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Fallout

aka: FO1, Fallout: A GURPS Post-Nuclear Adventure, Fallout: A Post-Nuclear Role-Playing Game, Fallout: Ein postnukleares Rollenspiel, Vault 13: A GURPS Post-Nuclear Adventure
Moby ID: 223
Macintosh Specs

Description official descriptions

A devastating nuclear war had wiped out almost the entire population of the Earth. The civilization, as we know it, has been destroyed. The Earth has become a huge wasteland populated by mutated creatures. Only small number of humans survived and they formed communities living on the surface, where they mostly scavenge what remains from the pre-war civilization. Some lucky people managed to reach safety of the Vaults, huge underground dwellings, during the war. Recently, the water purification controller chip in Vault 13 broke. Without clean water, the people of the Vault cannot survive. One person is sent to find a replacement chip and ventures outside to face a dangerous world, hoping to return within a hundred and fifty days.

Fallout is a role-playing game that utilizes a character development system called S.P.E.C.I.A.L., an acronym formed from the first letters of the game's basic character attributes: Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck. In addition to having these attributes, the protagonist can also learn and improve skills, as well as acquire traits and perks.

Skill points are awarded when the player character levels up; traits are assigned during character creation, while perks are obtained every three character levels. There are eighteen different skills in the game, divided into combat, active, and passive categories. Combat skills include weapon proficiencies (e.g. small and big guns, melee, etc.); active skills are used for support or interacting with the environment (doctor, lockpick, science, steal, and others); passive skills are mainly dedicated to social interaction (barter, speech, gambling, and so on). Traits bestow various benefits upon the character while also imposing penalties; in contrast, perks are purely beneficial. By developing and customizing attributes, skills, traits and perks, the player is granted a considerable freedom in shaping the protagonist in his combat-related and social behavior.

The game has an open world which can be freely explored from the onset. Only a few quests are required to complete in order to advance the main plot; a vast amount of side quests is available. Thanks to the game's emphasis on social interaction, many problems can be solved in a non-violent way; in fact, it is possible to complete the game without engaging in battles at all, running away from enemy encounters and concluding the final confrontation in a relatively peaceful fashion. Conversely, the player can opt for a destructive path, killing everyone in sight. A Karma system is used to track the player's moral decisions during the game.

Combat in Fallout is turn-based. Participants have a limited amount of action points (AP) per turn; each action (including movement) depletes a certain number of AP, eventually ending a character's turn. The player can target specific body parts of enemies during battles. Characters may join the protagonist, traveling together and participating in combat as a party. Though the player may assign general commands to the companions, their actions are controlled by the AI, and they cannot be customized.

Spellings

  • 異塵餘生 - Traditional Chinese spelling
  • 辐射 - Simplified Chinese spelling

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154 People (140 developers, 14 thanks) · View all

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Critics

Average score: 88% (based on 43 ratings)

Players

Average score: 4.1 out of 5 (based on 577 ratings with 22 reviews)

"When The World Is Gone, We Have To Hold On"

The Good
In the early 90’s PCRPGS were not so hot. Sure there was the occasional Ultima, or Might and Magic, but the market was still lacking. Enter Fallout, from Black Isle, a different type of CRPG. And one than would usher in a new era of fantastic CRPGS.

In Fallout, your are a inhabitant of Vault 13. The world above is dead, and those lucky enough to be saved, have not seen the surface for a long time. You are sent above to find a water chip, little do you know that this simple quest will change your life, and that of all the surface dwellers forever.

Topside a few scattered groups of people have banded together and have built up a primitive new world. Akin to “Mad Max” and the Phillip K. Dick novel, “The Penultimate Truth”. On your quest to save your Vault, you will meet hundreds of shady characters, and many will offer to join your cause, it is up to you who if anyone to trust. You will also uncover a city of mutants, they were once human but no more thanks to the nuclear wastes, that they have made home.

The plot is well written and full of mystery. From the awesome opening, till you achieve one of the multiple endings Fallout, will keep you glued to your monitor, as you explore a dystopian society that is more than it seems. Several factions have appeared in the new world and it is up to you to join or ignore them.

