%% EDITOR'S NOTE: Tropes specifically for Razing Storm should be put into its own page.

[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/TimeCrisis.jpg]]
'''''-- WAIT --'''''

Admit it: whenever you play those {{Light Gun Game}}s, the absurd amount of enemies that constantly chip away your health/life makes you believe TheComputerIsACheatingBastard. How are you ever supposed to stop this onslaught? Enter ''Time Crisis'' by Creator/{{Namco|Bandai}}, a series of {{Light Gun Game}}s for the arcades, now in its fourth iteration. Its main distinguishing feature is its use of a foot pedal: the player holds the pedal down to attack; when the pedal is released, the player hides behind a nearby wall/tree/bench/other object and is safe from attack, but can't retaliate. This means that unlike most light gun games, ''any'' attack can be dodged without harm even once it's been launched, although the reaction time you have can be punishingly low.

Each game follows a different set of characters as they gun their way through unrelated international crises. The only two constants are the [=VSSE=] (Vital Situation Swift Execution), a HeroesRUs organization the heroes belong to, and "Wild Dog", a [[ProfessionalKiller freelance mercenary]] who serves as each villain's [[TheDragon Dragon]], [[StayingAlive despite blowing himself up]] in increasingly impressive pyrotechnics each time.

[[ExactlyWhatItSaysOnTheTin As one might expect]], time is an important part of the series. [[TimedMission A timer is constantly running down to zero]], being replenished each time you clear a "room" of enemies. In the first game, the timer was the main challenge: it had strict limits, and you lost ''all'' your lives if time ran out. Later games toned it down considerably: you only lose one life, and the limits are much easier to deal with. In fact, they mostly just prevent excessive turtling and make sure the player eventually dies even if they never press the pedal.

Starting with ''Time Crisis 2'', the game is set up as two cabinets hooked together for two-player co-operative play. Both players will go through the levels at slightly different vantage points on the action and sections with more pronounced differences (one player on the ground, the another on a railing above). As an added bonus, a red reticule used by a {{Mook|s}} is visualized as a direct hit to the player, thus allowing them to know exactly when they should let go of the pedal to dodge (which ''wasn't'' present in the first, another reason why the original was so strict). ''Time Crisis 3'' grants players extra weapons, in the form of a machine gun, shotgun and grenade launcher, which were more powerful but had limited ammunition. To refill them, players had to shoot a specific yellow Mook. The latest ''Time Crisis 4'' forces players to take part in "Multi-Screen Scenarios", where near endless Mooks come and attack from different directions (until the timer reaches zero, and provided that the player survives).

Also worth mentioning here is ''Time Crisis: Project Titan'', a GaidenGame/semi-sequel that follows the protagonist in the first, which actually showcases the "Multi-Screen Scenario" before 4, and ''[[GaidenGame Crisis Zone]]'', basically ''Time Crisis'' with a machine gun and a metal shield. It's sometimes considered part of the same series or at least a spinoff, thanks to the loose connections between the main games, although neither the [=VSSE=] nor Wild Dog appear. Another similar game, ''VideoGame/RazingStorm'', is a combination of ''3'' and ''Crisis Zone'' with Playstation3 hardware, featuring two members of a hi-tech special forces unit. Like ''Zone'', the players have a machine gun as their standard weapon, but will switch to special weapons like rocket launchers and sniper rifles as the situation warrants, such as sniping rooftop sentries to give a squadmate time to call down a KillSat strike or when a HumongousMecha crashes the party.

The games have been ported to all three generations of Playstations; the original and ''Project Titan'' for {{PlayStation}}, ''2'' and ''3'' and ''Crisis Zone'' for {{Playstation 2}}, and ''4'' and ''Razing Storm'' for {{Playstation 3}} (though ''4'' was done twice over: once as its own game with a rather awkward light gun, and again as an additional title to ''Razing Storm'', alongside ''DeadstormPirates''. All three games utilize the Move). Additionally, the original, ''3'', ''4'' (the first release), ''Crisis Zone'' and ''Razing Storm'' have exclusive scenarios not found in the arcades that expands more of the story, usually from another character's perspective. There's been several ports to the iPad as well. Most recently, ''Time Crisis 5'', a proper continuation of the series, was announced for Japanese arcades in March 2015. It introduces two pedals, one for left and right, that replaces the multi-screen system seen in previous games by allowing the player to instantly change their viewpoint without losing their aim.

