This page is a collection of in-depth and technical information about Time Crisis II. It includes scoring notes and other gameplay mechanics explained in more detail.
Gameplay Features[]
Time Crisis II utilizes the foot pedal system, just like its predecessor, where players can shoot or hide from enemy fire. When players press down on the pedal, they come out of hiding, allowing them to shoot the enemies. Releasing the pedal puts players behind cover, allowing them to avoid critical bullets and reload their weapon, though they are unable to shoot whilst hiding.
Time Crisis II is the first game to utilise a point system instead of time spent to determine player rank.
Playstation 2 Features[]
The Playstation 2 version of the game had a lot of new stuff not present in the Arcade game. It features enhanced graphics and additional cutscenes. It was packaged with the G-Con 2 lightgun peripheral, although it was also compatible with the G-Con 45 console. When completed enough times, the player could unlock alternative weapons, such as a machine gun (auto bullets) or shotgun (wide bullets), and had the option of wielding two lightguns at a time (with combinations of both G-Con 2 and G-Con 45 possible). There is also a Crisis Mission mode, in which the players have to complete and perform various tasks, including a simulated gun fight against Richard Miller, the lead protagonist of the first Time Crisis game. Extras also included a clay pigeon shooting mode (including a port of Namco's Shoot Away II light gun clay shooting arcade game), and a virtual port of the mechanical arcade game, Quick & Crash.[1]
"Crisis Mission"[]
A collection of challenges and missions.
Civilians[]
In "Crisis Mission", there is addition of civilians in certain missions that can be hit and cause a mission to be failed.
Changes From The Previous Game[]
"Crisis Flash"[]
One modification to the hide and attack system was the "crisis flash" system which alerts the players whether or not the enemy's attack would cause a direct hit, a feature not present in its predecessor, Time Crisis. All bullets which are direct hits are red with a flash on them to indicate crisis shots. Similarly, projectiles such as knives and missiles will show a red flash at initial attack. However, projectiles which can be shot down such as grenades and rolling barrels in Stage 1 Area 2 do not register any flashes.
If players are hit by a crisis shots or an obstacle, they lose a life, and the game stops when the player loses all their lives. Players also lose a life if the timer (at a maximum of 40 seconds per sequence), which is replenished after each ACTION sequence is cleared (or at certain segments of an ACTION sequence or if players are hit), reaches zero (unlike the first game where running out of time resulted in a game over). Players can continue from the point their current position, as opposed to the PlayStation version of Time Crisis, which required players to restart from the beginning of a sequence.
Weapons Property[]
While the handgun is used as the standard weapon, the amount of rounds per reload is increased from six to nine. In addition, certain sections of the game give players a machine gun with unlimited ammo.
Two-player Cooperation[]
Time Crisis II is the first Time Crisis game to introduce two-player cooperation by allowing two people to play simultaneously, allowing each player to cover the other (in single player, the computer controls the other character). The arcade version used connecting cabinets, allowing players to allow another player to join them, or to exclusively play alone. The PlayStation 2 version features split-screen or System Link functionality, which requires two televisions, console and copies of the game and an i-Link cable to use. 1,000 points is deducted per shot for shooting the other player, though neither player will lose lives as a result. The same system is utilized once again in Time Crisis 3 and Time Crisis 4 (increased to 5,000 points being deducted per shot for the latter game).
Scoring[]
No-miss Bonus[]
To encourage players to shoot accurately, Time Crisis II has a no-miss bonus which is independent of the combo hit and does not have a time limit.[2] It is as follows:
10th | 20th | 30th | 40th | 50th | 60th | 70th | 80th | 90th | 100th and after |
---|---|---|---|---|---|---|---|---|---|
500 | 1000 | 1500 | 2000 | 2500 | 3000 | 3500 | 4000 | 4500 | 5000 |
Infantry Scoring[]
Infantry include the rank-and-file Neodyne Industries soldiers. They can be broadly divided into two groups, "Standard" infantry, and "Unique" infantry.
