Difference between revisions of "Zero Tolerance"

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| publisher=[[Accolade]]
 
| publisher=[[Accolade]]
 
| developer=[[Technopop]], [[Accolade]]
 
| developer=[[Technopop]], [[Accolade]]
 +
| distributor={{company|[[SF Interactive Media]]|region=SE rental}}
 
| system=[[Sega Mega Drive]]
 
| system=[[Sega Mega Drive]]
| romsize=2MB
 
 
| sounddriver=[[GEMS]]
 
| sounddriver=[[GEMS]]
 
| peripherals=[[Link-up cable]]
 
| peripherals=[[Link-up cable]]
| players=1 or 2
+
| players=1-2
 
| genre=Shoot-'em-up
 
| genre=Shoot-'em-up
 
| releases={{releasesMD
 
| releases={{releasesMD
| md_date_us=1994-11{{magref|gameplayers|0710|12}}
+
| md_date_us=1994-11{{magref|gameplayers|0710|12}}<!--1994-09{{magref|megaplay|0504|42}}-->
 
| md_code_us=T-119146
 
| md_code_us=T-119146
 
| md_rrp_us=59.95{{magref|gameplayers|0710|90}}
 
| md_rrp_us=59.95{{magref|gameplayers|0710|90}}
| md_date_eu=1994-09{{magref|cvg|155|85}}
+
| md_rating_us=ma13
 +
| md_date_eu=1994-09{{magref|cvg|155|85}}{{magref|mega|25|44}}
 
| md_code_eu=T-119146-50
 
| md_code_eu=T-119146-50
| md_rrp_uk=39.99{{magref|cvg|155|85}}
+
| md_rating_eu=15
 +
| md_date_uk=1994-09{{magref|cvg|155|85}}{{magref|mega|25|44}}
 +
| md_code_uk=T-119146-50
 +
| md_rating_uk=15
 +
| md_rrp_uk=39.99{{magref|cvg|155|85}}{{magref|segamaguk|9|82}}<!--44.99{{magref|gamesworld|5|16}}-->
 
| md_date_au=1994-10{{magref|gamestarau|5|58}}
 
| md_date_au=1994-10{{magref|gamestarau|5|58}}
 +
| md_code_au=FZER01SMC
 
| md_rrp_au=129.95{{magref|gamestarau|5|58}}
 
| md_rrp_au=129.95{{magref|gamestarau|5|58}}
 +
| md_rating_au=ma15
 
| md_date_br=1994
 
| md_date_br=1994
 +
| md_code_br=046640
 +
| md_rating_br=13
 
| md_date_pt=1994
 
| md_date_pt=1994
 
| md_code_pt=MD119146
 
| md_code_pt=MD119146
 +
| md_date_se_r=199x
 +
}}
 +
| savetype={{SaveType
 +
|MD|password
 
}}
 
}}
| vrc=ma13
 
| elspa=15
 
| tectoy=13
 
| oflc=ma15
 
 
}}
 
}}
 
 
{{stub}}'''''{{PAGENAME}}''''' is a first person shooter developed by [[Technopop]] and [[Accolade]] and published by Accolade for the [[Sega Mega Drive]] in 1994. It is notable for being one of the few first person shooters available for the system, a demanding genre seen by many to be outside the capabilities of the Mega Drive's hardware.
 
{{stub}}'''''{{PAGENAME}}''''' is a first person shooter developed by [[Technopop]] and [[Accolade]] and published by Accolade for the [[Sega Mega Drive]] in 1994. It is notable for being one of the few first person shooters available for the system, a demanding genre seen by many to be outside the capabilities of the Mega Drive's hardware.
 
Another unique feature was the ability to link two Mega Drive consoles to play a two player cooperative game .
 
