Robocop 2 for the Atari ST combines platforming action, a puzzle mode, and first-person gallery shooting, featuring unique levels and gameplay mechanics. The main attraction are the platform levels where the player controls RoboCop on his way to specific goals: destroying the Nuke drug plant or arresting a major villain.
The player's progress is hindered by hordes of respawning goons coming at him from all sides, attacking with guns and grenade launchers. His standard gun can fire only one projectile at a time, but hidden in crates or dropped by enemies are gun power-ups that include three-way and five-way shots, but all with limited ammunition.
Care must be taken because firing rapidly can overheat the gun, requiring a cooling-down period in which no shots can be fired. Besides better guns, there is also an invincibility power-up as well as clocks that extend the time limit and glasses of baby food that restore Robo's health.
After every platform level, a puzzle stage and a shooting gallery follow. In the puzzle stage, RoboCop tries to regain some of his human memories by hitting all red chips on a circuit board. Completing four boards in succession leads to extra lives being awarded.
In the shooting gallery, targets appear in windows and on the street, and a crosshair must be moved to hit them. But not every target is a criminal, and care must be taken so that no civilians are hit. Good performance at the gallery improves Robo's accuracy for the following level.
The last level of the game returns to the platform game mechanics, but the only goal is to defeat Cain in his "RoboCop 2" form, taking place over several screens with Cain sometimes recuperating while sending smaller enemies like flying drones and ED-209 at RoboCop.