Silent Hill

aka: Jijing Ling, SH1
Moby ID: 3564
PlayStation Specs
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Description official descriptions

Harry Mason, an average man, is driving to the town of Silent Hill with his daughter. Upon approaching the town, a cop speeds by on a motorcycle. When Harry gets closer to town, he sees that same motorcycle sprawled in the middle of the road. Harry also spots a woman standing in the road, but due to the dense fog, he can't stop in time, so he swerves to avoid her, crashing into a railing, knocking him unconscious.

When Harry wakes up, his daughter, Cheryl, is missing. Sensing that she would head to the town to seek help, Harry sets out on a journey, not knowing what to expect from this eerie town, enshrouded with fog.

You play Harry Mason, a normal man, with no powers or training of any kind. You must search through the town of Silent Hill, looking for your daughter. You will come across many people, some friendly, some not. You must visit many different areas, such as the school, and the church.

Will Harry find his daughter and safely get out, or is there more to this town than a simple fog layer?

Spellings

  • サイレントヒル - Japanese spelling
  • 寂静岭 - Simplified Chinese spelling

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Credits (PlayStation version)

93 People (81 developers, 12 thanks) · View all

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Executive Producer
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[ full credits ]

Reviews

Critics

Average score: 87% (based on 34 ratings)

Players

Average score: 4.1 out of 5 (based on 189 ratings with 15 reviews)

The fear of blood tends to create fear for the flesh

The Good
It's clear that Silent Hill is not a simple game. I'd say that this is one of the most scariest games in a long time. Game design is disturbing and the sound's unique, featuring a scary story deep enough to create spin offs, sequels and a lot of things (like comics, novels and many more).

Let's proceed step by step. Silent Hill was released as a Survival Horror Game, an alternative for Capcom's Resident Evil. Soon, the players realized that comparing this game with Resident Evil is a big mistake. We don't fight zombies and we're not facing a classic horror story. Silent Hill was conceived as an original game, and that's what it is. This game is the perfect one for those who love psychological horror, the kind of horror from movies like Jacob's ladder, more focused in the atmosphere than in concrete terrible frights. Something more ethereal.

Story is deeper than anyone could tell. Besides the main creepy story the game has many details and secondary stories (Lisa Garland's is my favourite one, a melancholic story in a world of darkness and terrible creatures that will give you a strange feeling, so sad). Everything's connected to Alessa's minds and fears, each creature has a reason to be there and to be like it is, all extracted from Alessa's pain and suffering: The fear of the dogs, the bullying suffered in the school or the creatures from the fairy tales that she used to read. Everything's about Alessa's world, the world that overcame the town of Silent Hill when Alessa suffered her terrible fate.

The main story is as deep as good and the player must take the time to explore all the town and to understand every part of the story, which is not a simple task. You don't have to go everywhere in the town to complete the game, but if you want to know what's happening you should. Even if you take a look at every location in the game many questions aren't answered, so, you'll read a lot of different interpretations of the same thing if you search for more information.

Talking about gameplay, the game works as Resident Evil and that's why it's a Survival Horror Game (that's why people compare it with Resident Evil, but the game has nothing to do with it). We carry different weapons that we aim to the creatures and shoot as well as many puzzles to progress with Harry's searching for his daughter. Of course the puzzles that we'll find are related with Alessa's mind, for example, there's one featuring characters from Alice in Wonderland, one of the tales that Alessa read. It looks like it's out of place, but when you understand the story you won't feel it. To sum up, different puzzles related with the main story and not just mysteries in a mansion without a concrete sense, you know.

When we start the game we'll pick a flashlight and a radio. The radio is necessary because it will make a strange noise when we're near a creature. About the flashlight, you'll need it to go on in the darkest areas of the game (which are a lot), the problem is that its light will attract the monsters around you. We'll find many maps in our quest, and Harry will take notes there about anything, like closed doors, broken doors, places that he had visited or puzzles. You need your flashlight to look at the map, so, as if we were there, if you want to avoid monsters you'll have to search for a room that has none of them, and then take a look at the map and see where you want to go, turn off your flashlight, get out of the room and go there (of course walking, unless you want to be noticed because of your footsteps while you're running). Of course you can kill every creature that you find, but ammo is limited.

