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TIME COMMANDO




           TIME COMMANDO                 
      

                        The Story
Sometime in the Future...
When the Federation of Nations decided to go ahead with the development 
of its new military training center, it became inundated with proposals 
from weapon system consortiums bidding for the job.  This new center would
have the ability to create a whole range of virtual worlds and challenging
combat situations in which future officers could be immersed and tested.
It was the type of high-tech contract every tactical systems corporation 
dreamed of.

After a fierce competition between top weapon system consortiums, 
the contract was finally given to the Otega corporation, the proprietor 
of Time Blaster technology.  Based on the principles of tachyon physics. 
Time Blaster creates a "bubble" in the computer microprocessors that 
actually causes the time to accelerate.  This time-acceleration process
allows computers to be millions of times more powerful than machines of
the past whose circuitry can only operate at the speed of light.  This 
intense computer power and a mammoth historical database can be combined
to simulate a vast array of worlds covering humanities past, present, 
and future.  With this superior technology, Otega set forth to build the
Historical Tactical Center (HTC).

        At Otega's SAVE (Special Action for Virus Elimination) Department,
 technical time travel agent Stanley Opar is just starting his shift.  
After changing into his chrono-action suit, he flicks on his task 
schedule.  A mission list comes up on the screen.  For now, it's empty.

        Meanwhile...at the HTC's Time Blaster unit, Betty and her team of 
programmers are entering phase IV of the project.  They've been working 
around the clock to bring the system into operation for the Federation 
Army.  Little do they know, a saboteur is in their midst.

        The Sawn Corporation was one of the finalists rejected for the 
Historical Tactical Center contract.  The loss cost them billions of 
dollars.  In an effort to avenge this humiliating defeat while securing 
their position as Otega's likely replacement, Sawn developed an 
intelligent self-morphing virus to destroy the HTC.  Now one of their 
corporate spies has infiltrated the programming team.

        As the whole team works intensely at the terminal banks 
encircling the Time Blaster central processing unit, Betty supervises 
the final checks before completing phase IV.  Virtual warriors generated
by the HTC rotate ominously in front of the holoprojectors, while lists 
of tactical and strategic data flicker in plasma red.  Suddenly an alarm 
splits the air.  An emergency holo-message flashes at each terminal:
        SYSTEM ALERT!
        TIMEWARP IMMINENT!
        RECOMMEND PERSONNEL EVACUATION!

        Jumping to action, Betty quickly gives the order to de-energize 
the entire system.  Technicians open hatches and disappear into service 
shafts while others desperately enter complex commands to directly access
the core of the system.  But it's too late; the HTC is out of control.

        The time bubble begins to grow rapidly.  It engulfs the Time 
Blaster processors first and then the central processing unit itself.  
Everyone freezes in horror as the huge glowing sphere swells out from 
the center of the control room.  The terminals are next to go.  The 
blinding mass of light swallows them quickly, then expands towards the 
holoprojectors.  Trapped in their symbiotic seats, the programmers are 
also absorbed.  Paralyzed by fear, Betty disappears into the wall of 
energy.

        Stanley hears the Class-1 alarm as it rings through the office.  
A glance at the holoprojector alerts Stanley to the seriousness of the 
situation.  Snatching his flight case, he leaps into the emergency lift.

        The Historical Tactical Center is swarming with frenetic activity
as members of Special Security Forces dash about in all directions.  A 
corporate executive keeps up with Stanley as he rushes through the 
corridors to brief him quickly on the situation.  They arrive at the 
entrance to the control room.  Stanley inserts his car in the locking 
mechanism.  The door slides open.

        The size of the sphere has stabilized, now nearly filling the 
entire room.  Stanley cautiously approaches the bubble and kneels down 
to examine the glowing wall and its flickering hues of light.  He slowly 
reaches out and touches it.  Without warning, ripples form on the surface 
as if it were liquid and engulf his arm.  Stanley struggles to pull free, 
but there's nothing to hold on to.  In an instant, he is sucked into the 
sphere falling endlessly into a black void...

                       Your Objective
You must destroy the powerful virus that has invaded the Historical
Tactical
Center's Supercomputer.  Travel through eight of history's deadliest 
eras before arriving at the site of the virus itself.  Time is against 
you, for the virus continues to eradicate the main computer's memory.  
If the computer system is completely contaminated by the virus, you will 
die.

        As you travel through time, collect as many non-infected memory 
circuits as possible.  Each time you reach a memory upload terminal, 
send those healthy memory circuits back to the main computer.  This will
temporarily stall the virus' assault on the computer and buy you more 
precious time to continue your mission.

