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Load Time and Demo Comparison>
Load Time and Demo Comparison>
Art of Fighting for Super Nintendo, Genesis and PC-Engine Arcade Card CD Composite Comparison.
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Samurai Shodown for the 3DO (S-Video) and Sega CD, Genesis SNES (Composite)
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Compare to PC-Engine - SNES ->
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Compare to PC-Engine - Genesis ->
Sega CD (32X Composite) Versus 3DO (S-Video) Comparison.
Intro and Attract Mode - DIVX Codec required, K-Lite Codec Pack recommended
Intro and Attract Mode (3DO S-Video) (Sega CD and 32X Composite):
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Compare to Sega CD, Genesis and SNES ->
Compare to 3DO, Genesis and SNES ->
• SNES-Intro.mp3
• SNES-Level 1.mp3
• SNES-Level 2.mp3
• SNES-Level 3.mp3
• SNES-Level 4.mp3
• SNES-Level 5.mp3
• SNES-Level 6.mp3
• SNES-Level 7.mp3
• SNES-Level 8.mp3
• SNES-Level 9.mp3
• SNES-Level 10.mp3
• SNES-Final Boss.mp3
• SNES-News.mp3
• SNES-Bosses.mp3
• SNES-Character Select.mp3
• GEN-Intro.mp3
• GEN-Level 1.mp3
• GEN-Level 2.mp3
• GEN-Level 3.mp3
• GEN-Level 4.mp3
• GEN-Level 5.mp3
• GEN-Level 6.mp3
• GEN-Level 7.mp3
• GEN-Level 8.mp3
• GEN-Level 9.mp3
• GEN-Level 10.mp3
• GEN-Level 11.mp3
• GEN-News.mp3
• GEN-Bosses.mp3
• GEN-Character Select.mp3
• GEN-Voice Samples.mp3
♦ Compare to WeaponLord on Genesis ->
♦ Compare to WeaponLord on SNES ->
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Atari Jaguar (S-Video) and Genesis 32X (Composite) Fighting games.
Double Dragon V (0:16), Dragon The Bruce Lee Story (4:02), Brutal Unleashed (6:00), Cosmic Carnage (7:36), Kasumi Ninja (11:18), Ultra Vortek (15:35), Mortal Kombat II (20:11), Primal Rage (25:53), Wrestlemania The Arcade Game (27:23), WWF RAW (29:23), Fight For Life (30:47), Virtua Fighter (38:16).
Atari Jaguar (S-Video) and Genesis 32X (Composite) racers. Checkered Flag (0:17), Virtua Racing Deluxe (7:00), Power Drive Rally (21:52), Atari Karts (24:24), BC Racers 32X (27:42), Motocross Championship (37:03), Supercross (41:21), Super Burnout (46:10).
Doom Comparison for Dosbox, Jaguar, 32X, SNES, PS1, 3DO and Saturn Jpn.
Dosbox is captured with FRAPS, 32X and SNES are Composite, everything else is S-Video.
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Comparison with Model 2 Emulator 2008:

Daytona USA Saturn - Model 2 Comparison >
Comparison with Model 2 Emulator 2008:

Daytona USA Saturn - Model 2 Comparison >
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Sega Rally Model 2 Comparison >
Model 2 Emulator || Sega Saturn
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Road Rash - Saturn vs Playstation Comparison 1
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This descriptive comparison will point differences and unique details of the 16-bit and 32-bit consoles versions released during the decade of 1990.
Prove yourself!

1994 Official Advertise
General Information:
Genesis/Mega Drive
Year of release: 1994
Format: Cartridge (24 Megabits)
Versions: US/EU/JP
Super Nintendo/Super Famicom
Year of release: 1994
Format: Cartridge (24 Megabits)
Versions: US/EU/JP
32X
Year of release: 1994 (US)/1995 (EU/JP)
Format: Cartridge (32 Megabits)
Versions: US/EU/JP
Saturn
Year of release: 1996
Format: CD-ROM
Versions: US/EU/JP
Playstation
Year of release: 1996
Format: CD-ROM
Versions: JP
Content:
Genesis/Mega Drive
Story Intro Screens: Not present.
Bio Screens: Not present.
2-Players Versus Screens: Not present.
10 Wins in a Row Screen: Not present.
Ending Screens: Simplified, text only.
Secret Clues: Not present.
Secret Discovery Sequence: Simplified, text only.
Secret Character's Background: Recycled, palette swap.
Ending Secret Teasers: Not present.
Super Nintendo/Super Famicom
Story Intro Screens: Simplified, text only.
