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Showing posts with label Virtual On. Show all posts
Showing posts with label Virtual On. Show all posts

PREVIEW -- Cyber Troopers Virtual On: Masterpiece 1995-2001 - Features Trailer (Japanese)


Cyber Troopers Virtual-On Masterpiece: 1995-2001 brings its three Virtual-On titles in one bundle for PS4 tomorrow (November 27, 2019) in Japan. Sega released a new trailer that highlights the three titles. 

The games in the collection are Virtual On: Cyber Troopers, Cyber Troopers: Virtual-On Oratorio Tangram, and Cyber Troopers Virtual-On Force. In addition to online battles, players can hold tournaments and team battles in online rooms. 

Furthermore, all three games work with Tanita’s Twin Stick joysticks to give it more of an authentic Virtual-On feel. 

Cyber Troopers Virtual-On Masterpiece: 1995-2001 releases for PlayStation 4 in Japan on November 27, 2019.



Even though this trailer is in Japanese, you can understand the jest of what is being offered in the bundle. Virtual-On: Cyber Troopers (commonly referred to as Operation Moongate or VOOM), its sequels, Cyber Troopers Virtual-On Oratorio Tangram (VOOT) and Cyber Troopers Virtual-On Force are all included in this bundle.

I revisited Virtual-On Oratorio Tangram on XBLA a few months ago and noticed that the online matchmaking was pretty much dead. The game is backwards compatible for Xbox One now, so that might have changed but here's a great reason to get excited since all three of these titles will have online battles and lobbies, something that people wanted back when VOOT was re-released on XBLA and PSN. I hope split-screen Versus is available too as that would sweeten the deal on this bundle even more.

If you want the true Twin Stick joystick feel of the arcades, Tanita's Twin Stick joysticks are set to ship sometime in 2020, hopefully by whenever the international release of this bundle will be available. I was only able to find this article detailing the finer details of this peripheral.


If you want to know what I think about each game in the franchise, look no further than my series respective linked below:

VIRTUAL-ON Series Retrospective (Part I): Cyber Troopers Virtual-On -- Arcade vs. Home Releases
VIRTUAL-ON Series Retrospective (Part II): Cyber Troopers Virtual-On: Oratorio Tangram
VIRTUAL-ON Series Retrospective (Part III): Cyber Troopers Virtual-On: Marz (With a Brief Overview on Virtual-On Force)
VIRTUAL-ON Series Retrospective (Part IV): Merchandise, Cameos, and Legacy


VIRTUAL-ON Series Retrospective (Part III): Cyber Troopers Virtual-On: Marz (With a Brief Overview on Virtual-On Force)



Before we talk about Virtual On Marz, we need to talk briefly about the game that this was based off of, Virtual-On Force. I originally decided to opt out of not bringing up this game as I personally never played it in Japanese arcades. I consulted my best friend, who spent some extensive time in Japan as part of the military for the past few years, if he could offer his opinions on the title, but he was swamped and didn't have the time to spare since I cooked up this theme for the week at the last second. No biggie, I thought I could cover Marz without mentioning that game but truth be told, Marz has ties to Force that I wasn't aware of until I started compiling information and researching background information on this game.

That being said, I'm going touch upon that title as the lead-in for this write-up.



This was actually the third title in the series instead of the fourth to ease some confusion there, unless we're regarding Operation Moonbase as it's own separate release aside from the original Cyber Troopers Virtual-On, despite being literally the same game in a sense.



Released originally in arcades and almost a decade later on Xbox 360, both exclusively in Japan and East Asia, Virtual On Force uses a slightly different graphics engine and gameplay speed. The VR’s models are more detailed and composed of less polygons, and the arenas more varied and offer tons of strategic positions. The game’s catch is the inclusion of four player battles (hence the “4” in the logo) and pits teams of 2-on-2 in deathmatch type engagements. One player is assigned as the "leader" for each team while there was a mechanic in play where their partner could give their health to keep their team leader alive as the  There’s also a system that lets gamers save their VR data on cards and carry them around.






Virtuaroids

Cyber Troopers Virtual-On: Oratorio Tangram introduced the concept of a Virtuaroid "series", in which multiple variants of a Virtuaroid are playable (in that game this applies to the APHARMD B and APHARMD S, differing only by the components that are equipped). In Virtual-On: Force, this is applicable to all Virtuaroids, significantly boosting the character roster.

On top of this, each of the main Virtuaroids have ten different selectable palettes (as opposed to the two seen in previous games).

TEMJIN 707 Series

TEMJIN 707J (MBV-707-J)

TEMJIN 707J+ (MBV-707-J+)

TEMJIN 707J/c (MBV-707-J/c)

10/80 adv (MBV-04-10/80adv)
Is also listed under the TEMJIN 747 series

APHARMD J Series

APHARMD J typeC (RVR-24-C)

APHARMD J typeA (RVR-20-A)

APHARMD J typeG (RVR-28-G)

APHARMD J typeX (RVR-81-X)

APHARMD J typeM (RVR-27-M)


Fei-Yen Series

Fei-Yen with VividHeart (TF-14 A)

Fei-Yen with BlueHeart (TF-14 B)

Fei-Yen with PanicHeart (TF-14 C)

Fei-Yen with Cinderella Heart (TF-14 M)


VOX Series

Dan (VOX D-101)

Age (VOX A-300)

Joe (VOX J-500)

Jane (VOX J-504)

Danny (VOX D-102)

Bob (VOX B-240)

U-ta (VOX U-303)

Mariko (VOX M-400)

Tetsuo (VOX T-400)


MYZR Series

MYZR Δ (YZR-8000 Δ)

MYZR Η (YZR-8000 Η)

MYZR Γ (YZR-8000 Γ)


RAIDEN Series

RAIDEN 512E2 (HBV-512-E2)

RAIDEN 512E1 (HBV-512-E1)

RAIDEN 512A (HBV-512-A)

RAIDEN 512D (HBV-512-D)

RAIDEN 512N2 (HBV-512-N2)

RAIDEN 512N1 (HBV-512-N1)


BAL Series

BAL d MEORA (XBV-821 m-N)

BAL b CISTA (XBV-821 m-A)

BAL v TIGLA (XBV-821 m-F)

BAL m RINO (XBV-821 f-S)

BAL m LANDA (XBV-821 f-C)

BAL s RIMSO (XBV-821 f-E)


SPECINEFF Series

SPECINEFF 13 "The Sin" (YZR-XIII sin)

SPECINEFF 13 "The War" (YZR-XIII war)

SPECINEFF 13 "The End" (YZR-XIII end)


ANGELAN Series

Angelan MH (TA-17 L)

Angelan WH (TA-17 S)

Angelan SH (TA-17 H)


