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Page 1:
Introduction & Characters
Cyber Troopers Virtual On

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Virtual On: Oratorio Tangram
Virtual On Force
Virtual On Marz

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Cyber Troopers Virtual On: Oratorio Tangram / Dennō Senki Bācharon Oratorio Tanguramu (電脳戦機バーチャロン オラトリオ・タングラム) - Arcade, Dreamcast, XBLA (1998)

Japanese Arcade Flyer

Japanese Dreamcast Cover

American Dreamcast Cover

The series received its second sequel three years after the first installment, which again originated in the arcades. Virtual On: Oratorio Tangram (affectionately dubbed "VOOT" by fans) doesn't change many game elements, but it does add more Virtuaroids, bringing the total roster of VR's to twelve (thirteen with the unlockable Ajim). Several of the old mechs return, and some of the new ones are simply redesigns of VRs found in the first game.

In addition to the standard twin controls, Oratorio Tangram incorporates a turbo feature for your VR's weapons that allows you to make stronger attacks. The downside to these is that your VR has to be standing still, limiting your evasive capabilities. Other new gameplay additions include air dashes, "watari dashes", turbo weapons, a new defense system called "V. Armor" and completely redesigned close combat. The "watari dashes" (called "vertical dashes" in the American instruction booklet) allow your VR, with proper timing, to change directions in the middle of a dash, allowing counterattacks or wider ranges of fire. The V. Armor system was implemented to allow heavier VR's to have a chance against faster, more mobile VR's. It functions like a guard meter that repels shots at long range the farther away they are (somewhat like Street Fighter Alpha 3's projectile system). It starts at 100%, and over the course of the fight, decreases, making the mech more vulnerable.

The graphics are excellent. Oratorio Tangram still looks great after all these years, thanks to the powerful Model 3 hardware, making it a contender for the likes of Shenmue and Virtua Fighter 3. The models are less jaggy, the colors more vibrant, and the lighting effects are fantastic. The stages are fairly simple, but it only contributes to the simplistic charm. Many Dreamcast games have a pretty rabid following among many gamers, and with titles like Oratorio Tangram, it's not hard to see why. Obviously a commendable improvement over the original, it has an addictive catch in its gameplay that is undeniable. It's even more varied than before, having everything from an airport level to a brightly lit futuristic stage (that does an excellent job at showing off the engine's lighting capabilities). The VR's color schemes are also just as entrancing and depict the same aura of personality when you first saw them in the original game. It really makes you ponder how much work Sega put into the game during development, and it shows. Naturally, the soundtrack is spectacular. It's typical Virtual On fare, and there are over 70 tracks total in the game, with about 30 each for the stages you play under the opposing companies (RNA and DNA).

The CPU is extremely challenging, too. On later levels, it really works to make you sweat (or swear) as enemy VRs duck in and out, shooting at just the moment you've leapt into the air to regain lock-on, using cover to defend against your beam weaponry and having the reflexes of a god when you engage them in close range combat.

Naturally, a port of this package-of-awesomeness was to be expected. The Dreamcast ports for Japan and America were released in 1999 and 2000, with the Western versions published by Activision rather than Sega. These home versions had the standard modes such as survival, replay mode (for saving your favorite fights), training (absolutely needed to get a grip on the game's mechanics) and the usual single-player and two-player modes. The solo mode takes you through the warring of two giant corporations named DNA and RNA as they wage war with its army of VR's against the wonked out security systems of a lunar moon base. You take the role of a pilot in an attempt to stop it. It's not particularly engaging, but keeps your attention enough to get past the idea it was simply implemented to justify your bot battles. It's serviceable, though, and fun for testing your mettle against the god-like reflexes of the computer, but the real draw is the awesome two player mode. You can either set your screens to be vertical or horizontal, although vertical seems to have an advantage in allowing the camera to follow you better in aerial combat. As fun as facing off against the computer is, it's never the same as an unpredictable human opponent on your skill level. Virtual On was practically made for human on human combat, and the player's countering against each other's attacks, movements and using the strengths of different VR's feels just like the classic Street Fighter II tournaments held in arcades so long ago - fun, competitive, and left you yearning to have a rematch.

Despite its great gameplay and generally good reviews, Oratorio Tangram didn't gain an especially wide following in the States. The Dreamcast port never quite gained status like other DC titles such as Soul Calibur or Virtua Fighter. If there are any glaring faults in VOOT, though, it was the control scheme. The standard Dreamcast controller setup only allowed you a few preset commands to use with, and unlike the arcade joysticks, none of them are particularly satisfying. Oratorio Tangram was a game that you needed to be comfortable with the controls, and most players weren't willing to shell out the mucho dinero needed for the dual arcade sticks, which were even harder to come by than the Saturn version. Online play was also totally removed from the American version.

