Cyberball (1990) 
| Details (Commodore Amiga) | Supported platforms | Artwork and Media | |
|---|---|---|---|
| Publisher: Genre: Author(s): Minimum Memory Required: Maximum Players: Joysticks: Language: Media Code: Media Type: Country of Release: Comments: | Domark LtdSport 512K Yes Eng 3.5" Floppy disk Worldwide | Click to choose platform: Atari ST Sinclair ZX Spectrum Commodore Amiga More from other publishers: Amstrad CPC Commodore 64 Sega Mega Drive |
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Iss 11 Jun 1990 (Amiga Format) 4th Dec 2011 05:40American football is a strange game at the best of times – though it is enjoying something of a boom at the moment on this side of the Atlantic – but just imagine what it would be like if all the players were massive robots who would not look out of place in the comic 2000 AD. Domark’s conversion of this Atari coin-op gives you the chance to find out.
The game contains six teams, two in the instruction league and four in the pro division and you play the part of a player/manager of one team. Each team contains a handful of robots and the game is played (more or less) with the conventional American Football rules. One team starts on offense and the other on defense. The offense team has to attempt to get the ball across the opposition’s goal line and thereby score a touchdown. The defense, of course, have to stop them.
Play usually continues until the ball hits the ground, at which point it stops and the offense and defense line up again at the point where play stopped and go through the whole process again. There are, however, a few important differences, the biggest being the ball itself.
Normally, the offensive team have four attempts to move the ball at least 10 yards forward. In Cyberball there is no limit to how far the ball must go, but after every play the ball warms up and if it does not cross either the centre line or the goal line within four attempts, it blows up. This not only gives possession to the other team but it also does a great deal of damage to your robots.
The way to get your robots repaired is by either gaining possession of the ball or scoring some points, so try not to let too many get blown up, eh!
There are six periods to each game, each period lasts three minutes and as well as the clock ticking down during play, it also ticks down while deciding which plays to make. This is the manager side of things, when at every break in play you get the chance to choose the formations and try to outwit the opponents (both during defense and offense).
Crash and sack your way through the game and take on another opponent. In two player mode you and a mate can play on the same side and take on the computer team.
Andy Smith
GRAPHICS AND SOUND
There are some nice effects and bits of sampled speech. The graphics are good too and are very close to their coin-op parent. Fine in both departments.
LASTING INTEREST
It is not a laster. It will not take long to learn how to beat the other computer teams, which is a shame, things perk up when you play in two player mode – but not enough.
JUDGEMENT
A simple, playable and enjoyable game which has been well converted. It is not going to keep you going for months but it is good for short-term fun.
GRAPHICS 7
SOUND 6
INTELLECT 4
ADDICTION 7
OVERALL 71%
The game contains six teams, two in the instruction league and four in the pro division and you play the part of a player/manager of one team. Each team contains a handful of robots and the game is played (more or less) with the conventional American Football rules. One team starts on offense and the other on defense. The offense team has to attempt to get the ball across the opposition’s goal line and thereby score a touchdown. The defense, of course, have to stop them.
Play usually continues until the ball hits the ground, at which point it stops and the offense and defense line up again at the point where play stopped and go through the whole process again. There are, however, a few important differences, the biggest being the ball itself.
Normally, the offensive team have four attempts to move the ball at least 10 yards forward. In Cyberball there is no limit to how far the ball must go, but after every play the ball warms up and if it does not cross either the centre line or the goal line within four attempts, it blows up. This not only gives possession to the other team but it also does a great deal of damage to your robots.
The way to get your robots repaired is by either gaining possession of the ball or scoring some points, so try not to let too many get blown up, eh!
There are six periods to each game, each period lasts three minutes and as well as the clock ticking down during play, it also ticks down while deciding which plays to make. This is the manager side of things, when at every break in play you get the chance to choose the formations and try to outwit the opponents (both during defense and offense).
Crash and sack your way through the game and take on another opponent. In two player mode you and a mate can play on the same side and take on the computer team.
Andy Smith
GRAPHICS AND SOUND
There are some nice effects and bits of sampled speech. The graphics are good too and are very close to their coin-op parent. Fine in both departments.
LASTING INTEREST
It is not a laster. It will not take long to learn how to beat the other computer teams, which is a shame, things perk up when you play in two player mode – but not enough.
JUDGEMENT
A simple, playable and enjoyable game which has been well converted. It is not going to keep you going for months but it is good for short-term fun.
GRAPHICS 7
SOUND 6
INTELLECT 4
ADDICTION 7
OVERALL 71%
| Cheats | Trivia |
|---|---|
| There are no cheats on file for this title. | No trivia on file for this title. |
History
This title was first added on 19th February 2006
This title was most recently updated on 4th December 2011







