The first fight with Wild Dog counts, as Richard is PISSED at Wild Dog for shooting Rachel in the back. The look on his facesays it all.
Props to Wild Dog in Time Crisis 5: Despite being quite old now, it doesn't slow him down at all. He doesn't quite fight you as directly this time, but he still serves as the main boss of the first half of the game, fighting you in a giant mech, falling long distances into hard industrial equipment and getting straight back up, and even having a final showdown with you on the freeway whilst using several large pieces of rock with a tractor beam to fight you. Even when defeated, after being in a rolling exploding car, he appears uninjured and casually remarks "You'll never catch me!" before blowing himself up yet again.
Richard Miller isn't The Ace of the VSSE for nothing: he infiltrates a castle, gives the ringleader what he deserves (seen in the image above), followed by Wild Dog, all in what's maybe an hour or two tops if you count the transitions between stages. Without any fire support. And with only a 6-bullet Desert Eagle as his weapon. And he completes at least one other mission in this same format, for good measure. Small wonder that he's employed as the Final Boss for VSSE cadets!
"Since you have travelled so very far, be my guest and let me ENTERTAIN YOU!"
In Stage 2 Area 1 of Time Crisis II, there are two sections in a row where you can instantly kill all enemies by shooting at an environmental object. The first one features a crate holding a platform; shooting the platform off kills all enemies on and under it and gets you 10,000 points. The second one has a pair of Exploding Barrels that, when shot, blow up all enemies for 5,000 points.
In Time Crisis II, Wild Dog begins his once-per-game ritual of escaping via remote-controlled explosion in this game:
Another awesome moment in Time Crisis 3: Upon defeating Giorgio Zott, the missiles already prepare to launch. What do Alan and Wesley do? They take Zott's rocket launchers and fire at the missiles. The scene then ends with Alan and Wesley calmly walkingout of the now-destroyed Zagorian base.
Time Crisis 4 has several awesome moments:
The first boss battle with Marcus Black is awesome, too. You shoot out the tires of his truck, causing it to fall over and cause a wreck. Then he shoots out of the truck and says, "You want it? Then come over here and... Take it!" Then he uses an anti-tank rifle against you during the fight. Cue some awesome guitar riffs, boss fight and Stuff Blowing Up.
The Stage 2 boss battle with Jack Mathers. It ends with Captain Rush delivering an uppercut to Mathers, and a boxing knock-out bell during the stage clear screen.
Also the final boss battle, where you must destroy the Big Bad when he's trying to nuke the entire United States while climbing on top of a human pyramid. All set to this music. Captain Rush reminds you of just how much is at stake:
Captain Rush: "CLIMB! STOP THOSE UCAV'S AT ALL COSTS!" Captain Rush: "IF YOU DON'T STOP HIM, THE ENTIRE COUNTRY WILL GO DOWN IN FLAMES! WE CANNOT LET THAT HAPPEN!"
In the fifth game, there is the sword fight between Keith and Robert. It's very much like the fight between Rush and Mathers, but even more fun and challenging.
The showdown with Wild Fang. Even better, on his last phase, he charges up a massive energy orb to defeat you when he's close to dying. If his orb charges to 100%, he'll say, "I'll show you the fires of hell!" and fire his orb at you, and you'll instantly lose a life.
In any Time Crisis game with the Crisis Mission training campaign mode, the Final Boss is one or two of the series' protagonists: Richard Miller in II, Wesley and Alan in 3, and Giorgio and Evan followed by Richard dressed as Wild Dog in 4. In other words, if you are to become a VSSE agent, you must be able to go toe-to-toe with their best agents! And when you beat them, they give you a well-deserved congratulations: Richard gives you a pat on the shoulder (II), Wesley gives you a thumbs up and then he and Alan ride off into the sunset on jet skis (3), and Richard has this to say in 4:
"Good job. I'm glad to have someone like you in our next generation of agents. One day you'll fight Wild Dog for real. It's just a matter of time..."
Home versions of the games not only allow for the usual two player split-screen co-op, albeit this is probably the worst way to play these games, but also typically allow for a dual gun mode of sorts. Yes, if you have two light guns setup and the skill for it, a solo player can go Guns Akimbo without any workarounds needed.