TEMJIN 747 Series

TEMJIN 747A (MBV-747-A)

TEMJIN 747F (MBV-747-F)

TEMJIN 747H (MBV-747-H)

TEMJIN 747T (MBV-747-T)


APHARMD T Series

APHARMD T typeF (RVR-36-F)

APHARMD T typeD (RVR-62-D)

APHARMD T typeB (RVR-77-B)

APHARMD T typeX (RVR-77-X)


KAGEKIYO Series

Something in Japanese 1

Something in Japanese 2

Something in Japanese 3

Something in Japanese 4

Something in Japanese 5


Others

Guarayakha (TG-11-M)






Force differs from previous versions of the series in that it features 4-players, 2-on-2 team matches. The battle system is heavily simplified from the game's predecessor, Oratorio Tangram, in order to balance the increased number of players. The left-turbo function is removed, and the speed is significantly slower. The game website states this as a side-effect of the V-converters being less efficient than the Mars crystals. The machine uses a magnetic card system to record player data, with the cards being called a "VO4 Pilot's License". Players start by choosing a base Virtuaroid, which will open up other variants in its family tree as the player plays more of the game. Because of this design, a large number of Virtuaroid variants exist, and the game has the largest VR roster of any game in the series name so far.

The VO4 Pilot's License can be used with the VO4 Terminal, which lets players view records, set the pilot name, swap color schemes or use another available Virtuaroid. During the lifespan of the game, an upgraded version named Virtual On Force M.S.B.S. Ver7.7, with new Virtuaroids, new stages and new magnetic card face designs.



Xbox 360 version


The Xbox 360 version retains the same gameplay as the original series, only with a few inclusions: 2 on 2 Leader Battles, co-op boss fight mode, a Mission mode and Xbox Live support for online play. Battles have local 2 player splitscreen or up to 4 player over System Link. The game also has a special Collector's edition which includes a booklet called Virtual On Chronicle 15, that looks back at 15 years of Virtual-On, and a six disc soundtrack called Virtual On Official Sound Data. All of the items come packaged in a box with artwork from Hajime Katoki. The game's release date is confirmed to be December 22, 2010. Jaguarandi is now available as a hidden character, along with Apharmd the Hatter based on Apharmd J. However, Ajim, which was a playable character in Oratorio Tangram, is not playable in this Force version. The split-screen gameplay, which was absent from Xbox Live Arcade version of Oratorio Tangram, makes a return in this version. Preordering of the games allows access and download a special "Thorax" item that adjusts the bust sizes of both female Virtualoids: Fei-Yen and Angelan.








A revamped version of Virtual On Force was published on the PlayStation 2 under the name Virtual On Marz, though the arcade game itself was later ported to the Xbox 360 in Japan. Virtual-On Marz can be considered the spiritual home console version of Force, since Marz took its rules, stages and the Virtuaroids from Force, though without support for 4-player matches and only taking a select few Virtuaroids, while leaving most of the variants out due to storage constraints of the game.

For fans of Force, this game retained a lot of what players loved about that game in it's bare-bones Arcade Mode as all of the rules and stages, along with it's 4-player match format was completely intact. If that's all what you are looking for, then you will love this game. Sadly, you won't have all of the Virtuaroids available in the arcade release due to limitations on PlayStation hardware. It should be noted that the KAGEKIYO Series of VRs are completely absent in this release. The limitations in PlayStation 2 hardware were the reason why the visuals took a nosedive here in comparison to the previous games in the series too. This made the VRs look like they were made for a PSX title instead of a PS2 one.


Virtuaroids


Like Virtual-On: Force, Virtual-On: Marz groups its playable Virtuaroids by series, with most being brought over from Force with minimal changes. A small handful of Virtuaroids, however, are unique to Marz, although these models derive from Force designs so are not strictly "new" (for example, the TEMJIN 747H II is unique to Marz, but the original TEMJIN 747H is playable in Force).

Overall the number of Virtuaroids in Virtual-On: Marz is significantly less than in Virtual-On Force. Most of the cuts involve alternate (or "redundant") variations, although the KAGEKIYO series is missing entirely (the latter reportedly due to disc space issues, as mentioned above).

TEMJIN 747J (MZV-747-J)

TEMJIN 747H II (MBV-747-H II)

APHARMD J typeC (RVR-24-C)
Also in Force.

APHARMD J typeA (RVR-20-A)
Also in Force.

Fei-Yen with VividHeart (TF-14 A)
Also in Force.

Lee (VOX L-48)

Loo (VOX L-43)

Dan (VOX D-101)
Also in Force.

Joe (VOX J-500)
Also in Force.

Jane (VOX J-504)
Also in Force.

Bob1 (VOX B-240)
Also in Force (as "Bob").

Bob2 (VOX B-242)

MYZR Δ (YZR-8000 Δ)
Also in Force.

RAIDEN 512E2 (HBV-512-E2)
Also in Force.

RAIDEN 512E1 (HBV-512-E1)
Also in Force.

SPECINEFF 13 "The Sin" (YZR-XIII sin)
Also in Force.

APHARMD T typeF (RVR-36-F)
Also in Force.

APHARMD T typeD (RVR-62-D)
Also in Force.

TEMJIN 707S (MBV-707-S)

BAL d MEORA (XBV-821 m-N)
Also in Force.

Angelan WM (TA-17 B)

10/80 adv (MBV-04-10/80adv)
Also in Force.

Guarayakha (TG-11-M)
Also in Force.




In terms of gameplay, this game is dramatically slowed down in comparison to Cyber Troopers Virtual-On (Operation Moongate) and it's sequel, Oratorio Tangram. As a result, your turbo attacks/weapons are weaker. In most cases, they deal just as much damage as your standard attacks. This vastly limits your offensive options that was present in the previous two games. Where's the fun when your specials do the same damage as your standard beam attacks? 

Ugh. 
The major problem with this game is that it tried to be too many things that it's not. The Dramatic Mode was essentially a Story Mode that reduced the game to being a third-person shooter in the vein of the Armored Core series (sans the customization appeal of that series), where you're paired with a AI partner to complete various missions. Most of these missions are highly redundant - protect the convoy from constantly respawning enemies, get to the end of the level, or progress through a room - just to name a few objectives. The whole arena combat theme is removed completely in this mode, which pretty much removes Virtual-On's identity in a sense here.

Don't even get me started on the voice acting and various new characters that they added into this mode. I don't know what drugs Sega were on when they conceived the ideas for this mode. 