Controls are simple too, the classic configuration for a Survival Horror Game, a button to aim and another to shoot, the button to examine and the one for running. You'll have also a status screen to heal you if you need it. There are two buttons, the L1 and R1 that are useless. If you press your running button and one of those they became more useful but it's an annoying way to move, or maybe that's just that we're not used to that.

The camera is different from Resident Evil, we don't have static cameras in the rooms, the camera will follow us in our adventure and what's more, it's part of that scary feeling and atmosphere in the game. Sometimes the camera won't show you what's further. This is a good example about using a camera properly if you want to make a scary game like this.

Graphics aren't special at all, but they're good. Light effects are the best thing about graphics,but the game's not the best out there because of its graphics. The design and the deep story are above all the other aspects of the game. There's something curious about graphics, they're not perfect but that helps with the atmosphere of the game, I mean, if you can't see clearly what you're shooting at it becomes more scary, you're shooting to something and you don't even know what it is.

The music and the FX deserve an entire review. Akira Yamaoka's work in all the games of the series is a before-and-after in videogames. There are some Silent Hill games which aren't as good as they should, but the music was always good, no matter the game. The first Silent Hill has an industrial style all over the game, the music of Yamaoka suits with the rusted world of Alessa where you can smell the oxide at any time. Yamaoka composed a noisy soundtrack for the game, with metallic sounds and strange noises that makes the atmosphere even more claustrophobic. Besides that compositions, Yamaoka included some melancholic tracks for concrete parts of the game, and when you listen to them in the middle of this world, when everything's just noise, they really work as I never thought in a Survival Horror game. Songs like "She", "Tears of..." or the main Silent Hill theme are masterpieces.

You can play the game many times because it has many different endings as well as unlockable weapons, like the Katana, the chainsaw or the Hyper Blaster. Our decisions during the game will influence the story in some ways, specially in the end.

To finish with, there's something that I really like about the game. You don't need to complete the game fast to get a good score at the end. The score depends on the items that you've taken, the good/poor aim that you had, the enemies killed and other things. Silent Hill is a game to be enjoyed little by little because of its depth. Put all your senses on the game and you'll love it.

The Bad
The game has no important bad things to remark but there are some things that aren't perfect. There are some movements that are useless as I said, and the fact that you need to finish the game many times to unlock all the weapons available.

The camera as I said is another scary element that helps with the atmosphere of the game because it won't show us what's there many times. That's perfect for the atmosphere, but not for the gameplay because many times we will walk in the direction of the camera and we cannot see what's further, so, it's possible (in fact it happens a lot) that a creature appears and attacks Harry when you didn't notice it because the camera didn't show you. There's a button to center the view, but it doesn't work as we want sometimes.

Wait, did I say that the game has no remarkable bad things? I forgot about something. The voices are disastrous. The voice acting is boring, soporific and all the bad adjectives that you could imagine. It's not like they're talking when they do, it's like they're reading the script without any feeling and with a large pause between each sentence. Wake up Harry! Your daughter's on big troubles, I think that you should be more interested in what you say. I really love this game and I don't like talking about the bad things on it, so, I'd say that the voice acting is like that just because they're been consumed by the town itself and the darkness on it, and it helps the atmosphere of the game, but the fact is that the voice acting is intolerable.

Another bad thing that depends on how the player plays the game is that you may not want to explore the whole town, only focus in the main story and finish the game as soon as possible. If you do that you won't experience a shocking game and you'll feel like this is just a normal game and nothing unique, specially if you get the bad ending which is a bit frustrating (it's the bad ending, what were you waiting for?).

The Bottom Line
One of the scariest experiences in videogames history with a perfect design and story harmonized by an unforgettable music. There's nothing to reproach in the game (besides voice acting), maybe only the fact that it set very high standards and now it's difficult to make a game as good as this. The game defies the imagination, even Alessa's.

PlayStation · by NeoJ (398) · 2010

Above everything else, a really smart game.

The Good
What truly makes Silent Hill a great horror game is that it's a very intelligently designed game. 1999, Console-land. Thanks to a little thing called Resident Evil the survival/horror genre is the next big thing, and everyone is making their own version of it, with names like Squaresoft, Sega and SNK all putting out their own brand of Resident Evil clones. Thus Konami decides to try their hand at the new hot game only they made the right thing and didn't copycat Capcom's formula and instead cooked up their own radically different version of the game, enter Silent Hill. From the get go you realize the game is something different, it doesn't open with a fastpaced action sequence showcasing the game's horrors, instead it starts with a relatively slow-paced clip made from FMV sequences out of the game with a weird folky tune going on in the background, obviously this is going to be a different story.

