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Time Crisis 5™
TC5Vector
Information
Developer

Namco Bandai Games Logo

Publisher

Namco Bandai Games Logo

Platform

Arcade

Arcade System

Epic Game's Unreal Engine

Release Date(s)

Arcade:

March 12, 2015 (first edition)
August 20, 2015 (True Mastermind Edition)

Director(s)

Shogo Ito

Producer(s)

Norihiro Nishimura

Designer(s)

Takehiro Shimizu (Lead level designer)

Programmer(s)

Shuji Takahashi (Lead programmer)
Kazuhisa Minato
Masaya Hirose
Futoshi Matsushita

Composer(s)

Kazuhiro "Kaz" Nakamura


Time Crisis 5 (タイムクライシス5 (ファイブ) Taimu Kuraishisu Faibu?) is a rail shooter video game developed and published by Namco. It is the fifth installment in the main Time Crisis series.

Two "editions" of Time Crisis 5 were released for arcades: the first was released on March 12, 2015; the second, the True Mastermind Edition, was released on August 20, 2015 with three additional stages. Unlike prior games, Time Crisis 5 is powered by Epic Games' Unreal Engine. It is currently the only game in the series that has yet to receive a console port.

Gameplay

New features

Time Crisis 5 deploys a two-pedal system, similar to the Multi-Screen Battle sequences from Time Crisis: Project Titan and Time Crisis 4, allowing players to take cover and attack from different angles to bypass bulletproof shields and enemies taking cover. In the earlier games, players were restricted to one pedal in which time had to be wasted when taking on enemies with bulletproof shields. With the two-pedal system, the Multi-Screen Battle sequence from 4 is modified from damage received by the barricade caused by any attack (more damage is received if players are out of cover and facing the direction of enemy attacks) to one which the shield only receives damage if players do not face the direction of enemy attacks. The shield will take 1/4 damage from all projectiles if players do not face the direction of enemy attacks meaning 4 hits on the shield will result in one life unit lost.

Some sections have activities unique to this game. They are: "Evasion Activity" (in Stage 1 Area 2, Stage 3 Area 3 and Stage 6) and "Crisis Event" (in Stage 1 Area 2, Stage 3 Area 2 and Stage 6). In "Evasion Activity", players have to step on the correct pedal within the time limit and shoot items if they step on the correct pedal. In "Crisis Event", players have to shoot down markers within the time limit while not being able to use the pedal. Every regular hit on a marker is worth 500 points and every bullseye hit gives an additional 1,000 point bonus. In both activities, players have infinite ammunition for their handgun and failing either activity will result in one life unit lost or half a life unit lost if players have one life unit left.

Gun Controller Changes

The gun controller is redesigned. For starters, the weapon selection is changed to allow players to change weapons by just pressing the red button on the gun and can be done even with the pedal pressed. The blowback system is also remade to simulate gas-actuated recoil, similar to the handguns the next-generation V.S.S.E. agents use.

Combo System Changes

The combo hit system has been adjusted as such that a kill shot in the head prevents chase shots (or if the kill shot on an enemy soldier is not a head shot, prevents the second chase shot if the first chase shot is on the head), which staled gameplay since Time Crisis II. The purpose of the hit system is to ensure the nostalgia from the original Time Crisis is adhered to. Though the combo mechanics from Time Crisis 4 are retained, there are fewer foot soldiers to increase the continuous hit gauge. There were a lot of qualms about players shooting for very high scores due to accuracy streaks in Time Crisis 3 (the maximum point bonus is 5,000 points per 10 no-miss hits whereas the time bonus is 1,200 points per second saved) and for head shots to chase shots (the former is due to earning a maximum of 4,000 points [2,000 points for the head kill shot + {1,000 x 2} points for the 2 head chase shots] per foot soldier which is more than the time bonus at 2,400 points per second saved. The latter is due to increasing time allowed per shot for maximum amount of points earned per foot soldier or to maintain maximum point bonus at 3,000 points per 10 hits) in Time Crisis 4. To compensate the decreased gauge increases, stepping on the opposite pedal stalls the depletion of combo gauge. Finally, there are much fewer background objects to destroy as they contribute to combo hits which can be used to increase the amount of points earned by shots on foot soldiers; and destroying specific background objects do not give 5,000 point bonus.

