About SNES games on the Virtual Console
As with the NES, SNES emulation is absolutely fantastic on the Virtual Console, much better than any emulation we've seen on disc-based retro compilations. Games run in true low resolution, giving them a sharp look, without any of the smearyness or screen tearing we've come to expect from console based emulation. The colourful and detailed 2D graphics of the SNES also greatly benefit from the use of a Wii component cable. SNES games support the 'interrupt' feature, so you can pause a game at any point with the home button and pick up exactly where you left off later, giving every game a single save state.
Unfortunately, SNES games require the use of a Wii Classic controller or a Gamecube controller to boot up, even if the game you want to play only uses one or two buttons. We suggest a Classic controller, as the mapping of the SNES buttons to the Gamecube pad makes the many games that require heavy use of the Y and B buttons slightly awkward.
PAL conversion issues
The original PAL SNES hardware was nearly identical to the NTSC model, the only major difference was the way the boards were wired. You could '60Hz convert' a 50Hz PAL machine by simply changing the voltage of two pins on the picture processing units. As a result, the traditional PAL features of a 'squashed' picture and 17% slower gameplay were nearly hard-wired into the system's output, and only a few games ever featured sped-up gameplay or slightly reduced borders over the life of the system. While the squashed image wasn't so much of a problem for older systems, one of the defining features of the SNES was its use of round shapes and rotating sprites, which both look 'warped' in the letterboxed screen space.
However, the PAL Super Nintendo actually had a key advantage over other PAL systems, and even one over the NTSC machine. The first was that the SNES had a separate, non-clock dependent sound module – the SONY SPC700, designed by Sony engineer Ken Kutaragi (who later founded Sony's PlayStation division). Early versions of the SNES even had the chip in a separate sound module that could be physically unplugged from the SNES board. When the picture units were 'under-clocked' in the PAL SNES, it did not affect the speed of the music at all. So possibly the most annoying of all PAL issues in other consoles – slow soundtracks – was completely eliminated from the PAL SNES.
The advantage over an NTSC machine was related to how the PAL SNES was constructed. In terms of visual output the SNES was well ahead of competing systems at the time, but its major weak point was its processor, which ran at a measly 3.58 MHz. Games that had a lot going on were more prone to slowdown on the SNES than systems with faster processors, such as the Mega Drive and TurboGrafx. While shooters were the main problem, pretty much any SNES game could be hit by slowdown if too many things happened on screen at once.
And this is where the PAL advantage came in. The PAL machine's CPU ran at almost exactly the same clock speed as the NTSC model. But since it only had to run games at 83% of their original NTSC speed, games ran smoother, with less slowdown. This property is actually true of all PAL consoles of the era, but is particularly noticeable on the SNES - parts of Contra III really chug on a US SNES, but run the PAL version, Super Probotector, on its native console, and the same parts run without a hitch.
All these properties have been carried over to the PAL Virtual Console, with one exception – the squashed image issue has been eliminated. Below is a photographic comparison between three different versions of Super Castlevania IV. All shots were taken of the same standard definition 4:3 TV using original gaming hardware - respectively a Super Famicom (Japanese NTSC SNES), an original PAL SNES and a PAL Wii.
The Virtual Console version is much better proportioned than the original PAL release and while there are still some tiny borders, it's close enough that circles look round rather than oval shaped. So apart from slightly slower gameplay, the versions of each SNES game on the PAL Virtual Console are equal in quality to the NTSC version, and in some ways are actually superior. A few games were even better converted on their original release, so we've listed all issues associated with each game in their individual review.
Our Virtual Console ratings system
We've given every game a 'buy' rating of 'Yes', 'Maybe', or 'No'
Yes means this is a very high quality game, and we have no problem recommending it to anyone as long as they like the genre.
Maybe means we think the game is good, but not necessarily for everyone. If you know the game or like the sound of the description, go for it.
