This page is a collection of in-depth and technical information about Crisis Zone. It includes scoring notes and other gameplay mechanics explained in more detail.
Crisis Zone has the player use a machine gun, a customized Steyr Mannlicher TMP with a laser sight and a magazine capacity of 40 rounds per reload to take down enemy soldiers. In addition, players take cover behind a portable ballistic shield that is strapped to the character's left arm.
Unlike its predecessor Time Crisis II, this game allows the player to select between three zones to play in any order. Upon completion of all three of them, the player can then play the final zone to beat the game. In addition, all enemies have lifebars which denote the amount of endurance they have before they are killed and any enemy soldier killed does not allow chase shots regardless of shot placement. Finally, this game does not have no-miss bonus.
Players lose one life when they run out of time or hit by attacks that tint the screen red such as: enemy gunfire, explosives ordnance such as grenades or missiles, helicopter rotor blades, thrown objects, slashed by knives like those from "Special Enemy" soldiers.
There has also been improvements to the Crisis Shot system, where there is an audio prompt when a crisis shot is fired or a knife is thrown. However, thrown grenades and Edge's blades do not register any crisis sights.
Playstation 2 Features[]
The Playstation 2 version of the game had a lot of new stuff not present in the Arcade game.
A collection of challenges and missions. Unlike those in Time Crisis II which has higher point requirements for silver and gold medals, the requirement for silver and gold medals is by completing each zone once. Completing any zone on normal difficulty earns a silver medal while completing any zone on hard difficulty earns a gold medal. Getting at least 50% achievement unlocks "Double Gun" mode which in that mode, enemies take approximately 1.5 times damage.
S.T.F. Operatives[]
In "Crisis Mission", there is addition of S.T.F. operatives in certain zones that can be hit and cause a zone to be failed.
"Grassmarket District"[]
Unique to the Playstation 2 release of Crisis Zone, is the addition of the "Grassmarket District" scenario. It is the continuation of the story taking place six months after the "Garland Square" scenario. Unlike the "Garland Square" scenario, this scenario follows a linear path with no selection of zones.
"Special Mode"[]
A mode available in both "Garland Square" and "Grassmarket District" scenarios, it has a weapon switching system (similar to Time Crisis 3, with some changes) allowing the player to switch between a Steyr Mannlicher TMP machine gun, a Beretta 8045 Cougar handgun and a short barreled Remington 870 shotgun, depending on settings. Unlike Time Crisis 3, Time Crisis 4 and Time Crisis 5, which only the handgun has unlimited ammunition, all weapons now have unlimited ammunition in Crisis Zone. In addition, defeating a certain enemy in each zone allows the player to use extra weapons for two (one for Gatling gun) ACTION sequences.
Ammunition capacity of each special and extra weapons are as follows:
Special Weapon Ammo Capacities
Weapon
Ammo Capacity
Handgun
8
Shotgun
6 (8 shots per shell)
Extra Weapon Ammo Locations And Capacities
Weapon
Location
Ammo Capacity
Flame thrower
Drycreek Plaza
2.5 seconds
Missile launcher*
Garland Park
4
Laser rifle
Garland Technology Center
2.5 seconds
Gatling gun
Grassmarket Street
60
Grenade launcher
Belforte Hotel
1
*Has homing ability.
Scoring (Arcade Version)[]
Infantry Scoring[]
Infantry include the rank-and-file U.R.D.A. soldiers. They can be broadly divided into two groups, "Standard" infantry, and "Armored" infantry.
"Standard" infantry[]
"Standard" infantry in this context refers to enemies who go down in one hit. The scoring is as follows:
Scoring
First Shot
Subsequent Shot
"Kill" Shot Bonus
100
100 + (number of hits up to a maximum of 20 x 10)[1]
400
Hence, the minimum amount of points earned from killing a "Standard" infantry is worth 500 points and the maximum amount is 700 (100 + [20 x 10] + 400) points.
"Armored" infantry[]
In this context, "Armored" infantry refers to soldiers who require multiple hits to take down. The scoring for "Armored" blue fatigues soldiers, khaki fatigues soldiers, "Leader" class soldiers, "Sharpshooter" class soldiers and "Special Enemy" soldiers is the same as "Standard" infantry.
