To compensate these, the special weapons are refilled, if there is less than default amount after a stage is completed, up to default amount of 100 machine gun rounds, 10 shotgun shells, and 1 grenade. Finally, the machine gun rate of fire is decreased from 15 rounds per second to 10. Like Time Crisis 3, the ammunition from yellow soldiers is not shared for both players in two-player mode. In addition, there are much fewer yellow-clad soldiers to gain ammunition for the special weapons with one in Stage 1 Area 3, three in Stage 3 Area 2 and one each in Stage 5 Area 2 and Stage 6, and the ammunition they give is specific with shotgun shells (5 shells per hit) in Stage 1 Area 3, machine gun rounds (20 rounds per hit) in Stage 3 Area 2, and all three weapons (20 machine gun rounds, 5 shotgun shells and 1 grenade respectively) in Stage 5 Area 2 and Stage 6. While the special weapons introduced in the previous two games are retained (M4 Carbine machine gun, Kel-Tec KSG shotgun and HK XM320 grenade launcher), the maximum ammunition capacity for each special weapon is reduced from 300 machine gun rounds to 180, from 50 shotgun shells to 20, and from 5 grenades to 2. While the time bonus is the same as the one in Time Crisis 4, the calculation is changed from one which merely takes the difference between time spent and maximum time per area seen in the previous three games to one which links all the areas per stage meaning taking too much time to complete an area affects the time bonus for the remaining areas. Finally, there are much fewer background objects to destroy as they contribute to combo hits which can be used to increase the amount of points earned by shots on foot soldiers and destroying specific background objects do not give 5,000 point bonus. To compensate the decreased gauge increases, stepping on the opposite pedal stalls the decrease of combo bar. There were a lot of qualms about players shooting for very high scores due to accuracy streaks in Time Crisis 3 and for head shots to chase shots in Time Crisis 4. Though the combo mechanics from Time Crisis 4 are retained, there are fewer foot soldiers to increase the continuous hit gauge. The purpose of the hit system is to ensure the nostalgia from the original Time Crisis is adhered to. The chase shot combo system has been adjusted as such that hitting enemies in the head prevents chase shots (or if the kill shot on an enemy soldier is not a head shot, prevents the second chase shot if the first chase shot is on the head), which staled gameplay since Time Crisis II. The blowback system is also remade to simulate gas-actuated recoil, similar to the handguns the next-generation V.S.S.E. For starters, the weapon selection is changed to allow players to change weapons by just pressing the red button on the gun and can be done even with the pedal pressed. In both activities, players have infinite ammunition for their handgun and failing either activity will result in one life unit lost or half a life unit lost if players have one life unit left. Every 0.1 second saved is worth 50 points. Every regular hit on a marker is worth 500 points and every bullseye hit gives a 1,000 point bonus. In "Crisis Event", players have to shoot down markers within the time limit while not being able to use the pedal. In "Evasion Activity", players have to step on the correct pedal within the time limit and shoot items if they step on the correct pedal. They are: "Evasion Activity" (in Stage 1 Area 2, Stage 3 Area 3 and Stage 6) and "Crisis Event" (in Stage 1 Area 2, Stage 3 Area 2 and Stage 6). Some sections have activities unique to this game. However, facing the direction of enemy attacks will not result in shield damage if the pedal is released. In Stage 2, the shield will take 1/4 damage from all projectiles if players do not face the direction of enemy attacks meaning 4 hits on the shield will result in one life unit lost. With the two-pedal system, the Multi-Screen Battle sequence from 4 is modified. In the earlier games, players were restricted to one pedal in which time had to be wasted when taking on enemies with bulletproof shields. Time Crisis 5 deploys a two-pedal system, similar to the Multi-Screen Battle sequences from Time Crisis: Project Titan and Time Crisis 4, allowing players to take cover and attack from different angles to bypass bulletproof shields and enemies taking cover.