the cutting room mirror

Cyber Troopers Virtual-On MARZ

Unused Virtuaroid#

Hidden Virtuaroid#

There are a variety of hidden virtuaroids on the game disc, from Virtuaroids that appear to be complete to Virtuaroids that do not even have graphics.

ID:ID is a value that can be selected if specified
DEMO NAME:Name introduced during the demo that plays when left on the title screen.
Virtuaroid Name:Name displayed when appearing as an enemy in EPM-12
{| class="wikitable" style="text-align: left;" !ID !Internal name !DEMO NAME !Virtuaroid Name !Translation !Notes !Image |- |00 |TEM |TEMJIN 747AII |テムジン747AⅡ |TEMJIN 747AII |This Virtuaroid is not strictly speaking unused, but it cannot be used by the player.
The Virtuaroid appears in the title demo and Challenge Mode.
Virtuaroid selection screen shows it as TEMJIN747J.
There seems to be a glitch in some of the attacks. |VONMARZ_TEM_747A2.png |- |0B |T81 |10/80 ADV |Unknown | |When I try to load this Virtuaroid, the game crashes because the file does not exist.
The image is from a crash when I tried to load it. |VONMARZ_T81.png |- |0E |VOX2 |VOX |VOX ダニー |VOX Danny |Virtuaroid that appeared in FORCE and is unfinished in MARZ
Graphics are the same as DAN |VONMARZ_VOX2.png |- |17 |RAND |RANDOM |ランダム |RANDOM |of unknown use
It is possible that this game was originally developed with the intention of porting Force and the Virtuaroid with this value may have functioned in the same way as Force random selection feature. |VONMARZ_NO_VR.png |- |18 |BOS |BOSS |ボス |BOSS |of unknown use |VONMARZ_NO_VR.png |- |22 |Z31 |HELI |こうげきヘリ |KougekiHeli |kougekiHELI can be directly translated as Attack helicopter
kougekiHELI will appear in an unused mission |VONMARZ_NO_VR.png |- |36 |DIK3 |VOX "LAN" |VOX ラン |VOX LAN |Graphics are Lee and the only attack is a dash melee.
If I had to guess from the DIK3 name, I would say that it was supposed to appear as a small fry enemy similar to Lee and Loo |VONMARZ_DIK3.png |- |38 |JAG |JAGUARANDI |ヤガランデ |JAGUARANDI |Playable version of boss Jaguarandi that appeared in FORCE as Guarayakha's transformation, unused in MARZ as Guarayakha can't transform anymore.
Smaller than boss version and has altered weapons. Some melee attacks (mostly with the Left or Right weapons) don't seem to work properly. |VONMARZ_VO4JAG.png |- |3C |TAN2 |TANGRAM 2 |タングラム2ごう |TANGRAM2Gou |The game still has the FORCE text, and in it is the text of the tutorial mission
I think it is possible that this is a mini-tangram that appears in the final stage of the tutorial mission of FORCE. |VONMARZ_NO_VR.png |- |41 |DAI4 |DAIMON |ダイモン・シード |DAIMON SEED |of unknown use |VONMARZ_NO_VR.png |- |47 |MZG6 |MILTON6 |ミトンfp |mitonfp |Graphics are the same as mitonff, but armed differently |VONMARZ_MZG6&MZG7.png |- |48 |MZG7 |MILTON7 |ミトンtf |mitontf |Graphics are the same as mitonff, but armed differently |VONMARZ_MZG6&MZG7.png |}

Text-only Virtuaroid#

Several text-only virtuaroids exist on the game disc.

Virtuaroid Name

Notes

MZV-707-S SF

Temujin 707S with Special Force specifications

Unused Virtuaroid colour#

Virtuaroid textures are the same for each series, and colors exist where they cannot be selected.

Virtuaroid Name and Notes

Image

VOX Dan Special Force exists in VOX Dan, but it is not used because another color is used.

VOX Joe Special Force exists in VOX Joe, but it is not used because another color is used.

VOX Jane Not used because Special Force does not exist in VOX Jane

VOX Jane Not used because Special Force does not exist in VOX Jane

VOX Bob1 Not used because Special Force does not exist in VOX Bob1

VOX Bob1 Not used because Special Force does not exist in VOX Bob1

VOX BOB2 Not used because Special Force does not exist in VOX Bob2

VOX Bob2 Not used because Special Force does not exist in VOX Bob2

VOX Lee Not used because Special Force does not exist in VOX Lee

VOX Lee Not used because Special Force does not exist in VOX Lee

VOX Loo Not used because Special Force does not exist in VOX Loo

VOX Loo Not used because Special Force does not exist in VOX Loo

APHARMD J type C Alpha Commando exists in APHARMD J type C, but it is not used because another color is used.

APHARMD J type A Not used because Alpha Commando does not exist in APHARMD J type A

APHARMD J type A Not used because Alpha Commando does not exist in APHARMD J type A

APHARMD T type F Alpha Commando exists in APHARMD T type F, but it is not used because another color is used.

APHARMD T type D Not used because Alpha Commando does not exist in APHARMD T type D

APHARMD T type D Not used because Alpha Commando does not exist in APHARMD T type D

Unused Music and Sound#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: There is a large amount of unused audio
There are similar audio files and it is not clear which ones are used and which ones are not.

Audio Files in the Sound Test List#

The ID of the item here is the value in the sound test
The sound test includes background music, dialogue, and movie sound.
The voice with Early is the same voice actor as in the TGS version.

ID

ADX NAME

Music Name or Planned Use Location

Notes

0

PBSVER20.ADX

P.B.S.ver.2001

FORCE Sound Source

3

LOSER.ADX

loser ver. 1

It is the OST sound source of FORCE,
A separate sound source was prepared and used.

4

MSBSVER7.ADX

M.S.B.S.Ver.7.5

It is the OST sound source of FORCE,
Since the loop was short, another sound source was prepared and used in Final.

