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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. 

30 Things of Stuff I Like: #5 -- West Coast Avengers / Avengers: West Coast



The team is founded by the Avenger Hawkeye in response to a suggestion by fellow Avenger, Vision, who at the time wished to expand Avengers' influence. Hawkeye recruits MockingbirdWonder Man, Tigra, and Iron Man, with the last actually being Jim Rhodes as opposed to Tony Stark, a fact initially unknown to the team. Together the team defeat a petty criminal called the Blank and later the Avengers foe Graviton.

The team would later take on Henry Pym as a scientific advisor and compound manager and battle a range of both old foes – including the Grim ReaperUltron, Graviton, and Zodiac – and new opponents such as Master Pandemonium. Former Fantastic Four member Thing and the heroine Firebird briefly allied themselves with the team. Henry Pym, who is saved by Firebird from a suicide attempt, and the adventurer Moon Knight formally join, while Iron Man is expelled for his actions during the Armor Wars. The "Lost in Space-Time" storyline began in issue #17 (February 1987) when Dominus sent the team back in time. The marriage of Hawkeye and Mockingbird is placed in jeopardy when, during this arc, she allows the Old West hero the Phantom Rider to die in a fall for deceiving and raping her.

After a trip to Hungary to investigate a report on Pym's second wife, the Wasp, the Scarlet Witch, and the Vision assist the team. Mockingbird, Tigra and Moon Knight leave the team together as a new short lived team called the Ex-WACOs over the Avengers rule of not killing in regards to Mockingbird's encounter with Phantom Rider. The Vision and the Scarlet Witch join the team as to not leave it short handed. Former Avenger ally Mantis makes a brief appearance.

That was only the tip of the iceberg. I loved the West Coast Avengers, or rather the Avengers West Coast as they would be called down the road more than the main ensemble roster of the Avengers' line-up as this group had issues. A lot of them for that matter. It was my first taste of everything not being peaches and sunshine on these various superhero teams. These characters had normal human, yet very relatable issues. Hank Pym dealt with chronic bouts of depression. Not to mention being friend zoned by Tigra...




Tigra struggled with an identity crisis after losing control of her cat-like powers at one point and being reverted back to her human state. She feared becoming Tigra as she was losing herself the more she stayed in that form so she sought out to reclaim her identity as The Cat, but Patsy Walker had taken up that mantle and costume as Hellcat in her adventures with her husband Helstrom. Mockingbird and Hawkeye had numerous ups and downs in their relationship. They were set to be married but the previously mentioned incident between Phantom Rider deceiving and raping Mockingbird that led her allowing him to die caused their marriage plans to be put on hold. There was some deep shit in these comics and it got more intense as the years went on.





The love triangle between Wonder Man, Vision, and Scarlet Witch is juggled in this series as well as hinting at Scarlet Witch's mental instability after her "children" are revealed to be fragments of the soul of the demon Mephisto. This drove her insane briefly, which led to both Vision and Scarlet Witch to separate. For crying out loud, this comic even brought back the original Human Torch (Yeah, that was a thing before the Fantastic Four came around in the 1950s) into Marvel Comics' canon. Over the decades, the team's roster would constantly change with a who's who cast of heroes being a part of the team's roster. Eventually, the constant in-fighting and drama between the heroes proved to be to it's detriment as Captain America stepped in to formally disband the team.


Most of the original line-up would live on in the short-lived Force Works team, but that's where my fondness with the West Coast Avengers would end. Force Works wasn't the same. They tried to rehash what was great about West Coast Avengers with a new coat of paint, but it was ultimately plagued by a ton of the tropes and bullshit that littered a lot of comic books in the '90s. The only thing good that came out of Force Works were their appearances in both seasons of the Ironman animated series as part of the Marvel Power Hour.

In the animated series, Hawkeye fills the void that US Agent played in the comics.

For the series, Hawkeye appeared in place of U.S. Agent (though he did appear in the eight issue adaptation of the cartoon). Shortly after the characters were written out of the series, Force Works was canceled at issue #22 (April 1996).

Off-topic, but who actually fucking remembers who the hell Century was? He definitely has to be one of the most obscure and easily forgotten characters out of Marvel Comics' ensemble of new additions in the '90s.

