data/claims/cybernoid-history.yamlCybernoid (history and reception)
Game: Cybernoid.
In April 1988 Your Sinclair previewed Cybernoid: The Fighting Machine, a shoot 'em up by the author of Exolon, due at the end of March 1988 at £7.99 on cassette and £14.99 on disk. cybernoid-history/spectrum-preview
p. 9, Previewit's no surprise to see him bouncing back with Cybernoid -The Fighting Machine.Your Sinclair, issue 28 (April 1988) · p. 9, Previewwritten by Raphaele Cecco, author of Exo/on. It's a shoot 'em up for sureYour Sinclair, issue 28 (April 1988) · p. 9, PreviewWatch out for it at the end of March, at £7.99 for cassette and £14.99 for disk.Revised after a check by a second AI model, 2026-11-06: Dropped the unquoted "Hewson's next game".The preview spells the author "Raphaele Cecco". The planned date is the magazine's; no source read gives the day the game reached the shops.
Cited by: Cybernoid
Hewson's spring 1988 advertisement sold Cybernoid as "another major hit from Raffaele Cecco who gave you Exolon", at £7.99 on Spectrum cassette, £14.99 on +3 disc, and £9.99 and £14.99 on Amstrad cassette and disc. cybernoid-history/hewson-advert
p. 9, Hewson advertisementanother major hit from Raffaele Cecco who gave you Exolon.Crash, issue 51 (April 1988) · p. 9, Hewson advertisement+3 Disc £14.99Crash, issue 51 (April 1988) · p. 9, Hewson advertisementAMSTRAD Cassette £ 9.99Crash, issue 51 (April 1988) · p. 9, Hewson advertisement — the Amstrad disc price, the line below the Amstrad cassette price; the OCR reads "Disc ^ £14.99"Disc £14.99Your Sinclair, issue 29 (May 1988) · p. 3, Hewson advertisementCybernoid - The Fighting Machine - will excite your senses more than any other game.Your Sinclair, issue 29 (May 1988) · p. 3, Hewson advertisementSPECTRUM Cassette £ 7.99Revised after a check by a second AI model, 2026-11-06: Quoted the disk price.The same advertisement ran in Your Sinclair 28 (p. 72), Sinclair User 73 (p. 73), Sinclair User 75 (p. 36) and Zzap!64 37 (p. 51). Its Commodore 64 price is garbled in the OCR of Crash 51.
Cited by: Cybernoid
Crash's review credits the Spectrum game to Raffaele Cecco and Nick Jones, with Hewson as producer, at £7.99 on cassette and £14.99 on disk. cybernoid-history/spectrum-makers
p. 12 (image n11), Cybernoid, credits box — checked on page image n11 by a scout, 2026-11-06; the OCR reads "Praducer"Producer: HewsonCrash, issue 51 (April 1988) · p. 12 (image n11), Cybernoid, credits box — checked on page image n11 by a scout, 2026-11-06; the OCR garbles the cassette price ("C79>9")Retail price: £7.99 cassette, £14.99 diskCrash, issue 51 (April 1988) · p. 12 (image n11), Cybernoid, credits box — checked on page image n11 by a scout, 2026-11-06; the OCR reads "Raffaela"Authors: Raffaele Cecco and Nick JonesChecked by a second AI model, 2026-11-06.Cited by: Cybernoid
Raffaele Cecco wrote in June 1988 that he and Andrew Hewson set out to take Exolon's best features, its big explosions and colorful graphics, improve them and put them into the Spectrum game Cybernoid, a game that plays differently. His design rule was "If something's worth doing, it's worth over doing!" cybernoid-history/cecco-design
p. 85 (image n84), Raffaele Cecco on Cybernoid — checked on page image n84 by a scout, 2026-11-06; the OCR reads "Ideology" and "It's"I decided to adopt the following games design ideology: 'If something's worth doing, it's worth over doing!'Raffaele Cecco on writing Cybernoid · p. 85 (image n84), Raffaele Cecco on CybernoidAfter the popularity of Exolon, Andrew Hewson and I decided that it would be a sensible idea to develop some of the game's best featuresRaffaele Cecco on writing Cybernoid · p. 85 (image n84), Raffaele Cecco on CybernoidIt was important, though, not to rest on our laurelsRevised after a check by a second AI model, 2026-11-06: Now names the Spectrum game the article covers.The article is signed "Raffaele Cecco"; it covers the Spectrum game.