"Standard" infantry[]
"Standard" infantry in this context refers to enemies who go down in one hit. The hit that makes them go down is the "kill" shot. After the "kill" shot, you can hit the enemy with two more additional chaser shots if hit quickly enough. The point value of the enemy is largely dependent on what part of the body the "kill" shot hit. The different areas include the head, torso, and limbs (arms and legs). The chaser shots can hit any part of the body and will give the same amount of points regardless.
"Standard" infantry scoring for the first shots is as follows:
Shot Type | "Kill" Shot | 1st Chaser Shot | 2nd Chaser Shot |
---|---|---|---|
Head | 800 | 180 | 260 |
Torso | 400 | 140 | 180 |
Limbs | 200 | 120 | 140 |
"Standard" infantry "kill" and chase combo hit scoring is as follows:
Shot type | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th and after |
---|---|---|---|---|---|---|---|---|---|
"Kill" | 800 | 880 | 960 | 1040 | 1120 | 1200 | 1280 | 1360 | 2000 |
Chase | 100 | 180 | 260 | 340 | 420 | 500 | 580 | 660 | 1000 |
Shot type | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th and after |
---|---|---|---|---|---|---|---|---|---|
"Kill" | 400 | 440 | 480 | 520 | 560 | 600 | 640 | 680 | 1000 |
Chase | 100 | 140 | 180 | 240 | 280 | 320 | 360 | 400 | 500 |
Shot type | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th and after |
---|---|---|---|---|---|---|---|---|---|
"Kill" | 200 | 220 | 240 | 260 | 280 | 300 | 320 | 340 | 500 |
Chase | 100 | 120 | 140 | 160 | 180 | 200 | 220 | 240 | 300 |
– Each shot and wounded foot soldier can be shot two more times with those additional shots called chase shots.[2]
– The 2nd and subsequent shots are combo hits. To qualify as a combo hit, successive shots (kill, chase or object destruction) must be placed within 50/60 seconds[3] of each other and is independent of time taken to kill a foot soldier or destroying any item.
Like the previous game, each head shot kills a foot soldier the fastest followed by torso shot and finally arms/legs shot. The time required to kill a foot soldier by shot placement is as follows:
Shot placement | Time required (in seconds) |
---|---|
Head | 40/60 |
Torso | 90/60 |
Arms/legs | 110/60 |
– If a chase shot is successfully executed, extra points are awarded and the time it takes for the enemy to fall is shortened. However, if the 1st shot is to the head, extra points are awarded, but the enemy fall is not shortened.[2]
"Unique" infantry[]
In this context, "Unique" infantry refers to soldiers that either require multiple hits to take down or whose scoring is not the same as those from "Standard" infantry.
"Unique" infantry scoring except for "Frogman" and helicopter gunship pilots is as follows:
Soldier Type | Multi-Hit | "Kill" Shot | 1st Chaser Shot | 2nd Chaser Shot |
---|---|---|---|---|
"Bonus Score" infantry[4] | N/A | 5000 | 5000*/500 | 5000*/500 |
"Missile Soldiers"** | 1 x 1000 | 2000***/1000**** | 1000 | 1000 |
*For some of them in the Arcade version.
**For those who appear in Stage 1 Area 1 after the military truck skided.
***In the Arcade version and registers as two hits.
****In the PlayStation 2 version.
"Frogman" scoring is as follows:
First Shot | Subsequent Shot |
---|---|
"Kill" shot | 50 |
Helicopter Gunship Pilot scoring is as follows:
Individual Shot* |
---|
1000/3000 |
*Registers as two hits in the PlayStation 2 version.
Boss Scoring (Arcade Version)[]
For shots on bosses, the scoring is as follows:
Jacob Kinisky[]
Individual Shot/Chase Shot | "Stun" Shot | "Kill" Shot |
---|---|---|
1000*/100** | N/A*/1000***/500****/"Kill" shot*****/1000****** | 10000 |
*In Stage 1 Area 1.
