Time Crisis 4 is reborn, and includes a full FPS game mode, stunning HD quality graphics and a newly designed Guncon to enhance every aspect of the game. Superior to its arcade counterpart, Time Crisis 4 brings a fresh new look to launch the series into the next generation. Time Crisis 4 Review. A bland first-person shooter mode does little to freshen up the stale taste of this aging light-gun series. Get the best deal for Collectible Arcade Gaming Replacement Parts from the largest online selection at eBay.com. Browse your favorite brands affordable prices free shipping on many items.
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Time Crisis 4 is an arcade shooting game with a unique foot pedal to take cover from enemy fire. Cinematic quality graphics bring the game to life. New to the fourth installment in the Time Crisis series are multi-screen battles.
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Time Crisis 4
Name: Time Crisis 4 Manufacturer: Namco Year: 2006 Type: Videogame Cabinet Styles:
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Time Crisis 4 DescriptionTime Crisis 4 was produced by Namco in 2006. Namco released 303 different machines in our database under this trade name, starting in 1978. Other machines made by Namco during the time period Time Crisis 4 was produced include Medal no Tatsujin 2, Comet, Convoy, Jumpin Fantasy, Jumpin Jackpot, Cobra The Arcade, Taiko no Tatsujin Drum Music, Mario kart Arcade Gp, Super Scooper claw machine, and Rockin Bowl-O-Rama. Cabinet Style Weights and Measures
VAPS Arcade/Coin-Op Time Crisis 4 CensusThere are 10,741 members of the Video Arcade Preservation Society / Vintage Arcade Preservation Society, 8,625 whom participate in our arcade census project of games owned, wanted, or for sale. Census data currently includes 143,201 machines (6,316 unique titles).Scarce - There are 4 known instances of this machine owned by Time Crisis 4 collectors who are active members. Of these, 2 of them are original dedicated machines, and 2 of them are only circuit boards which a collector could put into a generic case if desired. For Sale - There is one active VAPS member with an extra Time Crisis 4 circuit board for sale. Wanted - No active members have added this machine to their wish list. This game ranks a 1 on a scale out of 100 (100 = most often seen, 1=least common) in popularity based on census ownership records.
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Time Crisis 4 | |
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Developer(s) | Nex Entertainment |
Publisher(s) |
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Designer(s) | Hajime Nakatani (producer) Takashi Satsukawa (director) |
Platform(s) | Arcade, PlayStation 3 |
Release | ArcadePlayStation 3
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Genre(s) | Light gun shooter (Arcade, PS3) First-person shooter (PS3, excluding Razing Storm) |
Mode(s) | Single-player, multiplayer |
Cabinet | 29' Standard twin 4:3, 52' Deluxe twin 4:3 |
Arcade system | Namco System Super 256 |
Display | Raster, horizontal orientation |
Time Crisis 4 is the fourth installment in Namco's Time Crisis series which introduces new features to the cover-based light gun shooter gameplay engine of its predecessors alongside a new story and roster of characters. It was initially released as an arcade game in 2006, and was ported in 2007 for PlayStation 3, with the Guncon 3 light gun peripheral and features a new first-person shooter mode.[5] It was later re-released as part of Time Crisis: Razing Storm with support for the PlayStation Move controller but without the first-person shooter mode.
The game opens in California, where intelligence officials from both the United States Armed Forces and the paramilitary V.S.S.E. organization learn about a top secret weapon targeted for terrorists' smuggling and their plot. William Rush infiltrates a pier to gather information, and finds that the enemy has already acquired the insect-like weapons (codenamed 'Terror Bite'). After being told by Elizabeth Conway about an information leak incident at the airport, Rush goes to the airport to help VSSE agents Giorgio Bruno and Evan Bernard, who had been sent to stop the weapons trade. After leaving the airport, they head to the city, where they defeat Marcus Black. They discover U.S. Armydog tags on each enemy, meaning they are not just terrorists, but rogue American soldiers. The terrorist faction is then revealed to be the Biological Weapons Special Operations Unit (AKA the Hamlin Battalion).
Rush, Giorgio and Evan fly to Wyoming's secluded bio-weapons research facility, but are too late to stop the supply of Terror Bites from being stolen. After defeating Jack Mathers, they soon learn that the Hamlin Battalion is attacking Buckley Air Force Base near Aurora, Colorado, prompting the men to rush to the base. As Rush, Giorgio, and Evan arrive, a number of unmanned combat aerial vehicles (UCAVs) depart the base without warning. Rush leads the Colorado National Guard toward an entrance, while Giorgio and Evan try to take care of the UCAVs. They also encounter V.S.S.E.'s old enemy Wild Dog in the base who, in addition to his standard hand gun, gatling gun and RPG, is now armed with a grappling hook and tractor beam device. After a long battle, Giorgio and Evan defeat him, ending with Wild Dog detonating himself once again. Meanwhile, Rush defeats Wild Fang (Wild Dog's younger partner from the previous game), sending him into the path of a UCAV as it lifts off.
