Talking about a grab bag of Time Crisis games

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July 9th, 2026


From the time it took to make another post and just update my website in general, you can tell I was once again on that "wtf do i do with this" phase, although other stuff has also distracted me whether by my own volition (...like trying the games I'll be talkin about here) or by external circumstances (something happening to my own PC's motherboard, some things I had to take care of outside).

This post you're reading here was initially meant to be a grab bag of several games and not just Time Crisis, but as I got carried away with talking about Crisis Zone and realize that I wouldn't know how to cram so much more other stuff in here to finish this in time, I decided to leave what was done here to just cover the Time Crisis stuff that was done. Also, the screenshot is from the arcade version of Crisis Zone - more on that later.


With so little time, comes a lot of crisis...

I'm not really sure why I felt like visiting these games recently in particular - it feels like its due to GmanLive's Time Crisis video appearing on my feed again, but I already had watched it some time ago. And yet I watched it again...and ended up trying like two or three of the games once more.

Although it might also have to do with how the progress on PCSX2X6, a PCSX2 fork I was following that's made to emulate the Namco System 246/256 games (which is very nice since it has much better performance than Play!), soon had the arcade versions of Time Crisis 3 and 4 playable, so I was aware of them for that reason too, but I didn't actually check those first as I instead toyed around the arcade versions of Tekken 5 (T5.1 and DR) and Bloody Roar 3.

But I DID go and check the PS2 Time Crisis games: Time Crisis 2, Time Crisis: Crisis Zone (Or just Crisis Zone as everyone refers to it normally) and later on, Time Crisis 3.

This would also include Time Crisis 4 running on the Super System 256 if you count running that through PCSX2X6, but I'm not counting it as I haven't got to complete TC3's PS2 port to jump to that one, as well as how isn't technically a PS2 game despite the Super System 256 hardware (as it got a PS3 port instead). Also, I played all three games with the patched versions to have no GunCon flash while emulating it, and its very nice that RetroAchievements supports those patched versions.

Additionally, I played most of the games with a Shade Boost setting on PCSX2 to make the colors more vibrant, TC3 has some areas with slight visual issues unless you play on Software, and CZ PS2 sometimes has a visual oddity with the shield that gets fixed after switching renderers then going back or changing the rendering resolution.


Time Crisis 2 and the challenge of reflexes vs memorization

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Something that TC2 adds that is very welcome is the "Crisis Flash" for enemies about to shoot lethally at you, basically a warning for you to either take them out ASAP or take cover to dodge, as in TC1 your only warning would be occasional red flashes before taking damage AND knowing that red enemies + bosses are almost always surefire to hit you on sight without taking cover/shooting them quickly.

In practice, you still need to have some memorization to remember where the red soldiers will appear, as those are almost always the one who try to fire lethally at you just like in TC1, but the Crisis Flash gives you a warning when they indeed are...and also helps you recognize when the usually less dangerous enemies might actually get a headshot at you. The Crisis Flash is also especially handy for non standard enemies, mainly armed bosses where you have to keep an eye on them just to react and duck over the Crisis Flash, otherwise taking a hit.

But to Keith and Robert's misfortune, melee soldiers do NOT give you that Crisis Flash warning - if they show up in your face, the only way you aren't taking a hit is if they are either slow to attack (giving you time to react and shoot or dodge)...and if they are fast (like, almost immediately slash you as they pop up from below the screen), then your only practical option is to remember where they spawn just to be on cover when they pop, and when they whiff their attack, it's ACTION time to fill them with lead. So there's some memorization needed just to deal with the faster ones without taking an unfair hit - and also to a degree memorize where the red soldiers spawn as, again, those are basicaly second place to melee attacks in "jumpscare attack" speed to take a hit at you.

