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TimeSplitters 2

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TimeSplitters 2

TimeSplitters 2 is a first person shooter developed by Free Radical Design and released for the GameCube, PlayStation 2, and Xbox in October 2002. It is a sequel to the PS2-only TimeSplitters and was followed two years later by the multi-platform TimeSplitters: Future Perfect.

Story mode

See TS2 Story Mode for a list of stages and advice on how to time story mode speedrun.


Arcade Amateur League

Arcade Honorary League

Arcade Elite League

Old School

System Differences

Playstation 2 Version

  1. Starting Spawn Points
    Initial spawn places for bots are completely random for all stages. When you spawn at any of the preset spawn points, bots can start at any other spawn point. This differes from the GC and XBox versions. One advantage of this is that it is sometimes possible to get better starting scenarios on some stages, as far as bot placement goes, than the GC and XBox versions.
  2. Anaconda
    The playing board for anaconda is smaller on the PS2 version than the GC or XBox version. This is a major disadvantage and results in lower Anaconda scores for PS2 players.
  3. Rounding
    Occasionally on stages that are based on getting the fastest time(as opposed to most kills or highest score) the time that appears on the timer in the upper-left hand corner of the screen as the stage ends will be rounded up by a tenth of a second when the results screen comes up. This only happenes on the PS2 version of the game. The reason for this in unknown. For the most part, this can be slightly dissappointing, but in the case of Playing With Fire it's always nice when the 8.1 you think you achieved rounds up to 8.2. Silent Thunder's 8.6 video for Playing With Fire illustrates this phenomenon.

Gamecube / Xbox Versions

For speedrun/high score purposes, the Gamecube and Xbox versions are essentially the same.

  1. Starting Spawn Points
    For both versions, most stages have set starting scenarios. For a given spawn point, the bots will always start in the same positions. The direction they move after the stage starts may vary, but their starting positions do not change.
    There are a few stages that are exceptions to this and have completely random bot spawns. These stages are:
    Having set spawns allows GC and Xbox players the advantage of forming a consistent strategy for the beginning of several stages allowing for fast initial kills more often than the PS2 version. One example is in the stage If I'm Ugly - You Smell!. The best start in that stage in any version is the basement spawn. On GC/Xbox the enemy bot will always come down quickly, allowing for a first kill in 6 to 7 seconds every time. On PS2 the enemy bot could start at any of the three remaining spawn points, thus PS2 players would get the GC/Xbox start only 1/3 of the time.
  2. Anaconda
    The board is larger on GC and Xbox versions, allowing for higher scores than the PS2 version.

PAL / NTSC Differences

Zone Stages

In general, NTSC players have the advantage over PAL players on the two zone stages Station Stand and Can't Please Everyone.... In zone stages, scores are tallied every 5 seconds and the level ends once the score reaches the set amount needed. On PAL versions the resulting time is usually 0.1 second slower than on the NTSC version. The exact reason for this is unknown, although is likely due to the 50 hz vs 60 hz problem. This is a major disadvantage to PAL players, especially on Can't Please Everyone.... The fastest PAL players have ever achieved on this stage is 1:45.4. NTSC players are able to get 1:45.3.


Achieving a time with an odd digit in the hundredths place is impossible on the PAL version.

Maximum Distance of grenades, bricks, mines

It is generally believed that PAL players are not able to shoot/throw grenades, bricks, and mines quite as far as NTSC players. Evidence for this is the fact that no PAL player has been able to complete certain strategies for Pane in the Neck that involve a very long grenade shot. In addition, PAL players are not able to hit a second floor window in Bricking It using just the primary fire, while NTSC players are able to. Finally, PAL players are not able to exit the stage Silent but Deadly before the mine blows up because they are not able to throw the mine far enough(although this has yet to be proven concretely).

UPDATE on Silent but Deadly: It has now been proven that you need the mine to land on the radar dish to end the level without waiting. Since PAL players can't throw as far, the mine usually lands in front of the dish instead, but with this new knowledge PAL players are able to exit without waiting, like NTSC, although you need to stand a bit closer to the dish when you throw, otherwise it won't land on it. This waste a small amount of time compared to NTSC, since you can't take the optimal straight route. In conclusion; NTSC is still faster, but only by around 0.2 instead of 0.5 or 0.6.

Story Mode

Atom Smasher: All doors (at least those you open by pressing a button) are slower on the PAL version. The large door in the room with two scientist in a container takes approximately 3 seconds more to open on the PAL version.

Video Pages

External Links