Cited by: Cybernoid
Cecco took the idea of many weapons from the games of the time but made each weapon work and look different. Selecting them with the joystick proved clumsy, so on the Spectrum each has its own key: 1 for bombs, 2 for mines, and so on. cybernoid-history/cecco-weapons
p. 85 (image n84), Raffaele Cecco on Cybernoidthere was a plethora of games on the market and in the arcades that featured multiple weapons systemsRaffaele Cecco on writing Cybernoid · p. 85 (image n84), Raffaele Cecco on Cybernoid — the OCR's "Indulged" and "Cybemoid" are its ownI Indulged in a little plagiarism, and nicked the idea for CybernoidRaffaele Cecco on writing Cybernoid · p. 85 (image n84), Raffaele Cecco on CybernoidI opted for a system whereby all the weapons were totally distinct in their operation and in the graphic effects which they created.Raffaele Cecco on writing Cybernoid · p. 85 (image n84), Raffaele Cecco on CybernoidInitially, it was suggested that weapons should be selectable with a Joystick, but this proved to be very clumsyRaffaele Cecco on writing Cybernoid · p. 85 (image n84), Raffaele Cecco on Cybernoid — checked on page image n84 by a scout, 2026-11-06; the OCR reads "press a"press 1 for bombs, press 2 for mines etc.Revised after a check by a second AI model, 2026-11-06: Quoted Cecco's lines on multiple-weapon games and taking the idea.Cited by: Cybernoid
For speed, the Spectrum game stores its sprite graphics already shifted to each pixel position, which lets many sprites move at once at 25 frames a second. To keep color clash down, the background takes color priority over moving sprites, which take the color of the background they cross. cybernoid-history/cecco-technique
p. 85 (image n84), Raffaele Cecco on Cybernoid — checked on page image n84 by a scout, 2026-11-06; the OCR reads "pro-shifted"All the sprite data was stored pre-shifted to the required pixel positions for maximum speed.Raffaele Cecco on writing Cybernoid · p. 85 (image n84), Raffaele Cecco on Cybernoid — checked on page image n84 by a scout, 2026-11-06; the OCR reads "89 frames"This allowed a large number of sprites to move simultaneously at 25 frames a second.Raffaele Cecco on writing Cybernoid · p. 85 (image n84), Raffaele Cecco on CybernoidI made the background graphics have colour priority over the moving spritesRaffaele Cecco on writing Cybernoid · p. 85 (image n84), Raffaele Cecco on Cybernoidi.e. if a sprite moved over the background, the sprite would assume the background colour.Raffaele Cecco on writing Cybernoid · p. 85 (image n84), Raffaele Cecco on Cybernoid — of the attribute problems; the OCR reads "attributed problems"they can be minimised to an extent where they are hardly noticeableRevised after a check by a second AI model, 2026-11-06: Quoted his attribute-clash explanation.Cited by: Cybernoid
Hewson commissioned Dave Rogers for the Spectrum game's main tune and sound effects. The sound routine runs fifty times a second, so the music plays throughout the game, and the sound's data and code take about 4K of memory. cybernoid-history/cecco-sound
p. 85 (image n84), Raffaele Cecco on Cybernoid — the OCR reads "Save Rogers"Dave Rogers was commissioned by Hewson to produce a main tune and sound effects.Raffaele Cecco on writing Cybernoid · p. 85 (image n84), Raffaele Cecco on CybernoidThe sound generating routine was performed fifty times a second giving constant music throughout the game.Raffaele Cecco on writing Cybernoid · p. 85 (image n84), Raffaele Cecco on CybernoidAll the audio data and code used up about 4K of memoryRevised after a check by a second AI model, 2026-11-06: Now names the Spectrum game the article covers.Cited by: Cybernoid
In the Spectrum game, Cecco was proudest of the spinning Cybermace, which took him about 20 minutes to program: it follows a table of X and Y offsets from the ship, and as the ship moves its path turns elliptical, an effect he hadn't intended. cybernoid-history/cecco-mace
p. 85 (image n84), Raffaele Cecco on Cybernoid — checked on page image n84 by a scout, 2026-11-06; the OCR reads "Is"I suppose the Spinning Cybermace is the one Cybernoid effect that I am most proud of.Raffaele Cecco on writing Cybernoid · p. 85 (image n84), Raffaele Cecco on Cybernoid — checked on page image n84 by a scout, 2026-11-06; the OCR reads "In all"taking about 20 minutes in all! A circular pattern was stored in memory as a table of X and Y offsets relative to the main ship's position.Raffaele Cecco on writing Cybernoid · p. 85 (image n84), Raffaele Cecco on Cybernoid — checked on page image n84 by a scout, 2026-11-06The Cybermace followed this table, causing it to circle round the ship.Raffaele Cecco on writing Cybernoid · p. 85 (image n84), Raffaele Cecco on Cybernoidthe movement pattern became elliptical rather than circular creating a very aesthetically pleasing (and unintentional) effect.Revised after a check by a second AI model, 2026-11-06: Now names the Spectrum game the article covers.Cited by: Cybernoid
Cybernoid was written on an IBM PC with an assembler that sent the assembled program to the Spectrum over a parallel link; its graphics and maps were drawn on an Atari ST and converted to Spectrum data. cybernoid-history/cecco-tools
p. 85 (image n84), Raffaele Cecco on CybernoidCybernoid was developed on an IBM PC running a super-fast assembler and editor.Raffaele Cecco on writing Cybernoid · p. 85 (image n84), Raffaele Cecco on Cybernoidtransmitted to the Spectrum via a parallel link.Raffaele Cecco on writing Cybernoid · p. 85 (image n84), Raffaele Cecco on CybernoidAll the graphics and maps were designed on an Atari STRaffaele Cecco on writing Cybernoid · p. 85 (image n84), Raffaele Cecco on CybernoidThe raw graphics data was converted to Spectrum format dataRevised after a check by a second AI model, 2026-11-06: Quoted the graphics-conversion line.Cited by: Cybernoid
Crash gave the Spectrum version 96% overall, with 93% for presentation, 96% for graphics, 95% for playability and 96% for addictive qualities. cybernoid-history/crash-score
Value
{
"review": "Crash",
"of": 100,
"scores": {
"presentation": 93,
"graphics": 96,
"playability": 95,
"addictive qualities": 96,
"overall": 96
}
}p. 13 (image n12), Cybernoid, ratings — checked on page image n12 by a scout, 2026-11-06; the OCR reads "Preaantatlon 93%"Presentation 93%Crash, issue 51 (April 1988) · p. 13 (image n12), Cybernoid, ratings — checked on page image n12 by a scout, 2026-11-06; the OCR reads "Grapfiics 96^"Graphics 96%Crash, issue 51 (April 1988) · p. 13 (image n12), Cybernoid, ratings — checked on page image n12 by a scout, 2026-11-06; the OCR drops the "%"Playability 95%Crash, issue 51 (April 1988) · p. 13 (image n12), Cybernoid, ratings — checked on page image n12 by a scout, 2026-11-06; the OCR reads "OVEftALL 9«%"OVERALL 96%Crash, issue 51 (April 1988) · p. 13 (image n12), Cybernoid, ratings — checked on page image n12 by a scout, 2026-11-06Addictive qualities 96%Crash, issue 59 (December 1988, Christmas Special) · p. 97, Raffaele Cecco profile — Crash 59's profile of Cecco repeats the overall markCybernoid (96%, issue 51) which is one of the finest shoot-em-ups ever to appear on the Spectrum.Checked by a second AI model, 2026-11-06.Cited by: Cybernoid
Crash's three reviewers were Nick, Kati and Paul. Nick could find nothing wrong with the Spectrum game, and Paul wrote that it "defies all adjectives". Kati found the idea familiar but the slickness of its presentation exceptional, and noted that progress comes to mean sacrificing a life to find out how to get through each new screen. cybernoid-history/crash-verdict
p. 13 (image n12), Cybernoid, Nick's comment — checked on page image n12 by a scout, 2026-11-06I cannot find anything wrong with it at allCrash, issue 51 (April 1988) · p. 13 (image n12), Cybernoid, Kati's comment — checked on page image n12 by a scout, 2026-11-06; the OCR reads "unusuAl but the atickness of its presen- tation certainty is"the idea isn't exactly unusual but the slickness of its presentation certainly isCrash, issue 51 (April 1988) · p. 13 (image n12), Cybernoid, Kati's commentsacrificing a life to find out how to negotiate new screens.Crash, issue 51 (April 1988) · p. 13 (image n12), Cybernoid, Paul's comment — checked on page image n12 by a scout, 2026-11-06; the OCR garbles this commentCybernoid defies all adjectives; it just has to be played to be believedCrash, issue 51 (April 1988) · p. 13 (image n12), Cybernoid, left comment box — the name printed under the box; read on page image n12 by a scout, 2026-11-06NICKCrash, issue 51 (April 1988) · p. 13 (image n12), Cybernoid, lower middle comment box — the name printed under the box; read on page image n12 by a scout, 2026-11-06KATICrash, issue 51 (April 1988) · p. 13 (image n12), Cybernoid, right comment box — the name printed under the box; read on page image n12 by a scout, 2026-11-06PAULRevised after a check by a second AI model, 2026-11-06: Quoted the three reviewers' names from their comment boxes.The names under the comment boxes are not in the OCR.