5

ENCOUNTE.ADX

encounter

ADX used in Taikenban menus.
Since the loop was short, another sound source was prepared and used in Final.

6

INTERMIS.ADX

intermission ~ get ready

OST sound source for FORCE.

18

FINALFOR.ADX

illusional savage

It is the OST sound source of FORCE,

22

INEEDTOS.ADX

I need some armour for my flesh

It is the OST sound source of FORCE,
BGM at warp, but never used

23

WARNNING.ADX

warning

It is the OST sound source of FORCE,

25

CONGRAT.ADX

congratulatory address

It is the OST sound source of FORCE,

27

PATIENCE.ADX

patience

It is the OST sound source of FORCE,
Since the loop was short, another sound source was prepared and used in Final.

28

LONELYDA.ADX

lonely dancer

It is the OST sound source of FORCE,
Since the loop was short, another sound source was prepared and used in Final.

31

1_1_2_01.ADX

TGS1-1

The dialogue during the mission description of the TGS version

32

1_1_2_02.ADX

TGS1-1

33

1_1_2_05A.ADX

TGS1-1

34

1_1_2_05B.ADX

TGS1-1

35

1_1_3.ADX

TGS1-1

36

1_1_4NG.ADX

TGS1-1

37

1_1_4OK.ADX

TGS1-1

38

1_2_1_01.ADX

TGS1-2

39

1_2_1_02.ADX

TGS1-2

40

1_2_1_03.ADX

TGS1-2

41

1_2_1_05A.ADX

TGS1-2

42

1_2_1_05B.ADX

TGS1-2

43

1_2_3.ADX

TGS1-2

44

1_2_4NG.ADX

TGS1-2

45

1_2_4OK.ADX

TGS1-2

46

1_3_1_01.ADX

TGS1-3

47

1_3_1_02.ADX

TGS1-3

48

1_3_1_03.ADX

TGS1-3

49

1_3_1_05A.ADX

TGS1-3

50

1_3_1_05B.ADX

TGS1-3

51

1_3_3.ADX

TGS1-3

52

1_3_4NG.ADX

TGS1-3

53

1_3_4OK.ADX

TGS1-3

54

1_B_1_01.ADX

TGS1-4

55

1_B_1_02.ADX

TGS1-4

56

1_B_1_03

TGS1-4

57

1_B_1_05A.ADX

TGS1-4

58

1_B_1_05B.ADX

TGS1-4

59

1_B_3A.ADX

TGS1-4

60

1_B_3B.ADX

TGS1-4

61

1_B_4_01.ADX

TGS1-4

62

1_B_4_02A.ADX

TGS1-4

63

1_B_4_02B.ADX

TGS1-4

64

1_B_4_03A.ADX

TGS1-4

65

1_B_4_03B.ADX

TGS1-4

68

TGS_ENDING_01_48K.ADX

TGS ED

The footage left on the web appears to end up showing the expected release date right after defeating Z-GRADT. Possibly unused even at the time of TGS.

69

TGS_OPENING_01_48k.ADX

TGS OP

Turn on the TGS flag in the in-game flag to play this audio
But the movie is updated, so the movie from the beginning of EP1 is played.

72

HAT_00.ADX

TGS ally

TGS version of Hatter's dialogue

73

HAT_01.ADX

TGS ally

TGS version of Hatter's dialogue

74

HAT_02.ADX

TGS ally

TGS version of Hatter's dialogue

75

HAT_03.ADX

TGS ally

TGS version of Hatter's dialogue

76

HAT_04.ADX

TGS ally

TGS version of Hatter's dialogue

77

HAT_05.ADX

TGS ally

TGS version of Hatter's dialogue

78

HAT_06.ADX

TGS ally

TGS version of Hatter's dialogue

79

HAT_07.ADX

TGS ally

TGS version of Hatter's dialogue

80

HAT_08.ADX

TGS ally

TGS version of Hatter's dialogue

81

HAT_09.ADX

TGS ally

TGS version of Hatter's dialogue

92

DEMO_01.ADX

I need some armour for my flesh

The BGM of the warp direction before the start of EP2-1,
this sound is not used because the SE, dialogue, and BGM are combined in one file.

94

MARZ_HATTER_RES_01.ADX

EP1-5?/Early

Almost the same audio as when EP1-5 is cleared, but HATTER's dialogue does not yet exist

95

MARZ_DEMO_OPENING_01.ADX

OP/Early

Almost the same dialogue as in the beginning of the OP, but with different BGM.

96

MARZ_HAT_RES_48K.ADX

EP1-5?/Early

Same as 94 but louder.

97

MARZ_DEMO_OPENING_48K.ADX

OP/Early

Same as 95 but louder.

105

2_1_2_1.ADX

EP2-1/Early

Only the dialogue in the warp movie before the start of EP2-1

106

2_3_3_2.ADX

EP2-3/Early

107

2_3_3_3A.ADX

EP2-3/Early

108

2_3_3_3B.ADX

EP2-3/Early

109

2_3_3_3C.ADX

EP2-3/Early

110

2_3_3_3D.ADX

EP2-3/Early

111

2_3_3_4A.ADX

EP2-3/Early

112

2_3_3_4B.ADX

EP2-3/Early

113

2_3_3_4C.ADX

EP2-3/Early

114

2_3_4_1A_1.ADX

EP2-3/Early

115

2_3_4_1A_2.ADX

EP2-3/Early

116

2_3_4_1A_3.ADX

EP2-3/Early

117

2_3_4_1B_1.ADX

EP2-3/Early

118

2_3_4_1B_2.ADX

EP2-3/Early

119

2_3_4_1B_3.ADX

EP2-3/Early

120

2_3_4_2A.ADX

EP2-3/Early

The line where the HATTER was destroyed.

121

2_3_4_2B.ADX

EP2-3/Early

The line where the normal virtuaroid was destroyed.