Gyro Helicopter[]
For shots on gyro helicopters, the scoring is as follows:
Scoring
Individual Shot
"Destruction" Shot
50
1000
Boss Scoring[]
For shots on bosses, the scoring is as follows:
Infantry Fighting Vehicle[]
Infantry Fighting Vehicle
Lifebars
1*
*For each weapon. The weapons on the infantry fighting vehicle are a Minigun, two turret-mounted missile launchers, six hull-mounted machine guns with three on each side, two hull-mounted missile launchers which do not appear if players take too long to destroy the two turret-mounted missile launchers, one charging cannon and two hull-mounted Gatling cannons.
Infantry Fighting Vehicle
Weapon/Object
Individual Shot
"Destruction" Shot
Armor tile
50
200
Minigun
100
10100*
Turret-mounted missile launcher
150
20150*
Turret-mounted missile**
100
3000
Hull-mounted machine gun
30***/100
1100*
Hull-mounted missile launcher****
300
40300*
Hull-mounted missile****
100
3000
Turret gun mantlet
350*****/10
50010*
Hull-mounted Gatling cannon
200
30200*
*Registers as two hits. **Only fired during the second ACTION sequence. ***Any hit on the metal covering. ****Only appears if players do not take too long to destroy the two turret-mounted missile launchers. *****When the cannon is charging up before it fires a shot.
Large Attack Helicopter[]
Large Attack Helicopter
Lifebars
5
Large Attack Helicopter
Individual Shot
"Stun" Shot*
"Destruction" Shot
300
10000
30000
*Causes any missile or bomb on the screen to self-destruct.
*Spreads over three ACTION sequences with the first four in the first ACTION sequence, two in the second ACTION sequence and the final three in the third ACTION sequence.
Tiger / Edgey / Derrick Lynch
Individual Shot
"Stun" Shot
"Kill" Shot
100
10000*
50000*
*Registers as two hits.
Enemy Equipment Scoring[]
This section includes scoring in relation to throwing objects or helicopter projectiles.
For shots on objects, the scoring is as follows:
Grenade[]
"Destruction" Shot
50
Missile, Bomb[]
"Destruction" Shot
3000
Security Camera[]
Individual Shot
"Destruction" Shot
100
2000
Oil Barrel[]
Individual Shot
"Destruction" Shot
100
40000
Blades[]
"Destruction" Shot
1500
Scoring (PlayStation 2 Version)[]
Infantry Scoring[]
Infantry include the rank-and-file U.R.D.A. soldiers. They can be broadly divided into two groups, "Standard" infantry, and "Armored" infantry.
"Standard" infantry[]
"Standard" infantry in this context refers to enemies who go down in one hit. The scoring for the light blue fatigues soldiers is as follows:
In this context, "Armored" infantry refers to soldiers who require multiple hits to take down. The scoring for dark blue and jungle fatigues soldiers, and "Sharpshooter" class soldiers is the same as the light blue fatigues soldiers. For "Leader" class and "Special Enemy" soldiers, the scoring is as follows:
For shots on gyro helicopters, the scoring is as follows:
Scoring
First Shot
Subsequent Shot
"Destruction" Shot Bonus
200
200 + (number of hits x 10)
10000
Boss Scoring[]
For shots on bosses, the scoring is as follows:
Infantry Fighting Vehicle[]
Infantry Fighting Vehicle
Lifebars
1*
*For each weapon. The weapons on the infantry fighting vehicle are a Minigun, two turret-mounted missile launchers, six hull-mounted machine guns with three on each side, two hull-mounted missile launchers which share one lifebar and do not appear if players take too long to destroy the two turret-mounted missile launchers, one charging cannon and two hull-mounted Gatling cannons.
Infantry Fighting Vehicle
Weapon/Object
Individual Shot
"Destruction" Shot
Armor tile
50
250
Minigun
100
10100
Turret-mounted missile launcher
150
20150
Turret-mounted missile*
100
300**
Hull-mounted machine gun
100
1100
Hull-mounted missile launcher***
100
20100
Hull-mounted missile***
N/A
100
Turret gun mantlet
10
50010
Hull-mounted Gatling cannon
100
30100
*Only fired during the second ACTION sequence. **Registers as two hits. ***Only appears if players do not take too long to destroy the two turret-mounted missile launchers.