Cited by: Cybernoid
Your Sinclair made the Spectrum game, at £8.99, a Megagame in May 1988, and its Clapometer gave 9 out of 10 for graphics, playability, value for money and addictiveness, and a total of 9. The review gives the pilot five lives. Its reviewer found the draw not in the graphics or the speed but in the tactics and planning each screen needs, with a safe route to find through every one and no way back once it is left. cybernoid-history/ys-review
Value
{
"review": "Your Sinclair",
"of": 10,
"scores": {
"graphics": 9,
"playability": 9,
"value for money": 9,
"addictiveness": 9,
"total": 9
}
}p. 4, contentsMEGAGAMES Cybernoid/ HewsonYour Sinclair, issue 29 (May 1988) · p. 46 (image n45), Cybernoid, heading — checked on page image n45 by a scout, 2026-11-06Hewson/£8.99Your Sinclair, issue 29 (May 1988) · p. 46 (image n45), Cybernoid — checked on page image n45 by a scout, 2026-11-06Cybernoid, who has five livesYour Sinclair, issue 29 (May 1988) · p. 46 (image n45), Cybernoid — the reviewer's name opens the reviewDavid Okay, take the bestYour Sinclair, issue 29 (May 1988) · p. 47 (image n46), Joystick JugglersDavid PowellYour Sinclair, issue 29 (May 1988) · p. 47 (image n46), Joystick JugglersMcCandlessYour Sinclair, issue 29 (May 1988) · pp. 46-47 (images n45-n46), Cybernoid, Screenshotsin the tactics and planning needed to pass each screen.Your Sinclair, issue 29 (May 1988) · p. 47 (image n46), Cybernoid, Screenshots — checked on page image n46 by a scout, 2026-11-06there 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 backYour Sinclair, issue 29 (May 1988) · p. 47 (image n46), Cybernoid, YS ClapometerA new breed of game. Every adjective you can think of to sum up sheer excellence.Your Sinclair, issue 29 (May 1988) · p. 47 (image n46), Cybernoid, YS Clapometer — checked on page image n46 by a scout, 2026-11-06; the four bars (graphics, playability, value for money, addictiveness) each show 9 of 10 filledTOTAL 9Revised after a check by a second AI model, 2026-11-06: Quoted the reviewer's name from the byline and Joystick Jugglers.The £8.99 in the heading is not the £7.99 of Hewson's advertisement. The reviewer signs "David" only; the issue's Joystick Jugglers panel (p. 47) lists David Powell and David McCandless and doesn't say which wrote it.
Cited by: Cybernoid
Sinclair User's April 1988 review called Cybernoid "Exolon II": Exolon's graphics taken further, in a flip-screen shoot-'em-up that the reviewer judged game of the year so far and "the best flip screen shoot-em-up ever seen on the Spectrum". Its facts box gives the price as £7.99 and the mark as 10 out of 10; the review is signed by Graham Taylor. cybernoid-history/su-review
Value
{
"review": "Sinclair User",
"of": 10,
"scores": {
"overall": 10
}
}p. 42 (image n41), CybernoidCybernoid is Exolon IISinclair User, issue 73 (April 1988) · p. 42 (image n41), Cybernoidit takes the brilliant graphics of Exolon a stage or two forward and puts them in a flip screen space shoot-em-upSinclair User, issue 73 (April 1988) · p. 43 (image n42), Cybernoid — [sic]: the misprint is the magazine's; checked on page image n42 by a scout, 2026-11-06Game of the yar so far? You bet.Sinclair User, issue 73 (April 1988) · p. 43 (image n42), CybernoidThe best flip screen shoot-em-up ever seen on the Spectrum. A worthy successor to ExolonSinclair User, issue 73 (April 1988) · p. 43 (image n42), Cybernoid, facts box — checked on page image n42 by a scout, 2026-11-06; the facts box is not in the OCRLabel: Hewson Author: Raffaele Cecco Price: £7.99Sinclair User, issue 73 (April 1988) · p. 43 (image n42), Cybernoid, facts box — the reviewer's handwritten signature, as a scout read it on page image n42 (2026-11-06)Graham TaylorSinclair User, issue 73 (April 1988) · p. 43 (image n42), Cybernoid, facts box — the mark beside ten stars; read on page image n42 by a scout, 2026-11-0610Revised after a check by a second AI model, 2026-11-06: Quoted the reviewer and the mark from the facts box.The page carries no folio; p. 43 is inferred from p. 42 facing it.