122

2_3_5_1.ADX

EP2-3/Early

123

2_3_5_2.ADX

EP2-3/Early

124

2_3_5_3.ADX

EP2-3/Early

125

2_3_5_4.ADX

EP2-3/Early

126

2_4_1_1A.ADX

EP2-4/Early

127

2_4_1_1B.ADX

EP2-4/Early

128

2_4_1_2.ADX

EP2-4/Early

129

2_4_3_1A.ADX

EP2-4/Early

Dialogue from the cutscene in EP2-4 where HATTER comes to the rescue.
But the dialogue is switched back and forth.

130

2_5_1_1.ADX

EP2-5/Early

131

2_5_1_2.ADX

EP2-5/Early

132

2_5_1_3.ADX

EP2-5/Early

133

2_5_1_4.ADX

EP2-5/Early

134

2_5_2.ADX

EP2-5/Early

Same dialogue as Final's EP2-5 title call

135

2_5_4.ADX

EP2-5/Early

This dialogue is intended to be used in EP2-5, but there is no similar dialogue in Final.

149

KIRISUTE_GO_MEN.ADX

kirisute Go-men!

Kagekiyo theme from FORCE
There is no stage in MARZ that plays this music.
However, it is set as random BGM on unused stage ID 6

173

MARZ_DEMO_EP2_1.ADX

EP2-1/Early

The dialogue is similar to the movie before Final's EP2-1 begins.

185

EPS_1_B_DEMO_HAT_RES.ADX

EP1-5/Early

Same SE as Final's EP1-5, but voice actors are TGS version voice.
But the HATTER dialogue does not yet exist.

233

MYZ_DEMO0203_A.ADX

EP2-3

Unused version, when allies are Hatter

236

MYZ_DEMO0203_B.ADX

EP2-3

Unused version, when allies are usually virtuaroids

256

DEMO_TITLEBACK_01.ADX

EP1-X

This is the BGM for the title call before the stage starts.
This ADX is not used because the actual ADX used has both BGM and dialogue in one file.

257

SUBT_0105.ADX

EP1-5

This is the dialogue for the title call before the start of the stage.

258

SUBT_0104.ADX

EP1-4

This is the dialogue for the title call before the start of the stage.

259

SUBT_0103.ADX

EP1-3

This is the dialogue for the title call before the start of the stage.

260

SUBT_0102.ADX

EP1-2

This is the dialogue for the title call before the start of the stage.

261

SUBT_0101.ADX

EP1-1

This is the dialogue for the title call before the start of the stage.

468

DEMO_NO3_1_1_OP.ADX

EP1

Same dialogue as in the movie before EP1-1, but without the SE at the very beginning.

911

GAME_SH05.ADX

Stages in which allies appear

The line is intended to be played when Gill HP is low and the player makes a rescue dash to share the HP.
The Gill are Unused because they are not allies.

914

GAME_MZ1_03.ADX

Stages in which allies appear

This line assumes that Fang was saved after he was destroyed.
Fang are Unused because they are not allies.

917

GAME_MZ2_03.ADX

Stages in which allies appear

This line assumes that Bite was saved after he was destroyed.
Bite are Unused because they are not allies.

920

GAME_MZ3_03.ADX

Stages in which allies appear

This line assumes that Poison was saved after he was destroyed.
Poison are Unused because they are not allies.

937

GAME_SHB05.ADX

Stages in which allies appear

The line is intended to be played when Leddin HP is low and the player makes a rescue dash to share his HP.
The Leddin are Unused because they are not allies.

987

GAME_FR01_12.ADX

EP5-1

Not used because FR03 is selected

988

GAME_FR01_13.ADX

EP5-4

Not used because FR03 is selected

989

GAME_FR01_14.ADX

EP2-3

Dialogue when an ally is a normal Virtuaroid and is destroyed.
Not used because the voice is not played in the first place.

990

GAME_FR01_15.ADX

EP2-5

Not used because FR02 is selected in EP2-5

991

GAME_FR01_HIT01.ADX

Unknown

Lines that are supposed to be replayed when an ally is downed by a bullet.
Not used because it is not actually played.

999

GAME_FR02_08.ADX

EP2-1

EP2-1 is not used because FR01 is selected

1000

GAME_FR02_09.ADX

EP2-1

EP2-1 is not used because FR01 is selected

1001

GAME_FR02_10.ADX

EP2-1

EP2-1 is not used because FR01 is selected

1002

GAME_FR02_11.ADX

EP2-1

EP2-1 is not used because FR01 is selected

1003

GAME_FR02_12.ADX

EP5-1

EP5-1 is not used because FR03 is selected

1004

GAME_FR02_13.ADX

EP5-4

EP5-4 is not used because FR03 is selected

1005

GAME_FR02_14.ADX

EP2-3

Dialogue when an ally is a normal Virtuaroid and is destroyed.
Not used because the voice is not played in the first place.

1013

GAME_FR03_08.ADX

EP2-1

EP2-1 is not used because FR01 is selected

1014

GAME_FR03_09.ADX

EP2-1

EP2-1 is not used because FR01 is selected

1015

GAME_FR03_10.ADX

EP2-1

EP2-1 is not used because FR01 is selected

1016

GAME_FR03_11.ADX

EP2-1

EP2-1 is not used because FR01 is selected

1019

GAME_FR03_14.ADX

EP2-3

Dialogue when an ally is a normal Virtuaroid and is destroyed.
Not used because the voice is not played in the first place.

1020

GAME_FR03_15.ADX

EP2-5

EP2-5 is not used because FR02 is selected

1021

GAME_FR03_HIT01.ADX

Unknown

Lines that are supposed to be replayed when an ally is downed by a bullet.
Not used because it is not actually played.

1022

GAME_FR04_01.ADX

Stages in which allies appear

FR04 is never selected, so all are unused.

1023

GAME_FR04_02.ADX

Stages in which allies appear

1024

GAME_FR04_03.ADX

Stages in which allies appear

1025

GAME_FR04_04.ADX

Stages in which allies appear

1026

GAME_FR04_05.ADX

Stages in which allies appear

1027

GAME_FR04_06.ADX

Stages in which allies appear

1028

GAME_FR04_07.ADX

Stages in which allies appear

1029

GAME_FR04_08.ADX

EP2-1

Lines from specific scenes, but not used because FR04 is never selected.

