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Policenauts Pc 98 Translation

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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
  • 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.
  • (I guess to be technical, this game was made on a PC-98 and meant to be played with a mouse in the first place.) But even with mouse support, the controller's better because later on the game puts multiple targets onscreen very fast and the lock-on helps a lot.

Wikipedia: Policenauts (Information about Policenauts at Wikipedia) Unicorn Lynx (181564) added Policenauts (PC-98) on Jun 29, 2010 Other platforms contributed by Fred VT (25923), Johnny Undaunted (360), Unicorn Lynx (181564) and MAT (216971).

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.

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 Rom

  • 3Development

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 Pc 98 Translation

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]

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] Roland ea7 indian styles free download. 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

Translation
  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)
  3. 'Konami: Policenauts for Saturn'. Archived from the original on November 9, 1996.
  4. Policenauts: Official Guide. pp. 118–122. ISBN4-87188-835-5.
  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 tag; no text was provided for refs named gamefan
  8. Cite error: Invalid 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.

Bibliography

  • 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)
  • 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)
  • 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)

External links

  • Policenauts Official website(Japanese)
  • Policenauts PSone Books Re-release Official website(Japanese)
Retrieved from 'https://infogalactic.com/w/index.php?title=Policenauts&oldid=1952839'

with director Hideo Kojima

Conception and Themes

The design plans for Policenauts are actually very old. During the development of the PC-88 and MSX versions of Snatcher, we encountered various problems all related to the limitations of the memory, and had to take a break in the middle of the development. That was when I came up with the idea for Policenauts, and I once again realized, as I had for a long time already, that things I want to do with games are best expressed in the adventure genre.

When players finish a game I've made, I want my feelings to have reached them in one way or another; it's sort of like playing catch, but the ball is the themes I want the audience to receive. For example, with Policenauts, I wanted to ask questions like, 'what will happen if humans go into space?', or 'what will be the influence of living in space on the human body and human relationships?', and so on. Having a colony in space has something humans have dreamed and hoped for, but what will actually change if we migrate there? On the other hand, what unchanging aspects of human nature will be revealed by this new environment? I didn't want something strictly science-fiction, but rather something that realistically examines a future that is a little nearer to us.

And so, my hope is that for the next week or so after playing Policenauts, players would be thinking things like 'I want to learn more about organ transplantation' or 'I wonder what life would be like in space…' In other words, I'm trying to create a game that will have a small but positive affect on players' actual lives. I know it sounds a little dramatic, but that's what I've been thinking about for a long time now. (laughs)

The story itself is something I thought up in the 1990s, in response to two things. First was the release of the movie Rising Sun and the outburst of 'japan bashing' that it caused, and second was the public debate over organ transplantation and problems associated with people who had suffered brain death injuries. Also, in 1990 Toyohiro Akiyama was the first Japanese person to go into space, and we were suddenly getting to read a lot of amazing NASA documents that had never been published in Japan before. All sorts of information was coming in, answering questions like 'what is the effects of weightlessness on humans?' and 'what does space travel feel like?' My friends and family were all talking about it.

I wanted to take those social problems as my story theme, and the result ended up being Policenauts. In the choice of words 'Home' and 'Beyond' (aka 'Earth' and 'Colony') it shows a cordial relationship like parent and child, but 'Beyond' has two meanings for me: the physical distance between Earth and the colony, but also the 25 years that Jonathan Ingram passed in cryosleep. That was one of Policenaut's themes, that even if technology advances and we can go into space—even if something as amazing as time travel became possible—in the end you still have the persistence of human relationships and human society.

Super smash flash for xbox one. View Changelog Here (For past versions of the game, visit the archives page. Some fans that play on external sites have noticed that a time bomb we've setup within the game has gone off, displaying a message on top of the game telling players to play on McLeodGaming only. This mechanism is in place so that sites don't profit off of Super Smash Flash 2, and so that players are always playing the newest, untampered. As the creators of one of the most ambitious Flash-based projects on the internet, it pains us greatly to see it go. Flash is what allowed SSF2 to blossom into the ultimate Smash tribute that you see today, and it's also what put McLeodGaming on the path to being a real independent game studio in the early 2000s.

Cinematic Aspirations

Policenauts wiki

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]

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] Roland ea7 indian styles free download. 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)
  3. 'Konami: Policenauts for Saturn'. Archived from the original on November 9, 1996.
  4. Policenauts: Official Guide. pp. 118–122. ISBN4-87188-835-5.
  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 tag; no text was provided for refs named gamefan
  8. Cite error: Invalid 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.

Bibliography

  • 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)
  • 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)
  • 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)

External links

  • Policenauts Official website(Japanese)
  • Policenauts PSone Books Re-release Official website(Japanese)
Retrieved from 'https://infogalactic.com/w/index.php?title=Policenauts&oldid=1952839'

with director Hideo Kojima

Conception and Themes

The design plans for Policenauts are actually very old. During the development of the PC-88 and MSX versions of Snatcher, we encountered various problems all related to the limitations of the memory, and had to take a break in the middle of the development. That was when I came up with the idea for Policenauts, and I once again realized, as I had for a long time already, that things I want to do with games are best expressed in the adventure genre.

