History VideoGame / TimeCrisis

2nd Mar '17 4:18:56 AM Ominae
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Admit it: whenever you play those {{Light Gun Game}}s, the absurd amount of enemies that constantly chip away your health/life makes you believe TheComputerIsACheatingBastard. How are you ever supposed to stop this onslaught? Enter ''Time Crisis'' by Creator/{{BandaiNamcoEntertainment|Bandai}}, a series of {{Light Gun Game}}s for the arcades, now in its fifth iteration. Its main distinguishing feature is its use of a foot pedal: the player holds the pedal down to attack; when the pedal is released, the player [[TakeCover hides behind a nearby wall/tree/bench/other object]] and is safe from attack, but can't retaliate. This means that unlike most light gun games, ''any'' attack can be dodged without harm even once it's been launched, although the reaction time you have can be punishingly low.

to:

Admit it: whenever you play those {{Light Gun Game}}s, the absurd amount of enemies that constantly chip away your health/life makes you believe TheComputerIsACheatingBastard. How are you ever supposed to stop this onslaught? Enter ''Time Crisis'' by Creator/{{BandaiNamcoEntertainment|Bandai}}, Creator/BandaiNamcoEntertainment, a series of {{Light Gun Game}}s for the arcades, now in its fifth iteration. Its main distinguishing feature is its use of a foot pedal: the player holds the pedal down to attack; when the pedal is released, the player [[TakeCover hides behind a nearby wall/tree/bench/other object]] and is safe from attack, but can't retaliate. This means that unlike most light gun games, ''any'' attack can be dodged without harm even once it's been launched, although the reaction time you have can be punishingly low.
2nd Mar '17 4:17:48 AM Ominae
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Admit it: whenever you play those {{Light Gun Game}}s, the absurd amount of enemies that constantly chip away your health/life makes you believe TheComputerIsACheatingBastard. How are you ever supposed to stop this onslaught? Enter ''Time Crisis'' by Creator/{{Namco|Bandai}}, a series of {{Light Gun Game}}s for the arcades, now in its fifth iteration. Its main distinguishing feature is its use of a foot pedal: the player holds the pedal down to attack; when the pedal is released, the player [[TakeCover hides behind a nearby wall/tree/bench/other object]] and is safe from attack, but can't retaliate. This means that unlike most light gun games, ''any'' attack can be dodged without harm even once it's been launched, although the reaction time you have can be punishingly low.

to:

Admit it: whenever you play those {{Light Gun Game}}s, the absurd amount of enemies that constantly chip away your health/life makes you believe TheComputerIsACheatingBastard. How are you ever supposed to stop this onslaught? Enter ''Time Crisis'' by Creator/{{Namco|Bandai}}, Creator/{{BandaiNamcoEntertainment|Bandai}}, a series of {{Light Gun Game}}s for the arcades, now in its fifth iteration. Its main distinguishing feature is its use of a foot pedal: the player holds the pedal down to attack; when the pedal is released, the player [[TakeCover hides behind a nearby wall/tree/bench/other object]] and is safe from attack, but can't retaliate. This means that unlike most light gun games, ''any'' attack can be dodged without harm even once it's been launched, although the reaction time you have can be punishingly low.



* ''Time Crisis 5'' - Announced for an international release in March 2015 for arcades, this installment takes cues from the dual-pedal system used by ''VideoGame/TooSpicy'', allowing players to attack, displace their current position and flank enemies from different directions. Essentially, it is the inverse of the Multi-Screen Scenarios by giving players the ability to instantly change their viewpoint without losing their aim. Creator/NamcoBandai later released a ''True Mastermind Edition'', which continues the game's storyline with an additional three stages for a total of six.

to:

* ''Time Crisis 5'' - Announced for an international release in March 2015 for arcades, this installment takes cues from the dual-pedal system used by ''VideoGame/TooSpicy'', allowing players to attack, displace their current position and flank enemies from different directions. Essentially, it is the inverse of the Multi-Screen Scenarios by giving players the ability to instantly change their viewpoint without losing their aim. Creator/NamcoBandai Creator/BandaiNamcoEntertainment later released a ''True Mastermind Edition'', which continues the game's storyline with an additional three stages for a total of six.
1st Mar '17 3:08:04 PM contrafanxxx
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** Meanwhile, the fourth game involves [[spoiler: a plot to ''[[NukeEm nuke the entire United States]]''.]]
25th Feb '17 11:00:10 AM Snippyshelf7
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* LeapAndFire: Mooks in Time Crisis 3 occasionally jump to the side and open fire at the same time. Red mooks can perform this and still shoot with perfect accuracy.
25th Feb '17 4:23:45 AM LucaEarlgrey
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* SnipingTheCockpit: In ''3'', many groups of enemies you face are on [=ATVs=]. Killing the driver of an ATV will send the entire vehicle crashing.
16th Feb '17 6:35:12 PM LucaEarlgrey
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* DoNotRunWithAGun: Justified; the game revolves around having something to hide behind or to block with at all times, so rarely is your character moving during an attack phase unless they can do so while still being able to avoid enemy fire. If you are moving at a high speed, it's due to being on an armored vehicle of some sort, such as Alicia's ''ATV'' in ''3'' or one of two helicopters in ''4''. ''Crisis Zone'' uses a riot shield so there are more sequences where you're moving and firing at once.