Time Bonus changes

While the time bonus is the same as the one in Time Crisis 4, the calculation is changed from one which merely takes the difference between time spent and maximum time per area seen in the previous three games to one which links all the areas per stage (similar to calculating the time bonus for each final area in Razing Storm) meaning taking too much time to complete an area affects the time bonus for the remaining areas. However, time spent in a successfully executed "Evasion Activity" does not count as time spent; and ends after a fixed timing. In addition, "Crisis Events" and "Snipe Event" is independent of the time spent in the ACTION sequences and have their own set of calculation of time bonus. E.g. Spending 20 seconds in Stage 1 Area 1, 30 seconds in Stage 1 Area 2 (excludes time spent in "Evasion Activity" and "Crisis Event 1") and 45 seconds in Stage 1 Area 3 give 96,000 ((60 - 20) x 2,400) points for Stage 1 Area 1, 168,000 (((60 + 60) - (20 + 30)) x 2,400) points for Stage 1 Area 2 and 396,000 (((60 + 60 + 140) - (20 + 30 + 45)) x 2,400) points for Stage 1 Area 3 as time bonuses.

Weapons Property Changes

While the special weapons introduced in the previous two games are retained (M4 Carbine machine gun, Kel-Tec KSG shotgun and HK XM320 grenade launcher), the maximum ammunition capacity for each special weapon is reduced from 300 machine gun rounds to 180, from 50 shotgun shells to 20, and from 5 grenades to 2. In addition, there are much fewer yellow-clad soldiers to gain ammunition for the special weapons with one in Stage 1 Area 3, three in Stage 3 Area 2 and one each in Stage 5 Area 2 and Stage 6, and the ammunition they give is specific with shotgun shells (5 shells per hit) in Stage 1 Area 3, machine gun rounds (20 rounds per hit) in Stage 3 Area 2, and all three weapons (20 machine gun rounds, 5 shotgun shells and 1 grenade respectively) in Stage 5 Area 2 and Stage 6. Like Time Crisis 3, the ammunition from yellow soldiers is not shared for both players in two-player mode. Finally, the machine gun rate of fire is decreased from 15 rounds per second to 10. To compensate these, the special weapons are refilled, if there is less than starting amount after a stage is completed, up to starting amount of 100 machine gun rounds, 10 shotgun shells, and 1 grenade. Damage output of each machine gun bullet compared to each handgun bullet is increased from 33.3% to 40%. The number of shotgun pellets fired is increased from 22 to 44 per second because the shotgun rate of fire is increased from 2 shells per second to 4 and retains the same pellet count as those in Time Crisis 4 at 11 per shell. Due to the increased pellet count though, each pellet from the shotgun shell deals less damage to ensure that players are not abusing the supplemental weapons.

Scoring

Each side attack is worth an additional 800 points bonus and increases by 50 for every consecutive side attack (800, 850, 900 etc.). Each one-shot kill against drugged soldiers is worth an additional 700 points and increases by 700 for every consecutive one-shot kill (700, 1,400, 2,100 etc.).

For shots on objects and machines, the scoring is as follows:

Scoring
Type Individual shot Destruction shot
Background object/Serrated gladius/Missile N/A 100
H.A.C.S. 200 3500*/4000**
Quadruped Armored Vehicle weapon or weakpoint 200 1500/3000***
Anti-aircraft vehicle/Attack helicopter 200 3000
Combat droid shield generator 200 1500

*All except the one in Stage 2 Area 3
**The one in Stage 2 Area 3
***For destroying all the weakpoints

For shots on bosses, the scoring is as follows:

Scoring
Boss Individual shot/Chase shot Kill shot
Wild Dog 200 3000
Keith Martin 200/400* 3000
Wild Fang 200 1000**/0***
Robert Baxter 200 3200****/900*****/1500

*For some parts in each ACTION sequence
**In the first ACTION sequence
***In the second ACTION sequence
****If the player uses the handgun or machine gun to deliver the kill shot during "Evasion Activity".
*****If the player uses the grenade to deliver the kill shot during "Evasion Activity".

