Time Crisis 3 is the third installment of the Time Crisis arcade series. Like its predecessor, Time Crisis II, it allows for two players to cooperate in a link play environment. It retains the pedal system for hiding and advancing.
Time Crisis 3 incorporates a new type of weapons system allowing the player to switch between the standard issue 9-round handgun, a fully automatic machine gun that can hold 200 rounds, a shotgun with 50 rounds for close quarters fighting, and a 5-round grenade launcher with splash damage. Only the handgun has unlimited ammunition, so players must shoot yellow-clad soldiers to obtain additional ammunition for other weapons, and use the extra weapons wisely.
Time Crisis 3 refines the "crisis flash" system—life-threatening hits are brighter so players can take cover more easily.
Foot Soldiers (Green): Formerly known as the blue soldier from the first 2 Time Crisis games, they have low accuracy and only rarely hit the player.
Ammunition Troopers (Yellow/White): These enemies carry the sub-weapon ammo the player needs. The player can steal their ammunition by shooting them multiple times. They are mostly seen carrying machine gun ammo.
Marksmen (Red Troopers): They are the most accurate non-boss enemies in the game. The moment they appear, their first shot always shows a red bullet. Their next shots have a higher percentage of hitting the player.
Elite Troopers (Machine Gunners): Wearing yellow and orange uniforms with distinctive headgear, their constant firing of bullets can make them quite dangerous. Unlike the red soldiers, their first bullet doesn't hit the agents immediately. In later stages, they will fire several red bullets in a row. The elite troopers always take 5 handgun bullets to be downed.
Heavy Weaponry Troopers (Blue): They are armed wither either grenades, hand axes, rocket launchers or flamethrowers. The thrown grenades or hand axes can be shot down (with the exception of rockets). The rocket launcher enemies fire rockets the player must dodge. The flamethrower soldiers spread a small wave of flame back and forth, and (to make matters worse) take 4 bullets to be defeated. The heavy weaponry troops with flamethrowers are the most dangerous of this group.
Ground Infantry Troopers (Clawmen): Wearing light blue and white bodysuits, these enemies are very fast and they love to jump around. They attack the agents with sharp claws on their hands. Like the machine gunners and the flamethrower soldiers, they have life bars. There's also a yellow and black version of these enemies. Their high agility makes them unpredictable in their attacking patterns and very difficult to hit. The yellow/black clawmen only show up on Stage 2, Area 3. The light blue/white claw troopers takes 3 bullets to remove, while the yellow/black claw troopers take 10 bullets to remove.
Maritime Infantry Troopers (Scuba Slashers): Very identical to the Ground Infantry Troopers with the exception of their appearance. Their agility is the same, making them unpredictable and hard-to-hit enemies. These troopers appear only in the middle and at the end of Stage 2 Area 2 on the VSSE mission, and on Stage 1 of Alicia's mission. Instead of claws, they are armed with sharp blades on their arms. 3 bullets is what the players need to dispose these agile troopers.
Audio: Amplified Stereo
Number of Simultaneous Players: 2
Maximum number of Players: 2
Height: 91" x Width 92" x Depth 70"
Please Note: This machine will undergo a refurbishment process once ordered so please allow 14 days before the machine can be delivered. Due to constantly changing stock the cabinet design may vary from the one shown.