'''''-- ACTION --'''''
----
!!Tropes for the series include:

* ActionGirl: Alicia in ''3''.
* AdultFear: The final section of Stage 3 in ''4'', in which unmanned fighters threaten to ''[[spoiler:{{nuke|Em}} the United States.]]''
--> '''Captain Rush:''' "If we don't stop them, [[spoiler:[[ApocalypseHow the entire country will go down in flames]]]]! We CANNOT let that happen!"
** The first game is a hostage situation involving ThePresidentsDaughter (not from the United States, but the emphasis was on "daughter" anyway).
* AllThereInTheManual: For the first game, we had to read the manual to learn the backstory behind the game. The later games didn't even supply names for the most of the bosses you face (well, the ones that weren't Wild Dog or the villain of the day).
* AlwaysClose: The ending of ''2'', ''3'', and ''4''.
* AntiFrustrationFeature: In Time Crisis 4, Rush will provide the players with extra ammo during sequences where they really need em during the terror byte sequences.
** Starting with ''2'', the time limit resets to 40 seconds for each section rather than just adding a set amount of time. It also stops counting down whenever "WAIT" is on the screen.
* AristocratsAreEvil: In the original, Sherudo Garo was the last remaining heir of the Garo royal family that ruled over Sercia for a millennium. After the regime was toppled by a revolution, he attempted to overthrow the democratically elected government by kidnapping the president's daughter Rachel and demands the country to be restored to a monarchy in return for her safety or he will have her killed.
* ArmCannon: Wild Dog [[SerialEscalation continues to attach more to it]], in the form of a rocket launcher, flamethrower, grappling hook and a ''tractor beam''...
* ATeamFiring: In installments that offer multiplayer - if only one player is playing or if the game is in solo mode, the unused player character is shown attacking and hiding just like you...but ''none of his shots will connect''.
** Subverted if the player dies (still in solo mode); during the continue screen, the unused player character will start popping off perfect headshots until you finish slotting your quarters in.
** Also worth noting: if (while using two players) one player clears out all of his enemies, any enemies that only the other player can hit RETREAT (or get blasted by artillery, as in 3's Stage 1. Yes, this means that one player could embody this trope, get 0 accuracy, and STILL play through the entire game if the other player is good. In single player, however, watching the COM's screen when behind cover can let you know when it's safe to pop your head out.
* AwesomeButImpractical: Wild Dog's "tractor beam" ArmCannon in ''4''; just beat him and you'll see why.
* BadassLongcoat: Wild Dog in later installments, when there's enough polygons to spare. His apprentice, Wild Fang, has his own as well.
* BadassNormal: '''Everyone'''. Except the Mooks.
* EmpoweredBadassNormal: Wild Dog starts as a quite human GunsAkimbo final boss. In the 2nd game, he's practically a cyborg with [[MoreDakka gatling gun]] on his arm. In the 3rd game, it became a SwissArmyWeapon, with [[MoreDakka machine gun]], [[FireBreathingWeapon flamethrower]], and [[StuffBlowingUp rocket launcher.]] Come 4th game, [[SerialEscalation he installed]] a grappling hook (which he used to drag your helicopter down), and a Tractor Beam.
* BananaRepublic: Caruba in ''Project Titan''.
* BeardOfEvil: Derrick Lynch in the [=PS2=] port.
* BigBad: Sherudo Garo in ''1'', Ernesto Diaz in ''2'', Giorgio Zott and [[TheMole Jake Hernandez]] in ''3'', Gregory Barrows in ''4'', Derrick Lynch in ''Crisis Zone'', and Jake Hunter in ''Crisis Zone'''s Grassmarket District.