        Unfortunately, your journey will be slowed down by hordes of 
virtual enemies and numerous traps deployed by the virus.  These 
opponents are the exact recreations of the most vicious warriors ever 
known during the span of man's existence.  You must conquer these 
lethal adversaries, and terminate the virus...before time runs out.

                        THE DEFAULT CONTROLS

Basic Movement:
        Up              Advance (if an enemy is near, small jump forward)
        Down            Move back
        Right           Move clockwise
        Left            Move counter-clockwise

Unarmed Combat:
        Square          Guard
        Square + Left   Left-handed punch
        Square + Right  Right-handed punch
        Square + Up     Kick
        Square + Down   Protect/Parry

Clubs and Side-Arms (club, sword, mace, etc.)
        Square          Guard
        Square + Left   Blow to the left
        Square + Right  Blow to the right
        Square + Up     Frontal attack
        Square + Down   Protect/Parry

Firearms, Missiles, Projectiles (stones, bow and arrows, guns, etc.)
        Square          Aim
        Square + Left   Turn left to aim
        Square + Right  Turn right to aim
        Square + Up     Fire/Throw
        Square + Down   Reload

Offensive Moves
When in danger, you can interrupt the reload function by dodging left or 
right.
        L2              Quick dodge to the left
        R2              Quick dodge to the right
        Triangle        Jump forward
        X               Dodge backward

Search/Action
        Circle          This button is the Search/Action button.  Use it 
                        to search an area in order to earn a bonus, 
                        active a mechanism, open a door, or perform 
                        another action required by the situation 
                        (e.g., climb, lie face-down).

Select Weapon
        R1 / L1         Your current weapon is displayed in a blue box.  
                        Use the R1 button to select the next weapon 
                        available and the L1 button to select the 
                        previous one.

Rapid Weapon Exchange
        Select          Pressing the Select button stores the current 
                        weapon (blue background) and automatically stores
                        the previously selected weapon (green background).
                        This allows you to switch back and forth quickly
                        between the two weapons you prefer to use most 
                        often.

Pause Game
        Start           Press the Start button to pause a game.  During 
                        the break, music, and sound effects shut off 
                        and the in-game Option menu is displayed.

                                Menu Functions
The functions below refer to the default configuration game controls.  
To move the rotating selection frame, press the directional arrows up 
or down.  To select an option, press the X button.  To return to the 
previous menu, press the Triangle button.

START   Before beginning a new game, you can choose from three difficulty 
        levels.  We recommend that you initially play the game in Normal 
        Mode.  However, if you find the game is still too difficult, 
        select Easy Mode.
        EASY -  In this mode you encounter fewer and less lethal enemies,
                as well as more memory upload terminals.  You are also 
                altered to search zones by a two-second sound.  When 
                you hear it, press the Circle button (Search/Action).  
                During combat, you are automatically aligned with the 
                closest enemy when the Square button (Attack) is pressed
                or when a blow is delivered.
        NORMAL- In this level, no sound alerts you when you've entered 
                a search area.  It's up to you and your intuition to find
                the hidden items!
        HARD -  In this level, the enemies are even stronger and harder 
                to overcome.  You also have more freedom of movement due 
                to the fact that your blows are NOT automatically aimed
                at the closest enemy.  However, you are still 
                automatically aligned with the enemy when the Square 
                button (Attack) is pressed.

CODE    This function allows you to enter an eight-letter code to enter a 
        specific world directly.  The password for each world is displayed
        at the beginning of each level.  It is recommend that you write 
        it down as this is your code to return to that point in the game.
        Each level's code retains all of your game date (i.e., energy, 
        extra lives, non-infected memory stock).  Note: There is no code 
        for the first level.

        To enter the code, press the Left/Right directional arrows to 
        select a letter-coding wheel, then use the Up/Down directional 
        arrows to choose a letter on the wheel.  Press the X button to 
        accept.  Each level's code retains all of your data up to that
        point in the game.

OPTION  SOUND - This function allows you to adjust the settings for the 
                game sound effects and music.  Use the Up/Down arrows to 
                make a selection, and the Left/Right arrows to adjust the 
                setting:

        Sound: Sets the volume of the game sound effects.
        Music: Adjusts the music volume.
        CD: Sets the volume for all sound.
        Stereo/Mono: Selects the sound mode you prefer.
        Balance: Adjusts the left and right channel balance.

