data/claims/cyberball-history.yamlCyberball (history and reception)
Game: Cyberball.
Akagi Masumi's list of arcade games files Cyberball under Atari Games, in its overseas section, in September 1988, and its sequel Cyberball 2072 in August 1989. cyberball-history/arcade-release
overseas index (OCR text lines 39934-39938)Cyberball Atari Games 88/09アーケードTVゲームリスト 国内・海外編 (1971-2005) · 海外編 (overseas), ATARI GAMES section (OCR text lines 29901-29903)88/09 CyberballアーケードTVゲームリスト 国内・海外編 (1971-2005) · 海外編 (overseas), ATARI GAMES section (OCR text lines 29971-29973)89/08 Cyberball 2072Checked by a second AI model, 2026-11-06.Read in the OCR text only: the printed page and the page image haven't been checked. The list gives year and month only and names no source for its dates.
Cited by: Cyberball
Atari Games' operators manual for the arcade cabinet (TM-326, second printing) carries a 1988 copyright line. It describes a cabinet with two monitors for two teams and up to four players, each with an 8-way joystick and a button: before a play the player picks it with the controls, and during it the joystick steers the robot. On offense the button throws the quarterback's passes and laterals; on defense it gives a player Turbo Defense, a quick burst of speed. cyberball-history/arcade-manual
image 4, copyright page1988 by Atari Games Corporation. All rights reserved.Cyberball operators manual, TM-326, second printing (Atari Games) · image 1, cover2nd PrintingCyberball operators manual, TM-326, second printing (Atari Games) · image 33TM-326Cyberball operators manual, TM-326, second printing (Atari Games) · chapter 1, Game Play, Introduction (image 11, p. 1-3) — the OCR reads "Cvberball has two monitors for two tears and up to four plavers"Cyberball has two monitors for two teams and up to four players.Cyberball operators manual, TM-326, second printing (Atari Games) · chapter 1, Introduction (image 11, p. 1-3) — the OCR reads "Each plaver uses an 8-ххау joystick und button"Each player uses an 8-way joystick and button to call the plays and control the actionCyberball operators manual, TM-326, second printing (Atari Games) · chapter 1, Introduction (image 11, p. 1-3)On the offense, the button controls the quarterback's passes and laterals.Cyberball operators manual, TM-326, second printing (Atari Games) · chapter 1, Introduction (image 11, p. 1-3)the button gives a defensive player Turbo Defense, a quick burst of speed.Checked by a second AI model, 2026-11-06.Read in the OCR text; the page images haven't been checked. The manual names no designers or programmers.
Cited by: Cyberball
The arcade manual sets the game in 2022, when human football is history: Cyberball replaces the players with robots five times their size and the pigskin with an exploding ball. The rules are like football's, but the ball runs from cool through warm and hot to critical, and a critical ball explodes unless it is defused by carrying it over the 50-yard line or the goal line; an explosion turns over possession. The game has over 100 offensive and defensive plays: the offense picks a running, option, or pass play and the defense a short, medium, or long defense, and the computer offers four patterns of each, chosen by the ball's status and the yards to the defuse line or the goal line. A high-score table ranks players by the team funds awarded during play. cyberball-history/arcade-premise
chapter 1, Introduction (image 11, p. 1-3)The year is 2022 and human football games are history.Cyberball operators manual, TM-326, second printing (Atari Games) · chapter 1, Introduction (image 11, p. 1-3)has replaced human players with robot players five times their size and an exploding ball, instead of a pigskin.Cyberball operators manual, TM-326, second printing (Atari Games) · chapter 1, Play Mode (image 11, p. 1-3)Cyberball rules are similar to football rules, but players must keep the ball from exploding.Cyberball operators manual, TM-326, second printing (Atari Games) · chapter 1, Play Mode (image 11, p. 1-3)If the ball explodes, possession turns over.Cyberball operators manual, TM-326, second printing (Atari Games) · chapter 1, Play Mode (image 11, p. 1-3)The ball status display shows whether the ball is cool, warm, hot, or critical.Cyberball operators manual, TM-326, second printing (Atari Games) · chapter 1, Play Mode (image 11, p. 1-3)A critical bull will explode if it is not defused.Our translationA critical ball will explode if it is not defused.Cyberball operators manual, TM-326, second printing (Atari Games) · chapter 1, Play Mode (image 11, p. 1-3)The player can defuse the ball by moving it over the 50-yard line or the goal line.Cyberball operators manual, TM-326, second printing (Atari Games) · chapter 1, Player Choices (image 11, p. 1-3)Cyberball has over 100 offensive and defensive plays to choose from.Cyberball operators manual, TM-326, second printing (Atari Games) · chapter 1, Player Choices (image 11, p. 1-3) — the OCR reads "opuon play"The offensive player can choose a running play, option play, pass play, or a time-out.Cyberball operators manual, TM-326, second printing (Atari Games) · chapter 1, Player Choices (image 11, p. 1-3)The computer chooses these four patterns based on the current ball status and yards to the defuse line or to the goal line.Cyberball operators manual, TM-326, second printing (Atari Games) · chapter 1, Player Choices (image 11, p. 1-3)the defensive player can choose a short, medium, or long defense.Cyberball operators manual, TM-326, second printing (Atari Games) · chapter 1, High Score Table (image 11, p. 1-3) — the OCR reads "A ingh-score table ranks the per- formanee of plavers"A high-score table ranks the performance of players by the amount of team funds awarded during play.Revised after a check by a second AI model, 2026-11-06: unreadable robot-replacement clause dropped; quote added linking a critical ball to exploding.Read in the OCR text; the page images haven't been checked. The sentence on replacing damaged robots is garbled in the OCR ("the plaser eu replace 1 wh и peter robot bought with team “funds.” which ire asvarded- for coud. pedi mance"), so the claim leaves it out.
