Lets compare this to Nisei MK II.

Viral Weaponization trashes the runner's grip, taxing them ~5 clicks. It also has the side benefit of disrupting their game plan. Nisei MK II, when used on a scoring server, would cost the runner a click and a massive amount of credits. It can also open a scoring window.

Amani Senai —
Influence 4 hurts, and it can be prevented due to the trace, not to mention that you need to protect it and the agenda at the same time. The net tax from beating the trace would be ~4, since any more would require you to spend credits. It would only have utility by opening a scoring window if the runner has less credits than you, and you still have to outspend him. —
Nisei MK II does the same without needing Amani Senai. —
Not every gameplan needs a Nisei token over net damage. Any Jinteki deck that wants to grind you out could gladly use this agenda. Combo it with Mental Health Clinic for maximum damage. —
Comparing this to Nisei is kinda pointless cause they do vastly different things in different decks —
Thank you for telling me, I now understand how this agenda is supposed to be used. I will edit my original post. —
Still editing —
The trick is of course that you can play both Nisei MK II and viral weaponization. You also play gene splicer en NGO front for the bluffing potential. —

This card is the one-time program version of Desperado run economy.

Lets compare this card to Jackpot, a card with similar mechanics. At the start of each turn, you would place 1 credit on Jackpot, but can only retrieve them when you steal an agenda, (which may not even occur late in the game). Bankroll places a credit per successful run, and if we consider that as once per turn for an aggressive criminal, is similar to Jackpot in that regard. However, it also costs 1 credit install compared to Jackpot's 0.

Its credits can be pulled at any time, compared to Jackpot's only when an agenda is stolen, but occupies a memory unit in the meantime. However, Jackpot can be trashed if tagged.

In conclusion, its power level is about equal to Jackpot's, and should be considered in aggressive criminal decks with spare MUs.

Although Tycoon's stats and numbers are above average, they are no where near enough to warrant its negative ability.

Lets consider Demara as a comparison.

Stats: Install, Base Strength, Boost, Subroutines.

Demara, ~0, 1, 2:3, 2:2

Tycoon,,,,,,1, 1, 2:3, 1:2

So, in exchange for giving the corp +2 credits, you save ~1 credit.

In addition, Demara is more powerful due to additional draws being usable for their bypass ability instead of being dead draws, making it even better than Tycoon.

In conclusion, you should just get Demara instead of Tycoon.

I'd like to point out, since you didn't, that this could potentially feed into cards like Diversion of Funds, and I feel it exists for that reason (as well as being extremely efficient). It'll definitely get you into servers in a pinch. —
On the topic, Demara costs 4 credits to install to Tycoon's 1 credit. As Lynx pointed, Tycoon works well with PAD Tap. —
Synergy with Diversion of Funds is rare. In addition, being 1, (sometimes 2) credits more efficient is not enough to warrant its negative ability, (and is definitely not "extremely" efficient compared to Demara). —
However, its synergy with PAD Tap is notable, and may make this usable. —
Also, Demara has a trash ability that allows it to bypass an ice, negating its install cost, (or sometimes even exceeding it), in the eventually net value. —

Lets suppose you are a big rig shaper aiming for R&D lock with click compression, because that is the type of deck you would play Upya in.

Sure Gamble is a popular economic card, in that it provides a profit of 4 credits with a credit requirement most runners have or can comfortably click to. It provides its credits in a burst, providing you with more credits immediately.

Upya is essentially a run economy card, (save for the rare combo turn usage), that is only usable with click compression, (such as Magnum Opus or Professional Contacts).

If you run every 2 turns to compensate for multi-access runs, economic limits, and corp securing of R&D, you will gain 3 power counters in 6 turns. That means you gain 1 click every 2 turns, and with click compression making every click worth ~2 credits, amounts to about ~1 credit every turn, which is... actually an okay power level. In 6 turns it will even with Hedge Fund.

However, for this card to provide that benefit, you would need to have a click compression card and your breaker suite already installed, in addition to its memory requirement. You may also have difficulty in running on R&D.

Another comparison would be to Data Folding, which needs 2 free MU but does occupy them, and evens with Sure Gamble after 7 turns.

What you say is correct for that archetype. But Upya is built for hammering R&D more often than once every two turns! There is Equivocation, Mirror, TTW and so much other stuff around for runners that run R&D much more frequently in the mid game. —
The problem isn't fresh accesses, its being able to afford running on R&D. Once your opponent realizes your goal, they are going to stack R&D deeply, so running on R&D will become very taxing. I am taking into consideration multiaccess tools to circumvent the effectiveness of your opponents counter by minimizing the number of runs required while still maintaining or staying close to R&D lock. —
A deck can only extend its economic strength so far, especially since rotation took off a large portion of those economic options. If the corp player makes R&D 3 ice deep, each taxing 4 credits, then it will cost 12 credits to access card in R&D. A full turn of Magnum Opus will only raise 8 credits, and even if Professional Contacts can raise more, I simply do not see how you can possibly afford to run on R&D (every) turn. —
*cards, (third line). —

In terms of its numbers, Otoroshi has a gross tax of 6, (and a net tax of ~4), which are great in relation to its rez cost of 2. However, Its weakness lies in its subroutine, which the runner may allow to trigger.

Otoroshi can be placed on a remote server to threaten a flatline with Project Junebug or a rig wipe with Neurostasis if it is protecting an advanceable card, (making it ideal in a shell game glacier).

Otoroshi can also place advancement counters on cards that cannot normally be advanced, and can be combined with API-S Keeper Isobel to become an economic booster, making this ice very efficient and impactful.

Other synergies include Trick of Light for fast advance, Back Channels on an advanceable trap for an economic boost, and Constellation Protocol to support advanceable ice and Mass Commercialization.

If you find any other uses or synergies, mention them in the comments.

It synergizes pretty well with False Flag if its protecting it. They will either boost it, allowing you to score it if they cant trash it, or make it more punishing to trash if they were going to do that anyway. —
re: Constellation Protocol "synergy", the advancement counters from Otoroshi can only be placed on cards in servers, and Constellation Protocol can only affect advancement counters on ice (not in servers). It's a nonbo, sadly. —