CONTROL EAR VIEW/FRONT VIEW - The Left/Right directional arrows enables you
to display an illustration of the control from the back or the front.
        MODEL A, B, C, D, and E - This function allows you to choose the
controller configuration that suits you best.  Time Commando has five 
illustrated controller settings - simply scroll through them with the 
Left/Right arrows to make your selection.  (Select Rear View/Front View 
of the illustration for a more complete view.)  After making your 
selection, choose Back (Triangle) on the Option screen and press the X
 button to accept.

                                Game Screen Description
Player Energy
        Your energy level is indicated by gold energy batteries.  The 
maximum number of batteries you can have at each time is four.  Each time 
you are hit, your battery loses energy.  When your battery level reaches
zero, you die.

Extra Lives
        Each extra life is visually represented by the Time Commando 
insignia.  The maximum number of extra lives you can have at one time 
is three.  Each time you die (i.e., your battery level is zero or the 
virus has completely contaminated the computer's memory), you can 
continue to play the current game if you have an extra life.  In this 
case, your energy is recharged to the maximum level, but no more than 
the number of batteries.  During the few seconds of flashing, you become 
invulnerable.

Enemy's Energy
        Each time you're confronted by an enemy, the enemy's life bar 
will be displayed.  When the bar is empty, the enemy is dead.

Infected Memory Indicator
        This bar indicates the virus' gradual infection of the HTC 
system memory.  A few minutes before the computer's memory is completely
contaminated, you will hear a steady beep that grows louder as the 
indicator becomes full.  When the indicator is completely filled, the 
virus takes over the system and you die.

Non-Infected Memory Stock
        Throughout the game, you must collect as many non-infected 
memory circuits as possible.  Represented by blue chips, these circuits 
must be fed into the memory upload terminals to stall the virus' progress.

List of Available Weapons
        You enter each new world without any weapons.  To obtain weapons, 
you can take them from a dead enemy, pick them up off the ground, or 
search for them throughout the various worlds.  Each time you find one
it is stored in your weapon inventory boxes.  Additional information 
may be displayed above or below them, depending on the characteristics 
of each weapon.  For those weapons that require ammunition, the total 
amount of ammunition available is displayed below them.  Below each 
firearm, there's a small green bar measuring the weapon's ammunition 
capacity and the amount of ammunition currently loaded.  Once the 
firearm is empty, you must reload the weapon in order to use any 
ammunition you still have available.

Weapon Selected
        A yellow frame and a brighter display indicate the weapon you 
have in hand.

Ammunition in the Weapon Charger
        If your weapon is a firearm, the ammunition available in the 
charger is displayed on the side at the bottom of the screen.

                                Bonus Item Descriptions
Healthy Memory - There are blue memory circuit chips not infected by the 
virus.  Pick up as many of them as possible.

Memory Upload Terminal - Each time you're near a memory upload terminal,
place yourself in front of one of these plasmatic half-spheres and 
press the Search/Action button.  All the healthy memory circuits you've 
collected will then be sent back to the main computer to stop the virus 
from progressing.

Life Points (yellow cubes) - When you step on a yellow cube, you restore 
a little energy to your energy batteries.  But the power you can gain is
limited by your current number of batteries (1 to 4).

Life Points (red cubes) - When you step on a red cube, you gain the 
equivalent of one battery's worth of life points.  Once again, the 
power gained cannot exceed the number of energy batteries you currently
possess.

Energy Battery - Each gold battery you recuperate is added to your
stockpile of energy batteries until the maximum number of batteries (4)
is reached.  If you pick up a new battery when you already have four, 
the new battery will simply dissipate.

Extra Life - The game is over when your battery level reaches zero, or
when the virus has contaminated all of the HTC computer's memory.  
However, if you have an extra life, you have another chance.  You'll 
reappear, flashing on and off, at the spot where you died.  As long 
as the flashing continues, you remain invulnerable.  When you use an 
extra life, part of the infected memory is restored and your batteries'
energy return to the maximum level; however, you lose one battery from 
your stockpile.

                                        Weapons
Prehistoric
        Small club - The small club is light, portable and can be used to 
                whack just about anything.
        Knife - The knife is deadly at close range.
        Rock - The rock can be thrown to knock out your enemy.
        Spear - The spear gets your point across!
        Large Club - The large club is unbearable heavy, and slow, but
                can do some major damage.

Roman
        Dagger - The dagger can surprise some of your enemies.
        Double-Edged Sword - The double-edged sword is sharp and deadly.
        Sling - The sling is effective at knocking your opponents off 
                their fee.
        Trident & Shield - One is for protection and the other is to get
                your point across!
        Axe - The axe is slow and heavy but causes major damage.