In Fallout you make your character. From basics like Male/Female, to stats, and cool perks. Perks include, being extra lucky, to the funny and bizarre spontaneous combustion. You can accumulate a party, or not, it is entirely up to you, as are the factions join one and gain the perks of being a member or be a loner. Or even betray your own Vault. This can all be overwhelming at first, but after an hour or so, you will wish all RPGS were this open-ended. This also lends to high replay value.

Skills include which weapons you are proficient with. You have many choices here, swords, guns, hand to hand, blunt, etc. Gun combat is probably the most satisfying. But once more it is up to you. There are skills you must “use” as well, from medic to increased defense. There are passive skills as well.

The combat can either be set to turn based, or real time. Turn based is somewhat easier, but the basics remain the same. You have action points or AP. Doing things in battle consume these points, from attacking, running, reloading, etc. In battle you will face mutants, humans, etc, all with a certain weakness.

You explore towns made of scrap, ruined Vaults, a Necropolis, and that is just scratching the surface. The setting makes Fallout one of the most unique RPGS out there, and give the game much personality. Rivaled perhaps only by Planescape: Torment, ShadowRun, and Arcanum.

The graphics are good for the time, and while a little dated today, they are still passable. The areas are well detailed and have a certain charm. The character graphics are nice and well detailed, such as when you equip a new type of armor or weapon. Lighting effects help convey dark areas, or the brightness of the wastelands.

The sound effects are nice. But the music and the voice acting steal the show in Fallout. The music is often just audible in the background, and never pretentious. The VO’S are all top notch.

The Bad
Getting Fallout to run on newer machines is a chore. Why can't there be an easier way?

Why couldn’t there have been full voice acting?

If you stray to far early on, you will be sorry.



The Bottom Line
Fallout helped get Black Isle off the ground, and remains as one of their best games. If you were not old enough to play the “Wastelands” CRPG, Fallout, is a good alternate. I cannot wait till Fallout 3!

Windows · by MasterMegid (723) · 2006

A definite classic.

The Good
I am generally not very fond of CRPGs, or RPGs in general for that matter. I have always held the firm, conservative belief that RPGs should be limited to fantasy (AD&D) and CRPG to hack'n'slash (Eye of the Beholder 2). I know it's lame, but that's the way I always thought. That is, before I played Fallout.

To tell the truth, I never knew of this game (well, maybe by name) before a friend of mine urged me to play it late in the year 2000, about three years after it came out. I was definitely not disappointed. Fallout is an extremely unique game that has much going for it, with good reason:

  • Fallout's game engine is, basically, very advanced. Utilizing a decent SVGA resolution along with some clever palette optimization techniques the game is able to draw an extremely detailed playfield. While not absolutely visually astounding, the engine does the job very well and puts out a fairly smooth framerate without sacrificing quality. Good thing.
  • The atmosphere in this game is superb. It is difficult to say which supports which, the story or the atmosphere, but the two work in tandem to create one of the most realistic and frightening experiences I've ever had the pleasure to play. I recall one of the reviewers complaining about the lack of colour in the game (something along the lines of "nature will survive") - that's fair enough, but I believe that the uncolourful graphics in Fallout corrolate much better with its plot, and one also has to consider that the world you move about in Fallout is referred to as The Wilderness. The graphic artists did an excellent job of conveying an appropriate image of the outside world, as I would have imagined it had Fallout been a book. The dreary, for lack of a better word, visual design in Fallout contributes to the atmosphere tremendously. The lack of many visual stimuli actually contributes to the game.
  • Aside from the outside world, the visual design in Fallout is incredible. The effort that went into the various structural types (desert village, vault, city, sewer etc.) is evident every step of the way. Everything looks exactly as it should - shattered cities bombed back into the stoneage; the high-tech, metallic look of the vaults; the claustrophobic, eerie Necropolis; the old, decaying Cathedral. This point cannot be overemphasized, as the contribution of proper visual design to the overall atmosphere in a game is simply something that cannot be described in words.
  • The storyline in this game is worthy of a decent novel. While it won't earn its author a literary prize, it is definitely worth noting that depsite the seemingly banal nature of the story (post-nuclear world, mutants roaming about), the execution of the story in the game is - despite being partially linear - extremely rewarding.
  • The three primary characters are well-rounded, plus the ability to generate your own character provide for a varied gameplay - where in one you run around beating people into a bloody pulp, in the other you must rely on charisma and quick fingers to get what you need. The amound of personality traits and special abilities is seemingly limitless, and the radically diverse nature of the various perks is truely genius (my personal being Bloody Mess - it's funny as hell). The effect each and every one of your character qualities will have be detrimental to the process of the game.
  • Fallout is one of those games, one of a select few, whose introduction sequence leaves me with a feeling of DAMN!!!. It has one of the most memorable intros I've seen in my whole life - funny at first, profound and amazingly touching later. I will easily place Fallout's introduction sequence right up there with the likes of Dune 2, Reunion, The 7th Guest and Star Control 2. Trust me; coming from me, that means a lot.
  • Where it actually features it, Fallout enjoys excellent background music. Unfortunately these tracks are fairly scarce, usually limited to an eerie tune playing in the background; however, as already said - whenever there is music in Fallout, it is definitely worth hearing.
  • The ending sequence (though not the ending itself) in Fallout is absolutely magnificent, giving you an account of what you have done and what the ramifications are. The ability to play the game as either a good or evil person also makes it a lot more interesting.
  • Fallout is littered with injokes (did you know the Brahmin sometimes utter "Moo, I say"?) that add a lot of flavour to the game; for example, if your character is lucky, you just might run into a crashed alien ships during your travels, where you will find (a) an alien weapon (literally, a Death Ray), and (b) make note of this: a picture of Elvis!

