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 ==Ghost in the Shell (game) sources for the GAN== 
 Hi Lucia. Again sorry this took so long. I was fairly free when I first offered the sources but by the time you confirmed that you wanted an upload I was deep into the end-of-the-year rush. Things are a bit calmer now, but these took a little while to translate. Anyway the first one is a review from one of the better-known Brazilian magazines, Super GamePower (listed here alongside Nintendo World and Official PlayStation Magazine). The magazine scores along a 1 through 5 scale with 5 as the best. 
 *Scan: here. 
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 ! Marcelo Kamikaze. Rubem Barros (ed.). ""P.Station: Ghost in the Shell."" Super GamePower. No.43. Pg.28. October 1997. ISSN 0104-611X. 
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 *PlayStation 
 :By Marcelo Kamikaze 
 :Following the successful manga (Japanese comics) and anime (Japanese cartoons), Masamune Shorow's magnum opus has come to the PlayStation! The Ghost in the Shell movie is a bestseller in the USA. It's just debuted in Brazilian theaters. In this cyberpunk world, there are three types of characters: ""normal"", cyborgs (possessing human intelligence), and robots. Agent Motoko Kasunagi belongs to the second category.The job is now to investigate the explosion of the Megatech Body building that manufactures parts for cyborgs. Mounted on Futikoma - another spider-like vehicle equipped with machine guns, homing missiles and bullets, the player faces enemies in a similar manner to those from Doom. The machine can climb walls and hang from the ceiling so keep your seasickness medicine handy. PS - The film's animation is better than that of the film! 

 :Ghost in the Shell 
 :Fun Factor 
 :1-player - memory card 
 :Sony PlayStation - Action 
 :Graphics - 4 
 :Sound - 4 
 :Controls - 4 
 :Originality - 4 
 |} 

  

  
 The second one is a 2-page review from Velikij Drakon. It also scores on a 1 through 5 scale with 5 as the best. 
 *Scans: here and here. 
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 ! Korneev, Valerij sub nom Agent Kuper. ""Анонсы: PlayStation - Ghost in the Shell"". Velikij Drakon. Issue 35. Pp.10-11. 1997. ISSN 0868-5967. 
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 *Playstation 
 :Ghost in the Shell 
 :Ghost in the Shell 
 :Until recently, the attitude of many gamers to the company THQ was, to put it mildly, chilly. Having gained a reputation as a ""junk food"" publisher, THQ had long been out of favor when it first became known that they would be releasing a video game adaptation of the ""Ghost in the Shell"" movie. Most players assumed they'd be facing another disappointment. But this tim THQ has really given the project the attention it deserves. The basic engine was developed by a 3-person team from the famous 3D shooter-platformer, Jumping Flash, one of the most famous games for the first generation PSX. Masamune Shirow, for whom this is his second game (Project: Horned Owl being the first), is the main artist. Designer Hiroyuki Okiura has hasn't held back at all, giving us colorful animated screens. 
 :The story concerns the same police force as discussed in the film, but it obviously takes place before or after (not during) the events from the film. Players will encounter the main characters from the manga - Bato, Ishigavoy, and the incomparable Motoko Kasunagi. The biggest surprise is the game concept. A film like ""Ghost in the Shell"" provides programmers with almost unlimited freedom of choice for the game format: it can be a crawler, a shooter, or even an RPG quest. But here the Japanese have chosen a very original version: a 3D-shooter mixed with a racer! The climax of the film revolves around a battle against a huge Kasunagi-beetle tank at the Museum of Paleontology. So the equipment designers, Shoji Kawamori and Takeuchi Atsushi based the based their efforts on the deign of this giant mecha with personal ""bugs"" used by the city police. You are given the opportunity to pilot a combat machine... (continued on next page) 
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 :(continued from previous page) ...capable of moving at great speeds across hard surfaces like the floor, a sheer wall, or even the ceiling. If you crawl under a bridge span or onto a ceiling then naturally the world will appear ""upside down."" But this is not Descent where the constantly whirling scenery around the ship can cause disorientation and often dizziness. Here, even if you stay o the wall or ceiling, you know exactly where the top or bottom is thanks to the abundance of objects that have clear orientation and do not produce the