This page is a collection of in-depth and technical information about Time Crisis 3. It includes scoring notes and other gameplay mechanics explained in more detail.
Gameplay Features[]
Time Crisis 3 incorporates a new type of weapons system allowing the player to switch between the standard Smith & Wesson SW99 handgun, a fully automatic Ingram MAC-11 machine gun, a Remington 870 shotgun, and a Webley No. 2 Mark 1* grenade launcher with powerful splash damage.
The handgun has unlimited ammunition with 9 rounds per reload. Players are given a preset amount of ammo at the beginning of each game and there is a limit to the total amount of ammunition that can be carried for each weapon as displayed in this table:
Weapon | Starting | Maximum |
---|---|---|
Machine gun | 50 | 200 |
Shotgun | 30 | 50 |
Grenade launcher | 2 | 5 |
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 rockets, slashed by axes, knives, or swords, flamethrower fire, falling objects, melee attacks like those from Clawmen or Frogmen soldiers.
Like the previous game, hitting the partner character when they are present will not result in a loss of a life. Instead, a point penalty of 1000 points is given to the player for every hit.
Playstation 2 Features[]
the Playstation 2 version of the game had a lot of new stuff not present in the Arcade game.
"Crisis Mission"[]
A collection of challenges and missions.
Civilians and Hostages[]
In "Crisis Mission" and "Rescue Mission", the player can lose lives in the same ways as those in Arcade mode, with the addition of hostages and civilians in certain stages that can be hit and also cause a life to be lost.
"Rescue Mission"[]
Unique to the Playstation 2 release of Time Crisis 3, is the addition of "Rescue Mission". An additional set of missions from the perspective of Alicia Winston. Gameplay is overall similar to the regular arcade mode with a few changes:
Special Ammo Capacities[]
Unlike Arcade mode, "Rescue Mission" modifies the starting and initial maximum ammunition capacity for each special weapon. Capacities are divided into five levels with a bar above the ammo count present that increases with constant hits on enemy soldiers and objects. Filling the bar for a particular special weapon increases its level and its fire rate, damage output, and maximum ammo capacity is increased (as well as refilling the special weapon's ammo to the new level maximum.)
Maximum ammunition capacities are as follows:
Weapon | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|
Machine gun | 100 | 150 | 200 | 250 | 300 |
Shotgun | 20 | 30 | 40 | 50 | 60 |
Grenade launcher | 2 | 3 | 4 | 5 | 7 |
Sniper Rifle[]
In Alicia's gameplay, most of the mechanics are similar to the regular campaign, but with special sniper rifle sections. In these, Alicia uses an Accuracy International Precision Marksman to scope out and target enemy snipers, with indicators for enemy count and movement. Crisis Shots are marked by a red scope and a beeping sound, and players must exit scope mode to dodge them. Players are only vulnerable to Crisis Shots while in scope mode.
Misc.[]
- Unlike Arcade mode, If all lives are lost in "Rescue Mission" the player will be forced to restart the entire area instead of continuing from where they were defeated.
- Additionally, in stages 11 and 14, players have just 5 seconds and 1 shot to hit a specific item; failure results in using a continue to restart.
Changes From The Previous Game[]
"Crisis Flash"[]
There has also been improvements to the Crisis Shot system, where deadly shots from enemies are separated from regular gunfire through brighter-colored shots and flashes, giving players more opportunity to see and duck to threats in time.
Enemy And Boss Endurance[]
Enemy endurance is updated in the form of lifebars which was first introduced in Crisis Zone. Enemy soldiers, machine weapons and vehicles, which require multiple hits to kill or destroy have lifebars. Green lifebars represent enemy soldiers' life while red lifebars represent machine weapons' (e.g. machine guns and cannons) and vehicles' (e.g. jeeps, combat submarines, and tanks) life. For bosses, they have more than one lifebars. A blue lifebar represents the boss will not be killed, but stunned when depleted to zero. When they are on their last lifebar, the color for it will be green. The lifebar will show when the player lands a hit on the enemies, machines or weapons with these lifebars. For the boss, if a lifebar is not shown, the boss is invulnerable but the player can continue shooting at the boss while at that mode to earn more points.
