Join our Discord to chat with fellow friendly gamers and our knowledgeable contributors!

User Reviews

There are no reviews for this game.

Our Users Say

Platform Votes Score
Amiga Awaiting 5 votes...
Amstrad CPC Awaiting 5 votes...
Arcade Awaiting 5 votes...
Atari ST Awaiting 5 votes...
Commodore 64 Awaiting 5 votes...
DOS Awaiting 5 votes...
Genesis 7 2.5
Lynx Awaiting 5 votes...
NES Awaiting 5 votes...
ZX Spectrum Awaiting 5 votes...
Combined User Score 7 2.5

Critic Reviews

MobyRanks are listed below. You can read here for more information about MobyRank.
AmigaThe Games Machine (UK) (May, 1990)
Sadly in-game audio is limited to muffled speech and sound effects. I'd at least have liked to hear the gruff voice of the Quarterback calling the play (as heard in the coin-op game). Graphically the game is good, with the robots looking very menacing. American Footy fans and action freaks alike should take a look at Cyberball.
ZX SpectrumComputer and Video Games (CVG) (Apr, 1990)
Faster than the Amiga version, and contains many elements of the arcade machine and surprisingly faithful graphics. Cyberball fans should look out for this one.
GenesisPower Play (Oct, 1990)
Angesichts dieser brillanten Mega Drive-Umsetzung fällt einem erst richtig auf, wie schlampig die Computer-Versionen von Cyberball ausgefallen sind. Wohl dem, der Segas 16-Bit-Videospiel hat, denn hier wurde die originelle Spielidee glänzend realisiert. Die Grafik ist erstaunlich schnell, doch vor allem die hervorragende Spielbarkeit machen das Modul zu einem Leckerbissen für alle, die sich mit den American Football-Regeln auskennen (wichtige Voraussetzung!). Die vier Schwierigkeitsgrade, der gute Liga-Modus und die Sportschau-mäßige Wiederholung besonders gelungener Spielzüge runden das tadellose Programm ab.
Atari STST Format (Jul, 1990)
Despite the impressive appearance of the game, some of the options that made the arcade version such a hit have not made it onto the ST. The only two-player mode available is as a team, and plays aren't as fluid as they were in the original. Cyberball relies on fast-paced explosive action and the hard, robotic battering should appeal to macho Gridiron fans in particular. If other "future sports" aren't tough enough for you, then work out your aggression on Cyberball!
Commodore 64Commodore Format (Aug, 1992)
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.
Domark's conversion of this superb Tengen coin-op is nearly a brilliant one. I say nearly, because while it features amazing graphics, all the sampled sound and speech of the coin-op (there's loads) and gameplay that mimics the arcade machine perfectly, there's one problem - it plays very slowly. Compared with the arcade machine there's a considerable drop in speed, and consequently play can become frustrating if you're used to whizzing around the field at high speed. If it had been just a little faster Cyberball would undoubtedly have been a C+VG HIT!. As it stands it is an extremely polished and enjoyable game that offers plenty of single or multi-player thrills and spills at a pace that fans of the arcade machine might find just a little too sedate. It's definitely a case of trying before buying.
Atari STThe Games Machine (UK) (Jul, 1990)
The lack of the hard-hitting Amiga title tune was no surprise, neither was the graphical similarity. The ST version of Cyberball contains the same colourful, tough nut robots and atmospheric sound effects. Again, grid iron aficionados will probably like this.
AmigaThe One (Apr, 1990)
Cyberball's only real minus point is the fact that you can't play against another player - the best that's available is two people playing as a team against the computer. Surely a four-way joystick adaptor could have been put to good use for all the options of the original? Nevertheless, this is a unique, entertaining and satisfying variation on the American Football theme.
Commodore 64Zzap! (Feb, 1991)
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.
AmigaAmiga Computing (Aug, 1990)
This is a conversion of the arcade game, and little has been lost in the process - too little perhaps. In the arcade fast action is needed to keep people feeding money in. In your own home there is nobody peering over your shoulder, smoking a roll-up and rattling the chains on his/her jacket (well, if there is they must be related to you). It is a bit of a disappointment that you are only allowed to complete one game, win or lose. There may be more arcade than strategy, but that is not necessarily a bad thing, and at least it is faithful to the original coin-op.
GenesisSega Does (Nov 17, 2016)
Cyberball is a solid addition to any sports video game fan’s Genesis library. Its arcade roots make the game more accessible than a Madden or Montana football title, but the rule changes here may bother some purists. No punting or field goals, thus forcing offenses to score on every possession, puts pressure on defensive play. You won’t find Deflategate suspensions or unsportsmanlike conduct penalties for excessive celebration here, either. Sure, a battery backup and the ability to track and save team and season stats (a la BaseWars for the NES) would have been nice. But what’s important here is that Cyberball plays pretty darned well and is fun to go back to from time to time.
LynxPlay Time (Mar, 1992)
Neben dem schon erwähnten guten Intro, macht auch der Rest des Spiels einen erfreulich guten Eindruck, und das trotz der recht kleinen Spielfiguren und des teilweise hektischen Spielgeschehens.
AmigaGénération 4 (Apr, 1990)
