Difference between revisions of "Blade Runner"

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{{GameDescription|
{{GameDescription|
name=Blade Runner|
name=Blade Runner|
image=https://www.scummvm.org/data/screenshots/westwood/bladerunner/bladerunner_win_en_1_1.jpg|
image=https://www.scummvm.org/data/screenshots/bladerunner/bladerunner/bladerunner_win_en_1_1.jpg|
release=1997|
release=1997|
developer=[[Westwood Studios]]|
developer=[[Westwood Studios]]|
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== Supported Versions ==
== Supported Versions ==
Supported versions are English (both CD and DVD), French, German, Italian, Russian (by Fargus Multimedia) and Spanish. Other unofficial versions exist but they are based on the English version.
Supported versions are English (both CD and DVD), French, German, Italian, Spanish and Russian (by Fargus Multimedia). Other unofficial versions exist but they are based on the English version.
 
Note that the Blade Runner: Enhanced Edition, released on June 23rd, 2022 by Nightdive Studios is not supported as of yet. However, both on GOG and Steam, this edition is bundled with the original version of the game, which is supported by ScummVM.


== Installation ==
== Installation ==
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<u>Improvements (include but not limited to)</u>:
<u>Improvements (include but not limited to)</u>:


* Mouse wheel can be used to scroll lists in KIA
* Mouse wheel can be used to scroll lists in KIA.
* Access to the launch-time Easter Egg commands ("sitcom" and "shorty") via the ScummVM GUI (via "Edit game" → "Engine" tab)
* Access to the launch-time Easter Egg commands ("sitcom" and "shorty") via the ScummVM GUI (via "Edit game" → "Engine" tab).
* Waking up McCoy when he is slipped a mickey (Act 3) is now somewhat easier
* Waking up McCoy when he is slipped a mickey (Act 3) is now somewhat easier.
* Some paths and obstacles have been optimized to allow easier navigation for McCoy, better pathfinding for NPCs and preventing actors from clipping into scenery.
* Some paths and obstacles have been optimized to allow easier navigation for McCoy, better pathfinding for NPCs and preventing actors from clipping into scenery.
* Improve hotspot areas for some items that were hard to find or click at in the vanilla game (eg. the doll at the hideout).  
* Improve hotspot areas for some items that were hard to find or click at in the vanilla game (eg. the doll at the hideout).  
* Certain scene intro video loops, when McCoy enters a scene, won't play every time now (but they will always play the first time)
* Certain scene intro video loops, when McCoy enters a scene, won't play every time now (but they will always play the first time).
* Subtitles support (if the subtitles file is in the game folder you should see an additional checkbox in KIA's options tab to enable or disable subtitles).
* Subtitles support (if the subtitles file is in the game folder you should see an additional checkbox in KIA's options tab to enable or disable subtitles).
* Support for external TTF fonts (for subtitles use)
* Support for external TTF fonts (for subtitles use).
* Cloud Saves (via ScummVM's framework)
* Cloud Saves (via ScummVM's framework).
* ...
* If you have the original game in the four (4) CDs, [[Blade Runner#Installation|you can copy the required files from the CDs in your game folder on your hard disk drive, appropriately renaming a few]], and you can directly run the game with ScummVM, without a need for an installer.
* '''Future work''' items include:
** Starting directly into KIA, even at first launch of the game, to allow for Difficulty mode selection and other settings configuration (subtitles, designers cut, McCoy's mood) early on.
** Allowing text (subtitles and KIA / UI) language selection from KIA.
** Allowing different text language than the voice acting language.
** Supporting more languages that are not as easy as EFIGS (English, French, Italian, German, Spanish) to support, ie. Chinese, Hebrew, Greek.