Scoring[]
No-miss Bonus[]
Like its predecessor, this game retains the no-miss bonus. Hence, the center shot from the shotgun must hit a target to maintain the no-miss bonus and the grenade resets it (along with all enemy soldiers except those with lifebars each registering only one hit when killed and giving the least amount of points earned [arms/legs shots] for each hit). In addition, only the center shot from the shotgun is counted towards the no-miss bonus even if all the shots (comprising of a center shot with 4 shots around it, making it a total of 5 shots per shotgun shell) hit a target.
Infantry Scoring[]
Infantry include the rank-and-file Zagorias Federation Army soldiers. They can be broadly divided into two groups, "Standard" infantry, and "Unique" infantry with lifebars.
"Standard" infantry[]
"Standard" infantry in this context refers to enemies who go down in one hit. The hit that makes them go down is the "kill" shot. After the "kill" shot, you can hit the enemy with two more additional chaser shots if hit quickly enough. The point value of the enemy is largely dependent on what part of the body the "kill" shot hit. The different areas include the head, torso, and limbs (arms and legs). The chaser shots can hit any part of the body and will give the same amount of points regardless.
"Standard" infantry scoring for the first shots is as follows:
Shot Type | "Kill" Shot | 1st Chaser Shot | 2nd Chaser Shot |
---|---|---|---|
Head | 800 | 180 | 260 |
Torso | 400 | 140 | 180 |
Limbs | 200 | 120 | 140 |
"Standard" infantry "kill" and chase combo hit scoring is as follows:
Shot type | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th and after |
---|---|---|---|---|---|---|---|---|---|
"Kill" | 800 | 880 | 960 | 1040 | 1120 | 1200 | 1280 | 1360 | 2000 |
Chase | 100 | 180 | 260 | 340 | 420 | 500 | 580 | 660 | 1000 |
Shot type | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th and after |
---|---|---|---|---|---|---|---|---|---|
"Kill" | 400 | 440 | 480 | 520 | 560 | 600 | 640 | 680 | 1000 |
Chase | 100 | 140 | 180 | 220 | 260 | 300 | 340 | 380 | 500 |
Shot type | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th and after |
---|---|---|---|---|---|---|---|---|---|
"Kill" | 200 | 220 | 240 | 260 | 280 | 300 | 320 | 340 | 500 |
Chase | 100 | 120 | 140 | 160 | 180 | 200 | 220 | 240 | 300 |
"Unique" infantry[]
In this context, "Unique" infantry refers to soldiers that reveal a lifebar when hit and require multiple hits to take down. The multiple hits vary between different soldiers as shown in the table below. Another unique aspect is that the "kill" shot is registered as two hits instead of one (excluding Elite Clawmen). They still take can take two chaser shots like normal.
"Unique" infantry scoring for the first shots are as follows:
Soldier Type | Multi-Hit | "Kill" Shot (head/torso/limb) | 1st Chaser Shot (head/torso/limb) | 2nd Chaser Shot (head/torso/limb) |
---|---|---|---|---|
"Frogman" / "Acrobat" | 3* x 100 | 340/220/160 | 420/260/180 | 500/300/200 |
"Flamer" | 4* x 100 | 420/260/180 | 500/300/200 | 580/340/220 |
"Armored" | 5* x 100 | 500/300/200 | 580/340/220 | 660/380/240 |
Elite Clawman | 9 x 100 | 2000/2000/2000 | 2000/2000/2000 | 2000/2000/2000 |
*This includes the kill shot as the first hit from it is worth 100 points.
