SYSTEM: (CYBER) MISSION FAILED

TRASHSTORM IS NOT A REAL STORY.
IS NOT EVEN GOOD FICTION.
IS TRASH GAME REVIEWS.
ALL OF THE GAMES FEATURED WOULD CAUSE A PERSON DISAPPOINTMENT,
ANGER, FRUSTRATION, DEPRESSION, MONEY LOSS INCLUDED.
TO PUT IT ANOTHER WAY: DON'T TRY THIS AT HOME.
EastAsiaSoft is a company that zig-zag's between a good indie publisher and being the LJN of modern gaming.
Time to give another veredict today with Cyber Mission by Ratalaika Games and Gamenergy Studio.

This was a MASTODONTICALLY BAD IDEA.
Seems like gameplay's off to a rocky, downwards cliff-falling start. The first thing you do is to take control of the Cyber Squad's spaceship and holy shit, its horrible. Is just as bad as Fission Superstar X since the fucking thing is way too big, basically 1 screen long and 1/4 of it tall. So that's one hell of a shmup starfighter, and with that size comes slow controls with that annoying deceleration after letting the D-Pad/Analog Stick go, making you completely vulnerable to enemy fire.
Hope that lesson from both Fission Superstar X and Cyber Mission fully explains the unavailabilty of the Phoenix Brigandine.Sturmvogel Prime wrote:If there's shmuppers that still dislike Thunder Force VI because Phoenix Brigandine is not playable, then Fission Superstar X will give you a satisfactory explanation since your ship is an easy target for all enemies regardless of their size. I've calculated the RVR-00's equipment as twice as large than the RVR-02B Brigandine, and in Thunder Force V, the Brigandine was already a huge target, and that was a ship that occupied 1/6 of the screen's width, then the RVR-00's Brigandine would be 1/4 wide. Now imagine you're playing with a spaceship that is 1/3 wide and 1/4 tall dodging bullets, chainsaw-equipped enemies and small asteroids.
Back to the review of Cyber Mission, your only weapons here are "Cannon 2" which are two laser guns that fire horizontally and "Cannon 1", a rotating turret which can aim up and down diagonally. At least the game designers decided that the "Cannon 1" turret is the hit box of your monstrosity and you're fighting large sized enemies as well, but the only Autofiring weapon is the turret, requiring you to tap the "Cannon 2" button non-stop while holding the X button for Cannon 1's autofire. The best strategy is to aim Cannon 1 downwards and tap Square button non-stop. And whatever the fuck you do, don't die. If you die once, it's Game Over and you have to start all over again. And guess what? You're not starting "where you left off". Instead you'll have to pass the intro sequence, see the "STAGE 1" billboard, close the instructions window, see the ship leave and finally back to the game. 21 Seconds, but they feel like an eternity.

You will believe a man can fly.
Once that part is done, we're in the main gameplay. The game itself is at best a clone of S.C.A.T. Special Cybernetic Attack Team / Action in New York / Final Mission where you take control of a flying man with a rifle taking down hostile aircraft. Yeah, I could also say its like Forgotten Worlds, but Capcom's classic shmup had more control due to its three-dimensionality and multidirectional shooting. Despite being more simplier than Forgotten Worlds, Cyber Mission still provides you with a nice assortment of weapons for you and your pods.
BLASTER (R): Fires a blue crescent-fireball like bullet in a frontal trajectory.
LASER (L): The laser fires a thin yellow laser beam. Another frontal firing weapon again. It is also the "Wave Beam" of the game since it can pass through solid objects.
ROCKET BOMB (B): Fires a fast, powerful shot in, once again, a frontal trajectory. This bullet explodes on impact, but it has a low firing rate.
SPEED UP (S): Increases your speed.
The "V" upgrade changes your pods bullets from pea bullets to red, stronger bullets.
One of the things that I appreciate is the satellite control giving you a basic yet complete control of them by allowing you to enable auto rotation with one button or simply manually rotate them and lock them in the desired position with the tap of a button. You can also lock the Cyber Soldier's aiming direction in the style of Contra Shattered Soldier so you can move while aiming backwards. While most shmups provide you a bomb or a screen clearing blaster, you're given a "Protection" Skill, which is your temporary invincibility that needs both time and enemies killed to fully recharge.