Cited by: Cybernoid
Sinclair User's review box lists the Spectrum game's weapons: bombs that can be guided, impact mines, a shield that makes the ship invincible for a while, bounce bombs, and a seeker that tracks enemies down. cybernoid-history/su-weapons
p. 42 (image n41), Cybernoid, weaponry boxBombs - Good for the big installations. Can be guidedSinclair User, issue 73 (April 1988) · p. 42 (image n41), Cybernoid, weaponry boxImpact mines - Plonk these down to trap the dumber enemiesSinclair User, issue 73 (April 1988) · p. 42 (image n41), Cybernoid, weaponry boxShield - You become invincible - for a whileSinclair User, issue 73 (April 1988) · p. 42 (image n41), Cybernoid, weaponry boxSeeker - Tracks down bad guysSinclair User, issue 73 (April 1988) · p. 42 (image n41), Cybernoid, weaponry box — checked on page image n41 by a scout, 2026-11-06Bounce Bomb - Whizz all around the screenChecked by a second AI model, 2026-11-06.Cited by: Cybernoid
Zzap!64 gave the Commodore 64 version 93% overall in May 1988, with 82% for presentation, 93% for graphics, 83% for sound, 93% for hookability and 88% for lastability, calling it "An admirably polished and challenging shoot 'em up". cybernoid-history/zzap-score
Value
{
"review": "Zzap!64",
"of": 100,
"scores": {
"presentation": 82,
"graphics": 93,
"sound": 83,
"hookability": 93,
"lastability": 88,
"overall": 93
}
}p. 25 (image n24), Cybernoid, ratings — checked on page image n24 by a scout, 2026-11-06; the OCR reads "32%"PRESENTATION 82%Zzap!64, issue 37 (May 1988) · p. 25 (image n24), Cybernoid, ratingsGRAPHICS 93%Zzap!64, issue 37 (May 1988) · p. 25 (image n24), Cybernoid, ratings — checked on page image n24 by a scout, 2026-11-06; the OCR reads "83^"SOUND 83%Zzap!64, issue 37 (May 1988) · p. 25 (image n24), Cybernoid, ratings — checked on page image n24 by a scout, 2026-11-06; the OCR reads "HOOKABIUTY"HOOKABILITY 93%Zzap!64, issue 37 (May 1988) · p. 25 (image n24), Cybernoid, ratings — checked on page image n24 by a scout, 2026-11-06; the OCR reads "BSVo"LASTABILITY 88%Zzap!64, issue 37 (May 1988) · p. 25 (image n24), Cybernoid, ratingsOVERALL 93%Zzap!64, issue 37 (May 1988) · p. 25 (image n24), Cybernoid, ratings — checked on page image n24 by a scout, 2026-11-06; the OCR reads "An admirably poll shed and cfial- lericfing sTioot 'em up"An admirably polished and challenging shoot 'em up which maintains the high Hewson standards.Checked by a second AI model, 2026-11-06.Cited by: Cybernoid
Zzap!64's review of the Commodore 64 version, at £9.99 on cassette and £14.99 on disk, gives the ship four lives, a time limit on each level, and a cargo quota: reach the depot short of it and a ship is lost. One of its three reviewers, G.H., called it the best shoot 'em up of the year so far. cybernoid-history/zzap-review
p. 24 (image n23), CybernoidHewson, £9.99 cass, £14.99 disk, Joystick or keysZzap!64, issue 37 (May 1988) · p. 24 (image n23), Cybernoid — the OCR reads "four iiues"the Cybernoid's four livesZzap!64, issue 37 (May 1988) · p. 24 (image n23), Cybernoid — the sentence opens "if the value" at the foot of the previous column, where the OCR runs it into other textof the retrieved cargo is insufficient when the end-of-level depot is reached, a Cybernoid craft is forfeited; if successful however, bonus points and an extra life are awarded.Zzap!64, issue 37 (May 1988) · p. 24 (image n23), Cybernoid — read on page image n23 (audit, 2026-11-06); the OCR garbles itThe time limitation and cargo requirement features only add spice to the incredibly fast and addictive action.Zzap!64, issue 37 (May 1988) · p. 24 (image n23), Cybernoid, comment initials — the initials under the "best shoot 'em up" comment; read on page image n23 by a scout, 2026-11-06G.HZzap!64, issue 37 (May 1988) · p. 24 (image n23), CybernoidMiss it and you're missing the best shoot 'em up so far this year.Revised after a check by a second AI model, 2026-11-06: Quoted the cargo, time-limit and initials lines, read by the lead on the page image.A scout read the other reviewers' initials, S.J and J.R, on page images n23-n24; the OCR keeps none of them.
Cited by: Cybernoid
Amstrad Action made the Amstrad CPC version a Master Game in May 1988 and gave it 91%, with 92% for graphics, 78% for sonics, 94% for grab factor and 86% for staying power, counting 60 screens to explore. cybernoid-history/aa-score
Value
{
"review": "Amstrad Action",
"of": 100,
"scores": {
"graphics": 92,
"sonics": 78,
"grab factor": 94,
"staying power": 86,
"overall": 91
}
}p. 42 (image n41), Cybernoid — checked on page image n41 by a scout, 2026-11-06MASTER GAMEAmstrad Action, issue 32 (May 1988) · p. 43 (image n42), Cybernoid, The Verdict — the graphics mark; checked on page image n42 by a scout, 2026-11-0692%Amstrad Action, issue 32 (May 1988) · p. 43 (image n42), Cybernoid, The VerdictSTAYING POWER 86% 60 screens to explore.Amstrad Action, issue 32 (May 1988) · p. 43 (image n42), Cybernoid, The VerdictAA RATING 91% Plenty of action to keep you going for many long nights.Checked by a second AI model, 2026-11-06.A scout confirmed the four marks on page image n42; in the OCR the box reads "GRAPHICS ...92%", "SONICS ... .78%", "GRAB FACTOR ...94%". The review is signed GBH.