Enemy And Boss Endurance

Once again, certain enemy soldiers, machine weapons and vehicles, which require multiple hits to kill or destroy have lifebars. Like in Time Crisis 4, they all have green lifebars. For drugged enemy soldiers, head shots will instantly kill them while shooting other areas of their bodies will deplete their lifebars. The boss's lifebar system from Time Crisis 4 is utilized once again, but each lifebar has different colors (green, yellow, orange and red). The boss can be shot while invulnerable (represented as a white part on their lifebar) for more combo hits but at decreased accuracy bonus per hit. In addition, machine or vehicle bosses have their lifebar displayed on the left side of the screen. These lifebars deplete when the player destroys specific parts (e.g. charging cannons and shield generators) on them. The green lifebar is the first lifebar. The yellow lifebar is the 3x lifebar (if the boss has four lifebars) or 2x lifebar (if the boss has three lifebars). The orange lifebar is the 2x lifebar on bosses with four lifebars. The red lifebar is the last lifebar.

Each boss has a certain number of lifebars:

Boss Endurance
Boss Lifebars Boss invulnerability* Optional lifebar
Quadruped Armored Vehicle** 3*** N/A N/A
Transporter erector launcher 1**** N/A N/A
Wild Dog 4***** N/A 2******
Keith Martin 3******* x3, x2, x1 N/A
Wild Dog 4******** N/A N/A
Robert Baxter 3********* N/A 1**********
Combat droid 1*********** N/A N/A

*Each one ends after a WAIT sequence as opposed to during an ACTION sequence in the previous game.
**In Stage 1 Area 3.
***Spreads over two ACTION sequences. The first ACTION sequence has the first lifebar (green lifebar) depleted by four parts via destroying the charging cannons. The second ACTION sequence has the remaining two lifebars which the penultimate one (yellow lifebar) is depleted by two parts via destroying any two energy cells on the railgun turret and the last one (red lifebar) depleted by three parts via destroying the remaining three energy cells on the railgun turret.
****The color for it is green. Depleting it does not register any hits.
*****All are in one ACTION sequence.
******The color of both of them is green. One of them is in Stage 1 Area 1 and the other in Stage 1 Area 2.
*******He gets stunned when his first lifebar is depleted. His HP can deplete over two lifebars (the penultimate one and the last one) in one ACTION sequence.
********Spreads over two ACTION sequences with the first two in the first ACTION sequence and the final two in the second ACTION sequence.
*********Spreads over three ACTION sequences with one in each ACTION sequence. The final lifebar is green and is linked to the combat droid.
**********Only appears if players successfully evades and enters a slow motion attack during "Evasion Activity".
***********Depletes by three parts with the shield generators on both sides taking two parts of the lifebar and need to be destroyed first to destroy the shield shielding Robert before he is vulnerable to shoot. Robert takes the last part of the lifebar.

Time Allocation

Time Allocated Per ACTION Sequence
Area Time Allocated (in seconds)
Stage 1 Area 1, Stage 1 Area 2, Stage 1 Area 3 60
Stage 2 Area 1, Stage 2 Area 2, Stage 2 Area 3 70
Stage 3 Area 1, Stage 3 Area 2, Stage 3 Area 3 60
Snipe Event, Stage 4 Area 1, Stage 4 Area 2, Stage 4 Area 3 60/80*
Stage 5 Area 1, Stage 5 Area 2 60
Stage 5 Area 3 90**/99.99***
Stage 6 60
*For Keith Martin's second lifebar.
**For Wild Fang's first two lifebars.
***For Wild Fang's final two lifebars.

