VIRTUA COP
Rules
Powerups
Bad Guys
My Tips
About This Guide
Cheats/Unlockables
RULES:

Most bad guys have a visual indicator (which I call a "lock") that indicates when they will attack. The indicator will change color based on how much time until they fire, going from green, to yellow, to red. There are also 2 lines on the opposite sides of the indicator which travel towards each other. When they meet at the top, the enemy will fire. When a threat is neutralized, the indicator turns blue before disappearing.

To reload, shoot off the screen. Remember, some weapons can't be reloaded...

If you are shot, you lose a life, your bonus multiplier, and your special weapon if you have one.

Don't shoot the good guys. Shooting a good guy will count against your score, and you lose your bonus multiplier and a life.

Projectiles can be shot to destroy them and eliminate their threat. Projectiles are the things that you can see coming at you: grenades, axes, flames, and missiles. Bullets can't be stopped. Better learn to shoot faster.

Powerups are revealed by either shooting a certain bad guy or object. Shoot a powerup to pick it up.

There are red barrels scattered throughout the levels. Shoot them to take out nearby enemies. They might take a couple shots to blow.

There is a bonus bar. Every badguy you shoot fills this bar up a little. You can shoot most bad guys twice more after neutralizing them, which gives you more points and fills up the bar as well. You can't do this to people that you Justice Shot, bosses, or people that have special death animation's (like falling off a roof, getting blown by an explosion, or crashing into boxes.) When the bar is filled, your bonus multiplier goes up a level. For example: when your bar fills up once, you get a multiplier of 2, and you get twice as many points as normal. Fill it again, and everything is thrice as many points. If you lose a life, this drops back to one.

Nice Bullseye: Called a Justice Shot in the Japanese version, and subsequent sequels. Awarded by hitting either the weapon or the gun hand of an enemy. Obviously, this can't be performed on bosses.





POWERUPS:

Guardian: Not actually a powerup, but what the hell. Your standard weapon. Nothing special about it. Full clip holds 6 bullets. You never lose this weapon.

Automatic: Basically the guardian with an extended clip. Speaking of which, a full clip holds 15 bullets. The manual says it has limited number of reloads, but it's just a typo. I've beaten entire levels with it. Otherwise the same as the Guardian.

Machine Gun: Allows for continuous firing as long as you hold down the trigger. Full clip holds 30 bullets. Can't be reloaded. Sorry SEGA, but it's actually a submachine gun.

Assault Rifle: Fires a burst of 3 bullets each time you pull the trigger, usually. Sometimes it doesn't. Good for getting 3-point shots or double downs. Just watch for innocents. Full clip holds 24 bullets, which equals 8 'shots', give or take. Can't be reloaded.

Shotgun: Has the largest blast radius of all the weapons. Not really that impressive, but better than that six shooter. Full clip holds 6 shells.

Magnum: Fires powerful bullets capable of going through anything. These shots can go through a car and hit the guy hiding behind it. This thing shoots through schools. It'll go through the dumpster, the guy behind the dumpster, the guy behind him, and the wall behind him. Good for double downs. Just watch out for civilians who may be behind a shooter. Full clip holds 6 bullets.

Life: Gives you an additional life, unless you are at the max.





BAD GUYS:

Generic: The standard, garden variety bad guy. Unless otherwise stated, assume this is the kind of bad guy you face. They carry a wide range of weapons: pistols, machine guns, shotguns, and rifles. They all behave the same way. With some exceptions, these guys must be killed to proceed. Some drop powerups.

Axe Wielder: These guys appear at close range, slash you, and then vanish (if not shot.) These guys do NOT have a lock-on. These guys are all threats. Shoot on sight. Some drop powerups.

Grenadier: These guys appear, often in the distance behind some cover. They also don't have a lock-on to identify them. They attack by throwing grenades at you, hence the name. They throw 3 grenades, then vanish.

Axe Thrower: See grenadier, except replace "grenades" with "axes".

Extra: These are the guys that don't attack you. They pose no threat to you, and they only appear for a short time. Shoot them for points and sometimes powerups. They don't have a lock-on.





MY TIPS:

Notice the difference between red barrels and green barrels. The red barrels are the explosive one (although some can't be blown up because they will automatically blow up later.) The green barrels DON'T explode (they just flash and jump a bit if shot.)

The Automatic is probably the best weapon overall in my opinion. I don't recommend picking a Machine Gun or Assault Rifle over an Automatic, Magnum, or Shotgun. However, the choice is yours.





ABOUT THIS GUIDE:

This guide is a pretty rough overview of the game. It is not meant to tell you where EVERY single bad guy is. It is mainly meant to point out the extras, innocents, powerups, and guys likely to surprise you. It also contains area hints, destruction notes, and boss tips. When I say bad guy, shooter, enemy, and anything nonspecific, I mean a generic bad guy. Innocents are also referred to as civilians, hostages, and basically anyone I don't refer to as hostile or extra. Lock-on means those indicators that appear around threats, and those mean that you are about to be attacked. If I say you will face 1/2 axe men, that indicates a discrepancy with players. If you are alone, there will be one axe man; in 2P, there will be 2 axe men. I also indicate additional extras who only appear in 2P.




CHEATS/UNLOCKABLES:

All these cheats are for the Saturn version.

Unlockables:

Extra Options: Beat the game on Normal difficulty to unlock additional difficulty levels, free play (unlimited continues), and mirror mode (everything is reversed.)

Cheats:

Extra options through cheats: Wait until the SEGA and AM2 logo part comes up on either demo. Hold C and press up, down, left, right, down, up, left, up, up, left, right. I hear that tagging on down and up at the end of the code unlocks something else, but I never got it working. Now you've unlocked the above without the effort. Feel good?

View Ending: You need a controller for this one. Play Beginner level until the stage 1-3. After the last bad guy before the boss, press and hold B, X, and Z. CONTINUE holding down these buttons as you beat Kong. After he's dead, you should jump straight to the ending.

More Name Entry Time: At the name entry screen, shoot the backspace button repeatedly and the timer will eventually go up to 99. I don't know of anyone who would actually need this, but its here.

Laser Sight: Start a game with the controller, pause, unplug it, and insert the gun. You will still have the cursor, so you can see where you're aiming on screen. Useful for making sure that your other firearm's aim doesn't stray too far while doing a John Woo impression.
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