Bio Screens: Modified, smaller images.
2-Players Versus Screens: Modified, smaller images.
10 Wins in a Row Screen: Not present.
Ending Screens: Modified, smaller images.
Secret Clues: All.
Secret Discovery Sequence: Complete.
Secret Character's Background: Present.
Ending Secret Teasers: Not present.
32X
Story Intro Screens: Complete.
Bio Screens: Complete.
2-Players Versus Screens: Complete.
10 Wins in a Row Screen: Not present.
Ending Screens: Modified, using Bio Screens.
Secret Clues: Not present.
Secret Discovery Sequence: Simplified, improved over the Genesis version.
Secret Character's Background: Present.
Ending Secret Teasers: Not present.
Saturn
Story Intro Screens: Complete.
Bio Screens: Complete.
2-Players Versus Screens: Complete.
10 Wins in a Row Screen: Present.
Ending Screens: Complete.
Secret Clues: All.
Secret Discovery Sequence: Complete.
Secret Character's Background: Present.
Ending Secret Teasers: All.
Playstation
Story Intro Screens: Complete.
Bio Screens: Complete.
2-Players Versus Screens: Complete.
10 Wins in a Row Screen: Present.
Ending Screens: Complete.
Secret Clues: All.
Secret Discovery Sequence: Complete.
Secret Character's Background: Present.
Ending Secret Teasers: All.
Options:
Genesis/Mega Drive
Default Menu:
-Difficulty (Very Easy, Easy, Medium, Hard, Very Hard)
-Credits (From 1 to 30)
-Controls (Activator/3-Button, 6-Button)
Hidden Test Mode Menu:
How to enable: Enter the options menu and highlight the Done selection, then press Left, Down, Left, Right, Down, Right, Left, Left, Right, Right; the Test Mode Menu will appear.
Options:
-No Damage To P1
-No Damage To P2
-1 Hit Kills P1
-1 Hit Kills P2
-Free Play
-Background
-Battleplan
-Soak Test
-Auto (CPU player): Fatalities; Friendship; Babalities; Oooh, Nasty!
Super Nintendo/Super Famicom
Default Menu:
-Music (On/Off)
-Difficulty (Very Easy, Easy, Medium, Hard, Very Hard)
-Handicap 1P, 2P
-Button Configuration
Extra Options: Different cheat codes for each one.
32X
Default Menu:
-Difficulty (Very Easy, Easy, Medium, Hard, Very Hard)
-Credits (From 1 to 30)
-Controls (Activator/3-Button, 6-Button)
Hidden Test Mode Menu:
How to enable: Enter the options menu and highlight the Done selection, then press then press Left, Down, Right, Right, Down, Left, Left, Left, Left, Right, Right, Right; the Test Mode Menu will appear.
Options:
-No Damage To P1
-No Damage To P2
-1 Hit Kills P1
-1 Hit Kills P2
-Free Play
-Background
-Battleplan
-Soak Test
-Auto (CPU player): Fatalities; Friendship; Babalities; Oooh, Nasty!
Saturn
Default Menu:
-Credits (3;6;9)
-Shang Tsung Morphs: No one; Opponent, Anyone
-Difficulty (Very Easy, Easy, Medium, Hard, Very Hard)
-Change Ninja Slide to: Away + LK + HK
-Background
-Control Configuration
Hidden Switches Menu:
How to enable: Quickly press Down, Up, Left(2), A, Right(2), B, Y, C when the story appears at the start of the game. The "Switches" option will now appear in the main menu.
-1 Hit P1: Any attack kills player one.
-1 Hit P2: Any attack kills player two.
-Toasty: This will make Dan Forden's (sound designer) face appear for every uppercut.
-Constant Acid: The "Dead Pool" fatality is easier to perform. Just uppercut your opponent.
-Easy Smoke: This will allow either player to fight Smoke without meeting the "Toasty" requirement. Press Start when on "The Portal" stage to fight Smoke. Note: You need to be in two-player mode.
-Easy Jade: This will allow you to reach Jade from any stage. You must win a round by using Low Kick only.
-Noob: This will allow either player to fight Noob Saibot without meeting the 50 wins requirement. Note: You need to be in two-player mode.
-Hard Player 1: Player one's health will reset when it reaches zero.
-Hard Player 2: Player two's health will reset when it reaches zero.
-Soak Test: Auto-demonstration using selected options.
