The Handgun (ハンドガン Handogan ), also known as the pistol, is a weapon featured throughout the Time Crisis series. It debuted in the original Time Crisis and, with the exception of Razing Storm, has appeared in every subsequent game.
Overview[]
The handgun is one of the standard-issue weapons given to V.S.S.E. agents at the very start of their mission, likely due to its easily-concealable and portable status. Basic enemy soldiers (as well as some antagonists) are also issued with this weapon, with varying degrees of accuracy (red suited soldiers frequently firing critical shots with high accuracy. In addition, their first shot is always a critical shot) and rate of fire. Basic enemies would later not use their handgun (as it is holstered instead) and instead use the assault rifle during Time Crisis 5.
Use by Non-V.S.S.E. protagonists[]
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 commandeered while heading to the W.O.L.F. hideout).
Basic Feature[]
It is worth noting that while a pair of V.S.S.E. agents both share the same model of the handgun by default, they have differing versions of each other. Blonde agents use a two-tone version of their handgun, while their partners use a factory-default one, colored in black. Next-generation VSSE agents Luke O'Neil and Marc Godart both have their handguns the same model, however.
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.
Gameplay[]
The handgun is the mainstay of the player's arsenal in every game with it, from start to finish. The handgun fires one round every trigger pull, and it has to be reloaded for every 9 rounds (with exceptions such as 6 in Time Crisis, 8 in Crisis Zone and 16 for Time Crisis 4 FPS). The pistol is fully reloaded if the player takes cover or moves into a new area. The rate of fire depends on how fast the player can pull the trigger. The handgun is the first weapon in the weapon switching system introduced in Time Crisis 3, switching from the grenade launcher will loop back to the handgun. However, doing the same action in Crisis Zone Special Mode equips the shotgun instead, due to the game's default weapon being the machine gun.
The handgun is one of the few basic weapons given at the start of the game, dealing enough damage to down an enemy soldier. A unique aspect of the handgun is that it has unlimited magazines, a trait shared with the sniper rifle, but not infinite rounds (unless gameplay cheats are used or under certain Crisis Missions, "Evasion Activity" and "Crisis Event" in Time Crisis 5. For the latter three situations, evasive action is disabled). The exception to the unlimited magazines is Time Crisis 4 FPS which the starting magazine capacity is 11 and the maximum magazine capacity is 21.
Damage Output[]
The handgun deals the standard amount of damage to an enemy, it is not strong as the shotgun or grenade launcher, but its unlimited ammunition makes up for its prolonged use throughout the game.
Statistics[]
Game | Starting ammunition | Maximum ammunition | Magazine capacity |
---|---|---|---|
Time Crisis | Same as magazine capacity | N/A | 6 |
Time Crisis II | Same as magazine capacity, changes during certain Crisis Missions | N/A | 9 |
Time Crisis: Project Titan | Same as magazine capacity | N/A | 6 |
Crisis Zone | Same as magazine capacity, changes during certain Crisis Missions | N/A | 8 |
Time Crisis 3 | Same as magazine capacity, changes during certain Crisis Missions | N/A | 9 |
Time Crisis 4 (Arcade/FPS) | Same as magazine capacity, 1 (Crisis Mission Day 1 Mission 4)/176 (160 reserve rounds) | N/A /336 (320 reserve rounds) | 9/16 |
Time Crisis 5 | Same as magazine capacity | N/A | 9 |
- Rate of fire: one round per trigger pull, depends on player.
- Special attributes: infinite ammo (cheats, certain Crisis Missions, or Time Crisis 5 "Evasion Activity" and "Crisis Event"), refills to starting ammunition capacity if a chapter is completed with less than starting ammunition capacity remaining (Time Crisis 4 FPS only).
- Ammunition appearance: Plain pistol-sized cartridge (normal), gold tip with silver casing (Time Crisis II, infinite bullets cheat).
Advantages[]
- Unlimited magazines (not applicable in Time Crisis 4 FPS)
- Higher rate of fire compared to all semi-automatic weapons
- Deals more damage than the machine gun (3x the damage in Crisis Zone and Time Crisis 4, and 2.5x the damage in Time Crisis 5) or an individual shotgun pellet (3.3x the damage in Time Crisis 5)
Disadvantages[]
- Must be reloaded after 6, 8, 9 or 16 rounds, depending on game or mode
- Semi-automatic, must be fired for every trigger pull
- Fires only one shot for every trigger pull
Models[]
Each character/faction used varying models of the handgun throughout the series:
Protagonists/Supporting[]
- Richard Miller: Strayer Voigt Infinity (Time Crisis), HK Mk 23 (Time Crisis II)
- Xavier Serrano: Unknown handgun of gold variant
- Keith Martin and Robert Baxter: V.S.S.E. agents Special Handgun (Time Crisis II), HK USP45 (Time Crisis 5)
- Christy Ryan: Glock 17
- Claude McGarren: Beretta 8045 Cougar (Crisis Zone, Special Mode)
- Alan Dunaway and Wesley Lambert: Smith & Wesson SW99, HK Mk 23 (weapon icon)
- VSSE Trainees: Smith & Wesson SW99 (Time Crisis 3), Modified STI's M1911 (Time Crisis 4)
- Alicia Winston: SIG-Sauer P228
- Daniel Winston: M1911/Beretta M92 hybrid (in cutscenes)
- Giorgio Bruno and Evan Bernard: Modified STI's M1911
- William Rush and National Guard soldiers: HK Mk 23
- Luke O'Neil and Marc Godart: IMI Desert Eagle Mark XIX
Antagonists[]
- Wild Dog Organization soldiers: Colt Model 1902
- Wild Dog: Mauser C96 (excluding Time Crisis 3), Mauser M712 Schnellfeuer (Time Crisis 3 only)
- Robert Baxter: HK USP45
- Kantaris Organization soldiers: Unknown handgun
- Neodyne Industries soldiers: Glock 17 of second generation
- Ernesto Diaz: Glock 17 of second generation (in Stage 3 Area 3)
- Jared Hunter: HK USP45 (in a cutscene)
- Zagorias Federation Army soldiers: M1911/Beretta M92 hybrid
- Jake Hernandez: M1911/Beretta M92 hybrid of silver variant
- Giorgio Zott: M1911/Beretta M92 hybrid of engraved golden variant (in cutscenes)
- Wild Fang: Mauser M712 Schnellfeuer (Time Crisis 3), Mauser C96 (Time Crisis 4)
- Hamlin Battalion soldiers/W.O.L.F. grunts: HK Mk 23
- Gregory Barrows: IMI Desert Eagle variant
Trivia[]
- Regardless of the weapon the protagonists currently wielded before a cutscene happens, they will always be using their respective handgun.
- In addition, their third-person models do not reflect what weapons are they currently wielding, it will always be a handgun. This also applies to the Final Day Crisis Missions in Time Crisis 3 and Time Crisis 4 when the V.S.S.E. agents use their special weapons (machine gun or grenade launcher in 3 and 4, shotgun only in 3).
- In Time Crisis 4 FPS, Rush reloads the handgun with the slide at the rear regardless of the number of rounds inside the gun. Once the magazine is fully inserted, the slide moves forward but he racks it to chamber a round. In an actual handgun, the slide is at the rear only if all the rounds are fired (alternatively, the user can manually lock the slide at the rear but that will eject a round if there is one inside the chamber). In addition, a round is chambered once the slide moves forward after magazine insertion which negates the need to rack the slide (in fact, the chambered round will be ejected if the slide is racked).
- Handguns are used as melee weapons in Time Crisis 5 when they are used to knock out two Wild Dog Organization "Normal" class drudges.
Gallery[]