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Contents

   



(Top)
 


1 Gameplay  





2 Arcade sequels  



2.1  Native Atari cabinets  





2.2  Conversion kits  







3 Ports  



3.1  Lynx Tournament Cyberball  







4 Reception  





5 References  





6 External links  














Cyberball






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Cyberball
Sega Genesis cover art
Developer(s)Atari Games
Publisher(s)Atari Games
Designer(s)John Salwitz
Dave Ralston
Programmer(s)John Salwitz
Paul Kwinn
Artist(s)Dave Ralston
Mark West
Will Noble
Deborah Short
Composer(s)Brad Fuller
Hal Canon
Don Diekneite
Byron Sheppard
Platform(s)Arcade, Genesis, Atari ST, Atari Lynx, Amiga, Commodore 64, Amstrad CPC, ZX Spectrum, NES
ReleaseArcade
  • NA: September 9, 1988[1]
Genesis/Mega Drive
  • NA: June 1990
  • EU: 1990
  • JP: July 28, 1990
  • Home computers
  • NA: 1990
  • Atari Lynx
    NES
    Genre(s)Sports
    Mode(s)Single-player, multiplayer

    Cyberball (サイバーボール, Saibābōru) is a video game released in arcades in 1988 by Atari Games. The game is a 7-man American football using robotic avatars of different speeds, sizes, and skill sets set in the year 2022. Originally released for arcades, Cyberball was ported to several home consoles and computers.

    In 1988, Atari released the original Cyberball arcade game as a large cabinet with two monitors, each with two sets of controls for one or two players. Players on each side could play against computer opponents or head-to-head on opposing monitors for a maximum of four players. In 1989, Atari Games released a sequel to the original Cyberball in both the same large dual-monitor cabinet titled Tournament Cyberball 2072 as well as a stand-alone two-player cabinet titled Cyberball 2072. The sequel included improved game play, which included refined player movements and many more offensive plays and defensive formations, and changed its setting to 2072. Also shipped in 1989 were several conversion kits to modify existing cabinets to Tournament Cyberball 2072 or the 2-player-only Cyberball 2072.

    Gameplay[edit]

    Gameplay screenshot

    The game replaces the standard downs system with an explosive ball that progresses from "cool" to "warm", "hot", and "critical" status as it is used. Players can only defuse the ball, resetting it from its current state back to "cool" by crossing the 50 yard line or by change of possession, whether through touchdown, interception, or fumble. A robot holding a critical ball while being tackled is destroyed along with the ball. The robots also possess finite durability. As offensive units are tackled, they wear down, finally issuing smoke and then flames after a number of hits. A flaming robot will explode when hit, thereby fumbling the ball. Players can use the money bonuses they earn while playing to upgrade their robots with faster and more durable units. Players select from run, pass, or option plays on offense, after which the computer presents four individual plays from which to choose. On defense, a player can select short, medium, or long defenses, and then select a specific defensive scheme.

    The standard configuration allows single player, two player cooperative, two player head-to-head or four player head-to-head play. Playing with two teams of two people opened up a new dimension of gameplay. Computer-controlled avatars run offensive patterns in very specific ways before reaching their assigned passing spots. Human players, however, could exploit the fact that a number of offensive plays started with identical formations. By choosing one play, but moving their avatars in imitation of a similar but different play, the offensive team could disguise their intentions before suddenly breaking for their assigned pass locations. This offensive flexibility forced defending players to quickly recognize plays and move to break them up by rushing to what they guessed was the intended passing spot. Most often, the timely use of the defender's turbo, a short-term speed boost usable once per play, would determine whether the play resulted in a missed pass, an interception, a long gain, or a score. This ability to improvise in four player mode built the popularity of Cyberball, leading to many tournaments across the United States for a period of time.

    Arcade sequels[edit]

    Native Atari cabinets[edit]

    In 1989, Atari Games released the four-player Tournament Cyberball 2072, as well as the 2-player Cyberball 2072, which included the following changes from the original Cyberball:

    Conversion kits[edit]

    Also released in 1989 were several conversion kits. These included:

    Note, the conversion kit for the original Cyberball cabinet required a technician to modify the original game PCB by adding several jumper wires as well as a ROM daughter board. Other conversion kits included a full dedicated game PCB.

    Ports[edit]

    Cyberball was released for the Nintendo Entertainment System in 1992 by Jaleco. Tengen intended to release it unlicensed, but Jaleco purchased rights to publish it first. Ports were also published for the Sega Genesis, Atari ST, Amiga, Commodore 64, Amstrad CPC, and ZX Spectrum.

    Lynx Tournament Cyberball[edit]

    Tournament Cyberball
    Atari Lynx box art
    Publisher(s)Atari Games
    Platform(s)Arcade, Lynx
    Release

    ATournament Cyberball 2072 port for the Atari Lynx was released by Atari Corporation in 1991.[2]

    Reception[edit]

    Review scores
    PublicationScore
    AllGame (Arcade)[3]
    (NES)[4]
    Console XS76/100 (Genesis)[5]
    MegaTech80% (Genesis)[6]
    Award
    PublicationAward
    Computer and Video GamesC+VG Hit[7]

    In a retrospective review, Brett Alan of Allgame praising the arcade version calling it "A highly influential futuristic sports game". He also praised the fast paced hard hitting gridiron action although gave criticized the gameplay being erratic concluding: "however, the game is undeniable fun for arcade-style sports enthusiasts."[8] on the same website, Skyler Miller gave a negative review for the NES version writing: "The NES isn't able to handle the detailed graphics found in the arcade version of Cyberball, so this adaptation ironically ends up feeling more like a primitive version of football than a futuristic one."[9] Megatech praised the Genesis version being a decent conversion from the arcade version and praised the graphics.[10]

    References[edit]

    1. ^ "Cyberball (Registration Number PA0000428027)". United States Copyright Office. Retrieved 27 September 2021.
  • ^ "Tournament Cyberball 2072 (Game)". Giant Bomb. Retrieved 2023-12-19.
  • ^ Brett Alan Weiss. "Cyberball (Arcade) Review". Allgame. Archived from the original on November 15, 2014. Retrieved June 8, 2022.
  • ^ Miller, Skyler. "Cyberball (NES) Review". Allgame. Archived from the original on November 15, 2014. Retrieved June 8, 2022.
  • ^ "A-Z Software". Console XS (1). Paragon Publishing: 128. June 1992. Retrieved June 8, 2022.
  • ^ "Game Index". MegaTech (1). EMAP: 77. December 1991. Retrieved June 8, 2022.
  • ^ Game review, Computer & Video Games issue 101, April 1990
  • ^ Brett Alan Weiss. "Cyberball (Arcade) Review". Allgame. Archived from the original on November 15, 2014. Retrieved June 8, 2022.
  • ^ Miller, Skyler. "Cyberball (NES) Review". Allgame. Archived from the original on November 15, 2014. Retrieved June 8, 2022.
  • ^ "Game Index". MegaTech (1). EMAP: 77. December 1991. Retrieved June 8, 2022.
  • External links[edit]


    Retrieved from "https://en.wikipedia.org/w/index.php?title=Cyberball&oldid=1223864703"

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