

Punch, shoot, low kick and jump were the only moves worth using. There is a jump kick, high kick, and uppercut that lock the character in place and have too long wind ups to be worth using, though I had to use the kick to hit some late game robots and hazards. What the hell? Who designed this? You can stop moving and then turn instantly though.
#Timecop car full
Moving in one direction and suddenly changing direction caused the guy to enter a ridiculous 3 to 4 second long slowing down and turning around animation that prevented all control for the full duration, and almost certainly resulting in being hit by enemies. Worse, the character was over animated to the point of being somewhat awkward to control, and many moves have such a wind up as to be useless. The live action character graphics did not match well with the environmental graphics, making the game look cheap. The bronze robots were not so noticeable. At least I can say the level graphics made it clear what was solid vs traversable.

Then repeat as if once was not enough fun. The 1st stage was boring navigating a 2D vertical maze to the exit. I don't think the developers of this game knew much about game design. I saved bullets for awkward positions and multiple enemies, and used them more liberally in the 3rd level … Moreīeat. Such exciting combat that perfectly matches the realistic graphics. If it had to be killed, jump back and forth over them and punch them in the back. The enemies also use quick melee attacks without enough tell to react, so I found the best strategy was to jump over and run away. You only start with 6 bullets, and the enemies never drop bullets, rather they are pickups.
