Cyborg Hunter Master System
Master System Gameplay Review Cyborg Hunter
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Everything you need to know about Cyborg Hunter
Desarrollado por SEGA y publicado en los Estados Unidos por Activision en 1988, Cyborg Hunter es un juego de aventuras de acción no lineal que algunos podrían llamar hoy en día «Metroidvania». Los jugadores toman el control de un cazarrecompensas cyborg llamado Paladin, que se ha infiltrado en la base del villano Vipron y sus secuaces. Así que no, en realidad no estás cazando cyborgs, eres un cyborg que está cazando otras cosas. ¿Confusión de adjetivos? ¿En la traducción de juegos japoneses durante la década de 1980? ¡Bah!
The base itself is divided into seven areas, A to G, each with five floors and their own unique map. Once you get started, you'll immediately notice that Cyborg Hunter's screen design is unique. While the bottom half of the screen is where the main action takes place, the top half of the screen has a map of the area and a sensor that detects approaching enemies (kind of like the motion trackers in Aliens). This may seem like a waste of space at first glance, but having the map on screen (including elevator locations) is really useful, and the sensor helps alleviate the typical 8-bit problem of enemies appearing out of nowhere.
Cyborg Hunter Gameplay
At the beginning of Cyborg Hunter, Paladin solo tiene las habilidades para correr, agacharse, golpear, lanzar bombas y usar un poder limitado especial: el «puñetazo psíquico», un ataque más poderoso que drena tu medidor de poder psicótico mientras lo usas. Para empezar, puede parecer un conjunto decente de ataques, pero ¿qué tipo de organización secreta envía a sus agentes, cazarrecompensas o no, sin algún tipo de arma?
Paladin is assisted remotely by an attractive blonde colleague named Adina, who will interrupt the action from time to time and inform you about how to progress or what upgrades can be found nearby. These upgrades include shields, a jetpack, a ray gun, a light gun, a psycho gun (the latter of which also consumes your psycho power). Each tool often provides the ability to reach new areas, some of which are closed until you collect the correct key cards to defeat bosses.
Junto con un pasillo central con puertas a cada área, esto técnicamente hace que Cyborg Hunterun juego «no lineal», pero aún progresas de etapa en etapa sin muchos problemas, a menos que no hayas encontrado el artículo que querías o quieras regresar para un medidor psicótico o una recarga de salud. Sería bueno que los enemigos soltaran potenciadores de vez en cuando en lugar de tenerlos solo en ubicaciones determinadas.
A medida que explora cada piso, a menudo se enfrentará a una serie de enemigos que varían en diseño. Algunos parecen robóticos, otros parecen monstruos y algunos parecen conceptos rechazados del síndrome alienígena. La mayoría de los enemigos más comunes no son muchos problemas una vez que obtienes un arma, pero los drones voladores rápidos pueden ser una molestia. Además, cada área tiene varios «jefes» enemigos que deben ser derrotados antes de que se te permita regresar al mundo central.
These bosses can be a little tougher, even with a ranged weapon, and you'll probably take a few hits when you first encounter them. There are also some environmental hazards, including flashing floors and laser blade block things. Like many other obstacles in Cyborg Hunter, the jetpack handles them all with relative ease. Occasionally you will also find a section or two with no enemies, no dangers, and no power-ups. Why do these areas exist? It's a mystery.
Despite having seven areas, there are only four bosses, including the final boss: Vipron. Both the third boss and Vipron are pretty tough, that is, they're tough until you realize you can explode your jetpack to keep your hideout out of harm's way and lure them into a pattern where you can slowly take their lives away. For Vipron, hover at the top center while running across the screen below you, then drop down to take a hit, then fly up on his dash attack again.
Basic action controls Cyborg Hunter (run, jump, crouch, punch, etc.) react fluidly enough and Paladin has enough reach with his fist to become a powerful fighter before you even find a weapon. However, there are two extremely strange control decisions in Cyborg Hunter, that baffles me. The first is the elevator controls. Someone at Activision had to realize it was too complicated, because it got its own section in the manual; and you will need it.
You can only control the elevator from the right side of the screen, and you cannot exit (not even to return to your own floor) until you have managed to travel and open the door. Then walking to the right where the door is will also not allow you to exit. You have to walk to the right edge and then tap right again. It's really strange.
The elevator thing may sound confusing, but it gets much worse. To change your weapons and equipment, you can't press a button on the controller (the Master System controllers only had two buttons), and pressing pause only pauses the game. To view your computer's screen, you must connect a second controller to the other controller port and press a button on it.
Equipping the right equipment is essential to progressing in the game, so you will need to have and use two functional controllers to successfully play a single-player game. I can see why pressing pause might be as much of a problem on the Master System as it is on the console itself, but requiring players to use a second controller as the solution is really strange.
Graphics
El diseño de la pantalla principal obviamente le da a Cyborg Hunter su propio toque visual único, pero también reduce la acción a un campo de juego más amplio y «cinematográfico». Esto ayuda a enmascarar el hecho de que los entornos no están muy detallados. Se repiten a veces con algunos cambios de paleta, pero los colores generalmente resaltan y se ven bien.
The Paladin himself looks great, almost a cross between Boba Fett and RoboCop in my mind. I'd say it animates well, but once you equip the jetpack, Paladin just floats in a frozen position with no effect or animation at all, and it honestly looks silly.
Bastante temprano en el juego, deberás encontrar una manera de iluminar una habitación oscura para progresar de manera segura. Para hacerlo, tendrás que rastrear el arma «pistola de luz», que parpadea lo suficientemente brillante como para iluminar la habitación temporalmente. El efecto es bastante bueno para un juego de Master System, y la pistola de luz no agota tu poder psicótico, por lo que eres libre de disparar y progresar a la velocidad que prefieras.
Music and Sound
The music in Cyborg Hunter isn't consistently good, but most of the tunes in the actual action stages are catchy enough. On the other hand, the hint for the hub world irritated me pretty quickly.
Final reflection
I found myself wanting to enjoy the game more than I actually enjoyed it. The basics of Cyborg Hunter are solid, but the wonky interface for swapping weapons and equipment is so irritating that playing becomes a burden. It's probably still worth playing, and the excellent aesthetic of the unique box art design is probably enough to keep the game in my collection, but it's a soft recommendation at best, and even then, Cyborg Hunter is probably only worth playing worth playing once
Game technical sheet
Genders)
Action
game modes
1 Player
Cooperative
Nope
Format(s)
Cartridge