The storyline of Silent Hill has been object to much debate and widely and (to my understanding) wrongly considered as "da best thing eva" by many fanboys, but without going into that for the moment it is true that it has touches and ideas of pure sheer genius...Or actually, it's not genius at all, it's just common sense! I mean, doesn't the idea of an unexplained supernatural situation happening to an average joe strike you as more disturbing than a commando team facing hordes of science-born nightmares? Horror movies have realised that for eons and every now and then a videogame does so to. Thus the protagonist of Silent Hill isn't some twenty-something supermodel with designer clothes out to kick butt and take names. Instead he's Harry Mason, an average widower with a young daughter that makes the fateful decision of taking a vacation to the far-off town of Silent Hill, (which joins such lovely places as Hobb's End, Red Hook, Innsmouth, Dunwich, Raccon City, Amityville and the Bates Motel in the elite group of top vacation spots for the summer vacations). Anyway, the shit hits the fan from the get-go as Harry gets involved in some weird-ass road accident (that never gets really explained) and faintly sees his daugher Cheryl dissapearing into the misty town. From that point on it's a downspiral ride into madness as Harry goes out looking for his daughter (a powerful and frankly much more moving objective than most videogames of these type usually use) and finds out that there is something terribly wrong with the town. In what will go down in history as one of the best introductory sequences to any game ever, Harry loses track of his daughter and after a nightmarish sequence awakens in a cafeteria facing a female police officer, Cybill, who informs him the town is strangely deserted and that there are some "weird things" lurking about.

As Harry explores the world of Silent Hill you are treated to the many smart ideas that make SH so unique in the world of survival/horror games. For starters the game lets go of the pre-rendered backgrounds and instead uses an entirely polygonal engine, which allows for a typical Tomb Raiderish 3rd person perspective pov, as well as the oddly-angled fixed camera views that have become a staple of the genre, but with the new addition of wild dynamic camera moves that pan, dolly and track your character as he explores around maximizing it's already creepy effectiveness (watch the overhead tracking shot in the intro sequence to see just what the fully 3D engine brought to the game). The detail in the enviroment is pretty solid, with plenty of urban landmarks rendered and depicted in real time, but I can hear you say "Hey, this is a psx game! What's the catch?" Well, the obvious catch is that the game has a draw distance of about 10 feet when on outdoor areas, but this little drawback is actually worked around, and the design of the game actually builds upon it as a means of increasing the horror! Draw distance? Let's add a perpetual snowfall to it and make it a claustrophobic element of gameplay!! Indeed, the game uses it's foggy landscape to really bring to life (or death actually) the deserted town of Silent Hill, as you have to explore every location up close and personal and don't get to see from were the threats come until you have them all over you... That is, unless you use the Radio! What's that you say? Another touch of genius.

As you find out in the opening sequence, the many monsters that haunt Silent Hill share a common link, they apparently all emit some sort of radio signal that causes static to spout from your handheld portable radio. What does that mean? That the game incorporates into it's already stellar design the aureal dimension, as it includes the radio's alternating static bursts as the means for you to avoid what dangers lurk around. And avoid them you'll want to! In another stellar choice, Konami continued the idea behind Harry as an average Joe and thus gave him all the combat prowess of a two-year old, with an endurance that's just as fickle and an arsenal composed mostly of melee weapons that he can barely use. Watching Harry waste all his bullets on an enemy that's 5 feet away and having to resort to his awkward skills at handling a wooden plank (complete with perfectly animated sluggish moves) is an all too common experience in Silent Hill if you don't learn that the best way to defeat the monsters is to just run the fuck away from them...

And just were do you run to? To a collection of common locations such as schools, abandoned houses and "The Hospital from Hell (Tm)" (which would become a landmark in the series) to explore and follow clues that lead to the whereabouts of Cheryl. In these indoors areas SH plays much like your average RE Clone, with you having to collect and manage different items that hold the key to solving some puzzles that occasionally pop up. The difference here is that the puzzles include some really brainy challenges (like the now infamous piano puzzle in the school's music classroom) that seem more fit for a hardcore PC adventure game than the usual yawn-inducing kiddie crap these games come loaded with.