Another unique feature was the ability to link two Mega Drive consoles to play a two player cooperative game .
Line 34: Line 42:
 
Gameplay in Zero Tolerance is similar to other first person shooters of the era, with the player controlling one of several characters navigating map from a third-person perspective, shooting enemies while trying to find an exit. (the player cannot continue to the next level without clearing all enemies)
 
Gameplay in Zero Tolerance is similar to other first person shooters of the era, with the player controlling one of several characters navigating map from a third-person perspective, shooting enemies while trying to find an exit. (the player cannot continue to the next level without clearing all enemies)
 
Unusually for the time however, the game contains primitive stealth elements as player can crouch, jump and has several different melee attacks such as punching and even flying kicks can be executed.
 
Unusually for the time however, the game contains primitive stealth elements as player can crouch, jump and has several different melee attacks such as punching and even flying kicks can be executed.
Weapons include firearms and explosives such as dynamite and bouncing grenades. the player can hold only five items at a time, including weapons and inventory items. rooftop levels have snipers that cannot be taken out, and many of the HQ levels have security cameras that can be destoyed or avoided.
+
Weapons include firearms and explosives such as dynamite and bouncing grenades. the player can hold only five items at a time, including weapons and inventory items. rooftop levels have snipers that cannot be taken out, and many of the HQ levels have security cameras that can be destoyed or avoided.
 
 
==Rendering engine==
 
In terms of technology, ''Zero Tolerance'' lies somewhere between 1992's ''Wolfenstein 3D'' and 1993's ''[[Doom]]'' - rooms two dimensional as the height never changes (although the player's height can change slightly), and maps are "boxy", with walls are rendered as textured, flat surfaces positioned at 90 (or, unlike ''Wolfenstein 3D'', 45 degree) angles.
 
 
 
Floors and ceilings are not textured, but primitive skyboxes are introduced and if the player shoots a wall, the texture will change to a "damaged" variant, in effect creating primitive interactive scenery. Enemies are rendered as sprites, and, also impressive for Mega Drive standards, are scaled in real-time. Shooting enemies will also create "gibs" similar to more modern shooters.
 
 
 
The consequence of all this is that the 3D view is constrained to a small portion of the screen, with the rest being taken by the game's HUD. The frame rate and draw distances are also lower than in both ''Wolfenstein 3D'' and ''Doom''.
 
 
 
==Multi-Player==
 
In a similar manner to the [[Taisen Cable]] for the [[Sega Saturn]] released months later in Japan, Zero Tolerance is the only known official Mega Drive game to support linking 2 Mega Drive consoles to play a cooperative game between two players using a proprietary link cable plugged into the Genesis second controller port. This mode required each console to be plugged to their own television and running their own copy of the game. The original 3rd party cable could only be obtained by sending off the order card which was included with the game. It is possible to build your own cable using two 9 pin D-SUB male connectors or a pair of 9-pin controller cables wired accordingly:- Pins 1 to 1, 2 to 2, 3 to 3, 4 to 4, 7 to 9, 8 to 8 (via cable shield or wire) and 9 to 7.
 
 
 
The cooperative game works very well with little or no apparent lag and since players can be damaged by friendly fire it is possible to have a death match of sorts after a level has been cleared of enemies. Further, all previously cleared levels will always remain cleared and can be accessed freely via elevators at any time.
 
  
 
==History==
 
==History==
Line 56: Line 52:
 
{{multicol|
 
{{multicol|
 
{{creditsheader|Technopop, Inc.}}
 
{{creditsheader|Technopop, Inc.}}
*'''Producer:''' Randel Reiss
+
*'''Producer:''' [[Randel Reiss]]
 
*'''Assistant Producer:''' Desmond Crisis
 
*'''Assistant Producer:''' Desmond Crisis
 
*'''Design:''' Thomas Gjørup
 
*'''Design:''' Thomas Gjørup
Line 89: Line 85:
 
{{gallery
 
{{gallery
 
|{{GalleryPrintAd
 
|{{GalleryPrintAd
|EGM US 062.pdf|egm|62|2-3
+
|egm|62|2-3
 
}}
 
}}
 
|{{GalleryPrintAd
 
|{{GalleryPrintAd
|SegaVisions US 21.pdf|sv|21|12-13
+
|sv|21|12-13
|SegaVisions US 23.pdf|sv|23|68
+
|sv|23|68
 
