TIME CRISIS
Rules
Powerups
Bad Guys
My Tips
About This Guide
Cheats/Unlockables
RULES:

All right, this isn't your standard light gun game. You can duck here, and you will need to if you want to beat this game. You start off in the cowering position. To stand up, step out from cover, or otherwise stick your head out, step on the pedal. In the home version, some early copies have this the other way around, and the newer versions allow you to have it set that way.

When you are ducking, you can't be hit by enemy fire, but you also can't attack. When you are standing, you can attack, and be hit as well. Simple, eh?

You can fire up to 6 (wow!) bullets before you need to reload. To reload, hide.

You will encounter "Danger!" prompts throughout the game. These indicate objects that will hurt you unless you are hiding, like incoming cranes, explosions, and falling debris.

You are on a time limit (hence the title "TIME crisis".) If this timer expires (reaches zero, you dummy), you will lose all your lives and have to continue. This timer is extended whenever you clear a scene.

Time bonuses are awarded when you hit certain soldiers (some soldiers will also give a bonus if shot within a certain timeframe.) Time bonuses are added at the next scene, NOT immediately.

You can have a maximum of 9 lives at a time.

After losing all of your lives or running out of time, you must continue. In the arcade, you continue where you died, but in the Playstation version, you have to start the area over.

Shooting an enemy in the head is worth the most points, while the chest is second, and the arms or legs are worth the least.

Shooting an enemy twice more after neutralizing them will net you more points. This later became known as 'follow up' shots.

You are graded on your total time, accuracy, points scored, destruction caused, and in the Hotel Of Death scenario, which areas you went through. If you let Kantaris escape in the Hotel Of Death scenario, you don't even get a grade.





POWERUPS:

Um, nope. None here.





BAD GUYS:

Quick note: Although many of the colored enemies can carry multiple weapons, I don't cover them in their sections. I instead cover them the category of the specific weapon wielder. For example, blue guys can carry machine guns, but since they behave like normal machine gunners, I'll only mention them under Machine Gunners. Got that?

Blue Trooper: Cannon fodder. Stormtroopers. Those enemy soldiers in uniform who don't even have a nametag. These guys are armed with handguns and they use them with deadly consequences... For themselves. These guys can't aim worth a damn. If you were to stand up and do nothing, you would most likely run out of time than be shot dead. However, they can get lucky, and some of these guys can be a threat. A few carry bulletproof shields with handguns.

In Special Mode, these guys come in bellboy or terrorist uniforms. These guys mainly carry handguns, but can also be packing lead pipes, machine guns, or grenades, even shields with handguns.

Brown Trooper: Not too common, although that is not reflective of their threat. These guys are pretty harmless, but they are a step up from the blue guys.

In Special Mode, these guys are mainly equipped with handguns, but can also be packing machine guns or shields along with handguns.

Red Trooper: Very dangerous. These guys fire accurate shots. When they pop out, their first few shot are usually dead on. After that, their accuracy goes way down, but they are more likely to get another good shot off than just about anybody else.

In Special Mode, they come in bellboy or terrorist garbs. Mainly armed with handguns, but can also be packing grenades, machine guns, rocket launchers, lead pipes, shields along with handguns, or their legs. The kickers will run up to you and try to kick you in the face once, then they simply draw handguns.

White Trooper: Very Dangerous. These guys mostly carry handguns, but also be packing grenades, lead pipes, machine guns, or knives. The guys with handguns have deadly accuracy which is about equal to the reds.

In Special Mode, these guys are not present.

Orange Trooper: Completely harmless. These guys pack handguns, but they often won't even shoot, and they'll miss if they do. Killing them is never necessary, but doing so will give you a time bonus. The faster you shoot them, the bigger the bonus. However, they are always seen only briefly, such as peeking out from behind things or running across a doorway.

In Special Mode, they are the same, except that there are a few guys (the ones in the Swimming Pool) who don't give you a bonus; instead they determine which path you take. Rumor has it they can actually hit you, though I don't recall it ever happening.