I remember being very excited with my few close friends that were fans of the previous games upon the news of Marz getting a US release on PlayStation 2. At the time, I had no idea that it was literally a home port of Virtual On Force. When we finally got our hands on the game, I have to say that there was a bit of denial at first. I remember wanting to really like the game, but as I put more and more hours into it, unlocking more VRs and completing Dramatic Mode, I grew to be downright disgusted with this game. A lot of the unlockable VRs are mostly clones of the same few characters, mainly tons of Temjin, Vox, and Apharmd clones with roughly the same stats across the board, then there were Angelan and Fei-Yen of course to enjoy. Then there was the "Sin" Specineff variant that I adored (only available after defeating 199 opponents in Dramatic Mode), but that still doesn't excuse Sega from recycling a ton of the same VRs over and over in this game with different color schemes. It's bad enough that you have to play through Dramatic Mode once, but forcing players to play it again across multiple difficulties to unlock all of the characters is just fucking lazy, especially when you have to grind/farm particular enemies for kills to unlock said machines for play. It ultimately turns what could have been an enjoyable single player experience into nothing but a mediocre, yet very lackluster, chore to play through. 

I will admit that one of the saving graces of this game in terms of general gameplay is that the game offers multiple control schemes for newcomers and veterans alike, especially if you never cared for the Twin Stick layout as newcomer or a series veteran. That was something I appreciated that was carried over from this game to the Xbox 360 re-release of Oratorio Tangram, in which you can customize the controls to your heart's content.

Split-screen Versus was one of the few positives of this game.
I vividly remember clearing Dramatic Mode once to unlock majority of the playable characters, then hosted a few versus sessions with friends before trading this back in to GameStop. Unlike what we would get on Xbox 360 a few years later, this game supported split-screen versus on PlayStation 2 (no online functionality though), so that was an added plus. Versus matches didn't hold too much novelty though as there was barely any variety in terms of playable VRs in this game compared to the previous outings, so it got boring pretty quick, especially when there weren't any support for 4-player versus via multitap peripherals nor online support. That being said, your partners were always controlled by the in-game AI, which if you didn't notice from Dramatic Mode, the AI doesn't always make the best decisions - if ever. 

Every single time I see this game used somewhere, I simply laugh to myself as I know I won't be suckered into playing this hot garbage again. As much as I love the Virtual-On series, Marz represents the worst and lowest point of it's history. Oratorio Tangram is regarded as the best of the series by all fans, but Marz doesn't even belong in the conversation of great Virtual On games in this series.

Long story short, if you want to play Virtual-On and your choices are either Marz on PlayStation 2 or importing Force for Xbox 360, go with the latter and go out of your way to import the arcade original. You're definitely better off skipping this entry altogether. 

VIRTUAL-ON Series Retrospective (Part II): Cyber Troopers Virtual-On: Oratorio Tangram




Cyber Troopers Virtual-On Oratorio Tangram (電脳戦機バーチャロン オラトリオ・タングラム Dennō Senki Bācharon Oratorio Tanguramu) is a 1998 Sega Model 3 arcade game that was later ported to the Sega NAOMI arcade system board and then later for the Dreamcast video game console in both Japan in 1999 and America in 2000. Oratorio Tangram is a 3D action game where the player assumes control of a giant humanoid robot, and is a sequel to Cyber Troopers Virtual-On: Operation Moongate. It was re-released on April 29th, 2009 for the Xbox 360 on the Xbox Live Arcade as a remake of the Ver 5.66. It is the most popular game in the series by far according to a SEGA poll taken in Japan.






Versions


There were actually three arcade versions released, each marked by the "Mind Shift Battle System" (M.S.B.S.) version: Ver 5.2, Ver 5.4, and Ver 5.66. Changes to the game were placed in 5.4 to better balance matches, largely altering short-range fighting and left-turbo weapons. The Dreamcast port, labeled as Ver 5.45, was based on 5.4 with a few additional arenas brought back from Operation Moongate. The Japanese version offered a customization mode for original color schemes and emblems, where the files were compatible with Ver 5.66. The Dreamcast version can also be played as Ver 5.2.

Arcade Ver 5.66 signaled the title's move from the expensive Model 3 hardware to the Dreamcast-based NAOMI board. It featured the addition of three new Virtuaroids, and the cabinets now housed VMU slots for customized color schemes made from the Ver 5.45. "Quick messages" was yet another addition, which were predefined text strings that could be mapped to the controls and displayed during matches. Because the three new Virtuaroids and quick messages were not a part of Ver 5.45 and could not be customized, a special demo GD-ROM was given out with an issue of the Dreamcast Magazine in Japan to edit these new additions, although the disk does not actually allow the player to control the three new Virtuaroids, merely customize their colors. A remake of Ver 5.66 was released on April 29, 2009 for the Xbox 360 on the Xbox Live Arcade and sells for 1200 Microsoft Points.

A special attraction based on Ver 5.2 enhanced with force feedback was specially created for Sega's Tokyo-based Joypolis game park.

Oratorio Tangram is widely considered the best in the series, due to its faster gameplay, deeper variety in tactics, and a balance that was refined through several iterations.
  • 1999: Cyber Troopers: Virtual On Oratorio Tangram ver.5.2 (AM3, Model 3)
  • 2000: Cyber Troopers: Virtual On Oratorio Tangram ver.5.4 (Hitmaker, Model 3)
  • 2000: Cyber Troopers: Virtual On Oratorio Tangram ver.5.45 (Hitmaker, Dreamcast)
  • 2000: Cyber Troopers: Virtual On Oratorio Tangram ver.5.66 (Hitmaker, Naomi)
  • 2009: Cyber Troopers: Virtual On Oratorio Tangram ver.5.66 (AM2, Xbox 360)




M.S.B.S. Version 5.2


This is probably the most common version found in American arcades. Compared to the previous game in the series, the game mechanics and graphics are greatly enhanced.

The possible weapon input combinations has been greatly increased, with the ability of using the turbo button in combination with the weapon triggers to form "Turbo Attacks". Many of the attacks are further modified through the stance, with different actions during standing, crouching, jumping, dashing, moving, dash-crouching or air dashing.

The fight mechanics were further expanded where melee combat featured additions like side-stepping, strikes during dashes and jumping attacks for countering.

Also worth noting are special abilities for Virtuaroids ranging from special attack maneuvers to a death countdown that gave a short window of invulnerability.


M.S.B.S. Version 5.4


Changes in relation to 5.4 
  • Both (yours and the opponent's) V-Armor values are shown on screen.
  • Rowing bugs are removed.
  • Infinity bugs are removed.
  • A minor glitch involving a transparent floor on the Public Port stage was fixed.


M.S.B.S Version 5.45 


Changes in relation to 5.45
  • New arenas added, including ports of a few Operation Moongate stages.
  • A special FMV ending was added, only after completing the game with every VR without continuing.
  • Ajim added as a hidden character.


