Time Crisis Ii

Time Crisis II is the sequel to Time Crisis, released on arcade and later PlayStation 2. It continues to use the famous foot pedal, where players can shoot or hide from enemy fire. The story continues as VSSE agents Keith Martin and Robert Baxter try to stop a madman from launching nuclear satellites into space. When a player presses the pedal, he can shoot the enemies. When the player releases the pedal, he goes into hiding. During this time, he cannot shoot or be shot by enemies. A player must defeat all enemies before moving forward. The player's gun contains 9 bullets (though occasionally a machine gun is available, which contains unlimited ammo for the remainder of the scene). The player may reload his gun by hiding (i.e., releasing the pedal). A player is hit if he is unable to dodge a red bullet known as a "crisis sighting." Also, there is a time limit at the bottom right corner of the screen that resets either when you are moving to a different scene, are hit, or in an extended scene after shooting some enemies. If the timer runs out, the player loses one health point. This was the first Time Crisis game to introduce two player cooperation by allowing two people to play simulatnously, allowing each player to cover the other. The same system is utilized in Time Crisis 3.

The Story

Neodyne Industries, LTD, has succsessfully completed a network of 64 satalites as part of a project named "starline network". However, this network is a mere front for a plan to launch a nuclear satelite into space. VSSE dispatches two agents- Keith Martin and Robert Baxter- to find the satelite and destroy it. The Agents begin by locating Christy Ryan, who has information on the satelite network, but before they can meet up with her, Neodyne troops capture Christy and her laptop. The agents engage in a firefight that enventually engulfs the surrounding streets, and recapture Christy's laptop, which reveals that the satelite in question belongs to the military. The agents proceed to NDI's train depot, only to have the satelite airlifted out before they can reach it. Meanwhile, Ernesto Diaz and Wild Dog begin preparing a rocket for launch on a sea-based launch sight when the VSSE agents arrive. The agents encounter fierce resistance, but are able to beat Wild Dog and recapture Christy, who escapes by raft into the sea. The Agents and Ernesto then face off in a final showdown at the top of the rocket support structure, resulting in Ernesto's defeat. The rocket explodes, and Keith and Robert are blown clear, resurfacing near a rocket booster, at which point Christy spots them and motors over. The game ends when the trio are rescued by a VSSE helicopter, which flies them back to VSSE headquaters.

 

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