Time Bonus

Maximum Amount Of Time Per Area/Event
Area Solo/Link Play (in seconds)
Stage 1 Area 1 60
Crisis Event 1 15
Stage 1 Area 2 60
Stage 1 Area 3 140
Stage 2 Area 1 N/A
Stage 2 Area 2 N/A
Stage 2 Area 3 135
Stage 3 Area 1 N/A
Crisis Event 2 14.5
Stage 3 Area 2 N/A
Stage 3 Area 3 190
Snipe Event 45
Stage 4 Area 1 50
Stage 4 Area 2 90
Stage 4 Area 3 220
Stage 5 Area 1 110
Stage 5 Area 2 70
Stage 5 Area 3 140
Crisis Event 3 N/A
Stage 6 210
The time bonus for each area/Stage 6 is 40 points for every 1/60 second saved with a glitch in single player mode causing both time and accuracy bonus to be doubled in Stage 5 Area 2.
The time bonus for each Crisis Event is 150 points for every 0.1 second saved.
The time bonus for the Snipe Event is 50 points for every 0.1 second saved.
Stage 2 Areas 1 and 2, Stage 3 Areas 1 and 2 end after a fixed timing. Hence, no time bonus is included for those areas.
The minimum amount of time spent in Stage 2 is 97.12 (85.59 seconds for the first two areas + 11.53 seconds for the first sequence in the third area) seconds, the minimum amount of time spent in Stage 3 for player 1 is 88.59 (75.39 seconds for the first two areas + 13.20 seconds for the first sequence in the third area) seconds and 67.56 (54.36 seconds for the first two areas + 13.20 seconds for the first sequence in the third area) seconds for player 2 due to a glitch which does not count the time spent in the last action sequence in Stage 3 Area 2, the minimum amount of time spent in Stage 4 Area 3 is around 142.34 (around 16.00 seconds for the laser traps and 126.34 (27.76 + 57.58 + 41.00) seconds for the boss fight) seconds.
Unlike the first two Crisis Events and Snipe Event which failing any of them immediately ends the event and causes its time bonus to be lost, Crisis Event 3 does not end unless all the markers have been shot down within each markers' time limit.

Game Event Timings

The game events span over a course of three days. The first three stages happen on the first day with Stage 1 at 1100 hrs, Stage 2 at 1700 hrs and Stage 3 at 1800 hrs. Stage 4 happens on the second day at 1800 hrs. The final two stages happen on the third day with Stage 5 at 0200 hrs and Stage 6 at 0500 hrs.

Plot

Three months prior to the events of the game, a V.S.S.E. auditor was murdered. The briefcase contains information about a traitor within the V.S.S.E. ranks, but due to the auditor's murder, the briefcase was never returned to V.S.S.E. possession for information retrieval. Luke O'Neil and Marc Godart are sent to retrieve the briefcase, with Robert Baxter as the officer in charge of the briefcase retrieval. Catherine Ricci serves as the agents' air support. It is suspected that Wild Dog retrieved the auditor's briefcase hours after the auditor was murdered.

Rumors about the traitor selling intel to terrorist groups for money surfaced even before events of the game. The internal auditor was tasked in trailing the traitor as well. Due to V.S.S.E. intel requiring eyes-only clearance, the briefcase has became serious coin to all participants involved.

Luke and Marc fought Wild Dog in the freeway, but in spite of their victory, Wild Dog ejected the briefcase out of the agents' touch before blowing himself up for a fourth time. This prompted Luke, Marc, Catherine, and Robert to make a trip to the jungle, in which the briefcase was spotted in Wild Dog's factory. Marc questioned Robert as to why he would shoot the briefcase en route to the jungle, in which Robert replied that "he wasn't shooting that thing for target practice".