Playstation
Default Menu:
-Kredits (3;6;9)
-Shang Tsung Morphs: No one; Opponent, Anyone
-Difficulty (Very Easy, Easy, Medium, Hard, Very Hard)
-Player Names (extra announcer samples)
-Change Ninja Slide to: Away + LK + HK
-Background
-Controller Setup
-Sound Test
-Volumes (Music and SFX volume control)
-Credits (Pictures and names of the development team)
Hidden Switches Menu:
How to enable: Press Down, Left, Right(2), Left, Down, Up when the cinematic story appears at the start of the game. The message "Fight!" will be spoken to confirm correct code entry. These "Switches" and "Soak Test" options will appear on the main menu. You will have to reset (hold Select + Start during game play) when using the "Soak Test" option.
-1 Hit P1: Any attack kills player one.
-1 Hit P2: Any attack kills player two.
-Toasty: This will make Dan Forden's (sound designer) face appear for every uppercut.
-Constant Acid: The "Dead Pool" fatality is easier to perform. Just uppercut your opponent.
-Easy Smoke: This will allow either player to fight Smoke without meeting the "Toasty" requirement. Press Start when on "The Portal" stage to fight Smoke. Note: You need to be in two-player mode.
-Easy Jade: This will allow you to reach Jade from any stage. You must win a round by using Low Kick only.
-Noob: This will allow either player to fight Noob Saibot without meeting the 50 wins requirement. Note: You need to be in two-player mode.
-Hard Player 1: Player one's health will reset when it reaches zero.
-Hard Player 2: Player two's health will reset when it reaches zero.
-Artfull Scaling: Turns in-game scaling on.
Soak Test: Auto-demonstration using selected options.
Graphics:
Genesis/Mega Drive
Screen Resolution: 320x224, fills the whole screen.
Backgrounds: Less colors, several layers missing, several details missing, mostly static, simplified.
Characters sprites: Smaller than the arcade ones, fluid animation, colors well optimized but a bit pale in comparison to the original, idle frames faithful to the arcade.
Effects for characters' special attacks: Well animated, less colors. Recycled sprites; example: Mileena's Teleport Kick.
Finished round character animation: Missing some details, like Baraka's one. Missing frames.
Blood amount: Less than the arcade, simplified.
Fatalities: Less colors, several details missing, simplified.
Health bars, text, fonts and other details: The health bars are very simplified. There's little text in this version due to many cuts but it's also ugly and incomplete. The font used does not resemble the arcade one. The fatality message is like the arcade, with the bloody animation.
Extra effects: None.
Super Nintendo/Super Famicom
Screen Resolution: 256x224, black border at the bottom of the screen.
Backgrounds: Less colors (more than the Genesis, less than the 32X most of the time), some layers missing (less than the Genesis, in the same level of the 32X), most of the details are present, a bit animated (less animation than the 32X).
Characters sprites: Smaller than the arcade ones, slower animation, some strange colors, idle frames simplified and missing part of the frames and light variation; deformed aspect.
Effects for characters' special attacks: Well animated, less colors.
Finished round character animation: Faithful to the arcade.
Blood amount: Like on the arcade for the most part but lacking in some situations like during Baraka's Blade Shredder.
Fatalities: Faithful to the arcade.
Health bars, text, fonts and other details: The health bars are a bit similar to the arcade but using different colors. The text parts are well presented but some messages were also simplified and the font used is, many times, different from the arcade one. The fatality message is missing the bloody animation of the arcade.
Extra effects: Mode-7 used on the floor of The Pit II's fatality.
32X
Screen Resolution: 320X224, fills the whole screen.
Backgrounds: Less colors (more than the SNES), some layers missing, most of the details are present, mostly animated. The Pit II background is better than any other version. The Tomb is clearly better animated than the SNES version, the same for The Armory, The Tower and The Portal backgrounds. The Wasteland has one layer less than the SNES version, but looks more colorful. Arena is also clearly better than the SNES version: better animation, better layer separation, more details in Kano's and Sonya's sprites (Sonya looks faceless in the SNES version).
Characters sprites: Smaller than the arcade ones, fluid animation, colors well optimized almost equal to the arcade, idle frames faithful to the arcade.
Effects for characters' special attacks: Well animated, less colors. Recycled sprites; example: Mileena's Teleport Kick.
Finished round character animation: Missing frames of animation (example: Liu Kang's) and parts of the sequence (Johnny Cage's).
Blood amount: Like in the arcade for the most part but lacking in some situations like during Baraka's Blade Shredder.
Fatalities: Faithful to the arcade.
Health bars, text, fonts and other details: Even compared to the Saturn and PS1 versions, this is the one that resembles the arcade style better. Fonts used are exactly like the arcade ones for the most part, as long as the text messages. The colors are correct and the fatality message is animated like it should be.