No means we think that unless you have some nostalgia for this title, it probably isn't worth your time or money today.
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Games listed in order of their release on the download service
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Donkey Kong Country
Price: 800 Points
Developer: Rare
Originally released: 1994
PAL conversion issues: Almost no borders, full speed gameplay, full speed sound
The game that finally won the 16-bit wars for Nintendo in the US (although thanks to Japan, on a worldwide basis it was always in the bag), Rare's Donkey Kong Country featured knockout graphics for a 16-bit release. While it still looks good today, time has shown that its simplistic platforming gameplay is really not in Mario's league. Still a fun 'pick up and play' game, and the lush jungle settings remain a sight to behold, so DKC scrapes a 'Yes' from us.
Worth buying? Yes
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F-Zero
Price: 800 Points
Developer: Nintendo
Originally released: 1990 (Japan), 1992 (PAL)
PAL conversion issues: Very small borders, slightly slower gameplay, full speed sound
An amazing game at the time of release, Nintendo's futuristic hovercraft racer F-Zero used the SNES Mode 7 capabilities to their full extent, allowing for a racing game with a great sense of speed, and for the first time you could actually turn around and drive backwards. Still a fun and challenging game with great music, and worth a look for some retro racing action.
Worth buying? Maybe
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SimCity
Price: 800 Points
Developer: Nintendo
Originally released: 1991 (Japan), 1992 (PAL)
PAL conversion issues: Very small borders, slightly slower gameplay, full speed sound
A nice console version of Wii Wright's original city building masterpiece, SimCity is still fun for those after some light brain work in their games. With the interrupt feature, it's also well suited to the Virtual Console.
Worth buying? Maybe
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Super Castlevania IV
Price: 800 Points
Developer: Konami
Originally released: 1991 (Japan), 1992 (PAL)
PAL conversion issues: Very small borders, slightly slower gameplay, full speed sound
A re-make of the original NES Castlevania (its Japanese name is simply Akumajou Dracula, just like the Famicom Disk original), Konami went all out for their first 16-bit vampire hunt. With a long (although linear) quest, varied and atmospheric graphics, and one of the best soundtracks ever to grace a sound chip, Super Castlevania IV is an action platforming masterpiece.
Worth buying? Yes
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Street Fighter II: The World Warrior
Price: 800 Points
Developer: Capcom
Originally released: 1992
PAL conversion issues: Very small borders (the game is letterboxed, but the borders are in the NTSC version as well), slightly slower gameplay, full speed sound
Probably the defining game of the 16-bit era (although not the highest selling – Mario keeps that crown), the original SNES version of Street Fighter II was one of the best contemporary arcade ports ever seen on a regular home system. While it was based on the original arcade build, some of the 'Champion Edition' features also made their way to the port, including the ability to play characters versus themselves (via a code).
While Street Fighter II Turbo (also available on VC) will be the better purchase for most, World Warrior has its charms, with slightly better sound, character art and AI. But the revision is the all-round better package.
Worth buying? Maybe
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Super Probotector: Alien Rebels
Price: 800 Points
Developer: Konami
Originally released: 1992
PAL conversion issues: Very small borders, slightly slower gameplay, full speed sound
Konami's legendary 'run 'n' gun' series Contra was thematically a cross between Rambo and Aliens. For the European releases, the games were re-christened Probotector and censored, with all characters changed to robots, primarily with the censorship-heavy German market in mind. While censorship usually sucks, Konami actually did a great job of it, and the robot theme works fantastically for the series. Clearly inspired by Anime classics like Macross (Probotector?) and Patlabor, the Probotector games had great new sprite work and in-game art, as well as excellent box art. It's arguable whether Contra or Probotector is the better look (we like them both), but PAL gamers certainly didn't get the short end of the stick.
The SNES installment was the pinnacle of the 'run 'n' gun' genre, and still holds up as a model of side-scrolling action gaming today.
