Time Crisis is a light gun shooterarcade game released by Namco in 1995. It was later ported for the PlayStation in 1997, bundled with the Gunconlight gun controller, which was released alongside it.[3]
Gameplay[edit]
Time Crisis is a light gun game. There is no way to get around this fact. It follows the same move-you-from-scene-to-scene formula that all light gun games employ. The game does have a few things that are unique or just don't follow the cliche for light gun titles. Time Crisis 4 Review. A bland first-person shooter mode does little to freshen up the stale taste of this aging light-gun series. Time Crisis II Review. Time Crisis II is a whole lot more fun than a console port of a three-year-old arcade game should be.
Time Crisis is a three-dimensional first personrail shooter similar to Virtua Cop and The House of the Dead, in that the player holds a light gun and fires at on-screen enemies. Time Crisis is best known for its cover system, in which players can duck behind cover to avoid enemy fire and reload their weapons. In the arcade version, a foot pedal is used to toggle between ducking and attacking positions.[4] In console conversions, a button command replicates the foot pedal's functions.[5] The player loses a life if hit by a direct bullet or obstacle whilst not taking cover. There are three stages, each consisting of three areas and a boss battle.
The arcade cabinet's light gun (introduced in Point Blank) utilizes a special memory chip to synchronize areas of the screen's image as the player rotates the gun around. The light gun also features a blowback function which simulates real-life gun recoil; this feature is not retained in the PlayStation port.[5]
The player must complete each area in a certain amount of time.[4] To avoid running down the clock, the player must take risks, shooting enemies rapidly and hiding only when necessary. A time extension is rewarded when an area is passed, and there are time bonuses awarded for shooting certain enemies quickly.
The PlayStation port features an exclusive story mode, in which the player's performance, such as how quickly they can clear an area, affects the path they take through the game, resulting in multiple possibilities.[6]
Plot[edit]
In 1995, the V.S.S.E., an international protection agency, helps Sercian opposition leader William MacPherson engineer a coup that overthrows a century-old authoritarian regime. Shortly afterwards, MacPherson is elected as the Sercian republic's first president. However, Sherudo Garo, the last survivor of the regime, plots to restore the old order, launching a series of attacks and assassinations that quickly destabilize the nation. As the finishing touch, Sherudo has MacPherson's daughter Rachel abducted and imprisoned in his family's castle on a remote island, demanding vital military secrets in exchange for her life. A desperate MacPherson contacts the V.S.S.E., who in turn dispatches veteran agent Richard Miller, the 'One Man Army', to infiltrate the castle and rescue Rachel.
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Miller reaches the island and rams his explosives-rigged boat into the castle's exterior to create an entrance. Sherudo hears the resulting boom, but his head of security, Wild Dog, assures him that Miller won't last long against his highly trained mercenaries. Meanwhile, Miller confronts Wild Dog's troops in the submarine hangar and makes his way to the main courtyard against heavy resistance, eventually reaching Rachel's location. She warns him of a setup before being whisked away. Miller is then confronted by Dog's chief assassin, Moz, and his unit. He defeats them and interrogates Moz, who reveals that Rachel has been transferred to the clock tower. There, Miller is attacked by Sherudo, a trained knife thrower, and guns him down, only to find Rachel held at gunpoint by Dog. Angered by Sherudo's death (since it means he won't be paid), Dog reveals his intentions to blow up the castle with Richard inside and escape with Rachel. Pursuing them to the castle's helipad, Miller arrives just as Rachel manages to break free, leading Dog to shoot her. A furious Miller engages Dog in a fast-and-loose gun battle across the rooftop, during which Dog accidentally sets off his detonator, apparently killing himself in a fiery explosion. Richard collects the wounded Rachel and escapes in Dog's chopper just as the rest of the castle goes up in flames.
The PlayStation version features a special mission known as the 'Kantaris Deal', which takes place several weeks after the main story's events. Miller is alerted by V.S.S.E to the presence of an illegal arms factory posing as a Sercian hotel, with ties to Wild Dog's organization. He is assigned to infiltrate the factory and eliminate its owner, Kantaris. Upon clearing the lobby, Miller has three different paths to his target. The first takes him through the ballroom/casino, where he eliminates Kantaris's scythe-hand assassin, Web Spinner. He then pursues her to the swimming pool just as she attempts to escape by air. After shooting down an escort gunship, Miller damages the engines of Kantaris's ship just as it takes off, causing it to crash and explode. Should Miller fail to stop Web Spinner in time, he will instead be taken to the arms factory; and should Miller fail to pursue Kantaris in time, he will instead be taken to Kantaris' office in the lounge. The second path, which can only be accessed if there are less than 22 seconds left on the clock, instead goes through the shopping mall and down into a garbage disposal. There, Miller uses a claw arm to punch a hole in the wall, allowing him to access the underground arms factory. From there, he makes his way to Kantaris' office in the lounge and defeats her personal security droid, which then malfunctions and rolls out the window, taking her with it. Should Miller fail his pursuit in the arms factory, he will instead be redirected to the parking lot. The third path can be made available if Richard does not activate the claw in time. Instead of entering the factory, he goes directly through the parking lot. After defeating a spider-legged battle tank, Miller disables Kantaris's car, forcing it to crash. If in any of these scenarios Miller fails to take action soon enough, Kantaris escapes and the mission is aborted. (Canonically, the spin-off game Time Crisis: Project Titan takes place after the mission's failure.[7])
Soundtrack[edit]
A soundtrack Time Crisis Arcade Soundtrack was released in 1997.[8] Another soundtrack Time Crisis 3D Sound Ensemble was released later.[9] It contains audio dramas that depicts events during and before the first game, such as Miller's battle against Sherudo from the game.