Extra effects: None.
Saturn
Screen Resolution: 320X224, fills the whole screen.
Backgrounds: Most of the details present, fully animated.
Characters sprites: Arcade size, fluid animation, colors equal to the arcade, idle frames faithful to the arcade.
Effects for characters' special attacks: Well animated, like the arcade.
Finished round character animation: Faithful to the arcade + improved Shang Tsung's one.
Blood amount: Faithful to the arcade.
Fatalities: Faithful to the arcade.
Health bars, text, fonts and other details: Very similar to the arcade but not as close as the 32X version.
Extra effects: Impact will shake the floor.
Playstation
Screen Resolution: 320X240, fills the whole screen.
Backgrounds: Most of the details present (lacks the second cloud layer in The Portal stage compared to the Saturn version), fully animated.
Characters sprites: Arcade size, fluid animation, colors equal to the arcade, idle frames faithful to the arcade.
Effects for characters' special attacks: Well animated, like the arcade.
Finished round character animation: Faithful to the arcade + improved Shang Tsung's one.
Blood amount: Faithful to the arcade.
Fatalities: Faithful to the arcade.
Health bars, text, fonts and other details: Very similar to the arcade but not as close as the 32X version.
Extra graphics: Visual and textual messages for loadings.
Extra effects: Full screen scaling (optional).
WIP
Sound:
Gameplay:
This is a list of games with TATE (vertically oriented, rotated display) mode video output support released for Standard Definition home systems.
Sharp X68000
Cho Ren Sha 68K (1995)
Sega Saturn
1942 (Capcom Generation 1: Dai 1 Shuu Gekitsuiou no Jidai) (1998)
1943 Battle of Midway (Capcom Generation 1: Dai 1 Shuu Gekitsuiou no Jidai) (1998)
1943 Kai (Capcom Generation 1: Dai 1 Shuu Gekitsuiou no Jidai) (1998)
Batsugun (1996)
Battle Garegga (1998)
Commando (Capcom Generation 4: Dai 4 Shuu Kokou no Eiyuu) (1998)
DonPachi (1996)
DoDonPachi (1997)
Exed Exes (Capcom Generation 3: Dai 3 Shuu Koko ni Rekishi Hajimaru) (1998)
Game Tengoku: The Game Paradise! (1997)
Gekirindan: Time Travel Shooting (1997)
Gun Frontier (Arcade Gears) (1997)
Gunbird (1995)
Gunsmoke (Capcom Generation 4: Dai 4 Shuu Kokou no Eiyuu) (1998)
Image Fight (Image Fight & X-Multiply) (1998)
Kyuukyoku Tiger II Plus (1997)
Layer Section (1995)
Mercs (Capcom Generation 4: Dai 4 Shuu Kokou no Eiyuu) (1998)
Shienryu (1997)
Shippuu Mahou Daisakusen: Kingdom-Grandprix (1996)
Skull Fang (1997)
Sonic Wings Special (1996)
Strikers 1945 (1996)
Strikers 1945 II (1998)
Vulgus (Capcom Generation 3: Dai 3 Shuu Koko ni Rekishi Hajimaru) (1998)
Sony Playstation
1942 (Capcom Generation 1: Dai 1 Shuu Gekitsuiou no Jidai) (1998)
1943 Battle of Midway (Capcom Generation 1: Dai 1 Shuu Gekitsuiou no Jidai) (1998)
1943 Kai (Capcom Generation 1: Dai 1 Shuu Gekitsuiou no Jidai) (1998)
Assault
Assault Plus
Bomb Bee
Commando (Capcom Generation 4: Dai 4 Shuu Kokou no Eiyuu) (1998)
Cutie Q
Dig Dug
DonPachi (1996)
DoDonPachi (1998)
Dragon Spirit
Dragon Saber
Exed Exes (Capcom Generation 3: Dai 3 Shuu Koko ni Rekishi Hajimaru) (1998)
Galaga
Galaxian
Gaplus
Grobda
Gunsmoke (Capcom Generation 4: Dai 4 Shuu Kokou no Eiyuu) (1998)
Image Fight (Image Fight & X-Multiply) (1998)
King & Balloon
Kyuukyoku Tiger (Toaplan Shooting Battle 1) (1996)
Mappy
Mercs (Capcom Generation 4: Dai 4 Shuu Kokou no Eiyuu) (1998)
Motos
Ms. Pac-Man
Pac-Man
Pac-Mania
Phozon
Raiden DX
Raiden (Raiden Project)
Raiden II (Raiden Project)
Rompers
Sonic Wings Special
Strikers 1945 (1996)
Strikers 1945 II (Only in the JP version)
Super Pac-Man
Super Xevious
Tiger-Heli (Toaplan Shooting Battle 1) (1996)
Twin Cobra (Toaplan Shooting Battle 1) (1996)
Valkyrie no Densetsu
