This page is a collection of in-depth and technical information about Time Crisis 4. It includes scoring notes and other gameplay mechanics explained in more detail.
Gameplay Features[]
Time Crisis 4 adds a multi-screen or multi-hiding system, introduced in Time Crisis: Project Titan.
Multi-screen Battle[]
Unlike Time Crisis: Project Titan, which players went on the offensive, players are placed on the defensive. In Time Crisis: Project Titan, players had to hide and shoot arrows to switch screens. Screen switching has been refined to allow the player to merely point the gun to the left or right of the screen to move around.
Barricade Endurance[]
Players are protected by a barricade whose endurance decreases from every hit. If players face the enemy and are out from cover, they take one unit of damage from every hit.[1] If players are not facing the enemy or take cover, they take 1/3 unit of damage from every hit.[1] If another player joins in while screen battle is in progress, the barricade endurance is reset to maximum endurance regardless of prior damage received.
Missions[]
Screen Battle No. | Location | Description | Time Limit (seconds) | No. Of Screens | Barricade Endurance (units) |
---|---|---|---|---|---|
1 | Stage 1 Area 1/Chapter 3 | Hold off the enemy for 30 seconds! | 30 | 2 | 2 |
2 | Stage 1 Area 1/Chapter 3 | Hold off the enemy for 30 seconds! | 30 | 3 | 2 |
3 | Stage 1 Area 3/Chapter 5 | Defeat all of the enemies! | N/A | 3 | 3 |
4 | Stage 2 Area 1/Chapter 8 | Pull yourself up before time runs out! | 40[1] | 3 | Player's life gauge |
5 | Stage 3 Area 2/Chapter 13 | Destroy all of the walls! | N/A | 3 | 3 |
– If another player joins in while screen battle is in progress, the barricade endurance is reset to maximum endurance regardless of prior damage received and the timer is reset to 40 seconds regardless of prior time spent.
– Handgun, machine gun, shotgun and grenade launcher are the weapons used for all screen battles except for the third which the heavy machine gun is used.
– For the fourth screen battle, the distance required is 30 meters. Beetle bites except for the first wave clinging on the player decreases life gauge (if players pull up) and pulled distance (regardless if players pull up or not). William Rush will give 80 machine gun rounds if the player, or either player for linked play, has 80 or less machine gun rounds. For linked play, the mission is completed if either player reaches 30 meters and is failed if either player runs out of time or has life gauge completely depleted (the display will show the respective player failing the mission).
Penalty[]
One life and all the time bonus in that area is lost if the mission is failed by complete barricade destruction.[2] In the fourth screen battle, running out of time or losing one life unit via beetle bites counts as a fail even if either player fails the mission (only the time bonus in that area is lost if the latter happens). The exception for time bonus being lost is when another player joins in when the continue screen is displayed and both players successfully complete the screen battle.
Playstation 3 Features[]
The Playstation 3 version of the game had a lot of new stuff not present in the Arcade game.
"Crisis Mission"[]
A collection of challenges and missions.
National Guard Soldiers[]
Unlike the civilians in Time Crisis 3 "Rescue Mission", accidently shooting a National Guard soldier in the Arcade mode and "Full Mission" does not cause a life to be lost. However, accidently shooting a National Guard soldier in "Crisis Mission" causes a mission to be failed.
"Full Mission"[]
Unique to the Playstation 3 release of Time Crisis 4, is the addition of "Full Mission". It is the same as Arcade mode but with an additional set of chapters from the perspective of Captain William Rush. For Rush's side, gameplay is a specially-programmed first-person shooter mode, which players engage combat similar to a typical FPS game, but with manual gun pointing, aiming, and firing. Players play as Rush for five chapters and as V.S.S.E. agents Giorgio Bruno or Evan Bernard for 10 chapters. Unlike the Arcade mode, players are graded based on timing identical to the original Time Crisis with clearing a chapter faster earns more medals up to a maximum of 5 medals per chapter for a total of 75 medals. In addition, the special weapons and ammunition reserves are refilled, if there is less than starting amount after a chapter is completed, up to starting amount.