I am in the eye in the wall
Looking at you-u-uuuu I can kill you blind.
This intro stage and first boss battle is a warm up to get used to the game's mechanics, especially mastering the pods rotation and switching between manual and auto rotation. The idea works quite well and provides you a good defense against everything this game has to throw you, but there's a triad of fatal flaws. First off, the controls of your character are horrible, they feel slippery and a bit awkward and the character has a tendency to decelerate when you let go the D-Pad or the Analog Stick, causing unexpected collisions at the point that you feel if a Game Over causing crash wasn't truly your fault at all. Second one is the hitbox. The hitbox is the entire character sprite, combine that with the control issue and you have a human piñata waiting to be killed in mid-air, and the third flaw make things worse, the power ups are gone at the first hit you take, so you'll be stucked on the "Pea Shooter" all the time. The "Protection" might help you a bit, but since the damn thing needs to kill enemies for refill it, it doesn't help much (compare that with Eschatos and Ginga Force's shields for example). By the way, the first boss is quite simple. Destroy the eye-core while avoid the rotating (and indestructible) turrets that can lock you with their simultaneous fire. It will also use three bombs that scatter bullets in several directions, but the game will draw a line depicting the shots trajectories before exploding, giving you time and, most important, space to move and avoid any hits.

Shatterhand meets Forgotten Worlds
Once you cleared the intro stage, you'll be on the stage select screen, where you can pick a level like in Megaman, Thunder Force or even Silver Surfer, so you have free liberty on selecting the level you want to tackle first.

Another problem is the fucking foreground keeps blocking me.
It's like GET THAT SHIT OUTTA THE WAY, I CAN'T SEE WHAT I'M DOING!
Stage A is a not just a trip to the sewers, it is a direct trip on "How cruel this game could be". First off, you have to navigate through trash compactors, nothing too difficult at all, except on the first descent part of the game where it throws you the 8 enemies in all directions against you, combined with flamethrowers on the walls and if you survive long enough, the fucking ceiling, combined with more trash compactors and a vertical tunnel with three flamethrowers in a row. If you don't have the "Protection" skill for that segment, you're not gonna pass through it.
The worst part of this game is that there's not too much space to do a manual pod rotation and sometimes the auto-rotation doesn't provide too much help either, especially when you take a hit and lose everything. If the game had the player rotating like in Forgotten Worlds you might had a chance. If for some divine capability you can make it, you'll be facing a dark cavern section where the screen will dark out, not as blinding as in Dragon Spirit, but you can still see where are you going. Right after that comes a speed section where you'll encounter the boss.

TRY TO NEXT CHANCE
Even with 8 Hit Points its so easy to die in this game and once you get Game Over, there's only two options: Continue or End. "CONTINUE" sends you back to the stage, most specifically at the beginning of it while "END" sends you back to the title screen to select 1 or 2 players, new or saved game. Unlike Megaman games, you don't have a "Stage Select" option where you go back to the stage select screen and pick another one. So if you want to do that you have to pick "END", navigate the main menu and then finally select another level.
Also, WHY THE FUCK THE GAME DOESN'T GRANT YOU SPARE LIVES? Recovering 1 bar after each 10,000 points is a good idea, but having 3 extra lives is asking too much? Considering the controls, hit detection and power loss, three lives would come in handy, especially considering that this game utilizes a score indicator for defeated enemies. Even R-Type Final 2 was much better than this game.

