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===Science fiction=== In 1986, [[Square (video game company)|Square]] released the science fiction adventure game ''[[Suishō no Dragon]]'' for the [[Nintendo Entertainment System|NES console]]. The game featured several innovations, including the use of [[Computer animation|animation]] in many of the scenes rather than still images,<ref name=Square-Enix>{{cite web |url=http://www.square-enix.com/jp/archive/suisho_no_dragon/ |title=水晶の龍 – SQUARE ENIX |publisher=Square Enix Japan |access-date=26 May 2008}} ([https://translate.google.com/translate?hl=en&sl=ja&tl=en&u=http%3A%2F%2Fwww.square-enix.com%2Fjp%2Farchive%2Fsuisho_no_dragon%2F Translation])</ref> and an interface resembling that of a [[point-and-click]] interface for a console, like ''[[The Portopia Serial Murder Case]]'', but making use of visual icons rather than text-based ones to represent various actions. Like the NES version of ''Portopia Serial Murder Case'', it featured a cursor that could be moved around the screen using the [[D-pad]] to examine the scenery, though the cursor in ''Suishō no Dragon'' was also used to click on the action icons.<ref name=Square-Enix/><ref name=itmedia-dragon>{{cite web |url=http://plusd.itmedia.co.jp/games/articles/0608/22/news023.html |title=やーきゅーうー、すーるなら!? 「水晶の龍(ドラゴン)」 |publisher=ITMedia |date=22 August 2006 |access-date=26 May 2008}} ([https://translate.google.com/translate?hl=en&sl=ja&tl=en&u=http%3A%2F%2Fgamez.itmedia.co.jp%2Fgames%2Farticles%2F0608%2F22%2Fnews023.html Translation])</ref> [[Hideo Kojima]] (of ''[[Metal Gear (series)|Metal Gear]]'' fame) was inspired by ''The Portopia Serial Murder Case'' to enter the video game industry,<ref name=Kasavin>{{cite web | url=http://www.gamespot.com/features/6120427/p-2.html | title="Everything is Possible": Inside the Minds of Gaming's Master Storytellers | access-date=15 August 2007 | last=Kasavin | first=Greg | date=21 March 2005 | work=[[GameSpot]] | publisher=[[CNET Networks]] |page=2}}</ref> and later produced his own [[adventure game]]s. After completing the [[stealth game]] ''[[Metal Gear (video game)|Metal Gear]]'', his first [[graphic adventure]] was released by [[Konami]] the following year: ''[[Snatcher (video game)|Snatcher]]'' (1988), an ambitious [[cyberpunk]] detective novel, graphic adventure, that was highly regarded at the time for pushing the boundaries of video game storytelling, cinematic [[cut scene]]s, and mature content.<ref name=1UP-Kojima>[http://www.1up.com/features/retroactive-metal-gear Retroactive: Kojima's Productions] {{Webarchive|url=https://web.archive.org/web/20160626222742/http://www.1up.com/features/retroactive-metal-gear?pager.offset=0 |date=26 June 2016 }}, [[1UP.com|1UP]]</ref> It also featured a [[Apocalyptic and post-apocalyptic fiction|post-apocalyptic]] science fiction setting, an [[amnesia]]c protagonist, and some [[light gun shooter]] segments. It was praised for its graphics, soundtrack, high quality writing comparable to a novel, voice acting comparable to a film or [[radio drama]], and in-game computer database with optional documents that flesh out the game world. The [[Sega CD]] version of ''Snatcher'' was for a long time the only major visual novel game to be released in America, where it, despite low sales, gained a [[cult following]].<ref name=Kalata-Policenauts/> Following ''[[Metal Gear 2: Solid Snake]]'', Kojima produced his next graphic adventure, ''[[Policenauts]]'' (1994), a point-and-click adventure notable for being an early example of extensive voice recording in video games.<ref name=IGN-Kojima>{{cite web|title=Kojima's Legacy: We reflect on the influence of Hideo Kojima's 20 years in gaming|author=Mark Ryan Sallee|website=[[IGN]]|url=http://uk.ps2.ign.com/articles/715/715932p1.html|access-date=20 August 2009}}</ref> It also featured a [[hard science fiction]] setting, a theme revolving around space exploration, a plot inspired by the ancient [[Japanese literature|Japanese tale]] of ''[[Urashima Taro]]'', and some occasional [[Full motion video based game|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 [[saved game]] (save), an element Kojima would later use in ''[[Metal Gear Solid (1998 video game)|Metal Gear Solid]]''. The [[PlayStation (console)|PlayStation]] version of ''Policenauts'' could also read the [[memory card]] and give some [[easter egg]] dialogues if a save file of Konami's [[dating sim]] ''[[Tokimeki Memorial (video game)|Tokimeki Memorial]]'' is present, a technique Kojima would also later use in ''Metal Gear Solid''.<ref name=Kalata-Policenauts>Kurt Kalata, [http://www.hardcoregaming101.net/policenauts/policenauts.htm Policenauts], Hardcore Gaming 101</ref> From 1997 to 1999, Kojima developed the three ''[[Tokimeki Memorial (series)|Tokimeki Memorial Drama Series]]'' titles, which were adaptations of ''Tokimeki Memorial'' in a visual novel adventure game format.<ref>[http://uk.ps2.ign.com/articles/088/088501p1.html Hideo Kojima Speaks], [[IGN]]</ref> Other acclaimed examples of science fiction visual novels include [[ELF Corporation|ELF]]'s ''[[YU-NO: A girl who chants love at the bound of this world|Yu-No]]'' (1996) and [[5pb.]]'s ''[[Chaos;Head]]'' (2008) and ''[[Steins;Gate]]'' (2009).
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