Cited by: Cyberball
In the arcade game one player can play against the computer, another player, or two other players, and two players can team up against the computer or another pair. A new player who starts a game on the other monitor challenges the players already there, who can accept or decline, and players can buy in at any time during the game. Each player buying in adds time for everyone. A complete game has six three-minute periods, and a tied game goes to a sudden-death period that the first team to score wins. cyberball-history/arcade-players
chapter 1, Introduction (image 11, p. 1-3) — the OCR's reading of "One player can play against the computer, another player, or two other players."One plaver сап рах against the computer, ийе plaver, or two other players.Cyberball operators manual, TM-326, second printing (Atari Games) · chapter 1, Auto-Challenge (image 11, p. 1-3)starts a game on the other monitor, the first players are automatically challenged by the newcomer. The original players can choose to accept or decline the challenge.Cyberball operators manual, TM-326, second printing (Atari Games) · chapter 1, Auto-Challenge (image 11, p. 1-3)With the Atari buy-in anytime feature, new players and teammates can enter the action anytime during the game.Cyberball operators manual, TM-326, second printing (Atari Games) · chapter 1, Play Mode (image 11, p. 1-3)Every player buying into the game adds more time for everyone.The One for 16-bit Games, issue 7 (April 1989) · p. 92 (image 92), Arcades, Cyberball (Atari)either one or two players can compete against another one or two players, or one or two players can take part against the computerCyberball operators manual, TM-326, second printing (Atari Games) · chapter 1, Play Mode (image 11, p. 1-3) — read on the page image (image 11); the OCR reads "Cvberball" and breaks the line at "peri-"A complete Cyberball game has 6 three-minute periods.Cyberball operators manual, TM-326, second printing (Atari Games) · chapter 1, Play Mode (image 11, p. 1-3)there's a sudden death period to settle the score.Cyberball operators manual, TM-326, second printing (Atari Games) · chapter 1, Play Mode (image 11, p. 1-3)The first team to score is declared the winner.Revised after a check by a second AI model, 2026-11-06: The One's team-play quote added; Auto-Challenge quote extended to the other monitor.Read in the OCR text; the Play Mode paragraph (the length of a game, sudden death) was also read on the page image (image 11) by a scout. The OCR of the sentence on two-player teams is garbled ("Two plavers can formi и ICANT UNC: ИТКЕ The computer or od ier pers"), so the team play is quoted from The One's description of the cabinet (April 1989, p. 92).
Cited by: Cyberball
Ciaran Brennan described the arcade game in The One's April 1989 issue, with no score: futuristic football played by mechanised players on a fully automated gridiron, in a cabinet like Atari's earlier Xybots, with two screens and control panels. Two separate games can run at once, one or two players can take on another one or two, or one or two can play the computer. The player controls one defender when the other side has the ball, with a turbo booster, and a ball held too long explodes and changes hands. He added that Cyberball was to be a Domark release. cyberball-history/arcade-one-review
p. 88 (image 88), Arcades section, standfirstCiaran Brennan pumps the slots and comes up with the answers.The One for 16-bit Games, issue 7 (April 1989) · p. 92 (image 92), Arcades, Cyberball (Atari)Cyberball is futuristic football, contested by mechanised players fighting it out on a fully-automated gridiron.The One for 16-bit Games, issue 7 (April 1989) · p. 92 (image 92)somewhat similar to a previous Atari offering, Xybots - with two screens and control panelsThe One for 16-bit Games, issue 7 (April 1989) · p. 92 (image 92)At its simplest, two separate games can be played simultaneously.The One for 16-bit Games, issue 7 (April 1989) · p. 92 (image 92)either one or two players can compete against another one or two players, or one or two players can take part against the computerThe One for 16-bit Games, issue 7 (April 1989) · p. 92 (image 92), captiona single defender is controlled when the opposition has possession. A turbo booster can be brought into effectThe One for 16-bit Games, issue 7 (April 1989) · p. 92 (image 92), captionIf it's held onto for too long, the ball explodes and possession changes handsThe One for 16-bit Games, issue 7 (April 1989) · p. 92 (image 92)Like Hard Drivin', Cyberball is set to be a forthcoming Domark release.Revised after a check by a second AI model, 2026-11-06: byline quote added from the Arcades standfirst.Read in the OCR text, which is clean here; the page image hasn't been checked. The byline is the issue index's (data/contents/the-one-007-1989-04.yaml).
Cited by: Cyberball
Computer Entertainer reported in November 1989 that Atari Games had shipped Cyberball 2072, a sequel to the previous year's Cyberball with larger players and two interactive screens that let each team play from its own perspective. cyberball-history/sequel-2072
p. 2 (image 2), arcade newsAtari Games has also shipped Cyberball2072, asequel to last year's Cyberball.Computer Entertainer, vol. 8, no. 8 (November 1989) · p. 2 (image 2), arcade newsnewones including larger and meaner players, and two interactive screens which allow each team to view and play the game from their perspective.Checked by a second AI model, 2026-11-06.Read in the OCR text; the page image hasn't been checked.
Cited by: Cyberball
Domark's advertisement in Your Sinclair's February 1990 issue lists Cyberball for the IBM PC, Atari ST, Amiga, Commodore 64 (cassette and disk), Amstrad (cassette and disk), Spectrum +3, and Spectrum 48/128, published by Domark under license from Tengen, with a 1989 copyright line for Tengen. cyberball-history/computer-ad
p. 17 (image 17), Cyberball advertisementAvailable on: IBM PC, Atari ST, Amiga, Commodore 64 Cassette & Disk, Amstrad Cassette & Disk, Spectrum + 3, Spectrum 48/128Your Sinclair, issue 50 (February 1990) · p. 17 (image 17), Cyberball advertisement© 1989 TENGEN INC. All Rights Reserved. TMTengen Inc. Licensed by Domark Ltd.Your Sinclair, issue 50 (February 1990) · p. 17 (image 17), Cyberball advertisementPublished by DOMARK LTDChecked by a second AI model, 2026-11-06.Domark's own advertisement, held at T1 because the lint counts a magazine-kind source as secondary. Read in the OCR text; the page image hasn't been checked. The advertisement's timeline of the sport is partly garbled in the OCR and isn't used.
Cited by: Cyberball
Your Sinclair's February 1990 Megapreview of the Spectrum version (Tengen/Domark, £9.99 on cassette and £14.99 on disk) said Domark planned it for the end of January. Its programmer, Stephen Wood, said Tengen had given Domark the coin-op's C source code, the only way to make every version play like the original, and that about 100 plays fitted in 128K, while the 48K version would keep about 20 or 30 of the best. The graphics put one team in black and the other in gray. cyberball-history/spectrum-preview
p. 12 (image 12), Megapreviewgood old Domark plans to have Cyberball ready for the end of JanuaryYour Sinclair, issue 50 (February 1990) · p. 13 (image 13), MegapreviewWhat was it like working on Cyberball then, Steve?Your Sinclair, issue 50 (February 1990) · p. 13 (image 13), MegapreviewTengen's pretty good at giving its code to Domark.Your Sinclair, issue 50 (February 1990) · p. 13 (image 13), Megapreview'C' code is the source code they use in a lot of coin-opsYour Sinclair, issue 50 (February 1990) · p. 13 (image 13), Megapreviewit's the only real way that we can guarantee every version will play like the original.Your Sinclair, issue 50 (February 1990) · p. 13 (image 13), Megapreviewwe can fit about 100 of them into 128K there's a bit more of a problem with the 48K versions.Your Sinclair, issue 50 (February 1990) · p. 13 (image 13), MegapreviewIn the end I think we'll have about 20 or 30 of the best ones in thereYour Sinclair, issue 50 (February 1990) · p. 13 (image 13), MegapreviewI'm doing one lot in black and the others in greyYour Sinclair, issue 50 (February 1990) · p. 13 (image 13), Megapreview, details boxTengen (Domark) Price. £9.99 cass/£ 14.99 diskRevised after a check by a second AI model, 2026-11-06: quote added for the coin-op's C source code.Read in the OCR text. The programmer's name, which the OCR drops, was read on the page image (image 13) by a scout; the credits are in spectrum-credits. The preview also describes the coin-op as a four-player cabinet whose two screens stand angled away from each other.