* {{Bishonen}}: Every protagonist in ''2'' and ''3'', one half of the player characters in ''4'', plus Wild Fang.
* BlindIdiotTranslation: ''Crisis Zone'' named the hero Croad [=McGalain=] and one of the bosses Eddy. The Playstation2 version fixed them into Claude [=McGarren=] and Edge, respectively.
* BonusLevel: ''Razing Storm'' passes its fourth stage (only accessible if you complete the missile sequence of Stage 3) off as a "bonus" stage.
* BossBanter: Some bosses will verbally harass you throughout the fight. ''4''[='=]s Stage 2 boss, Jack Mathers, is notable in that he's not bantering you, he's bantering Captain Rush, who smack-talks him back for betraying his country.
* BottomlessMagazines: The machine gun in ''2''. In ''4'', two areas put you in a helicopter with either a mounted machine gun or an automatic cannon, both of which have infinite ammo.
** In the Playstation 2 version of Time Crisis 2, you can unlock an infinite ammo pistol, meaning ''you never have to reload!''
* BulletproofHumanShield: In Stage 3 of ''2'', Ernesto Diaz uses [[DamselInDistress Christy Ryan]] as a shield, and this will stop any misplaced shot meant for him. Shooting her will ''not'' hurt or kill her, but [[HostageSpiritLink you'll lose 5,000 points for doing so]].
* BlastingItOutOfTheirHands: In ''3'', {{A|ctionGirl}}licia shoots a handgun out of [[PresidentEvil Zott's]] hand as he's about to execute her brother Daniel during a standoff between Zott and the VSSE agents. In the arcade version, this is done in a cutscene. But in the Rescue Mission mode, you actually have to shoot the gun out of his hand.
* ClimacticElevatorRide: Right before the final boss battle, Wild Dog takes Rachel hostage in an elevator. Richard has to take the other elevator to catch up.
* TheCoatsAreOff: Wild Dog does this before fighting him in every game .
* ColorCodedCharacters: Soldiers in red have precision aim and always connect with their first shot, blue/gray are fodder and orange are bonuses. Similarly, Player 1 characters wear red and Player 2 characters wear blue. By ''3'' and ''4'', shooting yellow soldiers rack up additional ammo for weapons aside from the default handgun (a single shot's enough to kill them, but [[KickTheDog the more you shoot them]], the more ammo you get). Also, green soldiers have lifebars, i.e. one shot isn't enough to take them out, and enemies in camo gear throw grenades and knives.
** In the first and second games, most bullets fired at you will be yellow tracers. However, the ones that will hit you are red with menacing swirls.
* CombatCommentator: Beth has shades of this during Stage 2-3 of Time Crisis 4.
* ConcealmentEqualsCover: You hide behind some pretty questionable items, such as park benches, vendor carts, and empty barrels. Worse yet, this allows you to hide from all damage, including high explosives and thrown grenades, since enemies aim for your head, not your location.
* ConservationOfNinjitsu: One or two secret agents against entire terrorist organizations. Who would you see winning?
* ContinuingIsPainful: During the continue screen of the first game, the elapsed time keeps running. In the console version, as well as the "Rescue Mission" from ''3'', you start the area over. In ''4'', your combo meter resets, making it hard to string combos again, and if you fail a Multi-Screen section, you lose your time bonus for the area.
* CosmeticAward: From ''2'' onwards, clearing the game without using a continue and making the high scores list will put a star next to your initials.
* DamselInDistress: The original, ''Project Titan'' and ''2''. Averted in ''3'' with Alicia as the ActionGirl and ''4'' with Elizabeth, who serves as MissionControl.