The West Coast Avengers remain as a fond reminder for me that these heroes aren't perfect and they are as flawed as me or you reading this, but they strove to continue making the world a better place regardless. This corner of the Marvel Comics Universe served as my introductions to a lot of these lesser known characters (at the time) that I would come to continue to admire to this day, especially after they would "graduate" from this team and move onto the main Avengers team or onto their own solo adventures. 




PREVIEW -- KILL la KILL (The Video Game) IF


Kill la Kill - IF is an action fighting game based off of the popular, cult anime series, features popular characters from the series, and includes the original voice actors in Japanese as well as the original voice actors who voiced the US anime series. The game will bring a brand new untold story from original Kill la Kill scenario writer, “Kazuki Nakashima”!

Arc System Work's newest anime fighting game will be released on PlayStation 4 and Switch in the west on July 26 and worldwide on PC a day sooner, July 25.

Along with this announcement comes the news of two new characters for the game, Mako Mankanshoku and Ultimate Double Naked DTR. Europe will also be receiving a limited edition version of the game that includes an artbook, soundtrack, and a Mak-Roquette squeezie toy.

Character Trailers:

Ryuko Matoi





Satsuki Kiryuin





Ira Gamagoori






Uzu Sanageyama





Gameplay Trailers:




This trailer is worth watching just for Mako's commentary alone. I almost forgot how adorable and comical her character is in this anime.





I would have covered this game sooner - in terms of preview content, but details have been VERY scarce for this title that is set to release summer 2019 in a little over a month now as of this posting. Ark System Works (same developers behind Dragon Ball FighterZ, Guilty Gear series, and BlazBlue series) are behind the game, so I'm not really worried in terms of gameplay though. It just feels like they are dragging their asses through the mud in terms of promoting this game - at least 4-5 years following the end of the anime. 

For more info on the game, be sure to visit their homepage here

PREVIEW -- Monster Hunter: World - Iceborne - E3 Developer Spotlight, Story Trailer, & A Tour with The Handler

Unleash Your Hunting Spirit!

Monster Hunter World: Iceborne is a brand new expansion for Monster Hunter: World.

A new world awaits, with more powerful monsters, and challenging master rank quests!




Nothing too surprising here as anyone who has played Monster Hunter: World since launch knows how the Research Commission seems to can't do anything without the Hunters doing anything for them. The fleet is going to investigate this new land mass that has sprung up and attracting the Legiana's to this new locale. This new environment is affecting the New World in various new ways, so I'm anxious to see how this affects the areas in the main game along with the Hoarfrost Reach (as what the new area has been dubbed).




Much like everything else on his gaming channel, WWE's Xavier Woods plays this game like hot garbage. Now Asuka on the other hand, is more than welcome to go hunting with me anytime in this game. She fucking ruled playing this. I was facepalming so hard watching Woods make an ass out of himself on stage, yet claiming that he's such a pro at this game. The entire MHW community was frowning upon you that day, bro.




With the PS4 exclusive beta coming up this weekend for PS+ users, this was a more than welcome introduction and refresher course for players old and new jumping into the Iceborne expansion.

PREVIEW -- Samurai Shodown - Return Of A Legend Gameplay Trailer



Samurai Shodown (Samurai Spirits in Japan) is a fighting game series by SNK. In Japan, the name of the series is officially in katakana, but is often written in kanji (侍魂, samurai tamashii), with the second character pronounced supirittsu, "spirits", to better reflect the game's setting.

I haven't played Samurai Showdown - with an "W" - in roughly two decades now, but this newest entry looks like it could be pretty fun. Seems like SNK invoked some essence of what Street Fighter IV a blast to play throughout it's tenure on the landscape of the fighting game community at the time. I'm still surprised that this was already granted a spot at EVO this year to say it's officially launching within a few weeks prior to the tournament. Those interested are going to put in the man hours in terms of crunch time and mastering their strategies within the Training/Practice Modes while learning the in's and out's of the game. 

I know that there have been more trailers focusing on each of the fighters that are going to be in the game, but I have honestly haven't keeping tabs on that. 

I applaud SNK for offering the future DLC content for free for anyone who adopts the game early (namely before June 30) though. That's piece of good will to their player/fan base right off the bat that's going to make newcomers and early adopters of the game stick with it and actually invest more than weekend with it.