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NES box art for Cybernoid: The Fighting Machine, the cover of NEStalgia episode 241

241 · Cybernoid: The Fighting Machine

▶ Game info
September 30, 2022 · 34 min · transcript available

There are three asteroids, hidden among thousands, where various  minerals and precious gems were stored. It was believed the riches would  be safe there, until the Zoggians discovered them! Now you have to fly  an experimental spacefighter, the Cybernoid, into battle to recover the  asteroids. The Cybernoid is equipped with standard laser blasters,  missiles, and the ability to pick up other weapons along the way.

Our verdict: Skip it

Studio 12 Productions made this NES port for Acclaim in 1989. It gets filed as a shmup, but we couldn't call it one. You steer a ship through tight screens, shooting enemies, dodging hazards and picking the right weapon for each obstacle. We liked the idea more than the game, and the title is very 80s.

What works

  • It switches jobs fast. Each puzzle is locked to one screen, so you get a second to assess it. It swings between shooting, solving and timing without feeling jarring.
  • The weapons are puzzle pieces. You have bombs, shields, bouncers, seekers and a power-up called Genocide, which blows up every enemy ship. The green blocks in the first puzzle need bouncers.
  • It builds a little. The red elevator things kill you on touch. Later come two in a row moving opposite ways, then ones with obstacles to shoot while you stay between them.
  • The start screen. Your ship and its blueprints, with a classified border. You can't pick a loadout, but it is the coolest part.

What doesn't

  • Short and brutal. There are three levels, and it can be beaten in under seven minutes. We still died a lot, and late screens are about finding the one or two spots that won't kill you. Even easy, one of three difficulty modes, is not easy.
  • Softlocks. Everything is limited, and you can't know what you'll need. Waste a bouncer and the only way to get it back may be to die, or to start over if you're on your last life.
  • A story from nowhere. It lives in the manual. At the end a woman says "well done, Cybernoid Pilot. You have defeated the Baycores," and it feels unearned.
  • Random progression. We wanted it to teach one thing, then add to it.

Worth knowing

  • The sound. You get a constant boom boom boom until you pause and press B, which plays a music track. We preferred the music.
  • One guy. One programmer made the original computer version, for the ZX Spectrum. Acclaim hired Studio 12 to port it. A sequel, Cybernoid 2, The Revenge, has the same gameplay in new environments.

The bottom line

Skip it. Nobody voted it onto the Essential Games List. Joe called it a basic, crude version of a neat idea, almost a proof of concept, and Sean said it was strange enough that he didn't know how it got on the NES. It reminded us of Air Fortress, which had a much clearer objective in each stage. This one is a little too tough and too short, so go play Air Fortress instead. It's a better game.

Written from our conversation in this episode.

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