Overview
Cybernoid is a sci-fi shoot 'em up for home computers and the NES. Several unique features proved successful:
Unlike most of its contemporaries, Cybernoid is a room-based, non-scrolling variant, where the player freely moves from area to area. Similarly, the selectable weapon system (which remains switchable even when paused) is unusual for the genre.
Additionally, players can choose between sound effects or soundtrack by Jeroen Tel (C64), Dave Rogers (Other computer versions), or Ben Daglish (NES); the Amiga version has no music. Tel's SID composition remains one of his most popular works.
Gameplay
Zoggian pirates have found secret cargo hidden on three asteroids; the player must control an advanced spacecraft, the Cybernoid, to rescue it. Upon starting, the player chooses a difficulty level (in some versions of the game).
The cybernoid is maneuverable in all directions, but gravity will always pull it down with no input.
Several selectable weapons are available in addition to the front-mounted laser cannon:
- Bombs drop downward and destroy ground-based enemies and objects
- Genocide Missiles are 'smart bombs' which destroy all enemies (and cargo) on a screen
- Shields provide temporary invincibility
- Bouncers bounce of walls and explode when they contact an enemy or object
- Seekers automatically target enemies
Additionally, two 'Transformer Weapons' are available which augment the ship and operate passively. They are never depleted, but disappear when the player loses a life
- Rear Laser fires rearward in addition to the default front-firing laser
- Cybermace rotates around the ship, destroying enemies and objects. Up to two cybermaces can be attached at once
Selectable weapons are depleted with use. Further uses are picked up in the environment, and occasionally dropped by defeated enemies and destroyed objects.
Each area has a time limit, as indicated by the HUD. When the time runs out, a Zoggian bomb detonates, destroying the player. The objective is to move through each of three maps, while collecting cargo and destroying enemies to get a high score. Scores are not saved on any version of the game after powering off.
Legacy
The unusual room-based play area, selectable weapons, and soundtrack proved successful, and lead to a well-received sequel.
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