Cyberbots: Fullmetal Madness

Cyberbots: Fullmetal Madness

released on Apr 20, 1995
by Capcom

Cyberbots: Fullmetal Madness

released on Apr 20, 1995
by Capcom

The premise in Cyberbots is similar to Armored Warriors, albeit it features only a maximum of two playable characters on screen as opposed to three. Cyberbots is a very innovative game, attributed to its amount of selectable options, parts, and mecha that permit the player to format their play style to their preference. Similar to the Armored Core series, different legs (which affect movement abilities), arms (which affect reach and melee capabilities) and weapons can be mixed and matched between the selectable robots available to the player. Gameplay in Cyberbots is similar to other Capcom-created fighting games, with a medium-sized command list of executing various attacks available to each individual robot. Battles are a duel-formatted affair with players and the computer fighting against one another to proceed to the next battle.


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One of the main reason I gave this title a try in the first place was, as many oter people, the inclusion of Jin Saotome in the Marvel VS Capcom series, a character that can be considered as the "Captain Falcon of Capcom" for his bombastice personality and incredible fighting game moveset.

One can expect his moveset in the versus series to reflect the one from his own game, and... that is not actually the case. But that doesn't mean that Cyberbots is a title to sleep on.

It's for sure one of the most unique CAPCOM fighting games: a title where the choice of the characters doesn't really matter to the match (Choosing Jin over others like Mary or Santana will only impact the story mode you will witness). Instead you get to choose on over 12 different mechas, that creates a unique approach for a battle: you mech makes the combat slower and clunkier compared to Street Fighter or Darkstalkers, but the over the top actions and surprisingly deep system, where damaging specific parts of a mech can block you from using specific moves) is really fascinating.

Also I always loved the character designs of Cyberbots: they are over the top weirdos based on series like Gundam, Yatterman, and Jojo, that create a rusty artstyle and tone that I find really enduring.

Probably not the most important title in Capcom's catalogue, but for sure one that I feel deserves more recognition. At least I hope Capcom will bring back these characters in future crossover games (PLEASE???)

A bizarre balance between customization and complexity that baffles me.

Gracias Lince por enseñarme este juego, que si bien no lo toco mucho, se me hace divertido cuando jugamos todos, y me gustan un chingo los diseños de los Mechas.

Some mechs feel way too busted, but otherwise, and incredibly fun and tight fighting game. It deviates from Capcoms standard control scheme, but if anything that aids it, making it feel a little more cohesive. The artstyle is also gorgeous and by far the main selling point.
Different mechs have different abilities and movesets, but for the most part if you've played half the cast, you've experienced all possible moves.

This is one of the most unique fighting games from the 90s that Capcom has made, not having the traditional 6-button schemes, and the differences between fighting styles do not come from the characters themselves, but rather from the mechs themselves.
The game also has more of an emphasis on story, but it's hard to determine what's canon or not, especially with the lack of a sequel.
Still, it was a fun time!

Capcom ignorou esse jogo pra fazer mais Megamid