1030

GAME_FR04_09.ADX

EP2-1

Lines from specific scenes, but not used because FR04 is never selected.

1031

GAME_FR04_10.ADX

EP2-1

Lines from specific scenes, but not used because FR04 is never selected.

1032

GAME_FR04_11.ADX

EP2-1

Lines from specific scenes, but not used because FR04 is never selected.

1033

GAME_FR04_12.ADX

EP5-1

The only virtuaroid that comes to the rescue in EP5-1 is TEMJIN 707J, which is not used because female virtuaroids are never selected.

1034

GAME_FR04_13.ADX

EP5-4

Lines from specific scenes, but not used because FR04 is never selected.

1035

GAME_FR04_15.ADX

EP2-5

EP2-5 is not used because FR02 is selected
Female Virtuaroid is not set as an ally Virtuaroid to be selected in EP2-X.

1038

GAME_FR05_03.ADX

Stages in which allies appear

A line that a player says when he or she destroys an enemy.
Guarayakha will be an ally in the mission where the same Virtuaroid as the player is selected, but the inside is FR06
When Guarayakha appears as an enemy, voices 01 and 02 are played, but other voices are not used.

1039

GAME_FR05_04.ADX

Stages in which allies appear

The line is intended to be played when Guarayakha HP is low and the player makes a rescue dash to share his HP.

1040

GAME_FR05_05.ADX

Stages in which allies appear

When a player's HP is low and the player makes a rescue dash to share HP from Guarayakha, the dialogue

1041

GAME_FR05_06.ADX

Stages in which allies appear

The dialogue when Guarayakha is rescued

1042

GAME_FR05_06B.ADX

Stages in which allies appear

Another version of ID:1041

1043

GAME_FR05_07.ADX

Stages in which allies appear

The dialogue immediately after Guarayakha was destroyed and downed.

1085

GAME_FR06_13B.ADX

EP5-4

Another version of the dialogue at the start of EP5-4

1094

GAME_FR06_15.ADX

EP2-5

Not used because no female virtuaroid is selected in EP2-5

1095

GAME_FR06_14.ADX

EP2-3

Dialogue when an ally is a normal Virtuaroid and is destroyed.
Not used because the voice is not played in the first place.

1098

GAME_FR04_11B.ADX

EP2-5

This dialogue is unused as the only type used is FR02

1099

GAME_FR03_11B.ADX

EP2-5

This dialogue is unused as the only type used is FR02

1101

GAME_FR01_11B.ADX

EP2-5

This dialogue is unused as the only type used is FR02

1212

MUSIC48A.ADX

None

Looks like a song for CRI's video compression technology sample

Audio Files not on Sound Test List#

There is data in the game that cannot be played in the sound test.
The items in this list are pronounced differently than the files that exist in the sound test list.

ADX NAME

Planned Use Location

1_1_3F.ADX

TGS1-1

1_1_4OKF.ADX

TGS1-1

1_2_1F.ADX

TGS1-2

1_2_3_05F.ADX

TGS1-2

1_2_4F.ADX

TGS1-2

1_3_1_03F.ADX

TGS1-3

1_3_1_5F.ADX

TGS1-3

1_3_3F.ADX

TGS1-3

1_3_4OKF.ADX

TGS1-3

1_B_1_03F.ADX

TGS1-4

1_B_1_05F.ADX

TGS1-4

1_B_3AF.ADX

TGS1-4

1_B_4_01F.ADX

TGS1-4

Unused image#

To do:

  • Look for any other unused images.

Planned Use Location and Notes

Image

VR SELECT There is a file in the game that was to be used for TEMJIN747AII
However, it was originally changed to use the image of TEMJIN747J since it is a virtuaroid that cannot be selected
The model number was mistakenly given as MBV-707-AII, which is correct MBV-747-AII.

VS MODE There is a file in the game that was to be used for TEMJIN747AII
However, it was originally changed to use the image of TEMJIN747J since it is a virtuaroid that cannot be selected

Unused Text#

'...But what does it mean?'
This game has text or audio that needs to be translated. If you are fluent with this language, please read our translation guidelines and then submit a translation!

There is a large amount of unused text on the game disk

Text that can be displayed in the game#

Unused mission dialogue#

Planned Use Location

ID

Notes

Japanese

Translation

Image

intermission

None

Model number displayed during intermission TEMJIN747AII is not used because it is a virtuaroid that cannot be selected

None

MBV-747AII

in the midst of battle

None

Virtuaroid name in combat
TEMJIN747AII is not used because it is a virtuaroid that cannot be selected

テムジン747AⅡ

TEMJIN747AII

EP5-3

1

Unused Line of ally
Image replaces the commander's dialogue.

援護する!貴官は砲台を叩いてくれ!

Unused ally text#

In addition to the dialogue when they appear as enemies, there is dialogue for when they are allies.
There are missions where the same virtuaroid as the player is selected, but the contents are generic.
By changing the contents, a small amount of text and dialogue can be seen

VR

Notes

Japanese

Translation

Image

RAIDEN 512E1 gfk

The line is intended to be played when Gill HP is low and the player makes a rescue dash to share the HP.

感謝する!

MYZR Δ IV typeR "FairBianca"

The dialogue when rescued

行くわよ!

MYZR Δ I "Evelyn"

The dialogue when rescued

行くわよ!

MYZR Δ I "Charlotte"

The dialogue when rescued

あら・・・?

Guarayakha

dialogue when an Guarayakha destroys an enemy.
This dialogue can be seen in EP6 when Guarayakha appears as an enemy.

よし♪

Guarayakha

dialogue when an player destroys an enemy.

