Tag Archives: DirectX 2

Virtua Cop

An on-the-rails arcade shooting game, here you only have to worry about aiming and shooting and all the movement is done automatically. There is still a challenge though and fast reflexes are essential to get a good score in Virtua Cop. If you’ve played Time Crisis you will be familiar with the concept, but Sega have implemented different mechanics.

Don’t Shoot! Proceeds to run in front of player

By default you start off with the revolver, which is a standard pistol. Over the course of the game other weapons can be picked up like the shotgun or an automatic, which holds more ammunition and can fire more rounds without being reloaded, but can only be used through one ammo clip.
You will lose the additional weapon if you get shot by an enemy or if you hit a civilian, when this happens you will revert back to the standard revolver.

The whole objective of the game is to shoot the bad guys, whilst avoiding the civilians. Shooting a civilian will cause you to lose a life whilst shooting and disarming an enemy gives you a justice shot bonus. You can use the environment to help you, by shooting the red barrels you can create explosions that can take out several enemies.
Occasionally enemies will pop up on the screen and will throw an axe, you will need to shot them before their axe makes contact otherwise you will lose a life. These can take you by surprise, but remain consistent through multiple playthroughs, so over time you can memorise the enemy sequences.
Some enemies will also throw a grenade, you must shoot the grenade before it lands.

Levels:

There are three stages in total, at the end of each stage is a boss fight where you will need to shoot both the boss enemy and their projectiles.

Stage 1: Arms Black Market, Starts off on a shipping yard, where this is suspected criminal activity going on with the illegal import of weapons. The end boss is Kong, who uses a rocket launcher.

Stage 2: Underground Weapon Storage, Takes place on a construction site. Here the enemies start to become more frequent, with many popping up on screen, and environmental hazards involving vehicles now talking place. End boss here is called King (No, not the one from Tekken), and uses a flame flower that shoots balls of fire.

Stage 3: Gang Headquarters, We’re here in the EVL corporation headquarters. You fight shoot your way through the Skyscraper, through the various offices (equipped with Apple Macintosh Quadra 900s, guess we know what computers Sega was using back then). Here the enemies are a lot more quicker to react compared to the previous stages. At the end there are two gang bosses, Boss and Fang. Boss desk transforms into a mecha-suit that fires missiles, whilst Fang is an attack helicopter.

Versions

Arcade

Virtua Cop debuted on the original Model 2 arcade board and was a light gun based game. The player uses the gun to aim at targets to fire and shoot enemies. Reloading is done through aiming the gun away from the screen and shooting.
In total there are 3 stages, and can be played in any order. By default you have 5 lives, which can be amended in the games test mode. After all your lives have been lost, you need to insert credit in order to continue, but the game does allow you to pick up where you left off instead of starting from the first level again.

Sega Saturn

Sega ported the game to the Saturn in 1995 and was one of the fist games to be developed using the Saturn Graphics Library, which was intended to make it easier to develop games for the Saturn. Like other Model 2 to Saturn ports, the graphics quality has been reduced in order to adapt to the Saturn’s graphics hardware.
The Saturn does make use of pre rendered FMV for some of the opening sequences, however the arcade opening sequences is rendered in engine, although modified to account for the Saturn’s design.
The Saturn compensates for this with the addition of a couple of features like the training mode which helps you get used to the shooting mechanics by shooting a set amount of targets under a time limit. There is also a two player mode that can be access through the training menu.

The Saturn version also makes use of the Virtua Gun which is a light gun that functions only on CRT TV’s or the Saturn mouse.

Windows

Sega also ported the game to Windows in 1996 and makes use of DirectX X
Like the Saturn version it also features a couple of features. However it still lacks the visuals of the arcade, even though some high end systems of the time were capable of Model 2 like graphics. It’s likely Sega assumed most players would be using software rending as opposed to a dedicated 3D card, and designed the game as such rather than targeting high end hardware.

Settings screen in glorious Comic Sans, and when 640×480 was considered high res

The PC port does suffer from a few issue’s in regards to how it is controlled. Navigating the menus is a pain, as you have to use the keyboard arrow keys and the enter key to select, the mouse cannot be used at all. Seems like the game was designed to be used mostly with the gamepad. The mouse can be used to aim and shoot, with reloading being done by double clicking the right mouse button quickly.

