Out-of-this-world virtual 3D Battles!The smash hit 3D beat-'em-up created by the high-class development team "ZOOM" is now coming to Windows95 in an improved form!A mysterious hacker group illegally got a hold of many countries' state secrets and now plans to unveil these to the public. In order to stop them, you must win the "game" hey have prepared for you. That "game" is a battle against "Offensive Program Units" that is about to unfold in unknown cyberspace.
- Direct 3D
Optimized for Direct 3D, images surpassing the original version are possible if your PC is equipped with an accelerator board.- Characters
There are 8+ characters, including humanoid and non-humanoid types. From standard units to basic characters, a mixed variety of "Offensive Program Units" has been prepared.- Network
Features network fight mode, LAN or modem connection provided. Of course you can also play in 2 Player mode with one PC. Connect a game pad for ultimate gaming experience.
~ from the back of the box
The mid-90s were arguably the golden age of fighting games. One-on-one fighters engulfed arcades and home consoles alike, but few made it to the PC. In fact, if they did it might be years later. Zero Divide by the Japanese developer ZOOM, Inc was a near launch title for Sony's PlayStation arriving on the shores of their home country in the summer of 1995. For us PC folk, we'd have to wait another three years for a Windows 95 port of this robot brawler to come our way.
Quite frankly, I don't think anyone was waiting around in anticipation for this game. It didn't exactly set the world alight on consoles when it shared shelf space with Tekken or Virtua Fighter, but there is something here that could've drawn a crowd. At the time, I would've categorised fighters in three different camps; combies, limbos and techies (there's also the single-button fighter but these are a relic of the 80s and were non-existent by this time). A combie is primarily focussed on combos; a fast-paced button basher that's usually in 2D like the Street Fighters or Mortal Kombats. A limbo assigns a button for each limb with a system that pushes grapples and special moves into the spotlight like Tekken or Dead or Alive. Techies are slower paced and more technical, forcing you to really know the game's mechanics if you want to get good. These are your Virtua Fighters or Tobals, but also Zero Divide. It possess the same need for technical mastery that defines Virtual Fighter - even its control scheme - causing many reviewers at the time to compare the two.
Playing a match without background makes for a less cluttered but visually unappealing playthrough (left).
Turning them on is without a doubt the way to go now that hardware limitations aren't an issue (right).
I suspect the comparison was more of a shorthand to discuss the game as "PlayStation's answer to Virtua Fighter" as if Tekken wasn't called that months before. While both are undoubtedly better than Zero Divide, there is a lot that stands out, not least the robotic fighters you can choose from. Their movesets derive from three buttons; punch, kick and guard, and their performance in combat depends on the level of damage they've sustained and whether their down gauge has drained, as well as your own acumen and luck
On the outer edge of you life bar is a representation of your robot fighter. Its arms, legs, head and torso are represented and depending on the colour it will indicate how much damage that body part has received. When it reaches the colour red, it is out of commission, and the corresponding limb on your fighter will spark and become transparent. As far as I can tell, it doesn't do much mechanically - and if it does it's minimal (the manual isn't much help) - but it looks impressive for the time. The down gauge is more significant. Every time you suffer damage, it will reduce. When it reaches zero, you are more likely to be knocked down leaving you open to further attacks. It's a mechanic that takes a lot of agency out of you game, taking control away from you for seconds at a time. For unskilled players, it's a real turn off as it's all too easy to get locked in a death spiral. To get past it everything you do has to be don deliberately and with purpose. So learn those moves!
Each fighter has a good selection of moves, should you take the time to learn them. They can grapple, throw and do all kinds of weird gymnastics bespoke to the body type in play. You'll encounter tail swings, rocked launchers, judo flips and karate kicks depending on the player. These robots aren't exactly that, but representative of computer programs existing in a virtual government operating system that's been hacked by the evil XTAL. He's holding the contents ransom and demands you take back control of each program one by one with your chosen app. And the choice of apps - eight in all - is rather interesting;
Each fighter is smoothly animated yet slow, as if the animations affects responsiveness. The gameplay revolves around this, though, so it's not quite as detrimental as you might think. Moves are foreshadowed and should you know what you're doing can be blocked or countered just in time. If you see your opponent put up his guard, you can choose a block-breaking move to return the battle to your favour. Drain his health bar to zero, and you win. Or you could just punch him off the edge of the arena. The game features ring-outs, but with a twist that impressed many at the time. If you step off yourself, your virtual droid will hang on to the edge. You can then climb back up by pressing down, or jump back in the arena with a flying kick by pressing up.