Worth buying? Yes
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Super Mario World
Price: 800 Points
Developer: Nintendo
Originally released: 1990 (Japan), 1992 (PAL)
PAL conversion issues: Very small borders, slightly slower gameplay, full speed sound
Officially sub-titled Super Mario Bros 4 in Japan, Mario's 16-bit debut was a knockout game. With tight controls, great graphics and soundtrack, and a huge quest with many secrets, it refines the classic Mario gameplay brilliantly.
As the 16-bit generation wore on, Mario World's graphics started to look a little simple to some, but with the benefit of time they now look sharp and stylised, without any of the 'flavour of the moment' flash that has dated other games since. An absolute must-download for platform fans who don't already own the game on SNES or GBA.
Worth buying? Yes
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R-Type III: The Third Lightning
Price: 800 Points
Developer: Irem
Originally released: 1993 (Japan), 1994 (PAL)
PAL conversion issues: Very small borders, slightly slower gameplay, full speed sound
The console exclusive sequel to the legendary arcade classics R-Type and R-Type 2, The Third Lightning takes full advantage of the SNES's graphics capabilities to produce a fantastic looking horizontal shooter. It's odd that we haven't seen the earlier Super R-Type first, but this is a better game anyway.
The shooting genre has well and truly moved on since then (primarily to the craziness of the 'Manic shooter' sub-genre), but R-Type III is a great example of an old-school shooter. It's also a game that benefits from the improved performance of the PAL SNES, and while there is still some slowdown, it's better in PAL.
Worth buying? Maybe
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Super Ghouls 'n Ghosts
Price: 800 Points
Developer: Capcom
Originally released: 1991 (Japan), 1992 (PAL)
PAL conversion issues: Very small borders, slightly slower gameplay, full speed sound
There was a lot of hype surrounding the Sega Mega Drive port of Capcom's platforming arcade game Ghouls 'n Ghosts being 'near arcade perfect' (it wasn't really). But all that was put into perspective when Capcom unleashed Super Ghouls 'n Ghosts on the SNES, possibly the first game in history to be significantly better than the arcade original in graphics, sound, and gameplay. Capcom overhauled the whole game to the extent that it's really more of a sequel in everything but story, and the resulting game is one that features stunning video and audio, but is also stunningly difficult to complete.
An excellent action platformer, but be warned that it's incredibly difficult. PALGN takes no responsibility for broken Classic controllers as a result of this recommendation.
Worth buying? Yes
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The Legend of Zelda: A Link to the Past
Price: 800 Points
Developer: Nintendo
Originally released: 1991 (Japan), 1992 (PAL)
PAL conversion issues: Very small borders, slightly slower gameplay, full speed sound
It's usually pointless throwing phrases like 'best game ever' around, as even hardcore Zelda fans have different opinions about which game in the series is the best/their favourite, even if only discussing the 2D entries [I'm partial to Link's Awakening myself – Ed]. But the mere fact we've brought this up illustrates the point that A Link to the Past is among the best games ever created.
What can be said is that The Legend of Zelda: A Link to the Past is an outstanding action-rpg, and one of the SNES's crowning glories. Rich, stylish graphics, an excellent soundtrack, and deep, clever gameplay are among the game's strengths. And the version of Virtual Console is even better than the recent GBA port, as it is the un-edited original, without the addition of Link's sometimes annoying voice.
If you haven't played this game, and have time for a long quest, you simply cannot do better on the Virtual Console.
Worth buying? Yes
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Legend of the Mystical Ninja
Price: 800 Points
Developer: Konami
Originally released: 1991 (Japan), 1992 (PAL)
PAL conversion issues: Very small borders, slower gameplay, full speed sound
The fourth game in Konami's Goemon series, Ganbare Goemon was the first to be brought to the west, as Legend of the Mystical Ninja. A wacky comedic take on a Japanese legend, Goemon's name was inexplicably changed to the very Chinese 'Kid Ying', but otherwise the Japanese wackiness comes through in the translation. A strange mix of gameplay styles, Mystical Ninja plays like a level based Zelda game, except instead of a dungeon at the end of each section, you have a fantastically creative platforming level.