Cited by: Cybernoid
Amstrad Action's reviewer, GBH, found the CPC version's graphics large, bright and colorful, with flicker-free animation. The second opinion, by BW, found every screen a surprise and took great satisfaction in cracking one, but judged that the game won't be everyone's cup of tea. cybernoid-history/aa-review
p. 43 (image n42), CybernoidThey're large, bright and colourful with flicker free animationAmstrad Action, issue 32 (May 1988) · p. 43 (image n42), Cybernoid — the review's closing signature; the OCR reads "tot many long nights. GBH"for many long nights. GBHAmstrad Action, issue 32 (May 1988) · p. 43 (image n42), Cybernoid, Second Opinion — the box's signature; read on page image n42 by a scout, 2026-11-06BWAmstrad Action, issue 32 (May 1988) · p. 43 (image n42), Cybernoid, Second OpinionEvery screen comes as a surpriseAmstrad Action, issue 32 (May 1988) · p. 43 (image n42), Cybernoid, Second OpinionThere's tremendous satisfaction gained from cracking a screenAmstrad Action, issue 32 (May 1988) · p. 43 (image n42), Cybernoid, Second OpinionThis won't be everyone's cup of teaRevised after a check by a second AI model, 2026-11-06: Quoted the reviewers' initials.A scout checked the four quotes on page image n42.
Cited by: Cybernoid
ST Action reviewed Hewson's Atari ST version, at £19.95, in November 1988, rating it 81%, with 80% for graphics, 60% for sound, 75% for lasting appeal and 82% for addictiveness, and its difficulty average to hard. SM called it one of the best shoot'em-ups he had seen in a long while; NC noted that the action slows considerably when many aliens are on screen. cybernoid-history/st-review
Value
{
"review": "ST Action",
"of": 100,
"scores": {
"graphics": 80,
"sound": 60,
"lasting appeal": 75,
"addictiveness": 82,
"overall": 81
}
}p. 30 (image n31), CybernoidHEWSON (£19.95)ST Action, issue 7 (November 1988) · p. 30 (image n31), Cybernoid, ratings — checked on page image n31 by a scout, 2026-11-06; not in the OCRSTA Rating 81%ST Action, issue 7 (November 1988) · p. 30 (image n31), Cybernoid, ratings — checked on page image n31 by a scout, 2026-11-06; not in the OCRGRAPHICS: 80% SOUND: 60%ST Action, issue 7 (November 1988) · p. 30 (image n31), Cybernoid, ratingsLASTING APPEAL: 75% ADDICTIVENESS: 82%ST Action, issue 7 (November 1988) · p. 30 (image n31), Cybernoid, ratings — checked on page image n31 by a scout, 2026-11-06DIFFICULTY: AVE/HARDST Action, issue 7 (November 1988) · p. 30 (image n31), Cybernoid, SM's commentCybernoid has got to be one of the best collect'em-up and shoot'em-ups I have seen in a long while.ST Action, issue 7 (November 1988) · p. 30 (image n31), Cybernoid, NC's commentthe action slows down considerably, making the controls on your ship fairly sluggish.ST Action, issue 7 (November 1988) · p. 30 (image n31), Cybernoid, NC's commentup, and another reason to go out and spend money. NCST Action, issue 7 (November 1988) · p. 30 (image n31), Cybernoid, SM's commentthat has had me transfixed since it arrived. SMRevised after a check by a second AI model, 2026-11-06: Quoted the reviewers' initials.A scout read the ratings box on page image n31; the issue's contents list Cybernoid on p. 30.
Cited by: Cybernoid
Zzap!64 gave the Amiga version, at £19.99 on disk, 93% overall in its Christmas 1988 issue, with 68% for presentation, 94% for graphics, 71% for sound, 92% for hookability and 95% for lastability. Its reviewers found it better than the Commodore 64 original, with better sound and graphics, improved play and more levels. cybernoid-history/zzap-amiga
Value
{
"review": "Zzap!64",
"of": 100,
"scores": {
"presentation": 68,
"graphics": 94,
"sound": 71,
"hookability": 92,
"lastability": 95,
"overall": 93
}
}p. 186 (image n185), Cybernoid — checked on page image n185 by a scout, 2026-11-06Hewson, £19.99 diskZzap!64, issue 44 (Christmas Special 1988) · p. 187 (image n186), Cybernoid, ratings — checked on page image n186 by a scout, 2026-11-06; the OCR reads "69%"PRESENTATION 68%Zzap!64, issue 44 (Christmas Special 1988) · p. 187 (image n186), Cybernoid, ratingsGRAPHICS 94%Zzap!64, issue 44 (Christmas Special 1988) · p. 187 (image n186), Cybernoid, ratingsSOUND 71%Zzap!64, issue 44 (Christmas Special 1988) · p. 187 (image n186), Cybernoid, ratings — checked on page image n186 by a scout, 2026-11-06; the OCR reads "9Z%"HOOKABILITY 92%Zzap!64, issue 44 (Christmas Special 1988) · p. 187 (image n186), Cybernoid, ratingsLASTABILITY 95%Zzap!64, issue 44 (Christmas Special 1988) · p. 187 (image n186), Cybernoid, ratingsOVERALL 93%Zzap!64, issue 44 (Christmas Special 1988) · p. 186 (image n185), Cybernoid, M.E.'s commentnot only are the sound and graphics betterZzap!64, issue 44 (Christmas Special 1988) · p. 187 (image n186), Cybernoid, G.H.'s commentis even better than the 64!Zzap!64, issue 44 (Christmas Special 1988) · p. 187 (image n186), Cybernoid, P.G.'s commentare more levels on the AmigaZzap!64, issue 44 (Christmas Special 1988) · p. 186 (image n185), Cybernoid, comment initials — read on page image n185 by a scout, 2026-11-06; not in the OCRM.EZzap!64, issue 44 (Christmas Special 1988) · p. 187 (image n186), Cybernoid, comment initials — read on page image n186 by a scout, 2026-11-06; not in the OCRP.GZzap!64, issue 44 (Christmas Special 1988) · p. 187 (image n186), Cybernoid, comment initials — read on page image n186 by a scout, 2026-11-06; not in the OCRG.HRevised after a check by a second AI model, 2026-11-06: Quoted the reviewers' initials.M.E. wrote that he hadn't agreed with Zzap!64's review of the Commodore 64 version, finding it too difficult to be playable. G.H. counted almost twice as many screens as on the 64. A scout read the marks and initials on page images n185-n186.