<u>Major bug fixes (include but not limited to)</u>:
<u>Major bug fixes (include but not limited to)</u>:


* Shooting Range: Faster targets (in Normal and Hard mode; easy mode gets the original behaviour for target appearance). Prevented maze rooms being non-completable, fixed targets that were wrongly counted as innocents.
* Shooting Range: Faster targets (in Normal and Hard mode; easy mode gets the original behaviour for target appearance). Prevented maze rooms being non-completable, fixed targets that were wrongly counted as innocents.
* McCoy now has a stamina drain when running, which means he will slow down if the player does not keep clicking the left mouse button. This can be disabled from the ScummVM GUI (via "Edit game" → "Engine" tab)
* McCoy now has a stamina drain when running, which means he will slow down if the player does not keep clicking the left mouse button. This can be disabled from the ScummVM GUI (via "Edit game" → "Engine" tab).
* McCoy in combat mode, should resume combat idle position when he has no target.
* McCoy in combat mode, after having fired his gun, should resume combat idle position when he has no target.
* Fix McCoy shooting *someone* at underground meeting.
* Fix McCoy shooting *someone* at underground meeting.
* Fixed initialization code to prevent loading a game with McCoy in the wrong position in the "world".
* Fixed initialization code to prevent loading a game with McCoy at the wrong position in the "world".
* Police officers clipping into scenery and shooting at McCoy at start of Act 4 and after resolution of Act 4.
* Police officers clipping into scenery and shooting at McCoy at start of Act 4 and after resolution of Act 4.
* Prevent game "freeze" situations with Gordo (Act 1), Izo (Act 2), Clovis and Sadik ambush (Act 3), using the elevator after Rajif encounter and pressing Alt+F4 (Act 4).
* Prevent game "freeze" situations with Gordo (Act 1), Izo (Act 2), Clovis and Sadik ambush (Act 3), using the elevator after Rajif encounter and pressing Alt+F4 (Act 4).
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* Prevent McCoy killing Sadik at the Bradbury, as this would result in a dead end state. He can still wound Sadik though, which counts towards lowering Sadik's health.  
* Prevent McCoy killing Sadik at the Bradbury, as this would result in a dead end state. He can still wound Sadik though, which counts towards lowering Sadik's health.  
* Also prevent McCoy running quickly ahead of Sadik to the next room at the Bradbury.
* Also prevent McCoy running quickly ahead of Sadik to the next room at the Bradbury.
* Fix being able to shoot at the doll in the Sebastian's chess room and subsequent camera glitch (as best as it could be done)
* Fix being able to shoot at the doll in the Sebastian's chess room and subsequent camera glitch (as best as it could be done).
* Fix end sequence at the Moonbus if McCoy turns on the Reps, for any number of Replicants that can be there. Please, note that the twins may be also there, in which case they might be hard to spot because they are sitting in the background.
* Fix end sequence at the Moonbus, if McCoy turns on the Reps, for any number of Replicants that can be there. Please, note that the twins may be also there, in which case they might be hard to spot because they are sitting in the background in one of the pilot seats.
* Dektora's dance music should play during dancing cutscene (close up). In the vanilla game it is muted.
* Dektora's dance music should play during dancing cutscene (close up). In the vanilla game it starts after this cutscene.
* Prevent McCoy using his fake weirdo fan voice with Dektora, after he reveals his true identity.
* Prevent McCoy using his fake weirdo fan voice with Dektora, after he reveals his true identity.
* Fix dead Dektora showing up (dead) at the Moonbus
* Fix dead Dektora showing up (dead) at the Moonbus.
* Added sound in landing video cutscene at Bradbury hotel.
* Added sounds in landing video cutscene at Bradbury hotel.
* Fix floating (dead) Moraji.
* Fix floating (dead) Moraji.
* Fix rats AI and respawn code.
* Fix rats AI and respawn code.
* Restore spinner fly-through transition cutscenes for some locations in Acts 2 and 3.
* Restore spinner fly-through transition cutscenes for some locations in Acts 2 and 3.
* Fix a few animations being wrongly used instead of others, or not fully playing (when there's no reason they should not)
* Fix a few characters' animations being wrongly used instead of others, or not fully playing (when there's no reason they should not).
* Fix a few visual glitches and resulting weird behavior, like:
* Fix a few visual glitches and resulting weird behaviour, like:
** Clovis rotating or standing clipping through scenery when McCoy enters a *certain* scene.
** Clovis rotating or standing clipping through scenery when McCoy enters a *certain* scene.
** McCoy being visible in underground elevator transition.
** McCoy being visible in underground elevator transition.
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** a barrel fire being shortly visible out of place in a DNA row scene transition.
** a barrel fire being shortly visible out of place in a DNA row scene transition.
** the scorpion's box being visible from afar in one scene and disappearing in another.
** the scorpion's box being visible from afar in one scene and disappearing in another.
** the twins randomly disappearing from the moonbus.
** the twins randomly disappearing from the Moonbus.
** invisible photographer in Tyrel Building, while his intro dialogue still plays.
** invisible photographer in Tyrel Building, while his intro dialogue still plays.
** characters blinking out of existence during scene transitions (eg. Howie Lee, Fish Dealer).
** characters blinking out of existence during scene transitions (eg. Howie Lee, Fish Dealer).
* Fix wrong dialogue playing about Grigorian's account on Izo, when McCoy talks to Izo.
* Fix wrong dialogue playing about Grigorian's account on Izo, when McCoy talks to Izo.
* Fix a few dialogue instances where a character is supposedly interrupted by another (so that the wait between spoken lines is minimum). This is based on the English version, assuming it will also apply to the other versions.
* Fix a few dialogue instances where a character is supposedly interrupted by another or a character's line is cut mid-sentence in one audio cue and continues in the next one. The wait time between those spoken lines is now minimum. This is based on the English version, assuming it will also apply to the other versions.
* Improve office Leary AI and crowd interrogation scripts
* Improve officer Leary's AI and crowd interrogation scripts.
* Fix underground elevator location consistency issues if McCoy takes the long way around.
* Fix underground elevator location consistency issues, if McCoy takes the long way around.
* Fix a game crash related to Yukon's clerk in Act 4, if McCoy previously quickly skipped the Leon encounter in Act 3.
* Fix a game crash related to Yukon's clerk in Act 4, if McCoy previously quickly skipped the Leon encounter in Act 3.
* Allow more sound effects to play at the same time to minimize the issue of some important sfx not playing at all sometimes (the issue however is not *completely* fixed)
* Allow more sound effects to play at the same time to minimize the issue of some important SFX not playing at all sometimes (the issue however is not *completely* fixed).
* Fix McCoy clearly teleporting into a new scene for some transitions.
* Fix McCoy clearly teleporting into a new scene for some transitions.
* Prevent purchasing a flask multiple times (as it is useless after the first time anyway).
* Prevent purchasing a flask multiple times (as it is useless after the first time anyway).
* Remove rogue visual effects still playing when they no longer should, or playing at the wrong time.
* Remove rogue visual effects still playing when they no longer should, or playing at the wrong time.
* Remove rogue hotspots in some scenes, resulting from items being in the same set (but not same scene) or characters' hotspots not cleaned up properly between scene transitions.
* Remove rogue hotspots in some scenes, resulting from items being in the same set (but not same scene), leftover clickable objects, or characters' hotspots not cleaned up properly between scene transitions.
* Fix spelling of dialogue option "DRAGONFLY JEWERLY" (English version).  
* Fix spelling of dialogue option "DRAGONFLY JEWERLY" (English version).  
* In User Choice dialogue mode, prevent auto-selecting the last non "Done" option, so that the user still gets decide whether they would ask that option or choose "Done". This could affect the outcome with some characters in certain situations.
* In User Choice dialogue mode, prevent auto-selecting the last non "Done" option, so that the user still gets decide whether they would ask that option or choose "Done". This could affect the outcome with some characters in certain situations.
* ...
*Adjust the direction for the source of certain sounds eg. TV announcements, Maggie.
*Fix video/audio desynch and apply a few potential video decoding optimizations.
*Fix crash related to (formerly) using a separate thread for managing playing music.
* '''Future''' bug fixes for known items include (list is subject to changes):
** More fixes for the AI of police officers.
**More fixes for path finding and obstacles in a few scenes.
**Fix Lucy retirement by Steele scene in Act 3 (seems that this one is particularly glitchy).