Reception[edit]
A reviewer for Next Generation hailed the game as being superior even to competitor Sega's Virtua Cop 2, primarily due to the unique foot pedal maneuver. He remarked that 'By creating this innovative maneuvering technique, in addition to time-based, predetermined path running, providing Story or Attack mode and challenging end-level bosses, Time Crisis thrusts the light-gun genre into a brand-new territory - and develops a whole new way of looking at, and playing, the classic light-gun game.'[21]
The PlayStation version received 'favorable' reviews according to the review aggregation website GameRankings.[10]
Next Generation reviewed the PlayStation version of the game, rating it four stars out of five, and stated that 'when compared to other light-gun shooters for home systems, Time Crisis is as good as it gets.'[22]
References[edit]
External links[edit]
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Time_Crisis_(video_game)&oldid=918672691'
Time Crisis is a first-personon-railslight gun shooter series of arcadevideo games by Namco. The first installment of the series was released in the arcades in 1995[1] and later ported to the PlayStation consoles.[2]
Overview[edit]
GunCons were bundled with the console versions of Time Crisis. This is a GunCon for the original PlayStation.
The setting of each Time Crisis revolves around a serious threat to usually one nation. However, some games have involved a threat to either the world (Time Crisis II) or the protagonist (Time Crisis: Project Titan). The V.S.S.E. (Vital Situation, Swift-Elimination), a covert organization, must send in its highly skilled agents to eliminate any security threats. The first Time Crisis had three stages with four areas (location where the game starts) each. The second and third installments have three stages, each with three areas. The fourth installment adds a prologue for a total of 4 stages each with three areas (with the exception of the prologue, which has only one area). The fifth installment has an exclusive upgrade kit version of (True Mastermind edition, which is the full version of the game) to double the stages from 3 to 6, with 3 areas that were interconnected with each other, thus there would be no breaks/loadings after clearing an area (with the exception of the final stage, which only has one area).[3]
Many of the fighting areas are dangerous situations, such as a steadily capsizing ship or a train dangling off a damaged bridge (as in Time Crisis 3). In the third and fourth installments, supporters from various organizations come in to assist the V.S.S.E. agents, sometimes to aid them in their mission, sometimes to protect their own reputations. Crisis Zone has a different plot. It takes place in the United Kingdom and concerns the S.T.F. (or Special Tactical Force)'s attempt to destroy the U.R.D.A., a terrorist organization. Razing Storm and Time Crisis: Razing Storm, which take place in the near-future, involve an elite task force known as S.C.A.R. (Strategic Combat and Rescue) being sent to a South America country during a revolution to capture and defeat the mastermind who has orchestrated an attack on the United States together with several international military organizations, while battling terrorists and other renegade soldiers.
Games[edit]Main Series[edit]Time Crisis (1995)[edit]
The first Time Crisis was released for arcades in 1995[1] and ported to the PlayStation in 1997. It was the first game to support the GunCon light gun peripheral.
Time Crisis II (1998)[edit]
A two-player sequel, titled Time Crisis II, featured two machines linked together, allowing players to cover each other. Each player dispatches enemies on slightly different routes, creating unique environments to defend themselves on. It was released for the arcades in 1998 and for the PlayStation 2 in 2001. It was the first game to support the GunCon 2 light gun peripheral.
Time Crisis 3 (2003)[edit]
In 2003, Namco released Time Crisis 3 for arcades and the PlayStation 2. It granted four different weapons available at the start (handgun, machine gun, shotgun and grenade launcher). The ammo of the latter three had to be recharged during play. The home version, released for the PlayStation 2 featured a new side story in which the player can use a sniper rifle during certain scenes.
Time Crisis 4 (2006)[edit]
In 2006, Time Crisis 4 was released and introduced a refined multi-hiding system (similar to the one featured in Time Crisis: Project Titan) where the player can move the gun in a certain direction to move the character's position in certain areas of the game regardless whether or not the player may hiding or attacking the enemy. A PlayStation 3 version was released in 2007 in the United States and Japan, and in 2008 in Europe and Australia, bundled with the GunCon 3 light gun peripheral. It was notable for introducing a first-person shooter mode to the series.