Luke, Marc, and Robert found Keith Martin attempting to crack the case lock of the auditor's laptop. Robert demanded Keith to turn the case in, but Keith refused, as he believed there's something that's important to him. This forced Robert to fight Keith, in which Keith refused to fight the rookies. Hoping to make the rookies stop what they're doing, Keith informed them that he was in love with the internal auditor, whom he revealed as Christy Ryan. Keith was defeated, but got the lock cracked for the next generation agents to see – this proved that Keith worked with and for Christy all along to unmask the traitor all along, stunning Luke and Marc. Having been exposed as the traitor, Robert attempted to kill Luke and Marc, but Keith saved the young agents' lives with bullets nullifying Robert's knives.

Luke and Marc were aghast to know that Robert used them all along to erase everything the V.S.S.E. did throughout the years. Keith reluctantly agreed to act as Luke and Marc's direct officer, but when Keith realized that the next wave of enemies were Drugged Soldiers, he consulted Catherine whether or not a failed mission from three years ago was on file. Catherine couldn't find such file, so Keith had to take matters in his own hands with the rookie agents helping him out.

Keith and the rookies were forced to fight Wild Fang as well as more Drugged Soldiers inside a primitive cave, and after besting Fang, finally went to Robert for the final showdown inside a cargo plane. Robert ordered Keith to protect a drug that was meant to negate pain and fear, but the mission went sour as Robert stole the drug, knowing the consequences the V.S.S.E. knew about. Robert wanted to transform the world into zombies with the drug-infused missile, but Catherine supposedly sacrificed herself to prevent the missile from being launched into New York, causing Luke to have beliefs of a pyrrhic victory.

In spite of a tough fight with Robert and the droid, the rookie agents triumphed with Robert neutralized. Catherine was alive much to Luke's amazement, and to this day, Keith vows to rebuild his reputation as a V.S.S.E. agent once more and see the brighter future.