}}
 
}}
 
|{{GalleryPrintAd
 
|{{GalleryPrintAd
|GamePro US 064.pdf|gamepro|64|58-59
+
|gamepro|64|58-59
|EGM2 US 05.pdf|egm2|5|38
+
|egm2|5|38
|EGM US 065.pdf|egm|65|74
+
|egm|65|74
 
}}
 
}}
{{galleryPrintAd
+
{{gitem
|Freak 26 IL SMD advert.jpg|freak|26|
+
|Freak 26 IL SMD advert.jpg|Print advert in Freak (IL) #26 (1994-xx-xx)
 
}}
 
}}
 
|{{galleryPrintAd
 
|{{galleryPrintAd
|VD_60_RU.pdf|vd|60|5
+
|vd|60|5
 +
|vd|61|68
 
}}
 
}}
 
}}
 
}}
  
 
==Physical scans==
 
==Physical scans==
{{ratings
+
{{ratings|MD}}
| icon=MD
 
| consolesplus=80
 
| consolesplus_source={{num|36|page=110}}
 
| cvg=85
 
| cvg_source={{magref|cvg|155|85}}
 
| egm=75
 
| gameplayers=65
 
| gamesmaster=82
 
| gamesmaster_source={{magref|gamesmaster|21|36|printpage=36-38}}
 
| gamesworld=80
 
| gamesworld_source={{num|5|page=16}}
 
| joypad=80
 
| mms=86
 
| mms_source={{magref|mms|24|84|printpage=84-86}}
 
| mega=88
 
| mega_source={{num|25|page=44-47}}
 
| playerone=77
 
| playerone_source={{num|51|page=104}}
 
| segamaguk=83
 
| segamaguk_source={{num|9|page=82/83}}
 
| segapower=91
 
| segapower_source={{num|58|page=40-43}}
 
| segapro=84
 
| segapro_source={{num|38|page=54/55}}
 
| videogamesus=60
 
| videogamesus_source={{magref|videogamesus|71|128}}
 
}}
 
 
{{Scanbox
 
{{Scanbox
 
| console=Mega Drive
 
| console=Mega Drive
Line 148: Line 118:
 
| cover=Zero Tolerance MD EU Box.jpg
 
| cover=Zero Tolerance MD EU Box.jpg
 
| cart=ZeroTolerance MD EU Cart.jpg
 
| cart=ZeroTolerance MD EU Cart.jpg
| manual=
+
| manual=Zero Tolerance MD EU Manual.jpg
 +
}}{{Scanbox
 +
| console=Mega Drive
 +
| region=EU (UPC sticker)
 +
| cover=Zero Tolerance MD EU Box Barcode Sticker.jpg
 +
| cart=ZeroTolerance MD EU Cart.jpg
 +
| manual=Zero Tolerance MD EU Manual.jpg
 +
}}{{Scanbox
 +
| console=Mega Drive
 +
| region=EU (ALT UPC number)
 +
| cover=Zero Tolerance MD EU Box ALT Barcode.jpg
 +
| cart=ZeroTolerance MD EU Cart.jpg
 +
| manual=Zero Tolerance MD EU Manual.jpg
 +
}}{{Scanbox
 +
| console=Mega Drive
 +
| region=PT
 +
| cover=ZeroTolerance MD PT cover.jpg
 +
| cart=ZeroTolerance MD EU Cart.jpg
 +
}}{{Scanbox
 +
| console=Mega Drive
 +
| region=SE rental (SF)
 +
| cover=Zero Tolerance MD SE rental Box.jpg
 +
| cart=
 +
}}{{Scanbox
 +
| console=Mega Drive
 +
| region=AU
 +
| front=ZeroTolerance MD AU cover.jpg
 +
| back=ZeroTolerance MD AU back.jpg
 +
| spinemissing=yes
 +
| cart=Zero Tolerance MD US Cart.jpg
 +
| manual=Zero Tolerance MD US Manual.pdf
 