In hindsight, another merciful addition to Time Crisis 2, specifically the PS2 port, is the ability to keep getting credits as you Game Over, eventually being able to get Free Play if you either kept trying and lost enough times...or managed to reach and beat the end of the game once. GameFAQs and other websites only state that you get Free Play only if you get to 9 credits, and while that's probably also true, there's oddly never any mention anywhere about how (at least in US version) beating the game even without max credits (I did it with 6 credits, won on my last remaining one lol) will automatically unlock 9 lives and Free Play.

And I say in hindsight because I did NOT remember PS1 Time Crisis having the Contra-style "back to the start of checkpoint" if you died and continued, and TC2 onwards would instead let you continue on the fly where you were, which in this case would be comparable to Metal Slug instead.

The PS2 port doesn't have an additional campaign like TC1 Special or future TC ports, but it does have Crisis Mission which is basically snippets from the main game repurposed as minigames where you need to do a specific task, usually with one health point, and even have score medals for those who want to REALLY squeeze the limits from them (silver and gold medals). They usually aren't long, but that "one hp" requisite will also have you retrying a fair bit until you memorize the enemies so that they don't catch you off guard. Putting aside that sometimes, somehow, even the blue mooks might decide to fire a lethal shot early and catch you off-guard.

Despite how some spots might be set and how quicker some enemies are to the draw, at the very least having a visual confirmation of an enemy firing a lethal shot (besides red soldiers always usually being first to draw, requiring your immediate attention) does give you something to react and cover to unlike Time Crisis 1 needing you to go with a gut feeling, pay attention until enemies reload (bullets stop flying your way and stop hearing shots) or (arguably best way if you're good enough) rapid-fire the enemies out before any have a chance to pose a threat at you. But even with the Crisis Flash, you might still occasionally, if unlucky, peek into an enemy happening to fire and take a hit you couldn't have seen coming if you don't wait or dispatch the threats in record time.

And on the note of things slightly easier than TC1, the time is always restored to a set value after each "screen" cleared instead of getting a time extension that relies on your previous screen time, meaning you aren't as liable to getting locked to a quick demise if you passed the last screen too low on time, as well as how here running out of time just shaves a life off instead of straight up counting as running out of lives and having to continue. But if you were wondering if this game was the most lenient of the series, that honor (or dishonor, depending of how you see it, I guess) would go to...


Crisis Zone, with some more explosive highs and less fair lows

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Amusingly enough, a lot of things in Crisis Zone make it be somewhat easier than Time Crisis 2 to plow through on your first visit if your reflexes are on point. As it is a spinoff where you are basically a SWAT member instead of a single agent, your cover is almost always a big shield...with a little window to be able to peek whenever any enemies appear in front of you, up close or far away.

Another change that heps making this be a bit easier in a way is the fact that Crisis Flashes now make a sound and are triggered right before they fire at you, unlike TC2 where its a silent warning of a bullet ALREADY FIRED and you have to dodge. This makes it in a way a bit similar to Virtua Cop where enemies are highlighted in advance to tell you which ones you have to take out ASAP, but also means that if you react quickly enough (or memorized their spawns) and the enemy isn't too armored (which depends of the type AND difficulty chosen), you can actually stun and kill them BEFORE they actually fire and hit you despite the Crisis Flash.

Unfortunately, the melee soldiers still appear unannounced and at times doing the exact bullshit of literally popping out of a corner to IMMEDIATELY hit you if you didn't have the shield up, something that would only happen by luck/being defensive expecting something to happen (you can play a bit more defensively, but remember there's always a timer that will take a life off you if you dawdle too long anyways)...or if you already learned the hard way in a previous attempt that they will stab you out of complete nowhere and then memorize their locations to block and shoot them accordingly.

It's definitely a more noticeable annoyance here when the game otherwise gives you way more of a noticeable warning for enemy attacks. Grenade throwers are also never marked with a flash but ARE lethal if you don't shoot down the grenade or cover at it, and knife throwers are actually non lethal unless they have a Crisis Flash warning, but them looking like the melee and grenadiers will make you immediately fear them on sight and prioritize taking them down as fast as the others.

