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(Anonymous) (Unknown) 8th Apr 2012 05:12
In 1987, Hewson released this flick screen shooter, another Cecco classic. Each screen represented a significant challenge, whether it be the notoriously pixel-perfect lifts or a whole raft of enemy spacecraft. The player had to collect a certain amount of booty from the pirates before he could proceed to the next level which added an interesting dynamic and the addition of some interesting power-ups gave Cybernoid above-average gameplay to go with it's colourful, well-defined graphics.
(Anonymous) (Crash!) 13th Dec 2008 11:02
Evil pirates have ransacked the Federation's storage depots, stealing valuable minerals, jewels, ammunition, and the latest in battle weaponry. The player takes the part of the brave Cybernoid, picked to retrieve the valuable cargo and destroy the pirate hoard.
Apart from human adversaries, the Cybernoid also has to battle his way through the planetary defence system that the dastardly pirates have activated in order to stop the hapless hero from completing his mission. Add to that the time limit imposed on returning all the cargo for each level, and it can be seen why only the brave - or the foolhardy - volunteer for these tasks.
The Cybernoid isn't entirely defenceless, though: apart from the standard lasers, his arsenal also consists of bombs, mines, shields (used to provide limited invincibility), bouncing bombs, and heat-seeking missiles. Needless to say that stocks of these items are limited, although collection of the yellow canisters occasionally dropped by pirate ships increases the currently selected weapons stock by one.
Other items that may be collected include the Federation's stolen booty, objects that alter the appearance of the player's craft and extra external weaponry that can be used on the more difficult screens.
As the Cybernoid travels through the pirates' flick-screen territory, he is hampered by their activated defence systems. These take the shape of gun emplacements, missile launchers and so on - tricky to pass, but easily eliminated with the extra weapons.
Once a level has been cleared and the cargo collected, the Cybernoid then heads for the level depot, where he is informed whether or not he has collected enough cargo to warrant being given a bonus. If not, one Cybernoid ship is lost, and the player is transported to the next level.
Producer: Hewson
Price: £7.99 cassette, £14.99 disk
Author: Raffaele Cecco and Nick Jones
CRITICISM
"Fantastic! Who needs 16-bit machines when Hewson and Raffaele Cecco can produce games like this on the 8-bit Spectrum. Cybernoid is perfect in every way that a computer game should be: it has excellent sound, excellent graphics and excellent colour. In fact I cannot find anything wrong with it at all! The animation is the best I've seen for a long, long time, and the way you can add equipment to your ship to make it stronger is great, too. The backgrounds are all well drawn, as are the sprites. Understandably there is some colour clash but this is bearable and even adds to the effectiveness of the explosions. There's a good 128K tune constantly playing in the background and the special FX make it sound even better. As I've said before, it's the little extra touches that make a game enjoyable to play, and Cybernoid has plenty of these: volcanoes, animated cannons, and scrolling borders all make the game pleasing to the eye. Well done Hewson: the ultimate Spectrum arcade game!"
"Cybernoid: the sensational mean fighting machine, collecting cargo and firing bombs - the idea isn't exactly unusual but the slickness of its presentation certainly is. The graphics, reminiscent of Exolon and Starquake, are extremely colourful; the destruction of each Cybernoid ship is accompanied by an explosion so spectacular it's almost worth losing a life to watch the effect! The nasties are numerous and have some engaging characteristics: I particularly liked the wriggly caterpillar that carries on squirming even after most of its segments have been blown away. Immediately playable, Cybernoid gets gradually more and more difficult. After a while, progress inevitably becomes a matter of sacrificing a life to find out how to negotiate new screens. The gameplay, complemented by the atmospheric music, grows very addictive. Calling Spectrum owners everywhere - this is one version of a well established theme that it would be a pity to miss."
"An arcade game in your own home - you'd better believe it. Cybernoid is one of the most addictive, playable, attractive and downright unbelievable games you're ever likely to meet on the Spectrum. All the points that
Issue 29, May 1988 (Your Sinclair) 10th Nov 2012 03:32
Okay, take the best features from Manic Miner, Equinox, Zynaps and Exolon, plus a pinch of programming prowess (not forgetting the 'p' alliteration) and what do you get? Miner Willy Meets Some Aliens Just As The Sun Crosses The Equator? No! You get Cybernoid - The Fighting Machine.
But what have you really got? At first butchers it seems just like another mass carnage of extra-terrestrials game, but a long, lingering gawp (and perhaps a play or three) will tell you that this is a game of reflex, of judgment and of strategy, that will keep the hardest of the hard game players (ie me), quiet for weeks.
Apparently the Massive Federation Intergalactic storage depos (MFI to you), have been plundered by pirates. All the latest battle weaponry, minerals, jewels and ammo have been ripped off (definitely MFI!), leaving the Federation floundering in defencelessness. So who do they call? Yep, Cybernoid, who has five lives with which to deal with all the juicy planetary defence systems and pesky pirates (as well as the recurring 'p' alliterations). One word can sum up the graphics in this game: effervescent. From start to finish, each screen is strewn with bubbling and fitting action: kaleidoscopic explosions, spinning pirates, stray laser beams, and some more explosions - the whole lot usually concentrating around your ship. The graphic design is very Equinox/Exolon-ish, but upgraded to complement this totally brilliant game.
As seems the trend these days with sci-fi games (Zynaps and Sidearms to name two), extra weapon add-ons suffuse this game. To obtain more weapons of destruction you must vaporise a likely looking pirate and collect any icon that may fall from its burnt-out shell. Features range from a windmilling CyberMace (the nuclear world's equivalent of the Tyson fist), a backfiring gun, and extra-weapons in the form of canisters. All are worth extra points. And why not?
But suddenly a fumbling reviewer accidentally presses keys 1 to 5 and comes across six more types of weapon. Gosh! First of these options is BOMB - these flare up, blatting anything stupid enough to get in the way. Second are IMPACT MINES, which are subtle little circles that detonate any vagrant aliens. Then there's the DEFENCE SHIELD, making you invulnerable for a spell. After that there's the BOUNCE BOMBS that make four mega-balls (cue Phil South jokes), boing all round screen with explosive effects. Last but by no means least, is SEEKER, a beautiful invention that has a fatal attraction (I've seen dat film, mate) for anything remotely alien. Holding down fire activates all these options, a gentle change from feverishly pumping down on the fire key.
All these features alone could make a game, but the real attraction doesn't come in the excellent graphics, fast gameplay or even the sheer variety of everything, but instead in the tactics and planning needed to pass each screen. As in Manic Miner (you've been wondering where the connection would come in, haven't you?), there is a select route or safe-area which you must find to leave the screen - and once you've left it there's no turning back, boi (to be said in a John Wayne voice). And it is the promise of ever more weird and wonderful screens that lures you on. Totally brilliant.
One thing I feel I must warn you about: never play this game in the presence of parents and volatile relatives, because, be most assured, Cybernoid will have you swearing till your tongue drops off and Eddie Murphy blushes. You have been warned!
Now to get hacking. Hur-hur-hur! (Evil Hacker type chuckle.)
9/10
David McCandless
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History
This title was first added on 20th April 2008
This title was most recently updated on 22nd September 2016