Cited by: Cyberball
Your Sinclair's February 1990 Megapreview credits the Spectrum version's code to Stephen Wood, formerly of Probe, who planned one more game, another Bond license for Domark, before more or less giving up Spectrum programming, and its graphics to Tony West, known for Licence to Kill and the 16-bit F16 Combat Pilot. cyberball-history/spectrum-credits
p. 13 (image 13), Megapreview, "Cybermen" box — read on the page image (image 13); the OCR drops the line with the namefirst off there's Stephen Wood, who did the code.Your Sinclair, issue 50 (February 1990) · p. 13 (image 13), Megapreview, "Cybermen" boxHe used to work at ProbeYour Sinclair, issue 50 (February 1990) · p. 13 (image 13), Megapreview, "Cybermen" boxmore or less packing in the Spectrum programming larkYour Sinclair, issue 50 (February 1990) · p. 13 (image 13), Megapreview, "Cybermen" boxone more game after this, another Bond licenceYour Sinclair, issue 50 (February 1990) · p. 13 (image 13), Megapreview, "Cybermen" box — the OCR reads "FI6"Tony West, perhaps best known for his work on Licence To Kill and F16 Combat Pilot (16-bit), was responsible for the graphics.Revised after a check by a second AI model, 2026-11-06: quote added for Wood packing in Spectrum programming.Read in the OCR text, with the programmer's name read on the page image (image 13) by a scout. The preview addresses him as "Steve". It doesn't name the Bond game.
Cited by: Cyberball
Sinclair User's April 1990 preview gave the Spectrum version a street date of April at £9.99 and £14.99, and said it ran on 128K machines only. cyberball-history/spectrum-128k
p. 72 (image 72), previewDomark s Cyberball is a fab cross between an AmericanSinclair User, issue 98 (April 1990) · p. 72 (image 72), previewTough luck, cheaples - it's 128K ONLY!Sinclair User, issue 98 (April 1990) · p. 72 (image 72), previewStreetdate: April Price; £9.99, £14,99Checked by a second AI model, 2026-11-06.Read in the OCR text; the printed page number (72) and the page heading "PREVIEWS" were read on the page image (image 72) by a scout. Your Sinclair's review of May 1990 (spectrum-ys-review) also tags the game 128K only.
Cited by: Cyberball
Domark's Official Cyberball Playbook, with instructions in English, French, German and Italian, covers the Atari ST, Amiga, IBM PC, Spectrum +3 and Spectrum cassette, Commodore 64/128, and Amstrad versions. It calls Cyberball a game for one or two players based loosely on American football, with teams like the Los Angeles Assassins and the Dallas Destroyers. Team captains select offensive plays (running, passing, or option) and short, medium, or long defenses, and replace weak or demolished players if funds allow. In a two-player team one player passes and the other receives, and a defender can use Turbo Boost once in each play. cyberball-history/computer-manual
p. 1 (image 3), table of contentsGame InstructionsOfficial Cyberball Playbook (Domark/Tengen, home computers) · p. 1 (image 3), table of contentsManuel d'instructionsOfficial Cyberball Playbook (Domark/Tengen, home computers) · p. 1 (image 3), table of contentsAnleitungOfficial Cyberball Playbook (Domark/Tengen, home computers) · p. 1 (image 3), table of contentsIstruzioniOfficial Cyberball Playbook (Domark/Tengen, home computers) · p. 2 (image 4), Game InstructionsCyberball is a game for one or two players based loosely on American football.Official Cyberball Playbook (Domark/Tengen, home computers) · p. 2 (image 4), Game Instructionsselecting from teams like the Los Angeles Assassins and the Dallas Destroyers.Official Cyberball Playbook (Domark/Tengen, home computers) · p. 2 (image 4), Cyberball FeaturesTeam captains select Offensive and Defensive plays, timeouts, passes, laterals, blitzes and replacements for weak or demolished players.Official Cyberball Playbook (Domark/Tengen, home computers) · p. 2 (image 4), Playing CyberballIn Offensive Mode-select Running, Passing or Option plays.Official Cyberball Playbook (Domark/Tengen, home computers) · p. 2 (image 4), Playing CyberballThere are three types of defense - Short, Medium or LongOfficial Cyberball Playbook (Domark/Tengen, home computers) · p. 2 (image 4), BreakdownsReplacement is possible only if funds are available.Official Cyberball Playbook (Domark/Tengen, home computers) · p. 3 (image 5), Two Player TeamsIn Offensive mode one player elects to pass, the other to receive.Official Cyberball Playbook (Domark/Tengen, home computers) · p. 3 (image 5), Turbo BoostYou can only use Turbo Boost once in each "Play", so don't waste it.Official Cyberball Playbook (Domark/Tengen, home computers) · p. 3 (image 5), Loading InstructionsATARI ST/AMIGA: Reset machine and insert game diskOfficial Cyberball Playbook (Domark/Tengen, home computers) · p. 3 (image 5), Loading InstructionsIBM PC: Boot machine with system disk.Official Cyberball Playbook (Domark/Tengen, home computers) · p. 3 (image 5), Loading InstructionsSPECTRUM +3: Place disk in driveOfficial Cyberball Playbook (Domark/Tengen, home computers) · p. 3 (image 5), Loading InstructionsCassette SPECTRUM: Type LOADOfficial Cyberball Playbook (Domark/Tengen, home computers) · p. 3 (image 5), Loading InstructionsCOMMODORE 64/128: Type LOADOfficial Cyberball Playbook (Domark/Tengen, home computers) · p. 3 (image 5), Loading InstructionsAMSTRAD: Type RUNRevised after a check by a second AI model, 2026-11-06: quotes added for the four languages and the Spectrum cassette loading line.Read in the OCR text, which is clean for the English pages; the page images haven't been checked. The printed page numbers are the table of contents' ("Game Instructions ... 2"). The booklet names no programmers, and its date is the Internet Archive item's (1990). The table of contents (folio "1", image 3) lists the instructions in English, French (Manuel d'instructions), German (Anleitung) and Italian (Istruzioni).
