Bio F.R.E.A.K.S. [Model NUS-NBFE-USA]

Nintendo 64 cart. published 24 years ago by Midway Home Ent.

Bio F.R.E.A.K.S. [Model NUS-NBFE-USA] screenshot

Listed and emulated in MAME.

Bio F.R.E.A.K.S. © 1998 Midway Home Entertainment.

Exceedingly smooth animation, airborne fighting and interactive arenas peg Bio F.R.E.A.K.S. as a pummeling Pak that's a notch above its earthbound competition.

Each of the eight Bio F.R.E.A.K.S. (short for Biological Flying, Robotic Enhanced Armored Killing Synthoid) is armed to the high-tech teeth with bio-mechanical enhancements, including machine guns, grenade launchers and energy weapons. Each fighter has 20 or more special moves. In addition to the standard kicks, punches and projectile attacks, there will also be mid-bout fatalities, instant death moves and mutilations, which allow you to disarm your opponent -- literally. You have the option of allowing limbs to regrow during a bout.

Developer Saffire has pumped up this Mature-rated game with clever touches. Particularly messy moves may splatter the screen with Bio F.R.E.A.K. internal lubricating fluid, otherwise known as blood. Bio F.R.E.A.K.S. also features excellent training features, including an option-rich Practice mode. During a regular bout, you can elect to have the game automatically pause and give you a hint.

Most of the spacious arenas have unique hazards, such as red-hot lava pits and radioactive sludge, that can sap your fighter's energy as surely as a blow to the silicon solar plexus. The characters can fly, hover and land on one of the ledges built into most of the nine spacious arenas.

The ability to fly and fight from different levels opens all-new possibilities for strategy and mayhem, including attacks that can only be launched while aloft. It's this fast and furious airborne action that lifts Bio F.R.E.A.K.S. head and shoulders above your standard tournament fighter.


Cartridge ID: NUS-NBFE-USA


Released in May 1998 in USA.


Midway Design Team
Project Leader, Game Designer, Lead Artist: David L. Simon
Lead Programmer: Dave A. Wagner
Software Effects Wizard: Terry Bertram
Senior Artist: Emmanuel Valdez
Animator: Emmanuel Valdez, Michael Cuevas, Franz Borowitz
Artist: Alesia Howard, Michael Cuevas, Franz Borowitz
Texture Goddess: Alesia Howard
Music & Sound Effects: Aubrey Hodges
Software Development Manager: Brian Johnson

Midway Home Entertainment
Producer: Michael Gottlieb
Associate Producer: Curtis R. Cherrington
Assistant Producer: Andy Kaffka
Technical Director: Scott Maxwell, David Schwartz
Testing Manager: Robert Sablan
Lead Tester: Ed Duran
Testers: Brian Atangan, Nico Bihary, Gilbert Duenas, Chad Haley, Ian McCauley, Toan Ngo, Kevin Wang
Print Design & Production: Debra Austin, Jon Mongelluzzo, Shawn Murphy, Erin Shems, Dave Young
Special Thanks: Deborah K. Fulton

Saffire Corporation
Lead Programmer: Steven H. Taylor
Programmers: Tyler Colbert, Randy Platt, Del Campbell
Additional Programming: J. Kenworthy Nelson
Technical Advisor: Matt Fairweather
Lead Artist: Walter Dark
Artists: Ryan Wood, Mike May
Project Manager: Sandy Rushton
Assistant Project Manager: Steven H. Taylor
Test Manager: Cindi Adamson
Testers: Alex Rushton, Brian Rushton, Jeremy Throckmorton
Additional Support: Lane Kiriyama, Hal Rushton, Lynn Loughmiller, Les Pardew, Matt Day, Zarko Bizaca
Special Thanks: Gary W. Lindquist, Jennifer Taylor, Tiffany Colbert, Stacy Platt, Melanie Wood, Brenda Dark, Heather Campbell, Ken Knoble, Amy Mertlich, Jason Richards, Adam Toman, Todd Harris


Game's ROM.