}}{{Scanbox
 
}}{{Scanbox
 
| console=Mega Drive
 
| console=Mega Drive
Line 155: Line 155:
 
| cart=ZeroTolerance MD BR Cart.jpg
 
| cart=ZeroTolerance MD BR Cart.jpg
 
| manual=
 
| manual=
}}{{Scanbox
 
| console=Mega Drive
 
| region=SE (rental)
 
| cover=
 
| cart=
 
 
}}
 
}}
  
 
==Technical information==
 
==Technical information==
===ROM dump status===
+
{{mainArticle|{{PAGENAME}}/Technical information}}
{{romtable|
 
  
}}
+
===Rendering engine===
 +
In terms of technology, ''Zero Tolerance'' lies somewhere between 1992's ''Wolfenstein 3D'' and 1993's ''[[Doom]]'' - rooms two dimensional as the height never changes (although the player's height can change slightly), and maps are "boxy", with walls are rendered as textured, flat surfaces positioned at 90 (or, unlike ''Wolfenstein 3D'', 45 degree) angles.
 +
 
 +
Floors and ceilings are not textured, but primitive skyboxes are introduced and if the player shoots a wall, the texture will change to a "damaged" variant, in effect creating primitive interactive scenery. Enemies are rendered as sprites, and, also impressive for Mega Drive standards, are scaled in real-time. Shooting enemies will also create "gibs" similar to more modern shooters.
 +
 
 +
The consequence of all this is that the 3D view is constrained to a small portion of the screen, with the rest being taken by the game's HUD. The frame rate and draw distances are also lower than in both ''Wolfenstein 3D'' and ''Doom''.
 +
 
 +
===Multi-Player===
 +
In a similar manner to the [[Taisen Cable]] for the [[Sega Saturn]] released months later in Japan, Zero Tolerance is the only known official Mega Drive game to support linking 2 Mega Drive consoles to play a cooperative game between two players using a proprietary link cable plugged into the Genesis second controller port. This mode required each console to be plugged to their own television and running their own copy of the game. The original 3rd party cable could only be obtained by sending off the order card which was included with the game. It is possible to build your own cable using two 9 pin D-SUB male connectors or a pair of 9-pin controller cables wired accordingly:- Pins 1 to 1, 2 to 2, 3 to 3, 4 to 4, 7 to 9, 8 to 8 (via cable shield or wire) and 9 to 7 (pins 5 & 6 are not used).
 +
 
 +
The cooperative game works very well with little or no apparent lag and since players can be damaged by friendly fire it is possible to have a death match of sorts after a level has been cleared of enemies. Further, all previously cleared levels will always remain cleared and can be accessed freely via elevators at any time.
  
 
==References==
 
==References==
 
<references/>
 
<references/>
 +
 +
{{ZeroToleranceOmni}}

Latest revision as of 04:46, 18 September 2023

n/a

Zero Tolerance Title.png

Zero Tolerance
System(s): Sega Mega Drive
Publisher: Accolade
Developer:
Distributor: SF Interactive Media (SE rental)
Sound driver: GEMS
Peripherals supported: Link-up cable
Genre: Shoot-'em-up

















Number of players: 1-2
Release Date RRP Code
Sega Mega Drive
US
$59.9559.95[2] T-119146
Videogame Rating Council: MA-13
Sega Mega Drive
EU
T-119146-50
ELSPA: 15+ OK
Sega Mega Drive
PT
MD119146
Sega Mega Drive
UK
£39.9939.99[3][5] T-119146-50
ELSPA: 15+ OK
Sega Mega Drive
SE
(Rental)
Sega Mega Drive
AU
$129.95129.95[6] FZER01SMC
OFLC: MA15
Sega Mega Drive
BR
046640
Tectoy: 13+

This short article is in need of work. You can help Sega Retro by adding to it.


Zero Tolerance is a first person shooter developed by Technopop and Accolade and published by Accolade for the Sega Mega Drive in 1994. It is notable for being one of the few first person shooters available for the system, a demanding genre seen by many to be outside the capabilities of the Mega Drive's hardware. Another unique feature was the ability to link two Mega Drive consoles to play a two player cooperative game .

