Policenauts Pc 98 Opening

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Joined: Sun Jun 03, 2007 7:32 am
Posts: 10
It's still more than month until I'll be able to try making Policenauts run on my notebook again. And I guess I won't succeed in the end anyway.
In the meantime I found a relatively inexpensive PC98 desktop and monitor on Yahoo. Desktop has already arrived and the monitor should be there by tomorrow.
I guess it wouldn't be a PC98 if there aren't some difficulties going to occur. So I thought I better start asking beforehand.
At the moment Windows should be installed. Fortunenatly I've already got the PC98 MS-DOS 6.2 Upgrade Set at home. When I format the PC, is there anything I've to take care of? For instance, there's already a 86 sound cart integrated. Do I need to reconfigure it after installing DOS?
This question might be stupid but does formating a PC98 work the same way as formating a standard PC nowadays?
Thank you!


Fri Aug 24, 2007 9:55 am

Joined: Thu Oct 14, 2004 2:46 am
Posts: 3379
At the moment Windows should be installed. Fortunenatly I've already got the PC98 MS-DOS 6.2 Upgrade Set at home. When I format the PC, is there anything I've to take care of? For instance, there's already a 86 sound cart integrated. Do I need to reconfigure it after installing DOS?
This question might be stupid but does formating a PC98 work the same way as formating a standard PC nowadays?
Thank you!

You shouldn't have to do anything else. DOS will contain all the drivers you need (sound card, mouse, etc.). Just format and install. My PC98 came formatted with DOS installed, and after I installed a game, it was ready to go (unless the game required I set the monitor's output to 24KHz at the system menu, for example).


Fri Aug 24, 2007 7:45 pm
After all I've got everything necessary for playing Policenauts but as I mentioned before, Windows 95 is installed instead of DOS.
I tried to install DOS but received a message that I’m not allowed to install a new 'domain' on the HD (固定ディスクでは新規の領域へのインスタールはいけません), though I'm not so sure if 'kotei disk' means HD.
Anyway, what needs to be done before I'm able to install DOS? And is it truely necessary to install DOS? I remember that Windows 95 contained a fully-fledged version of DOS but how do I boot this?


Sun Aug 26, 2007 10:48 am

Joined: Thu Oct 14, 2004 2:46 am
Posts: 3379
After all I've got everything necessary for playing Policenauts but as I mentioned before, Windows 95 is installed instead of DOS.
I tried to install DOS but received a message that I’m not allowed to install a new 'domain' on the HD (???????????????????????????), though I'm not so sure if 'kotei disk' means HD.
Anyway, what needs to be done before I'm able to install DOS? And is it truely necessary to install DOS? I remember that Windows 95 contained a fully-fledged version of DOS but how do I boot this?

Yeah, you can try to use the DOS in Windows 95 (DOS 7.0) first, but I think you'll find the system files it writes to your floppy disk to be too big. But go ahead and try it first anyway. To start DOS, go to the Start menu, then Programs, then MS-DOS Prompt, then follow the game's instruction manual. And 'kotei disuku' means 'hard disk', yeah.


Sun Aug 26, 2007 1:24 pm

Joined: Tue Jul 19, 2005 2:57 pm
Posts: 117
Location: USA, OK
I have a question...
I can get the game to boot up under Anex86 and the sound works great... however, I can't seem to get the animations for the lips on either the characters, or the little portraits, to animate. I haven't seen anyone else talk about this, so I am not sure if this is a deficiency in the emulator, or a setting I just don't know about... any thoughts or insights would be greatly appreciated!


Sun Aug 26, 2007 4:09 pm

Joined: Tue Jul 24, 2007 9:10 am
Posts: 181
Speaking of the Anex86 emulator, I already downloaded all 5 parts of the PC-98 Policenauts ISO. Now how do I get the game to work on an Anex86 emulator?


Sun Aug 26, 2007 4:15 pm

Joined: Sun Nov 26, 2006 9:07 am
Posts: 1380
Location: Right Behind You
...Ugh, just worth pointing out that I think we need somebody to create a guide for the PC-98! lol
Everybody is having problems it seems...
I can tell it'll be really far down the line until I do get a PC-98 myself, since all the problems this is having, as well as the price, hehehe. Kind of humourous how much of a problem everyone is having, it REALLY makes the PC-98 stand out for all its problems, it certainly hasn't aged gracefully. Dear oh dear...