All of this is played out in a visually appealing battle, with some pounding electro music to stir up the energy. The camera will swiftly fly around the action in pursuit of the best view which it never fails to do, but it you're not keen you can stick to one of four camera types found in the options drop-down menu. You can also access graphics and resolution options here which go surprisingly high - into HD territory - though they are frustratingly not remembered for each playthrough. One graphics option allows you to turn off the backgrounds so those with less powerful machines can still have a pleasant time. It's a little redundant now, but welcome.
Each fighter has a good selection of moves, should you take the time to learn them. They can grapple, throw and do all kinds of weird gymnastics bespoke to the body type in play. You'll encounter tail swings, rocked launchers, judo flips and karate kicks depending on the player. These robots aren't exactly that, but representative of computer programs existing in a virtual government operating system that's been hacked by the evil XTAL. He's holding the contents ransom and demands you take back control of each program one by one with your chosen app. And the choice of apps - eight in all - is rather interesting;
UNIT TYPE: Fighter DATA TRANSFER SPEED: 254704 GB/Sec UNIT COUNT: 21 PROGRAMMER: KURISU.CRT MAIN: Combination SUB: Throw Originally being programmed as a "multipurpose intelligent attack and defence application", Zero's conception made him a desirable enough addition to earn him the mantle of being the first unit introduced into the XTAL system that wasn't developed by its creator. He's a balanced fighter making him the de-facto fighter of the game with some intense combination attacks and brutal throwing moves. | |
UNIT TYPE: Creature DATA TRANSFER SPEED: 290780 GB/Sec UNIT COUNT: 30 PROGRAMMER: NO-OB.XUS MAIN: Neil SUB: Tail Needle A "master debugging unit" shaped like a scorpion, Tau's large size may make him lack speed and mobility, but his deadly tail attacks more than makes up for it. Generally speaking, his "interface" is the easiest to learn with few throws or combos. Don't know who Neil is, but that's apparently his main while the needle in his tail makes for a good sub. | |
UNIT TYPE: Soldier DATA TRANSFER SPEED: 297800 GB/Sec UNIT COUNT: 24 PROGRAMMER: ECS.EXE MAIN: Knife SUB: Shot Gun Wild3 is a "tactical attack program unit" that was the first sub-program to exist in the XTAL Tower. He carries both a knife, which acts as his main attacks while his gun is mostly used as a melee weapon outside of the odd special projectile move. | |
UNIT TYPE: Bizarre DATA TRANSFER SPEED: 262856 GB/Sec UNIT COUNT: 27 PROGRAMMER: EPURILU.CRT MAIN: Neil SUB: Heel A cat-eared and long-tailed humanoid robot with big boobs, I suspect Io was designed to satiate one of the developers kinks, but this feline dominatrix has some good offensive and defensive capabilities. Originally programmed as an "entertainment program engine" (ew) she specialises in speedy combos using her sharp claws and keen manoeuvrability. Again, who is 'Neil' and what does it have to do with a main attack? | |
UNIT TYPE: Judo Wrestler DATA TRANSFER SPEED: 290480 GB/Sec UNIT COUNT: 25 PROGRAMMER: CHIHARU.MYK MAIN: Karate SUB: Throw The manual states that Eos was created by a "programmer with a twisted understanding of eastern culture". In reality, I just means that the developers wouldn't have to worry about accurately depicting jujitsu and karate fighting styles. Quite why an "intelligence program" would need such skills is anyone's guess, but with some guard disrupting and counterattacking specialities Eos makes for a tricksy opponent and a tough-to-master fighter. | |
UNIT TYPE: Ninja DATA TRANSFER SPEED: 253316 GB/Sec UNIT COUNT: 28 PROGRAMMER: YASUI.MYK MAIN: Lightblade SUB: Ninpo Sharing the same "programmer" as Eos and thus the same misunderstandings of eastern culture, Cygnus takes on the identity of a Ninja. This means that the "high level system control program" has been equipped with a powerful energy sword. He's a speedy player, but has many moves that leave him open to a counterattack. At least he can easily force his way through an opponent's defence. | |