Large Attack Helicopter[]
Large Attack Helicopter
Lifebars
6
Large Attack Helicopter
Weapon
Individual Shot
"Stun" Shot*
"Destruction" Shot
Helicopter
100
30100
30100
*Causes any missile or bomb on the screen to self-destruct.
*Spreads over three ACTION sequences with the first four in the first ACTION sequence, two in the second ACTION sequence and the final three in the third ACTION sequence.
*For each weapon. The weapons on A-0940 are six machine guns with three on each side, six missile launchers with three on each side, four small laser irradiators, a large laser irradiator, four rear-mounted Gatling cannons and a laser cannon.
A-0940
Weapon
Individual Shot
"Destruction" Shot
Machine gun
100
1100
Missile launcher
100
2100
Large missile
100
200
Small missile
N/A
300
Small laser irradiator*
200
2000
Large laser irradiator**
100
10000
Gatling cannon
100
1100
Main laser cannon
100
50100
*Destroying all four of them causes the large laser irradiator to stop attacking. **Destroying it causes any small laser irradiators to self-destruct.
Jared Hunter[]
Jared Hunter
Lifebars
4*
*Spreads over three ACTION sequences with one each in the first and second ACTION sequences, and the final two in the third ACTION sequence.
*Spreads over five ACTION sequences with two each in the first and second ACTION sequences, and one each in the third, fourth and fifth ACTION sequences. The second lifebar cannot be depleted.
Armed Cruiser
Weapon
Individual Shot
"Destruction" Shot Bonus
Armed cruiser
100
N/A
Gatling cannon
100
20000
Sponson
100
10000
Enemy Equipment Scoring[]
This section includes scoring in relation to throwing objects or helicopter projectiles.
For shots on objects, the scoring is as follows:
Grenade, Helicopter Missile, Bomb[]
"Destruction" Shot
100
Security Camera[]
Individual Shot
"Destruction" Shot
100
1100
Oil Barrel[]
Individual Shot
"Destruction" Shot
100
10000
Blades[]
"Destruction" Shot
150
Armed Cruiser Missile[]
Individual Shot
"Destruction" Shot Bonus
100
20000
Enemy Notes (Arcade Version)[]
"Standard" Blue Fatigues Soldiers[]
Number Of Shots Required To Kill One
Weapon
Shots
Machine gun
1
Distribution
Zone
Count
Drycreek Plaza
30
Standard sequences
22*
Boss fight
8
Garland Park
77
Standard sequences
61* + 6**
Boss fight
7 + 3**
Garland Technology Center
55
Standard sequences
36
Tiger boss fight
4
Edgey boss fight
7
Dual boss fight
1*** + 7****
Geyser 1
10
Total
172
*One of them use a shield and a Steyr Mannlicher TMP submachine gun. **They operate helicopters. ***Before Tiger and Edgey introduced themselves. ****During the formal boss fight.
"Armored" Blue Fatigues Soldiers[]
Number Of Shots Required To Kill One
Weapon
Shots
Machine gun
6
Distribution
Zone
Count
Drycreek Plaza
50
Standard sequences
40*
Boss fight
10**
Garland Park
30
Standard sequences
28*
Boss fight
2
Garland Technology Center
39
Standard sequences
22***
Tiger boss fight
5
Edgey boss fight
6
Dual boss fight
4**** + 2*****
Geyser 1
2
Total
121
*Three of them use shields and Steyr Mannlicher TMP submachine guns. **Two of them exit from the infantry fighting vehicle except on the easiest difficulty in which they do not appear. ***One of them use a shield and a Steyr Mannlicher TMP submachine gun. ****Before Tiger and Edgey introduced themselves. *****During the formal boss fight.
Khaki Fatigues Soldiers[]
Number Of Shots Required To Kill One
Weapon
Shots
Machine gun
15*/12**/10***
*For most of them. **The one in Garland Park boss fight. ***The first one in Garland Technology Center.
