Time Crisis (PS1) - Let's Play 1001 Games - Episode 805
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I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...
Time Crisis
from https://en.wikipedia.org/wiki/Time_Crisis_(video_game)
Time Crisis is a light gun shooter arcade game, developed and released by Namco in 1995, and the first title to be released in the series of the same name. The game differentiated itself from other light gun shooters of the time by incorporating a pedal that controls when the player character takes cover to reload and avoid enemy fire. Players have a limited amount of time to clear each section by defeating enemies. The game's story focuses on Richard Miller, a secret agent, who is sent to rescue a kidnapped woman from a ruthless tyrant seeking to reclaim control of their former country from a new regime.
A port of the game for the PlayStation was released in 1997, as part of a bundle coinciding with the launch of the Guncon light gun controller,[5] and featured a add-on pack of additional stages that are set after the main story. Both the arcade original and the console version were well-received by critics, in particular the gameplay mechanics. The game proved a commercial success and spawned a sequel, Time Crisis II, in 1998, and a spin-off title, Time Crisis: Project Titan, in 2001.
Though both the arcade and PlayStation versions were developed internally at Namco, none of the arcade development team had any direct involvement with the PlayStation version.[8] Since the PlayStation's CPU speed is much lower than that of the System 22 arcade hardware, the team reduced demands on the PlayStation CPU by cutting the game's frame rate in half, reducing the number of polygons used, emulating the real-time lighting by coloring the polygons one-by-one, and delaying the appearance of enemies so that only a certain number of enemies could appear on-screen at any time.[8]
The development team took photos of hotels and factories in the Tokyo area as reference for the PlayStation mode's hotel design.[8] To make the large areas in the hotel work on the hardware, the team left the portions of these areas not visible to the player unrendered.[8] Three planned sequences - an outdoor restaurant, a missile room explosion, and a boat race - were left out because the team eventually realized that creating them was not practical, at least not within the time they had to complete the PlayStation version.[8] New music was recorded for the Special Mission mode by Tatsuro Tani and Tomoko Tat2, using a "synthesized orchestra" of 50 individually synthesized instruments.[8]