M.S.B.S. Version 5.66


New features and distinctions 
  • Switched to NAOMI arcade board.
  • 3 new VRs were added, although they were more variants than new models.
  • VMU support for custom coloring and emblems.
  • "Quick messages" are available for customization.
  • The extra stages featured in the Dreamcast Ver 5.45 were included.
  • The empty player side no longer has a live view of the battle taking place on the playing side.
  • The freezing problem caused by 60 floating mines was fixed.
  • Improved sound and music quality.



M.S.B.S Ver.5.66 (Xbox Live Arcade remake)


New features and distinctions 
  • Transparent floor version of the Public Port stage is re-added.
  • 1-on-1 network play added.
  • Graphical improvements made to accommodate the 360's capabilities.
  • Re-rating from Teen to Everyone 10+.
  • Split-Screen play removed.
  • Leaderboard replays (no XBL Gold required)
  • Score Attack mode added.
  • Character color customization.
  • Graphical bloom effects option added. Affects the look of certain weapons and environment [patch update].
  • Observers feature added for party lobbies [patch update]



Virtuaroids


MBV-707-G Temjin

A hot favorite among beginners and experts alike. The new Temjin features generally well-balanced long and short ranged capabilities. Its forward dashing beam rifle and gliding ram can easily turn the tide of the game. It is regarded by most as the series' helm ship character. It is the "Ryu" of the VO series in that it is a jack-of-all-trade, master of none. In other words, it is a solid all-around fighter with no real weaknesses but no corresponding advantages and is recommended for those new to the game due to his ease of use.

Special Attack - Blue Slider, Mega Spinning Sword
Bugs - The RW basic attack can be cancelled into an infinity Machine gun beam rifle.


RVR-39 Apharmd B

The original Apharmd was split into two separate VRs, specialized in close-ranged combat and long-ranged combat. Apharmd the Battler is the close-range variant, retaining the trademark beam tonfas of the original Apharmd and features very high close-combat damage, suited for combat at close to mid-range.

Special Transformation - Hyper Mode (can only be used once per match)
Special Attack - Leap Kick.
Bug - Infinity Sonic Ring bug.


RVR-33 Apharmd S

The original Apharmd was split into 2 separate VRs, specialized in close-ranged combat and long-ranged combat. Apharmd the Striker is the long-range variant. The Striker variant is slightly slower speed and the projectile shots give it a lower firing rate but a much higher attack power at a distance. The tonfas are replaced with a combat knife, giving a limited close-combat range and significantly less attack power. The variety from its range of long-distance weapons and a comparatively fast speed are the defining characteristics of its play style.

Special Transformation - Hyper Mode (can only be used once per fight).
Special Attack - Flying Punch.




RVR-14 Fei-Yen Kn

An advanced model of the original Fei-Yen, it follows its predecessor's role as the fastest Virtuaroid among the cast, but still features weak armor. However, it also possesses superhuman agility and its terrifying ground speed is matched only by the Cypher. The majority of attacks are suited for mid-range combat. Because of its weak defenses, once its life gauge drops below 50%, it will transform into Hyper Mode, and change into a golden color. In this form, this feminine Virtuaroid gains yet an extra speed boost, and the attack power increases as does its ground speed.

Fei-Yen Kn makes an appearance in Super Robot Wars Alpha 3 and Super Robot Wars K as a playable character, voiced in Alpha 3 by Chieko Higuchi.

Special Transformation - Hyper Mode at half or less life gauge.
Special Features - She can cancel her Left Weapon and its Turbo Shots via her "Musical Song" combo chains.



RVR-42 Cypher

A descendant of Viper II from the first game, the Cypher now features a frame that can transform into a sort-of fighter plane form. The S.L.C. ram from Viper-II makes a return, and the Virtuaroid still houses very strong mid to long-range projectiles, but are now all beam-based weapons. It can even fight relatively well at close ranges, with the trade-off for speed and versatile combat abilities being minimal defenses. It has the weakest physical defense and the second weakest V-armor in the game, second to the non-Hyper Mode Fei-Yen and her 'sisters'.

Special Transformation- Fighter jet Mode.
Special Attack- 'She Lost Control'(S.L.C.) Ram.
Special Abilities- Double aerial attacks. Aerial Close-range attack.
Bugs- "Rowing" bug in the air, allows rapid movement in the air. Infinity Daggers bug.


RVR-87 Specineff

A new VR to the series, the demonic-looking Specineff has great ground dashing speed and is marked by a range of indirect attacks, like disabling one of the three weapon gauges on an enemy machine. Generally, his movements are slow and makes use of the burst of speed from its dash, and impressive ranged weapons. It has a trademark energy scythe that can fire a tall slash wave of energy for long distances and fighting at close-range. It is the only Virtuaroid in the game to feature a Center Turbo Attack.

Special Mode - Death Mode: A 13-second countdown of invulnerability. If Specineff fails to destroy the enemy before the countdown runs out, it dies.
Special Attack - Will-o-the-Wisp: The Specineff spins around and fire a series of energy spheres with slight homing towards the opponent. Power slide. Scythe Spin.
Bugs - "Rowing" bug on the ground, allows rapid movement on land.


SGV-417-L Angelan

Where Specineff is the new devil to Virtual-On, Angelan is the new 'angel'. It is the sister-unit of Fei-Yen, with ice-based attacks, and is the second feminine-form Virtuaroid in the series. But Angelan is vastly different from Fei-Yen in its low speed and minimal close-range combat abilities, which affords it some of the strongest V-Armor and impressive ranged attacks, many with strong auto-homing capabilities and some with strong defensive strategic value.

Special Transformation - Eclosion Mode.
Bugs - "Rowing" bug on the ground and air, allows rapid movement.


SAV-326-D/9 Grys-Vok

A Virtuaroid armed to the teeth with a full set of physical projectile weapons. The two giant missile pods on the side give it an appearance of having four arms. It has multiple ways to fire many projectiles in a short period of time. The unit is suited for fights against slow-moving VRs and/or those with a strong V-Armor. It is a descendant of the Belgdor VR, and no longer has the high center of gravity problem that affected the balance of its predecessor. Despite being a heavier Virtuaroid, it has surprisingly decent speed.

Special Attack - I.C.B.M: A huge missile, with one fire per game until the next continue.
Bugs - "Rowing" bug on the ground, allows rapid movement on land.


XBV-819 Bal-Series

Oratario Tangram offers three distinct versions of the Bal series that appear in different stages. On land, it is the Bal-Bados (XBV-819-TR), with legs as the lower torso. In underwater environments, it is the Bal-Baros (XBV-819-TM), with a submarine-like lower torso. The variant at the space-like final stage is the Bal-Keros (XBV-819-TS), with yet another legless lower body. There are minor differences in attacks for all three forms.

