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==Gameplay== ''Time Crisis'' is a three-dimensional [[first-person shooter|first-person]] [[rail shooter]] similar to ''[[Virtua Cop]]'', in that the player holds a [[light gun]] and fires at on-screen enemies. However, it differs from such video games by use of its [[cover system]] - a gameplay function in which players can duck behind cover to avoid gun fire from enemy attackers and reload their weapons. In the arcade version, a foot pedal is used to toggle between ducking and attacking positions;<ref name=GPro91>{{cite magazine|date=April 1996|title=Time Crisis|url=https://archive.org/details/GamePro_Issue_091_Volume_08_Number_04_1996-04_IDG_Publishing_US/page/n59/mode/2up|magazine=[[GamePro]]|publisher=[[International Data Group|IDG]]|issue=91|page=58}}</ref> in console conversions, a button command replicates the foot pedal's functions.<ref name=NGen27>{{cite magazine |date=March 1997|title=NG Alphas: Time Crisis|url=https://archive.org/details/NEXT_Generation_27/page/n75/mode/2up|magazine=[[Next Generation (magazine)|Next Generation]]|publisher=[[Imagine Media]]|issue=27|page=75}}</ref> The PlayStation version also allows players to use the pedal from a racing wheel peripheral,<ref name=CVGPS/><ref>{{cite magazine |title=Tricks of the Trade |magazine=[[Electronic Gaming Monthly]] |publisher=Ziff Davis |issue=103 |date=February 1998 |page=129}}</ref> or even by pressing a button on a controller plugged into port 2 by hand; some players custom manufactured home-made pedals that, when stepped on, pressed down a button on the second controller on the floor instead. The game consists of three stages, each consisting of three areas and a boss battle. Each area consist of a series of [[gunfight]]s, in which players must defeat a pre-determined group of enemies in order to advance to the next battle.<ref name=GPro91/> Each area features a one minute time limit to begin with, which counts down during battles and transitions between each, and is only extended by clearing a current battle; defeating specific optional enemies also providing a few extra seconds.{{citation needed|date=July 2021}} To avoid running down the clock, the player must operate efficiently, shooting enemies quickly and hiding only when prompted to do so.<ref name=EGM99>{{cite magazine |date=October 1997|title=Time Crisis: Ready, Aim and Fire - Really Fast! |magazine=[[Electronic Gaming Monthly]]|publisher=[[Ziff Davis]]|issue=99|page=152}}</ref> Each playthrough sees the player given a pre-determined number of lives, in which one is deducted when the player is hit by an enemy, or fails to avoid being hit by a hazard in the current battle, with the game being over when the player runs out of lives or time. The arcade cabinet's light gun (introduced in [[Point Blank (1994 video game)|''Point Blank'']]) utilizes a special memory chip to synchronize areas of the screen's image as the player rotates the gun around. The light gun also features a blowback function which simulates real-life gun recoil, this feature isn't retained in the PlayStation port.<ref name=NGen27/> The PlayStation port can be played either with the [[GunCon]] light gun peripheral or by using a controller to aim a cursor around the screen. The port features an exclusive Special mode, in which the player's performance, such as how quickly they can clear an area, affects the path they take through the game, resulting in multiple possibilities and endings.<ref name=EGM99/><ref>{{cite magazine|date=August 1997|title=Time Crisis |url=https://archive.org/details/GamePro_Issue_107_Volume_09_Number_08_1997-08_IDG_Publishing_US/page/n55/mode/2up|magazine=[[GamePro]]|publisher=[[International Data Group|IDG]]|issue=107|page=54}}</ref>
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