Apart from the major fixes mentioned above, there were several other fixes that are too many to mention or too technical to get into in the above list.
Apart from the major fixes mentioned above, there are several other fixes that are too technical or minor to make it into in the above list, or we forgot about them when making the list.


<u>Restored Content items (include but not limited to)</u>:
<u>Restored Content items (include but not limited to)</u>:


* Two extra (optional) meetings with Rachael (depends on player's actions). One is in Act 3, the other in Act 4.
* Two extra (optional) meetings with Rachael (depends on player's actions). One is in Act 3, the other in Act 4.
* Runciter's Voigt Kampff test
* Runciter's Voigt Kampff test.
* Talkie GPS
* Talkie GPS.
* A few dispatch announcements, including the one about the car crash at Yukon Hotel.
* A few dispatch announcements, including the one about the car crash at Yukon Hotel.
* For the non-English versions, restored some lines in dialogue where the translation had more "lines" for the same quote, but the game did not play them, resulting in cut sentences.
* For the non-English versions, restored some lines in dialogue where the translation had more "lines" for the same quote, but the game did not play them, resulting in cut sentences.
* A few additional cutscenes, ie. landing at Howie's restaurant (won't always play), taking off from Runciter's zoological, overhead trains meet-up at the underground meeting spot.
* A few additional cutscenes, ie. landing at Howie's restaurant (won't always play), taking off from Runciter's zoological, an extra flyby when travelling in Act 1 (won't always play), overhead trains meet-up at the underground meeting spot.
* The player can purchase up to three (3) animoids (depends on player's actions, and they are expensive(!)
* The player can purchase up to three (3) ''animoids'' (depends on player's actions, and they are expensive(!); a fake garter snake (Hasan), a mechanical goldfish (Fish Dealer) and an electric slug (Insects Dealer)).
* The player can talk to Hasan about the scale to "complete" the side story for that clue. Hasan may be missing some times from Animoid Row in Act 3, but he will return there.
* The player can talk to Hasan about the scale (if found) to "complete" the side story for that clue. Hasan may be missing sometimes from Animoid Row in Act 3, but he will return there.
* A few more interactions with Dino Klein at the lab (and he won't go away after the first day)
* A few more interactions with Dino Klein at the lab (and he won't go away after the first day).
** Clues require to be uploaded in the mainframe, for Dino Klein to acknowledge them
** Clues require to be uploaded in the mainframe, for Dino Klein to acknowledge them.
* Howie Lee won't go away after Act 1, but may be missing from his diner some times (since he is doing the trips to the garbage bin).
** The lab buzzer button is now working, but if you click it many times it will annoy Dino Klein and it will take a bit of time for him to cool off.
* Some quality of life improvements in ''Easy mode'' for the infamous rat puzzle and the Moraji sequence
* Howie Lee won't go away after Act 1, but may be missing from his diner sometimes (since he is doing the trips to the garbage bin).
* Some quality of life improvements in ''Easy mode'' for the infamous rat puzzle and the Moraji sequence.
* Clicking on a rotating object model in KIA clues (top right display), McCoy should say its nominal description.
* Clicking on a rotating object model in KIA clues (top right display), McCoy should say its nominal description.
* An extra dancer in the Early Q's VIP room
* An extra dancer in the Early Q's VIP room.
* A few extra NPC walkers
* A few extra NPC walkers.
* More dialogue from McCoy and other characters for a few interactions
* More dialogue from McCoy and other characters for a few interactions.
** More inner dialogue for McCoy and more clickable items for McCoy to talk about
** More inner dialogue for McCoy and more clickable items for McCoy to talk about.
* An alternate implementation for McCoy's stamina drain (slower stamina drain). Can be disabled, same as in the vanilla game, from ScummVM GUI (via "Edit game" → "Engine" tab)
* An alternate implementation for McCoy's stamina drain (slower stamina drain). Can be disabled, same as in the vanilla game, from ScummVM GUI (via "Edit game" → "Engine" tab).
* Added a few extra exit hotspots for scenes where it would make sense.
* Added a few extra exit hotspots for scenes where it would make sense.
* Prevent McCoy from leaving the Yukon lobby until the situation with Leon is resolved (Act 3).
* Prevent McCoy from leaving the Yukon lobby until the situation with Leon is resolved (Act 3).
* ... More content to be restored in the future ...
* Additional background color to mark private KIA clues (on a hacked KIA), which are already or have been uploaded to Mainframe, despite McCoy trying to hide them later.  
*CrazyLeg's arrest option based on Grigorian's note (Yukon car crash) or Crazyleg's note (Dektora's vanity drawer) -- this applies only to specific cases depending on who bought the car.
*More interactions, dialogue and smoother animation transitions for Maggie.  
* More content to be restored '''in the future''' includes:
** Dektora's human ending.
** Rachael's retirement attempt (leads to McCoy being fired ending).
** Steele's notes on McCoy's activities.
** A few more encounters with Steele.
** A few extra outcomes for Izo's chase sequence.
** Leon attacking McCoy (leads to ending, this could be restricted to Hard Mode).
** Some extra meetings with characters (mainly Izo, Gordo and Chew) in Act 4.
** McCoy surrendering to a police ambush in Act 4.
** VK talkie instructions.
** More items to purchase from Bullet Bob.
** More restored dialogue for most characters.
** More restored sound effects for some events.
** One additional character restored (he won't say much though).
** One special "character" restored for a couple of localized versions.
** Allowing McCoy to retire Sebastian's dolls.
** Allowing Sadik to be killed earlier than Act 5.
** Allowing a path where Steele races McCoy to the Replicants but McCoy can reach them ahead of her -- to enable the "special" Steele-ending where McCoy can turn on the Reps and Steele is still alive to meet him outside. (design details for this are still TBD).
** Having Bullet Bob's KIA hack being more significant to the game's outcome (possibly related to the "special" Steele-ending).
** More DNA clues to be acquired in order to complete the sequence (design TBD, this could be restricted to Hard Mode).
** Fix a few story inconsistencies (where possible) by re-arranging the order of some acquired clues, so that it makes sense that eg. McCoy knows some things ahead of time, or that an item appears to be in two "places" at once.
** Developer's commentary for three scenes of the game: McCoy's Apartment, Howie Lee's Restaurant and Animoid Row (Hawker's Circle).