**It seems that when appearing in pairs, one soldier will give out a slightly higher amount of points for each hit.
"Unique" infantry "kill" and chase combo hit scoring except for Elite Clawman is as follows:
Shot type | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th and after |
---|---|---|---|---|---|---|---|---|---|
"Kill"*/Chase | 100 | 180 | 260 | 340 | 420 | 500 | 580 | 660 | 1000 |
Shot type | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th and after |
---|---|---|---|---|---|---|---|---|---|
"Kill"*/Chase | 100 | 140 | 180 | 220 | 260 | 300 | 340 | 380 | 500 |
Shot type | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th and after |
---|---|---|---|---|---|---|---|---|---|
"Kill"*/Chase | 100 | 120 | 140 | 160 | 180 | 200 | 220 | 240 | 300 |
*Is part of the multi-hit shot.
Elite Clawman "kill" and chase combo hit scoring is as follows:
Shot type | 1st and after |
---|---|
"Kill"/Chase | 2000 |
Sniper Infantry[]
For shots on snipers, the scoring and no-miss bonus are as follows:
Shot type | Points |
---|---|
Head | 1500 |
Torso | 800 |
Arms/legs | 400 |
Chase shots are not possible.
1st | 2nd | 3rd | 4th | 5th and after |
---|---|---|---|---|
N/A | 200 | 600 | 800 | 1500 |
*This is linked to the no-miss bonus in the regular campaign with one no-miss hit in the regular campaign equals to one no-miss hit in the sniping campaign and vice versa.
Boss Scoring[]
For shots on bosses, the scoring is as follows:
Victor Zahn / Randy Garrett[]
Condition | Lifebars |
---|---|
Arcade Mode | 5 |
"Rescue Mission" | 4 |
Lifebars |
---|
7* |
*Some lifebars can be skipped depending on when the player depletes the prior ones.
Individual Shot/Chase Shot | "Stun" Shot | "Kill" Shot |
---|---|---|
100 | 1000 | 10000 |
Wild Dog / Wild Fang[]
Lifebars |
---|
15 |
Individual Shot/Chase Shot | "Stun" Shot | "Kill" Shot |
---|---|---|
100 | 1000 | 20000 |
Giorgio Zott[]
Lifebars |
---|
8 |
Has boss invulnerability on his final lifebar.
Area | Individual Shot/Chase Shot | "Stun" Shot | "Kill" Shot |
---|---|---|---|
Stage 11 | N/A | N/A | 10000 |
Stage 3 Area 3 | 100 | 1000 | 30000 |
Jake Hernandez[]
Condition | Lifebars |
---|---|
1st Encounter | 6 |
2nd Encounter | 7 |
Area | Individual Shot/Chase Shot | "Stun" Shot | "Kill" Shot |
---|---|---|---|
Stage 7 | 100 | 1000 | 1000 |
Stage 13 | 100 | 1000 | 20000 |
Stage 14 | N/A | N/A | 30000 |
Enemy Equipment Scoring[]
This section includes scoring in relation to things like tanks, trucks, jeeps, Etc.
For shots on objects and machines, the scoring is as follows:
Tomahawk, Rocket[]
"Destruction" Shot |
---|
200 |
Artillery Bunker[]
Condition | Individual Shot | "Destruction" Shot* |
---|---|---|
First Encounter | 50 | N/A |
Final Encounter | 100 | 5200 |
*Registers as three hits.
Jeep[]
Condition | Individual Shot | "Destruction" Shot* |
---|---|---|
Stationary | 50 | 5050 |
Moving | 100 | 1100 |
*Registers as two hits.
Dirt Bikes ("Rescue Mission")[]
Individual Shot | "Destruction" Shot* |
---|---|
100 | 600 |
*Registers as two hits.
V-TOL[]
Individual Shot |
---|
100 |
*The number of hits are not shown but contribute to no-miss bonus. Each hit on it decreases each V-TOL weapon endurance at a lower rate.
Individual Shot | "Destruction" Shot* |
---|---|
100 | 5100 |
*Registers as two hits.
Tank[]
Condition | Individual Shot | "Destruction" Shot* |
---|---|---|
Arcade Mode | 100 | 2100 |
Rescue Mission | 100 | 200 |
*Registers as two hits.
Truck[]
Condition | Individual Shot | "Destruction" Shot* |
---|---|---|
Normal | 50 | 5050 |
Chapter 9 | N/A | 5000 |
*Registers as two hits except on Chapter 9.