Cited by: Cyberball
The Playbook's "Key events in the evolution of Cyberball" tells the sport's invented history: by 2014 players with as much as half their bodies artificially replaced or enhanced are commonplace; the league office disbands in November 2015, when Pittsburgh fields the league's first completely cybernetic player; owners contemplate all-robot teams, and in August 2020 Dallas fields the first all-robotic line-up; in May 2022 the International Cyberball League is formed, allowing explosives in the game. cyberball-history/computer-backstory
p. 10 (image 12), Key Events in the Evolution of CyberballKEY EVENTS IN THE EVOLUTION OF CYBERBALLOfficial Cyberball Playbook (Domark/Tengen, home computers) · p. 11 (image 13), November, 2015The league office is disbanded.Official Cyberball Playbook (Domark/Tengen, home computers) · p. 11 (image 13), November, 2015Pittsburgh introduces the league's first completely cybernetic player.Official Cyberball Playbook (Domark/Tengen, home computers) · p. 10 (image 12), August, 2009 - December, 2014 — the OCR breaks the line at "artifi-"Players with as much as 50% of their bodies artificially replaced or enhanced become commonplace.Official Cyberball Playbook (Domark/Tengen, home computers) · p. 11 (image 13), July, 2016 - January, 2018 — the OCR breaks the line at "possibili-"owners contemplate the possibilities of completely robotic teams.Official Cyberball Playbook (Domark/Tengen, home computers) · p. 11 (image 13), August, 2020Dallas fields the first all-robotic line-upOfficial Cyberball Playbook (Domark/Tengen, home computers) · p. 11 (image 13), May, 2022The International Cyberball League (ICBL) is formedOfficial Cyberball Playbook (Domark/Tengen, home computers) · p. 11 (image 13), May, 2022Most notable of these elements is the acceptance of explosives in the game.Revised after a check by a second AI model, 2026-11-06: quotes added for the bionic and all-robot entries; statement reworded to follow them.Read in the OCR text; the page images haven't been checked. The printed page numbers are the table of contents' ("Key events in the evolution of Cyberball" starts on p. 10); the OCR shows a folio "10" at the foot of image 12.
Cited by: Cyberball
Mark Caswell reviewed Cyberball for The Games Machine in May 1990, listing it from Tengen/Domark for the Amiga and Atari ST (£19.99 each), PC (£24.99), and Commodore 64, Spectrum and Amstrad CPC (£9.99 and £14.99). The review's only score box rates the Amiga version 87%. He described a game of six three-minute periods, found the graphics good, with menacing robots, but in-game sound limited to muffled speech and effects, and missed the quarterback's voice calling the play as in the coin-op. cyberball-history/tgm-review
p. 46 (image 46), details box — read on the page image (image 46); the OCR reads "AMIGA Eiono"AMIGA £19.99The Games Machine, issue 30 (May 1990) · p. 46 (image 46), score box — read on the page image (image 46); the review has no other score box and no sub-scoresAMIGA 87%The Games Machine, issue 30 (May 1990) · p. 46 (image 46)Cyberball is split into six three minute periodsThe Games Machine, issue 30 (May 1990) · p. 46 (image 46), Cyberball review, details boxPRODUCER TENGEN/DOMARKThe Games Machine, issue 30 (May 1990) · p. 46 (image 46), details boxATARI ST £19.99 PC £24.99 C64 £9.99/£14.99 SPECTRUM £9.99/£14.99 CPC £9.99/£14.99The Games Machine, issue 30 (May 1990) · p. 46 (image 46)Sadly in-game audio is limited to muffled speech and sound effects.The Games Machine, issue 30 (May 1990) · p. 46 (image 46)I'd at least have liked to hear the gruff voice of the Quarterback calling the play (as heard in the coin-op game).The Games Machine, issue 30 (May 1990) · p. 46 (image 46)Graphically the game is good, with the robots looking very menacing.The Games Machine, issue 30 (May 1990) · p. 46 (image 46), signatureMark CaswellChecked by a second AI model, 2026-11-06.Read in the OCR text; the Amiga price and the score box were read on the page image (image 46) by a scout. No folio shows on the image; the issue's contents page gives the review at p. 46, under the Amiga only.
Cited by: Cyberball
Gary Whitta reviewed Domark's conversion for The One in April 1990 at £19.99, out now. The main ratings box, which doesn't name a version and is followed by separate Atari ST and PC boxes without ratings, gives 78% for graphics, 85% for sound, 79% for playability, 78% for value, and 79% overall. He praised the plays as strategically competent and the sound, with a female commentator announcing each play's result, but found the robots sluggish at times and regretted that two people can only play as a team against the computer, not against each other. Side notes found the Atari ST version as rewarding with weaker sound, and the PC version (£24.99) supporting VGA, EGA, CGA, Tandy and Hercules graphics but no sound boards. cyberball-history/one-review
p. 49 (image 49), review introduction — the OCR reads "on the bail"Gary Whitta's on the ball with this Domark conversion of Atari's futuristic sport simulation.The One for 16-bit Games, issue 19 (April 1990) · p. 50 (image 50), verdictthe variety of plays are strategically competentThe One for 16-bit Games, issue 19 (April 1990) · p. 50 (image 50), verdictunfortunately at times the player are comparatively sluggish.The One for 16-bit Games, issue 19 (April 1990) · p. 50 (image 50), verdicta female commentator whose sexy voice announces over a PA system the result of a play.The One for 16-bit Games, issue 19 (April 1990) · p. 50 (image 50), verdictCyberball's only real minus point is the fact that you can't play against another player - the best that's available is two people playing as a team against the computer.The One for 16-bit Games, issue 19 (April 1990) · p. 50 (image 50), verdictthis is a unique, entertaining and satisfying variation on the American Football theme.The One for 16-bit Games, issue 19 (April 1990) · p. 50 (image 50), ratings boxPRICE RELEASED GRAPHICS SOUND PLAYABILITY VALUE OVERALL £19.99 Out Now 78% 85% 79% 78% 79%The One for 16-bit Games, issue 19 (April 1990) · p. 50 (image 50), side notealthough the sound isn't as strong, Cyberball is no less rewarding to play.The One for 16-bit Games, issue 19 (April 1990) · p. 50 (image 50), side notewith VGA, EGA, CGA, Tandy and Hercules all supported - unfortunately, the popular sound boards are notChecked by a second AI model, 2026-11-06.Read in the OCR text. A scout checked pages 49 and 50 on the page images (images 49-50): the folios, the ratings box's figures and their pairing with the labels, and the layout, in which the main box is unlabelled and the ST and PC boxes follow it with prices but no ratings. The Amiga badge heads the review text, but the box itself doesn't name the version, so this claim doesn't assign the ratings to one.