Gameplay

Gameplay in Zero Tolerance is similar to other first person shooters of the era, with the player controlling one of several characters navigating map from a third-person perspective, shooting enemies while trying to find an exit. (the player cannot continue to the next level without clearing all enemies) Unusually for the time however, the game contains primitive stealth elements as player can crouch, jump and has several different melee attacks such as punching and even flying kicks can be executed. Weapons include firearms and explosives such as dynamite and bouncing grenades. the player can hold only five items at a time, including weapons and inventory items. rooftop levels have snipers that cannot be taken out, and many of the HQ levels have security cameras that can be destoyed or avoided.

History

Legacy

Zero Tolerance and its unfinished sequel, Beyond Zero Tolerance, were released by the developers as freeware.

Production credits

Technopop, Inc.
  • Producer: Randel Reiss
  • Assistant Producer: Desmond Crisis
  • Design: Thomas Gjørup
  • Art Direction: Scott Haile
  • Programming: Justin Wolf, Thomas Gjørup
  • Lead Artwork: Sheryl Knowles
  • Level Designs: Tony Ramos
  • Music: Dezso Molnar
  • SFX: Dezso Molnar
  • Voice Over: Maya Daniels
  • Conceptual Art: Curtis E. A. Karnow
  • Additional Support: Lasse Faabeng, Satoe Ishii, Jo Ellen Reiss, Patrick McEnvoy, Paul Puey
  • Special Thanks: Steven Ackrich, Nick Laveroff, David Bamberger, Kelly Flock
Accolade
  • Producers: James Kucera, Troy Sheets
  • Lead Tester: James A. Vitales
  • Testers: Richard Gangwish, Alex V. Cabal, Ty Johnson, Randall Hauser, Seth Friedman, Daniel P. Dunn
  • Marketing: Karen Safran, Megan Humpal, Larry Wiesler
  • Executives: Alan Miller, John A. S. Skeel, Brenden Maloof, Jim Barnett, Peter Harris
  • Art Director: Bob Busick
  • Artists: Patricia Pearson, Craig Marshall, Dale Mauk, John Xu, Shawn Monroe, Scott Burroughs, Ken Capelli, Chris Peterson, Tom Denmark
Source:
In-game credits


Magazine articles

Main article: Zero Tolerance/Magazine articles.

Promotional material

Logo-pdf.svg
Print advert in Electronic Gaming Monthly (US) #62: "September 1994" (1994-xx-xx)
Logo-pdf.svg
Logo-pdf.svg
Print advert in Sega Visions (US) #21: "October/November 1994" (1994-xx-xx)
also published in:
Logo-pdf.svg
Logo-pdf.svg
Print advert in GamePro (US) #64: "November 1994" (1994-xx-xx)
also published in:
Logo-pdf.svg
Freak 26 IL SMD advert.jpg
Print advert in Freak (IL) #26 (1994-xx-xx)
Freak 26 IL SMD advert.jpg
Logo-pdf.svg
Print advert in Velikiy Drakon (RU) #60 (2002-09-05)
also published in:
  • Velikiy Drakon (RU) #61 (2003-02-07)[10]
Logo-pdf.svg

Physical scans

Sega Retro Average 
Publication Score Source
{{{{{icon}}}|L}} Division by zero.
Based on
0 review
Sega Retro Average 
Publication Version Score
1700 igr dlya Sega (RU)
80
[11]
Consoles + (FR)
80
[12]
Cool Gamer (RU)
80
[13]
Computer & Video Games (UK)
85
[3]
Computer + Video Giochi (IT)
81
[14]
Electronic Games (1992-1995) (US) NTSC-U
75
[15]
Electronic Gaming Monthly (US) NTSC-U
75
[16]
Entsiklopediya luchshikh igr Sega. Vypusk 1 (RU)
80
[17]
Entsiklopediya luchshikh igr Sega. Vypusk 2 (RU)
90
[18]
Game Players (US) NTSC-U
65
[2]
GamePro (US) NTSC-U
80
[19]
Gamers (DE) PAL
67
[20]
GamesMaster (UK) PAL
82
[21]
Games World: The Magazine (UK) PAL
80
[22]
Joypad (FR) PAL
85
[23]
LeveL (CZ)
60
[24]
Mega (UK) PAL
88
[4]
Mega Force (FR) PAL
89
[25]
Mega Fun (DE) PAL
82
[26]
Mega Play (US) NTSC-U
84
[27]
Megazin (SI)
79
[28]
Mean Machines Sega (UK) PAL
86
[29]
Player One (FR)
77
[30]
Play Time (DE)
85
[31]
Power Up! (UK)
83
[32]
Sega Magazine (UK) PAL
83
[5]
Sega Power (UK) PAL
91
[33]
Sega Pro (UK) PAL
84
[34]
Sega Mega Drive Review (RU)
74
[35]
Sega Megazone (AU)
83
[36]
Todo Sega (ES)
88
[37]
Tricks 16 bit (RU)
80
[38]
Video Games (DE) PAL
70
[39]
VideoGames (US)
60
[40]
Sega Mega Drive
80
Based on
34 reviews