As you progress through the game you'll come into contact with more survivors (that usually trigger fantastically animated CGI cutscenes) and unfortunately uncover (more on that later) a larger plot that involves demonic summonings and medical corruption. As the plot dwelves deeper into H.P. Lovecraft territory, you'll have your encounter with the other big feature in Silent Hill: Dark Silent Hill. Via scripted events your character will eventually find out that the rules of reality don't hold true anymore for Silent Hill, and a shifting process starts to take place towards a darker, much more disturbing reality. A chilling sound cue will occur, and suddenly Whammo! The foggy, eternally snowy town of Silent Hill transforms into a really, really dark hellhole filled with rusty metal plates, chains and grates, and with radically different layouts for most locations. In other words: Silent Hill turns into Clive Barker-Land!!! Complete with grating metallic audio cues and a more thumping, yet utterly disturbing, soundtrack. Yes, location shifting isn't exactly a novelty and games like Soul Reaver already featured it (and did it much better if you ask me), but the feature is perfectly integrated into the game throwing the visibility to the crapper and forcing you to rely on a wimpy pocket light that helps provide even more scares (not to mention atract really unwanted attention).

All that plus excellent scripted sequences like the intro or a certain locker make for a fantastic horror experience and one of the most intense games ever.

The Bad
Silent Hill is a great game, and rightly regarded as so by everyone. But this...should I say "prestige" that comes from it being a wildly innovative and far more serious title than most in the genre clouds the views of many and apparently makes them blind to what are obvious (and rather annoying) flaws.

For starters Yes, there are a bunch of good and rather challenging puzzles, but unfortunately they are lost in a sea of the same mundane and idiotic puzzles that can be found since the days of Resident Evil 1. Silent Hill may be the "perfect game" for those that like to fill their mouth with crap about how the RE series is the most idiotic thing in the face of the earth and how Silent Hill is only for gamers with brains, but you know what? There is just as much Crest-collecting and key hunting in Silent Hill as there is in Resident Evil, with idiotic situations like having to collect the crests of the moon, sun, stars, etc. and getting the magic coins of the proud wompbat of darkness or whatever to open the clock tower in the school... (which is in particular a quite ludicrous location, with many illogical puzzles like locking doors based on a clock's time [What, they could only go to class at a certain moment of the day?], etc.)... Similarly, while most people like to wax about just how original SH is, I'd like to point at the wildly NON-original creatures that populate the game, after all, just how many times are we suppose to get scared by zombie dogs?? And oh yeah, generically gnawed-upon creatures and giant insects.... man, c'mon!! The freaking baby monster and the nurses (which were the only ones to come back for SH2) are about the only creatures that stand out from the rest of generic skinless clones. Just think that at the time Resident Evil 2 had been around for a while complete with it's "lickers" and assorted skinless creatures...

Furthermore, I may have been using his name as a passing comparison when I mentioned Clive Barker over there, but if you think about it there's a lot of stuff that just borders on the plain plagiarism by Konami. I mean, both Barker and Silent Hill draw heavily on the writings of Lovecraft, with their blend of occult, alternate realities and general nastyness, but there are some elements like the rusting metal grates, the mutilation-S&M connections, the doctors, the carnival sequence.... heck even the "Flauros" is a triangular version of Hellraiser's channeling cube...man, either Barker sues or we get to see a cameo of Pinhead on Silent Hill 4!

Finally I like to add my grain of sand to what I think is one of the most overhyped issues behind Silent Hill: It's story.