Cited by: Cybernoid
Commodore User made the Amiga version, at £19.95, a Screen Star in November 1988, with 87% overall, 68% for sound, 55% for graphics, 89% for lastability and 92% for playability, calling it a conversion of the Spectrum game. Nick Kelly found it less impressive than it should have been, with repetitive backgrounds, but more of a challenge than its inspiration. cybernoid-history/cu-amiga
Value
{
"review": "Commodore User",
"of": 100,
"scores": {
"sound": 68,
"graphics": 55,
"lastability": 89,
"playability": 92,
"overall": 87
}
}p. 59 (image n58), Cybernoid — checked on page image n58 by a scout, 2026-11-06; the magazine spells "Raffaelle", hyphenated at the line endOriginally designed by Raf-faelle CeccoCommodore User (November 1988) · p. 59 (image n58), Cybernoid — read on page image n58 by a scout, 2026-11-06CU Screen StarCommodore User (November 1988) · p. 59 (image n58), Cybernoid — read on page image n58 by a scout, 2026-11-06; the OCR garbles itthe conversion of the classic Spectrum shoot 'em up, CybernoidCommodore User (November 1988) · p. 59 (image n58), Cybernoid — checked on page image n58 by a scout, 2026-11-06Price: £19.95Commodore User (November 1988) · p. 59 (image n58), Cybernoid, marks — checked on page image n58 by a scout, 2026-11-06; the OCR interleaves the marks with the textSOUND 68% GRAPHICS 55% LASTABILITY 89% PLAYABILITY 92% 87%Commodore User (November 1988) · p. 59 (image n58), Cybernoid — checked on page image n58 by a scout, 2026-11-06Cybernoid isn't quite as impressive as it should have been. The background graphics are a bit repetitiveCommodore User (November 1988) · p. 59 (image n58), Cybernoid — checked on page image n58 by a scout, 2026-11-06Cybernoid now provides even more of a challenge than did its inspiration.Commodore User (November 1988) · p. 59 (image n58), Cybernoid — checked on page image n58 by a scout, 2026-11-06; the OCR reads "Nick Kklly"Nick KellyRevised after a check by a second AI model, 2026-11-06: Quoted the Screen Star and the "conversion of the classic Spectrum shoot 'em up" line.The review gives the game "over 150 flick-screen locations" and says the fourth level is "around 80 screens long"; a scout read both on page image n58.
Cited by: Cybernoid
Zzap!64 printed a cheat for the Amiga version in January 1989: typing RAISTLIN on the credits screen and pressing the space bar shows "CYBERNOID CHEAT MODE ENABLED", and play goes on with infinite lives. cybernoid-history/amiga-cheat
p. 74, PG's Tips, Amiga Cybernoidtyping the word RAISTLIN on the credits screenZzap!64, issue 45 (January 1989) · p. 74, PG's Tips, Amiga Cybernoid — the OCR reads "CVBERNQID"CYBERNOID CHEAT MODE ENABLEDZzap!64, issue 45 (January 1989) · p. 74, PG's Tips, Amiga CybernoidInfinite lives to help assure your success.Checked by a second AI model, 2026-11-06.Cited by: Cybernoid
Zzap!64's January 1989 tips page, giving Cybernoid II's cheat, says it works as in the first Cybernoid: select the redefine-keys option and type a four-letter word backwards. cybernoid-history/c64-cheat
p. 74, PG's Tips, Cybernoid 2As in the first Cybernoid, select the REDEFINE KEYS option from the opening screen and type in a four letter word backwardsRevised after a check by a second AI model, 2026-11-06: Restated as what Zzap!64's tips page says, not as a fact about the game.Zzap!64 39 (July 1988, p. 56, not pinned) gives the Commodore 64 cheat in full; it was read in the Internet Archive's OCR only.
Your Sinclair called Cybernoid "chart-topping" in October 1988, when its cover tape carried a playable demo of Cybernoid II. cybernoid-history/ys-chart
p. 20, cover tapeHewson's fantastic sequel to the chart-topping Cybernoid The Fighting Machine, Cybernoid II - The Revenge.Your Sinclair, issue 34 (October 1988) · p. 20, cover tapeAND THERE'S A PLAYABLE DEMO ON SIDE 2.Revised after a check by a second AI model, 2026-11-06: Quoted the cover-tape demo line.No sales chart that places it has been read.
Cited by: Cybernoid
By early 1989 Cybernoid was on two Gremlin compilations, Space Ace and Ten Mega Games. Your Sinclair's review of Space Ace called it "The biggie in most people's minds", "a megagame and a half". cybernoid-history/compilations
p. 37, Space Ace (Gremlin)CYBERNOID The biggie in most people's minds, and deservedly so. Cybernoid is a megagame and a half, it's very hard, very cleverCrash, issue 60 (January 1989) · p. 92 (image n92), Collectable Consumables, Greedy Gremlin — read on page image n92 (audit, 2026-11-06); the OCR garbles itThe top two games are probably Northstar and CybernoidCrash, issue 60 (January 1989) · p. 92 (image n92), Collectable Consumables, Greedy Gremlin — read on page image n92 (audit, 2026-11-06); the OCR garbles itImaginative Gremlin title number two is Ten Mega GamesCrash, issue 60 (January 1989) · p. 92 (image n92), Collectable Consumables, Greedy Gremlin — read on page image n92 (audit, 2026-11-06); the OCR garbles itStrangely, both Cybernoid and Northstar are also featured on Gremlin's Space Ace collection.Revised after a check by a second AI model, 2026-11-06: Your Sinclair quoted exactly; Crash's lines read by the lead on the page image, on p. 92, not 93.Neither review names who held the rights; the NES manual credits the game's copyright to Gremlin Graphics.
