Cybernoid (Evercade): COMPLETED!

Cybernoid (Evercade): COMPLETED!

This week, the next two Evercade cartridges arrived. Cybernoid is on the new C64 cart, and I was a big fan of the original (albeit on the Spectrum) so it’s the first thing I started up. Thankfully, the Commodore version is very similar to the Spectrum one, although with more muted colours and a different ship design.

It’s still a pretty good game, although it’s very easy to die due to the random nature of some of the spawns. For example, baddies spawn at the edge of the screen – the same edge you need to exit by – and so frequently they’ll appear in the same spot you occupy, killing you. The random bullet frequency from some turrets can mean timing nipping between them is based on luck rather than judgment too.

Another spanner in the works is special attacks. You’re given a number of things like mines, bouncy bombs and so on, some of which are required to hit destructible blocks above or below you as your cannon only shoots horizontally. But you only have a limited number of uses of each, meaning you can end up in a room with no way to progress, no way to return, and no enemies to shoot (as killing them sometimes drops refills). Very frustrating, and means that you end up never using any special attacks except for in the situations where you can’t otherwise progress.

And it is very hard.

Other than all those things though, I very much enjoyed playing it again after all this time. It’s one of those games that just loops infinitely, so after about 4 loops through the game I’m claiming “done”.

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