William Rush's Ammo And Equipment Capacities[]
The starting and maximum ammunition capacity for each of William Rush's weapons is as follows:
Weapon | Magazine Capacity | Starting Reserve | Maximum Reserve |
---|---|---|---|
Handgun | 16 | 160 | 320 |
Machine gun | 70 | 250 | 500 |
Shotgun | 8 | 24 | 48 |
Hand Grenade | N/A | 3 | 6 |
Grenade launcher | 2 | 2 | 6 |
– All weapons when reloaded will be to maximum magazine capacity except for the shotgun which shells are reloaded one at a time but can be interrupted.
– The ammunition reserves are refilled, if there is less than starting reserve amount after a chapter is completed, up to starting reserve amount.
The maximum capacity for each of Rush's equipment is as follows:
Equipment | Capacity |
---|---|
Knife | Infinite |
UPDs (ultra pulse device)* | 5 |
Detonation Devices** | 7 |
Shield*** | Infinite |
*A specially designed anti-Terror Bite weapon.
**Only used for destroying anti-aircraft weapons.
***Only provides protection from all frontal attacks and once equipped prevents any weapon from being used. Every enemy shot absorbed decreases visibility.
Changes From The Previous Game[]
Combo System[]
The combo system is changed from the no-miss bonus used in the previous two games to one which is pegged to the combo hit system. This means that unlike the no-miss bonus which has no time limit, the player has limited time to build up to and maintain maximum point bonus. It is as follows:
10th | 20th | 30th | 40th | 50th | 60th and after* |
---|---|---|---|---|---|
500 | 1000 | 1500 | 2000 | 2500 | 3000 |
*There is no point bonus after the 1000th hit as that is the max cap.
This combo hit system is determined by a gauge which has red and green parts. The red part is constant at 50/60 seconds while the green part increases by 1/60 second for every 12 continuous chase shots on foot soldiers up to a maximum increase of 100/60 seconds[2] and will be kept as the game goes on. However, the green part resets to 0 if players loses all lives and decides to continue from their last point. The gauge depletes if no hits are made over time and the resulting amount of points will be added to the score after the gauge is completely depleted.
With the change in combo system, there is an accuracy bonus which is calculated by % of hits x 1,000 points[2] (e.g. A 100% accuracy gives 100,000 (100 x 1,000 = 100,000) points) and the grenade does not reset the gauge.
Progression for subsequent chase shots on the torso is changed to give a constant 40 points increment up to the 9th hit.
Any kills on enemy soldiers with lifebars is such that the final shot does not register as 2 hits but gives points based on kill shot instead of chase shot. E.g. If the machine gun is used on a green suited soldier (requiring 4 shots) and the kill shot is a headshot, he is worth at least 1,340 (100 + 100 + 100 + 1,040) points.
Time Bonus[]
The time bonus is increased from 20 points for every 1/60 second saved to 40.[2] Secondly, the maximum cap of 99,990 points earned via time bonus per area is removed. Thirdly, the timer is no longer fixed for all areas in the entire game and can different amounts for some of the ACTION sequences in an area. Finally, failing any screen battle will cause all the points via time bonus in that area to be lost in addition of losing one life unit.
Weapons Property[]
The starting and maximum ammunition capacity for each special weapon (HK G36C machine gun, Mossberg 590 Compact Cruiser shotgun and M79 grenade launcher) is changed with the starting and maximum ammunition capacity for the machine gun is increased as displayed in this table:
Weapon | Starting | Maximum |
---|---|---|
Machine gun | 150 (increased by 100) | 300 (increased by 100) |
Shotgun | 30 | 50 |
Grenade launcher | 2 | 5 |
Damage output from the weapons is changed. Players are known to abuse the machine gun in the previous game because it deals the same amount of damage as the handgun. Hence, each machine gun bullet in this game deals about 1/3 damage compared to each handgun bullet. Also, the shotgun rate of fire is decreased from 6 shells per second to 2. Finally, the appearance of the Terror Bites requires players to be selective about the type of weapon to be used.
To compensate the damage and rate of fire reductions, the starting and maximum ammunition capacity for the machine gun are increased. William Rush will occasionally give ammunition for the machine gun (80 rounds with Stage 3 Area 3 a maximum of 297 machine gun rounds at the start) or shotgun (20 shells) during Terror Bite sequences, the machine gun rate of fire is increased from 12 rounds per second to 15, and the number of shots per shotgun shell is increased from 5 to 11 along with all shots if they hit a target contributing to combo bonus as opposed to only the center shot contributing to bonus in the previous game (the exception is if the shotgun is used on beetle or mosquito Terror Bites which registers as one hit per every shell fired regardless of number of those Terror Bites destroyed).