おめでと♪

Guarayakha

When a player's HP is low and the player makes a rescue dash to share HP from Guarayakha, the dialogue

どんまい♪

Guarayakha

The dialogue is intended to be played when Guarayakha HP is low and the player makes a rescue dash to share his HP.

ありがと♪

Guarayakha

Dialogue after Guarayakha is destroyed

たすけて♪

Guarayakha

dialogue when Guarayakha is rescued
The text and the audio are not correct, the text says "かんしゃする" and the audio says "かんしゃっ".
There are two voices when Guarayakha is rescued and the text seems to be the same as the other one
The other audio and text could not be displayed.

かんしゃする♪

Guarayakha

Dialogue immediately after Guarayakha is destroyed
This dialogue can be seen in EP6 when Guarayakha appears as an enemy.

ごめん♪

Text that cannot be displayed in the game#

To do:

  • Investigate ways to display in-game

EP

Notes

Japanese

Translation

EP2-3

The text was probably created to match the unused audio.
Dialogue for cutscenes before the battle begins.

(シ)シルビー・ファング
(デ)デボラ・バイト
(ジェ)ジェニファー・ポイズンです・・・
(シ)そう、あなた達がお客様なのね・・・
(ハ)気をつけろ!こいつらは悪名高い 毒蛇三姉妹だぞ!!
(シ)お黙り!!MARZの犬!!
(デ)ぬゎんですってぇぇ!
(ジェ)あら・・・
(シ)アンベル様には失礼の無いようにといわれてたけど・・・試させて貰うわ!!
(デ)そう来なくっちゃ!!
(ジェ)・・・私たち、戦うんですの?

EP2-3

The text was probably created to match the unused audio.
Dialogue from cutscenes that occur during battle
When the ally is HATTER

(シ)ラチがあかない!あの暑苦しい方から始末する!!
(デ)合点!!
(ジェ)え・・・?

EP2-3

The text was probably created to match the unused audio.
Dialogue from cutscenes that occur during battle
When the ally is normal virtuaroid

(シ)ラチがあかない!あのパッとしない方から始末する!!
(デ)合点!!
(ジェ)え・・・?

EP2-3

Dialogue when an ally is destroyed
When the ally is a HATTER

(ハ)ド・ン・マ・イ・・・! ハッター軍曹機、完全撃破 (再起不能)

EP2-3

Dialogue when an ally is destroyed
When the ally is a normal virtuaroid

(僚)申し訳ありません・・・! 僚機、完全撃破 (再起不能)

Unknown

Text in file for unused missions
Same text present in unused mission file for TGS

任務だ、〇〇
火星戦線に潜入していた
ハッター軍曹が連絡を絶った。
彼は重要な情報を握っている。
大至急,救出に向かってくれ。

今回の任務は一人で行ってもらう。
探索地域は〇〇。
探索期間は〇日。

なお、潜入する地域には
DNAのVR部隊による
前哨ポイントが点在している。
要注意だ。

任務確定
作戦コード:〇〇
「ハッター軍曹ヲ救出セヨ!」
期限:〇〇日

Unknown

Text in file for unused missions
Mission Success Text
Same text present in unused mission file for TGS

DNAの前哨ポイント〇〇を突破した。
これより、前進を再開する。

Unknown

Text in file for unused missions
mission failure Text
The same text exists in the mission file for TGS

任務失敗。
これより本部に帰還、
善後策を協議する。

TGS

TGS opening

TGSにようこそ!
あなたを
火星圏に新設された特殊機動部隊
すなわち、MARZの一員にお迎えして

電脳歴 バーチャル・センチュリー
VCa9年の火星で繰り広げられている
限定戦争の現場にご案内します

なお、搭乗するバーチャロイドは
MARZ専用機「テムジン747J」です

御健闘をお祈りしております!!

TGS

TGS 1st stage

では、最初の任務です

手始めに、DNAという軍隊を
襲撃してみましょう

「DNAヲ襲撃セヨ!」
敵勢力 VR4機
制限時間 180秒

TGS

TGS 2nd stage

仲間が加わりました

こちらは、ハッター軍曹の搭乗する
アファームド・ザ・ハッター

二機のVRで
今度は、RNAという軍隊を
蹂躙してみてください

「RNAヲ蹂躙セヨ!」
敵勢力 VR4機
制限時間 150秒

TGS

TGS 3rd stage

ちょっと、やりすぎたかもしれません

DNAとRNAが
手を組んで挑戦してきました

彼らを
殲滅しましょう!!

「連合軍ヲ殲滅セヨ!」
敵勢力 VR6機
制限時間 150秒

TGS

TGS boss stage

緊急事態です

前面に
所属不明の機体が
立ちはだかっています
粉砕してください!!

「謎ノ機体ヲ粉砕セヨ!」
敵戦力 不明
制限時間 90秒

TGS

Mission Success Text for TGS

襲撃 成功!!

TGS

Mission Success Text for TGS

蹂躙 成功!!

TGS

Mission Success Text for TGS

殲滅 成功!!

TGS

Mission Failure Text for TGS

残念でした
またの機会にお会いしましょう

TGS

Z-GRADT destruction success text for TGS

粉砕 成功!!

TGS

TGS Ending

任務御苦労!
だが、問題発生だ!
火星にあのような巨大兵器をもちこんだのは
誰なのか
調べる必要がある!!

ハッター軍曹は行ってしまった
風雲告げる火星戦線。
陰謀暴くMARZの活躍が
今、まさに始まろうとしています!
電脳戦機バーチャロン マーズ
2003年、春発売予定
どうぞご期待ください!!!