While there are some slightly awkward elements to the game, including extremely long passwords to 'save' the game, Mystical Ninja is still a fantastic looking, sounding and playing game, with plenty to do and on off-beat sense of humour.
Worth buying? Yes
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ActRaiser
Price: 800 Points
Developer: Quintet
Originally released: 1990 (Japan), 1993 (PAL)
PAL conversion issues: Very small borders, slightly slower gameplay, full speed sound
A strange piece of software that alternates between overhead 'god game' sections and platforming levels, ActRaiser was also very impressive game when first released. Playing as the 'god' of the game world, you must help the world develop via the overhead 'medieval SimCity-like' sections, as well as personally intervene by defeating demons in the side scrolling levels.
Time has taken some of the shine off ActRaiser, as the graphics now seem a bit simple, the animation is stiff, the god-gameplay is pretty basic, and once the novelty of the combined-genres has worn off you can see that they don't fit together too well. But it still looks decent, the soundtrack remains strong, and it's worth a look for anyone after something different.
Worth buying? Maybe
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Final Fight
Price: 800 Points
Developer: Capcom
Originally released: 1990 (Japan), 1992 (PAL)
PAL conversion issues: Very small borders, slightly slower gameplay, full speed sound
An excellent port of the arcade game for the time, Final Fight is missing some bits of levels from the arcade, the two player mode, as well as a whole character (Guy). The PAL and US versions are censored, but still retain the look and feel of the coin-op, and even feature an improved soundtrack.
But if there's a genre that has dated badly, it's got to be the scrolling beat 'em up, and Final Fight is a prime example. Repetitive, jerkily animated, and limited, contemporaries like Double Dragon II featured more moves, more stage variety and better animation, and soon Konami's arcade games like Ninja Turtles added some much needed speed and flash.
But if you're after some dumb old-school beat 'em up fun, this is a decent version of Final Fight. Just leave your brains at the Wii menu.
Worth buying? Maybe
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Donkey Kong Country 2: Diddy's Kong Quest
Price: 800 Points
Developer: Rare
Originally released: 1995
PAL conversion issues: Almost no borders, full speed gameplay, full speed sound
Fans of Diddy's Kong Quest may already be looking to hit the 'submit comment' button upon seeing the 'Maybe' rating we've assigned the game, but despite still being a good game, we feel it really was just a product of its time. Now that the appeal of the fancy technology has faded, what we're left with is a decent playing and still nice looking game, but it's also a cliche-laden and unimaginative platformer. Diddy and Dixie Kong are poorly designed characters with little of Donkey Kong's charisma, and the stage designs, apart from the fancy graphics, could be from pretty much any game.
On the other hand, while Diddy brings little new the platforming genre in terms of mechanics or ideas, the music is good, the levels are tightly designed, and there is a decent platforming challenge to be had here. Worth a look if you've already exhausted the better platforming options on the VC.
Worth buying? Maybe
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Kirby's Dream Course
Price: 800 Points
Developer: HAL Laboratory
Originally released: 1994 (Japan), 1996 (PAL)
PAL conversion issues: Almost no borders, full speed gameplay, full speed sound
A variation on mini-golf, with enemies, viewed from a ¾ perspective, Kirby's Dream Course is certainly a strange game, but it's also a great one. You control Kirby as he makes his way to the cup of each course, but along the way you must defeat enemies, and even take on their powers in classic Kirby fashion. The graphics and sound also hold up very well, making the game quite an enjoyable A/V experience.
The only downside is that it's relatively short, and while it's too offbeat to recommend to absolutely everyone, if you're after something different, Kirby's Dream Course is a high quality title definitely worth a look.
