Fallout 2

aka: FO2, Fallout 2: A Post Nuclear Role Playing Game
Moby ID: 239
Windows Specs

Description official descriptions

The sequel to Fallout starts eighty years after its predecessor. When the First Vault Dweller was forced from his home, he walked north until he found some new friends and founded a tribe in a suitable place. But some years after his death, the tribe is dying. The Elders decide that one of the tribe members, the "Chosen One", must find salvation, a universal tool called G.E.C.K. (short for "Garden of Eden Creation Kit"). Sadly, the hero's only clue are the ancient disks the Vault Dweller has left, and the only equipment are his clothes and PipBoy. With courage and determination, the proclaimed Chosen One leaves to save his village, unaware of the consequences his actions will carry.

Visually and gameplay-wise, Fallout 2 is very similar to its predecessor. Combat and character growth are handled the same way, using the S.P.E.C.I.A.L. attribute system and relying on skills to customize the protagonist. The sequel's environments are vaster than in the first game, with more non-playable characters populating it. There are more varied dialogue options and ethical choices presented to the player during the course of the game, as well as new weapons, armor, enemies, and a few minor gameplay additions, such as a car the protagonist can drive.

Gameplay-related changes mostly involve the player character's companions. Characters who join the party can now level up, equip armor, and follow specific strategies, as opposed to the almost complete lack of control over party members in the first game. Some characters are also harder to recruit, requiring specific quests to be solved or a certain Karma level. A reputation system is added, which works similarly to Karma (good and bad deeds), but only within the same town or community.

The quests in the game are more numerous and typically involve more complex situations and larger scope. Fallout 2 introduces quests and moral decisions with mature subtext: the player can choose various lifestyles for the main character, including getting married and divorced, becoming a slave seller, a porn star, or joining the mafia.

Spellings

  • 異塵餘生2 - Traditional Chinese spelling
  • 辐射2 - Simplified Chinese spelling

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Credits (Windows version)

187 People (178 developers, 9 thanks) · View all

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Reviews

Critics

Average score: 88% (based on 49 ratings)

Players

Average score: 4.1 out of 5 (based on 398 ratings with 14 reviews)

Flexible role-playing in all its glory

The Good
As a sequel to one of the most perfectly crafted role-playing games in history, all Fallout 2 had to do is preserve every single element from its predecessor, give us new locations with new quests, and we would have accepted it with gratitude. However, the developers went further and expanded Fallout with utmost generosity. Fallout 2 is not just bigger: it is more colorful, more varied, and the freedom of role-playing it offers is positively staggering.

I won't discuss the S.P.E.C.I.A.L. system or the series' design philosophy in detail in this review, since they are pretty much identical to the first game. I'll therefore specifically refer to things Fallout 2 does better than its predecessor in this section.

For starters, the game world is much larger. Those who say it's too large miss the whole point of world size in free-form RPGs: you go where you want to go, not because a scripted plot takes you there. There are only a few requirements you have to meet to reach the ending - everything else is entirely up to you. Which means that you can complete Fallout 2 without even having seen some of its major locations. If this is not replay value then I don't know what is. You are basically given a gigantic playground where you can do whatever you want.

The new locations are not just bigger - they are more interesting and more diverse. The "sinful" city of New Reno or the Chinatown in San Francisco are just examples of memorable locations that break the post-apocalyptic monotony of the wasteland. There are more setpieces, more unique and unusual quests, and a richer setting that includes, among others, tribal villages, haunted caves, secret bases, encounters with ghosts, aliens, etc. You never know how the next location you decide to visit will look like, or whom or what you are going to see there. And you can even use a cool retro car for easier transportation.

Larger and stylistically more heterogeneous world paired with the fantastically flexible design philosophy of Fallout results in even more choice. Role-playing in this game ranges from being a naive provincial kid respecting his traditions and choosing a spiritual path devoid of any violence to a greedy slave trader and maniacal child killer who betrays and backstabs everyone who trusts him. High intelligence will help you to get through this game's complex world without a single combat engagement, but nothing can prevent you from drugging yourself, stealing powerful energy weapons and mowing down populations of entire cities.