Sun Aug 26, 2007 7:20 pm

Joined: Thu Oct 14, 2004 2:46 am
Posts: 3379
...Ugh, just worth pointing out that I think we need somebody to create a guide for the PC-98! lol
Everybody is having problems it seems...
I can tell it'll be really far down the line until I do get a PC-98 myself, since all the problems this is having, as well as the price, hehehe. Kind of humourous how much of a problem everyone is having, it REALLY makes the PC-98 stand out for all its problems, it certainly hasn't aged gracefully. Dear oh dear...

The system itself isn't that bad. Keep in mind this is emulation most people are talking about.
As for helping to resolve those issues, I don't have much experience running Anex86, so maybe someone else could lend a hand with that.


Sun Aug 26, 2007 7:32 pm

Joined: Tue Jul 19, 2005 2:57 pm
Posts: 117
Location: USA, OK
LOL... looks like we might need a guide... I am going to play around with the setting a little and see if I can figure something out, if successful I will let you all know how I was able to make it work. Even in its current form, with out the lip flaps, it still works very well and is more than playable.


Sun Aug 26, 2007 7:48 pm

Joined: Thu Oct 14, 2004 2:46 am
Posts: 3379
Maybe epitaph or MrSeed could talk about how they got around this problem.


Sun Aug 26, 2007 11:32 pm

Joined: Sun Feb 25, 2007 6:28 pm
Posts: 29
Location: Radboud University Nijmegen, Netherlands
Maybe epitaph or MrSeed could talk about how they got around this problem.

I didn't notice it earlier because I didn't play it so far but now you mentioned I see that the lips movement aren't there. With some testing I found out that the problem is the sounddriver. When I use version 3.10 of AVSDRIVER.SYS I get some lip movement but you get horrible stammer sounds but version 1.00 gives nice sound but you lose the lib animation.
I think we need a version of AVSDRIVER.SYS which lies between version 1 and 3, I'm very curious which version epitaph uses.
I could make a nice guide how to play policenauts by Anex86 but I don't know if the version I downloaded is complete or that some data has been corrupted. Especially I think the CD-rom image has some corrupt data because I hear some clipping in the CD-sound when playing the tracks with a CD-player.
Osiris could you post the the listing of your system and user disk of Policenauts perhaps with some filesizes too? I then could verify if I have all the files and the right sizes. That's a start.

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Mon Aug 27, 2007 2:58 pm

Joined: Tue Jul 19, 2005 2:57 pm
Posts: 117
Location: USA, OK
It appears sir that you are right about the sound driver being the culprit... I noticed that last night when testing it... I can't seem to find the in-between versions however to see if they produce any different effects... I suppose it is always possible thought that the rom images itself that is floating around the net might be at fault as well.


Mon Aug 27, 2007 5:28 pm

Joined: Wed Oct 06, 2004 11:33 am
Posts: 2940
Location: Mexico
Now that you mention that I *recall* that tehre was no lip movement on my PC9821... I will check my version of the driver when I am back home from Norway.

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Mon Aug 27, 2007 6:31 pm

Joined: Sun Feb 25, 2007 6:28 pm
Posts: 29
Location: Radboud University Nijmegen, Netherlands
I found last night version 2.11 revision 1.20 on the internet of AVSDRV.SYS. I tested it and there is still no lip animation but the stammer sounds are there. So this version is even worse. It looks like that you really need version 3.10 for lip animation. I hope the boys with the real hardware and the game can test this.

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Tue Aug 28, 2007 12:19 am

Joined: Thu Oct 14, 2004 2:46 am
Posts: 3379


Tue Aug 28, 2007 2:10 am
Second Lieutenant

Joined: Thu Nov 09, 2006 2:18 pm
Posts: 351
Location: Germany
I've almost got it to work on Anex86 (Version 2.78 ) and then this happened.
http://s3.directupload.net/images/070829/9E356x2t.jpg
How can I solve this problem?


Wed Aug 29, 2007 9:00 am

Joined: Sun Feb 25, 2007 6:28 pm
Posts: 29
Location: Radboud University Nijmegen, Netherlands
You haven't got enough memory to load the game, I think. Go to the system tab and select the 'Ext-RAM option' and 8,192 in the input field and start the system again.

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Advice of a RUNner: Beware Snatchers are everywhere


Wed Aug 29, 2007 9:27 am

Joined: Thu Nov 09, 2006 2:18 pm
Posts: 351
Location: Germany
You haven't got enough memory to load the game, I think. Go to the system tab and select the 'Ext-RAM option' and 8,192 in the input field and start the system again.