== Debugger commands ==
== Debugger commands ==
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Note, not all music heard in the game is a proper music track. For example, the re-used track "Iron Fist" from Command & Conquer - The Covert Operations (OST), which is played at the NightClub Row street area, is a SFX sound. Support for playing such tracks via the debugger may be added at a later time. Also note, not all of the tracks listed in Frank Klepacki's web page for the game are available in the game; they are also not in "removed content" since they don't appear (fully) anywhere in the game's resource files. Such tracks are "Main Theme", "Bradbury Building", "Taffy's Club", "Bounce" and "Good Night". Conversely, there are in-game tracks, like "One more time, love", that do not appear in the official OST.  
Note, not all music heard in the game is a proper music track. For example, the re-used track "Iron Fist" from Command & Conquer - The Covert Operations (OST), which is played at the NightClub Row street area, is a SFX sound. Support for playing such tracks via the debugger may be added at a later time. Also note, not all of the tracks listed in Frank Klepacki's web page for the game are available in the game; they are also not in "removed content" since they don't appear (fully) anywhere in the game's resource files. Such tracks are "Main Theme", "Bradbury Building", "Taffy's Club", "Bounce" and "Good Night". Conversely, there are in-game tracks, like "One more time, love", that do not appear in the official OST.  
=== outtake ===
List the available outtake video sequences, and play a selected outtake.
outtake (list | <outtakeId>)
Arguments:
* outtakeId - the id of the outtake video to play. It is an integer value in [0, 41].
* list - shows a list of the outtake vidoes ids with a short (not very spoilery) description.


=== var ===
=== var ===
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=== flag ===  
=== flag ===  


Get or set game flag (boolean).
Get or set game flag (Boolean).


  flag <id> [<value>]
  flag <id> [<value>]
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Arguments:
Arguments:
* actorId - id of actor, 0 - player, list is available here [https://github.com/scummvm/scummvm/blob/master/engines/bladerunner/game_constants.h]
* actorId - id of actor, 0 - player, list is available here [https://github.com/scummvm/scummvm/blob/master/engines/bladerunner/game_constants.h]
* timer - id of timer, 0, 1, 2 - script timers, 3 - walk delay timer ,4 - clue exachange timer, 5 - animation update timer
* timer - id of timer, 0, 1, 2 - script timers, 3 - walk delay timer ,4 - clue exchange timer, 5 - animation update timer
* value - time left in miliseconds, 0 will disable the timer
* value - time left in milliseconds, 0 will disable the timer


If timer & value arguments are not specified, command will print values all timers for selected actor
If timer & value arguments are not specified, command will print values all timers for selected actor
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If the value argument is specified, the command will set the friendliness of actorId towards otherActorId.
If the value argument is specified, the command will set the friendliness of actorId towards otherActorId.


Note that the friendliness of actor A towards actor B is not necessarily identical in reverse, ie the friendliness of actor B towards actor A could be different.
Note that the friendliness of actor A towards actor B is not necessarily identical in reverse, ie. the friendliness of actor B towards actor A could be different.


