Ah,
Cybernator. One of my favorite styles of console games-the "side-scrolling
giant-robot platformer/shooter". Cybernator's original name was
Assault Suits Valken-probably intended to be a semi-inspired sequel
to Masaya's original Assault Suit Leynos(which was adapted for the
Genesis under the name of Target Earth and had a sequel on the Saturn).
Oddly
enough, it's a fairly rare style of game; there are only about two
other ones for the SNES that I know of off-hand. Front Mission:
Gun Hazard was a Cybernator-esque spinoff of the fab Front Mission
strategy series that injected much more story along with better
detailed mecha-building (think 2D Armored Core). Metal Warriors
was an attempt by Lucasfilm (and Konami??) to cash in on the success
of Cybernator; it suffered from average play control as well as
being highly uninteresting, although with neat designs.
Cybernator
concerns itself with a future that, like usual, has gone wrong (do
they ever go right in these games?). The Earth is divided into two
major powers currently involved in a civil war over "dwindling fossil
fuels and territorial rights on the moon". Probably some U.S. President
started that, I'll bet you. In any case, both sides are pulling
no punches, and as a Pacific States Marine piloting a Cybernator
Assault Suit with a big gun and bigger shield, it's up to you to
survive these turbulent times. All set on a backdrop of pseudo-angst,
death, and Really Big Explosions(tm)...
Object
is simple: move to the right and complete your mission, which is
usually "blow this big thingy up". However, you can "fail" certain
missions. Fail to destroy the engines propelling an asteroid towards
Earth and you see a neat nuclear-blast in the background of the
next stage, etc. Plus, since the game is story-based, failing a
mission gets you a different ending.
You
start off with two weapons, your Vulcan and a punch. You can earn
two more weapons, homing missiles and (hammering the Gundam angle
home) the line-of-death laser. Grabbing a certain amount of power
icons will power up each weapon; the Vulcan gets bigger shots (and
can bounce off walls, oddly enough), the missiles get bigger explosions,
and the laser becomes wider. Level 3 laser is wider than your unit-perfect
for "that's not a gun, mate" quotes. Powering up weapons is important,
since there's a limited amount of power icons, and it's VERY hard
to beat some bosses without the appropriate powered-weapon. You
also start out with a dash, jump thrusters, and an invulnerable
shield. "Hey, how hard can it be if you've got that?" you ask. Simple:
you can't move or shoot while you have your shield up, and you can't
use it while you're in the air. While it seems cheap, it becomes
very handy in the later missions and you won't survive long if you
don't know how to use it well.
Graphically
wise, Cybernator is impressive, using a good amount of rotation
and scaling (especially on large explosions). There aren't as many
"whoah" effects, like with Axelay or Gun Hazard, but they get the
job done. There's also a great amount of animation and attention
to detail, like lots of metal frameworks, dust blowing back from
your jetpack, your gun spewing spent shells, shots digging holes
in walls, enemy pilots running around underfoot, etc. Even though
the small communication portraits were removed from the U.S. release,
anime fans may be surprised to hear that the infamous Satoshi Urushihara
did character designs. Soundwise, it's good music, I can tap my
toes to it, but others hate it. Sound effects are also good quality,
and don't grate. Gameplay may feel "heavy" to some, but this is
a giant robot we're driving, not some nippy fighter or muscle-bound
commando. Konami was also smart enough to put in a "lock" button,
so that you can keep your gun pointed in the correct direction during
zero-G combat.
Where
Cybernator falls down are the levels. For some reason, the designers
got tired, or lazy, because after the relative fast pace and clever
design of the first five missions, the last two levels of the game
are an exercise in frustration and boredom. The next-to-last mission
has you enduring a high-speed chase that never seems to end, then
a slog through a mazelike cave with nary a shield-restore in sight.
The last mission suffers from ridiculously overpowered enemies,
as well as a dirt-simple level design(walk a few steps, guard, wait
for an opening, shoot, walk some more), coupled with several annoying
autoscroll jumps.
Overall,
if you like these types of shooters, give it a whirl. The ROM is
fairly common, and the cart should still be kicking around used
game stores. One odd thing removed from the US release of the game:
the enemy president actually committed suicide when you burst into
his room in the last level. Of course, with the graphic engine,
the president was less than a fingernail high (which works out to
about three or four pixels of the "red stuff"). Ah, those wacky
Nintendo censors, saving us from such graphic and disturbing sequences...