Worth buying? Yes
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Street Fighter II Turbo: Hyper Fighting
Price: 800 Points
Developer: Capcom
Originally released: 1993
PAL conversion issues: Very small borders (the game is letterboxed, but the borders are in the NTSC version as well), slightly slower gameplay, full speed sound
The definitive 16-bit version of Capcom's one-on-one fighter. Don't bother waiting for Super Street Fighter II, this one is better (as is World Warrior for that matter). Twelve playable characters, new moves, improved balance and extra speed settings make this an ideal purchase for fighting fans or anybody after some two player fun. Just make sure you have two classic controllers handy.
Worth buying? Yes
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Kirby's Ghost Trap
Price: 800 Points
Developer: HAL Laboratory
Originally released: 1995
PAL conversion issues: Almost no borders, full speed gameplay, full speed sound
Super Puyo Puyo was a classic puzzle game from Compile, and a favourite of SNES importers. Despite developing a great reputation in Japan, when it came to a western release, the game only ever saw licenced releases late in the 16-bit generation. Even stranger, both are now available on the Virtual console – this game, and its Mega Drive variant Dr. Robotnik's Mean Bean Machine. Thanks to being faithful reproductions of the Puyo gameplay, both are fantastic puzzle games, both have advantages and disadvantages, and both cost the same amount. So which to get?
Robotnik features a password save, but Kirby is probably the better all round game, with more features, better presentation, slightly better graphics a much better soundtrack (primarily due to the SNES vastly superior sound hardware). On the other hand, Robotnik can be played with the Wii Remote turned sideways, while the SNES game requires a Classic controller. Take your pick.
Worth buying? Maybe
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Breath of Fire II
Price: 800 Points
Developer: Capcom
Originally released: 1994 (Japan), 1996 (PAL)
PAL conversion issues: Very small borders, slightly slower gameplay, full speed sound
Capcom's long running RPG series makes its VC debut with the second game in the series, although since the Breath of Fire games are not directly related story-wise (they're almost re-makes of each other in some ways), this doesn't pose a problem for newcomers.
What we have here is a high quality, very old-school Japanese RPG. The graphics and sound hold up quite well, but the battle system is your standard RPG grind and may be hard to take for those who don't know what they're in for. While the translation is pretty cheesy, the story in Breath of Fire II is considered one of the best of the era by JRPG nuts. So if you're up for a 16-bit RPG, you could do a lot worse.
Worth buying? Maybe
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Vegas Stakes
Price: 800 Points
Developer: HAL Laboratory
Originally released: 1993 (Japan), 1994 (PAL)
PAL conversion issues: Very small borders, slightly slower gameplay, full speed sound
Vegas Stakes is more than your average gambling game, it's more of a fantasy Casino experience. All the gambling games you'd expect to be here make an appearance, including slot machines, poker, roulette and blackjack, but there's also a bunch of non-playable characters who you randomly interact with.
It's a pretty solid Casino style game, so if you're into that this could be a good purchase. Personally, like most gambling games, we found it pointless back in 1994, and even more pointless today, but horses for courses...
Worth buying? Maybe
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Mario's Super Picross
Price: 900 Points
Developer: Nintendo
Originally released: 1995 (Japan)
PAL conversion issues: None
Picross is one of a long line of Puzzle games invented by Nintendo, and is a logic based affair, where you must follow numbering rules to mark boxes creating a pre-defined picture. It's a compelling game design, and will definitely appeal to those addicted to Suduku and Crosswords. This was the third release in the series, and is much better balanced with quite a few game modes.
Not originally released outside Japan, Mario's Super Picross is one of the VC's 'import' offerings and attracts the premium price of 900 Wii points. While still in Japanese, it's pretty easy to work everything out, particularly with the digital manual provided.
If you have a DS we recommend you pick up the excellent Picross DS instead, as the interface suits the game much better than a controller, and over the years the formula has been refined to near-perfection. But if the Picross concept appeals to you, this could be a good way to check it out in a cheaper and more accessible (ie downloadable) form.