* DangerouslyGenreSavvy: Gregory Barrows, the BigBad of ''4'', is unusually GenreSavvy for a LightGunGame villain. He not only allows his FacelessGoons to use their secret weapon ''from the VERY beginning of the game'' and outruns the heroes in a race to get more of said weapon, he actually manages to ''hide his true plans until the last level'' (while usually [[TrailersAlwaysSpoil they're given away on the game's "insert coin" trailer]]). On a minor note, the stealth fighters he stole and sent to [[spoiler: destroy all major cities in the United States with nuclear missiles]] are controlled by a separate informatic system, so they can't be hacked by usual computers to be stopped, thus using the EvilOverlordList rule #50. [[CaptainObvious He still fails to beat the good guys, though]].
** Alas, he's still a victim of GenreBlindness: a nuclear missile-launching computer system that could be completely shut down by ''pressing a single button''. That didn't even require a login or password or any other type of validation. Chain's only as strong as the weakest link, bub!
** A rare example in for the {{mooks}} as well: during the level at the air force base in ''4'', Captain Rush and the National Guard requests fire support. As soon as you show up, the enemy imminently focuses all their firepower on you instead of the helpless National Guard soldiers. Considering they work for the above example, this isn't too surprising.
* DeadHatShot: The first boss of ''2'', upon crashing his boat, leaves behind his bowler hat and his suitcase floating on the surface of the water.
* DeathIsASlapOnTheWrist: In ''2'' and ''3'', your only penalty for continuing is not having a star next to your name on the initials screen. ''4'' does this too, but also with the aforementioned subversion.
* DieHardOnAnX: The original is ''Die Hard'' in a castle. ''Crisis Zone'' is ''Die Hard'' in an urban complex and a city.
* DisneyVillainDeath: Ernesto Diaz in the 2nd game, and [[DarkChick Randy Garrett]] in the 3rd one {And in the same level where you fight him, you also send various {{Mooks}} falling to their deaths as well}.
* DodgeTheBullet: With enough skill and practice, a good player can take cover from bullets marked with the Crisis Sight and dodge them.
* TheDragon: Wild Dog.
* DragonTheirFeet: In the first game.
* DualBoss: Wild Dog and BigBad Ernesto Diaz fight you together in the final level of ''2''. You fight Wild Dog and his apprentice Wild Fang in ''3''.
* DualWield: It's possible on ''2'' through ''4'', but due to how the arcade cabinets are designed, it's very hard to do.
** However, the Playstation 2 version of Time Crisis 2 has a Dual Gun mode, which is a one player mode where you can wield two guns.
** The Playstation 2 version of Time Crisis: Crisis Zone also has this feature, although you are required to complete 55% of the game (that includes the extra modes) to unlock it.
* DullSurprise: Beth from the fourth game probably recorded all her voice clips seperately...
--> '''Beth:''' ''[in a completely calm voice'' According to these analysis results, [the terrorists'] military strength is equivalent to one company of the US military. ''[in a worried, surprised voice]'' That... that's impossible!
* EasyModeMockery: In Time Crisis: Project Titan, you are prevented from finishing the remaining 1/4th of the game if you play on easy.
* EvilLaugh: Many of the villains such as Sherudo Garo from ''1'', Giogrio Zott from ''3'', and Gregory Barrows from ''4'', but Wild Dog does this the most.
* ExactlyWhatItSaysOnTheTin: There's a crisis, see, and you need to stop it in time...
* ExcusePlot: The plots are there mainly to give the player an excuse to shoot stuff. The first focused on a pro-monarchist terrorist group, the second was about a mad scientist trying to nuke the world via a series of satellites disguised as peaceful communication satellites, the third was an invasion of a peaceful Mediterranean country by its fascist neighbor, and the forth was about anti-US insurgents. None of these has any real bearing on the gameplay.
* FanVid: [[http://www.youtube.com/watch?v=Cc6SKGXJpEc Combining it with]] [[FountainOfMemes memetic juggernaut]] VideoGame/{{Touhou}}.
* FauxActionGirl: Zigzagged with Christy Ryan in ''2''. On one hand, she basically completed the entire first half of the mission for you (infiltration, espionage, sabotage, etc.) and she even taunts the villains who try to torture her. On the other hand, she's vulnerable to the StandardFemaleGrabArea.