The "Indomiprime Rexatron"
During the "Speed segment" you'll encounter the boss. The first thing it does is to open its head to fire its red laser beam and retreat giving you the false impression of being defeated. But actually it will ram you at full speed from the bottom part of the screen and then the upper part in a predictable pattern. It will fire the laser again and then retreat. Right after that you'll get the checkpoint prior to the boss encounter where you'll fight him until it is destroyed. The boss segments are divided in two phases: First is the boss itself which will utilize the top and bottom pipe escapes to warp up and down not before attacking you with fireballs and using its tail as another laser cannon. This boss can take a good amount of hits, "How much?" depends on what weapon you have when you reach the boss.

Step 1: Kill the boss.
Step 2: Make the Generator go kaput.
Once you're done, the next phase of every boss battle is to destroy the Generator and the level will end. This phase is extremely easy since there's no enemies between you and the Generator.

Industrial problems.
Stage B is an industry-themed stage where things get a little easier and is among the best options to start the game. While navigation is much easier and error tolerant in this level, the game still has some flaws like the confusing graphics. You can't tell what you can hit or not unless the pod's bullets stop in midway, and also the crates and oil drums while appearing to be obstacles, they're actually part of the background. Unlike Stage A where the flightpath was fully right scrolling with descending and ascending segments, this stage scrolls to the left and diagonally, changing the pace a bit and requiring to change the position of your pods.

So, there ARE checkpoints in the game, huh?
Looks like the game has checkpoints, but you have to navigate a lot in order to reach one of them.
Also, it was well appreciated to have the final checkpoint right before of the boss, so you can practice if you die.

Caterpillar® presents the Armed Working Station
The ultimate in construction safety against material theft.
The boss here is a construction crane that shoots a stream of 5 bullets based on your position, supported by a hatch that acts as a bomblet dispenser on top and the grapple which damages you with the hook if you crash with it. Just concentrate all fire on the main machine while dodging the hook.

Music by Sota Fujimori not included.
Stage C is based on chasing a train in pure Contra style from the armed wagons to hostile bikers. This stage is the easiest of all since there's no obstacles to navigate or risk of crashing with something. However, it will send you enemy missiles that are immune to your shots unless you have the "B" weapon that acts like the "Armor Piercing" bomb against them. Other hazards are sticks of dynamite that throws shrapnel on four directions, and the + or "x" pattern is based on your position, making them hard to dodge, along with Axelay-styled enemies surrounding you (remember the first stage of Axelay, right?). Aside from that it is the easiest level in the game, so I recommend to pick this one first.
The boss of this stage is the main engine of the train which is armed with three turrets. These are very easy to take down and it will be backed up with "zako" mutants once it moves to the right. Right after that it will make a fast pass where the turrets will fire artillery that explodes in contact with either you or the ground. Once the turrets are down you'll have to take down the main engine which will fire red bullets from the front and random falling bullets from behind. All of these is backed up by a smoke covered volley from the left side of the screen. Once its down, you'll see a separated wagon with a Generator on it. Destroy it, well done.

Super Bydo World
Stage D is your R-Type-esque bio-weapon themed stage pelted with tight spots which are going to be the worst part of the stage. If you reach the first checkpoint, consider yourself lucky enough to make it that far, because if you die and continue, it will take a lot of time to get a new weapon, leaving you with the weak pea shooter for a while. This stage focuses on diagonal paths and narrow tunnels. This is where the Laser weapon provides a little help due to its Wave-beam like capabilities.

Father Brain
The boss in this stage is an alien brain with a face and a heart. Its main weapon are cannons on the floor and ceiling which fire different weapons from laser beams to toxic gas vents and energy bullets in random patterns. You have to learn and avoid the patterns while shooting to the container where the boss is confined. Once enough damage is given, the container will break and the boss will fight you. This time will try to stab you with his super long tongue and electrify you with the red lightning bolts from his eyes, so it is recommended to keep your distance from the boss. Once the boss is killed, you'll destroy the Generator to complete the level.