It is revealed that the Terror Bites' creator, Colonel Gregory Barrows hijacked the nuclear-armed UCAVs to destroy the United States in retaliation for the poor treatment he received from the military. After Giorgio and Evan defeat Barrows near the control center, Rush and his unit form a human pyramid to lift Giorgio and Evan into it to stop the missiles, where the agents press a big red button on the control computers to self-destruct all nuclear missiles that the UCAVs have already launched.[6]
Character | Japanese voice actor | English voice actor |
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William Rush | Akio Ōtsuka | Christopher Sabat |
Giorgio Bruno | Hiroaki Miura | David Vincent |
Evan Bernard | Travis Willingham | |
Elizabeth Conway | Mariko Suzuki | Megan Hollingshead |
Marcus Black | Hisao Egawa | Sam Riegel |
Gregory Barrows | John Snyder | |
Head of VSSE | Daisuke Gōri | Michael McConnohie |
Frank & Jack Mathers | Chuck Cope | |
Wild Dog | N/A | Dave Mallow |
Wild Fang | Koji Tobe | Vic Mignogna |
Terrorist Leader | Rikiya Koyama | Kirk Thornton |
Larry Garfield | Taimei Suzuki | Michael Gough |
David Maxwell | Chikao Ōtsuka | N/A |
The game was first shown at E3 2006 prior to its recent final revision arcade release. One major change is the addition of the multi-screen or multi-hiding system, introduced in Time Crisis: Project Titan. Unlike Project Titan, which players went on the offensive, players are placed on the defensive. In Project Titan, players had to hide and shoot arrows to switch screens. Screen switching has been refined to allow the player to merely point the gun outside the screen to move around. The game also utilizes a new light gun control with infrared emitters. Prior to this, all Namco light gun games used gun controllers that relied on cathode ray timing. Because Namco's light guns with cathode ray timing utilized memory chip-to-lens pointing, the arcade cabinet designers had to ensure that the infrared-emitting light gun controllers would provide the same accuracy as their cathode ray timing-based gun provided in the past. This delayed the game's release given past accuracy issues with IR light guns. The player can choose to customize gun calibration and/or turn the blowback on or off with a pre-game code explained in the cabinet. The game, like its predecessors is available either in a 29' standard twin cabinet or a 52' deluxe twin. It also includes the multiple weapon system introduced in Time Crisis 3, with the pistol, machine gun, shotgun, and grenade launcher,[7] and also features new vehicle sections with similar gameplay mechanics to the Sega Arcade/Nintendo Wii shooters Gunblade NY and LA Machineguns. On several occasions, the player is equipped with a machine gun with infinite ammo or a sniper rifle used to shoot the tires on a marauding truck. Several other functions exclusive to the game includes a scene where the player must pull himself from quicksand, several scenes where a certain position must be defended, with the penalty of one life if the position is lost. On multiple occasions, Rush appears onscreen, whether caught in a trap or attacking an enemy as a diversion and care must be taken to avoid shooting him. It also features a voice navigation system that guides players through different situations. Given the voice navigation system, it can be voiced either in Japanese or English. Prior to the game, it was voiced exclusively in English.
The game was released for Sony's PlayStation 3 exclusively bundled with the GunCon 3 light gun peripheral,[8] the PlayStation 3 edition features 480p (4:3) and 720p (16:9 widescreen) support and a specially-programmed first-person shooter mode, which players engage combat similar to a typical FPS game, but with manual gun pointing, aiming, and firing, in addition to the arcade mode.[9][10] Players play as Captain William Rush for 5 levels and as VSSE agents Giorgio Bruno or Evan Bernard for 10 levels through the game's 'complete mission', complete with arcade footages when playing as Giorgio or Evan.[6][11] Much like its predecessors, it featured the Crisis Missions that has some backstories, starring star of Time Crisis characters from previous installments. The game was re-released on the PlayStation 3 as part of Time Crisis: Razing Storm, released in October 2010, with support of the PlayStation Move controllers.
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The game received mixed reviews, with an average GameRankings score of 60.70%,[12] and a Metacritic score of 60 out of 100.[13]GameSpot gave the game a 5.5 out of 10,[7] while Jeff Haynes of IGN gave it an 8 out of 10, concluding that it is 'a fun game for any shooting fan looking to blast away with their PS3.'[5] Matt Miller of Game Informer, however, was more critical of the game, giving it a score of 4.25 out of 10,[17] criticizing its first-person shooter mode, 'ludicrous plot', and shooting mechanic.[17]GamePro rated Time Crisis 4 a positive score of 4 out of 5, saying the games plays just like the arcade, but replayability is an issue.[18]X-Play also gave the game a score of 4 out of 5.[24]
One of the main key areas was the Guncon 3 controller included with the game. Chris Remo of Shacknews stated that it uses 'two analog sticks for full movement and camera control, with pointer-based aiming on top' and that once 'you get accustomed to it, this control actually works just fine, and feels like it could be the basis for its own game. '[10] According to Miller, however, the controller 'feels cheap,' with analog sticks that are 'chintzy and hard to use'; referring to the left-hand subgrip which forces the main shooting handgrip to be held with the right hand, Miller claims that the Guncon 3 'hardly accommodates left-handed players.'[17] Ryan Davis of GameSpot expressed that the complexity of the control scheme seems to contradict the pick-up-and-play mentality of the light gun genre.[7]
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