What? Am I stoned? Didn't I just wrote up there how good it was? Besides doesn't everybody know that Silent Hill's story is the best thing ever and ever? No. The story in Silent Hill is great and all, it starts out as a haunting supernatural nightmare, BUT perhaps losing to the pressures of it's competition it attempted to add all sorts of unnecesary crap to capture the same chaotic twisty feeling you get on, say.... Resident Evil and it's corporate conspiracies and backstabbing. Thus you have an unnecesary sideplot regarding a rather shady doctor and an experimental drug jammed into the Harry/Cheryl story and also a cooky prophecy-related sideplot that involves a long deceased girl and a resurrecting demon... Which is actually rather good and interesting (and relates to Cheryl in an interesting way), but unfortunately when injected forcefully into the game along the other 2 main plots you have a complete mess that only works because of the "naked emperor syndrome". Since the overall story is so convoluted and unfocused everybody just files it under "ahh... it must be that it really is a complex masterpiece beyond my comprehension..." instead of just assuming their ignorance. But don't feel so bad my friend! There is no reason to blame your brainpower! The story is just a convoluted mess that tries to win by brute force what it should do by subtlety (as the superb storyline of SH2 did). There is no hidden simbolism, no clever plot twists, just lots of overambitious ideas all fighting among themselves for the top spot, intentional omitions and GLARING plot holes. Those later a product of the lack of direction (The only thing that seems to drive Harry to do things beside Cheryl is the fact that there are big cracks all around town that he can't bypass...) and more often than not just product of contradictions and general lack of coherence. For instance: "Hi! I'm a cop, and I am going to give you, a perfect stranger, (who somehow is the only person I found alive in all this mess) my gun and just leave and rejoin you sometime in the near future even though there are supernatural freaks out there hunting for us all, that ok by you?" Riiiiight..... Every character in this game seems to have those perfectly logical reactions, I mean, picture yourself in this situation: you are lost in hell-town, with all those RE-reject monsters at your tail and you just found the only human being you've seen in hours... What do you do? Do you greet him as if sedated, only making vague inquiries about the situation at hand and then wave him goodbye as each of you leave to follow your own paths?? Yep, that makes perfect dramatic sense doesn't it? Every character interaction in the game is like that, with a few key exceptions and only because the plot dictates it so, and that just makes more obvious just how ridiculously overcomplicated the whole thing is, leaving little room for much, MUCH needed character development. Really, can anybody out there tell me that they really felt Dr. Kauffman and the nurse babe added anything significant to the game plot-wise? How about Dahlia? Yes, she's important, but would it have made any change at all if her character's dialogues had been documented information? Doesn't is strike you as if every character is just like a cardboard cutout reading off a script that they don't seem to understand in any way?? The whole thing is just so "wrong" that I wondered if it was intentional, the whole lack of authenticity and dramatic "glue" makes the whole experience feel extremely theatrical (as in live-staged theatre, not motion pictures) with characters that talk as in trance and assorted oddities that contradict any scripting sense, but even if we consider it a stylistic choice it's just plain bad storytelling man.

Before going on I'd like to point out that the story is still good overall and probably better than most RE-soap operas in it's challenging posture, but I'll be damned if I'm going to let another fanboy scream about how "Silent Hill has the best story ever and ever and ever!!! Nope. Not by a long shot.

Finally there are technical issues still at hand, the use of a fully polygonal engine regardless of the care taken by Konami still falls to the technical pitfalls of the PSX, meaning you have horribly pixellated graphics with distorting textures and all sort of clipping and artifacts. While the sound design in the game is phenomenal the dialogue is horribly written and incoherent (which takes us back to the above paragraphs) but worse than that is the fact that it's also badly acted (everybody in the game is liikeee soooooo seedaaaaateeeeed duuuuuudeeee) and it appears to be fractioned in individual phrases with quite long load times that make each conversation pause and delay as if the characters were talking through a phone on an international call. Control is also very love-or-hate.

The Bottom Line
While not without it's itty bity shortcomings... uh, well actually glaring gigantic flaws, Silent Hill's use of innovative design and horror scripting allowed it to carve itself a place in videogame history as one of the best horror games ever conceived. Translation: Classic, buy it.

Just don't buy into the fanboy hype and you'll be able to enjoy one of the most interesting console games ever made.

PlayStation · by Zovni (10504) · 2003

Nearly Flawless

The Good
Silent Hill managed to accomplish what many other Playstation games failed to: create a lasting appeal. The story of Silent Hill is well conceived and executed, creating a truly chilling world to explore. The graphics, when assessed from the perspective of the time, are quite impressive. Plus, I'm not sure many of the gore-ridden images Silent Hill offers would help me sleep at night after seeing them in HD. The sound of the game, but musically and atmospherically, is what I found to be the strongest of all the strong points of the game. The sense of horror and adventure still provide legitimate thrills ten years after its release.