One of the most important improvements over the original is party management. No more stupid companions who will go fight some critters in the corner of the map while you are being demolished by tough deathclaws. You now have a combat management menu available, accessing which allows you to tell your friends exactly what you want them to do. They will attack, according to your instructions, either the toughest enemy, or the one who is currently attacking you, or any enemy of their own choice. They will finally be able to wear the armor you give them. They will use any drugs if you tell them so, or will fight until the bitter end without healing themselves even once.

The interface is still a bit wonky when dealing with your companions, but at least you gain some of the much-needed control. Also, party members are noticeably more interesting than the somewhat bleak figures of the first Fallout: there is more dialogue and much more insight into their personalities, which also leads to different reactions to your deeds and less erratic behavior.

The Bad
The problem with sequels to great games is that no matter what the sequel tries to do it cannot change too much, for fear of damaging the delicate balance of components responsible for said greatness. They can mostly only go for quantity - expanding the game world, adding characters, items, etc. Thus, even the best sequels will always be accused of either copying too much or, conversely, adding unwanted content.

In a game like Fallout 2, this is much less of a problem, since the majority of content is optional - if you don't like a certain town, just don't visit it; if you think a certain quest is ridiculous, don't take it. Still, I can see where much of the criticism leveled at the game is coming from: in an effort to add as much content as they could, the developers sometimes crossed the line between meaningful additions and random stuff they had to put in just because they liked it. The humor, for example, is mostly hit-and-miss, and can be a bit jarring with its pop culture references, somewhat disrupting the genuinely grim atmosphere the original game boasted. Also, the main plot is frankly silly, with confusing pacing and continuity problems, and a cartoony showdown in the end.

The Bottom Line
Fallout 2 is a classic case of quality sequel-producing: more content, more variety, and tweaked gameplay mechanics that make it even more exciting than its venerable predecessor. If you disregard minor problems commonly encountered in sequels, you'll be rewarded with an incredible role-playing game, a vast universe full of gaming goodness squeezed onto a single CD.

Windows · by Unicorn Lynx (181780) · 2014

Beware of Faryen! The meanest dyke in the wastes!!

The Good
Ready for another trip through the wastes? Fallout 2 is the sequel to the critically acclaimed rpg that spearheaded the rpg revolution almost ten years ago (damn, time does fly!). With such a pedigree to live up to, you would expect the sequel to fall somewhat short of expectations, however it manages to be just as good as the original and even surpasses it on many accounts.

Basically what you have here is a good ol' case of "more of the same"-itis, but perhaps for the first time in history taken seriously. With the basic art, engine, interface and gameplay mechanics already developed for the original, the developers used the tools at hand to expand the Fallout universe to gargantuan proportions and devoted their dev. time to populate the game with even more locations, quests, characters and features to toy around with. The story is completely original and works as a retelling of the original with different elements. You are a descendant from the original "Vault Dweller" who lived happily in the rustic village he had erected decades ago, but as luck would have it, the village is in peril and you are selected to go out and find the key for it's salvation. Along the way you'll encounter another plot that threatens the post-apocalyptic world and you'll have to face it head-on once again with whatever allies you can find in the wastes. Perhaps more inspired at times than the original, the story works wonders to immerse you in the post-nuclear world of Fallout once again, but the real star of this sequel is the world itself, with much more in the way of places to go, stuff to do and people to meet.