Like its predecessor the Bal-Bas-Bow, Bal-Bados is marked by the variety of attacks and the floating bit arms. Because of the vast number of available attacks, it is one of the hardest virtuaroids to master. It could launch well over 500 projectiles in a single battle. In addition to the 2 original ERLs adapted into its arms, it has 2 additional ERLs mounted onto its thighs. The ERLs can now be stationed at parts of the stage to provide attack from different angles. The placement of ERLs plus special button combinations produce some of the most powerful special attacks in the game.

Special Attack - Reflective Laser, Laser Pyramid, Black Hole Bomb.
Bugs - "Rowing" bug on the ground, allows rapid movement. If over 60 mines are present on the field at any given time, the game freezes.


HBV-502 Raiden

Named after the Japanese word for "thunder", the trademark of this Virtuaroid are the two giant laser cannons folded onto its shoulders. They are one of the most devastatingly powerful single-shot weapons among the VR cast - second only to the Apharmd's beam tonfas and the Grys-vok's homing missiles, not to mention the boss units' arsenals - at the cost of horrid homing potential. The lasers can now be cancelled and the player can also choose to fire just one of the two beams to trade damage and beam width for a quicker recharge. It is not the slowest VR anymore, and is quite agile for its class.

Special Transformation - Armor Break: Removing all defense armaments to trade for extreme speed gain, making it the fastest Virtuaroid in the game.


RVR-68 Dordray

The Dordray is a descendant of Dorkas, but bears little resemblance to the compact VR, now with a massive body marked with wide shoulders and a flat plateau top. It features the heaviest physical defense and the strongest V-Armor of all the Virtuaroids in the game - the amount of punishment it can take may seem impossible, or at least extremely difficult, to comprehend. The hammer of Dorkas has been supplanted with a drill, which can penetrate into physical barriers and obstacles. It retains the heavy-hitting and wide-ranged weaponry but its speed suffers as a result.

Special Transformation - Giant Mode.
Special Attack- Flame Charge. "CD" Charge. Whirlwind Attack.


Ajim

The crystal guardian appeared in response to the awakening of the Tangram. It is a pure V-Crystal manipulating energy from the Reverse-Conversion to craft a solid body. In its pure form, it is ludicrously powerful and, never one to be taken lightly, should be regarded with extreme caution - even for veteran pilots.

Like Jaguarandi in the first Virtual-On, Ajim is meant to punish players who played over defensively, leading to long overall play time in the first half of the game. The AI Ajim is unfairly overpowered in nearly every aspect, compared to the playable version, featuring stronger weapons, speed and vastly improved V-armor. Ajim is also a time released character, being a very powerful character, and allows the user to set its speed-to-armor ratio. A long-range missile projectile is an important part of Ajim's attacks, but it does varying damage, and may even replenish enemy life by chance. The random nature of Ajim makes it a potentially powerful choice, but very hard to use. The playable version has the weakest V-armor in the entire game, whereas the AI-controlled has ludicrously heavy protection.


CB-97/99 Bradtos

Bradtos is the Earth Crystal Restraint System built at the 4th Plant "TSC Dramen", and is invulnerable until it exposed the Earth Crystal inside.

Bradtos can be immediately recognized as two bottom halves of the final boss from Operation Moongate, Z-Gradt, stacked top-to-top on each other, encasing the Earth Crystal inside. It is powered by eight artificial V-Crystals.


Tangram

Beyond the 8th Plant "Flesh Refoe" lies the "space time continuum mechanism", the 9th Plant "Tangram," and it is the last boss of the game. It is a giant sphere made up of small triangles suspended in a massive space with no ground. Tangram has a wide range of attacks, and can even duplicate the player's Virtuaroid to obscure attacks. It has a nearly impenetrable surface with the weakness being a section that opens up, revealing a red eye, before it fires a giant laser. If the player is unable to defeat Tangram within the time limit, the game ends without the opportunity to continue.


M.S.B.S. Ver.5.66 Virtuaroid Update


MBV-04-10 10/80 SP

The "10/80 SP" is a mass-produced version of the original MBV-04-G Temjin from Operation Moongate in the first Virtual-On game. Compared to the old Temjin, it featured slightly sedated attacks, but comparatively better response. The pistol it holds is named as the C.G.S. type a1/c by the Hobby Japan novel installments.

Unfortunately, it suffers being modeled after a Generation I Virtuaroid, and, therefore, lacks the full range of turbo attacks as well as the ability to air-dash. Its speed is marginally adequate for the combats of Oratorio Tangram. It is often seen as a handicap machine, akin to Dan in the Street Fighter Alpha series.

The 10/80 was first featured in the One Man Rescue and subsequently The Wall of Truth novel installments in Hobby Japan magazine.


RVR-12 Apharmd C

A third Apharmd model released to accompany the split Battle and Striker models is the Commander model. It is more balanced between long and short range fights than the others, and is likened to a descendant of the original Apharmd. It has an arm-mounted removable machete instead of tongfers and a shotgun, similar to that used by the original Apharmd.


SBV-328-B Stein-Vok

A variant of the Grys-Vok. The basic body frame design is exactly the same as the Grys-Vok. While the Grys-Vok featured a full armament of missile weapons, the Stein-Vok replaces all the physical projectiles with high-density beam weapons. The beam weapons still feature the wide array of attacks, which is a trademark of the Grys-Vok, but the beam weapons often face a disadvantage against Virtuaroids with strong V-Armor. The beam attacks generally travel faster, but deal less damage. The Stein-Vok is relatively less popular among the cast of Virtuaroids.




Arcade


With this iteration of Virtual-On, I have never seen one of these arcade machines in person in my life to this day. I stumbled across this sequel on Dreamcast first. That being said, I can't write home much about any experiences with this version. From the information above, it sounds like it was as good as the original, just with a few extra bells and whistles. I wish I had a chance to play it when it was arcades like the original Cyber Troopers Virtual-On.

When my best friend was in Japan a few years ago, he mentioned that they had a few Virtual-On machines there, but it was Virtual-On Force (which is up in the air on whether I'll talk about this week or not since I've never played it) instead that features tag team-style 2v2 gameplay.


Home Releases


Sega Dreamcast


Back when I owned a Sega Dreamcast (or rather shared one with my older brother when we shared an apartment together after he came back from being deployed to Korea for a few years as part of the military), there were a ton of import and non-import games that I had "acquired" via the means of Swap Magic for the console. The two games that I played the most though were the original Soul Calibur and this game.

For those wondering, I mained Temjin (again), Fei-Yen Kn, Specineff, and Bal-Series for the most part in this sequel, but I eventually ran through Arcade Mode with almost every playable VR in the game to unlock the individual endings.