Mini Submarine[]
Individual Shot | "Destruction" Shot* |
---|---|
50 | 1550 |
*Registers as two hits.
Train[]
Individual Shot | "Destruction" Shot |
---|---|
100 | 5000* |
*Only on the anti-armor cannon or rocket pod.
Wheeled Armored Vehicle[]
Individual Shot | "Destruction" Shot* |
---|---|
100 | 2100 |
*Registers as two hits.
Patrol Boat[]
Individual Shot | "Destruction" Shot* |
---|---|
50 | 5050 |
*Registers as two hits.
Time Bonus[]
Like the previous game, the time bonus is 20 points for every 1/60 second saved and is calculated by taking the difference between time spent and maximum time per area. However, it is capped at 99,990 points per area. In "Rescue Mission", the time bonus is 20 points for every 1/60 second saved except for Stages 11 and 14 which is 200 points for every 1/60 second saved.
Arcade Mode[]
Area | Solo Play (in seconds) | Link Play (in seconds) |
---|---|---|
Stage 1 Area 1 | 195 | 200 |
Stage 1 Area 2 | 186 | 191 |
Stage 1 Area 3 | 188 | 193 |
Stage 2 Area 1 | 241 | 251 |
Stage 2 Area 2 | 228 | 238 |
Stage 2 Area 3 | 194 | 199 |
Stage 3 Area 1 | 286 | 291 |
Stage 3 Area 2 | 198 | 203 |
Stage 3 Area 3 | 213 | 218 |
"Rescue Mission"[]
Stage | Maximum Time (in seconds) |
---|---|
Stage 1 | 130 |
Stage 2 | 100 |
Stage 3 | 120 |
Stage 4 | 170 |
Stage 5 | 145 |
Stage 6 | 140 |
Stage 7 | 140 |
Stage 8 | 130 |
Stage 9 | 155 |
Stage 10 | 170 |
Stage 11 | 3.5 |
Stage 12 | 180 |
Stage 13 | 190 |
Stage 14 | 4.5 |
Enemy Notes[]
"Armorer" Soldiers[]
How much ammunition is dropped for each weapon type on each hit:
Ammo Type | 1st Shot | 2nd Shot | 3rd Shot |
---|---|---|---|
Machine Gun Rounds | 30 | 20 | 10 |
Shotgun Shells | 4 | 2 | 1 |
Grenade Rounds | 1 | 1 | 1 |
Total number of "Armorer" class soldiers in Arcade mode and "Rescue Mission" is shown below:
Area | Count |
---|---|
Stage 1 | 39 |
Stage 1 Area 1 | 10* |
Stage 1 Area 2 | 16 |
Stage 1 Area 3 | 13 |
Stage 2 | 49 |
Stage 2 Area 1 | 21** |
Stage 2 Area 2 | 12 |
Stage 2 Area 3 | 16 |
Stage 3 | 51 |
Stage 3 Area 1 | 26 |
Stage 3 Area 2 | 10 |
Stage 3 Area 3 | 15 |
Total | 139 |
*Two are on parachutes
**The first 12 will always drop 4 shotgun shells, 20 and 10 machine gun rounds respectively
Stage | Count |
---|---|
Stage 1 | 9 |
Stage 3 | 3 |
Stage 4 | 8 |
Stage 5 | 9 |
Stage 7 | 6 |
Stage 8 | 11 |
Stage 10 | 19 |
Stage 12 | 11 |
Stage 13 | 6 |
Total | 82 |
Sniper Soldiers[]
The number of enemy snipers in "Rescue Mission" is shown in the table below:
Area | Count |
---|---|
Stage 2 | 25 |
1st Sequence | 4 |
2nd Sequence | 8 |
3rd Sequence | 13 |
Stage 6 | 26 |
1st Sequence | 8 |
2nd Sequence | 8 |
3rd Sequence | 10 |
Stage 9 | 32 |
1st Sequence | 13 |
2nd Sequence | 9 |
3rd Sequence | 10 |
Total | 83 |