infected Raccoon City. However, after the promotion, Capcom made Resident Evil protagonist Jill Valentine the main character and decided that Raccoon City would be destroyed. Unlike the majority of the early scripts in the series, the story was not created by Capcom's Flagship studio but by internal Capcom writer Yasuhisa Kawamura, who had little experience with Resident Evil. Kawamura played the original game to familiarize himself with its fictional universe. The story was proofread and sanctioned by Flagship to avoid continuity errors with other games, an issue that was also given attention in monthly meetings between all directors and producers. Resident Evil 3 uses the same game engine as its predecessors. The environments consist of 2D pre-rendered backgrounds while moving objects, such as enemies and some interactive elements, consist of 3D polygon graphics. The developers chose this technique because having full 3D graphics would not allow them to create graphically rich and detailed environments. According to project supervisor Yoshiki Okamoto, "the number of polygons allocated for the enemies would not be sufficient. We did not want to have blocky, pixelated zombies." Interaction with the environment was improved so that the player could shoot objects such as explosive barrels to damage enemies. The developers also added more zombie varieties, which can take the form of policemen, doctors, and ordinary citizens, among others. Unlike previous Resident Evil games, which normally take place inside buildings, Resident Evil 3 takes place largely in the streets of Raccoon City. This allowed the developers to create more varied environments. Capcom introduced more action mechanics, which resulted in the addition of the 180-degree turn and a dodge feature to avoid attacks. Additionally, the developers designed the game so that up to nine enemies can appear at the same time, and improved their artificial intelligence to hunt the player up and down stairs. The Nemesis creature was inspired by the liquid-metal T-1000 from the 1991 film Terminator 2: Judgment Day. According to Mikami, "I wanted to introduce a new kind of fear into the game, a persistent feeling of paranoia. The Nemesis brings that on in spades. When it disappears after the first confrontation, you live in constant dread of the next attack. The idea is to make you feel like you're being stalked." The game was developed concurrently with the Dreamcast version of Resident Evil – Code: Veronica. It was originally referred to as Biohazard 1.9 or