* TheFederation: Averted: the Zagorias Federation in ''3'' is a militaristic fascist dictatorship that invaded Astigos Island in an attempt to take over its neighboring state of Lukano.
* FiveManBand: In ''4'':
** TheLeader: Giorgio Bruno
** TheLancer: Evan Bernard
** TheBigGuy: Captain William Rush
** {{The Smart G|uy}}irl and TheChick: First Lieutenant Elizabeth Conway
* FlungClothing: Alicia in her console scenario for ''3''. She changes from a bikini top and shorts into… her uniform… somehow…
** Wild Dog with his overcoat, as well as Wild Fang.
* FunWithAcronyms: The supposed antagonists of ''4'', W.O.L.F., or Western Order Liberation Front.
* GenericDoomsdayVillain: In ''Crisis Zone'', Lynch wants to destroy London just to show [[ForTheEvulz how evil he is]].
* GiantSpaceFleaFromNowhere: Arguably, Wild Dog in later games. He has no connection to the Zagorians in ''3'' or the Hamlin Battalion in ''4''; he's just there to give the VSSE a hard time.
* GreaserDelinquents: Richard Miller, the protagonist of the first game, has this as his aesthetic, right down to the haircut and leather jacket.
* GunsAkimbo: Wild Dog again, and there's nothing like GunsAkimbo where one of the guns is an ''ArmCannon''.
** [[spoiler: PresidentEvil Giorgio Zott, the final boss of ''3'', dual-wields a pair of ''rocket launchers'' in his final phase]].
** Possible for the player in home versions, usually as an unlockable.
* GovernmentAgencyOfFiction: The VSSE.
* HandCannon: Make, model and calibre never come up, but given it's possible to {{cherry tap|ping}} ''anything'' to death with them (ranging from gigantic VTOL craft to ''an old WWII artillery bunker'') they must be something pretty impressive.
* HeroesRUs: The [=VSSE=], with different agents in each game:
** ''1''/''Project Titan'': Richard Miller
** ''2'': Keith Martin and Robert Baxter
** ''3'': Alan Dunaway and Wesley Lambert
** ''4'': Giorgio Bruno and Evan Bernard
*** Furthermore, the STF (Special Task Force) and player character Claude [=McGarren=] in ''Crisis Zone'', and SCAR members Alpha 1 and Alpha 2 in ''Razing Storm''.
* HeroicMime: Richard Miller, the completely silent protagonist of the first game. Later titles give protagonists voices, but only during cutscenes.
* HoistByHisOwnPetard: The second stage boss in ''2'' is killed when he gets knocked backwards while firing a minigun, and ends up destroying the helicopter he was flying in with it.
* HoldTheLine: Some Multi-Screen segments in ''4'' require you to protect a barricade until reinforcements arrive. Enemy response is noticeably more aggressive in these sections.
* HostageSpiritLink: Variant: you just lose points. ''3's'' "Rescue Mission", [[DoubleSubversion on the other hand...]]
* HumanLadder: Goes a bit crazy in ''4'' where the National Guard and Rush go into this mode so that the Giorgio and Evan can climb them up to stop the BigBad's nuclear strike.
* ImperialStormtrooperMarksmanshipAcademy: Every enemy in each installment have this. In the sequels, however, when they actually do shoot you, it's marked with a red flash.
* ImplacableMan: Wild Dog must have taken at least a million bullets to all parts of his body AND survived FOUR self-destructs, three of them his own doing. And yet, he's always back for more...
* ImpossiblyCoolClothes: The heroes of ''3'' and ''4'''s badass jackets.
* ImprobableAimingSkills: [[AllInTheManual Marcus Black.]]
-->'''Rush:''' An [[{{BFG}} anti-tank rifle]], one-handed?! [[LampshadeHanging Who is this guy?]]
* ImprobableWeaponUser: A boss in ''2'' uses an ''[=ICBM=]'' as a battering ram.