Zero Tolerance

Mega Drive, US
ZeroTolerance MD US Box.jpg
Cover
Zero Tolerance MD US Cart.jpg
Cart
Zero Tolerance MD US Manual.pdf
Manual
Mega Drive, EU
Zero Tolerance MD EU Box.jpg
Cover
ZeroTolerance MD EU Cart.jpg
Cart
Zero Tolerance MD EU Manual.jpg
Manual
Mega Drive, EU (UPC sticker)
Zero Tolerance MD EU Box Barcode Sticker.jpg
Cover
ZeroTolerance MD EU Cart.jpg
Cart
Zero Tolerance MD EU Manual.jpg
Manual
Mega Drive, EU (ALT UPC number)
Zero Tolerance MD EU Box ALT Barcode.jpg
Cover
ZeroTolerance MD EU Cart.jpg
Cart
Zero Tolerance MD EU Manual.jpg
Manual
Mega Drive, PT
ZeroTolerance MD PT cover.jpg
Cover
ZeroTolerance MD EU Cart.jpg
Cart
Mega Drive, SE rental (SF)
Zero Tolerance MD SE rental Box.jpg
Cover
Mega Drive, AU
ZeroTolerance MD AU back.jpgNospine.pngZeroTolerance MD AU cover.jpg
Cover
Zero Tolerance MD US Cart.jpg
Cart
Zero Tolerance MD US Manual.pdf
Manual
Mega Drive, BR
Zero Tolerance MD BR front.jpg
Cover
ZeroTolerance MD BR Cart.jpg
Cart

Technical information

Main article: Zero Tolerance/Technical information.

Rendering engine

In terms of technology, Zero Tolerance lies somewhere between 1992's Wolfenstein 3D and 1993's Doom - rooms two dimensional as the height never changes (although the player's height can change slightly), and maps are "boxy", with walls are rendered as textured, flat surfaces positioned at 90 (or, unlike Wolfenstein 3D, 45 degree) angles.

Floors and ceilings are not textured, but primitive skyboxes are introduced and if the player shoots a wall, the texture will change to a "damaged" variant, in effect creating primitive interactive scenery. Enemies are rendered as sprites, and, also impressive for Mega Drive standards, are scaled in real-time. Shooting enemies will also create "gibs" similar to more modern shooters.

The consequence of all this is that the 3D view is constrained to a small portion of the screen, with the rest being taken by the game's HUD. The frame rate and draw distances are also lower than in both Wolfenstein 3D and Doom.

Multi-Player

In a similar manner to the Taisen Cable for the Sega Saturn released months later in Japan, Zero Tolerance is the only known official Mega Drive game to support linking 2 Mega Drive consoles to play a cooperative game between two players using a proprietary link cable plugged into the Genesis second controller port. This mode required each console to be plugged to their own television and running their own copy of the game. The original 3rd party cable could only be obtained by sending off the order card which was included with the game. It is possible to build your own cable using two 9 pin D-SUB male connectors or a pair of 9-pin controller cables wired accordingly:- Pins 1 to 1, 2 to 2, 3 to 3, 4 to 4, 7 to 9, 8 to 8 (via cable shield or wire) and 9 to 7 (pins 5 & 6 are not used).