And you've thought Silver Surfer was hard...
Even the Sewer Control machinery has gone bad!
Stage E is the worst of all. The stage requires you to navigate through spinning blades. This might not sound too hard except for a couple of things that I've mentioned before. THE HORRIBLE CONTROLS AND THE FUCKING HITBOX! If one pixel of your body touches the blades by accident you'll take damage. I could say you can use the "Protection" but that's a short-term solution and you'll be delaying the innevitable, you'll be accidentally touching one and even dying in the process. This is basically the shmup equivalent of the infamous sea weed segment of Teenage Mutant Ninja Turtles. In terms of navigation it is HEAVILY based on descents and spinning blade dodging. Pure gaming horror when its combined with the mentioned issues.
The boss here is an armed droid that fires 6 bullet streams like the Stage B one, followed by a fan of crescent shaped shots. After this it will jump and shoot both lightning and missiles vertically in an attempt to catch you in mid-air. It will jump again and repeat the first pattern and then the missiles will finally fall down as it hops back to the middle of the screen. Sometimes it will fire a rain of missiles and even a spread fire of crescent shots as it continues to take damage. Once it had enough it will change its "Hopalong the 'bot" pattern to a pursuit and shoot crescent bullets and missiles while running. Once it takes more damage it will finally die and the only thing left to do is to take down the last Generator.

The final effort.
Right after taking down the generators, you'll be back on the stage select screen, but a new door will open leading to Stage F. Stage F or "Stage Final" feels more like a boss rush since the main enemy in this stage will be those ED-209 wannabe walker mechs more than the debris and purple Stage 1 ships. This stage is divided in two sections: The horizontal scroller with the mechs and debris and a vertical ascent with limited navigation with purple ships, zako mutants and debris.

Unused design of Michael Bay's Megatron
The final boss will attack you with a 360° barrage of large fireballs. So, if you don't have the "Protection" skill and lack of energy you'll be dead. Right after that it will move across the screen firing lasers from its eyes and you have to pass between the firing intervals hoping you don't get hit or killed by either the beam or the metal balls that cross the screen. The boss' weak point is the blue crystal on its chest. It will not be an easy target since it will protect itself with missiles and firing energy sparks by slamming his hands. As "Megatron Man" takes damage, it will shoot lightning from one of his hands to keep you away from its weak point.

Head Mode Headmaster Megatron
(NOTICE: Product does not convert)
Once the robot its destroyed, the boss will fight you as its head on pure Galst Vic style. This time it will go moving diagonally across the screen while shooting fireballs. Just shoot at his Decepti-head and finish the game for good.
The ending is nothing short of poetry. You return to your ship, the fortress you took over goes down, the screen goes black and you'll hear your character saying "Mission Complete". Roll the credits. But, there's still more...

Gotta be kidding me...
Just when you thought that killing the Decepticlown will bring an end to the situation, it will turn out that there's more fortifications emerging from the ground, doing an imminent sequel threat. Just hope that Cyber Mission II fixes the flaws I've mentioned already if they want to go somewhere.
Are you about to throw the controller out of the window? Well, if you're not about to snap out, there is a way to make progress in the game. Go to the Options screen and select "WEAPON MODE", switch it from "CLASSIC" to "EASY" and you'll be able to carry your gun and pod weapons despite being hit. That hint only works for stages B and C. But there's an invincibility cheat. When you're playing in any of the selectable stages pause the game, hold L2 and R2 then press both L1 and R1. You'll be hearing a sound to confirm the cheat entered correctly. Sounds sad and pathetic, but this game is that messed up that you need to cheat in order to have fun and win the game. Mother of irony, but that's a "Pro tip" that Psygnosis gave us at the end of the CD Engine port of Shadow of the Beast.

