Gameplay Features[]
The game features Normal, Burst Mode, Extreme Mode, and Endless Mode. Endless and Burst mode are only accessible through unlocking with a save data card.
Psycho-Gun[]
This game introduces a new weapon called the Psycho-Gun. To use it, players hold the trigger which causes a green crosshair to appear. They then target the enemy while holding the trigger. Once the trigger is released, the Psycho-shot will be fired, hitting any targeted enemies. While usage is unlimited, the maximum number of targets that can be locked initially is three (can be increased to eight with upgrades) and does not cause a greater increase to multiplier gauge if multiple shots are locked on the same target because it registers only as one hit. The color of the lock on is green for damage shot and orange for kill shot but can change from green to orange during multiple lock on to the same target if the amount of damage done by the Psycho-Gun exceeds the enemy life endurance.
The Psycho-Gun can be upgraded by earning Psycho-Points from destroying enemies, defeating bosses and remaining life units (at 1,000 points per life unit). Meeting each Psycho-Points quota gives one level upgrade point. These upgrade points can be used for any of the three upgrade types: Max Lock, Power and Hit scan. Max Lock increases maximum targets that can be locked on. Power increase the "Psycho-Gun" attack per hit. Hit scan increases lock on scope area. The maximum level of each upgrade type is 5.
Game Modes[]
This game has four modes: Normal, Eternal, Burst and Extreme. Each mode has five stories comprising of two areas each.
Normal Mode[]
In Normal Mode, the first three stories can be played in any order. The fourth story can only be played once the first three stories are completed and the fifth story can only be played when the first four stories from both Cobra and Lady sides are completed. Completing all stories from both Cobra and Lady sides unlocks Eternal Mode.
Once each story is completed, all Psycho-Points accumulated in that story are recorded. Also, players must insert credits if they want to continue to the next story regardless of number of remaining life units.
Eternal Mode[]
In Eternal Mode, the gameplay is the same as Normal Mode except it is more difficult and starts from story 1. Once each story is completed, it continues to the next one without the need to insert credit. All cutscenes except one are omitted (they can be skipped in Normal Mode) with loading screens shown instead after every area is completed. Default life unit setting is three and will not be replenished after every story is completed. Completing all stories from both Cobra and Lady sides unlocks Burst Mode.
Burst Mode[]
In Burst Mode, the gameplay and scoring are the same as Normal Mode but the Psycho-shot cannot be used and damage output for each normal shot is doubled. Once each story is completed, it continues to the next one without the need to insert credit. However, the score is reset to 0 and life units are replenished to default amount at the start of the next story. Completing all stories from both Young Cobra (strangely, the Psycho-Gun is shown and the only unskippable cutscene in Story 5 Area 2 shows the Older Cobra) and Emeralda (Lady's actual name) sides unlocks Extreme Mode.
Extreme Mode[]
In Extreme Mode, the gameplay and scoring are the same as Normal Mode but all the standard infantry (silver-colored Pirate Guild soldiers and the yellow-colored Snow Gorilla soldiers) are replaced by sharpshooters (red-colored Pirate Guild soldiers and the pink-colored Snow Gorilla soldiers) and the timer is reduced from 40 seconds to 35 seconds (similar to the timing for Crisis Zone normal difficulty) for each ACTION sequence. Once each story is completed, it continues to the next one without the need to insert credit. Like Eternal Mode however, life units will not be replenished after every story is completed.
Psycho-Gun Card[]
This game introduces a card system called the Psycho-Gun Card. It records the player achievements, story progress and upgrades to the Psycho-Gun. Players do not require to use it unless they want to play the last two stories and the other modes (only Normal Mode is available from the start, unless the card reader is disabled by the machine operator which enables Extreme mode).
Scoring[]
Different from the Time Crisis games, this game has a multiplier effect similar to Virtua Cop, the PC version of Virtua Cop 2 and Virtua Cop 3 which multiplies the amount of points earned per hit and is determined by a gauge on the top left corner of the screen. The gauge increases for every no-miss shot, goes up to x16 (identical to Virtua Cop 3) and requires more hits per successive multiplier increase. It depletes if no hits are made over time (except during WAIT sequences and if completely depleted does not affect the multiplier), resets to x1 if a miss shot is made (similar to Time Crisis II and Time Crisis 3 no-miss combo system) and decreases by x1 is a life unit is lost. E.g. A x16 multiplier effect gives at least 1,600 (100 x 16) points per hit regardless of weapon used.
Boss Scoring[]
Scoring information for the various bosses throughout the game.
Infantry Scoring[]
Comprised of mostly rank-and-file soldiers.
Standard infantry[]
These include the silver-colored Pirate Guild soldiers and the yellow-colored Snow Gorilla soldiers.
Shot Type | Kill Shot | 1st Hit | 2nd Hit |
---|---|---|---|
Fast | 600 | 100 | 100 |
Slow | 400 | 100 | 100 |
Slower | 300 | 100 | 100 |
Specialists[]
These include the blue-colored Pirate Guild soldiers and the white-colored Snow Gorilla soldiers.
Shot Type | Kill Shot | 1st Hit | 2nd Hit |
---|---|---|---|
Fast | 700 | 100 | 100 |
Slow | 500 | 100 | 100 |
Slower | 400 | 100 | 100 |
Sharpshooters[]
These include the red-colored Pirate Guild soldiers and the pink-colored Snow Gorilla soldiers
Shot Type | Kill Shot | 2nd Hit | 3rd Hit |
---|---|---|---|
Fast | 800 | 100 | 100 |
Slow | 600 | 100 | 100 |
Dancers[]
These are the dancers that appear in the casino in Story 1-1
Shot Type | Kill Shot | 2nd Hit | 3rd Hit |
---|---|---|---|
On Hit | 600 | 100 | 100 |
Cyborgs[]
These are the cyborgs that ride rocket skates alongside the elevator in Story 1-2.
