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Cyber Troopers Virtual-On MARZ

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Title Screen

Cyber Troopers Virtual-On MARZ

Also known as: Dennou Senki Virtual-On Marz (JP)
Developer: Hitmaker
Publisher: Sega
Platform: PlayStation 2
Released in JP: May 29, 2003
Released in US: October 14, 2003


CharacterIcon.png This game has unused playable characters.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
SoundtestIcon.png This game has a hidden sound test.
RegionIcon.png This game has regional differences.


ProtoIcon.png This game has a prototype article

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Hmmm...
To do:
  • The current article is for the Japanese version, please check if it exists in the US version.

Cyber Troopers Virtual-On MARZ is a 3D Mecha action-adventure game for the PlayStation 2, and the fourth in the series to be released.

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info

Unused Virtuaroid

Hidden Virtuaroid

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

ID:ID is a value that can be selected if specified
?:Internal name
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

ID ? DEMO NAME Virtuaroid Name and Notes Image
00 TEM TEMJIN 747AII TEMJIN 747AII

This Virtuaroid is not strictly speaking unused, but it cannot be used by the player.
The Virtualoid appears in the title demo and Challenge Mode.
virtualoid 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 virtualoid, 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 Danny

Virtualoid that appeared in FORCE and is unfinished in MARZ
Graphics are the same as DAN

VONMARZ VOX2.png
18 BOS BOSS BOSS

of unknown use

VONMARZ NO VR.png
22 Z31 HELI 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 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.Loo

VONMARZ DIK3.png
3C TAN2 TANGRAM 2 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 SEED DAIMON SEED

of unknown use

VONMARZ NO VR.png
47 MZG6 MILTON6 mitonfp

Graphics are the same as mitonff, but armed differently

VONMARZ MZG6&MZG7.png
48 MZG7 MILTON7 mitontf

Graphics are the same as mitonff, but armed differently

VONMARZ MZG6&MZG7.png

Text-only Virtualoid

Several text-only virtualoids exist on the game disc.

Virtuaroid Name Notes
MZV-707-S SF Temujin 707S with Special Force specifications

Unused Virtuaroid colour

Virtualoid 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.

VONMARZ S Unused VRcolour Dan.png
VOX Joe

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

VONMARZ S Unused VRcolour joe.png
VOX Jane

Not used because Special Force does not exist in VOX Jane

VONMARZ S Unused VRcolour jane 1.png
VOX Jane

Not used because Special Force does not exist in VOX Jane

VONMARZ S Unused VRcolour jane 2.png
VOX Bob1

Not used because Special Force does not exist in VOX Bob1

VONMARZ S Unused VRcolour bob1 1.png
VOX Bob1

Not used because Special Force does not exist in VOX Bob1

VONMARZ S Unused VRcolour bob1 2.png
VOX BOB2

Not used because Special Force does not exist in VOX Bob2

VONMARZ S Unused VRcolour bob2 1.png
VOX Bob2

Not used because Special Force does not exist in VOX Bob2

VONMARZ S Unused VRcolour bob2 2.png
VOX Lee

Not used because Special Force does not exist in VOX Lee

VONMARZ S Unused VRcolour lee 1.png
VOX Lee

Not used because Special Force does not exist in VOX Lee

VONMARZ S Unused VRcolour lee 2.png
VOX Loo

Not used because Special Force does not exist in VOX Loo

VONMARZ S Unused VRcolour loo 1.png
VOX Loo

Not used because Special Force does not exist in VOX Loo

VONMARZ S Unused VRcolour loo 2.png
APHARMD J type C

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

VONMARZ S Unused VRcolour jc.png
APHARMD J type A

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

VONMARZ S Unused VRcolour ja 1.png
APHARMD J type A

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

VONMARZ S Unused VRcolour ja 2.png
APHARMD T type F

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

VONMARZ S Unused VRcolour tf.png
APHARMD T type D

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

VONMARZ S Unused VRcolour td 1.png
APHARMD T type D

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

VONMARZ S Unused VRcolour td 2.png

Unused Music and Sound

Elementary, my dear Cactus.
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 virtualoid 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 virtualoids
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 Virtualoid 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 Virtualoid 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 Virtualoid 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 virtualoid that comes to the rescue in EP5-1 is TEMJIN 707J, which is not used because female virtualoids 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 Virtualoid is not set as an ally Virtualoid 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 Virtualoid 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 virtualoid is selected in EP2-5
1095 GAME_FR06_14.ADX EP2-3 Dialogue when an ally is a normal Virtualoid 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

Hmmm...
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 virtualoid that cannot be selected
The model number was mistakenly given as MBV-707-AII, which is correct MBV-747-AII.