Cited by: Cyberball
Zzap!64 reviewed the Amiga version (Domark, £19.99) in June 1990, with 85% for presentation, 74% for graphics, 68% for sound, 78% for hookability, 64% for lastability, and 72% overall. One reviewer, not named on the page, found it sluggish at first but a fun mix of arcade action and strategy, adding that the game "never succeeded in the arcades"; the other, Phil, missed a competitive two-player option, finding the team-mates mode fun but the computer opponents far too easy to defeat. cyberball-history/amiga-zzap-review
p. 73 (image 73), review headingDomark, Amiga £19.99Zzap!64, issue 62 (June 1990) · p. 73 (image 73), ratings boxPRESENTATION 85%Zzap!64, issue 62 (June 1990) · p. 73 (image 73), ratings boxGRAPHICS 74%Zzap!64, issue 62 (June 1990) · p. 73 (image 73), ratings boxSOUND 68%Zzap!64, issue 62 (June 1990) · p. 73 (image 73), ratings boxHOOKABILITY 78%Zzap!64, issue 62 (June 1990) · p. 73 (image 73), ratings boxLASTABILITY 64%Zzap!64, issue 62 (June 1990) · p. 73 (image 73), ratings box — read on the page image (image 73); the OCR has the label without the figureOVERALL 72%Zzap!64, issue 62 (June 1990) · p. 73 (image 73), Phil's comment — read on the page image (image 73), the comment beside the caricature labelled "PHIL"This is no TV Sports Football but still very playable all the sameZzap!64, issue 62 (June 1990) · p. 73 (image 73), unnamed reviewer's commentThe game is a little sluggish, but you soon get used to it and it's a fun mix of arcade action and strategy.Zzap!64, issue 62 (June 1990) · p. 73 (image 73), unnamed reviewer's commentThe game never succeeded in the arcades, because it was simply too complexZzap!64, issue 62 (June 1990) · p. 73 (image 73), Phil's commentWhat really disappointed me was the omission of a competitive two-player optionZzap!64, issue 62 (June 1990) · p. 73 (image 73), Phil's commentalthough the team-mates mode is fun the computer opponents are far too easy to defeat.Zzap!64, issue 73 (May 1991) · p. 44 (image 44), index of reviews — the index's columns are title, publisher, overall mark, issue, and (page)Cyberball Domark 72% 62 (73)Revised after a check by a second AI model, 2026-11-06: Phil's reason quoted; unquoted "can only share a team" dropped.Read in the OCR text; the overall mark, the folio, and the reviewers' caricatures were read on the page image (image 73) by a scout. The overall mark matches Zzap!64's later index. The box's verdict line reads "Another faithful Tengen conversion". One comment sits beside a caricature labelled "PHIL"; the other caricature's label is illegible, and its comment mentions "Phil refusing to pass the ball to me", so it is someone else. The page doesn't give Phil's surname; the issue's staff list has a Phil King.
Cited by: Cyberball
Your Sinclair reviewed the Spectrum version (Domark/Tengen, £9.99 on cassette, £14.99 on disk, 128K) in May 1990. The reviewer, named on the review as Davey, found the teams of seven monochrome robots and slow play too much for the machine, summing it up as "Nice idea but far too ambitious for the humble Spec. Die-hard fans could get some fun out of it." The Final Verdict gave 70° overall, with 70° for life expectancy, 65° for graphics, 70° for addictiveness, and 64° for instant appeal. cyberball-history/spectrum-ys-review
p. 19 (image 19), Final Verdict — read on the page image (image 19), with the overall thermometer at 70°; the OCR has the labels without the figuresLIFE EXPECTANCY 70° GRAPHICS 65° ADDICTIVENESS 70° INSTANT APPEAL 64°Your Sinclair, issue 53 (May 1990) · p. 18 (image 18), review headingDomark/Tengen/£9.99 cass/Your Sinclair, issue 53 (May 1990) · p. 18 (image 18), review heading£14.99 disk (128KYour Sinclair, issue 53 (May 1990) · p. 18 (image 18)teams of seven monchrome robot spritesYour Sinclair, issue 53 (May 1990) · p. 19 (image 19)Here's Davey's trusty tipYour Sinclair, issue 53 (May 1990) · p. 19 (image 19)Domark could well have been a trifle over-ambitious with the Speccy version.Your Sinclair, issue 53 (May 1990) · p. 19 (image 19), DiagnosisNice idea but far too ambitious for the humble Spec. Die-hard fans could get some fun out of it.Checked by a second AI model, 2026-11-06.Read in the OCR text; the Final Verdict figures and the heading's "(128K only)", which the OCR garbles, were read on the page images (images 18-19) by a scout. The review prints only "Davey". The issue's Joystick Jugglers panel on p. 19 labels the same caricature "David Wilson"; that identification rests on the caricature, read on the page image (image 19), and not on the review's text.
Cited by: Cyberball
Zzap!64 reviewed the Commodore 64 version, sold by Domark only on cartridge at £19.99, in February 1991, eight months after the 72% Amiga version, and gave it 78% overall, with 77% for sound, 79% for hookability, and 75% for lastability. Zzap!64 later told a reader that Domark had released Cyberball for the Commodore 64 on cartridge and that it never appeared in its own right on tape or disk. cyberball-history/c64-zzap-review
p. 18 (image 18), review heading — the OCR reads "Domarfc, C64 £ 1 9,99 cartridge only"Domark, C64 £19.99 cartridge onlyZzap!64, issue 70 (February 1991) · p. 18 (image 18), second reviewer's comment — the OCR's reading of "Eight months after the 72% Amiga version"Eight months oF>h the 72% Amiga ver:sJonZzap!64, issue 70 (February 1991) · p. 18 (image 18), ratings boxSOUND 77%Zzap!64, issue 70 (February 1991) · p. 18 (image 18), ratings boxHOOKABILITY 79%Zzap!64, issue 70 (February 1991) · p. 18 (image 18), ratings boxLASTABILITY 75%Zzap!64, issue 73 (May 1991) · p. 42 (image 42), index of reviewsCyberball Tengen/Domark 78% 70 (18)Zzap!64, issue 72 (April 1991) · p. 21 (image 21), letters — the OCR reads "Dotttarii have released Cyberball on cartridge (it never appeared in its own right 0/1 tape/dfsky"Domark have released Cyberball on cartridge (it never appeared in its own right on tape/disk)Checked by a second AI model, 2026-11-06.Read in the OCR text, which is badly garbled for this review; the page image hasn't been checked. The overall mark is the index's; the presentation (82%) and graphics (78%) marks and the reviewers' names in the issue index (data/contents/zzap64-070-1991-02.yaml) aren't legible in the OCR and aren't used.
