/vgame/new/saturn.html (Wayback Machine: 1999-02-21 17:22)
    4. https://groups.google.com/g/rec.games.video.sega/c/FcM21l2P5Ts/m/1tW-jCJaw8oJ (Wayback Machine: 2024-01-16 18:55)
    5. 5.0 5.1 Computer & Video Games, "January 1997" (UK; 1996-12-11), page 54
    6. Sega Magazin, "November 1996" (DE; 1996-10-09), page 27
    7. Maximum, "May 1996" (UK; 1996-05-30), page 73
    8. File:Command & Conquer Saturn credits.pdf
    9. Ultra Game Players, "January 1997" (US; 1996-12-31), page 84
    10. Electronic Gaming Monthly, "February 1997" (US; 199x-xx-xx), page 119
    11. Electronic Gaming Monthly, "March 1997" (US; 1997-0x-xx), page 39
    12. GameFan, "Volume 5, Issue 4: April 1997" (US; 1997-xx-xx), page 59
    13. Sega Saturn Magazine, "January 1997" (UK; 1996-12-17), page 31
    14. Computer & Video Games, "February 1997" (UK; 1997-01-10), page 31
    15. Sega Saturn Magazine, "March 1997" (UK; 1997-02-19), page 100
    16. 576 KByte, "Február 1997" (HU; 1997-xx-xx), page 10
    17. Ação Games, "Março 1997" (BR; 1997-xx-xx), page 9
    18. Ação Games, "Maio 1997" (BR; 1997-xx-xx), page 22
    19. Consoles +, "Janvier 1997" (FR; 199x-xx-xx), page 140
    20. Electronic Gaming Monthly, "February 1997" (US; 199x-xx-xx), page 56
    21. Famitsu, "1997-05-02" (JP; 1997-04-18), page 1
    22. Fun Generation, "01/97" (DE; 1996-12-18), page 104
    23. Gambler, "3/1997" (PL; 1997-xx-xx), page 1
    24. Game Power, "Gennaio 1997" (IT; 199x-xx-xx), page 45
    25. GamePro, "March 1997" (US; 1997-xx-xx), page 86
    26. Game Informer, "March 1997" (US; 1997-0x-xx), page 41
    27. Joypad, "Décembre 1996" (FR; 1996-1x-xx), page 104
    28. Kiber Zona, "Spalis/Lapkritis 1997" (LT; 1997-xx-xx), page 3
    29. LeveL, "Leden 1997" (CZ; 1997-01-05), page 87
    30. MAN!AC, "01/97" (DE; 1996-12-11), page 68
    31. Mega Force, "Janvier/Février 1997" (FR; 199x-xx-xx), page 40
    32. Mega Fun, "01/97" (DE; 1996-12-11), page 36
    33. Mean Machines Sega, "January 1997" (UK; 1996-12-06), page 58
    34. Next Generation, "May 1997" (US; 1997-04-15), page 152
    35. Player One, "Décembre 1996" (FR; 1996-xx-xx), page 92
    36. Saturn Fan, "1997 No. 12" (JP; 1997-06-xx), page 90
    37. Saturn+, "Issue 6" (UK; 1997-02-27), page 5
    38. Secret Service, "Marzec 1997" (PL; 1997-xx-xx), page 66
    39. Sega Power, "Christmas 1996" (UK; 1996-11-21), page 38
    40. Sega Saturn Magazine, "January 1997" (UK; 1996-12-17), page 72
    41. Sega Saturn Magazine, "1997-13 (1997-04-25)" (JP; 1997-04-11), page 141
    42. Sega Saturn Magazine, "Readers rating final data" (JP; 2000-03), page 11
    43. Total Saturn, "Volume One Issue Three" (UK; 1996-11-29), page 34
    44. Total Saturn, "Volume One Issue Four" (UK; 1996-12-29), page 19
    45. Ultra Game Players, "April 1997" (US; 1997-03-25), page 82
    46. Video Games, "1/97" (DE; 1996-12-18), page 102


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