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 should be determined later games - heavily oriented towards stringing long hit combos and accuracy rating or more of a focus on putting the "time" in Time Crisis?
    • Players who have tried and completed Time Crisis 5 are split over how the game is handled: too short (one player clocked completion at eight and a half minutes long minus cut scenes), too punishing even at default difficulty (the time to dodge the red Mook accurate shots are minimal at best), changes in gun configurationnote , and brief firefights before the end of an "area"note . The worst offender is the announcement of the "True Mastermind Edition" that will complete the game after the Sequel Hook ending, which has led some to call 5 as "incomplete" and a derogatory equivalent to Steam Early Access.
  • 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 (alongside the red reticule that denotes a hit), they also fire extremely fast, even at the default difficulty. Knife-wielders that either suddenly pop up in front of you or throw knives from afar also count, as it's hard to tell if a thrown knife will hit you or not.
    • Meanwhile, the first game never tells players any warning if a shot will hit 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 the distinct red reticule effect a split-second before the harmful bullet hits.
    • The clawmen from Time Crisis3 deserve a mention: quick, agile and jumps all over the place, making targeting them difficult, with the penchant of appearing suddenly in front of you and attack with their claws, which never misses on account of being a melee strike. If this is your first time facing them in 3, chances are you'll lose a few lives to them.
    • Crisis Zone has several machete-wielding enemies who attack just as quickly as the clawmen in 3 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 Time Crisis 2, Victor Zahn, Randy Garrett, and Alicia and Daniel Winston from 3, and Marcus Black and Gregory Barrows from Time Crisis 4.
    • Of course, Wild Dog is arguably the best example, who was originally the Final Boss in the first game, but comes back for every main installment.
  • Freud Was Right: The laser cannon used by the A-409 boss from the "Grassmarket District" second campaign of Crisis Zone is placed in its crotch. Oh, and it's a weak point, too.
  • Holy Shit Quotient:
    • Often, the Final Bosses - the first one is a gun duel with Wild Dog, Ernesto Diaz of 2 attacks you with a Kill Sat (complete with rockets and Frickin' Laser Beams), Giorgio Zott in 3 uses a Sword and Gun in tandem before Dual Wielding rocket launchers, 4 forces players to climb up a Human Ladder of US Marines to get in range of Gregory Barrows, and 5 where the boss fights you with some sort of Humongous Mecha.
    • Speaking of 5, the Final Boss being one of the protagonists from Time Crisis II'', in a series where the only other character to appear in more than one main series game aside from his partner is Wild Dog.
  • Memetic Badass: Wild Dog, who refuses to die. He's come back so many times that fans have given up hope for a Final Death and assume his latest defeat to simply be yet another one where he walks away from.
  • Moral Event Horizon: Wild Dog in the first game had a moment that pissed off most players when he shoots Rachel in the back and laughs as Richard Miller cradles her wounded body before the boss battle takes place.
    • In Alicia's "Rescue Missions" for the console version of 3, you fight the traitorous Jake Hernandez in a crowded area, where not only does he turn it into an active war zone, but does it in lieu of innocent civilians (something no other villain, not even Wild Dog, has ever done). He also grabs a young girl and an elderly women to use as Human Shields as he shoots at you. What does he do after he's done with them? Throws her to the floor, and kick her on the back. You hardly feel sorry about killing him at the end of Alicia's campaign.
    • In the fifth game, it turns out that Robert, in addition to going rogue on the VSSE by selling out their Intel to terrorist organizations around the world, killed Christy three years ago, the Damsel in Distress from the second game and Keith's girlfriend.
  • 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 when fighting Jack Mathers.
    Rush "What are you planning to do with those Terror Bites?"
    Jack "We're going to DESTROY this country!"
    Rush "WHERE IS YOUR PATRIOTISM?"
    Jack "What GOOD is PATRIOTISM?"
    • And who could forget this incredible one from the first game.
    Rachel: "Don't come! It's a trap! Oh no!"
    • Wild Dog's voice in Project Titan. Why did they give him such an unfitting, yet cheesy and high-pitched voice? In fact, he seems to have gone a few octaves too high by 5. Nearly half of what he says in the games bear mention.
    Wild Dog: "Hey Miller, check out my new toy!"
    • Also from Project Titan is a random chef who attacks Miller for no real reason in the third part of the first level.
    • Barrows had this to say during his Final Boss introduction.
      "You two are —(pause, as if he's unsure about what he is saying) —gonna die here!"
  • Narm Charm: Wild Dog's Famous Last Words in 2, while cheesy, retains its Badass factor as he manically laughs just as he blows himself up.
    "VSSE! You fools!" BOOM
  • Nightmare Fuel: The Terror Bites in 4; their Leitmotif doesn't make it any better. In the "Complete Mission" mode for the console version, they're shown eating some of the terrorists alive.
  • Polished Port: To compensate for the late release of the home port of Time Crisis 2 (the arcade game was released in 1997, the Sony PlayStation 2 port arrived in late 2001), it featured completely redone and updated graphics and additional cut scenes to make the transitions between levels more natural and expanded the story (what little there is, anyway), including bonus levels, extra modes, and unlockable content to extend longevity.
  • The Scrappy: Jake Hernandez from 3, due to his actions in the Moral Event Horizon entry.
    • Jakov Kinisky from 2 falls into this 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 his voice actor 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 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 you'll ever go to or any arcade that has light gun games is bound to have at least one Time Crisis cabinet.
  • Stop Helping Me!: 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, this is the point where constantly shooting at Mathers is the best way to rack up points from the hit combos.
    • This also happens similarly in 5 when Keith Martin and Robert Baxter fights each other. The Boss fight is 75% Keith vs Robert and 25% Keith vs you. Unlike the previous game, they both have a sword fight and they move really fast, making shooting Keith really risky.
  • 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, to which knives are really hard to time when it comes to dodging. Worse, he brings a bunch of knife-throwing lackeys to cover him!
    • In the Sony PlayStation version port, it becomes possible to shoot them out of the air, provided you're ridiculously good or lucky. Hitting whoever threw them seemed to make a thrown knife miss as well.