to:

* DoNotRunWithAGun: Justified; the game revolves around having something to hide behind or to block with at all times, so rarely is your character moving during an attack phase unless they can do so while still being able to avoid enemy fire. If you are moving at a high speed, it's due to being on an armored vehicle of some sort, such as Alicia's ''ATV'' ATV in ''3'' or one of two helicopters in ''4''. ''Crisis Zone'' uses a riot shield so there are more sequences where you're moving and firing at once.
16th Feb '17 6:34:58 PM LucaEarlgrey
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Added DiffLines:

* DoNotRunWithAGun: Justified; the game revolves around having something to hide behind or to block with at all times, so rarely is your character moving during an attack phase unless they can do so while still being able to avoid enemy fire. If you are moving at a high speed, it's due to being on an armored vehicle of some sort, such as Alicia's ''ATV'' in ''3'' or one of two helicopters in ''4''. ''Crisis Zone'' uses a riot shield so there are more sequences where you're moving and firing at once.
7th Jan '17 9:17:00 AM nombretomado
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** [[TheDragon Wild Dog]] is modeled after Mad Dog, [[BigBad Johnny Wong]]'s [[TheDragon Dragon]] from the JohnWoo movie ''Film/HardBoiled''.

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** [[TheDragon Wild Dog]] is modeled after Mad Dog, [[BigBad Johnny Wong]]'s [[TheDragon Dragon]] from the JohnWoo Creator/JohnWoo movie ''Film/HardBoiled''.
22nd Dec '16 6:59:21 AM Morgenthaler
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* RatedMForManly: This is a series involve two {{Badass}} agents against an entire army of terrorists and always winning, after all.

to:

* RatedMForManly: This is a series involve two {{Badass}} badass agents against an entire army of terrorists and always winning, after all.
11th Dec '16 10:37:37 PM Xtifr
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* '''Time Crisis''' - Released for the arcades in 1996, it was ported one year later onto the Sony UsefulNotes/PlayStation, bundled with Namco's signature LightGun peripheral "[=GunCon=]".

* '''Time Crisis 2''' - Appearing in arcades in 1997, this installment is where [[CoOpMultiplayer the game began setting up two cabinets hooked together for two-player co-operative play]]. [[OneGameForThePriceOfTwo Both players go through the levels at slightly different vantage points on the action and sections with more pronounced differences (one player on the ground, the another on a railing above).]] As an added bonus, a red reticule used by a {{Mook|s}} is visualized as a direct hit to players, allowing them to know exactly when they should let go of the pedal to dodge (which ''wasn't'' present in the first, another reason why the original was so strict). A port was released in 2001 for the Sony UsefulNotes/PlayStation2, compatible with "[=GunCon=] 2".

* '''Time Crisis 3''' - For this release in 2002 in arcades, players have the ability to use extra weapons in the form of a machine gun, shotgun and grenade launcher, which were more powerful than the default handgun, but had limited ammunition. To refill them, players had to shoot a specific yellow {{Mook}}. This game would also be ported onto the [=PlayStation 2=] a year later.

* '''Time Crisis 4''' - This title released in 2006 for arcades forces players to take part in "Multi-Screen Scenarios", where near endless {{Mook}}s come and attack from different directions (until the timer reaches zero, and provided the player survives). The game was ported onto the Sony UsefulNotes/PlayStation3 with the rather awkward "[=GunCon=] 3" bundled a year later.

* '''Time Crisis 5''' - Announced for an international release in March 2015 for arcades, this installment takes cues from the dual-pedal system used by ''VideoGame/TooSpicy'', allowing players to attack, displace their current position and flank enemies from different directions. Essentially, it is the inverse of the Multi-Screen Scenarios by giving players the ability to instantly change their viewpoint without losing their aim. Creator/NamcoBandai later released a ''True Mastermind Edition'', which continues the game's storyline with an additional three stages for a total of six.

to:

* '''Time Crisis''' ''Time Crisis'' - Released for the arcades in 1996, it was ported one year later onto the Sony UsefulNotes/PlayStation, bundled with Namco's signature LightGun peripheral "[=GunCon=]".

* '''Time ''Time Crisis 2''' 2'' - Appearing in arcades in 1997, this installment is where [[CoOpMultiplayer the game began setting up two cabinets hooked together for two-player co-operative play]]. [[OneGameForThePriceOfTwo Both players go through the levels at slightly different vantage points on the action and sections with more pronounced differences (one player on the ground, the another on a railing above).]] As an added bonus, a red reticule used by a {{Mook|s}} is visualized as a direct hit to players, allowing them to know exactly when they should let go of the pedal to dodge (which ''wasn't'' present in the first, another reason why the original was so strict). A port was released in 2001 for the Sony UsefulNotes/PlayStation2, compatible with "[=GunCon=] 2".

