Cyber Shadow's music, composed by Enrique Martin and produced by Jake Kaufman, is also quite special. The game's bosses are equally well-designed. It would have been easy for Mekacity's techno-inspired environments to feel cold and sterile, but that isn't the case. The pixel graphics pop off the screen, and it's clear that a lot of effort went into designing the game's world. Gameplay is critical, but Cyber Shadow wouldn't work nearly as well without a strong presentation, and this game is nothing short of gorgeous. In that way, Cyber Shadow truly does feel like it blends the best of old-school gameplay with modern sensibilities. This is totally optional, and old-school purists might prefer avoiding these extras. Taking things a step further, checkpoints allow players to cash in currency accumulated in the game for bonus weapons or the ability to refill their Spirit and Health when they get to the checkpoint. In my interview with Aarne Hunziker, the Cyber Shadow developer stated that he wanted to offer "checkpoints that don't punish dying," and the developer delivered on that promise, offering a wealth of checkpoints that rarely make the game feel cheap or unfair. Unfortunately, the NES era had a lot of games that were artificially difficult, forcing players to repeat the same tasks over and over again because save points were limited or even nonexistent. The latter will work fine, but the former is better for using abilities that combine a directional control with a button press (such as Up + Y for throwing stars).Ī lot of 8-bit throwbacks don't just try to channel the style of old-school video games they also try to channel the difficulty level, as well. I do recommend using a controller with a good D-Pad, as opposed to a control stick. It's very simple, but also quite effective. Further following the 8-bit guidelines, Cyber Shadow uses just two buttons for all actions alongside the D-Pad or control stick. As players progress through the stages, Shadow learns new tricks such as the ability to toss throwing-stars or wall-jump. Cyber Shadow is an action-platformer, tasking players with jumping and slashing through mechanical foes. Like many NES games, however, the story takes a backseat to the gameplay. Mekacity and its futuristic environment give the game a bit of a cyberpunk feel, and it works fairly well at establishing the setting. The game's tale is told through interactions with characters as well as animated cut scenes that pay homage to those seen in the likes of Ninja Gaiden. The wickedness mechanic is similar to the evolution mechanic and therefore while the two can be used simultaneously, it may have unintended effects on game play.In Cyber Shadow, players take on the role of a cyborg ninja named Shadow as he attempts to free his clan from robots that have overrun Mekacity. The artwork on the back of the cards is also different this is unlikely to have a significant effect on game play, but, if the decks are mixed, will inform players what version or expansion the next card to be drawn is from.Īs the monsters are identical to the first edition of Power Up, evolution decks for all of them are present within the expansion. The card deck is an altered version of the base game's card deck, so if the two games are mixed only one should be used to avoid unintended repeats. Compatibility Īs the game utilizes the same rules as the base King of Tokyo, it is compatible with all expansions and promos. As with cards, keep tiles provide a constant power, while discard tiles provide a one-off ability. Wickedness tiles provide additional powers to the monster. Each player can only take one tile per pile, per game. Once a player reaches 3, 6 or 10 on the wickedness track, they can take a tile from the corresponding pile. Victory points are gained as normal, however further dice of the same number do not add any additional wickedness. When resolving dice, a player gains two wickedness for three ones and one wickedness for three twos. The main rules are identical to the base game.ĭark includes the wickedness mechanic. The game features the same monsters as the first edition of the base game Alienoid, Cyber Bunny, Gigazaur, Kraken, Meka Dragon, and The King. The card list was changed, with some cards becoming wickedness tiles instead. The game also includes a new wickedness mechanic, which allows for monsters to power-up. The component pieces are upgraded compared to the base edition, with an embossed board, lightning bolt-shaped energy pieces, and translucent dice. Only one print run was produced with 100,000 copies. The setting is more wicked than ever, and Tokyo is the prize! The legendary King of Tokyo comes to your tabletop in a limited DARK EDITION, where you can discover the dark side of giant monsters clashing.
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