And in summation, I will only say this: Fallout is one hell of a game.

The Bad
Despite its greatness, Fallout is not without its flaws.

To begin with, it is basically a very difficult game, at least in the beginning. You'll have to be extremely careful not to run into too many fights at first, simply because you might not make it out alive. This changes over time, but the Super Mutants towards the end of the game will still give you a major run for your money.

More importantly, the interface in Fallout is not very intuitive; it makes a lot of sense basically, but the learning curve is extremely steep. I had my brother (who finished the game before I even got around to playing it) to give me a kickstart (in the ass), but it still took a good few hours to get used to it. Occasionally, due to loads or whatnot, I still make stupid mistakes using it, that quite frankly should not occur. I wouldn't call the interface cumbersome, but there's definitely room for improvement.

The NPCs are spectacularly... useless. Ian will do all the work for you at first, or should I say, you're as good as dead without him. Towards the middle of the game, however, he becomes a bloody neusance (constantly shooting you in the back etc.) and not much help, and in about two thirds of the game the only justification to keeping him around is as a human baggage (or cannon fodder). The NPC AI in Fallout is extremely handicapped, and it is quite unfortunate.

Another major drawback is that some of the parts in Fallout are very trial-and-error based, for example: The Glow. It took me three tries to get the damn thing right, and I still didn't go as deep as possible into the complex. The military base also took some work, as you will have to find a way to move about the troops without making too much rockus (five Super Mutant Guards with SMGs are not to be trifled with, even when fully armored and with the best weapons). Getting the damn Powered Armor working also took quite a while. This is unfortunate, because it puts an unnecessary and unwarranted blemish on what could've otherwise been nearly flawless gameplay.

Last but not lesat, your nemesis, The Master, is not a very good character IMO. To begin with, it looks like it was taken directly out of Phantasmagoria 2 - it even sounds the same. Second, it's damn near invincible (I couldn't kill it no matter how hard I try; I hear other people managed though). I also gave it about 30 tries and still couldn't convince the bloody thing that I was right. I had to blow up the entire cathedral, which was an incredibly bothersome ordeal. This basically makes the actual ending of the game very unsatisfying, at least for me. I feel the same way towards how the designers chose to end the game (won't spoil it for those who haven't played it yet though).

The Bottom Line
A spectacular game that gave me a new taste for CRPG. Depsite some flaws, it is an overall extraordinary experience that I recommend to any computer game lover.

Windows · by Tomer Gabel (4538) · 2001

Orcs are now mutants? What the...