Cited by: Cyberball
In June 1991 Your Sinclair reviewed Domark's compilation The Winning Team (£14.99 on cassette, £19.99 on disk), which includes the Spectrum Cyberball, and gave Cyberball a "1991 Verdict" of 69°, finding it tricky to play, jerky, and confusing, with a two-player option that adds some excitement. cyberball-history/winning-team-ys
p. 36 (image 36), The Winning Team review, headingDomark/£14.99 cass/£19.99 diskYour Sinclair, issue 66 (June 1991) · p. 37 (image 37), CyberballCyberball, a futuristic variation of the game (featuring robots instead) is, unsurprisingly, rather tricky to play.Your Sinclair, issue 66 (June 1991) · p. 37 (image 37), Cyberballit's jerky with manky graphicsYour Sinclair, issue 66 (June 1991) · p. 37 (image 37), CyberballThe 2-player option adds some excitement but it's still all a bit confusing for its own good.Your Sinclair, issue 66 (June 1991) · p. 37 (image 37), Cyberball1991 Verdict: 69°Checked by a second AI model, 2026-11-06.Read in the OCR text, which is clean for the review; the page image hasn't been checked.
Cited by: Cyberball
Crash reviewed The Winning Team (Domark, £14.99 and £19.99) in June 1991 at 86% overall, giving Cyberball 15/20 in its list of the five games' marks and calling it a look into the future of American football, played against giant robots. cyberball-history/winning-team-crash
p. 33 (image 33), The Winning Team review, marks — read on the page image (image 33), in the line of the five games' marksCyberball: 15/20Crash, issue 89 (June 1991) · p. 33 (image 33), The Winning Team review — read on the page image (image 33); the OCR reads "Cybefb9if\% a look inlu the futyre of American FeotbalL"Cyberball is a look into the future of American Football.Crash, issue 89 (June 1991) · p. 33 (image 33), The Winning Team review — read on the page image (image 33)played against giant robots things soon start to hot up even further.Crash, issue 89 (June 1991) · p. 33 (image 33), The Winning Team review — read on the page image (image 33)OVERALL 86%Checked by a second AI model, 2026-11-06.Read on the page image by a scout (p. 33, image 33; folio "CRASH JUNE 33"); the OCR of the page is mostly unreadable. The same review's mark for Vindicators is in vindicators-history.
Cited by: Cyberball
Computer Entertainer reported in October 1989 that Tengen/Atari Games had four to five Sega Genesis games planned for release in 1990, the first a conversion of Cyberball. Its January 1990 report from the Consumer Electronics Show listed Cyberball among the games licensed to Sega for conversion to the Genesis, designed for two-player play over the TeleGenesis modem but with a one-player mode too. cyberball-history/genesis-announced
p. 10 (image 10), Third Party Developers AnnouncedTengen/ Atari Games has four to five games for Genesis in the planning stage at this time for 1990 release.Computer Entertainer, vol. 8, no. 7 (October 1989) · p. 10 (image 10), Third Party Developers Announced — the OCR reads "Tengen/Atani Games"The first will be a conversion of the Tengen/Atari Games arcade hit, CYBERBALL, a futuristic football game that features robot players.Computer Entertainer, vol. 8, no. 10 (January 1990) · p. 12 of the PDF, CES reportOther titles licensed to Sega for conversion to Genesis format, but not demonstratedComputer Entertainer, vol. 8, no. 10 (January 1990) · p. 12 of the PDF, CES reportBALL, the arcade robot football hit from Atari Games. (CYBERBALL will be designed forTeleGenesis Modem play by two people, but it will also include a one-player mode.)Checked by a second AI model, 2026-11-06.Read in the text layers; the page images haven't been checked.
Cited by: Cyberball
Reporting on the January 1990 Consumer Electronics Show, Game Player's (March 1990) listed Cyberball among Sega's announced Genesis games, a fast-moving arcade conversion due that summer, with a TeleGenesis version for play over a phone line. Electronic Gaming Monthly's April 1990 preview found the unfinished Genesis version disappointing: its graphics and scrolling looked like a standard 8-bit Nintendo cartridge's. cyberball-history/genesis-ces-1990
p. 51 (image 53), CES report, Arcade ActionCyberball is a fast-moving arcade conversion that depicts the football of the future.Game Player's, vol. 2, no. 3 (issue 9, March 1990) · p. 51 (image 53), Arcade ActionBe ready for it this summer.Game Player's, vol. 2, no. 3 (issue 9, March 1990) · p. 51 (image 53), Arcade ActionTeleGenesis Cyberball and TeleGenesis Battling Worlds.Electronic Gaming Monthly, issue 9 (April 1990): Super Mario Bros. 3 review · p. 75 (image 79), CES preview, CyberballLicensed from Atari Games, this translation of theElectronic Gaming Monthly, issue 9 (April 1990): Super Mario Bros. 3 review · p. 75 (image 79), CES preview, Cyberballfamous coin-op football of the future disappointedElectronic Gaming Monthly, issue 9 (April 1990): Super Mario Bros. 3 review · p. 75 (image 79), CES preview, Cyberball — the OCR interleaves the column with a Ghostbusters preview, so the quote is in three fragmentsdetail, realism, … and scrolling all looked like they had … popped off of a standard Nintendo 8-Bit cart.Electronic Gaming Monthly, issue 9 (April 1990): Super Mario Bros. 3 review · p. 75 (image 79), CES preview, Cyberballcade, but the CES preview left us unimpressed.Revised after a check by a second AI model, 2026-11-06: EGM quote extended to the detail, realism and scrolling clause.Read in the OCR text; the page images haven't been checked. EGM's columns are interleaved with a Ghostbusters preview in the OCR, so its quotes keep to single lines; the printed page is the folio "75" at the foot of image 79. Game Player's printed page is the folio "51" near the end of the passage.
Cited by: Cyberball
Sega's list of its own Mega Drive games dates Cyberball in Japan to 28 July 1990, at ¥6,000 (catalog number G-4027, a 4-megabit cartridge). cyberball-history/megadrive-japan
table under 1990年, row G-4027 (サイバーボール) — the row's month and day; the year is the table's heading, 1990年7月28日 サイバーボール スポーツ 6,000円 G-4027 4MOur translation28 JulyChecked by a second AI model, 2026-11-06.Read in the pinned copy's text.