The Machine Gun as the new default in this game instead of the handgun means you are kind of meant to spray all over the place, and not just to hit enemies (as most have a healthbar that will require a bit of a moment spraying them with bullets to take out) but also to shred the objects on the places you visit to keep a hit combo going. It also makes it so that the small fry are these one-and-done soldiers (cyan in PS2) that will die to a single bullet but usually are placed in numbers to compensate, then the blue ones are standard affair (sometimes wielding shields), the dark green armored ones take a bit more to take out) the red ones are as usual the more trigger-happy enemies but just as durable as blue soldiers, then the white armored soldiers take the most time to shred with your ammo - and can even double as melee soldiers in the Grassmarket District levels as there's a few times they try to slam you TWICE without warning.

That reminds me of mentioning that the PS2 version seems to have enemies be more tankier than the Arcade version, and I'd say that the game in Very Easy on PS2 might roughly be closer to how durable the enemies were before, although I can't play the Arcade version yet to confirm by my own (and haven't cross referenced already existing footage). This is something I mention now because, while the Garland Square campaign (the original ported from arcade) is well paced, the Grassmarket District campaign added on the PS2 port feels like a SLOG if you play it in normal, as the levels are already a bit longer and you having to deal with armored enemies, but the bosses of it in particular feel like they were made to make you either spend forever taking multiple weakspots only for the boss to keep going (the first one with the HUGE tank) or flail your aim all over the screen (the second boss with the jetpack, and basically the entirety of Stage 3 as you have to shoot down the moving boat AND more jetpack enemies), whether with your wrist with the mouse, your hands with a GunCon...or your thumb on a Dualshock 2 if you really had to.

The one major plus from completing Grassmarket District though is that you unlock the Story Mode Special mode, which lets you switch weapons TC3 style, only that these aren't limited in ammo but instead need to be reloaded. The Handgun seems to be a slightly stronger weapon single shot wise at the cost of needing to mash that trigger, and the Shotgun is quite effective on close enemies due to the bullet spray - but you still have the classic Machine Gun if you feel like using it.

...But getting back to the original campaign (at June 27th, 2026), even in Normal it can be quite a thrill while being MOSTLY fair if you played it enough to remember exactly at what points the melee and grenade pricks show up to shield and destroy. The other soldiers can be dodged safely if you cover quickly and then shoot away, the tank and helicopters have telegraphed attacks (the helicopters in particular always follow a similar attack pattern, with missiles and approaching with the blades having no flash but being obviously dangerous, otherwise using Crisis Flash for gunshost), and the final stage at Geyser 1 is actually manageable with memorization to know the melee/knife spawns, as otherwise its all soldiers and Derrick Lynch shooting at you with warnings (except for his grenades, but you'll likely see him throw them when you have a chance to gun him down anyways). The fact I could get a 1CC not THAT long after playing Crisis Zone for the first time definitely is a testament to the game being easier than other Time Crisis games to survive at as a beginner, most of it arguably due to the crisis flash warning you with a sound cue BEFORE they fire.

The most troublesome part hands down would be the fight against Tiger and Edgey, bosses of Stage 3. Tiger (the big guy) is always telegraphed and not really an issue as long as you keep an eye on him to cover at gunshots (Crisis Flash) and unmarked but obvious attempts to swing and throw things at you. The leaner one though is where you might have some trouble, as he jumps around a lot to hit consistently, throws these unmarked blades that (in the PS2 version at least) are a bit difficult to see, and even has ONE scripted moment where he'll straight up "THINK FAST CHUCKLENUTS" at your screen by popping from below for an instant cut - once again another moment you NEED to know beforehand to block as otherwise you likely won't cover in time. His toughest trick to deal with is when he's almost done, jumping repeatedly back and forth and throwing blades over and over until you take him out for good. And don't forget that you have a time limit that stops you from camping forever in certain positions, so you NEED to take some initiative to shoot him even when the blades are on screen if you want to beat him in time.

