Time Crisis II (タイムクライシス
Gameplay[]
Time Crisis II was released utilizing Namco's System 23 arcade board in 1998, and was ported to PlayStation 2 (with enhanced graphics and polygon textures) in 2001. The game utilizes the foot pedal system, just like its predecessor, where players can shoot or hide from enemy fire. When players press down on the pedal, they come out of hiding, allowing them to shoot the enemies. Releasing the pedal puts players behind cover, allowing them to avoid critical bullets and reload their weapon, though they are unable to shoot whilst hiding.
New changes[]
One modification to the hide and attack system was the "crisis flash" system which alerts the players whether or not the enemy's attack would cause a direct hit, a feature not present in its predecessor, Time Crisis. Certain sections of the game give players a machine gun with unlimited ammo.
If players are hit by a critical shot or an obstacle, they lose a life, and the game stops when the player loses all their lives. Players also lose a life if the timer (at a maximum of 40 seconds per sequence), which is replenished after each ACTION sequence is cleared (or at certain segments of an ACTION sequence or if players are hit), reaches zero (unlike the first game where running out of time resulted in a game over). Players can continue from the point their current position, as opposed to the PlayStation version of Time Crisis, which required players to restart from the beginning of a sequence.
This was the first Time Crisis game to introduce two-player cooperation by allowing two people to play simultaneously, allowing each player to cover the other (in single player, the computer controls the other character). The arcade version used connecting cabinets, allowing players to allow another player to join them, or to exclusively play alone. The PlayStation 2 version features split-screen or System Link functionality, which requires two televisions, console and copies of the game and an i-Link cable to use. 1,000 points is deducted per shot for shooting the other player, though neither player will lose lives as a result. The same system is utilized once again in Time Crisis 3 and Time Crisis 4 (increased to 5,000 points being deducted per shot for the latter game).
Scoring[]
Combo Hit[]
Since the game ranks the player based on score instead of time, the scoring is as follows:
Shot type | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th and after |
---|---|---|---|---|---|---|---|---|---|
Kill | 800 | 880 | 960 | 1040 | 1120 | 1200 | 1280 | 1360 | 2000 |
Chase | 100 | 180 | 260 | 340 | 420 | 500 | 580 | 660 | 1000 |
Shot type | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th and after |
---|---|---|---|---|---|---|---|---|---|
Kill | 400 | 440 | 480 | 520 | 560 | 600 | 640 | 680 | 1000 |
Chase | 100 | 140 | 180 | 240 | 280 | 320 | 360 | 400 | 500 |
Shot type | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th and after |
---|---|---|---|---|---|---|---|---|---|
Kill | 200 | 220 | 240 | 260 | 280 | 300 | 320 | 340 | 500 |
Chase | 100 | 120 | 140 | 160 | 180 | 200 | 220 | 240 | 300 |
Each head shot kills a foot soldier in 40/60 seconds, each torso shot in 90/60 seconds and each arms/legs shot in 110/60 seconds.[1] In addition, each shot and wounded foot soldier can be shot two more times with those additional shots called chase shots.[2] However, the amount of time the player has for each shot (kill, chase or object destruction) to maintain overall combo is 50/60 seconds[1] and is independent of time taken to kill a foot soldier or destroying any item. E.g. If a total of five shots are made in the order of head, torso, head, head (chase shot) and limb before combo is broken, the total amount of points earned is 2,820 (800 + 440 + 960 + 340 + 280) points.
For shots on bosses, the scoring is as follows:
Arcade Version[]
Boss | Individual shot/Chase shot | Stun shot | Kill shot |
---|---|---|---|
Jacob Kinisky | 1000*/100** | N/A*/1000***/500****/Kill shot*****/1000****** | 10000 |
Buff Bryant | 50 | N/A | 10000 |
Wild Dog | 50*******/100********** | 1000********/2000*********/100***********/5000************/1500*************/10000************** | 1000 |
Ernesto Diaz | 100*************** | 1000 | 30000 |
*In Stage 1 Area 1
**In Stage 1 Area 2
***The first shot which removes his hat
****The first shot which does not remove his hat
*****The first shot before he gets inside the armed cruiser
******In Stage 1 Area 3
*******In Stage 3 Area 1 first and second ACTION sequences
********In Stage 3 Area 1 first ACTION sequence, the first stun shot in Stage 3 Area 1 second ACTION sequence and in Stage 3 Area 2 except when he is between two canisters
*********The second stun shot in Stage 3 Area 1 second ACTION sequence
**********In Stage 3 Area 1 third ACTION sequence and during his flying kick attack
***********First three stun shots in Stage 3 Area 1 third ACTION sequence
************The fourth stun shot in Stage 3 Area 1 third ACTION sequence
*************When he is between two canisters
**************During his punch attack
***************When he is holding Christy Ryan
PlayStation 2 Version[]
Boss | Individual shot/Chase shot | Stun shot | Kill shot |
---|---|---|---|
Jacob Kinisky | 100* | 1000*/2000**/1000*** | 10000 |
Buff Bryant | 100 | N/A | 10000 |
Wild Dog | 100**** | 1000*****/2000******/5000*******/1500********/10000********* | 20000 |
Ernesto Diaz | 100********** | 1000 | 30000 |
*In Stage 1 Areas 1 and 3
**The first shot which removes his hat
***The first shot which does not remove his hat
****In Stage 3 Area 1 first, second and third ACTION sequences; during his flying kick attack and during the final encounter
*****In Stage 3 Area 1 first ACTION sequence, the first stun shot in Stage 3 Area 1 second ACTION sequence, the first three stun shots in Stage 3 Area 1 third ACTION sequence and in Stage 3 Area 2 except when he is between two canisters
******The second stun shot in Stage 3 Area 1 second ACTION sequence
*******The fourth stun shot in Stage 3 Area 1 third ACTION sequence
********When he is between two canisters
*********During his punch attack
**********When he is holding Christy Ryan
No-Miss Bonus[]
This game also has a no-miss bonus which is as follows:
10th | 20th | 30th | 40th | 50th | 60th | 70th | 80th | 90th | 100th and after |
---|---|---|---|---|---|---|---|---|---|
500 | 1000 | 1500 | 2000 | 2500 | 3000 | 3500 | 4000 | 4500 | 5000 |
– This is independent of the combo hit and does not have a time limit.[2]
Time Bonus[]
This game gives time bonus at 20 points for every 1/60 second saved[1] which is calculated by taking the difference between time spent and maximum time per area. Spending more than maximum amount of time in any area does not give any time bonus but does not give players any penalty.
