The arcade version used connecting cabinets, allowing a player to allow another player to join, or to exclusively play alone. This was the first Time Crisis game to introduce two-player cooperative play by allowing two people to play simultaneously, allowing each player to cover the other (in single player, the computer controls the other character). ![]() 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 section. Players also lose a life if the time limit (which is replenished after each area is cleared) drops to zero (unlike the first game where running out of time resulted in a game over). The player loses a life if hit by a critical bullet or an obstacle and the game ends when the player loses all lives. Certain sections of the game give players a machine gun with unlimited ammo. Releasing the pedal puts the player behind cover to avoid critical bullets and reload the weapon, though the player cannot shoot whilst hiding. When pressing down on the pedal, the player comes out of hiding, being able to shoot the enemies. 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 first predecessor, Time Crisis. ![]() ![]() The game utilizes the foot pedal system, just like Time Crisis, where players can shoot or hide from enemy fire. Time Crisis II was released utilizing Namco's System 23 arcade board in 1997, and was ported to PlayStation 2 (with enhanced graphics and polygon textures) in 2001.
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