Enemy And Boss Endurance[]
Some enemy soldiers, machine weapons and vehicles, which require multiple hits to kill or destroy have lifebars. Unlike Time Crisis 3, they all have green lifebars instead of separate colors with green lifebars for enemy soldiers and red lifebars for enemy machine weapons and vehicles in the previous game.
The Boss battle's lifebar system is refined with the number of lifebars clearly shown. It also refined boss invulnerability with the orange part on lifebars indicating boss invulnerability except on Marcus Black's x4 lifebar which is identical to Giorgio Zott's final lifebar. On all lifebars except the final one, the green part can be depleted by the player while orange part indicate boss invulnerability albeit the player can continue shooting at the boss while at that mode to earn more points. This is especially useful when the player battles Jack Mathers where his lifebar cannot be depleted until he picks up his twin machine gun and shoots the player once again after defeating Rush in a brawl fight. The red lifebar only shows when the boss is on their final lifebar except for Jack Mathers where the green and orange parts can be seen during the final brawl with Rush until he picks up his machine gun again to shoot the player for the last time.
Additional Gameplay[]
Like Time Crisis 3, this game includes the multiple weapon system, with the handgun, machine gun, shotgun, grenade launcher. On several occasions, the player is equipped with a Browning M3 heavy machine gun, Mk 19 automatic grenade launcher or M249-E1 SAW with limitless ammo or a Mk 12 SPR sniper rifle (2 rounds per reload) used to shoot the tires on a marauding truck. On multiple occasions, Rush appears onscreen, whether caught in a trap or attacking an enemy as a diversion, and care must be taken to avoid shooting him as 1,000 points is deducted per shot on Rush. This also changes the penalty of shooting player characters by accident with 5,000 points being deducted per shot on the other player character.
Scoring[]
Infantry Scoring[]
Infantry include the rank-and-file Hamlin Battalion 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 | 420 |
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 weapons as shown in the table below. Like the "Standard" infantry, 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) |
---|---|---|---|---|
Green suited soldier | 1 x 100 (handgun) 3 x 100 (machine gun) |
880/440/220 (handgun) 1040/520/260 (machine gun) |
260/180/140 (handgun) 420/260/180 (machine gun) |
340/220/160 (handgun) 500/300/200 (machine gun) |
Terror Bite operator | 1* x 100 (handgun) 3 x 100 (machine gun) |
880/440/220 (handgun) 1040/520/260 (machine gun) |
260/180/140 (handgun) 420/260/180 (machine gun) |
340/220/160 (handgun) 500/300/200 (machine gun) |
"High-Tech Reinforced Armor" soldier | 33 x 100 (handgun) 99 x 200** (machine gun) |
2000/1000/500 (handgun) 2000/1000/500 (machine gun) |
1000/420/300 (handgun) 1000/420/300 (machine gun) |
1000/420/300 (handgun) 1000/420/300 (machine gun) |
*The one in Crisis Mission Day 5 Mission 4 can take more hits as he has boss invulnerability.
**In Stage 1 Area 2, the amount of points earned per hit is reduced to 100 when the "High-Tech Reinforced Armor" soldier uses his machine gun as a melee weapon.
"Unique" infantry "kill" and chase combo hit scoring is the same as those from "Standard" infantry.
Boss Scoring[]
For shots on bosses, the scoring is as follows:
Marcus Black / Wild Dog[]
Lifebars | Boss invulnerability |
---|---|
7* | x6, x4** |
*If players fail the third screen battle, the x5, x4 and x3 lifebars do not appear even if they are not depleted at all.
**This one works in that depleting about 60% causes it to disappear similar to Giorgio Zott's final lifebar and reappears once he lands on top of a car to start charging a shot.
Lifebars | Boss invulnerability |
---|---|
8* | x6, x2 |
*Splits into one lifebar in Stage 3 Area 1 and seven lifebars in Stage 3 Area 2.
