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CybermorphBy: The J Man
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Pack-in games are actually an interesting group to study. I'm talking about games bundled with the initial release of a console, which in doing so are the first games released for the system. It's pretty much a guarantee that everyone who buys the console will play the included game, and they're interesting because, since these games will make the console's first impression, they are always carefully considered. This screening process, probably done in a small boardroom with whiteboards, means that all pack-in games carry a similar set of traits. They're almost always an original brand. They always display new graphic capabilities of the new hardware in a "showy" manner that will look good in magazines and store displays. They're frequently of a medium length; long enough to last for at least a few weeks, but obviously not the last game you'll ever need to buy. They're always based on simple, pick-up-and-play concepts that can appeal to a broad audience. Each of these fits Cybermorph to the letter.
You play as a pilot whose nation is locked in a technological war with the evil Pernitia Empire. Pernitia has stolen most of your side's research and locked the pieces inside yellow pods scattered around various planets. You drive a prototype ship called a Transmogriffin which can change shape to accommodate various speeds, and to arm a variety of weapon pods you find and collect along the way. Pretty standard space shooter stuff. The plot won't win any awards, and it's a generic explanation for a scavenger hunt, but the gameplay will certainly pick up the tab. The game is grouped into galaxies of nine planets each. You travel to eight of them in any order, selecting your target from a menu screen based on information like total number of pods and number you're required to rescue. Extra pods over the catch limit result in 5000 bonus points a piece. Weapons carry over between planets while all ship damage is repaired between levels. After clearing out all eight planets, you'll automatically travel to the ninth hidden planet and fight a boss. Success takes you to a new galaxy, and gives you a four-digit password (you type it in with the numpad - nice!) to return to that galaxy at any time.
There's a variety of enemies to stand in your way. You have ground units and turrets that shoot surprisingly massive groups of speedy polygon missiles. These can apply a lot of hurt, and are best avoided. You have various flying drones from small, hard-to-hit fighters to nimble kamikaze ships. You have a number of creative enemies and emplacements, such as the green patrol drones that circle over pods in some levels. If you engage them, they'll fire volleys that will make you weep. If you swoop past them and nab the pod, you can zip out of there before they can react. Groups of tiny fighters can easily swarm and overwhelm you, but if you can locate a radar tower you can destroy it to freeze them all in place. These are nice touches that gives each enemy a different "personality" and a different way to beat them. Tankers and support craft also fly around, and can be shot down to retrieve their cargo. Everyone you see may not be a direct threat to you, but they all can be destroyed with impunity. There are no innocents in the Pernitia Empire.
Controls are easy to execute, and give you an appropriate amount of control over your T-Griffon. The D-pad navigates, one button accelerates, one fires, one brakes/reverses (these are customizable). Accelerating sets the speed of your craft and does not need to be held down, same with braking. Your T-Griffon will morph itself briefly to direct its thrust based on your control; a neat effect and one that's done smoothly, but not really needed. Option cycles through your standard weapons, including a semi-auto cannon with dual and tri-shot powerups, missiles, mines, and a flamethrower. Everything but the default weapon comes with limited supplies, tracked clearly on your dashboard. There's a single superweapon slot triggered with any of the top three numpad buttons. These are very limited and quite powerful, so their placement on the numpad strikes the right balance of easy access and ensuring intent to fire. The rest of the numpad goes to a variety of external views for quick looking. Their placement is too clumsy to access in quick combat, and doesn't help you much in the heat of battle. If you know craft are tailing you and shooting, you don't need to look back to make sure. These views are useful though. As you increase in speed, turns become sharper and harder to control (replicating the open throttle). It's easy to lose control and slam into mountains this way, so I preferred to set a constant speed and look left or right for pods instead of turning the entire craft. This is reasonably safe as you craft defaults to hover mode and cannot crash into the ground. Just make sure you're not looking around when you're rocketing toward a mountain, but then that's just common sense. The only music in the game is in the intro, and it's a pretty catchy little tune. Your ship comes equipped with a bald AI named Skylar who exists solely to nag at you. The voice is digitized, clear, and impressive, but the words are not. "Ouch" and "Where did YOU learn to fly?" are the highlights, as well as a occasional "Good Job" when you shoot an enemy. It's monotone, but I can hear the sarcasm. I hear it Skylar, you little non-corporeal bitch. Other effects punctuate the silence of the levels or the variable droning of your engine with nice blasts, thuds, and cracks. About the only effect I'm not clear about is a loud "gulp"ing noise when your ship collects a powerup, as if eating it. That suggests more about the T-Griffon's operation that I want to know.
So Cybermorph fills the requirements of a pack-in game with flying aplomb. It looks cool in a Babbages display window. Anyone can play it. It's a game you had to buy a Jaguar to play, and not just because it's an exclusive. It's a blast to play through to finish. And when you're finished, you'll be ready to head out to store to see what else the Jaguar can do. -reviewed 6/25/07 - game copyright 1994 Atari
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