Distribution
Zone
Count
Drycreek Plaza
8
Garland Park
4
Standard sequences
3
Boss fight
1
Garland Technology Center
2
Total
14
"Leader" Class Soldiers[]
Number Of Shots Required To Kill One
Zone
Shots
Drycreek Plaza
37*/35**
Garland Park
32***/37****/25*****
Garland Technology Center
29******/20*******/10********/40*********
Geyser 1
10
*All except the final one. **The final one. ***The first one. ****The second one. *****The remaining three. ******The first one. *******The second and third ones. ********The fourth one. *********The final one.
Distribution
Zone
Count
Drycreek Plaza
3
Garland Park
5
Standard sequences
4
Boss fight
1
Garland Technology Center
5
Standard sequences
4
Edgey boss fight
1
Geyser 1
9
Total
22
"Sharpshooter" Class Soldiers[]
Number Of Shots Required To Kill One
Weapon
Shots
Machine gun
6*/1**
*All except two. **The final two in Garland Technology Center.
Distribution
Zone
Count
Drycreek Plaza
7
Standard sequences
6
Boss fight
1
Garland Park
3
Garland Technology Center
4
Standard sequences
3
Dual boss fight
1
Total
14
"Special Enemy" Soldiers[]
Number Of Shots Required To Kill One
Weapon
Shots
Machine gun
7
Distribution Of "Grenade Men"
Zone
Count
Drycreek Plaza
1
Garland Park
4
Total
5
Distribution Of "Knife Men"
Zone
Count
Drycreek Plaza
4
Garland Park
5
Garland Technology Center
1
Geyser 1
6
Total
16
Gyro Helicopters[]
Number Of Shots Required To Destroy One
Weapon
Shots
Machine gun
16*/22**/25***
*For all yellow-green units except one. **For the third yellow-green unit. ***For red units.
Distribution
Version
Count
Yellow-green units
7
Standard sequences
6
Boss fight
1
Red units*
2
Total
9
*Only appear during boss fight.
Enemy Notes (PlayStation 2 Version)[]
Light Blue Fatigues Soldiers[]
Number Of Shots Required To Kill One
Weapon
Shots
Machine gun
1*
*Also applies to double gun mode, and all special and extra weapons.
Distribution In Garland Square Scenario
Zone
Count
Drycreek Plaza
23*/29**
Standard sequences
22*/28**
Boss fight
1
Garland Park
74*/74******
Standard sequences
58* + 6* ***/55**** + 9*** *****
Boss fight
7 + 3***
Garland Technology Center
46*/63*******
Standard sequences
31*/48*******
Tiger boss fight
4
Edge boss fight
2
Dual boss fight
2******** + 7*********
Geyser 1
15
Total
158*/181**********
*On normal route. **On special route of which 11 of them are dealt by flamethrower. ***They operate helicopters. ****On special route of which six of them are dealt by missile launcher. *****On special route of which seven of them are dealt by missile launcher. ******On special route of which six of them on foot and seven helicopter operators are dealt by missile launcher. *******On special route of which 17 of them are dealt by laser rifle. ********Before Tiger and Edge introduced themselves. *********During the formal boss fight. **********On special route of which 34 of them on foot and seven helicopter operators are dealt by extra weapons.
Distribution In Grassmarket District Scenario
Zone
Count
Grassmarket Street
65*/60**
Standard sequences
61*/56**
Boss fight
4
Belforte Hotel
67*/57****
Standard sequences
59* ***/49*** ****
Boss fight
8
Total
132*/117*****
*On normal route. **On special route of which six of them are dealt by Gatling Gun. ***One has a probability of appearing in the third ACTION sequence. ****On special route of which two of them are dealt by grenade launcher. *****On special route of which eight of them are dealt by extra weapons.
Dark Blue Fatigues Soldiers[]
Number Of Shots Required To Kill One
Weapon
Shots
Machine gun
6/8*
*On double gun mode.