Japanese
        Ninja Star - The ninja star is a sharp projectile.
        Ninja Sword - The ninja sword is sharp and swift.
        Fan Blade - The fan blade can be used to cool off your enemies.
        Samurai Sword - The samurai sword can make sushi out of your 
                enemies!
        Samurai's Secret Flame - The secret flame can put someone's fire
                out.

Medieval
        Mace - The mace can be used for some serious whacking.
        Sword & Shield - Use these to protect yourself while thrashing 
                your enemy.
        Crossbow - The crossbow goes where swords fear to tread.
        Knight's Sword - Use the knight's sword for some heavy-duty 
                slicing.
        Magician's Magic Spell - The magic spell is a deadly projectile.

Conquistador
        Spanish Sword - The Spanish sword is quick, swift, and sharp.
        Pistol - The pistol can only fire one round before having to be 
                reloaded.
        Halberd - Two blades to kill twice as fast.
        Blowpipe - The blowpipe shoots darts and can be used at a 
                distance to pluck off otherwise sleepless enemies.
        Aztec Club - The Aztec club can pound reason into otherwise 
                thoughtless enemies.

Western
        Revolver - The revolver fires six quick shots.
        Shotgun - The shotgun is powerful but only fires two shots at 
                a time.
        Rifle - The rifle shoots off many rounds quickly, it is more 
                powerful than a revolver.
        Dynamite - Give your enemies a blast!
        Two Revolvers - Two are twice as deadly as one.

Modern Wars
        Automatic Gun - The automatic gun fires multiple rounds.
        Hand Grenade - Blow'em to pieces!
        Bayonette Rifle - The bayonette can shoot and stab your enemies,
                reload often.
        Assault Rifle - Mow down your enemies in a hurry!
        Bazooka - Blow up multiple enemies at once (from a distance).

Future
        Plasma Pistol - Fires quick lasers but has to be reloaded.
        Rapid-Fire Cannon Arm - Heavy and slow but does a lot of damage.
        Yo-Yo - Yo-yo with mono-molecular thread; deadly at close distance.
        Thermic Grenade - Like a hand grenade but much deadlier!
        Space Suit - Protection from the vacuum of space.

Virus
        Crystal - Shoot at enemies to bring them down.

                                        Credits
Adeline Software International
        Original Idea: Frederick Raynal
        Design Director: Didier Chanfray
        Project Manager: Serge Plagnol
        Lead Programmer: Olivier Lhermite
        Programmer: Mickeal Pointier
        Game Life Programmers: Pascal Dubois, Thierry Brochart, Sylvain
                Truchet
        Additional Programmers: Marc Bureau du Colombier, Frantz Cournil
        3D Objects & Animation Design: Pual-Henri Michaid, Arnaud Lhoomme, 
                Sabine Marlat, William Ratajczak, Xavier Wibaut
        3D Scenery Design: Benoit Boucher, Ludovic Rubin, Merlin Pardo, 
                Virginie Altayrac
        3D Movie Sequences: Frederic Taquet
        Special Contributors: Laurent Salmeron, Yael Barroz
        Test Manager: Emmanuel Oualid
        Main Testers: Jean-Philippe Monie, Thomas Ferraz, Alexis Madinier
        Delphine Editorial Team: Philippe Delararre, Anne-Marie Joassim,
                Victor Perez, Marie-Pierre Meyrignac, Line Pastaleniec,
                Stephanie Louzier

Activision
        Producer: Marc Bennett
        Product Evangelists: Bill Anker, Marc Bennett, Mich Lasky
        Product Marketing Managers: Henry Siegel, Bob Pettit
        QA Director: Jon Doellstedt
        QA Manager: Dave Arnspiger
        QA Project Leads: Edward J. Tretter, Jay Sosnicki, Marty Stratton
        Intro/Close Movie Audio Supervisor: Michael Schwartz
        Intro/Close Movie Dialogue & Sound Design: Marc Bennett, 
                Henry Siegel, Raphael Simon, Jay Sosnicki
        Intro Movie Narration: Jay Sosnicki
        Documentation Manager: Mike Rivera
        Cross Production: Mark Lamia, Adam Goldberg, Frankie Tam
        Media Specialist: Kevin Cohen
        Game Analyst: Bryant Bustamante
        Package Design: Jim Bridges
        Public Relations: Joanne Blum


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