In terms of support the game was meant to be used for Windows 95, but will also work with Windows 98. No support for NT (Not tested yet). The game makes use of DirectX 2 for its 3D API. There is also support for the Nvidia NV1 accelerator, which Sega’s early 3D PC titles had support for, this also makes use of a special executable that runs on that graphics card only. No modern API wrapper for that card exists, and many emulators (PCem/86Box/QEMU) have no support for this unique card.

As with all CD-ROM based games from this era, this makes use of CD Audio for the games background music. In order for this to play back you must have the game in a BIN/CUE format since this preserves the audio subchannel data. PCem and 86Box do support this form of audio when mounting those images directly into the emulator, providing the correct image format is used. On an actual system an IDE hard drive with the CD Audio header must be connected to the CD Audio port on the soundcard, otherwise the music will not play, modern SATA drives and onboard soundcards will likely lack this interface.

Windows NT Hydra (Beta 2: Build 1314)

Windows NT 4 was the next major release of the NT line of operating systems, and was to bring the new Windows 95 inface to the NT platform. Underneath the hood however it is very similar to NT 3.51

Install

The only License agreement I agree to. The first stage of the install is done through a basic blue installer, where the disk volume and storage drivers are selected for install. Once that’s complete the second stage install pick up in a full Windows Nt environment. here the install can be customized.

Drivers

SoundBlaster Install

Unlike Windows 95, NT4 did not feature a device manager or the Add New Hardware Wizard, making hardware instillation more difficult since Plug and Play was not supported in the NT family until the release of Windows 2000. Adding the sound card can be done through the Multimedia applet and adding a new multimedia device, just make sure you have NT driver files available (95/98 drivers will not work)

3DFX Voodoo Install

Installing 3Dfx Glide drivers, as NT4 shipped with DirectX 2 only with limited upgrade capabilities so having Glide support should allow a wider range of games to be played. Instillation was done using the setup wizard which came with the WinZip self extractor.

Iomega Zip

NT4 did not support Zip drives natively, so additional software is required in order to use Zip disc images. However the only version I could find required the instillation of Service Pack 3 in order for it to run. Accessing the Zip disk is done using that software instead of using Windows NT Explorer.

https://archive.org/details/neczipjazz

Desktop

After the is complete the system will reboot and the default desktop will be displayed

One of the preloaded desktop backgrounds, on this build ‘Click here to begin’ appears on the taskbar after a fresh install or when a new user has been created.

The Windows 95 Explorer interface is present in this build on NT

Control Panel

Find

Used to search and find files and folders, this is not an indexed search to the application has to manually search through the individual files

Accessories

Command prompt (Also known as Console) allows commands to be entered that is not converted in the GUI interface and also allows MS-DOS 16bit applications to run. Not sure why the clock application was included here since the clock appears in the taskbar.

Paint

Windows 95 paint with a default background image

Object Packager

Not sure on what this is?

Imaging for Windows

Bitmapped image editor, designed to open an image from a scanner or a digital camera.

Hyper Terminal

HyperTerminal comes bundled with this build and allows for access to protocols like Telnet

CD Player

A regular CD Player, tracks can be played and renamed

Diagnostics

Views detailed system information and the hardware/drivers currently installed

Logon

Windows NT requires you to press Ctrl + Alt & Del in order to logon to ensure the logon screen is genuine, which will bring up the login screen. On some systems this may be replaced by the Novell Client logon screen for Netware networks.

Shutdown

Shutting down Windows NT, from here you can log off, restart or shut down. If ACPI drivers are installed the system will power off, otherwise a power off prompt will appear instead

PCem Specifications

  • Motherboard: Packard Bell PB570
  • Processor: Pentium Overdrive MMX
  • Graphics: Built In Video – Cirrus Logic
  • Sound: SoundBlaster AWE32
  • Mouse: PS/2 Intellimouse
  • Network: Novell NE2000
  • 3D Accelerator: 3DFX Voodoo Graphics