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

£9.9
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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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VSSE agent Richard Miller uses a Strayer Voigt Infinity on his assault on Garo's Castle as his only weapon. The gun has wooden grips and an unknown underside attachment that does not seem to have any function, apart from an impractically large weapon weight to reduce recoil. The gun has a magazine size of only 6 rounds, a somewhat small capacity given the size of Miller's gun could easily chamber 7-10 rounds upwards, although this was likely a balancing measure since Miller has infinite ammo and the gun has no RoF cap, allowing it to be fired like a small-capacity machine pistol. In Time Crisis II, it is a special weapon equipped in certain areas of the game, though enabling the "auto bullets" cheat in the PlayStation 2 version grants the player an infinite magazine machine gun by default. Crisis Zone and Time Crisis 3 would later feature the machine gun as one of the standard weapons in the player's arsenal. Time Crisis · Time Crisis: Project Titan · Time Crisis II · Time Crisis 3 · Time Crisis 4 · Time Crisis 5 The minimum amount of time spent in Stage 2 is 97.12 (85.59 seconds for the first two areas + 11.53 seconds for the first sequence in the third area) seconds, the minimum amount of time spent in Stage 3 for player 1 is 88.59 (75.39 seconds for the first two areas + 13.20 seconds for the first sequence in the third area) seconds and 67.56 (54.36 seconds for the first two areas + 13.20 seconds for the first sequence in the third area) seconds for player 2 due to a glitch which does not count the time spent in the last action sequence in Stage 3 Area 2, the minimum amount of time spent in Stage 4 Area 3 is around 142.34 (around 16.00 seconds for the laser traps and 126.34 (27.76 + 57.58 + 41.00) seconds for the boss fight) seconds.

In Time Crisis II, Wild Dog is the fourth boss who is fought in more than one stage area. The first is Moz from the original Time Crisis, the second and third is Jacob Kinisky. He will later do it in Time Crisis 4 and Time Crisis 5. This alone marks Richard Miller being the only V.S.S.E. agent that did not witness his death through suicide bombing. In all honesty, aside from the Razing Storm disc and the HOtD discs, I think the Wii is slightly better for shooting games with onscreen crosshairs (I have both). The Wii has a bunch of old Sega Arcade shooters like Ghost Squad and LA Machine Guns / Gunblade (2 games on one disc) etc.

Taiyaki wrote:Guess I have to try the guncon 3 again cause clearly I never calibrated it properly. The thing was about as accurate as a wiimote. Starting ammunition: same as magazine capacity ( Time Crisis II, cheats only), 50 ( Time Crisis 3), 100 ( Time Crisis 3 "Rescue Mission"), 150 ( Time Crisis 4), 320 ( Time Crisis 4 FPS, 70 rounds inside machine gun with 250 reserve rounds), 310 ( Razing Storm Story Mode, 60 rounds inside machine gun with 250 reserve rounds), 100 ( Time Crisis 5) This is the second game which has ammunition for special weapons refilled to starting amount after each stage is completed. The first is Time Crisis 4 "Full Mission".

Over time, the series developed to incorporate additional features of gameplay, including two-player co-operative modes on arcade machines, the ability to use additional weapons in combat, and dealing with dangerous events. Alongside arcade machines, the series was also developed for consoles, beginning with a port of the first installment to PlayStation consoles in 1995, [2] with all ported versions of arcade titles featuring additional content and game mechanics, such as additional stages, and different difficulty modes. Alan Dunaway, Wesley Lambert and Alicia Winston: MAC-11 machine pistol (the last character can upgrade weapon with continuous use) Sometime, somewhere, someone is plotting a government overthrow...a small republic is in danger. It's time for the one man army... 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.

a b c d e f "Review Crew: Time Crisis". Electronic Gaming Monthly. No.100. Ziff Davis. November 1997. p.202. The machine gun is an automatic, high-capacity version of the handgun, obtained in certain sections of the game ( Time Crisis II), obtained from the very start ( Time Crisis 3, Time Crisis 4), or in one case, obtained later to be permanently added to the player's arsenal ( Time Crisis 5). It is also the main weapon of the protagonists in spin-off games Crisis Zone and Razing Storm, as opposed to the handgun. While not obtained by the player, they were introduced as enemy weapons as early as Time Crisis.

Whenever he is fought the music from the first game is played but remixed to fit the tone of the various games. The leitmotif isn't played in Time Crisis: Project Titan. Although Wild Dog's leitmotif is played during the highway boss fight in Stage 3 of Time Crisis 5, it is overlapped by the constant highway noise and the noise Dog's tractor beam emits not to mention the poor quality of the cabinet's speaker system. The Guncon 3 uses two sensors . The Wii remote and Aimtrak use one. With this type of CCD gun, the more sensors the better. The tech inside the TC4 arcade gun is essentially the same as in a GC3 but the arcade uses 10 sensors positioned all around the screen. Each H.A.C.S. weakpoint is worth 200 points for each hit. Each H.A.C.S. destroyed in Stage 1 Area 2, Stage 2 Area 1 and Stage 4 Area 2 rewards the player 3,500 points; and the one destroyed in Stage 2 Area 3 rewards the player 4,000 points. 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. Must be reloaded after 20, 40, 60 or 70 rounds ( Time Crisis II, Crisis Zone, Razing Storm and Time Crisis 4 FPS respectively)Although Wild Dog appeared in the first half of Time Crisis 5, it is implied that even he was not aware of the contents of the briefcase, neither he was aware who the True Mastermind behind the treason was, making him a pawn of a cat and mouse game of sorts. More so, Dog usually appears in the final stage of the game, but per the game's canon, he's fought in both the initial release and the True Mastermind release of the game – which means he is not fought in the final stage for this chapter. As of the first release of Time Crisis 5, Dog remains at large and at the V.S.S.E.'s most wanted list and still on the loose. It is unknown whether he seeks revenge against the V.S.S.E. throughout his many encounters with various V.S.S.E. agents through the years. Luke and Marc fought Wild Dog in the freeway, but in spite of their victory, Wild Dog ejected the briefcase out of the agents' touch before blowing himself up for a fourth time. This prompted Luke, Marc, Catherine, and Robert to make a trip to the jungle, in which the briefcase was spotted in Wild Dog's factory. Marc questioned Robert as to why he would shoot the briefcase en route to the jungle, in which Robert replied that "he wasn't shooting that thing for target practice". There are two (one if all the players' shots remove Jacob Kinisky's hat in Time Crisis II single play) segments which the V.S.S.E agents commandeer weapons. In Time Crisis II, it is in Stage 1 Area 2 if any of the players' shot fails to remove Jacob Kinisky's hat in single play. In linked play, the player 2 character will always commandeer the machine gun; and in Stage 2 Area 1. In Time Crisis 5, it is in Stage 1 Area 2 which the commandeered weapons are permanently added and in Stage 4 Area 1 which the sniper rifle is discarded after all the sentries are eliminated.



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