Roughly 5-10 times larger than the original, the new gameworld features much more varied locations, that not only include the same junkyards and ghost towns of the original but also newly developed civilized outposts like NCR and Vault City, plus equally urbane (but not so much "civilized") locations like the sinful New Reno. The people you meet this time around quite frankly struck me as much more interesting folks than in the original, giving me the sense that the developers had a much looser leash as to what they could and couldn't put in the game. Variety is the word of the day, and each location plays host to a particular group of people with distinct problems and issues. You can encounter for instance, a group of Vault Dwellers so accustomed to living underground that they built their own underground city, an elitist community that aims to be the guiding force in the wastes, a San Francisco overrun by the descendants of the crew of a Chinese submarine (which turn the an entire sequence of the game into an "Enter the Dragon"-like quest), fanatical zealots, aliens and even good mutants that coexist peacefully with their human counterparts in a seemingly peaceful city (but why does everyone talk in hushed tones...?hmmm?). The world of Fallout 2 is not only larger, but much more interesting to explore than the original, with much more imagination and detail poured into it so as to make it a much more interesting gameplay experience for one to get lost into. Now, some people complained that the new quests and situations just went too far when it came to stretching the believability of the game universe, with the most prominent example quoted being the seemingly "heaten" "ghost quest" where you come face to face with a deceased spirit. I have a lot of things I would like to say to the shitbrains that like to pick on small details like this as a way to dismiss the game, but I'd rather just write that I loved this kind of stuff as they added a lot of variety to the game and kept you exploring every nook and cranny of the gameworld to see if you could unearth another mini-Twilight Zone episode, or another ghost story, or gangster drama, or genetic experiment or whatever. And besides the post-apocalyptic wastes of Fallout are no less post-apocalyptic because of their existence. So quit it already, will ya?

As for game mechanics and features the game increases the possibilities for evil characters to do their stuff and has plenty of exclusive quests and subplots to tackle should you decide to be a bad mofo instead of the saviour of the wastes. The sequel also makes a few swift changes in what concerns it's horribly developed party management features, allowing you to select each member's basic strategy, equipment and drug/healthpack usage. Trading with them is also much less of a hassle, but when you find the car you won't be needing to share so much of the loot with them as you go. What's that? Oh, didn't I mention that? Now you have a vintage 50's car available to use (fueled by handy atomic cells) that makes your treks along the wastes much speedier and doubles as a safebox to store stuff in. Now THAT is what I call a cool addition.

And speaking of cool additions Fallout 2 is the first game that introduced sex as a major game feature. Yes, this was also in the original, but now it's MUCH more developed. For starters your gender opens up loads of possibilities and paths exclusive to each one. Make no mistake girls: Fallout 2 takes place in the misogynistic wastes of the future, so this isn't an "equal opportunity" place, where females are often mistreated, discriminated and abused. On the other hand females can seduce their way through places you just can't get through as a man, prostitute themselves for some extra cash, become pornstars, and other assorted extras that use sex as another fully functional gameplay feature. As advertised you can get married and pimp your spouse for cash (What other game you know that lets you do THAT??), get divorced, etc. and even homosexuality is thrown into the mix (the girl-girl shotgun marriage has some of the funniest dialogue ever!). Some "holier-than-thou" types out there seem to think the use of such features under such a misogynistic context is nothing but pure immaturity, yet I love the fact that Fallout 2 is the only game to date that has allowed me to play as an evil, fast-talking, slutty lesbian! And you can chalk that up to whatever adolescent fantasy you want to, but if that isn't roleplaying then I don't know what roleplaying is! (besides you can always play the game as a straight, goody-two-shoes, SWM if you want to, or you can play it as a dumb-as-a-doorknob character with everyone properly reacting to your stats as such ["You are our saviour? May the gods help us!!" :D], or etc. etc. etc. Such is Fallout 2's genius).

The Bad
The original release is reeeeeeal buggy, almost Ultima IX-class buggy, but subsequent patches make the game adequately playable (if still slightly buggy). Furthermore, the AI and gameplay system while improved is still prone to some fuckups (allies still do retarded stuff and god help you whenever Marcus takes out his mini-gun or a rocket launcher).

Besides that there's the issue that the game uses exactly the same engine, art, music and sfx than the original (with additions of course) which is something somewhat... hmm.... tiring? Anyway, there also seems to be a few forced situations and loose ends when you try to assemble the full continuity in the game's many sidequests and plotlines. I haven't a major problem with this as I understand it's a major issue to create a cohesive plot in a major gameworld like this and have it properly respond to every situation taking into account if you are male/female, good/bad, smart/stupid, etc... (and Fallout 2's achievement is astounding). However, some of our more anal retentive counterparts seem to be making an issue out of it. So what the heck, right?

The Bottom Line
Take the "bottom line" of any Fallout 1 review and to that add it more of the same. But not just "more", better, more imaginative and interesting. Another masterpiece of deep yet enjoyable mature gaming with the most successful use of sex and gender as an game feature.

Required gaming for people with brains.