=== subtitle ===
=== subtitle ===
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* stats - Toggle displaying statistics of the VK test as subtitles.
* stats - Toggle displaying statistics of the VK test as subtitles.


=== click ===
=== mouse ===
Toggle showing mouse info (on mouse click) in the text console. The text console has to be enabled, in order to view the output for this command
Allows showing info on mouse position when clicking a mouse button, enabling beta mouse combat cursor and some experimental drawing options for the hotspot (normal) cursor. Arguments:


  click toggle
* click: Toggle showing mouse info (on mouse click) in the text console. The text console has to be enabled, in order to view the output for this command.
* beta: Toggle beta crosshairs cursor.
* add0: Toggle semi-transparent hotspot cursor (additive draw mode 0)
* add1: Toggle semi-transparent hotspot cursor (additive draw mode 1)
  mouse click
mouse beta
mouse add0
mouse add1
The commands toggle between "ON" and "OFF" modes.


The command will toggle between "ON" (displaying mouse click info) and "OFF" modes.  
Note: This command replaces the "click toggle" command from ScummVM versions 2.5.1 and older.


=== overlay ===
=== overlay ===
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* ui - draw bounding boxes for ui elements (applicable in modes like KIA, VK, ESPER, Spinner GPS, Elevators)
* ui - draw bounding boxes for ui elements (applicable in modes like KIA, VK, ESPER, Spinner GPS, Elevators)
* allway - draw all waypoints in the scene
* allway - draw all waypoints in the scene
* zbuf - display zbuffer instead of color buffer
* zbuf - display Z-buffer instead of color buffer
* act - draw bounding boxes of all actors. If an id is also specified, then draw bounding box for the specific actor
* act - draw bounding boxes of all actors. If an id is also specified, then draw bounding box for the specific actor
* obj - draw bounding boxes of all objects in current set and scene. If an id is also specified, then draw bounding box for the specific object
* obj - draw bounding boxes of all objects in current set and scene. If an id is also specified, then draw bounding box for the specific object
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There is single bit difference in vqa2.mix between DVD and CD versions (confirmed on two different copies).
There is single bit difference in vqa2.mix between DVD and CD versions (confirmed on two different copies).
==== Enhanced edition ====
Not supported when using files:
0a836a77b78d976876b4da28f14607c0 *BladeRunner.kpf
3e084658bce52c4ab38311b9ded79e6f *BladeRunnerEngine.kpf
802e63673d0f0e04d36fa0d01276cc3b *COREANIM.DAT
c96be3057ae8e201306796bb54766b73 *fonts.kpf
f95af3d41c8975871111d6e11248ceb2 *gfx.kpf
c7a688a033a1f14b492531f66b259250 *HDFRAMES.DAT
Supported using original files in <code>/Classic</code> directory bundled with Enhanced edition, these files are the same as original [[#English CD release|English CD Release]].


==== French CD release ====
==== French CD release ====
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* R2 - distributed as a crack, not supported
* R2 - distributed as a crack, not supported


* R3 - supported
* R3 - not supported as the fan translator does not wish his translation to be incorporated into ScummVM
  9773def195c18413c06914c71526b051 *STARTUP.MIX
  9773def195c18413c06914c71526b051 *STARTUP.MIX


* R4 - supported
* R4 - not supported as the fan translator does not wish his translation to be incorporated into ScummVM
  dd5c7be1d7fd236013d0e566e4b5532e *STARTUP.MIX
  dd5c7be1d7fd236013d0e566e4b5532e *STARTUP.MIX


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* [https://en.wikipedia.org/wiki/Blade_Runner_(1997_video_game) Wikipedia article on Blade Runner]
* [https://en.wikipedia.org/wiki/Blade_Runner_(1997_video_game) Wikipedia article on Blade Runner]
* [https://www.mobygames.com/game/blade-runner MobyGames entry for Blade Runner]
* [https://www.mobygames.com/game/blade-runner MobyGames entry for Blade Runner]
* [https://www.scummvm.org/screenshots/westwood/blade/ Screenshots]
* [https://www.scummvm.org/screenshots/westwood/bladerunner/ Screenshots from original mode]
* [https://www.scummvm.org/screenshots/westwood/bladerunner-final/ Screenshots from restored content mode]


[[Category:Bladerunner Games]]
[[Category:Bladerunner Games]]
[[Category:Supported Games]]
[[Category:Supported Games]]
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