Life lessons, gaming lessons.
Fortunately, doing the cheat code doesn't deprive you from getting the Trophies/Achievements, and speaking of them, you don't have to finish the whole game to get'em all, once you've finish the five selectable stages, you'll unlock the Platinum. ¿What's the point of having a "Trophy Hunt" if the game doesn't cover all of its entirety to complete the achievement progression?
So, "After all its said and done" there's no need to feel sorry for cheating. Like Optimus Prime said on the comic "Afterdeath" from Marvel's The Transformers: "Each of us always has a choice. I chose to cheat". Well, I chose to cheat in the game, but in Cyber Mission's case, that was the only way to have fun and make progress thanks to its awkward controls and unfair difficulty. It's like "What happened?" ¿Nobody tested this game? I mean, someone forgot to calibrate controls and reduce the hitbox, but they're more concerned about releasing this thing. I mean, if you can complete this game without cheating, then you deserve a medal and a statue in your honor as "The Man who Finished Cyber Mission Fair and Square".

Visually amazing. Amiga fans will appreciate the effort.
Graphically it is the exact opposite of the gameplay, as we've got amazing pixel art that evokes the finest moments of the Commodore Amiga with bright colorful scenery and backgrounds with parallax scrolling, the player's sprite is arcade styled as if Taito or Capcom did it, with some enemies that feel like they came from a Psygnosis game, breaking a little with the common indie trend of resembling the NES or the Super Nintendo and that's well appreciated. The only flaw in the graphic aspect is the slow pace of the Train stage (Stage C) since it feels slow for a train pursuit stage (check Contra Hard Corps and Contra Shattered Soldier for great examples).

Your classic Euro-styled beauty.
The character design verges more on the Western-Euro realistic character style, breaking a little with the traditional and predominant anime style of today's games. The same thing goes for the sound since it is more like the Euro-electronic with 2000's trance-house beats that put some mood on the gameplay. The game developer took the effort on adding some dialogues in the game such as "Time to clear the pipes" or "We're ready to go down to help. Let's do it" giving a little arcade atmosphere to the overall game. But with the gameplay issues, it gives us a lesson that indie developers didn't end to learn: Great graphics and sound doesn't give us a better product if the gameplay fails miserably.
CYBER CURIOSITIES

Apparently the combat zone involves Dr. Robotnik.
- The stage 1 voice sample that says "We're ready to go down to help. Let's do it" sounds more like "We're ready to go down to Hell. Let's do it".
- The explosion sprites were re-utlized on Blazing Trail.
- Stage B's graphics bear a resemblance to Scrap Brain Zone, the final levels of the Sega Genesis game Sonic The Hedgehog.
- On EastAsiaSoft's site, the game's page doesn't credit Ratalaika Games, while the PS4 port gives them credit.
- Googling "Cyber Mission" can lead to pop results of both this game and Totally Spies! Cyber Mission. You can call this "The Thunder Force confusion" thanks to Netflix.
Cyber Mission tries to be a love letter to S.C.A.T./Final Mission done with Euro-Amiga influences in graphics and visual effects which brings an excellent audiovisual experience, but the difficulty just nukes... No, no, no, no, no. It "Blaze's" the gameplay. Its a fucking calamity in all senses possible. Unless you want to throw the controller to the wall, pick it. I guess that's Gamenergy's idea of fun with this game. Or if you're desperate for a trophy hunt, just pick it, do the invincibility cheat and uninstall the fucking game.
Even if you like Euro-hard shooters or just want to play a S.C.A.T. styled shooter, stay out of this game. Dust off the NES, the Genesis and both S.C.A.T. and Forgotten Worlds cartridges instead. For a game that costs you 10 dollars ($9.99) you might expect some quality but I'm sure neither EastAsiaSoft or the console online stores doesn't check that and just publish it. So here's your favorite reviewer carrying a cross of bad gaming in a never ending via crucis so you don't have to suffer.
In the end (and "It doesn't even matter"), Cyber Mission gets a failed score of 2 R-9's out of 10 in the R-Scale


The 2 is for the good graphics and music, the gameplay is an absolute zero. Cheat to have fun, what the fuck...
Now, let us say the words Kyle Quibell taught us on Project Wingman.

Thanks for the quote, Kyle.
Game reviewers should mark those words when writing bad game reviews.

Being a reviewer hurts.

And our path towards Galagi Shooter Ultimate Blast continues...