Distribution In Garland Square Scenario
Zone
Count
Drycreek Plaza
79*/82**
Standard sequences
64*/67**
Boss fight
15
Garland Park
44***/45****
Standard sequences
43***/44****
Boss fight
1
Garland Technology Center
57*****/58******
Standard sequences
32*****/33******
Tiger boss fight
9
Edge boss fight
11
Dual boss fight
3******* + 2********
Geyser 1
4
Total
184*********/189**********
*On normal route of which five of them use shields. **On special route of which four of them use shields and 10 of them are dealt by flamethrower. ***On normal route of which six of them use shields. ****On special route of which six of them use shields and nine of them are dealt by missile launcher. *****On normal route of which two of them use shields. ******On special route of which three of them use shields and 14 of them are dealt by laser rifle. *******Before Tiger and Edge introduced themselves. ********During the formal boss fight. *********On normal route of which 13 of them use shields. **********On special route of which 13 of them use shields and 33 of them are dealt by extra weapons.
Distribution In Grassmarket District Scenario
Zone
Count
Grassmarket Street
76*/62**
Standard sequences
67*/53**
Boss fight
9
Belforte Hotel
64***/61*****
Standard sequences
60*** ****/57**** *****
Boss fight
4
Total
140******/123*******
*On normal route of which five of them use shields. **On special route of which seven of them use shields and nine of them are dealt by Gatling Gun. ***On normal route of which four of them use shields. ****The maximum number of these soldiers appearing in the third ACTION sequence is four. *****On special route of which five of them use shields and five of them are dealt by grenade launcher. ******On normal route of which nine of them use shields. *******On special route of which 12 of them use shields and 14 of them are dealt by extra weapons.
Jungle Fatigues Soldiers[]
Number Of Shots Required To Kill One
Weapon
Shots
Machine gun
16*(24***)/8**(12***)/17****/10*****
*All except those in Garland Technology Center and some of them in Belforte Hotel. **Those in Garland Technology Center. ***On double gun mode. ****The first two in Belforte Hotel. *****The first two in the Belforte Hotel boss fight.
Distribution In Garland Square Scenario
Zone
Count
Drycreek Plaza
12*/15**
Garland Park
3
Garland Technology Center
4*/5***
Total
19*/23****
*On normal route. **On special route of which three of them are dealt by flamethrower. ***On special route of which two of them are dealt by laser rifle. ****On special route of which five of them are dealt by extra weapons.
Distribution In Grassmarket District Scenario
Zone
Count
Grassmarket Street
8*/8**
Standard sequences
7*/7**
Boss fight
1
Belforte Hotel
25*/27***
Standard sequences
22* ****/24*** ****
Boss fight
3
Total
33*/35*****
*On normal route. **On special route of which three of them are dealt by Gatling Gun. ***On special route of which three of them are dealt by grenade launcher. ****The maximum number of these soldiers appearing in the third ACTION sequence is four. *****On special route of which six of them are dealt by extra weapons.
"Leader" Class Soldiers[]
Number Of Machine Gun Shots Required To Kill One
Zone
Shots
Drycreek Plaza
20*(30****)/34**(50****)/35***(51****)
Garland Park
20*****(30****)
Garland Technology Center
20******(30****)/27********(40****)
Geyser 1
16*********(24****)/12**********(18****)
Grassmarket Street
20******/17***********
Belforte Hotel
20***********/13************
*The first one. **The second one. ****The final one. ****On double gun mode. *****The fourth one has invulnerability until the stone structure in front of him completely falls off. ******All except one. *******The one who first appears above the lift. ********The first three, the fifth and the sixth. *********The fourth and the final three. **********The one in A-0940 boss fight. ***********All except two. ************The two in Belfote Hotel boss fight.
Distribution In Garland Square Scenario
Zone
Count
Drycreek Plaza
3
Garland Park
6
Garland Technology Center
15*/13**
Standard sequences
14*/12**
Edge boss fight
1
Geyser 1
9
Total
33*/31***
*On normal route. **On special route of which three of them are dealt by laser rifle. ***On special route of which three of them are dealt by extra weapons.
Distribution In Grassmarket District Scenario
Zone
Count
Grassmarket Street
12*/9**
Standard sequences
11*/8**
Boss fight
1
Belforte Hotel
9*/12***
Standard sequences
7* ****/10***
Boss fight
2
Total
21*/21*****
*On normal route. **On special route of which one of them is dealt by Gatling Gun. ***On special route of which four of them are dealt by grenade launcher. ****The maximum number of these soldiers appearing in the third ACTION sequence is two. *****On special route of which five of them are dealt by extra weapons.
