![]() ![]() Neodyne Industries, LTD, has successfully completed a network of 64 satellites called the "Starline Network". VSSE has dispatched two agents to prevent the launch! The "Starline Network" is a mere front for a plan to launch a nuclear satellite into space. now indicated Keith Martin and Robert Baxter to save Christy and uncover the intelligence.Īt all costs… Plot Japanese version Just when information was in hand, she was discovered by NDI staff, and she is now in the need for help, and the need to escape. immediately sends agent Christy Ryan into NDI undercover to retrieve relevant information. intercepted internal communication of NDI, revealing that the latest communication satellites were actually military satellites. However, three weeks after that, International Intelligence organization V.S.S.E. ![]() Neodyne Industries Ltd., the current leading communication corporation, had declared accomplishment of the "Starline Network," which consists of 64 low orbit communication satellites. October 31, 1998: It's been two years since Richard Miller rescued Rachel MacPherson from the grip of Sherudo Garo and Wild Dog. – Spending more than maximum amount of time in any area does not give any time bonus but does not give players any penalty. – The time bonus is 20 points for every 1/60 second saved. Time Bonus Maximum Amount Of Time Per Area The no-miss bonus is independent of the combo hit and does not have a time limit. This game also has a no-miss bonus which starts with a 500 point bonus for the first 10 no-miss hits (includes shooting background objects), increasing by 500 points for the next 10 no-miss hits up to a maximum of 5,000 point bonus for every 10 no-miss hits. – Any stun shot on him in Stage 3 Area 3 is worth 1,000 points and the kill shot is worth 30,000 points. – Any stun shot on him in Stage 3 Area 2 is worth 1,000 points and any shot on him when he holds Christy Ryan is worth 100 points. ![]() Since the game ranks the player based on score instead of time, the scoring is as follows: The same system is utilized once again in Time Crisis 3 and Time Crisis 4 (increased to 5,000 points being deducted per shot for the latter game). 1,000 points is deducted per shot for shooting the other player, though neither player will lose lives as a result. The PlayStation 2 version features split-screen or System Link functionality, which requires two televisions, console and copies of the game and an i-Link cable to use. The arcade version used connecting cabinets, allowing players to allow another player to join them, or to exclusively play alone. This was the first Time Crisis game to introduce two-player cooperation by allowing two people to play simultaneously, allowing each player to cover the other (in single player, the computer controls the other character). Players can continue from the point their current position, as opposed to the PlayStation version of Time Crisis, which required players to restart from the beginning of a sequence. Players also lose a life if the timer (at a maximum of 40 seconds per sequence), which is replenished after each ACTION sequence is cleared (or at certain segments of an ACTION sequence or if players are hit), reaches zero (unlike the first game where running out of time resulted in a game over). If players are hit by a critical shot or an obstacle, they lose a life, and the game stops when the player loses all their lives. Certain sections of the game give players a machine gun with unlimited ammo. One modification to the hide and attack system was the "crisis flash" system which alerts the players whether or not the enemy's attack would cause a direct hit, a feature not present in its predecessor, Time Crisis. Releasing the pedal puts players behind cover, allowing them to avoid critical bullets and reload their weapon, though they are unable to shoot whilst hiding. When players press down on the pedal, they come out of hiding, allowing them to shoot the enemies. The game utilizes the foot pedal system, just like its predecessor, where players can shoot or hide from enemy fire. Time Crisis II was released utilizing Namco's System 23 arcade board in 1998, and was ported to PlayStation 2 (with enhanced graphics and polygon textures) in 2001. ![]()
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