Windows · by Zovni (10504) · 2004

A fantastic and detailed adventure through a post-nuke world ripe for tons of role-playing.

The Good
I consider Fallout 2, first of all, a better game than Fallout 1. My biggest reason for this was that the world is a much bigger place - not just in size or number of cities, but most every town or area was built around the idea that a role-playing game SHOULD contain more places where you're able to choose a different path. In many places, these choices can interlock, especially without you knowing or even including implications you didn't think of. This creates much more of an immersive experience, implying things are going on behind the scenes, without you knowing it.

As is my usual opinion, the game uses a skill-based characters, therefore I almost immediately love the game. This allows deeper characters, and more interesting situations that generic classes. Skills are used quite a bit in individual locations throughout the game, i.e., special places where the skill is put to story- or quest- based use, rather than having generic situations where the skill is used (combat skills, speaking skills...) One situation that I liked involved lock-picking a safe, checking your perception to notice the trap, and trap disarm to see if the bomb was disabled. Of course, you could find the combination to the safe by wiping out the raiders who have the combination...

These two points, the skill system for character growth, and original and involving situations, really make for some cool moments when playing Fallout 2. Cool in the role-playing sense and the way it makes you say out loud "That's AWESOME!"

Something else that I really appreciated about Fallout 2 was the "Mature Subject Matter". Black Isle really handled these issues well, constructing situations where characters not only had to deal with grey areas, but required the player to think about their character to proceed - is drug use really that bad if it makes life worth living again in this radiated hell-hole? If no one's hurt from it, is it okay then? If perfecting the effects of the drug required human subjects, but works out in the long run, is it still okay? A lot of areas treat adult themes with taste, depth, and most of all, originality. It's great to see such an attempt to put art into a computer game.

The Bad
One of the biggest criticisms about Fallout 2 was the bug count, which, for me, wasn't that bad. True, a lot of annoyances crept into my games, but the diligent patching by Black Isle fixed tons of reported problems (including all of mine). Due to this, I can't really berate Fallout 2 on the bug count, but your milage may vary.

Unfortunately, some areas in Fallout 2 seem to be the product of inconsistent designer meetings. Some areas are lacking in explanations and necessary details, or require a certain type of character, which your character may not be. One of the better examples of this is the Toxic Caves, a fairly necessary area to resolve the early town you visit. This area is seemingly a dungeon crawl, with tons of tough enemies and very little chance of getting through without being really really good at combat. This simply makes the region frustrating. Another spot that bugs me, to this day, is a ghost - yes, a ghost. This is a wholly unoriginal quest where you have to find the "lost item of great personal value" so the ghost can finally find eternal rest. I would tolerate this in a fantasy game, but come on - this is a futuristic, post-apocalyptic journey across a scarred America - and the designer resorts to tossing a quest like this in? Pardon my ranting. My point here is that there a few, glaring, sores on Fallout 2 that could have easily been fixed with some overall game design philosophy and directing.

The main plot, in my eyes, could have been better. It serves the purpose, quite nicely in some places, but isn't quite as original as it should be. Figuring out what is happening in the world, and what the evil guys' plot exactly IS, is a cool mystery that you discover as you progress through the game. But it could have been better, especially considering the great moments and situations your character and party get through in the game. Also, even though different paths are possible in the game, none seem to be available in the final parts of the plot.

The Bottom Line
Fallout 2, if I may make an analogy, is the girlfriend with an okay body and a really fabulous personality. She's deep (sometimes amazingly so), she's funny (sometimes hilariously so), she's a perfect companion. But, she does have a few sores that sometimes bug you. But come on - if all you're going to look at is the surface, if you want to look at just the bad stuff, you won't see the great stuff underneath, the stuff that really does make Fallout 2 a GREAT game and not a time-passer.

Windows · by George Shannon (113) · 2000

[ View all 14 player reviews ]

Discussion

Subject By Date
SOLVED: Is Fallout 2 a buggy game? MichaelPalin (1414) Dec 10, 2010
Valve To Be In Serious Financial Problems ... Slug Camargo (583) Aug 27, 2010
A problem St. Martyne (3648) Aug 25, 2007
Weird screenshots in the manual Zovni (10504) Aug 3, 2007

Trivia

Bess

In Modoc, if you fix Bess the Brahmin's broken leg, she will follow you around the town and even fight on your side in combat. While not immediately beneficial to have a cow as an NPC, it is good for a chuckle. Try using the "Push" icon on her -- yes, even the post-apocalyptic world has cow-tipping. In the end, you can also sell her to the slaughterhouse and get 100 servings of beef jerky in return.

