Time Crisis Wiki
Advertisement
Time Crisis Wiki

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:

Special Weapon Ammo Capacities
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:

Special Weapons Max Ammo Capacities
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:

Standard Infantry Scoring
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:

Head Shot Scoring
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
Torso Shot Scoring
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
Arms/Legs Shot Scoring
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:

Unique Infantry Scoring
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:

Head Shot Scoring
Shot type 1st 2nd 3rd 4th 5th 6th 7th 8th 9th and after
"Kill"*/Chase 100 180 260 340 420 500 580 660 1000
Torso Shot Scoring
Shot type 1st 2nd 3rd 4th 5th 6th 7th 8th 9th and after
"Kill"*/Chase 100 140 180 220 260 300 340 380 500
Arms/Legs Shot Scoring
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:

Scoring
Shot type 1st and after
"Kill"/Chase 2000

Sniper Infantry[]

For shots on snipers, the scoring and no-miss bonus are as follows:

Scoring
Shot type Points
Head 1500
Torso 800
Arms/legs 400

Chase shots are not possible.

No-miss Bonus*
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[]

Victor Zahn
Condition Lifebars
Arcade Mode 5
"Rescue Mission" 4
Randy Garrett
Lifebars
7*

*Some lifebars can be skipped depending on when the player depletes the prior ones.

Victor Zahn / Randy Garrett
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[]

During "Rescue Mission"
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.

Weapons/Engines
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[]

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[]

Maximum Amount Of Time Per Area
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"[]

Maximum Amount Of Time Per Stage
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:

Ammunition Drops
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:

Distribution In Arcade Mode
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

Distribution In "Rescue Mission"
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:

Distribution In "Rescue Mission"
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
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
Game mechanics
Time Crisis II  · Crisis Zone  · Time Crisis 3  · Cobra The Arcade  · Time Crisis 4  · Time Crisis 5
Crisis Missions
Crisis Missions  · Time Crisis II  · Crisis Zone  · Time Crisis 3  · Time Crisis 4
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  · Grassmarket District  · Lixeira  · Lukano  · Mona Darta  · Sercian Republic  · Wyoming
Enemies
Civilian Militia  · Clawmen  · Drugged Soldier  · Elite Soldier  · Frogman  · Renegade Soldier
Weaponry
Beast Combat Ship  · 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
Advertisement