Twin Stick Controller for Sega Dreamcast

Much like Cyber Troopers: Virtual-On's release on the Sega Saturn, Sega did release a Twin Stick controller for the Dreamcast. The Twin Stick was never released outside of its native Japan, although that doesn't stop it being compatible with both NTSC-U and PAL Dreamcast systems, but the incredibly small library of games that officially make use of it renders the Twin Stick something of a luxury. The oddest thing about the controller's exclusivity to Japan is that Virtual-On is the only game that it was advertised that it would work with despite the controller being recognized in the following list of titles for Dreamcast:

Virtual On (obviously)
Outtrigger
Frame Gride
Virtua Tennis
Rush Rush Rally Racing
Sega Rally 2
Soul Calibur
Rez
Ikaruga
For those wondering what the default controller layout looked like for the game, let's have a look at it below, shall we?


SEGA DREAMCAST CONTROLS INFORMATION


CROUCH

Use this in combination with the triggers and/or the turbo buttons to do a crouching shot while standing still, and a sliding attack while dashing. When doing a crouching attack in CQC, the Virtuaroid will do a low attack [sweeps, low swipes, etc.]. Also used to cancel jumps [Jump Cancel].

When used facing Tangram, acts a a downward dash. Also use this button to block against CQC attacks, although you must have a double lock to block; as well as in combination with any Trigger when you are in double-lock CQC range to produce low CQC attacks.
Twin Sticks Equivalent: Sticks togther.

RIGHT TURBO

Press dash for evasive , and offensive purposes. Dashing can also be performed after a jump, or a double jump [see 'jump']- also known as an AERIAL DASH. Can be used in combination with either Trigger Buttons [while standing] to produce different variations of attacks. Press again during a dash to 'Dash Cancel'. When combined with the Trigger Buttons in CQC, it usually results in high attacks.

Different attack variations are performed with Left Turbo and Right Turbo.
Twin Sticks Equivalent: Right Turbo Button.

LEFT TURBO

Press dash for evasive , and offensive purposes. Dashing can also be performed after a jump, or a double jump [see 'jump']- also known as an AERIAL DASH. Can be used in combination with either Trigger Buttons [while standing] to produce different variations of attacks. Press again during a dash to 'Dash Cancel'. When combined with the Trigger Buttons in CQC, it usually results in high attacks.

Different attack variations are performed with Left Turbo and Right Turbo.
Twin Sticks Equivalent: Left Turbo Button.

JUMP

Press to Jump for counter attack as well as evasive purposes. Can be pressed again at the top of the first jump- performing a double jump. Also use as a primary mean to face your opponent as jumping automatically faces you toward your opponent, giving you a lock and visual. To cancel a Jump, press A Button. When used in the last stage [Tangram], it acts an upward dash. You can also use this button in combination with any trigger [R/L] to execute a Jumping CQC, which is effective against jumping evasion.
Twin Sticks Equivalent: Sticks apart.

ANALOG UP / ANALOG DOWN

Activates certain special moves of Virtuaroids.
Twin Sticks Equivalent: Start Button.

ANALOG LEFT

Manually turns your Virtuaroid to the left. Combine with any Turbo Button for faster turning. It is not recommend you use this method to turn to face your opponent. Use 'Jump Cancel' instead.
Twin Sticks Equivalent: Left Stick down + Right Stick up.

ANALOG RIGHT

Manually turns your Virtuaroid to the right. Combine with any Turbo Button for faster turning. It is not recommend you use this method to turn to face your opponent. Use 'Jump Cancel' instead.
Twin Sticks Equivalent: Left Stick up + Right Stick down.

DIGITAL/DIRECTION PAD [Press desired direction]

Makes your Virtuaroid run in the direction corresponding to the direction pressed on the pad. Also used in combination with any turbo button.
Twin Sticks Equivalent: Both Sticks in the same desired direction. [ie: to run left- both Sticks left, run north east- both sticks up/right.]

Left TRIGGER

Fires the Left Weapon of your Virtuaroid. Use in combination with any Turbo Button, or the Crouch Button. Press in combination with the Right Trigger to activate the Center Weapon.
Twin Sticks Equivalent: Left Trigger.

RIGHT TRIGGER

Fires the Right Weapon of your Virtuaroid. Use in combination with any Turbo Button, or the Crouch Button. Press in combo. with the Left Trigger to activate the Center Weapon.
Twin Sticks Equivalent: Right Trigger.

+
RIGHT TRIGGER + LEFT TRIGGER

Fires the Center Weapon of your Virtuaroid. Use in combination with any Turbo Button, or the Crouch Button.
Twin Sticks Equivalent: Left Trigger + Right Trigger.


Truth be told, it took me a lot of time to get used to playing this on a normal controller after being accustomed to playing the original via the Twin Stick layout in arcades. I won't lie; this game has a steep learning curve - in terms of both learning the controls and getting the combat basics down. I never knew anyone else who had the game nor who wanted to run some local versus games, so I found myself settling for the single player modes for my long-time enjoyment of the game. The AI is pretty punishing until you get your general movement basics down, even more so with getting a hang of keeping a track of your enemy with lock-ons.

The best advice is I can give is to learn your VR's best range and practice optimizing consecutive hits - both while moving and stationary on moving targets, with all of your weapons and special moves. If you can learn how each of your attacks track/drift after being fired to successfully hit your opponent then that's half of the game right there. Advanced movement skills are learned over time and muscle memory. You will acquire that the more you generally play the game. That won't come overnight for sure.



Xbox 360 | Xbox Live Arcade (Re-Release)


In 2009, Sega re-released this game for Xbox 360 via the Xbox Live Arcade. As previously mentioned, this is a remake of version 5.66 with online functionality added in and with a few balance changes and minor tweaks to the gameplay. The ability to play online with players around the globe was definitely a highlight, even though I know I don't have squat against the Japanese veteran players who have been excelling at this game at a high level for roughly a decade. The netcode for this game was essentially lagless and manages to still have players faithfully playing it online with a dedicated competitive fighting community for it as well. Just because you don't see this game on the EVO line-up doesn't mean that there's not an ongoing community for the game.

If I had any major gripe with this re-release is that they completely removed split-screen local versus play from this release. I can "kinda" understand why they went that route, but at the same time, it's pretty lame for people who would like to run tournaments in the game or play against friends on the couch setting.

Looks cool, but a bit too pricey for my taste. 


For players looking to experience the game like how it was configured in the arcades, Hori released a Twin Stick controller for the Xbox 360. At the time of the game's re-release on the console, the controller went for $300 and you will still pay roughly as much as that for one now off second-hand markets.