**In Stage 1 Area 2.
***The first shot which removes his hat.
****The first shot which does not remove his hat.
*****The first shot before he gets inside the armed cruiser.
******In Stage 1 Area 3.
Buff Bryant[]
Individual Shot/Chase Shot | "Stun" Shot | "Kill" Shot |
---|---|---|
50 | N/A | 10000 |
Wild Dog[]
Individual Shot/Chase Shot | "Stun" Shot | "Kill" Shot |
---|---|---|
50*/100**** | 1000**/2000***/100*****/5000******/1500*******/10000******** | 1000 |
*In Stage 3 Area 1 first and second ACTION sequences.
**In Stage 3 Area 1 first ACTION sequence, the first stun shot in Stage 3 Area 1 second ACTION sequence and in Stage 3 Area 2 except when he is between two canisters.
***The second stun shot in Stage 3 Area 1 second ACTION sequence.
****In Stage 3 Area 1 third ACTION sequence and during his flying kick attack.
*****First three stun shots in Stage 3 Area 1 third ACTION sequence.
******The fourth stun shot in Stage 3 Area 1 third ACTION sequence.
*******When he is between two canisters.
********During his punch attack.
Ernesto Diaz[]
Individual Shot/Chase Shot | "Stun" Shot | "Kill" Shot |
---|---|---|
100* | 1000 | 30000 |
*When he is holding Christy Ryan.
Boss Scoring (PlayStation 2 Version)[]
For shots on bosses, the scoring is as follows:
Jacob Kinisky[]
Individual Shot/Chase Shot | "Stun" Shot | "Kill" Shot |
---|---|---|
100* | 1000*/2000**/1000*** | 10000 |
*In Stage 1 Areas 1 and 3.
**The first shot which removes his hat.
***The first shot which does not remove his hat.
Buff Bryant[]
Individual Shot/Chase Shot | "Stun" Shot | "Kill" Shot |
---|---|---|
100 | N/A | 10000 |
Wild Dog[]
Individual Shot/Chase Shot | "Stun" Shot | "Kill" Shot |
---|---|---|
100* | 1000**/2000***/5000****/1500*****/10000****** | 20000 |
*In Stage 3 Area 1 first, second and third ACTION sequences; during his flying kick attack and during the final encounter.
**In Stage 3 Area 1 first ACTION sequence, the first stun shot in Stage 3 Area 1 second ACTION sequence, the first three stun shots in Stage 3 Area 1 third ACTION sequence and in Stage 3 Area 2 except when he is between two canisters.
***The second stun shot in Stage 3 Area 1 second ACTION sequence.
*******The fourth stun shot in Stage 3 Area 1 third ACTION sequence.
*****When he is between two canisters.
******During his punch attack.
Ernesto Diaz[]
Individual Shot/Chase Shot | "Stun" Shot | "Kill" Shot |
---|---|---|
100* | 1000 | 30000 |
*When he is holding Christy Ryan.
Enemy Equipment Scoring[]
This section includes scoring in relation to things like throwing objects, vehicles or weapons.
For shots on objects, the scoring is as follows:
Grenade[]
"Destruction" Shot |
---|
200 |
Oil Tanker[]
Individual Shot | "Destruction" Shot* |
---|---|
100 | 10000 |
*Registers as two hits.
Barrel[]
"Destruction" Shot |
---|
100 |
Armored Car (Arcade Version)[]
Individual Shot | "Destruction" Shot* ** |
---|---|
100***/50**** | 3000*****/23000****** |
*Registers as two hits for the first car.
*Registers as three hits for the second car.
***When the vehicle is moving.
****When the vehicle is immobilized.
*****For the first car.
******For the second car.
Armored Car (PlayStation 2 Version)[]
Individual Shot | "Destruction" Shot* |
---|---|
100**/50*** | 3000 |
*Registers as two hits.