** The stage 2 boss of ''4'' continuously wrestles Captain William Rush, who he sometimes ''[[GrievousHarmWithABody throws at you]]''.
* {{Irony}}: The series is about time-sensitive crises, but ''II'' through ''4''[='=]s scoring systems require you to ''slow down'' in order to chain enemies for points.
* {{Jetpack}}: In ''Crisis Zone'', U.R.D.A.'s air division consists of soldiers equipped with body armor and jetpacks. Hunter is also wearing one when you fight him in the hotel.
* JokerImmunity[=/=]NotQuiteDead: Wild Dog. Alan and Wesley even {{lampshade|Hanging}} it in the third game:
-->'''Wesley''': Wild Dog?!\\
'''Alan''': [[WhyWontYouDie Don't you ever die?!]]
* KaizoTrap: Since the time in the original and ''Project Titan'' keep running even between action frames, it's possible for the clock to run out after you take down a helicopter or another mechanical boss as its "death" animation plays. Fortunately this isn't an issue with human bosses: for them, the clock stops once you make the killing shot.
* KarmaHoudini: Kantaris in the Special Mode of the original ''Time Crisis'', should Miller fail to defeat her before she makes her escape.
** Played straight in the spinoff ''Project Titan'', as she escapes after Miller rescues Abacus from her boat in the beginning.
* KillSat: The crisis needing to be averted in ''2''... which the BigBad uses as his ''weapon'' in the final battle, equipped with lasers and a gatling.
** In ''Razing Storm'', your allies have one, and it's used to destroy the BigBad and finish off the boss of Stage 3.
* KnifeNut: Sherudo Garo from the first game.
* LaResistance: The Lukano Liberation Army in ''3''.
* LargeHam: Jack Mathers, the Stage 2 boss of ''4''.
-->'''Rush:''' [[PatrioticFervor Where's your patriotism?]]\\
'''Jack:''' [[PreAsskickingOneLiner What GOOD is PATRIOTISM?]]
* {{Leitmotif}}: Wild Dog, and also General Diaz in ''2''.
* LuckBasedMission: The first game. It's hard to tell when shots can hit you or not from the blue mooks (the red ones are a given as are bazooka men and thrown grenades or knives. As well as environmental damage.) Making dodging a guessing game, plus the timer will continue running after beating tougher opponents.
* MadeOfIron: Both the ScaryBlackMan and Wild Dog in the second game, and then every boss in the third and fourth games. Bosses in the fourth game even have ''seven or eight stacked life bars'', each one taking an upwards of thirty bullets to chew through.
* MissionControl: Elizabeth Conway in ''4''.
* MoreDakka: The helicopter scenes in ''4''. Very, very much so.
** Not that it prevents other bosses in the series indulging in their own: the second boss in ''2'' uses a machine gun turret, a gatling gun and an [=ICBM=] ''as a battering ram'', while Ernesto fights using a KillSat. ''3'' has the first boss use a [=VTOL's=] armaments, a machine gun, a gatling gun, and in the Rescue Mission, a rocket launcher. Giorgio Zott switches from an assault rifle and sword combo to TWIN ROCKET LAUNCHERS. They really want you dead.
* NintendoHard: The first mostly, where you can't tell what shot's going to hurt (aside from enemies), bullets that "graze" you as you go into cover can still count as lethal,[[note]]From ''Time Crisis 2'' onward, if you are not EXACTLY in shooting position, you cannot be hit, allowing for really quick "dodges" where red bullets would clip the camera but not result in loss of life. Doing the same thing in the first one will result in loss of life and time[[/note]] the timer constantly goes down no matter what's going on, the timer only increases (by a variable amount) when you clear out an action point or [[GuideDangIt hit certain enemies]] (and even then, only up to 60 seconds), and you lose all your lives if the timer runs out.
* NoHoldsBarredBeatdown: Captain Rush receives one from Jack Mathers in Time Crisis 4.