Shot Type | Kill Shot | 2nd Hit | 3rd Hit |
---|---|---|---|
On Hit | 600 | 100 | 100 |
Prison Guards[]
The prison guards equipped with airlifts in Story 2.
Shot Type | Kill Shot | 1st Hit | 2nd Hit |
---|---|---|---|
Fast | 700 | 100 | 100 |
Slow | 500 | 100 | 100 |
Slower | 400 | 100 | 100 |
Swordians[]
The sword-and-armor people inside the pyramid in Story 4.
Shot Type | 1st Hit | 2nd Hit | Kill Shot |
---|---|---|---|
Fast | 100 | 100 | 700 |
Slow | 100 | 100 | 600 |
On Hit | 200 |
---|
Lava Monster[]
The lava monster present in the Prison in Story 2-1.
Equipment & Weaponry Scoring[]
Things like security devices, robots and drones, vehicles and other enemy equipment
Sentry Bots[]
200 Points on hit 3000 for destroying spawn point
On Hit | 200 |
---|
Laser Cube[]
2-1.
Barracuda[]
The fish-like robots used by Ironhead and the Snow Gorillas in Story 3-1.
Sentinel Ship[]
Story 3
Swordian Fish[]
The robot fish used by the Swordians to protect the water chamber room in Story 4-1.
5000 for destorying laser cube layer
100 per hit
Lava Monster 5000 10000
100, 100, 2000 snow gorilla sentinel
Environmental Scoring[]
Things like points for hitting background objects or scenery in various levels
Enemy Notes[]
Scoring[]
Different from the Time Crisis games, this game has a multiplier effect similar to Virtua Cop and Virtua Cop 3 which multiplies the amount of points earned per hit and is determined by a gauge on the top left corner of the screen. The gauge increases for every no-miss shot, goes up to x16 (identical to Virtua Cop 3) and requires more hits per successive multiplier increase. It depletes if no hits are made over time (except during WAIT sequences and if completely depleted does not affect the multiplier), resets to x1 if a miss shot is made (similar to Time Crisis II and Time Crisis 3 no-miss combo system) and decreases by x1 is a life unit is lost. E.g. A x16 multiplier effect gives at least 1,600 (100 x 16) points per hit regardless of weapon used.
For shots on foot soldiers on a x1 multiplier, the kill shot is worth 300, 400 or 600 points with each chase shot worth 100 points. Like Time Crisis II and Time Crisis 3, each shot and wounded foot soldier, if shot by regular shots, can be shot two more times with those additional shots called chase shots. Using the Psycho-Gun prevents chase shots.
For shots on bosses on a x1 multiplier, each non-stun or non-kill shot is worth 100 points. Each stun shot is worth 1,000 points. The kill shot on Gypsydog is worth 5,000 points. The kill shot on Cyberwolf, Crystal Bowie during his first encounter and on each Executioner is each worth 10,000 points. The kill shot on Turvage and Ironhead is each worth 15,000 points. No bonus points are awarded for the kill shot on Zoros and on the Ultimate Weapon. The kill shot on King Babel and Black Sheep is each worth 20,000 points. The kill shot on Crystal Bowie during his second encounter is worth 30,000 points.
Enemy And Boss Endurance, Weakpoints[]
Like Time Crisis 3, enemies which require multiple hits to kill or destroy have yellow or green lifebars. For bosses, they have two types of lifebars in similar fashion to The House of the Dead III. The big green lifebar on the top right corner of the screen represents the boss' overall life while the small green lifebar on top of the boss' head represents cancel bar which stuns the boss when depleted to zero (the exception being Black Sheep, which like the final attack phase of Wheel of Fate from The House of the Dead III, has its overall life pegged to the cancel bar meaning that depleting the cancel bar to zero destroys it). For the boss, if a small lifebar is not shown, the boss is invulnerable but the player can continue shooting at the boss while at that mode to earn more points.
Like the bosses from the House of the Dead series, some of the bosses have weakpoints or cannot be hit by the Psycho-shot. Examples are Crystal Bowie during the first encounter in Story 1 Area 2 and the first half of the boss fight in Story 5 Area 2 (weakpoint is the head and Psycho-shot cannot be used because "Psycho-shot reflected!"), Turvage (weakpoint is the upper half of body and Psycho-shot cannot be used because "lock on not active!"), Ironhead (while she does not have a specific weakpoint, her shield blocks all types of shots), King Babel (along with the Sword People, weakpoint is his sword but Psycho-shot can be used) and Black Sheep (weakpoint is the energy core but cannot be shot until close up which will also show its lifebar).
Time Bonus[]
Like Time Crisis II and Time Crisis 3, this game gives time bonus at 20 points for every 1/60 second saved which is calculated by taking the difference between time spent and maximum time per area.
Area | Cobra/Lady Side (in seconds) |
---|---|
Story 1 Area 1 | |
Story 1 Area 2 | 231 |
Story 2 Area 1 | |
Story 2 Area 2 | |
Story 3 Area 1 | |
Story 3 Area 2 | |
Story 4 Area 1 | |
Story 4 Area 2 | |
Story 5 Area 1 | 236 |
Story 5 Area 2 |