Cited by: Cybernoid
In February 1990 Your Sinclair's 50th-issue look back named the Cybernoid pair among its best games, "An amazing shoot-'em-up that redefined what could and could not be done with the Spectrum", in which Cecco dropped scrolling for screens the player is frantic to get past. cybernoid-history/ys-retrospective
p. 76, 50th birthday featureAn amazing shoot-'em-up that redefined what could and could not be done with the Spectrum.Your Sinclair, issue 50 (February 1990) · p. 76, 50th birthday featureRejecting the scrolling format for once, programmer Raffaele Cecco designed the sort of game that made you frantic to see the next screenChecked by a second AI model, 2026-11-06.Cited by: Cybernoid
Acclaim published Cybernoid: The Fighting Machine for the NES in North America in December 1989. cybernoid-history/release-nes
PDF p. 4 — the row reads "Cybernoid: The Fighting Machine", "Acclaim", "December 1989"Cybernoid: The Fighting MachineNES Games (Nintendo of America release list) · PDF p. 4December 1989Computer Entertainer, vol. 8, no. 7 (October 1989) · p. 14, release schedule, December — Computer Entertainer's October 1989 schedule lists it under December; its November 1989 issue (8-8, p. 14) does the same, with the columns interleaved in the OCRDECEMBER Archon (ACT) Cybernoid (ACM)Checked by a second AI model, 2026-11-06.Nintendo's list gives the month, not the day.
Cited by: Cybernoid
The NES manual gives the game's copyright to Gremlin Graphics, dated 1989, with Acclaim Entertainment of Oyster Bay, New York, as distributor and marketer. cybernoid-history/nes-makers
printed p. 14 (PDF p. 14)1989 Gremlin GraphicsCybernoid: The Fighting Machine (NES) instruction manual · printed p. 14 (PDF p. 14)Distributed and marketed by Acclaim Entertainment, Inc. 189 South Street, Oyster Bay, N.Y.Nintendo Power, issue 10 (January/February 1990): The Making of Super Mario Bros. 3 · p. 86, Video ShortsTM & © 1989 Gremlin Graphics, Inc.Revised after a check by a second AI model, 2026-11-06: Holds only the manual's Gremlin copyright and Acclaim lines.The manual names no programmers.
Cited by: Cybernoid
Chris Scullion's NES Encyclopedia (2019) names Studio 12 as the NES version's developer. cybernoid-history/nes-developer
Cybernoid: The Fighting Machine entry (OCR text line 8871)Developer Studio 12Revised after a check by a second AI model, 2026-11-06: New T1 claim, split from nes-makers, for Scullion's Studio 12 credit.The developer is Scullion's, not a period source's. Scullion adds that the NES title screen says the ship was designed in 2117 by "M. Sugden", a nod to the actress Mollie Sugden.
Cited by: Cybernoid
The NES manual's story has Zoggian pirates attack three anonymous asteroids used to hide rare minerals and precious gems; the player flies the Cybernoid, the newest advancement in armed spacefighter technology, on its maiden mission to purge them. cybernoid-history/nes-premise
printed p. 3If anyone could've found the riches we'd stored on those remote asteroids, it'd be the Zoggians.Cybernoid: The Fighting Machine (NES) instruction manual · printed p. 3a great hiding place-for rare minerals and precious gems.Cybernoid: The Fighting Machine (NES) instruction manual · printed p. 3They were three anonymous asteroidsCybernoid: The Fighting Machine (NES) instruction manual · printed p. 3They've attacked the asteroidsCybernoid: The Fighting Machine (NES) instruction manual · printed p. 4newest advancement in armed spacefighter technologyCybernoid: The Fighting Machine (NES) instruction manual · printed p. 4the one selected to fly Cybernoid's maiden mission. And you're the one who'll have to purge the asteroids of the Zoggian pirates.Revised after a check by a second AI model, 2026-11-06: Restated to the manual's words, anonymous asteroids and the newest spacefighter.Cited by: Cybernoid
On the NES the control pad moves the ship left, right and up; releasing up lets gravity pull it down. A fires the laser, which never runs out, Select cycles through the other weapons and the shield, and B fires the one selected. Start pauses. cybernoid-history/nes-controls
printed p. 7, Basic Moves — the text layer interleaves the page's two columnsTO MOVE DOWN- Release the … gravity pull you down.Cybernoid: The Fighting Machine (NES) instruction manual · printed p. 7, Using WeaponryYour basic weapon is a perpetual laser blaster-which is available at all times.Cybernoid: The Fighting Machine (NES) instruction manual · printed p. 7, Basic MovesTO FIRE LASER BLASTS- … A BUTTON.Cybernoid: The Fighting Machine (NES) instruction manual · printed p. 8SHIELD-Press the SELECT BUTTON repeatedly until your selection is shown in the weapons window.Cybernoid: The Fighting Machine (NES) instruction manual · printed p. 8WEAPONS-Press the B BUTTON.Cybernoid: The Fighting Machine (NES) instruction manual · printed p. 7, Basic MovesTO PAUSE-Press the START BUTTON.Checked by a second AI model, 2026-11-06.Cited by: Cybernoid
The NES game has three difficulty levels: Easy; Hard, with more enemies more often; and Lethal, which scores more for each enemy. A sound mode swaps the music for sound effects alone. cybernoid-history/nes-modes
printed p. 5There are three difficulty levels to choose from.Cybernoid: The Fighting Machine (NES) instruction manual · printed p. 6LETHAL-You'll get more points for each enemyCybernoid: The Fighting Machine (NES) instruction manual · printed p. 6 — the column layout splits "HARD-More Zoggian enemies, more often." in the text layerZoggian enemies,Cybernoid: The Fighting Machine (NES) instruction manual · printed pp. 6-7, Super Sound Effectsno music, just crisp explosionsChecked by a second AI model, 2026-11-06.Cited by: Cybernoid
Besides the laser, the NES ship carries bombs, a genocide missile that destroys every Zoggian on screen but the cargo too, a shield, bouncers and seekers. Their stocks are limited, and more come in packing cases the Zoggians drop. Two add-ons are found in the asteroids: a rear-firing blaster and the CyberMace, which circles the ship; up to two maces can be attached. cybernoid-history/nes-weapons