* NukeEm: The last stage of ''4'' has you averting a plan to nuke every major American city.
* OneManArmy: The original and ''Project Titan'' specifically describes Richard as this. Of course, subverted when the sequels become a ''two'' man army albeit with a "solo" option as well (Said option still shows an onscreen AI partner but they tend not to be that useful.)
* OneRiotOneRanger: The whole point of VSSE is to send in one or two guys with pistols to solve international crises.
* OutOfTheInferno: The protagonists of ''3'' do this when the base they were fighting in collapses.
* ParentalBonus: In Stage 2 Area 3 of ''4'', Elizabeth calls out the boss' moves, one of which she calls "F...!"
* PatrioticFervor: Captain Rush, who is quite ''pissed'' to learn that the terrorists he's dealing with are fellow Americans.
-->'''Captain Rush:''' Where is your patriotism?!\\
'''Jack Mathers:''' What ''good'' is ''patriotism?''
* PitifulWorms: Wild Dog in ''4'' says this to the VSSE.
-->'''Wild Dog''': Annoying bunch of little flies...
* PlotArmor: Claude's extremely resilient riot shield.
* ThePresidentsDaughter: Rachel in the first game.
* PreviousPlayerCharacterCameo: Starting in ''2'', the final mission of the home versions of each game's extra mission mode pit you against previous protagonists. While ''2'' plays it straight by pitting you against Richard Miller, ''3'' and ''4'' do it a little differently, instead pitting you against the agents you played as in the main story.
* {{Prince Charmless}}: Sherudo Garo is this in spades.
* RewardingVandalism: Some objects, usually crates or barrels, can be blown up to kill enemies within its blast radius. From ''2'' onwards, this is accompanied by a point bonus. Also, shooting an inanimate, destructible object counts toward your hit combo.
** In certain rooms of Time Crisis, on special mode, you can go to a different area when time isn't the major factor.
** Crisis Zone on special mode rewards you further by giving you access to a special weapon for a limited time, as well as a new area to test that weapon out in.
* {{Ruritania}}: Sercia in ''1'' and Lukano in ''3''.
* ScoringPoints: The original had a high score table sorted by time. From ''2'' onwards, the game uses a points system that focuses far more on combos and accuracy than time.
* SequelDifficultyDrop: Time Crisis 2 onwards are generally easier to get into, mostly thanks to the timer always starting at 40 seconds after changing action points and resetting whenever you lose a life (including when the timer hits 0, which no longer is an instant game over).
* SequelEscalation: Every time Wild Dog comes back, he does so with increasingly crazy weapons: an ArmCannon in ''2'', a combination flamethrower and rocket launcher in ''3'', and a TractorBeam in ''4''.
* ShoutOut: A lab late in the first game has teleporters identical to the ones in Film/TheFly.
** [[TheDragon Wild Dog]] is modeled after Mad Dog, [[BigBad Johnny Wong]]'s [[TheDragon Dragon]] from the JohnWoo movie ''Film/HardBoiled''.
** Wild Dog later uses a portable Series/StarTrek-esque tractor beam.
* SmartBomb: Grenades in ''3'' and ''4''. When playing for score, they're absolutely useless in ''3'' because they nullify the accuracy streak bonus, but in ''4'' they can connect combos to maintain the combo bonus.
* SpiritualSuccessor: Two of them: first ''Crisis Zone'', then that in turn had its own spiritual sequel ''Razing Storm''.
** Also, the series is this to ''VideoGame/RollingThunder''.
* {{Stripperiffic}}: Alicia's civilian outfit, which consists of an open shirt, a bikini top, and a miniskirt.
* StormingTheCastle: The entirety of the first game.
* StuffBlowingUp: Steadily escalating with each incarnation.
* TakeCover: Just step off the pedal. Also one of the earliest examples in the LightGunGame genre.
* TakeYourTime: {{Inverted}}: one of the big experiments of ''Time Crisis'' was to put continual chronological pressure on the player throughout the entire game, directly contradicting that trope.