Getting to try the arcade version thanks to a recent fix attempt someone did for Crisis Zone in MAME (although it runs slow on the CPU I have because its on MAME and requires a high end CPU for this game), I could notice some differences like the DANGER warning for the chopper blade attack being earlier AND way more audible (making it a proper warning), some camera angles are different, and also seems like some areas have less enemies than the PS2 version. Most notably the elevator in Garland Tech Centre only had like two white armored soldiers instead of several like the PS2 remake.

Besides the fact that the game looks and sounds very different. Colors are brighter makes some areas a bit easier to discern enemies from (Edgey is STILL annoying, but you can see him better when he's jumping high up). Sound is punchier and the stage clear jingle is WAY better in Arcade (has a pitch change AND the Time Crisis stage clear jingle thrown in it - no clue why the PS2's variant is so simple), and of course the graphics are way more vibrant while still having that impressive object destruction (thanks to the Super System 23 Evo, which is a souped up version of what Arcade TC2 ran) unlike the PS2 with the visual overhaul but far more muted colors everywhere. A shame that I can't play it properly at fullspeed, but recordavi in MAME at least let me record some footage of it, and other players have also uploaded playthroughs of the game running swell on their hardware (although a few bugs still remain like the the stage select thing and missing fog effects on some explosions).

And on an example of Namco thinking ahead of the curve to make machinegun action possible without an all encompassing fog screen like they had to use for the PS2 port with the GunCon, the arcade version seems to use an IR camera or something on the gun to be able to machinegun away without the usual flashes light-gun games have, which is pretty rad to think about for a game of that era.


In Time Crisis 3, you'll be at a crisis at all the time, forever

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GmanLives wasn't kidding when he said Time Crisis 3 was much harder and- cough hold on I need to rephrase what I was about to say...

Not only Time Crisis 3 has much longer stages (with the areas...not stages, the SINGULAR AREAS, taking around 4-5 minutes), but getting through it without enough credits and/or memorization burned in by trial-and-error is definitely not a task to be underestimated. If you thought TC2 and CZ had some cheap shots (which fair enough they do), TC3 will have you second guessing to peek out of cover immediately on every screen without the knowledge of when one of those screens will literally have a red soldier pop and fire ON SIGHT (or a melee soldier hiding).

Area 1-1 is deceptively "easy" in that there isn't anything to fear with some practice, as most enemies are either weak or you'll have a chance to see them pop out, although there's one or two screens near the end of it where a red soldier will get you if you don't shoot their position preemptively or dodge in time, along with using the grenade launchers to dispatch the big cannon in two shots.

...Oh, yeah, the weapons. TC3 takes a page from Crisis Zone in that some enemies will take more than one hit to destroy, but also gives you the choice to switch between a machine gun, a shotgun and a grenade launcher. The Machinegun is good for focused damage, armored enemies and for shooting more than 9 enemies without taking cover as you don't need reloading, while the shotgun can deal a good dent at armored enemies and bosses at point blank due to the spread shot (but also useful for weak enemies due to the impact radius to tap two or more in proximity), and the grenade launcher is the obvious "screw this" damage option optimal for bosses...but those three weapons all have limited ammo you only replenish with yellow enemies that drop ammo instead of extra points/seconds. Otherwise you default to the classic handgun, at least still having TC2's 9 bullets instead of TC1's 6.

But back to the deception, Area 1-2 is the first where you'll definitely have a few "think fast chucklenuts" moments with red soldiers, and Area 1-3 is a LONG battle between a boss on an aircraft with multiple phases and having to shoot down soldiers on trucks. Multi-phase bosses aren't news to Time Crisis, but you'll be surprised how many times you "shoot down" the big boss only for him to hide again and come out with yet another doohickey of a weapon to kill you. If Area 1-2 didn't drain your first credits on your first visit, then Area 1-3 definitely will.

The longer levels and gotcha moments only keep increasing from there onwards, more so if you aren't plenty familiar with it, never knowing from what obscure corner a sharpshooter will force you to depart from one of your credits, and how long will it take to actually reach the next checkpoint. The fact you still don't get a new credit unless you exhaust all lives and credits in a playthrough means it will take you some hours to do so in legit attempts, and the only way to work around that is to play with one live and repeatedly letting yourself die just to get a Game Over that awards you one until you get enough credits (or get Free Play).

