Time Crisis 5 Arcade

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Published on ● Video Link: https://www.youtube.com/watch?v=UZfHCVyEFxs



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Time Crisis 5 deploys a two-pedal system, similar to the Multi-Screen Battle sequences from Time Crisis: Project Titan and Time Crisis 4, allowing players to take cover and attack from different angles to bypass bulletproof shields and enemies taking cover. In the earlier games, players were restricted to one pedal in which time had to be wasted when taking on enemies with bulletproof shields.

Some sections have activities unique to this game. They are: "Evasion Activity" and "Crisis Event". In "Evasion Activity", players have to step on the correct pedal within the time limit and shoot items if they step on the correct pedal. In "Crisis Event", players have to shoot down markers within the time limit while not being able to use the pedal. Every regular hit on a marker is worth 500 points and every bullseye hit gives a 1,000 point bonus. Every 0.1 second saved is worth 50 points. In both activities, players have infinite ammunition for their handgun and failing either activity will result in one life unit lost or half a life unit lost if players have one life unit left.


The gun controller is redesigned. For starters, the weapon selection is changed to allow players to change weapons by just pressing the red button on the gun. This can be done even with the pedal pressed. The blowback system is also remade to simulate gas-actuated recoil, similar to the handguns the next-generation V.S.S.E. agents use.


The chase shot combo system has been adjusted as such that hitting enemies in the head prevents chase shots (or if the kill shot on an enemy soldier is not a head shot, prevents the second chase shot if the first chase shot is on the head), which staled gameplay since Time Crisis II. The purpose of the hit system is to ensure the nostalgia from the original Time Crisis is adhered to. Though the combo mechanics from Time Crisis 4 are retained, there are fewer foot soldiers to increase the continuous hit gauge. There were a lot of qualms about players shooting for very high scores due to accuracy streaks in Time Crisis 3 and for head shots to chase shots in Time Crisis 4. To compensate the decreased gauge increases, stepping on the opposite pedal stalls the decrease of combo bar. Finally, there are much fewer background objects to destroy (they contribute to combo hits which can be used to increase the amount of points earned by shots on foot soldiers) and destroying specific background objects do not give 5,000 point bonus.

While the special weapons introduced in the previous two games are retained (M4 Carbine machine gun, Kel-Tec KSG shotgun and HK XM320 grenade launcher), the maximum ammunition capacity for each special weapon is reduced from 300 machine gun rounds to 180, from 50 shotgun shells to 20, and from 5 grenades to 2. In addition, there are much fewer yellow-clad soldiers to gain ammunition for the special weapons with one in Stage 1 Area 3, three in Stage 3 Area 2 and one each in Stage 5 Area 2 and Stage 6, and the ammunition they give is specific with shotgun shells (5 shells per hit) in Stage 1 Area 3, machine gun rounds (20 rounds per hit) in Stage 3 Area 2, and all three weapons (20 machine gun rounds, 5 shotgun shells and 1 grenade respectively) in Stage 5 Area 2 and Stage 6. Like Time Crisis 3, the ammunition from yellow soldiers is not shared for both players in two-player mode. Finally, the machine gun rate of fire is decreased from 15 rounds per second to 10. To compensate these, the special weapons are refilled, if there is less than default amount after a stage is completed, up to default amount of 100 machine gun rounds, 10 shotgun shells, and 1 grenade. Damage output of each machine gun bullet compared to each handgun bullet is increased from 33.3% to 40%. Although the shotgun fires as fast as it did in Time Crisis 3, the number of shots per shotgun shell is decreased from 11 to 10 and each shot from the shotgun shell deals less damage to ensure that players are not abusing the supplemental weapons.


Each side attack is worth an additional 800 points bonus and increases by 50 for every consecutive side attack (800, 850, 900 etc.). Each one-shot kill against Drugged Soldiers is worth an additional 700 points and increases by 700 for every consecutive one-shot kill (700, 1,400, 2,100 etc.).

For shots on bosses, each torso shot is worth 400 points, and each limb shot is worth 200 points. There is no bonus points awarded for stun shot. The kill shot on Wild Dog is worth 3,000 points. The kill shot on Keith Martin is worth 3,000 points. The kill shot on Wild Fang in the first action sequence is worth 1,000 points but no bonus points are awarded for the same shot in the second action sequence. The kill shot on Robert Baxter is worth 1,500 points.



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There are 12,706 views in 2 videos for Time Crisis 5. His channel uploaded an hours worth of Time Crisis 5 videos, less than 0.16% of the total video content that Insert Coin has uploaded to YouTube.