None

Text from the first tutorial mission in FORCE

私は教官のハッター軍曹だ。
教習中は私の説明をよく聞くように。
まずはバーチャロイドの移動操作から説明していく。
レバーを右に倒すと右移動。左に倒すと左移動。
前に倒せば前進、後ろに倒せば後退だ。
レバー1本よりも2本倒したほうがスピードが出る。
いいか?やってみよう!
次はダッシュだ。レバーをダッシュしたい方向に倒しながらターボボタンを押す。
前後左右、斜めの8方向にダッシュできるぞ。
ダッシュ中にターボボタンを押せば急停止(ダッシュキャンセル)することもできる。
やってみよう。
よし、それでは次にジャンプを教えよう。
ジャンプは左右のレバーを外側に開く。
ジャンプすると自動的に敵の方向を向く。
敵を見失った時は、すかさずジャンプしろ!
ジャンプ中にレバーを内側に倒せば、急降下(ジャンプキャンセル)できることも覚えておこう。
試してみよう!
よし、基本移動ができたところで、攻撃方法も教えよう。
右のトリガーをひけば、右で攻撃。
左のトリガーをひけば、左手攻撃。
左右のトリガーを同時に引けば、両手攻撃だ。
画面中央の武器ゲージが足りないと、弾は発射されないので注意だ。
よし、あとは自由時間だ。残り時間まで今教えた
3つの攻撃で敵を攻撃してみよう。
いいだろう!このステージでの教習はここまでだ。

None

Text from the second tutorial mission in FORCE

このステージでは、攻撃の方法をより深く勉強しよう。
まずはターボ攻撃。
攻撃する時に、ターボボタンを同時に押すことによって攻撃が変化する。
止まっている状態で、ターボボタン+右トリガー。
ターボボタン+左トリガー。
ターボボタン+両トリガーの3種類がある。
通常攻撃とは性能の異なるものがそろっているので、
性能を見きわめてうまく使い分けよう。
それでは3種類のターボ攻撃を試してみよう。
次はダッシュ攻撃だ。
ダッシュ攻撃は、ダッシュをしている最中に、トリガーをひく。
敵の攻撃をよけつつ反撃したい時などに便利だ。
しかし、機体が止まるまでは操作不能になるので、
むやみにダッシュ攻撃ばかりすることは危険だと覚えておいて欲しい。
やってみよう!
次はジャンプ攻撃だ。
ジャンプ攻撃は、ジャンプ上昇中にトリガーをひく。
遠くの敵を攻撃する時などに有効だ。
ただし、着地の瞬間は無防備なので攻撃されやすい。
気をつけろ!
わかったか?試してみよう。
よし、あとは自由時間だ。
模擬ターゲットをブッ壊してこい!
いいだろう!このステージの教習はここまでだ。

None

Text from the third tutorial mission in FORCE

このステージでは、近接攻撃の方法を教えよう。
まず、敵に近づくのだ。
もっと敵に近づくのだ!
敵に近づくと、画面中央の武器ゲージが黄色く点灯する。
この時にトリガーをひけば近接攻撃が出る。
近接攻撃は1発の攻撃で大ダメージを与えることができる魅力的な攻撃方法だ。
チャンスがあったら使ってみよう。
次に大切なのはガードだ。
敵に近い距離で左右のレバーを内側に倒すと、ガードの状態になる。
ガード中は、敵の近接攻撃を防ぐことができるぞ。
前からの近接攻撃だけでなく、後ろからの近接攻撃も防ぐことができる。
初心者は、敵が近接攻撃を仕掛けてきたらむやみに動くよりはガードに専念したほうが安全かも知れん。
いいぞ。
近接攻撃を出す時に、レバーを左右に倒しながらトリガーをひくと、
少し動き方のことなる「回り込み近接」を出すこともできる。
敵の背後をとりながら、攻撃を仕掛ける高等テクニックだ。
これも練習しておくといいだろう。
よくやった!このステージでの教習はここまでだ。

None

Text from the fourth tutorial mission in FORCE

このステージから、敵は2機になる。注意していけ!
攻撃する敵(ターゲット)を切り替えたい時には、
左右のターボボタンを同時に押す。
切り替えが成功すると、画面中央から敵の位置を示す白い線が表示されるので、
これを目安にするといいだろう。
そして敵が2機になったとき、もっとも注意しなければならないのが、画面右上の「ロックオン警報」だ。
「LOCKONALERT」のマークが点滅している時は、敵2機に狙われていることを意味している。
こんな時はむやみに攻撃せず、周囲の状況を把握して回避につとめたほうがよいだろう。
とても重要なマークなので、戦闘中はつねにチェックするように。
よし、ターゲットを切り替えつつ攻撃してみよう。

None

Text from the fifth tutorial mission in FORCE
There is a typo

このステージも敵は2期だ。気を付けろ!
味方のライフが0になり動けなくなった時には、そばに行って助けよう。
その時に便利なのが、スタートボタンで発動する「レスキューダッシュ」だ。
レスキューダッシュ中は、自動的に味方の方向にダッシュしてくれるぞ。
そして、味方と接触した時には、2機のライフをシェア(再配分)する効果がある。
ライフが少なくなってきた時、うまく利用するのだ!
よし、教習過程はこれで終了だ!ご苦労だった!

None

Text from the last tutorial mission in FORCE
There is a typo

これが最終試験だ!タングラム2期を撃破せよ!
よし、教習過程はこれで終了だ!ご苦労だった!
残念。まだまだのようだ。
またチャレンジしてほしい。

TXT files for unused databases#

The game has a TXT file for the database, but there are four unused files.

file name

Notes

Japanese

Translation

DB_6_08.TXT

Advice on how to apply the attack

61
■敵に確実に攻撃を当てるには…
回避しづらい状況へと敵を追い込み、
本命の大ダメージ攻撃を狙って当てよう。

敵の行動状態は、自機と同様に
「攻撃回避が可能な状態」と
「攻撃回避が不可能な状態」とに大別される。

ここでは、どうすれば敵を
「攻撃回避が不可能な状態」に
持っていくかを記述しよう。

■敵へと攻撃すれば、おおむね下記のとおりとなる。
1、敵に攻撃が直撃する
2、横方向のダッシュなどで攻撃を回避される
3、ジャンプ、ジャンプ行動のキャンセルなどで
  攻撃を回避される
4、敵弾により、攻撃が相殺される