The question is though, is it worth it? Kotaku has an interesting article weighing in the pros and cons from both ends of the fence to help anyone decide whether or not it was worth the investment. In my honest opinion though, I say no. Majority of the players who have stuck with the game all of these years or those who have came into it as newcomers in 2009 with this re-release have learned the game on the standard controller and have little to no complaints.

In my personal opinion, it comes down to personal preference. By this point, I have played VOOT on the Sega Dreamcast for a few years, then Virtual-On MARZ on PlayStation 2 (we'll cover that tomorrow) for at least a few months and got those controls etched into my muscle memory. So by the time this came around to Xbox 360, I was fine with having to resort to the normal Xbox 360 controller. I have had my gripes with that controller in terms of other fighting games, but I felt it was absolutely fine for this game. Most veteran players of the game will tell you the same as it comes down to what feels more comfortable for you in the long run. Some advanced techniques are easier on the Xbox 360 controller while others are easier on the Twin Stick controller. Once again, it comes down to a matter of personal preference.

Players experiencing this game on Xbox One/Xbox One X via backwards compatibility are shit out of luck though as the console doesn't allow any support for peripherals from previous Xbox console(s), so you are left using the current generation Xbox One controller(s).

As of this posting (6/26/2019), I fired up my Xbox 360 and jumped onto the game for the first time within about the past ten years. It took me a few games, but I got back comfortable in the controls to the point where I was clearing Arcade Mode with no issues. The online scene seems to be completely dead or has moved onto Xbox One or the import sequels. I checked Ranked and Player Matches and there's no players coming up when you search for matches. That's a damn shame too when it was flooded with competition back when this first re-released. As a result of this, you're limited to just Xbox Live Matches against friends or the two single player modes of Arcade Mode or Score Attack to beat your high scores and/or best times clearing the game across multiple difficulty settings. If you want to get your bearings before heading into combat proper, the game has a traditional Training Mode for you can practice and test out your favorite VRs to your heart's content.

One last thing to note is that you can experience the game in it's original visuals or smoothed out/upscaled graphics for this version. It's as simple as toggling an option in the main menu.

That being said, I still adore this game a lot. It stands the test of time as one of the best mecha fighting games - if not the best, period. It's definitely the best in the series to date and Sega has fan poll results to prove that opinion is unanimous across the board. 

VIRTUAL-ON Series Retrospective (Part I): Cyber Troopers Virtual-On -- Arcade vs. Home Releases



As promised, this is the first entry in my theme for this week, this time covering the VIRTUAL-ON series by Sega.

Cyber Troopers Virtual-On, known as Dennou Senki Virtual-On (電脳戦機バーチャロン) in Japan, is an arcade game initially created created for the Sega Model 2B CRX arcade platform by Sega AM3 in 1995.

The release of sequels (specifically the Xbox 360 version of Dennou Senki Virtual-On: Force) has seen this entry in the series retroactively subtitled Operation Moongate (shortened to OMG) - this is a name occasionally referred to in Japanese merchandising but not within the game itself (and not overseas).




Plot


“The Virtual Century has Begun 
The world is under new management. It is the age of economic feudalism; governments have been privatized, multinational conglomerates have carved the world into enterprise zones and sprawling business entities stretch their tentacles into every sector of public and private life. 
V.C. 0084
The delicate balance of power maintained by the rival trade consortiums was thrown awry when a lunar-core mining survey commissioned by the DN Group uncovered an extensive ruined outpost of incredible complexity and indeterminate age beneath the desolate surface of earth's moon. 
The DN Group appropriated esoteric machinery from the lunar ruins and implemented a revolutionary R&D program under the tightest security blanked - OT (OverTechnology) Systems. Years of secret research culminated in the development and release of a new line of neurally-directed combat droids with battleground precision and attack capabilities far beyond any mechanized warriors produced by the competition. 
OT Systems gave DN Group a total monopoly, cementing its dominance of the world economy. But, more disturbingly, the internal security programs of the lunar base were accidentally re-armed by DN Group technicians, unleashing virtual pandemonium on the surface of the moon. "Operation Moongate" was initiated to shut down the base before the chaos could extend to earth. 
V.C. 00 a. 0 (Present Day)
The battle for control of the moon is underway, with OT Systems combat machines arrayed against the formidable remnants of the lunar complex defense forces. The DN Group forces have numerical superiority but are being tactically outclassed by the experienced droids defending the base. In a desperate effort to recruit talented virtual pilots, the DN Military Support Division has opened a Test and Training program designed to cultivated maximum combat skills in the shortest possible time. As one of thousands of test candidates, you must prove yourself in a simulation warfare against increasingly powerful DN test droids before qualifying for the Mindshift into real-time combat in the lunar theater. „

— US Sega Saturn Manual


Gameplay



Cyber Troopers Virtual-On is a versus fighting game featuring robots known as "Virtuaroids" who are armed with a variety of weapons. The game is played from a third-person perspective with players traversing across a three-dimensional field, attacking each other primarily with projectile weapons. Like other fighting games, the object of the game is to destroy all of your opponents in succession.

Cyber Troopers Virtual-On was designed to accommodate a digital "twin-stick" control scheme, similar in part to older arcade games such as Robotron 2084 and Smash TV, but with two buttons on each stick. Moving the sticks cause the player's Virtuaroid to move, while the buttons fire. Virtual-On supports up to 32 projectiles from each player on-screen at once, meaning a maxiumum of 64


Playable Virtuaroids:



VR.TEMJIN (MBV-04-G)
The Temjin was the first prototype to be developed by the DN Group. This machine was made for stability and performance. An all-around fighting machine, what the Temjin might lack in advanced technologies, it makes up for with its reliability.


VR.DORKAS (HBV-10-B)
The product of early experimentation with a stronger armored structure, the Dorkas is built slower than other droids, but packs a heavier punch. The long-range and obstacle-clearing power of its hammer attack make it a particularly tough customer in broken-field arenas.


VR.Fei-Yen (SRV-1-A)
The Fei-Yen is the fastest of the DN Group droids, sleek and streamlined for high-speed maneuverability. The R&D team had to cut back on armor and heavy weapons, but the Fei-Yen is rumored to have a devastating secret attack system for last-ditch defense.


VR.BELGDOR (SAV-07-D)
Based on the popular Raiden battle-droid, the Belgdor is a slightly more mobile variant with a formidable homing missile system. The Belgdor doesn't have the one-punch KO capability of a Dorkas or Raiden, but it beats them both in speed and jumping range.


VR.VIPER II (TRV-06K-H)
Developed for fast tactical deployment, Viper II extends the Temjin prototype to a new level of quickness and agility. Sacrifices were made in the Viper II armor and close-range arsenal, but most machines have trouble getting close enough to hit one.