Time Crisis 2 Pc Game Free DownloadTime Crisis 5 (2015)[edit]
Time Crisis 5 was released by Namco in March 2015 in the arcades. It is the first entry in the Time Crisis series to use Epic Games' Unreal Engine. Unlike its predecessors, the game uses two pedals. Namco later announced a True Mastermind edition (真の黒幕編 Shin no kokumakuhen) of the game which was released near the end of August 2015, and includes the second half of the game, consisting of three new stages, for a total of six stages, the largest in the series.[4][5]
Arcade/Console Spinoffs[edit]Crisis Zone (1999)[edit]
Crisis Zone was released in 1999 in the Arcades. While Crisis Zone had similar play mechanics as with Time Crisis, Crisis Zone featured solo play with a fully automatic machine gun (as opposed to the standard pistol, though the pistol can be used later in the remake version), interactive backgrounds, and a different storyline centering on the anti-terrorist tasks of elite S.T.F. trooper Claude McGarren (spelled 'Croad MacGalain' in the arcade version). A PlayStation 2 remake of the title was released in 2004 and turns it into a subtitle of its full name, Time Crisis: Crisis Zone.
Time Crisis: Project Titan (2001)[edit]
A side story to the first Time Crisis game Time Crisis: Project Titan, was released in 2001 exclusively for the PlayStation, featuring a new multi-hiding system.
Razing Storm (2009)[edit]
In 2009, another spin-off game, Razing Storm, was released in the Arcades. It was re-released in October 2010 with the title Time Crisis: Razing Storm, for the PS3. This version is known in Japan as Big 3 Gun Shooting and comes packaged with Deadstorm Pirates and the arcade version of Time Crisis 4. All games feature full PlayStation Move and GunCon 3 support.
Parker brothers games monopoly. This new token was added to the set in 1999 bringing the number of tokens to eleven.
Mobile Spinoffs[edit]Time Crisis Strike for iOS (2009)[edit]
Time Crisis Strike was released by Namco in January 2009 for iOS. It is a spin-off of Time Crisis 3, with a different story.
Time Crisis Elite for J2ME (2009)[edit]
A spin-off mobile game, Time Crisis Elite, was developed by Electronic Arts and published by Namco for Java based mobile phones in 2009. The game divides the screen to sections, each relating to a key in non touch screen versions.
Time Crisis 2nd Strike for iOS (2010)[edit]
Time Crisis 2nd Strike was released by Namco in September 2010 for iOS. It is the sequel of the Time Crisis spin-off and the alternate version of Time Crisis 4. It allowed players to use another iOS device as a gun controller via the app iGunCon. It is no longer available for purchase as of March 30, 2015.[6]
Gameplay[edit]
Time Crisis focuses on shooting all on-screen enemies in an area within a specific time limit to continue on to the next area and complete the level. The franchise's distinctive feature is its cover system: the player steps on a foot pedal to have the player character emerge from cover and attack enemies, and releases the pedal to get behind cover, protecting the character from enemy attacks but leaving them unable to shoot. In Time Crisis 5, the pedal has been redesigned as two pedals, one in the left and one in the right, to give the player 2 positions from which to emerge from cover and catch enemies unaware. The player must take cover to reload their standard gun. Time Crisis 3 introduced new weapons: a machine gun, shotgun, and grenade launcher, that have limited ammunition but can be replenished by killing certain enemies. To switch weapons in Time Crisis 3 and 4, the player must press the trigger while behind cover; in Time Crisis 5, a separate button located on the left and right of the gun controller allows the player to switch weapons at any point.
The countdown clock prevents the player from remaining behind cover for too long and imposes a time limit to clear the stage of enemies. The player must manage their time in and out of cover to attack enemies on sight, while avoiding being hit by direct shots. In Time Crisis and Project Titan, after the clearance of an area the game adds only a partial amount of time to the overall clock while the timer keeps running down and the game ends if the time reaches zero. In multiplayer installments (starting with Time Crisis II), the clock resets after the player clears their immediate area of enemies, and will deduct 1 life point if it reaches zero. Time Crisis 5 introduces new scenario-specific timed sequences apart from the standard countdown clock where the player must act within a specific timeframe: dodge moments (the player must press the indicated left or right pedal to avoid a hit from incoming debris), a sniper level (killing enemies from concealed positions), and slow-motion target sequences (shooting bullseyes painted on a target before they turn red).
Hit detection[edit]Time Crisis Pc Game Download
In the first Time Crisis enemies fired 'unannounced' direct hits, which caused problems because players did not know when they would be hit and take damage. Different-colored enemies provided different accuracy-levels (with red soldiers the most accurate). Project Titan attempted to address that problem using 'different colored bullets', but this did not fix the 'unannounced' direct-hit issue. This problem was fixed in Time Crisis II; life-threatening shots are indicated with a red flash (known as a 'crisis flash') which gives the player time to release the pedal. Since then, this mechanism of hit detection would be used in later main installments. In Crisis Zone, enemies that are about to hit the player with a shot had a target icon on them, reminding the player to stun them quickly or hide. Physical objects such as punches, kicks, and blades will not be announced so players would need to shoot or hide quickly. In Razing Storm, enemies which about to attack the player will marked with a crosshair, with four arrows constantly closing into the center. Letting the arrows hit the center resulted in losing a life. Throwing weapons, such as grenade and rockets are indicated with a yellow triangle, and these attacks can be deflected by shooting them.
References[edit]Time Crisis 4 Pc Game Download
External links[edit]
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Time_Crisis&oldid=917974647'
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