* '''Time ''Time Crisis 3''' 3'' - For this release in 2002 in arcades, players have the ability to use extra weapons in the form of a machine gun, shotgun and grenade launcher, which were more powerful than the default handgun, but had limited ammunition. To refill them, players had to shoot a specific yellow {{Mook}}. This game would also be ported onto the [=PlayStation 2=] a year later.

* '''Time ''Time Crisis 4''' 4'' - This title released in 2006 for arcades forces players to take part in "Multi-Screen Scenarios", where near endless {{Mook}}s come and attack from different directions (until the timer reaches zero, and provided the player survives). The game was ported onto the Sony UsefulNotes/PlayStation3 with the rather awkward "[=GunCon=] 3" bundled a year later.

* '''Time ''Time Crisis 5''' 5'' - Announced for an international release in March 2015 for arcades, this installment takes cues from the dual-pedal system used by ''VideoGame/TooSpicy'', allowing players to attack, displace their current position and flank enemies from different directions. Essentially, it is the inverse of the Multi-Screen Scenarios by giving players the ability to instantly change their viewpoint without losing their aim. Creator/NamcoBandai later released a ''True Mastermind Edition'', which continues the game's storyline with an additional three stages for a total of six.



* '''Crisis Zone''' - Released for the arcades in 1999 as a single-player only cabinet, it is basically ''Time Crisis'' except players use a machine gun and a ballistic shield as cover. It is the first game to allow players the choice between three levels to play in any order. Fans consider it a GaidenGame to the series, thanks to the loose connections between the main installments, although neither the [=VSSE=] nor Wild Dog appear. Oddly enough, the game was RemadeForTheExport in 2004 for the [=PlayStation=] 2, available only in Europe and North America, retitled as ''Time Crisis: Crisis Zone'' in the latter, while [[NoExportForYou there has been no console release in Japan]].

* '''Project Titan''' - A 2001 [=PlayStation=]-exclusive GaidenGame/semi-sequel that follows the protagonist of the original. This game actually showcases the "Multi-Screen Scenario" [[OlderThanYouThink first before the fourth installment used it]].

* '''Time Crisis Strike''' - Released in 2009 for the Apple {{iOS}}, it is an alternate take on the arcade version of ''Time Crisis 3''.

* '''VideoGame/RazingStorm''' - Appearing in arcades in 2009, this spin-off takes cues from ''Crisis Zone'' with players using a machine gun as their standard weapon and a ballistic shield as cover, but will switch to special weapons like rocket launchers and sniper rifles as the situation warrants. Unlike ''Crisis Zone'', this game allowed co-op though only used one cabinet rather then separate ones that offered different perspectives. Ported to the [=PlayStation 3=] a year later and retitlted as ''Time Crisis: Razing Storm'', it is also compatible with the [=PlayStation=] Move, as well as being bundled with an "arcade only" version of ''Time Crisis 4'' and ''VideoGame/DeadstormPirates''.

* '''Time Crisis 2nd Strike''' - A sequel to ''Time Crisis Strike'', this 2010 game for [=iOS=] is an alternate version of ''Time Crisis 4''.

to:

* '''Crisis Zone''' ''Crisis Zone'' - Released for the arcades in 1999 as a single-player only cabinet, it is basically ''Time Crisis'' except players use a machine gun and a ballistic shield as cover. It is the first game to allow players the choice between three levels to play in any order. Fans consider it a GaidenGame to the series, thanks to the loose connections between the main installments, although neither the [=VSSE=] nor Wild Dog appear. Oddly enough, the game was RemadeForTheExport in 2004 for the [=PlayStation=] 2, available only in Europe and North America, retitled as ''Time Crisis: Crisis Zone'' in the latter, while [[NoExportForYou there has been no console release in Japan]].

* '''Project Titan''' ''Project Titan'' - A 2001 [=PlayStation=]-exclusive GaidenGame/semi-sequel that follows the protagonist of the original. This game actually showcases the "Multi-Screen Scenario" [[OlderThanYouThink first before the fourth installment used it]].

* '''Time ''Time Crisis Strike''' Strike'' - Released in 2009 for the Apple {{iOS}}, it is an alternate take on the arcade version of ''Time Crisis 3''.

* '''VideoGame/RazingStorm''' ''VideoGame/RazingStorm'' - Appearing in arcades in 2009, this spin-off takes cues from ''Crisis Zone'' with players using a machine gun as their standard weapon and a ballistic shield as cover, but will switch to special weapons like rocket launchers and sniper rifles as the situation warrants. Unlike ''Crisis Zone'', this game allowed co-op though only used one cabinet rather then separate ones that offered different perspectives. Ported to the [=PlayStation 3=] a year later and retitlted as ''Time Crisis: Razing Storm'', it is also compatible with the [=PlayStation=] Move, as well as being bundled with an "arcade only" version of ''Time Crisis 4'' and ''VideoGame/DeadstormPirates''.

* '''Time ''Time Crisis 2nd Strike''' Strike'' - A sequel to ''Time Crisis Strike'', this 2010 game for [=iOS=] is an alternate version of ''Time Crisis 4''.
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.TimeCrisis