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Shadowrun (SNES)

Developed by Beam Software and released by Data East, 1993

A roleplaying game released for the Super Nintendo Entertainment System and the Super
Famicon. For the most part, the game universe conforms to canon and is set in Seattle in
the 2050. The following exceptions are notable:

 One of the primary antagonists is a dragon known as Drake, who possesses


both a corporate facility (Drake Tower) and a volcano base.
 The Aneki Corporation is another of the primary antagonists, and which
develops an Artificial Intelligence. Presumably, the Aneki Corporation is based
on Renraku, whose CEo in 2050 was Inazo Aneki, and which was busily
working to develop an AI.
 The Matrix does not conform to UMS architecture used in 2050; nor does it
really resemble any Matrix system in Shadowrun.
 The magic and damage mechanics are not similiar to Shadowrun; spells cost
"Magic Points" while increasing your Body Attribute grants you more "Hit
Points."
 Foci are not present; fetishes appear only as a plot mechanic.
 The Astral Plane is not available in the game.
 Human-Metahuman Vampiric Virus is not mentioned, despite the presence of
ghouls and vampires.
 Ghouls more greatly resemble animated corpses than infected metahumans.
 Spirits can only be summoned using the Summon Spirit spell.
 Spell acquisition is somewhat unusual, requiring the gathering of specific items
before the spell can be learned.
 Essence is not addressed; and cyberware does not impede magical abilities.
 The Jestyr Spirit is unusual, especially its apparently extra-dimensional lair, but
may be reconcilable with canon.
Despite these inconsistencies, the Shadowrun (SNES) game is fairly consistent with
Shadowrun canon, including the names of equipment, the presence of all four metahuman
races (as well as some critters, such as vampires, nagas, shapeshifters, and dragons), and
notable names such as Maria Mercurial and the Rust Stilleto gang.

Last but not least, it should be noted that Shadowrun (SNES) promises at the end that there
will be a Shadowrun 2 - which was never produced.

Shadowrun (SEGA)

Developed by BlueSky Software and released by SEGA, 1994


A roleplaying game released for the SEGA Genesis and SEGA Mega Drive. The game
universe does not diverge significantly from canon and is set in Seattle in 2053. Several
points worth noting:

 Magic varies slightly from Shadowrun 2nd Edition mechanics, primarily in


spell names rather than effects. Foci do not have to be bonded to be used, and
fetishes are all disposable. The Protection Talisman does not have a direct
counterpart in canon, but is not irreconcilable.
 The Astral Plane is not available in the game.
 Human-Metahuman Vampiric Virus is not mentioned, despite the presence of
ghouls and bandersnatch.
 The heads of the Mafia and Yakuza are Mr. Faradouchi and Agira Tetsumi,
respectively. Neither are present in canon.
 The "cyberheart" cyberware does not exist in Shadowrun.
 The ritual performed by Spirit Eyes is unusual, but may be reconcilable with
canon.
 The Sinsearch lands supposedly contain the tomb of the ancient elven hero
Ellisia; this may be reconcilable with canon.
 The free spirit Thon is unusual, particularly the ritual he is supposed to use to
destroy the artifacts in the tomb of Ellisia.
 The game features several characters recognizable from early canon adventures
and sourcebooks, including Julius Strouthers, Freya Goldenhair, Ricky
Ratboy, Jane "Frosty" Foster, and Harlequin.

Shadowrun (SEGA CD)

Developed by Group SNE and released by Compile, 1996

An interactive fiction game released (in Japanese Only) for the SEGA Mega CD system, an
add-on to the SEGA Mega CD. An English translation has never, to the best of my
knowledge, been made. It appears that the game is based on the Japanese translation of
the Shadowrun pen-and-paper roleplaying game, which were significantly adapted for the
Japanese audience. Shadowrun (SEGA CD) is set in Neo Tokyo. It's most notable breach
from canon appears to be the lack of Goblinized metahumans (orks and trolls).

Shadowrun (TCG)

Released by FASA Corporation, 1997

A trading card game (TCG), Shadowrun (TCG) was developed as a collectable and
customizable card game for two or more players. Along with the main set was produced one
one expansion set, Underworld, several promotional cards, and a short-lived magazine. The
general universe is taken from the canon in 2058, with minor differences, most notably the
presence of what appear to be full body cyborgs (such as Skwaaaark) and certain 'dead'
characters such as Hatchman (though he does have an updated Hatchetman 2057 card) and
Fuchi; and historical events such as Ragnarock! and the Cermak Blast. Gameplay is
significantly different mechanically from every edition, but is thematically in line with
regards to the basic rules of the game universe. Numerous characters and locales are taken
from canon, especially 'Prime Runners' such as Sally Tsung, Dodger, and Ghost Who Walks.

Shadowrun: Duels

Released by WizKids LLC, 2003

A collectable action figure game, where posable six-inch plastic action figures, equipped
with various gear and posed on large 'clicky' bases, engage in duels with each other. The
game produced two sets of six characters, a promotional character, a set of promotional
gear cards, and a trilogy by Steven Kenson. The universe is taken from the canon in 2063,
with negligible differences. Several of the characters were based on art examples from
Shadowrun Third Edition archetypes (such as Liada the Elven mage). Mechanically based on
similiar Clix mechanics rather than canon rules.

Shadowrun (X360)

Due for release by Microsoft Corporation in 2007

Due for release as a first person shooter (FPS) for both the X Box 360 and the Windows
Vista. Shadowrun (X360) appears to differ drastically from canon. Set in Santos, Brazil in
2021. This entry will be upgraded once the game is released.

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