VONMARZ VRSELECT unused img.png
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 virtualoid that cannot be selected

VONMARZ VSMODE unused img.png

Unused Text

Cacti speak Japanese.
...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 virtualoid that cannot be selected

None MBV-747AII VONMARZ S INTER unused 747a2.png
in the midst of battle None Virtualoid name in combat

TEMJIN747AII is not used because it is a virtualoid that cannot be selected

テムジン747AⅡ TEMJIN747AII VONMARZ S inbattle unused 747a2.png
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! VONMARZ S EP5-3 Unused text.png

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 virtualoid 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! VONMARZ S allytxt RAIS2.png
MYZR Δ IV typeR "FairBianca" The dialogue when rescued 行くわよ! VONMARZ S allytxt MYZR1.png
MYZR Δ I "Evelyn" The dialogue when rescued 行くわよ! VONMARZ S allytxt MYZR2.png
MYZR Δ I "Charlotte" The dialogue when rescued あら・・・? VONMARZ S allytxt MYZR3.png
Guarayakha dialogue when an Guarayakha destroys an enemy.

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

よし♪ VONMARZ S allytxt GAR 1.png
Guarayakha dialogue when an player destroys an enemy. おめでと♪ VONMARZ S allytxt GAR 2.png
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♪ VONMARZ S allytxt GAR 3.png
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♪ VONMARZ S allytxt GAR 4.png
Guarayakha Dialogue after Guarayakha is destroyed たすけて♪ VONMARZ S allytxt GAR 5.png
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♪ VONMARZ S allytxt GAR 6.png
Guarayakha Dialogue immediately after Guarayakha is destroyed

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

ごめん♪ VONMARZ S allytxt GAR 7.png

Text that cannot be displayed in the game

Hmmm...
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 virtualoid

(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 virtualoid

(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 Virtualoids 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

Hmmm...
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.

VONMARZ S ST 6.png
11 Stages used in Unused misson

Most of the graphics are not displayed

VONMARZ S ST 11.png
12 Stages used in Unused misson

The shutters are not shown, but they are there, so you can't get through.

VONMARZ S ST 12.png
13 Stages used in Unused misson

It is quite vast.

VONMARZ S ST 13.png
15 Stage not used anywhere.

A stage with aisles and wide areas.

VONMARZ S ST 15.png
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.

VONMARZ S ST 16.png
20 Stage not used anywhere.

Variously broken, could be a test stage.
Usage is unknown.

VONMARZ S ST 20.png
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.

VONMARZ S ST 32.png
37 The stage looks normal at first glance, but the shutter is strange. VONMARZ S ST 37.png
41 Stage of unknown use

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

VONMARZ S ST 40.png

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 Virtualoid 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
VONMARZ S SYSTEM DEBUG.png VONMARZ T SYSTEM DEBUG.png
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

SLPM-65303 SLPM-61046
VONMARZ S DEBUG ALL.png VONMARZ T ARCADE SETTING DEBUG.png
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 virtualoid 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.

SLPM-65303 SLPM-61046
VONMARZ S DEBUG ALL.png VONMARZ T COMMON SETTING DEBUG.png

SOUND TEST(SOUND SETTING)

SLPM-65303 SLPM-61046
VONMARZ S DEBUG ALL.png VONMARZ T SOUND TEST DEBUG.png
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 menu in the mission menu has been removed, but the debug menu for EP6 has not been removed, so you can still choose the mission you want to play in EP6

SLPM-65303 SLPM-61046
None VONMARZ T DRAMATIC MODE DEBUG.png
SLPM-65303 SLPM-61046
VONMARZ S EP6 DEBUG.png VONMARZ T EP6 DEBUG.png
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.

SLPM-65303 SLPM-61046
VONMARZ S PAUSE DEBUG.png VONMARZ T PAUSE DEBUG.png

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

Regional Differences

Hmmm...
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
VONMARZ S DRAMATIC MODE Snap.png VONMARZ S DRAMATIC MODE SnapUS.png