Cited by: Cyberball
A Mega Drive advertisement in Family Computer Magazine of 3 August 1990 gives Cyberball's release as 17 July, at a standard retail price of ¥6,000, and says it supports the modem. It prints no year; the issue's date puts the release in 1990. It carries the notice that Cyberball is © 1989 Atari Games and was manufactured under license from Tengen. cyberball-history/megadrive-japan-ad
image 118, advertisement — read on the page image (image 118)7月17日発売Family Computer Magazine, no. 108 (3 August 1990) · image 118, advertisement — read on the page image (image 118)6,000円(標準小売価格)モデム対応Family Computer Magazine, no. 108 (3 August 1990) · image 118, advertisementgame has been manufactured under license from TENGENFamily Computer Magazine, no. 108 (3 August 1990) · image 118, advertisement1989 ATARI GAMESChecked by a second AI model, 2026-11-06.The license notice was read in the OCR text, which is garbled for the rest of the page; the date, price and modem line were read on the page image (image 118) by a scout. The page, shared with an E-SWAT ad, shows no folio. Sega's own software list gives 28 July 1990 (megadrive-japan); the two dates disagree.
Cited by: Cyberball
GamePro's September 1990 review of the Genesis version, by Fanatic Fan, listed it from Sega of America at $49.95, called the arcade game one of the top coin-ops of 1989, and described one- and two-player modes, with a password system in the one-player mode for a 16-game season and an NFL-style playoff. It noted six three-minute periods, money earned for crossing midfield and scoring, and seven players a side. cyberball-history/genesis-gamepro-review
p. 38 (image 40), reviewBy Fanatic FanGamePro, issue 14 (September 1990) · p. 38 (image 40), reviewhas been converted to the Sega Genesis, complete with the incredible graphics, sound effects, and metal-crunching action that made it one of the top coin-ops of 1989.GamePro, issue 14 (September 1990) · p. 38 (image 40), Full Metal SeasonCyberball has one- and two-player modes. One-player mode features a password system that enables you to play an entire 16-game season, plus an NFL-style playoffGamePro, issue 14 (September 1990) · p. 38 (image 40)six three-minute periods rather than four 15-minute quarters, earning money for crossing midfield on offense and scoring points, seven players per sideGamePro, issue 14 (September 1990) · p. 40 (image 42), end of reviewCyberball hy Sega of America ($49.95).Revised after a check by a second AI model, 2026-11-06: quote extended through the NFL-style playoff.Read in the OCR text; the page images haven't been checked. The printed pages are inferred from the folio "40 GAMEPRO Magazine" on image 42; GamePro's ratings are icons the OCR doesn't carry.
Cited by: Cyberball
Chris Scullion's NES Encyclopedia (2019) lists the NES Cyberball as published and developed by Jaleco in 1992, and says the NES version was originally slated for release by Tengen before Jaleco released the licensed version instead. Nintendo Power's January 1992 issue told readers to look for Jaleco's NES Cyberball the next month. cyberball-history/nes-release
Cyberball entry (OCR text lines 8762-8769)Publisher Jaleco Developer JalecoThe NES Encyclopedia: Every Game Released for the Nintendo Entertainment System · Cyberball entry, Fact box (OCR text lines 8797-8803)but Jaleco eventually released the licensed version instead.Nintendo Power, issue 32 (1992-01): Mega Man 4 feature and Now Playing · image 121, Gossip GaloreNext month you should seeNintendo Power, issue 32 (1992-01): Mega Man 4 feature and Now Playing · image 121, Gossip Galore — the line before reads "for the NES. Also look for Jale-"co's NES Cyberball, a two-player football game played with robots.Checked by a second AI model, 2026-11-06.Read in the text layers; the page images haven't been checked. The Fact box's line naming Tengen's plan is garbled in the OCR ("fo fophate mo of—a-bamvnal tCeL—sal-l-vo) release by Tengen"), so only its legible part is quoted. Scullion's year line is garbled too ("1992 £, @x"). No exact NES release date has been found.
Cited by: Cyberball
The NES booklet is Jaleco USA's, licensed by Nintendo, with the copyright line "Cyberball © 1991 TENGEN" and Cyberball as a registered trademark of Atari Games. It offers a one-player game against the computer, a two-player game head to head (2-DUEL), and a two-player game on the same team (2-TEAM), each as a Rookie or an Advanced game. cyberball-history/nes-manual
inside cover (image 2)LICENSED BY NINTENDOCyberball instruction booklet (NES, North America, NES-4Y-USA) · inside cover (image 2)Jaleco USA Inc. Cyberball © 1991 TENGEN. All rights reserved.Cyberball instruction booklet (NES, North America, NES-4Y-USA) · inside cover (image 2)Cyberball® is a U S. registered trademark of Atari Games Corporation.Cyberball instruction booklet (NES, North America, NES-4Y-USA) · p. 10 (image 10), Getting StartedYour choices include a one-player game against the computer (1), a two-player game against another person (2-DUEL), and a two-player game in which two players work together on the same team (2-TEAM).Cyberball instruction booklet (NES, North America, NES-4Y-USA) · p. 10 (image 10), Getting Startedselect either a "ROOKIE" game or an "ADVANCED" game.Checked by a second AI model, 2026-11-06.Read in the OCR text, which is clean; the page images haven't been checked. The booklet names no developer. The printed pages are the folios at the foot of each page in the OCR.
Cited by: Cyberball
The NES booklet's rules: the computer picks four of over 100 offensive plays and 12 defensive formations for each down. The defusion line is always the 50-yard line, and the offense usually has five downs to reach it or score before the ball explodes, probably destroying a player and turning over possession. After a touchdown a passed conversion scores one point and a run two, and a failed one brings a laser-firing craft to eradicate the offensive player nearest the ball. Defusing the ball and scoring earn cash, from which a new player can be bought to replace a severely damaged one. cyberball-history/nes-rules
p. 7 (image 7), General Flow of the GameThere are over 100 offensive plays and 12 defensive formations. However, the computer picks out four of the available plays for each down, and you pick one of the four plays offered.Cyberball instruction booklet (NES, North America, NES-4Y-USA) · p. 8 (image 8), Defusing the BallIt's always the 50 yard line, no matter what your field position is when you start a series of offensive plays.Cyberball instruction booklet (NES, North America, NES-4Y-USA) · p. 9 (image 9), Defusing the BallUsually, you'll have five downs to either defuse the ball or score a touchdown.Cyberball instruction booklet (NES, North America, NES-4Y-USA) · p. 9 (image 9), Defusing the Ballthe ball will explode and probably will blow up one of your playersCyberball instruction booklet (NES, North America, NES-4Y-USA) · p. 9 (image 9), Defusing the Ballpossession of the ball goes to the other team.Cyberball instruction booklet (NES, North America, NES-4Y-USA) · p. 9 (image 9), ConversionsYou've got one play to reach the end zone either by passing, which earns one point if successful, or by running, which earns two points if successful.Cyberball instruction booklet (NES, North America, NES-4Y-USA) · p. 9 (image 9), ConversionsA failed conversion attempt brings on a laser-firing craft to eradicate the offensive player nearest the ball.Cyberball instruction booklet (NES, North America, NES-4Y-USA) · p. 9 (image 9), MoneyEach time you defuse the ball or score points, you'll receive cash.Cyberball instruction booklet (NES, North America, NES-4Y-USA) · p. 9 (image 9), MoneyWhen one of your players becomes severely damaged, you'll be given the opportunity to purchase a new player. The cost will be deducted from your earnings.Revised after a check by a second AI model, 2026-11-06: quotes added for the turnover and buying a replacement player; unquoted "turns critical" dropped.Read in the OCR text, which is clean; the page images haven't been checked.