There are a handful of unlockables and treats in the game, such as the unlockable Ajim, who would challenge you if you won against the CPU with too many timeouts. He's incredibly powerful, having cube lasers that will obliterate your VR in seconds. He's usable after his defeat by changing the Dreamcast's internal clock to the date of Halloween (part of a promotional secret implemented by Activision - the Japanese version is somewhat different.) Other things were slight customization options that allowed you to change your VR's in a variety of colors. It's not as in depth as Armored Core, but it was something. Finally, you can access different versions of Oratorio Tangram released.

The Dreamcast version is considered version 5.45, which was slightly revised from the initial release and changes the gameplay balance. After completing the game with every mech, you unlock version 5.2, the first arcade version, which features an alternate version of the public port stage that looks pretty cool. The game speed is a bit more sluggish in version 5.2, and VR's like the Apharmd.S are weaksauce, while the Raiden is vastly overpowered. There was also a third version, version 5.44, which is the upgrade to ver.5.2, but isn't available on the Dreamcast port. Finally, there's a version 5.66 (dubbed Virtual On: Oratorio Tangram: 2000 Edition), which includes three new VR's (mostly just new variations on the Arpharmd, Grys-Vox and Temjin), four new stages, and improved character balance. These bonuses were found in a rare bonus disc for the Dreamcast released only in Japan.

In 2009, Sega released Oratorio Tangram for the Xbox 360 as a digital download on the Xbox Live Arcade. In addition to the gorgeous high-res graphics and widescreen display, it's the 5.66 Edition, the first time this one was officially released outside of Japan. There's an option that allows for a more traditional control scheme, allowing mech movement with the left stick and camera movement with the right stick, which makes playing a bit easier for newbies. The original controls are still present, but the 360 sticks just aren't sensitive enough to pull off some of the more advanced manuevers. Hori released special twin sticks in Japan that retail for over $300.

For those wondering about the strange title: an "oratorio" is a musical piece featuring choir voices which usually tells a religious story, and a "tangram" is a type of Chinese puzzle, which also happens to be the name of the last boss. Altogether, that makes Virtual On: Oratorio Tangram one of the most nonsensical titles in all of video gaming.

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Virtual On: Oratorio Tangram (Dreamcast)

Virtual On: Oratorio Tangram (Dreamcast)

Virtual On: Oratorio Tangram (Dreamcast)

Virtual On: Oratorio Tangram (Dreamcast)

Virtual On: Oratorio Tangram (Xbox 360)


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Additional Screenshots


Cyber Troopes Virtual On Force / Dennō Senki Bācharon Fōsu (電脳戦機バーチャロン フォース) - Arcade, Xbox 360 (2001)

Japanese Xbox 360 Cover

Alternate Cover

Platinum Collection Cover

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. There's also a system that lets gamers save their VR data on cards and carry them around. I haven't played it, myself, but as the last installment in the series, Virtual On Marz, is essentially a home port, I'm willing to bet we didn't miss out on much.

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Cyber Troopers Virtual On Marz / Dennō Senki Bācharon Māzu (電脳戦機バーチャロン マーズ) - PlayStation 2 (2003)

American PlayStation 2 Cover

Sega tried to take the series in a different direction with Virtual On Marz, which is essentially a home port of Virtual On Force with a whole Story mode and lots of extra stuff. Unfortunately, the new direction doesn't quite work out. The back cover about its massive amount of unlockable Virtuaroids - 40 in total - and swaggers onto your PS2 with bluster, depicting all kinds of neat stuff: an awesome CG scene with you and a mech named Sgt. Hatter facing off against the legendary Z-Gradt on the surface of Mars, and the cool Gundam-launching sequences the series was known for.

Rather than implementing any revolutionary ideas through with some next-gen polish, you soon realize that some braindead developers lock you into a barely competent third person shooter. Virtual On Marz deviates quite a bit from the standard formula. Much like Virtual On Force, there's an arcade style mode featuring straightforward two on two matches. However, they also decided to tack a "story" onto it, remove the arena combat mentality, and turn it more of an action game. It's an interesting idea, but it doesn't quite work.

In most levels, you're accompanied by a companion, who's controlled by the computer. The object is simply to kill all of the enemies, and you'll find yourself fighting against up to two other enemy mechs at the same time. These single player missions don't even try to give you much variety. Granted, it's still Virtual On, but I'd expect more in these day and age. The mission objectives never deviate from three types: "protect the convoy from enemies" (which respawn indefinitely), "get to the end of a level" with tons of foes that dole out cheap shots as you avoid conveniently placed land mines, and "progress through the room" scenarios which simply become tedious.

You run into a lot of weird situations in which enemies can shred you by repeated knock-you-down-over-and-over tactics, but your witless comrades need babysitting on the higher difficulty levels - at least they act as a good diversion. Even Virtual On nuts like myself will notice Marz's intense and interesting combat devolves into dreadfully boring combat by the midgame and only perks up near the end. As it turns out, the game is fun and exciting when fought in quick thirty second bursts, but it drags on when you're fighting five minute long battles. The speed of the gameplay also seems to have been slowed down a bit - while it makes it easier to keep track of things, it's missing a bit of the intensity of the previous games.