It's working!
Thank you so much!
Too bad about the CD sound though, I would've loved to see the opening with the the OLD LA 2040 opening theme.
Edit: I've tried it with T98-Next just now and there's no CD sound at all. Even after I went through every option in the sound configurations.


Wed Aug 29, 2007 9:42 am

Joined: Sun Feb 25, 2007 6:28 pm
Posts: 29
Location: Radboud University Nijmegen, Netherlands
Do you use the same boot files for the T98-next version? Is the CDDriver correctly loaded with the /I0 option? And it's important that Nauts.bat/ or indirectly ITP.exe is called with the /C option.

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Advice of a RUNner: Beware Snatchers are everywhere


Wed Aug 29, 2007 11:13 am

Joined: Thu Nov 09, 2006 2:18 pm
Posts: 351
Location: Germany
You're really confusing me here.
I used Anex86 at first because it was relativly easy to handle, but I have actually no idea what you're talkin about now.
My PC knowledge is just...well, let's just say, very basic.
Say, could you do a small step by step tutorial, just tell me which files I'll need, (And possibly where I can get those.) and how to configure T98-Next, I'd really apreaciate that.


Wed Aug 29, 2007 3:19 pm

Joined: Thu Oct 14, 2004 2:46 am
Posts: 3379
I don't think anyone has gotten the sound to work in T98 (an emulator issue, isn't it?), but correct me if I'm wrong. You might be better off sticking with Anex and living with no CD audio.


Wed Aug 29, 2007 3:45 pm

Joined: Thu Nov 09, 2006 2:18 pm
Posts: 351
Location: Germany
I don't think anyone has gotten the sound to work in T98 (an emulator issue, isn't it?), but correct me if I'm wrong. You might be better off sticking with Anex and living with no CD audio.

As far as I remember the PC98 Policenauts videos on Youtube some time ago ran on T98-Next and you could hear the CD audio. I don't know about the PCM sound, but at least I want to try it.
And it seems the Anex86 emulation is far from perfect as well. There's barely lip movement, at first I thought it was normal but once in a while you can see them moving their lips while speaking for a few seconds. The same goes for the talking heads, most time while they're speaking there are none, then they randomly appear (Without any lip movement again.) and a few seconds later they disappear again although the characters are still talking.
Maybe I'm wrong but I guess that's not how it's supposed to be.


Wed Aug 29, 2007 3:52 pm

Joined: Sun Feb 25, 2007 6:28 pm
Posts: 29
Location: Radboud University Nijmegen, Netherlands
You're really confusing me here.
I used Anex86 at first because it was relativly easy to handle, but I have actually no idea what you're talkin about now.

What I meant do you use the same diskimage with Anex86 as for T98-next? If this is the case, I think I know why you don't hear any CD-music with T98-next. Because in T98-next you need another CD-driver (NECCD.SYS) for the CDROM and you also need to load it differently as in Anex86.
In your config.sys you see something like:
DEVICE=<path>CDX.SYS /D:CD_101
You need it to change to:
DEVICE=<path>NECCD.SYS /D:CD_101 /I0
Where <path> is the directory path of the driver
My PC knowledge is just...well, let's just say, very basic.
What is basic, do you know something about DOS-commands and thing like autoexec.bat and config.sys and how to edit them?
Say, could you do a small step by step tutorial, just tell me which files I'll need, (And possibly where I can get those.) and how to configure T98-Next, I'd really apreaciate that.

I'll do that but first I want to know if I have version which is good. One question though, do you have the original of you downloaded it somewhere?

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Advice of a RUNner: Beware Snatchers are everywhere


Wed Aug 29, 2007 3:52 pm

Joined: Thu Oct 14, 2004 2:46 am
Posts: 3379
I don't think anyone has gotten the sound to work in T98 (an emulator issue, isn't it?), but correct me if I'm wrong. You might be better off sticking with Anex and living with no CD audio.

As far as I remember the PC98 Policenauts videos on Youtube some time ago ran on T98-Next and you could hear the CD audio. I don't know about the PCM sound, but at least I want to try it.

That's the thing, though -- T98 has terrible sound for most of the game (the PCM audio) but has the CD audio, whereas Anex has the PCM but not the CD. I'd go with Anex at the moment if I were playing the game.
The talking heads aren't always meant to be there, by the way. The first talking heads don't appear until right after Jonathan meets Ed in Act 1. Every time a character speaks (whether it's a talking head or just in the game screen), their dialogue is supposed to be lip-synched, though.