The Good
Yes, that's right. Orcs are now ultra-technological mutants. It seems that Interplay got bored of the classic recipe for RPG's, the fantasy world, filled with all kinds of elves, orcs, ogres, goblins, giant snakes etc... Interplay created a SF world, similar to the one in Mad Max. I usually hate SF/Mecha stuff, but Fallout was the only SF game I liked. Why? I will tell you here: First: This is the most interesting world I've ever seen in any game. The first reason would be that the planet on which the action takes place is Earth. Yes, our beloved planet. But it's something wrong with it. WE have destroyed part of it's surface during the 3'rd World War with nuclear weapons. Sounds kinda weird, but believe me the atmosphere present in this game is simply AWESOME.

The graphics and sound/music makes you believe that you are really alive in that world and you're not a simple player.

During the game, you can interact with most of the objects on the map, most of them being used for one of the available quests.

Also, each NPC in the game has something to tell you, and that makes the game even more realistic. You won't run near an NPC without seeing a message on top of his head.

The game uses for the intro sequence a classic song "The Ink Spots-Maybe", which, in my opinion, makes the FO1 intro one of the best i've ever seen. The intro itself is divided into 2 parts. One presents the world, and the other one presents the reason for the destruction of the world.

In order to start the game you must first create your character. You can use one of the 3 pre-defined characters, or you can create your own, choosing the name, perks, skills etc.

The available skills for you are more than enough, and that applies to perks too. You will never get bored while level upping your character, and you can finish the game using other skills everytime. That way, you will never get bored. The character's attributes are the classical Strenght, Dexterity, Perception etc...

The world you play in is quite big, and for travelling you will use system similar to the one present in Baldur's Gate.

Each town in the game is different from all others, and in a town you can recieve missions/buy stuff/sleep etc... The missions available for you are quite numerous so fun is guaranteed.

I also liked the weapons, variating from pistols, to rocket launchers.

One of the good things in this game would be the "healing system". Apart from all other RPG's now, you have some more ways to die. If your health falls below 0, you die. If you get radiated more than normal, you die. If you get sick because of chem. using, you die. And more.

The game is divided in 2 parts. What I liked about this aspect was that in the first part, when you are "under time pressure" you quickly explore the world, and after you finish the first part, you are under no pressure, so you can complete the quests you found during P1.

I liked the idea of saving your people from damnation but it's kinda used too much and ... well... it offers you a deja-vu sensation :)

There are some characters in the game that use voice, borrowed from famous actors. The voices sound perfectly! Simply put, the characters even seem to be real!

The Bad
It's hard to find something bad in this game. Maybe the tons of bugs... but most of them are now fixed with the new patches.

The Bottom Line
Humans destroyed the world and now mutants think they can make the new world a better place by transforming humans into other stinky mutants?! What the hell! Take 'em out now!

Windows · by Hypercake (1310) · 2008

[ View all 22 player reviews ]

Discussion

Subject By Date
I guess I'm a bit annoyed by open-endedness. chirinea (47495) Jun 23, 2015
Again a Fallout (Jewel Case) cover bubbleman1987 Sep 5, 2012
Countries where have been sold the Fallout games bubbleman1987 Sep 1, 2012
Unknown Cover bubbleman1987 Sep 1, 2012
GOG.com giveaway Cavalary (11445) Apr 5, 2012

Trivia

1001 Video Games

Fallout appears in the book 1001 Video Games You Must Play Before You Die by General Editor Tony Mott.

AI

The artificial "intelligence" makes the characters do some pretty amazing (amazingly stupid, anyway) things. Twice I have had _all_ friendly NPCs in combat repeatedly picking up a lit flare I'd dropped and throwing it at the enemy. An AI routine that makes people with firearms try to whack their opponents with flares deserves mention, in my opinion.

Alternative credits

Hold down shift key and click on the Credits button to see some alternative credits.

Bugs

Fallout shipped with a number of blatantly obvious bugs that almost inevitably seriously screwed up the game. One of the most amusing bugs caused Ian (one of the NPCs that can join your party) to suffer from "Agent Smith Syndrome", multiplying rapidly until there were 100s of him running around the game world killing everybody.