The story itself is absurd, and is always related to you through long, boring mission briefings, which can be sped through but not skipped. You want to just blow things up, but you end up being choked by all the plot-related jibberjabber. It doesn't help that the story is so by-the-numbers because the "plot twists" halfway through is met with a sigh of relief rather than surprise. Even the colorful in-game cutscenes are blatantly ruined by the voices of the various mech pilots who add to the overall cheese factor of the storytelling. One stage has you teaming up with a Temjin mech called "Sgt. Hatter", as you work in tandem to defeat three female pilots in custom YZERS in an orbital elevator of some sort.

Special VRs

The Three Sisters of The Rose

Three mech pilots in Yzers that harass you three times during the game. The team is led by Captain Silvie Fang, the remaining two are 1st Lieutenant Jennifer Poison and 1st Lieutenant Deborah Bite. They are ordered by the ex-DNA commander to study and gather information on the happenings surrounding Mars.

Apharmd the Hatter

Your teammate at the beginning of the game. After saving him from the clutches of Z-Gradt, he joins you for a few missions before getting injured. Then comes back as a mad-man of some sort who challenges you to a duel. Right.

White Knight

A super powerful Temjin that wipes the floor with you on the moon, then joins as a partner later, where he's severely underpowered. Can be unlocked if you complete the mode on expert difficulty.

Shadow VRs

Some evil VRs you fight on the moon stage with a kickass black and red color scheme. Can be incredibly difficult to beat.

New to Virtual On Marz are heal discs, which are either found on containers on the battlefield or dropped randomly from defeated enemies. Since you'll often need to face off several enemies on a single life, you'll often need these to stay alive, and are activated with the Select button. Unfortunately, the computer has these as well, and the AI tends to attack with short bursts, then run off in the corner to heal. To be fair, the PlayStation 2 controller provides several suitable control schemes in place of the twin sticks, making this the closest to the arcade, but it still feels inadequate and can really hurt your fingers. The levels are also too constricting and look amazingly dull.

Further compounding the game into sheer mediocrity is the availability of the selectable VR's. You'd think you'd unlock most by progress throughing story mode or with the attainment of points, but all it really comes down to is "kill this number of enemies to get this sucky VR and another number of that enemy to get the same VR with the same design, but slightly different stats." The mind numbs when you quickly figure out there are twenty-something Temjins that all look and operate exactly alike, and similar nonsense going on with the copies of VOXes and Apharmds. There are a few keepers, though, like the loveably cute Angela and the unique "Sin" YZER model that populate the later levels, but for the most part, the advertised selection of VR's is simply hyperbole.

To add more pain, you're not offered true multiplayer - you're limited to two players in versus mode, with no option available for multitap or online play - any other players are controlled by the boneheaded AI. So much for the experience of FORCE (or even online play). The music grates on the nerves, particularly during the main menu and randomly during stages (I recall a time when I continuously retried a stage simply to hear a better BGM), which will have you begging for mercy in an hour. At least the rest of the music is solid. Marz also features quite possibly the most illogical load times in all of gaming. Besides the punishment you must endure for your audacity of progressing through the game, clicking "save your progress" will save everything up to your current level but takes an eternity for no apparent reason. At best, Marz is a mildly entertaining, hardcore sci-fi shooter, and at its worst, it's yawn-inducing mediocrity. In the end, those who don't like Virtual On or have any interest in this stuff won't be swayed by Marz, but it's still worth it for a cheap thrill, considering it can generally be had for less than $10.

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Virtual On Marz (PlayStation 2)

Virtual On Marz (PlayStation 2)

Virtual On Marz (PlayStation 2)

Virtual On Marz (PlayStation 2)

Virtual On Marz (PlayStation 2)

Virtual On Marz (PlayStation 2)

Virtual On Marz (PlayStation 2)

Virtual On Marz (PlayStation 2)


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Additional Screenshots


Soundtracks

Virtual On is the most Japanese-sounding, upbeat music I've ever heard - so much so that it seems inappropriate at times. That's the best description I can offer other than "jaunty techno", but I can note that it's truly unique. The origins of the music are readily apparent from its arcade roots - many BGMs are meant only to be listened to in short bursts. From the beginning of the series, Kentaro Kobayashi has always composed the soundtracks, with his most fleshed out work being FORCE. All of the soundtracks have been released in "official sound data" compilations that include every track along with voice data straight from the games. The Oratorio Tangram release has the most tracks and was even released in separate DNA and RNA discs because of the sheer selection. Force and Marz received their own soundtrack releases, although Marz is largely identical to Force. There are even a few old songs mixed in. One CD has a set of remixes composed by "Dj Q'hey" that are quite good. The first level theme from the original Virtual On, "Into the Blue Sky", is also featured on the excellent Segarock Volume 1 CD, redone in rock style.

Virtual On OST


Fei Yen costume for Hatsune Miku from Project Diva

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Page 1:
Introduction & Characters
Cyber Troopers Virtual On

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Virtual On: Oratorio Tangram
Virtual On Force
Virtual On Marz

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