Wed Aug 29, 2007 4:34 pm

Joined: Thu Nov 09, 2006 2:18 pm
Posts: 351
Location: Germany
You're really confusing me here.
I used Anex86 at first because it was relativly easy to handle, but I have actually no idea what you're talkin about now.

What I meant do you use the same diskimage with Anex86 as for T98-next? If this is the case, I think I know why you don't hear any CD-music with T98-next. Because in T98-next you need another CD-driver (NECCD.SYS) for the CDROM and you also need to load it differently as in Anex86.
In your config.sys you see something like:
DEVICE=<path>CDX.SYS /D:CD_101
You need it to change to:
DEVICE=<path>NECCD.SYS /D:CD_101 /I0
Where <path> is the directory path of the driver

I don't have the NECCD.SYS and about config.sys...well, it's completly empty.
And do I have to put the NECCD.SYS file in a specific folder?
What is basic, do you know something about DOS-commands and thing like autoexec.bat and config.sys and how to edit them?

Actually no, to tell the truth I had to do a little research about it, after you mentioned it. I didn't need to do any of this while running Anex86. My PC knowledge basically covers how to start my PC and how to shut it down.
I'll do that but first I want to know if I have version which is good. One question though, do you have the original of you downloaded it somewhere?

Well, actually, I downloaded it. But since other users on that forum didn't seem to have any problems, I figured the CD image was okay.
That's the thing, though -- T98 has terrible sound for most of the game (the PCM audio) but has the CD audio, whereas Anex has the PCM but not the CD. I'd go with Anex at the moment if I were playing the game.

Yeah, I'll do that, but as I said, at least I want to give it a try with T98-Next.
The talking heads aren't always meant to be there, by the way. The first talking heads don't appear until right after Jonathan meets Ed in Act 1. Every time a character speaks (whether it's a talking head or just in the game screen), their dialogue is supposed to be lip-synched, though.

That's a little strange though, in Snatcher the talking heads were always there when characters were talking, why not here? Especially when Ed is speaking, you can see his talking head, but when Jonathan is speaking you see nothing of him. The use of talking heads seems very inconsistent.
About the lip sync...I noticed the same while I watched the PC98 videos on Youtube, it ran on T98-Next and there was no lip synch either.
Also, the PCM audio is a little delayed, I noticed this especially during the shooting sequence in the prologue. Maybe that has something to do with the missing lip synch. Any option in Anex86 that will help to solve this problem?


Thu Aug 30, 2007 10:35 am
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Policenauts
File:PC-98 Policenauts box.jpg
Developer(s)Konami
Publisher(s)Konami
Director(s)Hideo Kojima
Producer(s)Akihiko Nagata
Artist(s)Hitoshi Nagao
Writer(s)Hideo Kojima
Composer(s)Tappi Iwase
Masahiro Ikariko
Motoaki Furukawa
Kozo Nakamura
PlatformsNEC PC-9821, 3DO, PlayStation, Sega Saturn
Release date(s)NEC PC-9821
3DO
JP April 21, 1995 (Pilot Disk)
JPSeptember 29, 1995
PlayStation
JPJanuary 19, 1996
JP February 9, 1996 (Private Collection)
JP May 14, 2008 (PSN)
Sega Saturn
Genre(s)Adventure game,
Visual novel,
Interactive movie
Mode(s)Single-player

Policenauts(ポリスノーツPorisunōtsu?) is an interactive movie/graphic novel/adventure game with a hard science fiction storyline, written and directed by Hideo Kojima, and published by Konami. It was initially released for the PC-9821 computer platform in 1994, followed by remade versions for the 3DO in 1995, and the PlayStation and Sega Saturn in 1996. The game has never been officially released outside Japan, despite plans for an Englishlocalization of the Saturn version. On August 24, 2009 (in honor of the 46th birthday of the game designer, Hideo Kojima), an unofficial English translation patch was released onto the internet.

If you’re new to the world of PC-98 emulation, here are some tips. First up, a small explanation of the PC-9800 series of personal computers. What you’re emulating is a really old Japanese computer, basically. It comes with floppy disk drives and hard drives, which are the main methods you use to actually load up games and other software. Policenauts, like Snatcher, had numerous re-releases on PCs and consoles throughout its span of relevance. First released for the NEC PC-98 computer in 1994, Policenauts would see a Sega Saturn release in Japan in September of 1996. Featuring full cinematic anime cut scenes replacing the pixel art of the PC-98 release, as well as new scenes.