Area | Solo Play (in seconds) | Link Play (in seconds) |
---|---|---|
Stage 1 Area 1 | 100 | 110 |
Stage 1 Area 2 | 140 | 135 |
Stage 1 Area 3 | 100 | 110 |
Stage 2 Area 1 | 115 | 125 |
Stage 2 Area 2 | 135 | 140 |
Stage 2 Area 3 | 75 | 95 |
Stage 3 Area 1 | 120 | 125 |
Stage 3 Area 2 | 70 | 70 |
Stage 3 Area 3 | 130 | 130 |
Story[]
October 31, 1998: It's been two years since Richard Miller rescued Rachel MacPherson from the grip of Sherudo Garo and Wild Dog. Now a time for a crisis arises… again.
Neodyne Industries Ltd., the current leading communication corporation, had declared accomplishment of the "Starline Network," which consists of 64 low orbit communication satellites.
However, three weeks after that, International Intelligence organization V.S.S.E. intercepted internal communication of NDI, revealing that the latest communication satellites were actually military satellites.
V.S.S.E. immediately sends agent Christy Ryan into NDI undercover to retrieve relevant information. Just when information was in hand, she was discovered by NDI staff, and she is now in the need for help, and the need to escape.
V.S.S.E. now indicated Keith Martin and Robert Baxter to save Christy and uncover the intelligence.
At all costs…[3]
Plot[]
Japanese version | English version | Remarks |
---|---|---|
「スターラインネットワーク」それは通信事業を隱れ蓑にした、核軍事衛星の打ち上げ計画であった。その陰謀を阻止せんとVSSEのエージェント達が送り込まれた! | The "Starline Network" is a mere front for a plan to launch a nuclear satellite into space. VSSE has dispatched two agents to prevent the launch! | Opening narration |
Neodyne Industries, LTD, has successfully completed a network of 64 satellites called the "Starline Network". The Starline Network is supposedly a communications system which the NDI claims will unite the world. So far, they're about to launch the new satellite. Nevertheless, the covert agency V.S.S.E. discovers that the Starline Network is actually a mere front for a plan to launch a nuclear satellite into space - which is the new satellite. Christy Ryan, the agent responsible for uncovering the corporation's hidden agenda, attempts to escape NDI captivity and report the details of the plot to V.S.S.E. HQ, but is captured by Jacob Kinisky and his bodyguards. V.S.S.E. sends agents Keith Martin and Robert Baxter to shut down the Starline Network and rescue Ryan.
The first stage begins with Christy calling the V.S.S.E from her secret apartment above a town square, shortly before Jacob bursts in and kidnaps her. Jacob thinks that the plans weren't revealed, only for his smug demeanor to be pulled down several pegs when Keith and Robert come in the secret apartment. Jacob leaves, and Keith and Robert give chase, fighting through Jacob's henchmen through a town square, which takes them to a canal through the town. Jacob finally battles them, but is eventually killed when his armed cruiser crashes and explodes.
In the second stage, the agents discover that NDI plans to transport the satellite via train from files left on Jacob's computer in his briefcase. The agents arrive at a train depot, but are too late to stop the satellite from leaving due to the fact that Diaz's men heavily guarded the area. Soon, they fight another of Diaz's henchman, Buff Bryant, battling with him on the train. After that, he retreats, only to come back in a helicopter. Buff fights hard, but is no match for the two V.S.S.E. agents, who wound him. As he is wounded, he accidentally causes his helicopter to crash into the bridge due to his Hand Vulcan misfiring and hitting the engine. This takes out the bridge, and almost kills Keith and Robert, who barely escape. They then commandeer a helicopter to head to NDI Headquarters.
