Time Crisis + G-Con 45 Light Gun (PS1/2)

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Time Crisis + G-Con 45 Light Gun (PS1/2)

Time Crisis + G-Con 45 Light Gun (PS1/2)

RRP: £99
Price: £9.9
£9.9 FREE Shipping

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Lomas, Ed (January 12, 1996). "Video Drome". Computer and Video Games. No.171 (February 1996). pp.74–7. a b Scary Larry (October 1997). "PlayStation ProReview: Time Crisis". GamePro. No.109. IDG. p.126. Archived from the original on February 9, 2005 . Retrieved February 18, 2014. Full review appears only in printed version. The move is noticeably worse than the Guncon 3. It is not accurate enough for line of sight aiming. They don't even give you the option in TC4 if you use a Move instead of the GC3. In Razing storm, where the crosshairs are visible with both devices, there is noticbly more lag with the Move.

Akagi, Masumi, ed. (1 February 2000). "Sega's CG Videos Top Game Charts" (PDF). Game Machine. No.603. Amusement Press, Inc. p.18. The Japanese arcade magazine Game Machine listed Time Crisis as being the most-successful arcade game of the month in April 1996. [29] Wild Dog wears sunglasses with circular lens of various tint and a brown, floor-length trenchcoat, which he throws off before he fights. However, he does not wear the trenchcoat at all in Time Crisis: Project Titan (in-game appearance) and Time Crisis 5. This is the first game since Time Crisis II to have no ACTION sequences lasting 40 seconds for its default difficulty. If spin-offs are counted, this is the second game as both versions of Crisis Zone is the first with the normal difficulty of the Arcade version lasting 35 seconds for each ACTION sequence (30 seconds for hard difficulty, 40 seconds for easy difficulty and 50 seconds for very easy difficulty) and the PlayStation 2 version lasting 50 seconds for each ACTION sequence (45 seconds for Stage Trial Mode and Double Gun Mode).Rate of fire (rounds per second): 7 ( Time Crisis II), 16 ( Crisis Zone), 12 ( Time Crisis 3), 15 ( Time Crisis 4), 10 ( Razing Storm, Time Crisis 5) PlayStation: Namco Steals the Show with Five New Arcade Conversions!". Electronic Gaming Monthly. No.90. Ziff Davis. January 1997. p.108. Not content to only bring out one new controller, Time Crisis will be coming out with a new gun to be able to handle all the additional requirements that the arcade counterpart had. Must be reloaded after 20, 40, 60 or 70 rounds ( Time Crisis II, Crisis Zone, Razing Storm and Time Crisis 4 FPS respectively) Non-V.S.S.E. protagonists also make use of the handgun as their weapon. While Special Tactical Force (S.T.F.) operatives do not have the handgun as a standard-issue weapon, Claude McGarren can use a handgun in Special Mode as one of the alternative firearms to his standard-issue machine gun. Alicia Winston, a member of the Lukano Liberation Army, procured a handgun (along with a machine gun, a shotgun, a grenade launcher and a sniper rifle) of her own from a Zagorias Federation Army soldier, and used it to great success afterwards. William Rush, a captain in the United States Army and a member of the U.S. Internal Surveillance Group's Special Operations Division, uses a handgun in addition to a machine gun, a shotgun, hand grenades, a knife and a grenade launcher (the last weapon is procured while heading to the W.O.L.F. hideout).

Wild Dog is the only V.S.S.E. enemy that knows the V.S.S.E. more than the other villains due to his every single encounter with every agent and the V.S.S.E. files that he obtained from the traitor.a b "Time Crisis 2: An Interactive Two-Player Gun Game". Electronic Gaming Monthly. No.105. Ziff Davis. April 1998. p.72. While flashlights are mounted on the V.S.S.E agents' handguns until Time Crisis 5, they are only used in Time Crisis 4. In Time Crisis 5, Luke O'Neil and Marc Godart utilize the IMI Desert Eagle Mark XIX (chambered for .50 AE rounds instead of .45 ACP rounds) to satisfy V.S.S.E.'s stringent demands for larger caliber weaponry. Unlike those of Keith's and Robert's in that game, both Luke and Marc's pistols have a gray top and not fitted with any optics. Game Machine's Best Hit Games 25 - 完成品夕イプのTVゲーム機 (Dedicated Videos)". Game Machine (in Japanese). No.566. Amusement Press, Inc. 15 June 1998. p.21.

Starting ammunition: same as magazine capacity, changes during certain Crisis Missions, 176 (16 rounds inside handgun with 160 reserve rounds) [ Time Crisis 4 FPS only] The time bonus for each area/Stage 6 is 40 points for every 1/60 second saved with a glitch in single player mode causing both time and accuracy bonus to be doubled in Stage 5 Area 2. Once again, certain enemy soldiers, machine weapons and vehicles, which require multiple hits to kill or destroy have lifebars. Like in Time Crisis 4, they all have green lifebars. For drugged enemy soldiers, head shots will instantly kill them while shooting other areas of their bodies will deplete their lifebars. The boss's lifebar system from Time Crisis 4 is utilized once again, but each lifebar has different colors (green, yellow, orange and red). The boss can be shot while invulnerable (represented as a white part on their lifebar) for more combo hits but at decreased accuracy bonus per hit. In addition, machine or vehicle bosses have their lifebar displayed on the left side of the screen. These lifebars deplete when the player destroys specific parts (e.g. charging cannons and shield generators) on them. The green lifebar is the first lifebar. The yellow lifebar is the 3x lifebar (if the boss has four lifebars) or 2x lifebar (if the boss has three lifebars). The orange lifebar is the 2x lifebar on bosses with four lifebars. The red lifebar is the last lifebar. Wild Dog had survived the explosion at the end of Time Crisis and returned with a machine gun grafted onto his left shoulder in Time Crisis: Project Titan. Richard Miller also returned to stop the assassin Ricardo Blanco, a member of the Wild Dogs. Richard and Blanco engaged in an intense firefight at the assassin's mansion. Blanco was defeated and attempted to make his escape by helicopter, but Wild Dog appeared and gunned him down. Richard failed to stop the mercenary only to discover that Wild Dog was creating an army of robot soldiers deemed "Project Titan." Wild Dog and Richard once again began exchanging fire and once again, the mercenary was defeated. In desperation, he sent his army to kill Richard as he tried to make his escape via helicopter. However, Richard managed to shoot down the helicopter, causing it to crash and destroy the robotic army. Wild Dog was assumed to be killed.

It is still unknown how he manages to survive after blowing himself up every time he gets defeated by different V.S.S.E. agents. Wild Dog has four lifebars. He also has an additional green lifebar in Stage 1 Area 1 and in Stage 1 Area 2 which are both optional to deplete.



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