The cooperative game works very well with little or no apparent lag and since players can be damaged by friendly fire it is possible to have a death match of sorts after a level has been cleared of enemies. Further, all previously cleared levels will always remain cleared and can be accessed freely via elevators at any time.

References

  1. Game Players, "Vol. 7 No. 10 October 1994" (US; 1994-xx-xx), page 12
  2. 2.0 2.1 Game Players, "Vol. 7 No. 10 October 1994" (US; 1994-xx-xx), page 90
  3. 3.0 3.1 3.2 3.3 Computer & Video Games, "October 1994" (UK; 1994-09-15), page 85
  4. 4.0 4.1 4.2 Mega, "October 1994" (UK; 1994-09-29), page 44
  5. 5.0 5.1 Sega Magazine, "September 1994" (UK; 1994-08-xx), page 82
  6. 6.0 6.1 Gamestar, "October 1994" (AU; 1994-xx-xx), page 58
  7. Sega Visions, "February/March 1995" (US; 199x-xx-xx), page 68
  8. EGM², "November 1994" (US; 1994-1x-xx), page 38
  9. Electronic Gaming Monthly, "December 1994" (US; 1994-xx-xx), page 74
  10. Velikiy Drakon, "" (RU; 2003-02-07), page 68
  11. 1700 igr dlya Sega, "" (RU; 2001-xx-xx), page 273
  12. Consoles +, "Octobre 1994" (FR; 1994-xx-xx), page 110
  13. Cool Gamer, "9" (RU; 2002-10-13), page 244
  14. Computer + Video Giochi, "Dicembre 1994" (IT; 1994-xx-xx), page 114
  15. Electronic Games (1992-1995), "October 1994" (US; 1994-xx-xx), page 88
  16. Electronic Gaming Monthly, "September 1994" (US; 1994-xx-xx), page 32
  17. Entsiklopediya luchshikh igr Sega. Vypusk 1, "" (RU; 1999-xx-xx), page 369
  18. Entsiklopediya luchshikh igr Sega. Vypusk 2, "" (RU; 2000-xx-xx), page 300
  19. GamePro, "November 1994" (US; 1994-xx-xx), page 94
  20. Gamers, "Januar 1995" (DE; 1995-01-08), page 36
  21. GamesMaster, "September 1994" (UK; 1994-08-25), page 36
  22. Games World: The Magazine, "November 1994" (UK; 1994-09-29), page 16
  23. Joypad, "Octobre 1994" (FR; 1994-xx-xx), page 116
  24. LeveL, "Únor 1995" (CZ; 1995-02-24), page 41
  25. Mega Force, "Décembre 1994" (FR; 1994-12-02), page 56
  26. Mega Fun, "11/94" (DE; 1994-10-19), page 65
  27. Mega Play, "August 1994" (US; 1994-0x-xx), page 63
  28. Megazin, "Letnik 3, Številka 2, Februar 1995" (SI; 1995-xx-xx), page 31
  29. Mean Machines Sega, "October 1994" (UK; 1994-08-xx), page 84
  30. Player One, "Mars 1995" (FR; 1995-0x-xx), page 104
  31. Play Time, "11/94" (DE; 1994-10-05), page 106
  32. Power Up!, "Saturday, October 29, 1994" (UK; 1994-10-29), page 1
  33. Sega Power, "September 1994" (UK; 1994-08-04), page 40
  34. Sega Pro, "November 1994" (UK; 1994-10-06), page 54
  35. Sega Mega Drive Review, "2" (RU; 1996-01-03), page 181
  36. Sega Megazone, "September 1994" (AU; 1994-0x-xx), page 22
  37. Todo Sega, "Octubre 1994" (ES; 1994-xx-xx), page 64
  38. Tricks 16 bit, "Tricks Sega Gold 800 igr" (RU; 1998-03-20), page 28
  39. Video Games, "10/94" (DE; 1994-09-28), page 99
  40. VideoGames, "December 1994" (US; 1994-1x-xx), page 128


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