The third stage begins inside the NDI headquarters, which happens to be situated on a marine base, CEO Ernesto Diaz and the mercenary Wild Dog begin preparing the nuclear satellite for launch from a sea-based site when the V.S.S.E. agents arrive. The agents encounter fierce resistance, but are able to defeat Wild Dog (who detonates himself later) and rescue Christy, who escapes by raft. The agents face off one last time against Diaz and a decoy satellite, ending when the agents successfully kill Diaz. The debris from the decoy falls on the real satellite, causing it to explode on launch.
Japanese version | English version | Remarks |
---|---|---|
NDI社による核兵器搭載の軍事衛星打ち上げ作戦は、VSSEエージェント達の活躍によって間一髪阻止された。裏では軍事産業を手がけ、軍事衛星には特に力を入れていたNDI社であったが、今回の一件で衛星の開発実験を行っていた海上基地は全てVSSE管轄下に置かれ、機材、データ等は押收され、科学者は身柄を拘束された。なお核軍事衛星があったことは一般には公表されず、通信衛星の打ち上げ失敗事故として報道された。あれから一ヶ月が經過した。休暇を与えられていたキースのもとに一通の連絡が入った。それは世界各国で活動しているVSSEエージェント達への召集命令であった。VSSEは今回の事件で敵が予想以上の兵力を持っていたことを重く見、エージェント達の戦力アップを図る演習を実施することとなった。事件の舞台となった地区にて、様々なシチュエーションを想定した演習スケジュールが組まれた。演習には特殊な弾頭の演習頭を用い、VSSEの士官が敵を演じる事になったが、参加するエージェント達にはそれ以上の詳細は知らされなかった..... | NDI's launching of a military satellite, armed with a nuclear warhead, was prevented by a hairbreadth thanks to the efforts of the VSSE agents. Dealing in the arms industry behind closed doors, NDI put a great deal of effort into the launch of their military satellite. However, following the incident, the marine base, which was used for their satellite development, was placed under VSSE jurisdiction, the sensitive data and equipment were confiscated, and the scientists were taken into custody. No report was heard regarding the existence of a nuclear military satellite. The incident was officially announced to the public as a launch accident of a communication satellite. One month had passed since the incident. Keith, away on a break, was contacted with a single message. It was an order for all VSSE agents operating around the world to assemble. Alarmed by the unexpected military strength of the enemy in the recent incident, VSSE decided it was immediately necessary to conduct training drills to improve the combat skills of its agents. Exercises were devised using the actual sites of the incident as the training ground. For the exercises, it was decided that special shells would be used as ammunition, and the VSSE officers would simulate the enemy. The agents participating were not informed of any further details.... | Time Crisis 2: Crisis Missions backstory as taken from the official game. It shows the aftermath the NDI incident and the reason for the creation of Crisis Missions |
Versions[]
Arcade[]
PlayStation 2[]
The PlayStation 2 port of the game featured enhanced graphics and additional cutscenes. It was packaged with the G-Con 2 lightgun peripheral, although it was also compatible with the G-Con 45 console. When completed enough times, the player could unlock alternative weapons, such as a machine gun (auto bullets) or shotgun (wide bullets), and had the option of wielding two lightguns at a time (with combinations of both G-Con 2 and G-Con 45 possible). There is also a Crisis Mission mode, in which the players have to complete and perform various tasks, including a simulated gun fight against Richard Miller, the lead protagonist of the first Time Crisis game. Extras also included a clay pigeon shooting mode (including a port of Namco's Shoot Away II light gun clay shooting arcade game), and a virtual port of the mechanical arcade game, Quick & Crash.
Reception[]
The game was met with positive reviews upon release, as GameRankings gave it a score of 79.68% for the PlayStation 2 version, while Metacritic gave it a score of 81 out of 100.
On release, Famitsu magazine scored the PlayStation 2 and Gun Con 2 bundle a 32 out of 40.
Aggregate scores | |
---|---|
Aggregator | Score |
GameRankings | 79.68% |
Metacritic | 81/100 |
Review scores | |
Publication | Score |
Allgame | 4.5/5 STARS (ARC) 3.5/5 STARS (PS2) |
Electronic Gaming Monthly | 7.5/10 |
Eurogamer | 7/10 |
Famitsu | 32/40 |
Game Informer | 8.25/10 |
GamePro | 4.5/5 STARS |
Game Revolution | B |
GameSpot | 7.2/10 |
GameSpy | 80% |
GameZone | 8/10 |
IGN | 8.7/10 |
Official PlayStation Magazine (US) | 4/5 STARS |
Maxim | 8/10 |
Trivia[]
- This is first game in the Time Crisis series whose number on the logo is not written in Arabic but in Roman.
- This is the first game in the Time Crisis series which all the antagonists wear shades or glasses.
Gallery[]
Attract Modes[]
Credits[]
References[]
External links[]
- Official arcade website (Japanese)
- Official PS2 website (Japanese)
- It is announced on January 2016 that warranty support for this game on arcade cabinets has ended. Link: End of warranty support (Japanese)