Worth buying? Maybe
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Gradius III
Price: 900 Points
Developer: Konami
Originally released: 1990 (Japan), 1991 (US)
PAL conversion issues: None
Gradius III wasn't originally released on the PAL SNES, most likely because it was looking a bit old when the console finally made it to Europe and Australia almost two years late. It's a legendary game for two reasons. Firstly for its extreme difficulty, and secondly for the extreme amount of slowdown present when the screen fills with bad guys.
It's still a great arcade horizontal shooter, with some great graphics, nice gameplay ideas and fantastic music. But while the SNES version is generally considered superior to the arcade original, there are so many great shooters on the VC it's a hard sell at 900 points. If the PC Engine CD version of the sublime Gradius II ever turns up however...
Worth buying? Maybe
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Axelay
Price: 800 Points
Developer: Konami
Originally released: 1992 (Japan), 1993 (PAL)
PAL conversion issues: Very small borders, slightly slower gameplay, full speed sound
If you're the type of old-school gamer who likes shooters for their graphics and sound, then Axelay should top your VC purchase list. Absolutely stunning when released, Axelay has held up well, and remains one of the best looking SNES games ever released. All about meaty weapons, screen filling bosses and tricky level designs, it's not the tightest playing shooter ever made, but is still one of the most fun.
Fans of Axelay were haunted for years by the promise of a sequel in the ending, but the game's legacy now lives on in download form. Worth considering for anyone, if only for the amazing 16-bit soundtrack.
Worth buying? Yes
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Super Metroid
Price: 800 Points
Developer: Nintendo
Originally released: 1994
PAL conversion issues: Very small borders, full speed gameplay, full speed sound
In 1994 Nintendo took the promising universe and ideas of the first two Metroid games and developed them into a near-perfect game design. Backing them up with fantastic graphics and sound, they also created a near perfect game. A side-scrolling action-adventure starring the mysterious female bounty hunter Samus Aran, Super Metroid combines explosive action set-pieces, compelling exploration of mysterious environments, and an overall world design both grand and intricate. It even features some innovative story-telling mechanics.
Of course there are minor flaws – some areas of the graphics looked a bit 'flat' for 1994, and the controls can get fiddly, but these issues pale into insignificance compared to what the game achieved, and still does achieve today. Later Metroid games, as great as they have been, haven't even tried to top it, wisely relying on variations of the formula to avoid being inferior re-treads.
Unless you have a SNES still hooked up to your TV with a battered copy of the game still stuffed in the grime filled slot, Super Metroid should be purchased by every Wii owner with access to the internet. Simply the best.
Worth buying? YES
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Cybernator
Price: 800 Points
Developer: Masaya/Konami
Originally released: 1992 (Japan), 1993 (PAL)
PAL conversion issues: Very small borders, slightly slower gameplay, full speed sound
A hard game to catergorise, Cybernator sits somewhere between the run 'n gun on Contra/Probotector, a slow, considered platformer, and a horizontal shooter. You play as a building height mecha robot on a military mission, and you must walk and fly through multiple enemy filled levels and destroy everything in your path.
Known as Assault Suits Valken in Japan, the game is actually one in a series which spanned many consoles (including a Mega Drive prequel and Saturn and PlayStation sequels), but Cybernator is by far the best in the series. The graphics and sound are fantastic, the gameplay action packed and varied, and while the game offers quite a challenge it's never unfair. Probably the most entertaining part is that even if you can't fully destroy something with your weapons, you can at least blow bits off it. Recommended for anyone who likes shooting things in 2D.
Worth buying? Yes
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Links to our other Virtual console coverage:
Virtual Console review round-up: NES
Virtual Console review round-up: N64
Virtual Console review round-up: Mega Drive
Virtual Console review round-up: Turbografx
Virtual Console review round-up: Neo Geo


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