The Bad
The only criticisms of this game that I have are the camera and voice acting. The camera adds to the chaos and insanity of the environment, and achieves that well in hallway scenarios; however, I found the camera to be a nuisance when roaming the outdoors, as it always repositioned itself poorly. The largest pitfall of this game, in my opinion, is the voice acting. The lines are delivered in a painful monotonous manner with awkward pauses and complete lack of emotion. I have a suspicion that this is only an issue with the translated version and that (given you can understand Japanese) the original version's language track is more natural.

The Bottom Line
Silent Hill is a survival horror game for the Playstation that often gets lumped into a category with Resident Evil. While sharing some similarities such as survivalism, isolating environments and shockingly graphic scenes, it is important to recognize Silent Hill on it's own merits. It tells the story of a man searching for his daughter in a small town with very strange goings-on. The inclusion of multiple endings helped to further establish the moral-choice phenomenon in modern gaming that adds loads of replay value to the title. If you have not played this classic title, do yourself a favor and treat yourself to the twisted world of Silent Hill.

PlayStation · by Jon Collins (11) · 2009

[ View all 15 player reviews ]

Discussion

Subject By Date
Opening sequence is brilliant Donatello (466) Sep 9, 2013
1st person mode Donatello (466) Aug 11, 2007

Trivia

1001 Video Games

The PS1 version of Silent Hill appears in the book 1001 Video Games You Must Play Before You Die by General Editor Tony Mott.

Bloopers

This game features a "blooper reel" that can be seen upon completion of the game.

Censored content

The Pal release of Silent Hill is slightly censored, specifically it's missing the deformed child-like enemies that appear in the school and other places of the game. For this release they were replaced with the "Clawfinger" monsters (which only have a minor appearance late in the original game).

Development

When Silent Hill was first announced, press releases indicated that there would be two playable characters with different scenarios, like Resident Evil 2, but the retail version was released with only one playable character: Harry. Apparently, Cybil was originally intended to be the other playable character, and another side of the story would be viewed from her perspective.

Cybil's scenario was never completed, but not all the clues were taken out of Harry's scenario. On the map it would seem most places marked out in dark pink are significant to you on your adventure, however there is a shop on Simmons St. that doesn't open. There is also a boat below Indian Runner that you cannot get to. The door of the diner next to Norman's Motel is only locked, not jammed. In the school Chemistry Equipment Room, there is Glucose and Distilled Water — these are among the ingredients needed to make bombs, but you are told you have no reason to take them.

On a side note, Cybil as a playable character would later appear in the Japan-only GameBoy Advance text-adventure remake of the game, Silent Hill Play Novel.

References

  • Most of the street names in Silent Hill are names of sci-fi or horror authors: Finney - Jack Finney, author of "Time and Again" Bachman - Richard Bachman, Stephen King's pseudonym Bloch - Robert Bloch, author of "Psycho" Matheson - Richard Matheson, author of "I am Legend" Ellroy - Jack Ellroy, author of the "Black Dahlia" Bradbury - Ray Bradbury, author of "Something Wicked This Way Comes" Levin - Ira Levin, author of "Rosemary's Baby" Sanford - John Sanford, author of the "Prey' books Simmons - Dan Simmons, author of "Song of Kali" Sagan - Carl Sagan, author of "Contact" Crichton - Michael Crichton, author of "Sphere" Koontz - Dean Koontz, author of "Phantoms" Wilson - F. Paul Wilson, author of "Nightworld"
  • Blood marking a garage door across from the church spells out "Redrum", a reference to Stephen King's "The Shining"

Sonic Youth

The teachers on the register in the school, Moore, Ronaldo, and Gordon are the three main members of the band "Sonic Youth", Kim Gordon, Lee Ronaldo, and Thurston Moore. Also, the school section ends with you picking up the "K. Gordon" key and going to her house!

Information also contributed by Dr. M. "Schadenfreude" Von Katze, hydra9, Lain Crowley, Tiago Jacques, and Zovni

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Contributors to this Entry

Game added by Grant McLellan.

PlayStation 3, PSP added by Jeff Hazen. PS Vita added by GTramp.

Additional contributors: Unicorn Lynx, Richard Simpson, JPaterson, Alaka, Zeppin, DreinIX, Zaibatsu, Jon Collins, brandon221234, FatherJack.

Game added April 4, 2001. Last modified January 27, 2024.