The Machine Gun (マシンガン Mashingan ) [abbreviated to MG] is a weapon featured throughout the Time Crisis series. It debuted in Time Crisis II and has appeared in every game after it.
Overview[]
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.
After the Neodyne Industries satellite incident, the military strength drastically improved. In response to this, the V.S.S.E. started to issuing machine guns in addition to a handgun to agents before the start of their mission, along with the shotgun and the grenade launcher. Though some agents are known to have procured enemy machine guns during the operation, as seen with Keith Martin and Robert Baxter as well as Giorgio Bruno and Evan Bernard.
Use by Non-V.S.S.E. protagonists[]
The Special Tactical Force (S.T.F) notably issued their operatives with the machine gun as their standard-issue weapon against the military-equipped U.R.D.A. terrorist group. The Strategic Combat and Rescue organization (S.C.A.R.) are also equipped with machine guns, along with a variety of other heavy-duty weapons.
Gameplay[]
The machine gun is often the fast-firing brother of the basic handgun. It fires one round and it never stops firing more rounds until the player releases the trigger button or takes cover. The amount of rounds it uses varies from game-to-game, it also depends on whether or not it has to be reloaded after a certain amount of shots. The machine gun is the second weapon in the weapon switching system introduced in Time Crisis 3, switching from the machine gun will equip the shotgun. However, doing the same action in Crisis Zone Special Mode equips the handgun instead. In Razing Storm Story Mode, this weapon is the secondary type and cannot be exchanged for another weapon at all.
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.
Similar-functioning weapons to the machine gun exists throughout the series, the Gatling gun (Crisis Zone), the heavy machine gun and the mounted machine gun (both featured in Time Crisis 4 and the latter in Time Crisis 5).
Statistics[]
Game | Starting ammunition | Maximum ammunition | Magazine capacity | Rate of fire (rounds per second) |
---|---|---|---|---|
Time Crisis II | N/A /Same as magazine capacity (cheats only) | N/A | N/A /20 (cheats only) | 7 |
Crisis Zone (Arcade/PlayStation 2) | Same as magazine capacity | N/A / N/A | 40/40 | 20/16 |
Time Crisis 3 (Arcade/"Rescue Mission") | 50/100 | 200/100, 150, 200, 250, 300 (maximum upgrade level) | N/A / N/A | 12/12 |
Time Crisis 4 (Arcade/FPS) | 150/320 (250 reserve rounds) | 300/570 (500 reserve rounds) | N/A /70 | 15/15 |
Razing Storm (Arcade/Story Mode) | Same as magazine capacity/310 (250 reserve rounds) | N/A /540 (480 reserve rounds) | 60/60 | 10/10 |
Time Crisis 5 | 100 | 180 | N/A | 10 |
- Special attributes: infinite ammunition (Time Crisis II and certain Crisis Missions), infinite magazines (cheats only), available in certain sections (Time Crisis II only), refills to starting ammunition capacity if a chapter is completed with less than starting ammunition capacity remaining (Time Crisis 4 "Full Mission" and Time Crisis 5).
- Ammunition appearance: Plain intermediate-sized cartridge.
Advantages[]
- Unlimited rounds (Time Crisis II and certain Crisis Missions)
- Unlimited magazines (Time Crisis II with cheats, Crisis Zone and Razing Storm)
- Recommended weapon against certain Terror Bites types (Beetle Bites, Mite Bites, jumping Mantis Bites), Hamlin Battalion reinforced armor soldiers from afar (Time Crisis 4), and Seekers (Razing Storm Story Mode and Time Crisis 5)
- High-capacity
- Very high rate of fire
- Fully-automatic, fires as long as the trigger is pulled
Disadvantages[]
- Only available on certain sections, then discarded afterwards (Time Crisis II only, normal circumstances)
- Produces a "smoke screen" instead of a brief, white flash when firing, obscuring vision (Crisis Zone PlayStation 2 only)
- Deals less damage per round compared to a handgun round (Time Crisis 4 and Time Crisis 5 with 33.3% for the former and 40% for the latter)
- Must be reloaded after 20, 40, 60 or 70 rounds (Time Crisis II, Crisis Zone, Razing Storm and Time Crisis 4 FPS respectively)
- Easy to waste ammo if trigger discipline is not practiced
- Easy to miss a shot, losing accuracy in the process (critical in Time Crisis II and Time Crisis 3 as both games have no-miss streak bonus. Not applicable in Crisis Zone and Razing Storm as both games do not have any form of accuracy bonus)