Censorship

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

The German and UK version includes further censoring. For example, there are no children in the game. The absence of children as NPCs makes at least one side quest unsolvable: a boy who has fallen into the well of his father's farm cannot be rescued from it because he simply isn't in it. All other elements of the quest function normally, however. Even the boy's dog who is supposed to lead the player to the boy continues to follow him around.

Endgame

After you finish the game, you can continue playing. You can even use the tanker and go back to the Enclave, only to find the countdown set on the same time you left the Enclave at!

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.

Logo

In Fallout 2, Interplay's logo of "For Gamers by Gamers" was changed to "For Mutants by Mutants".

Low Intelligence

Playing a character with extremely low intelligence can disable huge amounts of the game's option for the player (because the character is so dumb that he/she can't even talk properly, not to mention skills like "Science"), but there are some unforseen - and humorous - bonuses:

When playing such a character, people will call you a retard and refuse to talk, as you won't understand a thing. Beginning with the Elder in Arroyo, you can find some pretty funny dialogues that way.

Then in Klamath, when talking to Tor, the local idiot, dialogue options suddenly become surprisingly eloquent. This is so funny, that personally I can't find a proper way to describe it - see for yourself. :)

There is at least one quest available only for stupid characters - killing officer Jack for Mira in NCR.

The whole thing with getting the tanker operational is easier for stupids. When you finish the quest of stealing the Vertibird plans for Matthew from Brotherhood of Steel in San Francisco, he fixes the ship, making it ready to go! Your dumb-ass hero only has to push a big button inside the tanker, just skipping the FOB, NavComp and Fuel quests!

If you're interested, search for "The Nearly Ultimate Fallout 2 Guide" by Per Jorner - it's most probably the largest and most precise Fallout 2 guide in existence, it contains much more fun stuff about playing retards. There's even a whole chapter simply called "Stupid".

Mac Release

A Mac version was planed to be released simultaneously with the Windows release, but due to poor sales of the original's Mac port, this idea was eventually scrapped until 2003. So it came out five years after the original Windows release as a full price Mac game!

Patch

The original release was the buggiest thing this side of Ultima IX, to the point of having completely non-working sections of the game (like boxing in New Reno) and though the eventual patch that got released solved most of the problems was not too big in size it presented a major problem: it invalidated all your saved games.

Obviously this was met with lots of anger and frustration from people who had gotten nearly halfway through the game and had to start all over because they couldn't, for instance, talk to a party member no more. The commotion caused the development team to promise some sort of utility that allowed you to convert your saved games, but they eventually (as you can read in the Fallout 2 website) ended up just advising to download one of the character generating hacks that circulate the net to speed up your catching-up process.

Despite the official patches to the game, Fallout 2 still had a few bugs which more or less were an annoyance (mistakes in dialogue, typos, quests becoming unable to complete). Unfortunately, Interplay more or less ignored these bugs and concentrated on their other projects (namely Baldur's Gate). In April 2003, almost five years after the original release of the game, Black Isle Studios released an editor, scripts, a script compiler and accompanying usage documentation. Fans have sought to make the proper fixes, and in turn, tweak the game to be more coherent, namely modifying map graphics and item properties/locations.

Recipes

Following the tradition of the original, Fallout 2's manual comes with another couple of recipes. This time "The Big One" Pancake, and the "Carrion Kabobs".