UNIT TYPE: Dragon DATA TRANSFER SPEED: 252660 GB/Sec UNIT COUNT: 22 PROGRAMMER:D-DOG.XUS MAIN: Tail SUB: Breath Absolutely the coolest looking "program" in the roster, the dragon-shaped Draco was originally a mix of a "system defence unit" and an "entertainment program" (different to Io's, surely!). He is a quick fighter with a cool fire-breath attack and a tail with a long reach that can devastate downed opponents. | |
UNIT TYPE: Monster DATA TRANSFER SPEED: 263080 GB/Sec UNIT COUNT: 31 PROGRAMMER: B-BOL.XUS MAIN: Neil SUB: Drill A humanoid droid that apparently possesses "animal instincts" which suits its conception as an "experimental hybrid unit" influenced by virus programs. His moves are erratic and weird making him a tough fighter to get to know, but with imposing drills on both sides of his body, he can attack facing either direction. Neil is back again but I've still no idea what it means. I suspect it's a mistranslation of the word 'kneel', perhaps making those with this main type skilled at low attacks. |
Each fighter is smoothly animated yet slow, as if the animations affects responsiveness. The gameplay revolves around this, though, so it's not quite as detrimental as you might think. Moves are foreshadowed and should you know what you're doing can be blocked or countered just in time. If you see your opponent put up his guard, you can choose a block-breaking move to return the battle to your favour. Drain his health bar to zero, and you win. Or you could just punch him off the edge of the arena. The game features ring-outs, but with a twist that impressed many at the time. If you step off yourself, your virtual droid will hang on to the edge. You can then climb back up by pressing down, or jump back in the arena with a flying kick by pressing up.
All of this is played out in a visually appealing battle, with some pounding electro music to stir up the energy. The camera will swiftly fly around the action in pursuit of the best view which it never fails to do, but it you're not keen you can stick to one of four camera types found in the options drop-down menu. You can also access graphics and resolution options here which go surprisingly high - into HD territory - though they are frustratingly not remembered for each playthrough. One graphics option allows you to turn off the backgrounds so those with less powerful machines can still have a pleasant time. It's a little redundant now, but welcome.
I'd say that's my opinion of the game overall; welcome. Not quite a must play like those long-running franchises that got its start at around the same time, but a welcome alternative to add some variety.
To download the game, follow the link below. This custom installer exclusive to The Collection Chamber uses dgVoodoo to run on modern systems. The presence of a real or virtual CD drive may be required to play. Japanese-language Manual and Help Files included. Soundtrack included as a separate download. Read the ChamberNotes.txt for more detailed information. Tested on Windows 10.
Download
Zero Divide is © ZOOM Inc
Review, Cover Design and Installer created by me
To download the game, follow the link below. This custom installer exclusive to The Collection Chamber uses dgVoodoo to run on modern systems. The presence of a real or virtual CD drive may be required to play. Japanese-language Manual and Help Files included. Soundtrack included as a separate download. Read the ChamberNotes.txt for more detailed information. Tested on Windows 10.
File Size: 131 Mb. Install Size: 221 Mb. Need help? Consult the Collection Chamber FAQ
Download
Zero Divide is © ZOOM Inc
Review, Cover Design and Installer created by me
I suspect 'Neil' is 'Nail' by way of a translation error. The Japanese 'na' is a soft sound as in 'nacho', while what is typically written as 'ne' has a sound like the 'na' in 'napalm' or 'navel' or, indeed, 'nail'. Ta and Io look like they would fight with claws as their main weapon. Neried possibly also. This doesn't explain why 'tail' was translated correctly and not as 'teil', but perhaps a spell-checker was involved somewhere down the line.
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