Cited by: Cyberball
Jaleco USA's 1992 sales kit for retailers presented the NES Cyberball as "The fantastic arcade mega-hit", with rookie and advanced levels, 100 offensive plays and 12 defensive formations, and one or two players against the computer or two head to head. It planned a Cyberball "Rock 'em Sock 'em Sweepstakes" for the third quarter, with over $20,000 in prizes, five of them Cyberball 2072 arcade machines. cyberball-history/nes-sales-kit
image 5, CyberballThe fantastic arcade mega-hit explodes on the NES screen in a senses-shattering game of 21st Century robotic football.Jaleco 1992 sales kit · image 5, CyberballRookie and advanced levelsJaleco 1992 sales kit · image 5, Cyberball100 offensive plays; 12 defensive formationsJaleco 1992 sales kit · image 5, Cyberball1 or 2 players vs. computer; 2 players head-to-headJaleco 1992 sales kit · image 9, Advertising & PromotionsCyberball "Rock 'em Sock 'em Sweepstakes" will blast away in 3rd Quarter.Jaleco 1992 sales kit · image 9, Advertising & PromotionsOver $20,000 in Prizes!Jaleco 1992 sales kit · image 9, Advertising & Promotions5 Grand Prizes! Cyberball 2072 Arcade Games.Checked by a second AI model, 2026-11-06.Read in the OCR text; the page images haven't been checked. The kit is undated beyond the Internet Archive item's year (1992); it mentions the "'92 Major League Baseball season" as coming.
Cited by: Cyberball
Nintendo Power's two reviewers, George and Rob, discussed the NES Cyberball in February 1992. George called the Jaleco adaptation "kind of watered down" next to the arcade original, with less detailed graphics and less clear voices; Rob put that down to arcade technology against the NES and still found it fun and true to its robot-football theme. Their Personal Power Meters for Cyberball, printed without category labels, read 3.0, 3.0, 3.0 and 3.5 for Rob and 3.0, 2.5, 3.0 and 2.5 for George. cyberball-history/nes-np-review
p. 103 (image 109), George and Rob, Personal Power Meters — the figures were read on the page image (image 109)Personal Power Meters lor Cyberbail Rab 30303035 George 30253025Our translationPersonal Power Meters for Cyberball Rob 3.0 3.0 3.0 3.5 George 3.0 2.5 3.0 2.5Nintendo Power, vol. 33 (February 1992) · p. 103 (image 109), George and RobCyberball is a futuristic football game which has been very popular in the arcades.Nintendo Power, vol. 33 (February 1992) · p. 103 (image 109), George and RobNow there's an NES adaptation from Jaleco.Nintendo Power, vol. 33 (February 1992) · p. 103 (image 109), George and Rob — the OCR reads "loes seem kind of watered down when compared to the origi-"does seem kind of watered down when compared to the original.Nintendo Power, vol. 33 (February 1992) · p. 103 (image 109), George and Robgraphics aren't as detailed and the simulated voices aren't as clear.Nintendo Power, vol. 33 (February 1992) · p. 103 (image 109), George and RobWell, I think that's just a case of arcade technology vs. the NES.Nintendo Power, vol. 33 (February 1992) · p. 103 (image 109), George and Rob — the OCR reads "still think that ıt's fun"still think that it's fun on the NES and that it does carry off the theme.Revised after a check by a second AI model, 2026-11-06: George's graphics and voices comment quoted.Read in the OCR text; the printed page (folio "VOLUME 33 103") and the Power Meter figures, which the OCR runs together, were read on the page image (image 109) by a scout. The caption doesn't say which meter is which, so the figures are given in printed order.
Cited by: Cyberball
Stephen Poole reviewed the NES Cyberball for Game Player's Nintendo Guide in May 1992. He liked the idea but found the game short-lived: "ho-hum" graphics with small, quick players, no punting, slow quarterbacks, no way back from a chosen play, and replacement robots as good as the starters, which make the exploding ball "more for show than anything else", leaving "a unique but dissatisfying version of football." He rated it Below Average, 4. cyberball-history/nes-gp-review
p. 64 (image 66), rating badge — read on the page image (image 66); the review's only scoreBELOW AVERAGE 4Game Player's Nintendo Guide, vol. 5, no. 5 (May 1992) · p. 64 (image 66), reviewStephen PooleGame Player's Nintendo Guide, vol. 5, no. 5 (May 1992) · p. 64 (image 66), reviewIt's a great concept, but after a few games against either the computer or a friend, you'll probably be ready to hit the showers.Game Player's Nintendo Guide, vol. 5, no. 5 (May 1992) · p. 64 (image 66), reviewThe ho-hum graphics are one reason Cyberball fails to draw youGame Player's Nintendo Guide, vol. 5, no. 5 (May 1992) · p. 64 (image 66), reviewThe players are small and move quicklyGame Player's Nintendo Guide, vol. 5, no. 5 (May 1992) · p. 64 (image 66), reviewYou can't punt, so there's no way to give yourself breathing room on defense.Game Player's Nintendo Guide, vol. 5, no. 5 (May 1992) · p. 64 (image 66), reviewThe quarterbacks are very slowGame Player's Nintendo Guide, vol. 5, no. 5 (May 1992) · p. 64 (image 66), reviewthere's no way to back up and make another selection.Game Player's Nintendo Guide, vol. 5, no. 5 (May 1992) · p. 64 (image 66), reviewthe backup player is just as good as the starter— the exploding ballis more for show than anything else.Game Player's Nintendo Guide, vol. 5, no. 5 (May 1992) · p. 64 (image 66), reviewAnd that leaves you with a unique but dissatisfying version of football.Revised after a check by a second AI model, 2026-11-06: quotes added for the small quick players, slow quarterbacks and no way back from a play.Read in the OCR text; the byline and the rating badge were read on the page image (image 66) by a scout. The printed page is the folio "64" at the foot of image 66.
Cited by: Cyberball