** However, ''4'' has two segments that play this trope straight: a sniping segment in Stage 1 Area 2 where you must shoot a truck before it enters a tunnel (which never appears), and the final boss battle, where you must defeat the BigBad before [[NukeEm nuclear missile-armed stealth bombers]] reach their targets (it's AlwaysClose).
* TakingYouWithMe: Wild Dog.
* TelephonePolearm: Done with an [=ICBM=], no less.
* TheyKilledKennyAgain: '''Wild Dog'''. Every game always has someone asking ''how'' he survived his suicide bombs.
** And Wild Fang.
* [[ThrowingYourSwordAlwaysWorks Throwing Your Knife Always Works]]: Unlike bullets, knives will ''always'' take a life off if you don't dodge. Factor in speed, and a mook with a knife is '''literally''' more dangerous than one with a rocket launcher.
** This is only true based on the difficulty: on easy difficulty, rockets and knives can miss if there isn't a red flash when launched, just like any other attack. It's still more likely to hit than an enemy firing a machine gun at you though, and what arcade machine is going to be set to easy?
** In the original game, however, hitting the enemy who throws them before they can hit you means that they will ''always'' register as a miss. It's also possible, albeit only by [[ImprobableAimingSkills absurdly good marksmanship]] or [[AccidentalAimingSkills sheer dumb luck]], to [[ShootTheBullet shoot them out of the air.]]
* TimedMission: [[ExactlyWhatItSaysOnTheTin Duh...]] Though the time limit is only a major problem in the first game. From ''2'' onwards, it'll usually only run out if you're really slacking off.
* TraintopBattle: In ''2'' and ''3''
* TWordEuphemism: In ''4'' (arcade version), there's a sequence where you continually (more or less) shoot at a boss while he's wrestling with an ally. As usual, you are being debriefed on the situation by MissionControl via intercom (this is basically narration of the game script, which is also displayed at the bottom of the screen). For whatever reason, she decides to name the wrestling moves used by the boss. After a few ordinary examples, the script comes up "F---!" at the bottom of the screen - ''and she actually yells out, "Eff!"'' The Japanese version (which had Japanese dialogue for all characters) took it a half-step farther, having Conway go "F U!"
* VillainExitStageLeft: Kantaris does this if you take too long to defeat her or if you don't do enough damage to her car or aircraft in the Special Mode of the original ''Time Crisis''. She ends up playing this straight in the spinoff ''Project Titan'' after you rescue the VSSE agent Abacus.
* WesternTerrorists: In ''4'', the terrorists that you're fighting are not [[FunWithAcronyms W.O.L.F.]], but rather disgruntled members of a unit from the U.S. military, the Bio-Weapon Special Ops Unit, or the Hamlin Battalion. Also, the U.R.D.A. from ''Crisis Zone''.
* WhamShot: The end of Stage 1 of ''4'' shows the dog tag of the defeated Marcus Black, who is revealed to be a ''U.S. military officer''...and so are the rest of the terrorists that Rush, Giorgio, and Evan have been fighting. Needless to say, [[PatrioticFervor Rush]] is ''[[BerserkButton pissed off]]''.
* WhyWontYouDie: All but said in ''3''.
-->'''Wesley''': Wild Dog?!
-->'''Alan''': Don't you ever die?!
* WrestlerInAllOfUs: In ''4'', Rush and the second boss engage in some close-quarters grappling. Beth even calls out some of the moves the boss uses.
* YourPrincessIsInAnotherCastle: In the first game, you actually fight the BigBad in Stage 2, and fight Wild Dog in Stage 3. It's not TheManBehindTheMan, though; Wild Dog just decides to continue the plan on his own.
** ''Razing Storm's'' Stage 3. "Okay, all mooks sniped off, KillSat fires and kills the BigBad, 'Mission Complete!' appears...wait, isn't this the ''first'' section of Stage 3?" And ''then'', assuming you stop a wave of cluster missiles from wiping you out at the end of the stage, you have ''one more whole stage to go.''
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