Cyberball (Commodore 64)

Cyberball Commodore 64 Loading screen


Critic Score
100 point score based on reviews from various critics.
User Score
5 point score based on user ratings.

User Reviews

There are no reviews for this game.

Our Users Say

Category Description User Score
AI How smart (or dumb) you perceive the game's artificial intelligence to be 0.0
Gameplay How well the game mechanics work (player controls, game action, interface, etc.) 0.0
Graphics The quality of the art, or the quality/speed of the drawing routines 0.0
Personal Slant How much you personally like the game, regardless of other attributes 3.0
Sound / Music The quality of the sound effects and/or music composition 0.0
Story / Presentation The main creative ideas in the game and how well they're executed 0.0
Overall User Score (1 vote) 0.5

Critic Reviews

MobyRanks are listed below. You can read here for more information about MobyRank.
Commodore Format
Cyberball is fast and smooth with pretty good graphics. The only thing is, once you get good at it, it's quite easy to beat the computer. A friend is an essential accessory.
Cyberball is surprisingly easy to get into with attractive graphics and excellent status/play select screens. Plays last mere seconds but gameplay is as rewarding as any other American Football program, a 200-yard running play for a touchdown is always terrific. Good to see the many plays implemented as well, pity there isn't a player vs player option though and what happened to the Turbo Boos feature? Otherwise, playable American Football fun well worth a look.
Commodore Format
The excellent presentation of the game itself amounts to nothing when placed alongside the ambiguous rulebook and disastrous gameplay. With more effort this could have been an excellent futuristic sport sim' but with existing flaws cannot really recommended.
ASM (Aktueller Software Markt)
Gegenüber der AMIGA -Fassung ist spielerisch alles beim alten geblieben. So könnt Ihr Euch auf einen gelungenen Managerpart freuen, der sich durch ein reichhaltiges Repertoire an Spielzügen auszeichnet. Auf dem Spielfeld geht‘s dagegen gewohnt langweilig zu. Die Robots, deren Steuerung äußerst träge ausfiel, kämpfen nämlich quasi im Zeitlupentempo um das „Blechei“. Logisch, daß da jeglicher Spielspaß flötengeht.
Power Play
Selten habe ich so gravierende Unterschiede zwischen der Videospiel-Adaption und den Computerversionen eines Programms gesehen. Die Grafik ist weitgehend gleich, doch spielerisch liegen Welten zwischen beiden Cyberballs. Auf dem Mega Drive ist das Programm eine packende Action-Sportsimulation, sehr gut spielbar und voller Gags wie Ligamodus und Spielereinkauf. Die Computerversionen leiden insbesondere unter der miesen Steuerung.