YMMV: Time Crisis

  • Awesome Music: The series' entire soundtrack, but the Japan-only 3D Sound Ensemble takes the cake.
  • Broken Base: A small one exists over how scoring is handled in later games: Should it be heavily oriented towards combos and accuracy, or should it put more focus on putting the "Time" in Time Crisis?
  • Cliché Storm: It's hard to take any of the stories seriously.
  • Demonic Spiders: Red mooks who, on their first shot, have a 100% chance of hitting you. Crisis Zone has the worst variety of them; though they come with a warning beep, they also fire extremely fast. Not to mention knifemen that either suddenly pop up in front of you or throw knives from afar; it's hard to tell if a knife will hit you or not.
    • Played straight in the first game, because there's never any warning if a shot will hit the player or not (though the rule about Red Mooks always being accurate still applies; if you see them, duck). Later games are at least kind enough to show a distinct red gunfire effect a split-second before the harmful bullet hits.
    • The Clawmen from 3 deserves a special mention. They're quick, agile and jumps all over the place, making targeting them difficult. And they have a penchant to appear suddenly and attack you with their claws, which never misses on account of being melee. If this is your first time facing them in 3, chances are you will lose a few lives to them.
    • Crisis Zone has several machete-wielding enemies who attack very quickly with no on-screen warning whatsoever. First-time players always take hits from them.
  • Ensemble Darkhorse: Several, with the major ones being Buff Bryant from 2, Victor Zahn, Randy Garrett, and Alicia and Daniel Winston from 3, and Marcus Black and Gregory Barrows from 4.
    • Don't forget Wild Dog, who was originally the final boss in the frst game, but came back for every sequel.
  • Freud Was Right: The A-409's laser cannon from Crisis Zone is placed in its crotch. Oh, and it's a weakpoint, too.
  • Holy Shit Quotient: The final bosses, often. The first one is a fight with Wild Dog, 2's attacks you with a satellite laser, the third fights you with dual rocket launchers, and in 4, you climb up a Human Ladder of soldiers to get up at him (See main page).
  • Memetic Badass: Wild Dog, who refuses to die. He's come back so many times that fans have given up hope for his death and assume his latest defeat to simply be yet another one he walks away from.
  • Moral Event Horizon: Wild Dog in 1 had a moment pretty much most players got REALLY pissed at, an in-game Berserk Button if you will, when he shoots Rachel in the back. AND THE FUCKER LAUGHS AT YOU when you cradle her wounded body before you have the final showdown with him.
    • In Alicia's 'Rescue Missions' in "3", when you fight the traitor Jake in a crowded area, not only does he turn an area full of innocent civilians into a war zone (something that literally no other Time Crisis villain, not even Wild Dog, has ever done), he also grabs a young girl and later an elderly women and use them as human shields as he shoots at you. What does he do after he is done with them? He throws her to the floor, and kick her on the back. You don't need to feel sorry about killing him at the end.
  • Most Annoying Sound: Get used to the "life lost" sound, especially when red soldiers show up.
  • Narm: Not only Captain Will(iam) Rush's name, but some of his lines:
    Captain Rush: What are you planning to do with those Terror Bites?
    Jack Mathers: We're going to DESTROY this country!
    • And who could forget:
      Rachel: Don't come! It's a trap! Oh no!
    • And
      Captain Rush: WHERE IS YOUR PATRIOTISM?
      Jack: What GOOD is 'PATRIOTISM?
    • Wild Dog's voice in Project Titan. Why did they give him such an unfitting yet cheesy and high-pitched voice?!
      • Not to mention half of what he says:
    Wild Dog: Hey Miller, check out my new toy!
    • Also from Project Titan is the random chef who attacks you for no real reason in the third part of the first level.
    • The Final Boss of 4 has this to say:
      You two are—(Pause, as if he is unsure about what he is saying) —gonna die here!
  • Narm Charm: Wild Dog's Famous Last Words in 2. So cheesy but still retains its Badass factor.
    "VSSE! You fools!" (BOOM)
  • Nightmare Fuel: The Terror Bites in 4. Their leitmotif doesn't make it any better. And in the Complete Mission mode, they're shown eating some of the terrorists alive.
  • Polished Port: To compensate for the late relase of the home port of Time Crisis II (the arcade game was released in 1997, the Playstation 2 port arrived in late 2001), it featured completely redone and updated graphics and additional cutscenes to make the transitions between levels more natural and expand the story (what little there is, anyway), as well as bonus levels, extra modes, and unlockables to extend longevity.
  • The Scrappy: Jake Hernandez from 3, due to his actions in the Moral Event Horizon entry above.
    • Jakov Kinisky from 2 falls into this category, since his treatment of Christy Ryan was utterly reprehensible, and he wasn't cool (like Buff Bryant) or entertaining (like Ernesto Diaz) enough to make up for it. It also didn't help that his VA decided to use the cheesiest, most grating Russian accent available when voicing him, or that his fight has him running away like a coward through most of it.
  • So Cool Its Awesome: The entire Time Crisis series is among one of the most well known Light Gun Games ever made, and it's one of the most common games ever found at an arcade. Almost any arcade you'll ever go to or any arcade that has light gun games is bound to have at least one Time Crisis game.
  • Stop Helping Me!: The second boss of 4 (Jack Mathers) is, in gameplay terms, Immune to Bullets unless he's holding his gun. Unfortunately Captain Rush feels the need to wrestle with Jack and kick the aforementioned gun across the room, which makes Jack invincible. That said, one benefit comes from constantly shooting at him to rack up points from the hit combos.
  • Suspiciously Similar Song: Some songs in 2, particularly the final boss theme and the end credits is similar to "Hummel Gets the Rockets" from The Rock. Also, the ending theme to Crisis Zone rhymes with "Fighting 17th" from Backdraft.
  • That One Boss: Sherudo from the first game is a knife-thrower; knives are really hard to time when it comes to dodging. And he brings a bunch of knife-throwing lackeys to cover him!
    • In the PlayStation version, at least, it was possible to shoot them out of the air, if you were ridiculously good or got lucky. Hitting whoever threw them seemed to make them a miss as well.