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==Development== [[File:Time Crisis Coverart.png|thumb|North American PlayStation box art]] 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.<ref name=CVGPS/> 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.<ref name=CVGPS/> The development team took photos of hotels and factories in the Tokyo area as reference for the PlayStation mode's hotel design.<ref name=CVGPS/> 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.<ref name=CVGPS/> 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.<ref name=CVGPS/> New music was recorded for the Special Mission mode by Tatsuro Tani and Tomoko Tat2, using a "synthesized orchestra" of 50 individually synthesized instruments.<ref name=CVGPS/>
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