References

  • Another tie-in to the original Wasteland game -- in the New California Republic, your character can join the Rangers! This will get you a badge and a map, as well as some experience points. Note that in this game, the main goal of the Rangers is to eliminate slavery -- so if you're playing a Slaver character, you might as well forget it.
  • Fallout 2 pokes fun at collectible trading card games - specifically Magic the Gathering, and even has a bit of fun with one of the then-developers at Interplay. In the city of Gecko, you'll meet a Ghoul named Wooz. He's He's terribly addicted to the trading card game within Fallout 2 - which is called Tragic: the Garnering. For those who know him - Wooz is a dead ringer for one of Interplay's own developers at the time. It's none other than Bill Dugan - otherwise known as "Weez."
  • In Modoc, if you take the board off the well and descend, you will notice many coin pouches, and as you pick the first one your character will say "This is MY dream, MY wish, and I'm taking it back. I'm taking them all back." which is exact reference to The Goonies movie from 1985. In the movie, a group of kids are in search of a lost pirate gold. In the process, they run through some well and were about to give up the whole hunt for gold, one of them starts gathering all the wish coins from the well. As another asks him why he is doing that, those coins are someone else's wishes, he replies in same sentence used in this game.

References: Bridge of Death

Before you talk to the robed guy, the player's character mentions that it would be a good idea to save. The robed guy stands at the south side of a bridge, keeping you from crossing it. Being it your choice whether or not to save, if you talk to this guy he'll give you some questions to answer before letting you cross the bridge. First, he'll ask you your name and the purpose of my quest. Then, the next question is which NPC survived from the original Fallout game. If you choose "Dogmeat", he'll go away and say something along the lines of "Why do I always get such stupid jobs!" However, if you choose the bottom response, which is basically asking the guy to elaborate more on the last question, his body will explode, thus allowing you to pass. You can search the body and get his robe. Although it looks like any other robe and sells for the same ordinary-robe price, it is the strongest laser-repelling armor in the game.

If you answer the question wrong, however, a two-headed brahmin will appear. You cannot kill it and it will kill you in one blow. This encounter is reminiscent of a scene in Monty Python and the Holy Grail.

Secrets

If you hold shift while on the main screen and click on the "credits", some designer quotes pop-up. Beware, these are not for kids!

S.P.E.C.I.A.L.

The underlying RP system for this game (developed by Interplay) is called SPECIAL. This is an acronym for the seven primary statistics your character has: Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck.

Van Buren

Black Isle studios started working on a sequel, code named Van Buren. The new game was to feature vastly improved isometric rendering of the game tiles and smarter interaction with NPCs.

Unfortunately, Black Isles studios was shut down supposedly after completing 90% of the game. Soon afterwards, Bethesda Softworks announced that they were creating a Fallout 3 game. Little has been revealed after that initial announcement.

Awards

  • PC Gamer
  • October 2001 - #4 on the "Top 50 Games of All Time" list

  • Pelit

  • 2007 (15th anniversary issue) - Best Game Ever Reviewed (Reader's Poll)

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Related Sites +

  • Duck and Cover
    One of the most well-known Fallout fan sites.
  • Fallout 2 Mods
    A listing of mods for Fallout 2. Includes a very useful fix by an independent which boosts the random encounters in the game to make them compatible with today's faster CPUs.
  • Fallout 2: Survivor MOD homepage
    MOD for Fallout 2 focusing on weapons in the game plus various general bug fixes.
  • Fallout Wastelands - The Vault Dweller's Survival Guide
    Good source of files, information, Walkthroughs and even news(!) about Fallout series and Fallout 3.
  • No Mutants Allowed
    Another good source of files, information, Walkthroughs and news. Special attention to PipBoy2000 Section (open new window with lots of editors and tweakers) and Humor Section (really funny things about Fallout 1)
  • Post-Nuclear Survival on Mac OS X
    An Apple Games article about the Mac version of Fallout 2 (September, 2002).
  • The Vault
    Wiki based encyclopedia about all things Fallout.
  • Wasteland Merc MOD homepage
    A MOD replacing the original Fallout 2 campaign with a mercenary-themed scenario.

Identifiers +

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Contributors to this Entry

Game added by Droog.

Macintosh added by chirinea. Windows Apps added by Koterminus.

Additional contributors: Vincent Valentine, Rebound Boy, Unicorn Lynx, Apogee IV, retinadesgastada, chirinea, Kabushi, Zolansilverspear, Carl Ratcliff, Zeppin, Paulus18950, Patrick Bregger, Plok, Evolyzer.

Game added August 21, 1999. Last modified April 13, 2024.