Trivia

  • This game has several references to Time Crisis II.
    • Keith Martin, Robert Baxter, and Christy Ryan (only mentioned) return.
    • The scene where Keith opens Christy's case is reminiscent to the post-stage 1 clear scene in Time Crisis II, even down to Keith opening the briefcase in the earlier game.
    • The V.S.S.E. rookie agents' boss fight against Keith Martin is a reference to Keith's final Crisis Mission against Richard Miller. The way Keith shoots his gun and runs in a quick pace is identical to Richard's movements during the Crisis Mission and his case he can throw both shurikens and smoke grenades and to slash his opponent with his katana. But once Keith was defeated by the rookie agents is the same as how he defeated Richard in the Crisis Mission with both men alive.
    • The player characters arrangement in Time Crisis 5 is the same as Time Crisis II with the player 1 character being a blonde hair agent and the player 2 character a black hair agent. In Time Crisis 3 and Time Crisis 4, the arrangement is reversed and the player 1 characters have brown hair instead.
    • All the antagonists have eyewear such as shades or an eyepatch in Keith Martin's case.
    • There are two (one if all the players' shots remove Jacob Kinisky's hat in Time Crisis II single play) segments which the V.S.S.E agents commandeer weapons. In Time Crisis II, it is in Stage 1 Area 2 if any of the players' shot fails to remove Jacob Kinisky's hat in single play. In linked play, the player 2 character will always commandeer the machine gun; and in Stage 2 Area 1. In Time Crisis 5, it is in Stage 1 Area 2 which the commandeered weapons are permanently added and in Stage 4 Area 1 which the sniper rifle is discarded after all the sentries are eliminated.
    • There is a segment which the V.S.S.E agents attack while driving vehicles. In Time Crisis II, it is the motor boat segment in Stage 1 Area 3 whereas in Time Crisis 5, it is the motorcycle segement in all areas of Stage 3.
    • The final battle with Robert Baxter is similar to the last battle with Ernesto Diaz as they each control a machine which needs to be destroyed before dealing the final shot(s) to each of them. When they are defeated, they both fall.
    • Both endings have the V.S.S.E. agents falling into the water. In the former, they probably fell when the launch platform collapsed. In the latter, they fell when the aircraft crashed after Robert shot the plane's engine.
    • The Time Crisis 5 robot battle theme is the same as the Time Crisis II attract mode theme.
  • This is the first game which has certain areas ending after a fixed timing which in turn results in no time bonus being included for those areas. If linked play is included, this is the second game to have the latter trait as Razing Storm is the first to have it only when a stage is completed as opposed to having it for every checkpoint.
  • This is the first game since Time Crisis II to have no ACTION sequences lasting 40 seconds for its default difficulty. If spin-offs are counted, this is the second game as both versions of Crisis Zone is the first with the normal difficulty of the Arcade version lasting 35 seconds for each ACTION sequence (30 seconds for hard difficulty, 40 seconds for easy difficulty and 50 seconds for very easy difficulty) and the PlayStation 2 version lasting 50 seconds for each ACTION sequence (45 seconds for Stage Trial Mode and Double Gun Mode).
  • This is the first game since Time Crisis II to have no time replenishments at certain segments of an ACTION sequence, the time is only replenished after each ACTION sequence is cleared. If spin-offs are counted, this is the second game as the PlayStation 2 version of Crisis Zone is the first for all the non-boss fights.
    • Also due to not having any time replenishments, this is also the first game which the timer can drop below 10 seconds (hence producing a warning sound indicating the player is about to run out of time) in an area (Stage 2 Area 1) but the player cannot do anything to decrease the time spent.
  • This is the first game which life units can appear as 1/2 unit. If spin-offs are counted, this is the second game as Razing Storm is the first.
  • This is the first game in the main series which has "Normal" class drudges armed with shoulder-fired automatic weapons instead of handguns as their primary weapon. Said weapons are the AK-12 assault rifle (based on the cancelled prototype model derived from the AK-200) and the HK MP5K submachine gun (for those using semi-transparent bullet-proof shields and those on motorcycles).
    • Previously, the spin-off games Crisis Zone and Razing Storm are those which have "Normal" class soldiers armed with shoulder-fired automatic weapons (L85A1 assault rifle and Steyr Mannlicher TMP submachine gun (for those using shields) in Crisis Zone Arcade version or HK MP5A3 submachine gun in the PlayStation 2 version. HK XM8 assault rifle of compact version in Razing Storm).
    • Conversely, this is also the first game in the main series which none of the bosses uses any shoulder-fired automatic weapons at all (Wild Dog at one point used a Stoner 63 machine gun in Time Crisis).
  • Despite Time Crisis 4 being the first to have Japanese voice for all characters, this is the first game in the main series to have Japanese voice for all enemies in-game as well as opposed to enemies in the previous game only having Japanese voice during cutscenes.
  • This is the second game which has ammunition for special weapons refilled to starting amount after each stage is completed. The first is Time Crisis 4 "Full Mission".
  • This is the fourth game to have more than three stages. The first is Crisis Zone, the second is Time Crisis: Project Titan and the third is Razing Storm which these three games have four.
  • The beginning cutscene mirrors Time Crisis 3, where Luke and Marc are incognito, just like Alan Dunaway and Wesley Lambert but Luke and Marc kept their disguise only to have their cover blown later, whereas Alan and Wesley blew their cover before the game begins. In addition, it also has enemy soldiers trying to stop the V.S.S.E. agents only to be killed by them.
  • The island at the end cutscene is very likely to be the northwest island of the original Time Crisis setting, leading to a possibility of the setting in Time Crisis 5 being in Sercia.
  • The motorcycles used by the V.S.S.E. rookie agents and Robert Baxter to pursue Wild Dog is the same motorcycle used by Jin Kazama in the Tekken 6: Bloodline Rebellion arcade opening, one of the cutscenes in Scenario Campaign mode and Hwoarang's ending in Tekken Tag Tournament 2 but in different colors.
  • Having last composed music for Crisis Zone and being replaced by Takeshi Miura as music composer in Time Crisis 3, 4 and Razing Storm, Kazuhiro Nakamura returns to compose music for this game. This also marks the first time he composed Wild Fang's theme.

