

Any kills after the eighth shot is worth 2,000 points. Consecutive kills on other foot soldiers for second to eighth shots are worth 880, 960, 1040, 1120, 1200, 12 points. Any shots after the eighth chase shot is worth 1,000 points. – Any foot soldier when shot in the head is worth 800 points for first shot and progression for subsequent chase shots on similar areas are as follows: 100, 180, 260, 340, 420, 500, 580 and 660.

Since the game ranks the player based on score instead of time, the scoring is as follows: 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). 1,000 points is deducted per shot for shooting the other player, though neither player will lose lives as a result. 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. The arcade version used connecting cabinets, allowing players to allow another player to join them, or to exclusively play alone. This was 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). 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. Players also lose a life if the timer (at a maximum of 40 seconds per sequence), which is replenished after each sequence is cleared (or if players are hit), reaches zero (unlike the first game where running out of time resulted in a game over). If players are hit by a critical bullet or an obstacle, they lose a life, and the game stops when the player loses all their lives. Certain sections of the game give players a machine gun with unlimited ammo. 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. 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.

When players press down on the pedal, they come out of hiding, allowing them to shoot the enemies. The game utilizes the foot pedal system, just like its predecessor, where players can shoot or hide from enemy fire.

Time Crisis II was released utilizing Namco's System 23 arcade board in 1998, and was ported to PlayStation 2 (with enhanced graphics and polygon textures) in 2001.