Vulgus (Capcom Generation 3: Dai 3 Shuu Koko ni Rekishi Hajimaru) (1998)
Xevious
Xevious Arrangement
Sega Dreamcast
Gunbird 2
Ikaruga
Karous
Psyvariar 2
Radirgy
Shikigami No Shiro 2
Trigger heart Exelica
Trizeal
Under Defeat
Sony Playstation 2
Contra
Dodonpachi Dai ou jou
Dragon Blaze
Espgaluda
Gunbird 1
Gunbird 2
Homura
Ibara
Mushihime sama
Psyvariar 2
Psyvariar Medum Unit
Psyvariar Revision
Radirgy
Raiden III
Shikigami No Shiro (Japanese version only)
Shikigami No Shiro II
Trigger heart Exelica
XII Stag
Nintendo GameCube
Ikaruga
Radirgy Generic
Shikigami No Shiro II
Nintendo Wii
Illvelo
Shikigami No Shiro III
Ultimate Shooting Collection
Microsoft XBox
Psyvaria 2
Shikigami No Shiro
Shikigami No Shiro II
For more information view the Sega-16 thread below.
Quote from Chilly Willy:
"This is a thread for demos of the "new" video mode using DMA to generate a direct color RGB display on the MD. For details on how it works, you might read the long thread over at SpritesMind. In the meantime, devs like yours truely will post some examples here. This first example is a simple raycast engine like used in Wolf3D. It draws a simple level using a few W3D textures. You move around using the d-pad, and A and C strafe left/right. That's all this does at the moment. ... And now with collision detection! No more walking through walls, but you do slide along them nicely when at an angle. I also made sure every area in the map can be reached... which is good since you can't reach them by walking through the walls anymore. "
http://www.sega-16.com/forum/showthread.php?23426-Direct-Color-DMA-video...
Normal Clock at start, 12Mhz after first pause, 10Mhz after second pause. The switch back to 12Mhz locked the game after that.
The demo is running only on Genesis hardware with no helper chips like the SVP. Currently it is in H32 mode, which is 256x224 resolution cut down to 256x160. Compare that to the SNES original 256x224 cut to 224x190.
Source: Stef at Sega-16
This is a list of games with widescreen (16:9) video output support in the 5th generation of game consoles or earlier. Only pre-6th generation games will be listed to present console games released before widescreen TVs and monitors were common.
The vast majority of these games use the anamorphic 16:9 format as their widescreen modes. So you'll need to set your TV/monitor to stretch the image to full screen to get your game to display correctly. Some games, though, were letterboxed in widescreen; so in such cases you'll need to set your TV/monitor to crop or zoom the image in order to get full widescreen video output.
By default, if a game is listed here it has an anamorphic 16:9 video output mode; if it uses a letterboxed video output it will be flagged as such in the list.
32X
Virtua Fighter (1995)
Sega Saturn
All-Japan Pro Wrestling featuring Virtua (1997)
Christmas NiGHTS (1996)
NiGHTS Into Dreams... (1996)
Panzer Dragoon II Zwei (1996)
*Stellar Assault SS (1998) (Letterboxed)
Touge: King the Sprits (a.k.a. High Velocity: Mountain Racing Challenge) (1996)
Touge: King the Sprits 2 (1997)
N64
Banjo-Tooie
Donkey Kong 64
Jet Force Gemini
Goldeneye 007
Perfect Dark
Starshot: Space Circus Fever
Turok 2: Seeds of Evil
PS1
Pac-Man World
Ms. Pac-Man Maze Madness
Wip3out (that's Wipeout 3)
Bust-A-Move '99
C3 Racing/Max Power Racing
Codename Tenka
Colin McRae Rally
Formula 1 (1996)
ISS Pro Evolution 2
J-League Winning Eleven 2000
J-League Winning Eleven 3
J-League Winning Eleven '98-'99
Madden NFL 2002
Rush Hour
Snow Racer '98 (through code, see http://www.gamefaqs.com/ps/930722-snow-racer-98/cheats)
This is football
TOCA Championship Racing
Trap Gunner
Triple Play Baseball
Worms Armageddon
Yarudora Series Vol. 1: Double Cast