敵が上記のとおり行動したとき、以下の状況に陥る。
1、若干有効、さらに攻撃を加えよう
2、若干有効、敵は次の行動に移る時間が必要に
  なるため、さらに攻撃を加え、追い詰めよう
3、有効、敵は次の行動が限られてしまうため、
  行動が読める、つまり狙いやすい
4、若干有効、敵は次の行動に移る時間が必要に
  なるため、さらに攻撃を加え、追い詰めよう

「若干有効」の場合、敵は通常体勢よりも多少
回避のしづらい状況に陥る。
さらに攻撃を加え、畳み掛けることで、
より回避を取りづらい行動に移行させて
確実に攻撃を当てよう。

「有効」の場合、敵の取れる選択肢はより狭まり、
■着地
■ジャンプ攻撃して着地
■空中からダッシュして着地
■空中からダッシュ攻撃、そして着地
上記の4つによる行動しか取れなくなる。
ここで、敵の着地を狙って本命攻撃を叩きこめば、
ほぼ確実に命中させられるだろう。


■より単純に説明すると
攻撃を目的により、二通りに大別したとするなら
■牽制の攻撃
 武器ゲージ消費が少なく隙も小さい、
 誘導性能がよければなおよい
■本命の攻撃
 武器ゲージ消費激しく、隙も大きい
 ダメージが大きい攻撃が理想
と分けられ、これを用いて戦闘を行なった場合、
1、牽制の攻撃を撃ち合って相手の隙を伺い、
2、回避できない状況まで敵を追いこみ、
3、本命の攻撃を叩きこむ。
といった流れとなる。


■各機体の武装を理解し、上記の項目を踏まえ、
より効率よく敵に攻撃を当てていこう。

DB_6_09.TXT

Explanation of how to use attacks, motion cancellation, etc.

44
■攻撃の手数

■VRの3つのウェポンゲージ
VRにはLW用、CW用、RW用の
3つのウェポンゲージが存在する。
これらウェポンゲージを順々に使用することで、
常に攻撃を出し続けることも可能だ。

攻撃を出し続けることにより、
敵に回避行動をせざるを得ない状態に縛りつけ、
常に有利に状況を展開できるだけの攻める体勢を
維持することもできる。


■近接攻撃の活用
近接攻撃はウェポンゲージを消費しない。
これを活用すれば、
射撃攻撃で消費したウェポンゲージの回復中に
近接攻撃で攻めて、ウェポンゲージが回復したら
再び射撃攻撃に移るなど、常に敵に対して
攻撃し続ける状況を作り出すこともできる。


■近接攻撃のキャンセル
本来、最後まで振り切る近接攻撃の挙動を、
ダッシュ移動、ジャンプ、ガードなどを行なう事で、
途中で切り上げて次の行動に移ることができる
タイミングが存在する。

■サンプル
1、敵に向かい近接攻撃で斬りこむ
2、斬る動作の途中でダッシュ移動の操作を行なう

斬る動作をキャンセルして、ダッシュ移動へと
瞬時に動作が移行する。


先にとった近接攻撃行動をキャンセルして
別の行動に繋げることで
隙がない状況のまま敵と対峙することが可能となり、
攻撃の手数が増やせたりできるなど、
臨機応変な対応がとれるようになる。

いろいろ試してみて、是非とも体得してほしい。

DB_6_10.TXT

Advice to use a variety of Virtuaroids

33
■機体乗り換えの勧め
ミッションの内容によっては、
お気に入りの機体での作戦遂行が
困難なときもある。

各VRは、汎用性の高い機体もあれば、
一部任務に特化した特戦VRもあるため、
効率の良い機体運用を考えることも
任務遂行のためには必要である。

困難なミッションにあたってしまい
先に進めなくなった場合は、
いろいろな機体で挑戦してみよう。


■よりVRの性能を理解するために
各VRには個別の武装が施されている。
他の機体を扱う事で、貴官のお気に入りの機体の
特性をよりよく掴めることもある。

似たような系統のVRを選んでみてもよし。
まったく違った系統のVRを選んでみても
よいだろう。

様々な機体に搭乗してみることで
各機、機動性や攻撃手段、有効な戦術などの違いが
理解できるようになり、
別機体で得た各情報を他の機体で活用することで
より効果的な戦闘方法、攻撃方法を
発見できるかもしれない。

様々なVRが支給されるので、
一度は搭乗して、試してみよう。

DB_MADAYO.TXT

Note to other developers

10
ひょ~い君の秘密の部屋 最終更新日3月5日
この部屋の事象崩壊要塞度は18.9%です。
以下の項目が確認されました。
101~107
201~208
です。
101~107はタイトルに変更がありそうです。

2Dの質問、疑問、苦情は、
 お近くのひょ~い君へ

Unused Stage#

To do:

  • There are tons of stages for random missions.
  • Find out which stages are used and which are not

It's a case of loading a stage in VERSUS MODE, so the start position is often wrong.

ID

Notes

Image

6

Stage not used anywhere.
The sky is strange, so it may be old data.

11

Stages used in Unused misson
Most of the graphics are not displayed

12

Stages used in Unused misson
The shutters are not shown, but they are there, so you can't get through.

13

Stages used in Unused misson
It is quite vast.

15

Stage not used anywhere.
A stage with aisles and wide areas.

16

Stage not used anywhere.
It is a crossroads, with a shutter at the end of the passage, and a room exists.
It is believed to be an early proposal for EP5-8.

20

Stage not used anywhere.
Variously broken, could be a test stage.
Usage is unknown.

32

Stage with no graphics
Walls are present and it feels like there is some ground
After loading this stage, the game crashes if you try to load another stage.

37

The stage looks normal at first glance, but the shutter is strange.

41

Stage of unknown use
There is what looks like a shutter, so it may be a stage for Dramatic Mode.

Unused Mission#

There are 8 unused missions in this game
WIN-CONDITION is the condition from Taikenban, Final is not shown, but the condition has not changed

ID

WIN-CONDITION

MISSION TIME LIMIT

NUMBER OF ENEMIES

Notes

Image

94

DESTROY TARGET

323 sec.