Individual shot/Chase shot | "Stun" shot | "Kill" shot |
---|---|---|
100 | 1000 | 10000* |
*For Wild Dog, it is for each shot in Stage 3 Areas 1 and 2.
Jack Mathers[]
Lifebars | Boss invulnerability |
---|---|
8* | x3, x2, x1 |
*If the first lifebar is not completely depleted, any remaining amount of endurance in said lifebar is automatically depleted when he reappears after two mantis Terror Bites are destroyed.
Individual shot/Chase shot | "Stun" shot | "Kill" shot |
---|---|---|
100 | 1000 | 20000 |
Gregory Barrows[]
Lifebars | Boss invulnerability |
---|---|
9 | x7 |
*If the first lifebar is not completely depleted, any remaining amount of endurance in said lifebar is automatically depleted when he reappears after two mantis Terror Bites are destroyed.
Individual shot/Chase shot | "Stun" shot | "Kill" shot |
---|---|---|
100 | 1000 | 30000 |
Enemy Equipment Scoring[]
This section includes scoring in relation to projectiles, weapons and vehicles.
For shots on objects, the scoring is as follows:
Battle Axe / Grenade / Rocket / Missile[]
"Destruction" Shot |
---|
50 |
Anti-aircraft Vehicle[]
Individual Shot | "Destruction" Shot |
---|---|
100 | 1000*/3000** |
*All except the last one.
**The last one.
Stryker[]
Individual Shot | "Destruction" Shot |
---|---|
100 | 3000 |
Armed helicopter[]
Individual Shot | "Destruction" Shot |
---|---|
100 | 1000 |
Car[]
Individual Shot | "Destruction" Shot |
---|---|
100 | 1000*/5000** |
*Those on the left screen during the third screen battle.
**Those in Stage 1 Area 3 before the third screen battle and on the front screen during the third screen battle.
Trolley Car / Jeep[]
Individual Shot | "Destruction" Shot |
---|---|
100 | 5000 |
XA-60-Ex / Aircraft Missile / Laser Sentry[]
Individual Shot | "Destruction" Shot |
---|---|
100 | 10000 |
Wall trap[]
Individual Shot | "Destruction" Shot |
---|---|
100 | 2000* |
*For each lifebar depleted.
Time Allocation[]
Area | Time Allocated (in seconds) |
---|---|
Prologue | 60 |
Stage 1 Area 1 | 60 |
Stage 1 Area 2 | 40 |
Stage 1 Area 3 | 80 |
Stage 2 Area 1 | 40 |
Stage 2 Area 2 | 50/70* |
Stage 2 Area 3 | 70**/60 |
Stage 3 Area 1 | 40 |
Stage 3 Area 2 | 40 |
Stage 3 Area 3 | 60 |
– There are time replenishments at certain segments of an ACTION sequence in Stage 1 Area 2, Stage 1 Area 3, Stage 2 Area 1, Stage 2 Area 2, Stage 3 Area 1, Stage 3 Area 2 and Stage 3 Area 3.
*For the fourth ACTION sequence.
**for the first ACTION sequence.
Time Bonus[]
Time Crisis 4 gives time bonus at 40 points for every 1/60 second saved. Like the previous two games, it is calculated by taking the difference between time spent and maximum time per area.
Area | Solo Play (in seconds) | Link Play (in seconds) |
---|---|---|
Prologue | 206 | 191 |
Stage 1 Area 1 | 365* | 350* |
Stage 1 Area 2 | 223 | 208 |
Stage 1 Area 3 | 261 | 246 |
Stage 2 Area 1 | 250 | 235 |
Stage 2 Area 2 | 270 | 255 |
Stage 2 Area 3** | 270 | 255 |
Stage 3 Area 1 | 200 | 185 |
Stage 3 Area 2 | 260 | 245 |
Stage 3 Area 3 | 280 | 265 |
*Includes the 60 seconds required for the two screen battles.
**The minimum amount of time spent is 95.85 (33.65 + 30.08 + 32.12 seconds for each of the boss invulnerability on Jack Mathers' final three lifebars) seconds.
FPS Bosses Endurance[]
The number of lifebars for the bosses in FPS are as follows:
Terrorist Leader[]
Lifebars |
---|
3 |
Frank Mathers[]
Lifebars |
---|
6 |
Wild Fang[]
Lifebars |
---|
4 |