Policenauts, like Snatcher before it, pays various homages to previously existing works. An obvious one is Jonathan's and Ed's (the main characters) respective resemblances to Riggs and Murtaugh from Lethal Weapon. The game also pays homage to the ancient Japanese tale of Urashima Taro.[1] The game centers on a detective who travels to a space colony to investigate the circumstances surrounding his ex-wife's murder and her new husband's sudden disappearance.

Policenauts Pc 98 English

  • 3Development

The patch contains a complete, 100% English, translation of all Japanese text and graphics. There is not one character of Japanese left in the game - including opening and ending credits. Aside from the translation, the patch also fixes graphical glitches and crashing that was in the original game. Re: Policenauts PC-98 Differences The scene takes place during the part in Act 2 where it is night time and you are looking for a TGear-99. If instead of going to BCH/Tokugawa you go to Ed's home, you trigger the scene.

Gameplay

The game is set in a primarily first person perspective and uses a point-and-click interface: the player can move the cursor and have the protagonist (Jonathan Ingram) analyze objects around his environment or talk to other characters in the game. Like in Snatcher, the game features shooting segments where the player must defend their character from incoming enemies. The player can use the shooting trainer at the police department to test their reflex and accuracy. There are numerous puzzles in the game, including an event where the player must dismantle a bomb by following their partner's instructions.[citation needed]

The console versions of the game all include support for their respective mouse peripherals. The Saturn version features light gun support for the shooting segments.[citation needed]

Story

File:Policenauts cast.PNG
The cast of Policenauts from left to right: Victor Jurgens, Michael Saito, Salvatore Toscanini, Dave Forrest, Meryl Silverburgh, Anna Brown, Ed Brown, Marc Brown, Jonathan Ingram, Joseph Sadaoki Tokugawa, Karen Hojo, Chris Goldwin, Tony Redwood, Lorraine Hojo, Kenzo Hojo, Gates Becker, and Jun Ishida.

The game centers on Jonathan Ingram, one of the five 'Policenauts', astronauts with police training, assigned to ensure the safety of Beyond Coast, mankind's first fully functional space colony in the year 2013. Johnathan tests a new space walking suit, but drifts away into space by accident and is presumed dead by his colleagues. He is found alive and well 25 years later thanks to the cold-sleep module connected to the suit. Three years later, Jonathan (now a private investigator working in the former Los Angeles) is visited by his former wife, Lorraine, who asks for Jonathan's help in solving the disappearance of her current husband, Kenzo Hojo, the only clues he left behind being a torn leaf, a set of capsules, and the word 'Plato'. Jonathan is reluctant to take her case at first, but after Lorraine leaves his office, she is attacked and murdered by a man in a black motorcycle suit. Jonathan, unable to catch the culprit, decides to fulfill his ex-wife's final request and travels to Beyond, where he is reunited with his former partner from his LAPD days, Ed Brown, who agrees to help Jonathan investigate the circumstances surrounding Hojo's disappearance and Lorraine's murder.

During the course of the investigation, Jonathan and Ed learn that Becker and Tokugawa have been involved in running an illegal drug and organ trafficking ring in order to counteract the negative side-effects of being in space for long periods of time. Hojo had been included in the business in order to save his daughter, Karen, and ultimately wanted to leave, only to be murdered. During a stand-off with Becker, Jonathan records Becker's confession about the scheme and has Meryl broadcast the recording live, exposing the scandal to the colonists. Ed saves Jonathan from death, while Meryl and the remaining police arrest Tokugawa. Jonathan donates his bone marrow to Karen upon learning that he is her biological father, and returns to Earth.

Development

Policenauts was first released for the NEC PC-9821 on July 29, 1994. The PC-98 came in one CD-ROM that included an installation floppy disk. All the cut-scenes were rendered using hand-drawn pixel art as opposed to full-motion video anime. Prior to releasing the standard version of the game, Konami issued the Policenauts: Pilot Disk for the 3DO on April 21, 1995. This disc contains a playable demo, an encyclopedia of the game's backstory, featurettes, and information about the game's voice actors and developers. Policenauts: Private Collection was released for the PlayStation on February 9, 1996, featuring much of the same content as the Pilot Disk, adding an earlier version of the game's script as well. The encyclopedia, featurettes and shooting trainer are included as hidden features in the Saturn version.[citation needed]

