From: v089l3s3@ubvmsb.cc.buffalo.edu (JER HORWITZ)
Newsgroups: rec.games.video
Subject: Cybernator Review [Horwitz]
Date: 5 Jan 93 01:49:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

Following is the text of an article scheduled to appear
in the next Game Bytes (issue 9) [available on WUARCHIVE
and ULOWELL, amongst others (plug, plug)], as suggested
I post it by WAS@SCULPTOR... So here goes..

[ -> Jer Horwitz ] [INTERnet Game Consultant]

Masiya's Assault Suits Valken
U.S. Release by Konami as Cybernator
for the Super NES / Super Famicom
by Jer Horwitz

        I never thought I'd see the day. When the Genesis was first released,
I remember taking a risk on a completely unknown game by an unknown company -
Target: Earth, by Dreamworks. The game made a great first impression by opening
with a full two- or three- minute cinema display of a cosmic war between two
armies; this was amazing in that there were no games with cinema displays on
cartridge, nor were any of them as beautifully orchestrated. Target: Earth
continued to impress me with amazing music (especially for the time) and great
graphic effects, even though the first levels were set in space and somewhat
dark. The best part was the gameplay -- ferociously intense and challenging.
        So when Electronic Gaming Monthly reviewed it and gave it a 6, 7, 6, 5,
I felt personally slighted. The "Review Crew" attitude was summed up in Ed
Semrad's comment, "This game would have received a much higher rating, but the
difficulty is too high for any normal human." Steve Harris said that "the 
attackers fill the screen and eventually become too much to fight off."
        The unique thing about Target: Earth was that the programmers attempted
to make the game semi-realistic. You were given a robotic suit with an energy
meter - one suit per game. If you were stupid, and spent the first level wading
into a group of ten enemies, you were bound to lose all of your power when they
shot you to death. This was no ordinary shooter. You needed a little strategy
and several tries to complete any level. You were rewarded by getting better
weapons based on your performance in the level. It added a great, complex 
Japanese movie-style plotline which actually meant something to the gameplay.
Especially in an age when every new game is easy, the challenge was welcome, 
despite the perspective of EGM's reviewers, who viewed it as "just one of the
11 games to review that month". In other words, it was actually worth buying.
        A few months later, I would discover that the game had been written in
Japan by Masiya, and that it was originally named Assault Suits Leynos. I
figured that I'd never see a sequel, given the beating it took. Yet, Masiya
decided, intelligently, that there was more that could be done with the
concept.
The result is Assault Suits Valken, being released stateside as Cybernator;
this
time, for the Super Famicom and Super NES. Since Konami is releasing it,
perhaps
it will get the attention it deserves.
        Masiya responded to the critics by changing several things. First, the
game packs a much more obvious graphic punch throughout. Second, the levels are
arranged in a manner that still presents a challenge but eases the player into 
the strategic aspect of the game more gently. Third, they changed the complex
reward based power-up system into a more standard one which retains most of
the good aspects of the old system. They also ignored the critics in several
ways, making the game challenging and retaining the control mechanism of your
Assault Suit. Valken also is more "Assault" oriented than the original game,
sending you on missions to destroy the enemy instead of defending against his
attacks.
        The game begins dramatically as your army stages an attack on the
enemy's colony, breaching the colony's shields by crashing your main battleship
straight through them. At that point, you and your Assault Suit are deployed,
and you take command inside of the enemy's fortress. Your suit is equipped with
a battery pack which loses power only from enemy attacks, a shield which can
defend against most types of projectiles coming from either the left or right
of you, a machine gun with unlimited bullets, reinforced metal hands that
can punch through enemy armor, a jet pack for limited flight abilities, and
rocket boots which can speed you up. Your main weapon, the machine gun, points 
in whatever direction you are moving unless you press a button to hold it in
one place. This element of the control takes only a short while to get used to.
The suit itself is extremely well animated and given sound effects which evoke
the correct feeling of metallic dead weight moving.
        Later levels involve new play mechanics, some taking place in zero
gravity, others in the process of entering the atmosphere of a planet (complete
with fiery burn-ups). Masiya added one major new play mechanic, very short
horizontal shooting parts of levels which intermingle with the normal
mechanics.
The levels are generally quite long, but can be moved through quickly if
the player doesn't mind losing all of the power-up items that can be had. The
background art is first class science fiction quality, with very appropriate
music. A notable feature of these backgrounds is your ability to blow them
to shreds with your rifle, leaving patches of ripped up steel wherever you
walk.
        The weapons are all interesting, also. Your machine gun has unlimited
bullets but takes a second to reload itself after emptying out a clip, so you
need to be careful not to stumble into a trouble spot with three shots left.
Your punches are roughly twice as powerful as your gun's shots, but are 
extremely short range. The laser weapon shoots until it runs out of energy,
then takes a few seconds to recharge itself with accompanying visual effects.
You also can find a limited stock of missiles, which can be powered up to
home in on targets. Each weapon, in fact, can be powered up two extra times,
and with the exception of the missiles, the improvement is always in the power
of the weapon. 
        Each level has new enemies, some ground based and some hovering in
the air. The animation of everything is superb, and the only flicker (no
slowdown) comes from the multiple explosions of a dying "boss" enemy. Best
yet, the style of plotline has been retained from Target Earth, with a
continuing rivalry between your hero and the enemy commander. Large sprites
and great visual effects round the game out.
        The challenge is formidable - I highly doubt that anyone can beat
the game in their first day of play like the majority of other titles out
there. There are three credits given to you (with an impressive continue
screen, no less) and you have to learn how to make them count. There are
multiple ways to reach the target points of each area, some more hazardous
than others, although the dangerous ones always give you extra power-up
incentives to take the risk. Depending on your level of skill, expect this
game to take one and a half times (if not two times) as long as the average
action game to beat.
        I can't say the game has left me extremely satisfied - it hasn't left
me, yet. I'm still playing it, trying to get further, and enjoying every minute
of it. Masiya included everything I hoped for, and satisfied even the "critics"
at EGM (the game received all 8's this time). This is among the most solid
purchases a sci-fi game lover could ever made; you'll agree when it's still
being played a month after you buy it.
	    Thanks to Konami for bringing this superb title to the U.S.!
					- Jer Horwitz

[All contents copyright 1993 Jer Horwitz.]