Time Crisis (Arcade) - No Damage - 10' 37''30
Here is a no-damage playthrough of Time Crisis, Namco's classic 1995 light gun game, with a final time of 10' 37''30. Played on the MAME arcade emulator with a GUN4IR light gun. Please enjoy! Time Crisis boasted a revolutionary pedal system: step on the pedal to leave cover and shoot enemies; release it to reload and avoid gunfire. The game also embraced the aesthetic of action films, with its fast-paced combat and cinematic cutscenes. More commentary below. ---------------------------------------------------------- ▶ Like - Comment - Subscribe / @multibrawlr ▶ Discord / discord ▶Twitter / multibrawlr ▶Twitch / multibrawlr ---------------------------------------------------------- There is no scoring system in Time Crisis 1; the objective is to simply clear the game as fast as possible. In between areas and stages, the game keeps track of your time versus the top time on the leaderboard. Seconds shaved off are red; seconds gained are white. To get a good time, you must memorize where enemies appear, shoot them quickly (and oftentimes in a specific order, depending on the scene), reload efficiently, and in general try not to miss shots. It's one of those games that you must play repeatedly in order to improve. Time Crisis 1's timer acts much differently than the sequels: 1. It never pauses outside of cutscenes; it keeps ticking down, even during "WAIT" sequences. 2. You game over if the timer reaches 0. 3. Certain enemies (mainly ones dressed in yellow) add extra seconds to the timer. 4. Clearing a scene adds more time, but doesn't increase the timer to its maximum. There are also no red "crisis shots" to dodge here--you just immediately get shot. If an enemy shoots you but it doesn't dock a life, the screen flashes red; call this a "warning shot" if you will. See too many of these and a damaging shot will likely occur. Enemies are color-coded to indicate their threat levels. Red guys almost always hit you on their first shot, while white and blue guys have a lower chance of hitting you. Projectiles and melee weapons also instantly hit you, too. Thus, to avoid damage it helps to not only memorize enemy spawns but also pick off the most threatening enemies as quick as possible. And hide in cover whenever necessary! You get an extra life every 40 shots you make without missing. Otherwise, by default you have 3 lives to clear the game. As mentioned before, you instantly game over if the timer hits 0. This was changed in Time Crisis II onwards. I made a few mistakes in this playthrough, and at one point my GUN4IR misfired a bit before fixing itself, costing some seconds, so this is by no means a "perfect/fastest" run of Time Crisis 1. I plan to improve upon this in subsequent videos. However, I succeeded in shaving off some minutes/seconds from my previous attempts, and clearing the game without getting hit! #gaming #videogames #playthrough #arcade #namco #1995 #timecrisis #lightgungames #mame #railshooter #action #retro 0:00 - Intro 0:50 - Stage 1 Area 1 1:36 - Stage 1 Area 2 2:21 - Stage 1 Area 3 3:22 - Stage 1 BOSS (Moz) 4:19 - Stage 2 Area 1 5:07 - Stage 2 Area 2 6:00 - Stage 2 Area 3 7:40 - Stage 2 BOSS (Sherudo Garo) 8:57 - Stage 3 Area 1 9:55 - Stage 3 Area 2 10:54 - Stage 3 Area 3 12:26 - FINAL BOSS (Wild Dog) 14:59 - Ending & Credits 16:39 - Final Result/Name Entry

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