It is understandable that replayability is encouraged by enforcing some sort of challenge like this, but if TC1 PS1 was "unforgiving" by rewinding you to your last checkpoint before dying every credit despite always having 9 credits, then this one could be seen as unforgiving just by the mere act of having so much stuff easily drain you of remaining credits before you reach the Area 2 boss, let alone Area 3's. And what's more, Rescue Mission (new campaign in PS2 port) apparently requires you to grind credits for it separate from the main game, so have fun doing that too if you can't make it far on that one either.

At the end of the day, it's not that I'm holding TC3 any grudges for its difficulty, but it is a given that it will not be any kind with you as a beginner even if you wield your weapons effectively until you learn to dodge the rugpulls it hides, easier said than done when it has A LOT over its longer-than-usual runtime, which is a contrast to TC2 where at least enemies only need one bullet every time, and CZ where the shield's sight and early Crisis Flash warning actually gives you some surprising leniency even for your first time playing, let alone on revisits where you learned where every trap is.

So far, I've only got a damageless Area 1-1, and last time I played it I was THIS close to an Area 2-1 damageless only to get punked by one of the last bikers left in it - quite the bummer, but guess couldn't expect less of an evil challenge from Time Crisis 3 after all I've seen in it.


Conclusion...for now

Could have added something about Time Crisis 1, but not only that is packed with some small details of its own that could make for a cool screen-by-screen breakdown (if I don't forget the idea), but also there's already a lot to read here with three TC games, so I'm not sure if anyone would want to read even more immediately after all that. Assuming anyone's even reading this in the first place, but that's a different concern not related to this.

There's also the Special mode in TC1 which might as well be a new game running in TC1's engine, although from what I tried, it mixes the "go back to checkpoint" punishment for running out of lives with the (future) TC3's tendency to make AREAS go on for quite a while.

And I feel like most of what I wrote here feels like cliffnotes of what could be a whole thing for each, maybe besides Crisis Zone having the most written for it (probably because, as its the one I've 1CC'd so far, had most thoughts to mention), as TC2 has a lot of neat details that could be highlighted moment by moment...and as of writing this, I haven't actually completed TC3 yet due to my last run running out of credits at the start of Stage 3-1. TC4 is going to be interesting when I get to that considering it builds over what TC3 introduced, TC5 looks like a very particular turn on the road that might still be fun to try out casually...and maybe I could check Raizing Storm if there's a way to play it comfortably on PC with the mouse.

...And maybe, just maaaaybe if I've done every other game, try TC Project Titan. It's the only one I've read out there that is "bad" or at least the worst of the Time Crisis series, regardless of whether it is decent or even good on a vacuum. But I guess that if a series only has one or two games on the iffier side, then that does still make for quite the track record on quality for how long Time Crisis lasted while hopping on PS hardware until its last title being built on PC-based arcade hardware - something that had piqued my interest before to work on an idea I started long ago to reach that point, but back then never actually got to covering that era. Maybe someday, if I stop forgetting to, I could put all my thoughts about that as a follow up to that old yet long article.

But for now, it's time to just WAIT patiently. As one day, if the starts align, there will once more be a call to...

ACTION

wait you aren't supposed to shoot me- OWWWWW

Oh yeah, I forgot there was a neat bonus to add: As I took longer than usual to write this, by the time I got this almost done, I saw the clip of a new Touhou fangame named Touhou Crisis R that's also meant to be a Time Crisis fangame - complete with TC3 weapon switching and even a Typing of the Dead style mode. Definitely going to keep an eye on this myself, and if you bothered reading all of this, then you should too. Only by looking it up I also find out there was an earlier fangame (Touhou Crisis) also doing a similar thing that's only a boss fight against Sakuya but at least is free to play right now.

Thanks for reading!