The first console version was released for the 3DO on September 29, 1995, consisting of two CD-ROMs. Animated cut-scenes were added to this version along with CG animation, and all the graphics were redrawn. Limited edition copies came bundled with the 3DO mouse and a mousepad. The PlayStation version (January 19, 1996), also on two discs, made further additions by digitally fixing most of the graphics and movies from the 3DO version. The last console version, released for the Sega Saturn (September 13, 1996), on three discs, added support for Sega's Virtua Gun light gun peripheral. Although the home console versions of the game mostly used pre-existing dialog tracks from the original PC-98 version, all of the original voice actors were brought back to record new lines of dialog for the new cutscenes.[citation needed]

Policenauts psx

The PlayStation version has been re-issued twice. The first time was under the 'Konami the Best' label on September 18, 1997. A second reissue under the 'PSone Books' series was released on August 7, 2003. The game was added to the PlayStation Store's Japanese Game Archives on May 15, 2008, making the game downloadable for the PlayStation Portable and PlayStation 3.[2]

English localization

The Saturn version of Policenauts was officially announced for a North American release by Konami on May 1996.[3] A mock-up cover art was produced and featured on a promotional Sega pamphlet packaged with certain games. However, the North American version was never released. According to Kojima, work began on the North American version, but the developers were unable to synchronize the English dialogue with the animated FMV cut-scenes.[4]

A fan translation of the PlayStation version has been produced, which has gained attention from the video game media. Although the translation of the game content was nearly completed by Marc Laidlaw and Artemio Urbina during the summer of 2007,[5][6] the translation project could not find a programmer to complete the insertion of translated material into a version of the game and progress stalled.

Reception

GameFan's three reviewers scored it 100, 94 and 92 out of 100. One of the reviewers said 'that Policenauts has one of the best game storylines ever.' Another reviewer said that he 'truly thought adventure gaming could get no better than Snatcher' but Konami 'has outdone themselves in everything from the beyond-beautiful music to the professional quality cinemas.'[7]

RPGFan rated it 97% for story, 95% for sound/music, 94% for graphics, 80% for gameplay, and 80% for control, with an overall score of 98%. They called it 'a masterpiece' and concluded that, from 'the incredible graphics and soundtrack, to the compelling story, Policenauts is a true classic.'[8]

The game was notable for being an early example of extensive voice recording in video games.[9] It also featured a theme revolving around space exploration and occasional full-motion video cut scenes. The gameplay was largely similar to Snatcher, but with the addition of a point-and-click interface and some first-person shooter segments. Policenauts also introduced summary screens, which act to refresh the player's memory of the plot upon reloading a save, an element Kojima would later use in Metal Gear Solid. The PlayStation version of Policenauts could also read the memory card and give some easter egg dialogues if a save file of Konami's dating simTokimeki Memorial is present, a technique Kojima would also later use in Metal Gear Solid.[1]

References

  1. 1.01.1Kurt Kalata, Policenauts, Hardcore Gaming 101
  2. 'PlayStationStore - POLICENAUTS - (株)コナミデジタルエンタテインメント' (in Japanese).CS1 maint: unrecognized language (link)<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>
  3. 'Konami: Policenauts for Saturn'. Archived from the original on November 9, 1996.<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>
  4. Policenauts: Official Guide. pp. 118–122. ISBN4-87188-835-5.<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>
  5. Policenauts Fan Translation Project Nears Completion news from 1UP.com
  6. Fan-translation of Kojima's Policenauts nears completion - Joystiq
  7. Cite error: Invalid <ref> tag; no text was provided for refs named gamefan
  8. Cite error: Invalid <ref> tag; no text was provided for refs named rpgfan
  9. Mark Ryan Sallee. 'Kojima's Legacy: We reflect on the influence of Hideo Kojima's 20 years in gaming'. IGN. Retrieved 2009-08-20.<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>

Bibliography

Policenauts Pc 98 English

  • Various (September 1996). ポリスノーツ 公式ガイド. 公式ガイドシリーズ (in Japanese). コナミ. ISBN4-87188-835-5.CS1 maint: unrecognized language (link)<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>
  • コナミCP事業部 編 (September 1996). セガサターン ポリスノーツ―公式完全ガイドブック. コナミ完璧攻略シリーズ (in Japanese). コナミ. ISBN4-575-28640-0.CS1 maint: unrecognized language (link)<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>
  • 講談社 編 (March 6, 1996). ポリスノーツオフィシャルビジュアルデータブック. 覇王ゲームスペシャル 45 (in Japanese). 講談社. ISBN4-06-329246-0.CS1 maint: unrecognized language (link)<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>

External links

  • Policenauts Official website(Japanese)
  • Policenauts PSone Books Re-release Official website(Japanese)
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