Gallery

Screenshots
Gameplay
Characters
Official Site
Flyers
Cabinets


Credits

External Links

Games
Main Series
Time Crisis  · Time Crisis: Project Titan  · Time Crisis II  · Time Crisis 3  · Time Crisis 4  · Time Crisis 5
Spin-Offs
Crisis Zone  · Razing Storm
Mobile games
Time Crisis Strike  · Time Crisis Elite  · Time Crisis 2nd Strike
Non-TC games
Cobra The Arcade
Characters
Protagonists
Alan Dunaway  · Alicia Winston  · Claude McGarren  · Evan Bernard  · Giorgio Bruno  · Keith Martin  · Luke O'Neil  · Marc Godart  · Richard Miller  · Robert Baxter  · Wesley Lambert  · William Rush
Supporting Characters
Casey  · Catherine Ricci  · Christy Ryan  · Commander Kessler  · Daniel Winston  · David Maxwell  · Elizabeth Conway  · Larry Garfield  · Marisa Soleil  · Melissa Kessler  · Rachel MacPherson  · Sarah Martin  · VSSE Trainees  · Xavier Serrano
Antagonists
Buff Bryant  · Derrick Lynch  · Edge  · Ernesto Diaz  · Frank Mathers  · Giorgio Zott  · Gregory Barrows  · Jack Mathers  · Jacob Kinisky  · Jake Hernandez  · Jared Hunter  · Kantaris  · Marcus Black  · Moz  · Paulo Guerra  · Randy Garrett  · Ricardo Blanco  · Robert Baxter  · Sherudo Garo  · Terrorist Leader  · Tiger  · Victor Zahn  · Web Spinner  · Wild Dog  · Wild Fang  · Zeus Bertrand
Miscellaneous
Input Devices
GunCon  · GunCon 2  · GunCon 3
Soundtracks
Time Crisis 3D Sound Ensemble  · Time Crisis Arcade Soundtrack  · Time Crisis II Arcade Soundtrack
Credits
Time Crisis  · Time Crisis: Project Titan  · Time Crisis II  · Crisis Zone  · Time Crisis 3  · Cobra The Arcade  · Time Crisis 4  · Razing Storm  · Deadstorm Pirates  · Time Crisis 5
Comics
Time Crisis
Organizations
Hamlin Battalion  · Kantaris Organization  · Lukano Liberation Army  · National Guard  · Neodyne Industries  · SCAR  · STF  · URDA  · VSSE  · Wild Dog Organization  · WOLF  · Zagorias Federation Army
Locations
Air Force Base  · Almada Penitentiary  · Astigos Island  · California  · Caruba  · Chateau de Luc  · Garland Square  · Girasol Factory  · Lixeira  · Lukano  · Mona Darta  · Sercian Republic  · Wyoming
Enemies
Civilian Militia  · Clawmen  · Drugged Soldier  · Elite Soldier  · Frogman  · Renegade Soldier
Weaponry
Deimos and Phobos  · HACS  · Helicopter  · Kraken  · Melee Weapon  · Piston Pod  · Quadruped Armored Vehicle  · Raptor  · Scorpion Boss  · Seekers  · Terror Bites  · XA-60-Ex
Player-usable weapons
Automatic Cannon  · Balero Cannon  · Flame Thrower  · Gatling Gun  · Grenade Launcher  · Handgun  · Heavy Machine Gun  · Laser Rifle  · Machine Gun  · Melee Weapon  · Mounted Machine Gun  · Rocket Launcher  · Shotgun  · Skewer  · Sniper Rifle  · VSSE agents Special Handgun
Equipment
Helicopter  · XSWAC-12
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