When players finish a game I've made, I want my feelings to have reached them in one way or another; it's sort of like playing catch, but the ball is the themes I want the audience to receive. For example, with Policenauts, I wanted to ask questions like, 'what will happen if humans go into space?', or 'what will be the influence of living in space on the human body and human relationships?', and so on. Having a colony in space has something humans have dreamed and hoped for, but what will actually change if we migrate there? On the other hand, what unchanging aspects of human nature will be revealed by this new environment? I didn't want something strictly science-fiction, but rather something that realistically examines a future that is a little nearer to us.

And so, my hope is that for the next week or so after playing Policenauts, players would be thinking things like 'I want to learn more about organ transplantation' or 'I wonder what life would be like in space…' In other words, I'm trying to create a game that will have a small but positive affect on players' actual lives. I know it sounds a little dramatic, but that's what I've been thinking about for a long time now. (laughs)

The story itself is something I thought up in the 1990s, in response to two things. First was the release of the movie Rising Sun and the outburst of 'japan bashing' that it caused, and second was the public debate over organ transplantation and problems associated with people who had suffered brain death injuries. Also, in 1990 Toyohiro Akiyama was the first Japanese person to go into space, and we were suddenly getting to read a lot of amazing NASA documents that had never been published in Japan before. All sorts of information was coming in, answering questions like 'what is the effects of weightlessness on humans?' and 'what does space travel feel like?' My friends and family were all talking about it.

I wanted to take those social problems as my story theme, and the result ended up being Policenauts. In the choice of words 'Home' and 'Beyond' (aka 'Earth' and 'Colony') it shows a cordial relationship like parent and child, but 'Beyond' has two meanings for me: the physical distance between Earth and the colony, but also the 25 years that Jonathan Ingram passed in cryosleep. That was one of Policenaut's themes, that even if technology advances and we can go into space—even if something as amazing as time travel became possible—in the end you still have the persistence of human relationships and human society.

Super smash flash for xbox one. View Changelog Here (For past versions of the game, visit the archives page. Some fans that play on external sites have noticed that a time bomb we've setup within the game has gone off, displaying a message on top of the game telling players to play on McLeodGaming only. This mechanism is in place so that sites don't profit off of Super Smash Flash 2, and so that players are always playing the newest, untampered. As the creators of one of the most ambitious Flash-based projects on the internet, it pains us greatly to see it go. Flash is what allowed SSF2 to blossom into the ultimate Smash tribute that you see today, and it's also what put McLeodGaming on the path to being a real independent game studio in the early 2000s.

Cinematic Aspirations

As for the cinematic sections of Policenauts, I do like movies, but I wasn't trying to use the format of games as a vehicle for movies or anything. Rather, I feel that what the game industry lacks right now is the quality of lighting, acting, and direction that you find in movies. Then there's the depth of the story, the accurately depicted relationships, and the final polish of your story… I think it's incredibly difficult to make a game that matches the production quality of a movie. Policenauts uses cinematic camera work and cuts, and it was my awareness of movies that caused me to use those techniques.

As for the subtitles, when the PC-98 version went on sale I received a letter from a hearing-impaired player. 'I've been able to enjoy games up to now,' he said, 'but now that CD-ROMs are here and games are using actual speech, they don't include text and I'm sad that I can no longer play them.' So yeah, I didn't include the subtitles so it would look more like a movie. As a director, there's lots of scenes where I'd rather not have subtitles, but in the end I will choose what makes players happy, of course.

Policenauts Wiki

The Saturn Port

This Saturn version of Policenauts is truly the final version. In one sense the Saturn port isn't really all that different from the previous versions–that is to say, it is a perfect port. The reason we chose this platform to do that is because Saturn users are people who truly love games, so I knew it wouldn't go over with them unless we released something superior to the previous versions. For the movie clips, the 3D0 had 24fps playback, but we had to lower that to 15fps for the Playstation. That was something I insisted on with the programmers, that the Saturn version not movies look good, not using Cinepak encoding.

I think the Saturn version is the most charming. (laughs) The PC-98 version was the first, so I do have an attachment to it, and when the Playstation version came out I remember thinking 'this is the best!' But after some time passed I started to think differently. It's pretty minor, but there were some detailed lines that suggested substories, and we had to remove those lines in the Playstation version, but now we've added them back for the Saturn.

As a nice immersive touch, the Saturn port
actually came with stickers you could
put on the Sega Saturn gun peripheral.

Policenauts English Download

Also, I had been wanting to add lightgun support to Policenauts. Gun games like Lethal Enforcers are really fun, but they don't really evoke much empathy from the player. I mean, enemies just come out of nowhere, then they die in one shot, ok bye bye! In Policenauts, take Redwood for example. As Jonathan comes to see him as a villain in the story, his (and the player's) anger rises, until it reaches a boiling point and, at the time, Jonathan draws his gun. That's the kind of virtual sensation I wanted to convey. For that, a mouse just isn't going to give you the same feeling.





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