**When the vehicle is moving.
***When the vehicle is immobilized.
Gatling Cannon[]
Individual Shot |
---|
50 |
Crane Support[]
Individual Shot | "Destruction" Shot* |
---|---|
50 | 5000 |
*Registers as two hits.
Oil Barrel[]
Individual Shot | "Destruction" Shot* |
---|---|
50 | 5000 |
*Registers as two hits.
Train Cannon[]
Individual Shot | "Destruction" Shot* |
---|---|
50 | 10000 |
*Registers as two hits.
Helicopter Gunship[]
Individual Shot |
---|
100 |
Prototype Satellite[]
Weapon/Object | Individual Shot | "Destruction" Shot |
---|---|---|
Prototype Satellite | 50/100* | N/A |
Missile launcher | 50 | 1000 |
Laser cannon | 50 | 1000 |
*For any shot on the solar panels.
Time Bonus[]
With the change to a point system, Time Crisis II gives time bonus at 20 points for every 1/60 second saved[3] which is calculated by taking the difference between time spent and maximum time per area. Spending more than maximum amount of time in any area does not give any time bonus but does not give players any penalty.
Area | Solo Play (in seconds) | Link Play (in seconds) |
---|---|---|
Stage 1 Area 1 | 100 | 110 |
Stage 1 Area 2 | 140 | 135 |
Stage 1 Area 3 | 100 | 110 |
Stage 2 Area 1 | 115 | 125 |
Stage 2 Area 2 | 135 | 140 |
Stage 2 Area 3 | 75 | 95 |
Stage 3 Area 1 | 120 | 125 |
Stage 3 Area 2 | 70 | 70 |
Stage 3 Area 3 | 130 | 130 |
Enemy Notes[]
"Normal" Class Soldiers[]
Area | Count (left/right/link) |
---|---|
Stage 1 | |
Stage 1 Area 1 | |
Stage 1 Area 2 | |
Stage 1 Area 3 | |
Stage 2 | |
Stage 2 Area 1 | |
Stage 2 Area 2 | |
Stage 2 Area 3 | |
Stage 3 | |
Stage 3 Area 1 | |
Stage 3 Area 2 | |
Stage 3 Area 3 | |
Total |
"Leader" Class Soldiers[]
Area | Count (left/right/link) |
---|---|
Stage 1 | |
Stage 1 Area 1 | |
Stage 1 Area 2 | |
Stage 1 Area 3 | |
Stage 2 | |
Stage 2 Area 1 | |
Stage 2 Area 2 | |
Stage 2 Area 3 | |
Stage 3 | |
Stage 3 Area 1 | |
Stage 3 Area 2 | |
Stage 3 Area 3 | |
Total |
"Sharpshooter" Class Soldiers[]
Area | Count (left/right/link) |
---|---|
Stage 1 | |
Stage 1 Area 1 | |
Stage 1 Area 2 | |
Stage 1 Area 3 | |
Stage 2 | |
Stage 2 Area 1 | |
Stage 2 Area 2 | |
Stage 2 Area 3 | |
Stage 3 | |
Stage 3 Area 1 | |
Stage 3 Area 2 | |
Stage 3 Area 3 | |
Total |
Orange Suited Soldiers[]
Area | Count |
---|---|
Stage 1 | 4 |
Stage 1 Area 1 | 4 |
Stage 2 | |
Stage 2 Area 1 | |
Stage 2 Area 2 | |
Stage 2 Area 3 | |
Stage 3 | |
Stage 3 Area 1 | |
Stage 3 Area 2 | |
Stage 3 Area 3 | |
Total |
-They appear in pairs in each ACTION sequence.