printed p. 8, An Arsenal of WeaponsBOMBS- These are good against ground-based installationsCybernoid: The Fighting Machine (NES) instruction manual · printed p. 9, An Arsenal of WeaponsSHIELD- Provides temporary invulnerability from all attacking ZoggiansCybernoid: The Fighting Machine (NES) instruction manual · printed p. 9, An Arsenal of WeaponsBOUNCERS- These little guys are very "off the wall"Cybernoid: The Fighting Machine (NES) instruction manual · printed p. 9, An Arsenal of Weapons — the Seekers entry; the OCR reads "SEEI{ERS"They hone in on all active ground installationsCybernoid: The Fighting Machine (NES) instruction manual · printed p. 9, Transformer Weapons to be FoundREAR FIRING BLASTER- This attaches to the back of the ship.Cybernoid: The Fighting Machine (NES) instruction manual · printed p. 10, Transformer Weapons to be FoundCYBERMACE-One of the most treacherous weapons known to the universe. It circles yourCybernoid: The Fighting Machine (NES) instruction manual · printed p. 8, An Arsenal of WeaponsIt destroys all Zoggians on the screen at one time. The bad news? It destroys valuable cargo too.Cybernoid: The Fighting Machine (NES) instruction manual · printed p. 9Except for the laser blaster, your supply of the above weaponry will be limited.Cybernoid: The Fighting Machine (NES) instruction manual · printed p. 9found in A.C.M.E. packing cases occasionally dropped by the Zoggians.Cybernoid: The Fighting Machine (NES) instruction manual · printed p. 9, Transformer Weapons to be Foundthere are two ultraballistic weapons to be found in the asteroids' holding plants.Cybernoid: The Fighting Machine (NES) instruction manual · printed p. 10you can attach up to two of these guys at a time!Revised after a check by a second AI model, 2026-11-06: Quoted each weapon line.Cited by: Cybernoid
On the NES each room has a time bomb, and the room pulses with light about 10 seconds before it goes off. Cargo and the time left at the end of each of the three asteroids earn bonus points. The ship has nine lives, and each level gives an extra one for at least 500 additional cargo points. cybernoid-history/nes-rules
printed p. 11, Time BombThe Zoggians have installed a time bomb in each room.Cybernoid: The Fighting Machine (NES) instruction manual · printed p. 11, Time Bombabout 10 seconds before the bomb is due to go off, the room will start to pulsate with light.Cybernoid: The Fighting Machine (NES) instruction manual · printed p. 11, Cyber Bonuswhen you get to the end of an asteroid (three in all).Cybernoid: The Fighting Machine (NES) instruction manual · printed p. 11, Cyber BonusYou get BONUS POINTS for each of the cargo items you collect.Cybernoid: The Fighting Machine (NES) instruction manual · printed p. 12, Nine LivesA Cybernoid ship can regenerate itself nine times after being attacked by Zoggian fire.Cybernoid: The Fighting Machine (NES) instruction manual · printed p. 12, Nine Liveslives by collecting at least 500 additional cargo points on each level.Revised after a check by a second AI model, 2026-11-06: Quoted the manual's cargo bonus line.Cited by: Cybernoid
The NES manual's score table: 20 points for an S'hroom Zoggian, 40 for a Zoggian missile, 100 for an Arrow Zoggian, 500 for a Giant Green Blob, and 20-100 for cargo. cybernoid-history/nes-scoring
printed p. 12, Know the Score — the table's names and values sit in separate columns in the text layer, in the same order: S'hroom Zoggians 20, Giant Green Blob 500, Zoggian Missiles 40, Cargo 20-100, Arrow Zoggians 100S'hroom ZoggiansCybernoid: The Fighting Machine (NES) instruction manual · printed p. 12, Know the Score20-100Checked by a second AI model, 2026-11-06.Cited by: Cybernoid
Nintendo Power's January/February 1990 issue previewed the NES game from Acclaim: an automated fighting machine clearing space pirates from a series of caves, with three difficulty levels and special weapons in limited quantities. cybernoid-history/np-preview
p. 86, Video Shorts, CybernoidMenacing Space Pirates have taken over a series of dangerous caves.Nintendo Power, issue 10 (January/February 1990): The Making of Super Mario Bros. 3 · p. 86, Video Shorts, CybernoidIn your automated fighting machineNintendo Power, issue 10 (January/February 1990): The Making of Super Mario Bros. 3 · p. 86, Video Shorts, Cybernoid — a screenshot caption interrupts the sentence in the OCRSpecial Weapons are available only in limited … quantities. Use them sparinglyNintendo Power, issue 10 (January/February 1990): The Making of Super Mario Bros. 3 · p. 86, Video Shorts, CybernoidThere are three levels of difficulty-Easy, Hard and LethalNintendo Power, issue 10 (January/February 1990): The Making of Super Mario Bros. 3 · p. 86, Video Shorts, Cybernoidfrom AcclaimRevised after a check by a second AI model, 2026-11-06: Quoted the fighting-machine and special-weapons lines.Cited by: Cybernoid
Nintendo Power's March/April 1990 tips for the NES game say that firing at the panel left of a lift, after using up the bouncers, brings out a balloon that turns the Cybernoid into a human form with full weapons, maces and a shield for six screens; firing at the left side of the big guns makes 1-up balloons inflate from their barrels. cybernoid-history/np-tips
p. 77, Cybernoid tipsuse up all of the Bouncers and fire the Guns at the panel on the left side of the Lift.Nintendo Power, issue 11 (March/April 1990): Super Mario Bros. 3 feature · p. 77, Cybernoid tipsCollect the Balloon and the Cybernoid will transform into a human form with full weapons, Maces and a Shield for six screens.Nintendo Power, issue 11 (March/April 1990): Super Mario Bros. 3 feature · p. 77, Cybernoid tipsFire repeatedly at the left side of the Guns and 1-Up Balloons will inflate from their barrels!Checked by a second AI model, 2026-11-06.Cited by: Cybernoid