35

Enemies can be defeated up to the halfway point, but the shutters do not open, so the game cannot be cleared in the usual way.
However, it is possible to clear the mission by forcibly breaking through the judgment of the shutter.
KougekiHELI appears, so the player's Virtuaroid will be strange.

VONMARZ_S_UM94_1.png
VONMARZ_S_UM94_2.png

95

DESTROY TARGET

545 sec.

11

If you guide your allies and enemies well, you can clear the mission in the usual way.

VONMARZ_S_UM95_1.png
VONMARZ_S_UM95_2.png

96

DESTROY TARGET

545 sec.

11

Another version of ID95 with all the enemies from the beginning
If you guide your allies and enemies well, you can clear the mission in the usual way.
You don't have to beat all the trailers to be cleared.

VONMARZ_S_UM96_1.png
VONMARZ_S_UM96_2.png

97

GO TO GOAL

327 sec.

0

Mission Completion not possible due to inability to move

VONMARZ_S_UM97_1.png
VONMARZ_S_UM97_2.png

98

TIMEUP

523 sec.

20

The remaining number of enemies can continue to be defeated even when the number of remaining enemies reaches zero.

VONMARZ_S_UM98_1.png
VONMARZ_S_UM98_2.png

99

TIMEUP

327 sec.

20

Just another version of ID98 with less time left.
The remaining number of enemies can continue to be defeated even when the number of remaining enemies reaches zero.

VONMARZ_S_UM99_1.png
VONMARZ_S_UM99_2.png

100

DESTROY LEADER

90 sec.

2

Enemies and allies are in strange colors.
The emulator will be forced to close if you press the circle after clearing the mission to proceed.
I can't identify the leader.

VONMARZ_S_UM100_1.png
VONMARZ_S_UM100_2.png

101

DESTROY LEADER

90 sec.

2

Enemies and allies are in strange colors.
The emulator will be forced to close if you press the circle after clearing the mission to proceed.
I can't identify the leader.

VONMARZ_S_UM101_1.png
VONMARZ_S_UM101_2.png

Debug Mode#

Apply the following code to turn on debug mode
But I don't understand it because the text is not displayed, but I can understand it by referring to the Taikenban

SLPM-65303 codes:

Enable Debug Mode
006C8C84 00000000

(Source: Original TCRF research)

SYSTEM MENU#

This is an image of the SYSTEM menu with the up key pressed only once.

SLPM-65303

SLPM-61046

menu

When selected

EXIT

Return to Main Menu

UNFORMAT

All inserted memory cards are put into UNFORMAT state (note that it is executed at the moment of selection).

COMMON SETTING

Go to COMMON SETTING

ARCADE SETTING

Go to ARCADE SETTING

SOUND TEST

Go to SOUND TEST

ARCADE SETTING#

It looks like you can change the challenge mode settings
Most values are not working

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SLPM-61046

menu

If the value is changed

SEAT LETTER

The starting position of the player changes (only the position changes, it does not seem to be possible to treat the player as 2P or other).
The color of the virtuaroid is broken when set to SEAT C or D

DIFFICULTY

Doesn't appear to work.

PLAY TIME

Doesn't appear to work.

MATCH COUNT

Doesn't appear to work.

SIMPLE CONTINUE

Identical to the one in the Pause menu

RADER

Doesn't appear to work.
Maybe they were planning to allow the radar to be repositioned in the same way as FORCE.

CAMTYPE

Most of the values look the same, but there is one value that differs slightly

SIGHT

Doesn't appear to work.

DIST

Doesn't appear to work.

ALERT

Doesn't appear to work.

DOUBLE

Doesn't appear to work.

OTHERS

Doesn't appear to work.

EXIT

Return to SYSTEM Menu

COMMON SETTING#

Probably change AI settings
Since it doesn't appear to have changed after changing the values
It is possible that it is not working.

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SLPM-61046

SOUND TEST(SOUND SETTING)#

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MENU

If the value is changed

SOUND

Switches between stereo and monaural
If you change the value here, it will also be reflected in the system menu.

VOLUME

Change the overall volume

SE

Change SE volume
If you change the value here, it will also be reflected in the system menu.

BGM

Change BGM volume
If you change the value here, it will also be reflected in the system menu.

TEST BGM

Left and right to change values, circle to play.

TEST BANK

Left and right to change BANK, circle to select.

TEST SE

Left and right to change values, circle to play.
Select any SE BANK in TEST BANK and playback.

EXIT

Return to SYSTEM Menu
Or press cross for the same action

EPISODE SELECT#

The debug episode select menu at the standard mission screen in Taikenban was removed, but that same debug menu is still present in the retail version at Episode 6's area select screen, so you can still choose the mission you want to play if you can access this specific screen.

SLPM-65303

SLPM-61046

None

SLPM-65303

SLPM-61046

MENU

If the value is changed

EPISODE

Change X in EPX-1

NO

Change X in EP1-X

ROUND

Doesn't appear to work.

MISSION TYPE

Changing the value to anything other than EPISODE will eventually crash the game

FIELD

I assume you mean stage change,
Doesn't appear to work.

RULE

Doesn't appear to work.

PAUSE MENU#

This is an image of the PAUSE menu with the up key pressed only once.

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SLPM-61046

Selecting the same item again will restore it.

menu

select

SLOW ON

It will be in slow motion.

AI STOP

AI stops working.

GAME STOP

Everything stops except the music.

VERSUS MODE#

When DEBUG MODE is enabled, VERSUS MODE stage selection will be in ID order. Any stages not intended to be used in VERSUS MODE, whether unused or meant for Dramatic Mode, will show the Random Select icon when highlighted.

Regional Differences#

To do:
See if there is any more differences between the JP and US versions.

DATABASE#

The Japanese version of the game has a "database" mode in the Dramatic Mode that allows you to view detailed game settings, but the US version does not.

Japan

US