Yellow Suited Soldiers[]
Area | Count |
---|---|
Stage 1 | 3/12** |
Stage 1 Area 1 | 1 |
Stage 1 Area 2 | 9* |
Stage 1 Area 3 | 2 |
Stage 2 | 9/17**** |
Stage 2 Area 1 | 1 |
Stage 2 Area 2 | 7***/15*** |
Stage 2 Area 3 | 1 |
Stage 3 | 3/6***** |
Stage 3 Area 1 | 3/6***** |
Total | 15/35****** |
*They only appear if the first shot removes Jakov Kinisky's hat in all four encounters during single player mode.[5]
**If those in Stage 1 Area 2 are added.
***Two of them who appear when the right side train first appears determine the route characters take in solo play mode. Killing both of them causes the player to go to the right side train and have an additional eight of these soldiers.[5] Killing only one or none of them causes the player to remain on the left side train.
****If the additional eight yellow soldiers in Stage 2 Area 2 are added.
*****There is an additional three of these soldiers if a minimum of 25 hits are delivered on Wild Dog during the last two action sequences.[5]
******If all the additional yellow soldiers are added.
"Machine Gunners"[]
Area | Count (left/right/link) |
---|---|
Stage 1 | |
Stage 1 Area 1 | |
Stage 1 Area 2 | |
Stage 1 Area 3 | |
Stage 2 | |
Stage 2 Area 1 | |
Stage 2 Area 2 | |
Stage 2 Area 3 | |
Stage 3 | |
Stage 3 Area 1 | |
Stage 3 Area 2 | |
Stage 3 Area 3 | |
Total |
"Missile Soldiers"[]
Area | Count (left/right/link) |
---|---|
Stage 1 | |
Stage 1 Area 1 | |
Stage 1 Area 2 | |
Stage 1 Area 3 | |
Stage 2 | |
Stage 2 Area 1 | |
Stage 2 Area 2 | |
Stage 2 Area 3 | |
Stage 3 | |
Stage 3 Area 1 | |
Stage 3 Area 2 | |
Stage 3 Area 3 | |
Total |
"Grenadiers"[]
Area | Count |
---|---|
Stage 1 | 4 |
Stage 1 Area 1 | 2 |
Stage 1 Area 2 | 2 |
Stage 2 | 1 |
Stage 2 Area 1 | 1 |
Stage 3 | 1 |
Stage 3 Area 1 | 1 |
Total | 6 |
"Knife Men"[]
Area | Count (left/right/link) |
---|---|
Stage 1 | |
Stage 1 Area 1 | |
Stage 1 Area 2 | |
Stage 1 Area 3 | |
Stage 2 | |
Stage 2 Area 1 | |
Stage 2 Area 2 | |
Stage 2 Area 3 | |
Stage 3 | |
Stage 3 Area 1 | |
Stage 3 Area 2 | |
Stage 3 Area 3 | |
Total |
"Frogmen"[]
Area | Count |
---|---|
Stage 1 Area 3 | 6* |
Total | 6 |
*The first two use the water jets to propel themselves before jumping up and dashing mid-air in an attempt to slash. Of these two, only one can be engaged on each player side.
Armored Cars[]
Area | Count |
---|---|
Stage 1 Area 2 | 1* |
Stage 2 Area 1 | 1 |
Total | 2 |
*Only dealt by the player during single player mode if any of the first shots does not remove Jakov Kinisky's hat in all four encounters.
Helicopter Gunships[]
Area | Count |
---|---|
Stage 2 Area 3 | 4* |
Stage 3 Area 2 | 3 |
Total | 7 |
*The first two appear in a cutscene protecting a transport helicopter, the third one cannot be shot down and has a yellow suited soldier, and the fourth one is used by Buff Bryant and is destroyed by him via his defeat. None of them fires any rockets.
Misc.[]
References[]
- ↑ Time Crisis II PlayStation 2 official site, extra mode
- ↑ 2.0 2.1 2.2 Time Crisis II PlayStation 2 version, game rules
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 Time Crisis II official site, basic technique
- ↑ Time Crisis II official site, secret intelligence
- ↑ 5.0 5.1 5.2 Time Crisis II official site, secret intelligence