Models[]
Each character/faction used varying models of the machine gun throughout the series:
Protagonists/Supporting[]
- Keith Martin: NDI special SMG
- Robert Baxter: NDI special SMG (Time Crisis II), HK MP5K SMG (Time Crisis 5)
- Claude McGarren and S.T.F. operatives: NDI special SMG (Arcade), Steyr TMP (PlayStation 2), HK MP5A3 SMG (weapon icon)
- Alan Dunaway, Wesley Lambert and Alicia Winston: MAC-11 machine pistol (the last character can upgrade weapon with continuous use)
- Lukano Liberation Army soldiers: FN P90 PDW (in cutscenes)
- V.S.S.E. Trainees: MAC-11 machine pistol (Time Crisis 3), HK G36C assault carbine (Time Crisis 4)
- Giorgio Bruno, Evan Bernard and William Rush: HK G36C assault carbine
- National Guard soldiers: Unknown SMG
- S.C.A.R.:
- Alpha team: Heavily-modified IMI Tavor TAR-21 bullpup assault rifle
- Delta team: Heavily-modified KRISS Vector SMG
- Luke O'Neil and Marc Godart: M4A1 carbine
Antagonists[]
- Wild Dog Organization:
- During Time Crisis: Stoner 63 weapon system (machine gun configuration)
- During Time Crisis 5: AK-12, HK MP5K SMG (paired with shields)
- Wild Dog: Stoner 63 weapon system (machine gun configuration, Time Crisis only)
- Kantaris Organization soldiers: Unknown machine gun
- Zeus Bertrand: Unknown assault rifle
- Ricardo Blanco: Unknown assault rifle
- Neodyne Industries machine gunners: FAMAS assault rifle, NDI special SMG (in one sequence of Stage 2 Area 1)
- Jacob Kinisky: NDI special SMG
- U.R.D.A. terrorists:
- Arcade only: L85A1 assault rifle, Steyr TMP (paired with shields), Calico M900 SMG (leaders)
- PlayStation 2 only: HK MP5A3 SMG (all soldiers)
- Tiger: Modified XM29 OICW (1996 model in the Arcade version, 1999 model in the PlayStation 2 version)
- Jared Hunter: AR-15 style assault rifle (Belforte Hotel fight)
- Zagorias Federation Army soldiers: FN P90 PDW ("Normal" class and "Sharpshooter" class soldiers in cutscenes, "Armored" class in cutscenes and in the game)
- Victor Zahn: FN P90 PDW
- Giorgio Zott: HK MP5A3 SMG
- W.O.L.F. grunts: Unknown SMG
- Terrorist Leader: HK G36C assault carbine
- Hamlin Battalion soldiers: Unknown SMG (paired with shields), HK G36C assault carbine (Terror Bite operators), M249 paratrooper SAW (reinforced armor soldiers)
- Jack Mathers: M249 paratrooper SAW
- Civilian Militia: Norinco Type 56-2 (Chinese AK derivative) assault rifle
- Renegade Soldiers: Heavily-modified XM8 compact assault rifle
- Elite Soldiers: AK-12
NDI special SMG Details[]
Parameter | Amount |
---|---|
Appearance | Resembles a PM-98 Glauberyt |
Overall length | 535 mm |
Mass: | 4,050 g |
Barrel length | 225 mm |
Caliber | 10 mm |
Special attributes | Ammunition is loaded with steel bullets |
Trivia[]
- Despite being called "Machine Gun", the proper term to the weapons the protagonists use would be Submachine Gun, SMG (Time Crisis II, Crisis Zone, Time Crisis 3. For the first game, the official site uses the term サブマシンガン[1][sabu mashingan] meaning submachine gun which is the correct designation), Assault Rifle (Time Crisis 4, Razing Storm), Minigun (Razing Storm Story Mode. It refers to the fixed turrets whereas the individual-serviced weapon used by Assault and Delta team operatives is correctly termed as Submachine Gun) or Carbine (Time Crisis 5).
- The Time Crisis: Project Titan concept artworks show Wild Dog armed with submachine guns. One of them shows him armed with a mini Uzi along with his weapon arm. The final game version does not implement the submachine guns.
- In Time Crisis 4 FPS, Rush always moves the cocking handle after a magazine is inserted regardless of the number of rounds inside the gun whereas in Razing Storm Story Mode, Delta 1 will only move the cocking handle after a magazine is inserted if there are no rounds inside the gun. In an actual assault rifle, there will always be a round in the chamber if the weapon is in cocked position and all the rounds in the magazine are not fully spent (meaning that a round will be ejected if Rush moves the cocking handle when there is one round inside the gun).
- Machine guns are used as melee weapons in Crisis Zone, Time Crisis 4 and Razing Storm; the first two games having the enemy soldiers using them and one of the Alpha team operatives using it in the last game.
Gallery[]