

The gauge increases for every no-miss shot, goes up to x16 (identical to Virtua Cop 3) and requires more hits per successive multiplier increase. Players do not require to use it unless they want to play the last two stories and the other modes (only Normal Mode is available from the start).ĭifferent from the Time Crisis games, this game has a multiplier effect similar to Virtua Cop and Virtua Cop 3 which multiplies the amount of points earned per hit and is determined by a gauge on the top left corner of the screen. It records the player achievements, story progress and upgrades to the Psycho-Gun. This game introduces a card system called the Psycho-Gun Card. The maximum level of each upgrade type is 5. Power increase the "Psycho-Gun" attack per hit. Max Lock increases maximum targets that can be locked on. These upgrade points can be used for any of the three upgrade types: Max Lock, Power and Hit scan. Meeting each Psycho-Points quota gives one level upgrade point. The Psycho-Gun can be upgraded by earning Psycho-Points from destroying enemies, defeating bosses and remaining life units (at 1,000 points per life unit).

The color of the lock on is green for damage shot and orange for kill shot but can change from green to orange during multiple lock on to the same target if the amount of damage done by the Psycho-Gun exceeds the enemy life endurance. While usage is unlimited, the maximum number of targets that can be locked initially is three (can be increased to eight with upgrades) and does not cause a greater increase to multiplier gauge if multiple shots are locked on the same target because it registers only as one hit. Once the trigger is released, the Psycho-shot will be fired, hitting any targeted enemies. They then target the enemy while holding the trigger. To use it, players hold the trigger which causes a green crosshair to appear. This game introduces a new weapon called the Psycho-Gun. If a continue is used after all live units are lost, the score is reset to 0. Like Time Crisis II and Time Crisis 3, it uses the same "crisis flash" system for all life-threatening shots and one life unit is lost due to hit by a crisis shot or an obstacle, or if the timer reaches zero. Like the Time Crisis series, Cobra The Arcade uses a foot pedal to take cover and reload the gun.