"Extra Weapon" "Leader" Class Soldiers[]
Number Of Machine Gun Shots Required To Kill One
Zone
Shots
Drycreek Plaza
6
Garland Park
16
Garland Technology Center
14
Grassmarket Street
10
Belforte Hotel
6
Appearance In Garland Square Scenario
Zone
Count
Drycreek Plaza
Fourth ACTION sequence
Garland Park
Seventh ACTION sequence
Garland Technology Center
Seventh ACTION sequence
Appearance In Grassmarket District Scenario
Zone
Count
Grassmarket Street
Third ACTION sequence
Belforte Hotel
Fourth ACTION sequence
"Sharpshooter" Class Soldiers[]
Number Of Shots Required To Kill One
Weapon
Shots
Machine gun
6*(8***)/4**(6***)
*All except those in Garland Technology Center. **Those in Garland Technology Center with the second one having invulnerability until all the glass on the door is broken. ***On double gun mode.
Distribution In Garland Square Scenario
Zone
Count
Drycreek Plaza
10*/11**
Standard sequences
9*/10**
Boss fight
1
Garland Park
13*/16***
Garland Technology Center
4*/6****
Geyser 1
2
Total
29*/35*****
*On normal route. **On special route of which one of them is dealt by flamethrower. ***On special route of which eight of them are dealt by missile launcher. ****On special route of which four of them are dealt by laser rifle. *****On special route of which 13 of them are dealt by extra weapons.
Distribution In Grassmarket District Scenario
Zone
Count
Grassmarket Street
22*/21**
Belforte Hotel
35*/39***
Standard sequences
33*/37***
Boss fight
2
Total
57*/60*****
*On normal route. **On special route of which five of them are dealt by Gatling Gun. ***On special route of which eight of them are dealt by grenade launcher. ****The maximum number of these soldiers appearing in the third ACTION sequence is two. *****On special route of which 13 of them are dealt by extra weapons.
"Special Enemy" Soldiers[]
Number Of Shots Required To Kill One
Weapon
Shots
Machine gun
8*(12***)/4**(6***)
*All except one. **The one in Garland Technology Center. ***On double gun mode.
Distribution Of "Grenade Men" In Garland Square Scenario
Zone
Count
Drycreek Plaza
1
Garland Park
4*/3**
Total
5*/4**
*On normal route. **On special route.
Distribution Of "Grenade Men" In Grassmarket District Scenario
Zone
Count
Grassmarket Street
1
Belforte Hotel
4
Total
5
Distribution Of "Knife Men" In Garland Square Scenario
Zone
Count
Drycreek Plaza
5*/5**
Garland Park
5
Garland Technology Center
1
Geyser 1
7
Total
18*/18**
*On normal route. **On special route of which one of them is dealt by flamethrower.
Distribution Of "Knife Men" In Grassmarket District Scenario
Zone
Count
Grassmarket Street
7*/6**
Belforte Hotel
12*/14***
Total
19*/20****
*On normal route. **On special route of which one of them is dealt by Gatling Gun. ***On special route of which three of them are dealt by grenade launcher. ****On special route of which four of them are dealt by extra weapons.
"Paratroopers"[]
Number Of Shots Required To Kill One
Weapon
Shots
Machine gun
16*/25**/13***/10****/8*****
*All except nine of them. **The first two in Belforte Hotel. ***The third and fourth in Belforte Hotel boss fight. ****The first three in Crimson Beach. *****The fourth and fifth in Crimson Beach.
Distribution
Zone
Count
Belforte Hotel
13
Standard sequences
2
Boss fight
11*
Crimson Beach
8
Total
21
*The fifth and sixth do not use jetpacks.
Gyro Helicopters[]
Number Of Shots Required To Destroy One
Weapon
Shots
Machine gun
30/44*
*On double gun mode.
Distribution
Version
Count
Standard sequences
6*/9**
Boss fight
3
Total
9*/12**
*On normal route. **On special route of which seven of them are dealt by missile launcher.