Besides screwing up the game world, this would also cause your game to slow to a crawl because whenever combat started, you'd have to wait for every single Ian to take their turn before control is returned to you.

Concept Art

As of 2002 people who worked on the Fallout games are employed by Black Isle or Troika Games, and have released a number of pre-production drawings and sketches. Thanks to "fallout.scifi.pl" website, you can see them in one place. Sketches - posters - un-used GURPS Vaultboy art

Fallout Bible

The best source of Fallout design and production memoirs, world history, and rare interviews would be "Fallout Bible", found on both official Black Isle website, and on "Duck and Cover" fan-site.

Goodies

Original release includes a "Goodies" folder that includes a Windows screensaver as well as the prototype version of the game developed in 1994, which consists of a knight walking around an isometric landscape and which would eventually evolve into the Fallout engine (requires dos4gw to run).

GOG release

In December 2013, Fallout, Fallout 2 and Fallout Tactics were given away for free on the download distribution platform GOG. This was the last month Interplay had the distribution rights for the games before they went to Bethesda. The games were pulled from GOG on January 01, 2014. They were readded to the catalogue with Bethesda as publisher on August 26, 2015.

Inconsistencies

The Fallout manual says the thickness of Vault's blast door is '4 yards of steel'. 1 yard is almost 1 meter, which means the door's thickness is more than twice your height. That's 12 feet! In comparison, NORAD's 25 ton door is mere 3.5 feet thick.

Low intelligence

If you create your own character, you need to have an intelligence of at least 4. Any lower than that, and you will find it very hard to complete the game because you can't converse with anyone -- your only dialogue options are various grunts or other gutteral noises. I'd recommend trying it once, as it's rather amusing.

An interesting aside is that the dialogue with the cook in Shady Sands doesn't seem to be affected... a character with the lowest possible intelligence can still proclaim, "That smells great! I bet it tastes terrific!" Must be some good food, indeed.

Maybe

The song that plays during the introduction and closing credits is Maybe by the Ink Spots, a black vocal quartet from the 1930s-1940s. As of 2001 most of their work has been re-released and can be bought for $10 - $12 per CD.

Recipes

Fallout's manual comes with a "survival recipes" appendix, which has actual recipes!

References

  • The game includes all sorts of odd references - you may stumble onto a UFO which has a sign reading, 'Property of Area 51. Please return if found' and an alien corpse with a ray gun and a picture of Elvis.
  • There is a way cool reference to the 1960's era blue UK Police Box that gives you a motion scanner. Doctor Who fans will pick up on that one. The TV which appears in the Introduction Movie is a Radiation King. In The Simpsons*, Homer once said that he spent hours as a child watching tv in the old Radiation King.
  • Set your Windows to use large icons and have a look at the Fallout icon or shortcut. This is probably a face of one of game's creators.
  • If you search the log files in the computer in the upper level of the Military Base, you will see that two of the names in the actually are developers of the game: Boyarsky and Anderson. Try to download those log files and you will get an "unexpected end of line" error message.
  • At one point you'll have the opportunity to chat with a member of the Brotherhood of Steel who says the line "I'm here to kick ass and chew bubble gum. I'm all out of gum". This is a play on the memorable "I have come here to chew bubblegum and kick ass... and I'm all out of bubblegum." from the movie They Live which is also referenced in Duke Nukem 3D.
  • There are references to Mad Max in the game. Dogmeat is the first reference, as Max has a dog in Mad Max 2. In addition, when the description of the previous owner of Dogmeat is given, it describes a person with a shotgun and wearing a leather jacket. This is basically what Max wears in Mad Max 2. The shotgun is his weapon in the movie as well. The other reference is in the ending cinematic. The player has a single barrel shotgun on his hip, same as Max, the player wears what appears a shoulder section of the football pads on his left shoulder, so does Max. There is a bit a limp in player's walk, Max limps because of his injured knee. Finally player is heading in to the wasteland just like Max did at the end of his movies.

