![]() ![]() In both activities, players have infinite ammunition for their handgun and failing either activity will result in one life unit lost or half a life unit lost if players have one life unit left. Every regular hit on a marker is worth 500 points and every bullseye hit gives an additional 1,000 point bonus. In "Crisis Event", players have to shoot down markers within the time limit while not being able to use the pedal. In "Evasion Activity", players have to step on the correct pedal within the time limit and shoot items if they step on the correct pedal. ![]() They are: "Evasion Activity" (in Stage 1 Area 2, Stage 3 Area 3 and Stage 6) and "Crisis Event" (in Stage 1 Area 2, Stage 3 Area 2 and Stage 6). Some sections have activities unique to this game. The shield will take 1/4 damage from all projectiles if players do not face the direction of enemy attacks meaning 4 hits on the shield will result in one life unit lost. With the two-pedal system, the Multi-Screen Battle sequence from 4 is modified from damage received by the barricade caused by any attack (more damage is received if players are out of cover and facing the direction of enemy attacks) to one which the shield only receives damage if players do not face the direction of enemy attacks. In the earlier games, players were restricted to one pedal in which time had to be wasted when taking on enemies with bulletproof shields. ![]() Time Crisis 5 deploys a two-pedal system, similar to the Multi-Screen Battle sequences from Time Crisis: Project Titan and Time Crisis 4, allowing players to take cover and attack from different angles to bypass bulletproof shields and enemies taking cover. ![]()
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