Shield Trooper: These guys carry shields and are armed with handguns. Their accuracy with the guns is about as pathetic as normal blue guys (which coincidentally is the same color as their uniform, although it isn't the same.) The shields will block your shots. When these guys are hiding behind them, oftentimes only part of their head and legs are exposed. When they move or shoot, they expose most of themselves.

In Special Mode, these guys aren't just blue, they also can be brown or red, and their accuracy will reflect that.

Rocket Launcher: If he fires, you'd better duck! Very seldom will one miss, but it does happen. Fortunately, rockets travel slower than bullets, so you can see them coming. It takes them a while to aim and reload the bulky weapon, making for easy counterattacks.

In Special Mode, they are exactly the same.

Grenadier: If he throws a grenade, take action because it WILL hit you! Fortunately, grenades travel slower than bullets or rockets so you can see them coming. They can be shot and destroyed if you have the skills.

In Special Mode, they are the same, except there are a few who will use handguns instead with rather pathetic accuracy.

Machinegunner: Easy. These guys will generally sweep the area with a constant stream of bullets. Therefore, you can tell exactly where they are firing and when you should duck (hint: when the bullets start coming towards you.) However, when the bullets sweep towards you, you are guaranteed to be hit if you don't duck. They will also sometimes simply point at you and hold down the trigger. Although intimidating, you have a much better chance of getting an epileptic seizure than shot. After a period of sustained fire, they pause (reloading I guess.)

In Special Mode, they are exactly the same.

Lead Pipe Swinger: These guys need to be close to hit you, so just pop out, fire, and you'll probably hit him. Of course, their close proximity to you means that they WILL hit you unless you duck. These guys are smart enough to wait until you pop out to attack rather than swinging randomly so don't try timing a counterattack.

In Special Mode, they are exactly the same.

Ninja: These guys can be tricky. They attack by slashing you. They will either simply come lashing out at you, or they will jump around, often between two pillars or whatnot and come down on you. When they attack, they WILL get you. Some will retreat offscreen when they are not currently making a move on you. These guys are pretty smart, and won't make their move until you stick your head out, so don't try timing anything.

In Special Mode, they now possess powers of invisibility and invincibility, but never attack, so for all intents and purposes just imagine that they are not there.





MY TIPS:

It may seem obvious, but prioritize! Ignore the blue guys if there are more threatening guys shooting at you. Actually, just about everyone here is more dangerous than a bluey.

Shooting down projectiles is much harder here than in your typical shooter. I don't recommend trying it unless you are sure of yourself. Just duck.

When hiding while grenadiers are present, listen for grenades twirling in the air. Otherwise, you might get an unpleasant surprise when you stand up.

Enemy fire will usually not subside completely, so just wait until it somewhat dies down and go, go, go! You don't have time to waste!

For those of us at home who aren't crazy enough to jury rig a pedal to the Guncon, use the 2P controller (see my review) as one. Don't worry; you won't break it unless you are a complete MORON. I personally can not beat the game using the buttons on the Guncon.





ABOUT THIS GUIDE:

This guide will direct you through all the various sequences in the game. Quick vocab you should know:

Scene: A sequence of bad guys in a single area. Simply put, everything between "Action!" and "Wait!"

Area: A group of scenes. Every stage has 4 areas, including the boss area.

Stage: A group of areas. There are 3 stages in the game.

When I say "Wait: insert events here", that means what occurs during one of the intermissions between scenes.

When I say "Action:", that marks the beginning of a scene.

When I say something followed by (Danger!) that means that the object in question is marked by a "Danger!" prompt. These things should be ducked or you lose a life.

The main point of this guide is to point out what KIND of bad guys you face, where the orange troops are, things to destroy, and various tricks.





CHEATS/UNLOCKABLES:

Playstation version only:

Cheat Menu: At the title screen, shoot the 'hole' of the "R" in "Crisis" twice and then shoot the center of the crosshairs in the upper right-hand corner twice. You need to be pretty precise, so if this isn't working, then you aren't shooting straight enough. In this menu you can: give yourself 1-9 lives; give yourself 1-9 continues or free (unlimited, fool); or set reload to free (which means you never have to reload (blasphemy!)) Quick note: if you want to play the arcade mode with extra (or less) lives, you have to play on Normal. Easy will give you 5 lives regardless of what you set.
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