Code G3M3N1 (Franchise)

Code Gemeni (Stylized as Code G3M3N1) is a series of Light-gun games made by ProtoGame Entertainment, the same creators that made Marcus Stone

Premise
The premise is basically if Doom was mixed with Terminator

Code G3M3N1: Creation
Set 2 years before the first game

General
The Code G3M3N1 Series plays out like your ordinary light gun games, player 1 is the titular robot (Gemeni), player 2 is the sidekick, another robot named Taurus, but there are a few unique gimmicks surrounding this game, like the "Defense" and "Charge Shot" Mechanics (The latter also being available for Marcus Stone for some weapons), which would be discussed later below

Weapon Handling
Weapons are obviously shot using the trigger of the light-gun controller, to reload, unlike other mid-late 90's light games (Marcus Stone 1 Included), Just simply point out of the screen, no shooting required (If you're using a non-light gun controller or computer-related things, just press the reload button), when the player starts the game, they are given two choices, reloadable, or

Weapons

 * Blaster - The Default Weapon, Reloadable no matter what.
 * Ammo - 8 (6 before 4th Strike)
 * Damage - 2 (normal) 3 (level 1 charge) 6 (level 2 charge) 10 (level 3 charge)
 * Unique Quirk - Can be charged by holding the trigger, which would deal more damage, unlike the other weapons, it can be reloaded.
 * Charge Level 1 - 0.3 seconds (holding the trigger that long with bullets left)
 * Charge Level 2 - 1 second (from level one)
 * Charge Level 3 - 2 seconds (from level two) 3 seconds (total, not counting level one)
 * Spazzer - The Rapid Shot, like the Machine Gun in most Light Gun games
 * Ammo - 120 (100 before 4th Strike)
 * Damage - 1 per bullet (deals half the damage as a normal Blaster shot)
 * Unique Quirk - Holding it will shoot it rapidly
 * Bomber - The very powerful blast, but it
 * Ammo - 1
 * Damage - 20

Defending
This unique mechanic about the series, is you can defend, the game has a foot pedal (a la Time Crisis 1-4), stepping on the pedal makes the player defend, but once the player is hit while defending, a bar appears that indicated the player's "defense meter", which drains when the player gets hit while blocking, let the bar run out, and it result in a shield break, which also makes the player lose one life, the bar is reset to full with each new life, in 4th Strike, there is a power-up that restores the said defense bar, starting with the second game, getting a life-up power-up resets the defend bar to full.

Games

 * Code G3M3N1 (1998) - Arcade (ProtoGame RTS), ProtoGame Podium
 * Code G3M3N1 II (2002) - Arcade (ProtoGame EMX), ProtoGame BIGShot
 * Code G3M3N1 III (2006) - Arcade (ProtoGame EMX), ProtoGame BIGShot
 * The Code G3M3N1 Trilogy (2008) - Rerelease of the first three games for the ProtoGame QUIRK
 * Code G3M3N1: Creation (2011) - Arcade (ProtoGame PHOTOSYNTHESIS), ProtoGame QUIRK
 * Code G3M3N1: 4th Strike (2024) - ProtoGEAR/ProtoGame V.E.G.A, Arcade (ProtoGame DEPOT)

Trivia

 * (A Real Life Trivia) The defense bar is actually a reference to TIme Crisis 4's "Life" Meter, specifically when the player gets attacked by Terror Bytes, Travis4205 just thought it would be cool to make this mechanic.

Tropes

 * 1-Up
 * You can shoot boxes that reveals cogs, shooting cogs will result in an extra life
 * Anti-Frustration Features
 * In the sequels, if you do not have enough defense while blocking an unavoidable hazard (e.g. debris, uncancellable-lazer, etc.), it will only reduce your defense to 1, instead of resulting in a life loss like the first game (in all games, normal enemy attacks will still result in,a shield break)
 * Break Meter: The players have a defense meter (hidden when the bar is full), which drains when the enemy hits the player while blocking, blocking enemy attacks with not enough defense (and in the first game, unavoidable hazards counts as well), and it will result in a "Shield break", which also causes you to lose 1 life from the said shield break, bosses have this two as a boss attack cancel bar.