References to Wasteland

There are several references to the original Wasteland in the game: * Far Go Traders: Brian Fargo was one of the lead developers of the original Wasteland game. * Tycho: Talk to him a bit, and you find out that he's been through "Ranger Training". In Wasteland, the Desert Rangers were the "heroes" of the game. * The Red Ryder BB gun: Red Ryder showed up in the small town of Highpool in Wasteland (eerily similar to Shady Sands in Fallout). In Fallout, the Red Ryder LE BB Gun is one of the more powerful non-energy weapons you can find, if you're lucky. * Dugan, the Blades' Nuka-Cola addict, is probably named after Bill Dugan, who was part of the Wasteland team

RPG System

During early stages of development, Fallout was designed using G.U.R.P.S. roleplaying system. However, when Steve Jackson Games (owners of G.U.R.P.S. license) pressured the development team to cut down on violence, a decision was made to switch to S.P.E.C.I.A.L., home-brewn rules-light GURPS clone, and abandon G.U.R.P.S. altogether.

Secrets

During your travels from city to city, you may come across a GIANT footprint in the ground with a bloody mess in the middle of it. Search the mess and you will find a Stealth Boy.

I guess the Stealth Boy works really well, since the thing that stepped on the guy carrying the (active) Stealth Boy never saw him. :-)

Text to speech

The Macintosh version of the game supported a system extension called "Text-to-Speech" which enabled text on screen to be read out by a computer generated voice. The game's PipBoy could be used with the extension which "spoke" all replies this PDA like device gave the user. For example, when the player used the alarm clock to rest the PipBoy would speak a long-stretched wake-up call: "waaake uuup!".

The option for "PipBoy speech" could be toggled in the options menu.

Time limit

The original release of the game had a 500 days time limit in which to complete the game (400 if you hired the water merchants). This was because the mutant army was constantly looking for your vault, which they eventually find and invade once the limit expires. The limit was removed on the subsequent patches, but you can still see the cutscene that played when the limit expired if you select to willingly join the army and reveal the vault's location to the master.

Although you no longer get an automatic "game over" after 500 days after installing the patches, taking too long to finish the game still has consequences. The mutant army is still on the march, and even if they no longer can seize your vault, they will still gradually conquer the various towns as time progresses. This has no in-game effect (the mutants don't actually show up in the towns), but during the game's ending you'll get a bad "we got smooshed" ending for places like the Necropolis, Hub, or Followers if you took too long to stop the mutants.

Violence

In the game's options, you can adjust the game's violence level: * US Release - 4 violence levels available - no cuts * UK Release - 3 violence levels available - the most brutal setting is blocked * German Release - 2 violence levels available - the two most brutal settings are missing...

In both the UK and German release all children are missing.

Awards

  • Computer Gaming World
    • March 1998 (Issue #164) – Role-Playing Game of the Year
    • June 2000 (Issue #191) – Introduced into the Hall of Fame
  • GameStar (Germany)
    • Issue 12/1999 - #51 in the "100 Most Important PC Games of the Nineties" ranking
  • PC Gamer
    • April 2000 - #18 in the "Readers' All-Time Top 50 Games" Poll
    • October 2001 - #4 in the "Top 50 Games of All Time" list (together with Fallout 2)
    • April 2005 - #10 in the "50 Best Games of All Time" list
  • Power Play
    • Issue 02/1998 – Best RPG in 1997

Information also provided by Adam Baratz, Ajan, Alan Chan, Alexander Schaefer, ApTyp, Entorphane, Fire Convoy, glidefan, Heikki Sairanen, Kabushi, Late, MirrorshadesUK, n-n, PCGamer77, Trixter, Ye Olde Infocomme Shoppe, ZombieDepot, Zovni and Evolyzer

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Contributors to this Entry

Game added by Droog.

OnLive added by firefang9212. Linux added by Evolyzer. Macintosh added by LepricahnsGold. DOS added by Spartan_234. Windows Apps added by Koterminus.

Additional contributors: Unicorn Lynx, Apogee IV, Kabushi, Vaelor, Pseudo_Intellectual, jlebel, Solid Flamingo, Luchsen, Paulus18950, Tatar_Khan, Patrick Bregger, Plok, FatherJack, ZeTomes, Evolyzer.

Game added August 17, 1999. Last modified April 18, 2024.