VR.BAL-BAS-BOW (XBV-13-T11)
The Bal-Bas-Bow was released well after the other DN Group battle droids, and it represents a new direction in virtual warfare tech-droids. With longer sustained jumping power and next-generation smart guidance weapons systems, the Bal-Bas-Bow may be the newest stage in battle-droid evolution.


VR.APHARMD (MBV-09-C)
The Apharmd models are designed for use as guerilla shock-troops, with a paid of beam tonfas especially suited for hand-to-hand combat. Turbo speed and sturdy armor make the Apharmd droid a force to be reckoned with on any battleground.


VR.RAIDEN (HBV-05-E)
Raiden droids are feared equally for their dual laser cannons and their strontium-alloy armor. If these machines have a weak point, it's a lack of speed and jumping ability, but they don't need to spend much time trying to get out of anything's way.

All Virtuaroids are powered by Sega Saturns as seen on their backs during gameplay.



Arcade


Friendships were tested when it came down to battles on this bad boy. 
I remember it as clear as day from my first time seeing this machine in the arcade on a fateful field trip to the Epcot Center in Florida in high school. We all had those event passes or whatever you call them for rides all day, but being the nerds that we are, my group of friends and I pretty much lived in that arcade for those days of the trip from the moment we got there to the point when we left, all taking turns at the game and learning the in's and out's of it before having our own mini-tournaments in it. To this day, I feel like the home releases never have captured the excitement and feel of the genuine arcade experience. If I ever hit it big off my comics or won the lottery, one of the first things I'm buying is one of these arcade machines to put into my house.

Holy fuck, this damn game though. So many damn characters to love and learn the movesets of. Yes, there were individual special moves and hidden weapons for each of the playable Virtuaroids. In this game, Temjin was my obvious favorite VR (abbreviation for the Virtuaroids) to play as, followed by Fei-Yen as a close second. That being said, I came to quickly respect what all of the VRs brought to the table, whether it be Dorkas' devastating homing hammer attack that can wear down even the toughest of VRs' armor to shreds, Raiden's mega particle beam attack that is pretty much a one-hit KO against most of the cast, or even Fei-Yen's explosive heart projectile attack when she enters her critical mode state with higher offensive output on all of her attacks.

Oh god, there's one thing the arcades will always have over the home releases and it's that siren/alarm (that's in surround sound as you sit in the chair of the arcade machine) that goes off when your VR is in critical condition or about to be destroyed. For some VRs, this is the time for your last-ditch effort attacks/weapons to kick in. For others, it's time to nut up or eat shit and die. I always thought that added an added sense of urgency to the gameplay that really took battles, especially against other human players along with enemy CPU AI's, to the next level.

Another thing about the gameplay that I felt was lost for the most part in the home releases is that feeling of how your attacks track and lock-on. Most people would describe this game as 90% fighting game and 10% third-person shooter. In that regard, they are absolutely correct. All of your projectile attacks have a "curve" to them when you are aiming while moving. You don't get a more accurate lock-on onto your opponent unless you're jumping or remain stationary. That's where jump-cancels (something you will see advanced players do all time that looks like short hops) come in. This eliminates your movement delay/cooldown from jumping and dashing around and allows your VR to instantly acquire a lock-on and make your attacks much more accurate. I thought it was MUCH more easier to do this on the Twin Stick controller layout in the arcades than fumbling around with the standard controller on the home releases. Maybe it's just me, but that's something I always felt about this game in comparison to the home ports.



Home Releases


The home release of Cyber Troopers Virtual-On came into two flavors. There was a Sega Saturn release and a PC release. In terms of performance and visuals, the Saturn release is a massive step down in comparison to the arcade original release, BUT that was accommodated by the additional modes that weren't seen in the arcades.

The bundle pictured above never saw it's way outside of Japan, so all players who wanted to have the genuine feel of the game of like how it was in the arcades were shit out of luck unless they imported this bad boy. 


For the authentic arcade feel, Sega manufactured the Saturn Twin-Stick, of which the game was bundled with in Japan. While the control scheme can be replicated on a standard control pad, all six face buttons are utilized in addition to and . Conversely, the shape of the Twin-Stick means it is easier for players to understand which actions move their Virtuaroid, and which buttons fire. The Twin-Stick was never released outside of Japan, however plans seem to have been in place at one stage to release the peripheral in North America as a separate product, as it is both advertised and its control scheme listed in the US manual.

I'm not going to go too much into how much I loathe the console based controls of these games over the twin stick approach until we reach the coverage on Virtual-On: MARZ later this week but the default controller layout for this series is best described as "hot garbage" and carpal tunnel inducing.





The Saturn version of the game aims for a 30FPS refresh rate (half that of the arcade) and uses an in-house engine not reliant on the Sega Graphics Library. Most, though not all, of the underlying code (and to a lesser extent assets) were brought directly from the arcade version. Like Sega's Model 2-to-Saturn fighting game conversions, 3D polygonal backgrounds were replaced with 2D variants. The Saturn version also includes two split screen options, both "horizontal" and "vertical".



In 1997 another verion of the game was released that was compatible with Netlink, like all other Netlink games can now be played over a high speed internet connection with Voip.





1997 also saw a Windows PC release derived from the Saturn game, however unlike previous Sega PC games, Virtual-On required a 166MHz Pentium MMX processor to run, which at the time was only available as part of high-end machines. Despite this, the game was unable to hit a stable frame rate with the recommended hardware, and 3D accelerator cards were not supported. In Japan compatibility for said cards was added, though no configuration matches the Model 2 version's visuals and performance (although the PC versions can output higher resolution graphics).

On the other hand, the PC release runs similarly to the arcade original, despite a few hiccups here and there in terms of performance issues. There weren't a twin stick controller made for use on PC with the game, so players on the so-called "master race" were reduced to playing on a keyboard. That being said, this is the version to get if you want the game to look as visually appealing as the arcade original, but the sound quality isn't as good. At the time of release, the game was reportedly slowing down and under-performing on those older computers that it was made for, but by today's standards, a Windows 7 and up machine can handle this game with little to no problems if you can tolerate the headache of acquiring a copy and managing to get it to run on your machine without it closing out after every match.

I have to be honest. I'm willing to shell out the dough to buy the Saturn release of the game just for the Twin Stick bundle with the game. I would have to buy two just for a friend could play but damn. It's either that or building a custom machine and/or setup to replicate the arcade feel of the game just to run this on PC and finding the means for somehow getting some twin sticks for PC to be compatible with the game to boot. Then again, the Netlink version might be preferrable with the option for online play over VoIP (voice over IP), but then again, as much as I loved the original title in this series, there's more sequels (and better yet spin-offs) in series to discuss.

We'll cover the sequel to this title, Cyber Troopers Virtual-On: Ontario Tangram, tomorrow.