Police 911 | |
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Arcade flyer
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Developer(s) | Konami |
Publisher(s) | Konami |
Director(s) | Nasayuki Ohashi |
Producer(s) | Shigenobu Natsuyama |
Designer(s) | Nasayuki Ohashi |
Programmer(s) | Nobuya Okuda |
Composer(s) | Jimmy Heckl |
Series | Lethal Enforcers |
Platform(s) | Arcade, PlayStation 2 |
Release |
Arcade
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Genre(s) | Light gun shooter |
Mode(s) | Single-player, Two-player |
Cabinet | Upright/Standard |
Arcade system | Konami Viper |
CPU | Motorola Power PC XPC824 |
Sound | YMZ280B |
Display | Raster, medium resolution, vertical |
Police 911, called The Keisatsukan (ザ・警察官) in Japan and Police 24/7 in Europe, is a series of light gun shooter arcade games. Konami released the first game in 2000.
Unlike earlier light gun games, the game was unique for its motion sensing technology, sensing body movement rather than requiring the player to move individual controls; the player's "real world" actions are reflected by the player character within the game. It also featured a unique cover system, where the player takes cover by physically ducking for cover rather than pressing a button. The 2001 Konami arcade game MoCap Boxing used similar motion-sensing technology.
Although the game was a separate canon from the Lethal Enforcers series, Konami acknowledged Lethal Enforcers 3 as the successor to the Police 911 series, thus making it a canon in the Lethal Enforcers series.
The gameplay in Police 911 can be considered more interactive than most light gun games; instead of merely standing in one place and shooting enemies before you are shot, the game uses infrared sensors to determine a player's location; through this, the player is able to dodge around (with the knees, while standing on the pad), duck to avoid bullets (and reload), and lean out to maximize cover and get a better shot. This is not foolproof, however; enemies will continue to shoot while the player is hiding, so it is possible to rise up and immediately get shot if the player is not careful. Also, like Time Crisis, the timer is continually running down, so one cannot hide for very long.
As the player successfully completes each sub-part of a level, they gain a point towards a new rank. The higher a player's rank, the greater bonuses they can receive; growing time increments to start, followed by additional "lives", with the highest rank rewarding the player with 100 additional lives—however, considering that the timer continues to decrease whenever a player goes through their death animation, and that no additional time bonuses will be given after they reach that rank, this may be more of an oversight by the design team, or that the design team knows that there was no way for the player to use all those lives in one game because of the time. In addition, the player's rank reverts to the bottom whenever they get shot, so a potential strategy for a skilled player would be to ascend to the point where they gain a life, then immediately die so the time bonuses may be re-earned.