Dans l'ensemble un bon jeu, reste à voir s'il plaira au public français habituellement très réticent à ce type de sport.
AmigaCU Amiga (Apr, 1990)
Cyberball offers an interesting alternative to the traditional sports game. There is enough American footy to keep it recognisable, and enough variety to keep it interesting. An ambitious idea which is pretty good fun in the lean period between football seasons. The only problem it really suffers from is a lack of speed. All told it is enjoyable but I can see it growing stale in the not-too-distant future.
AmigaZzap! (Jun, 1990)
Neat attract mode with diagrams of various robots, demo game. Slow moving but otherwise a close enough representation of the coin-op. Good title tune with some neat robotic speech, but disappointing in-game silence. It's fun and, for an American football variant, not over-complex... ...but the lack of depth and a competitive two-player option - means the fun won't last that long. Another faithful Tengen conversion.
AmigaAmiga Format (Jun, 1990)
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 graphics and sound departments. 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. 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.
ArcadeCommodore User (Mar, 1989)
As time goes by you really d start to learn the effects of various play positions and actions, and though you never would have believed it, terms like 'downtown' and 'standard 3-4' come to mean something to you. But even if you've never had any interest in playing or understanding America's beefy national sport, Cyberball's play-your-mates competitions, speedy choice-making and futuristic quirkiness should hold your attention. And the dancing cybercheerleader show at half time beats the hell out of Billy Joel.
ArcadeAll Game Guide (1998)
Passes, completions and other fundamental aspects of the game are sometimes erratic -- one of many reasons football purists will scoff. However, the game is undeniable fun for arcade-style sports enthusiasts. The cabinet has two monitors, enabling up to four players to join in at once.
On a console, that would be enough to designate this game as a disaster. On the Lynx however, it just seems to work. It's fun to play in short bursts (even if you don't make it through all six quarters) and the quirks in the design are not that bothersome. Tournament Cyberball's unique spin on the sport is worth the asking price alone, and if you can find multiple players, this could very well turn into a personal classic.
ZX SpectrumYour Sinclair (May, 1990)
Nice idea but far too ambitious for the humble Spec. Die-hard fans could get some fun out of it.
Cyberball is fairly faithful to the coin-op game on which it's based, but the controls do come off a bit sluggish. The field also looks slightly distorted, but the real joy of Cyberball, its game play remains.
ZX SpectrumYour Sinclair (Sep, 1992)
After a brief period of blubbing, I gave it a shot. Discarding the feebly superficial instructions, I flunked my way through a series of bewildering tactics screens only to flounder in the turgid gameplay. Loads of beefy robots chugging around smashing lumps off each other and trying to score a touchdown before the ball explodes - great in theory, crap in practice. The presentation is fine, but as the game plays more slowly than a half-dead inebriated sloth with chronic verrucas, by the time anything starts happening you've completely forgotten the tactics you'd chosen. Not that they meant much in the first place.
NESGamePro (US) (Jan, 1992)
The music gets nerve-twinging, but the voices are moderately close to authentic. Overall Cyberball isn't a disaster, but it could have been so much more.
ZX SpectrumSinclair User (Jul, 1990)
If you like learning jargon like "Wide receiver in motion - pitch to left back swinging wide - wide receiver comes round for hand-off and follows surge left!" then you'll enjoy this game. It's very nicely put together and has cute little graphics. I can't help feeling, though, that it would have made more sense as a head-bashing arcade smash-'em-up, rather than the rather laboured strategic challenge it is now.
LynxVideo Games (Dec, 1991)
Die Hardware des Lynx ermöglicht, wie in der Spielhalle, das leicht perspektivische Scrollen des Spielfeldes und auch der Sound ist mit mehreren digitalisierten Sprachfetzen gut adaptiert. Der Haken liegt allerdings in der Natur des Spiels: Gerade bei dieser spritzigen Football-Variante ist ein optimaler Überblick über das Spielfeld und die Akteure unverzichtbar. In den ersten Sekunden nach dem Anpfiff ist das display-bedingte Chaos im Detail allerdings so groß, daß der Überblick und damit auch die meisten Taktikvarianten entscheidend leiden. Trotz dem ausgeklügelten Spielkonzept sollten nur begeisterte Footballfans mit sehr gutem Konzentrationsvermögen zugreifen.
ZX SpectrumSinclair User (Aug, 1992)
Euggh what a horrible game. What a desperate thing to do to such a great game and sport. Cyberball has always been a bit of a problem to play, it's way too complicated and the graphics on this version just make things worse I'm afraid.
Commodore 64Commodore Format (Jan, 1991)
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.
50 (Oct 08, 2007)
With the immense amount of football games available on the Genesis, diehard fans should look elsewhere for their thrills. On the other hand, those wanting to just toss the ball around and maybe smash a few things in the process should give Cyberball a chance. Complete games can be had for peanuts on eBay, and it's a decent enough way to pass an afternoon, provided you don't really have much else to play.
AmigaAmiga Joker (Sep, 1990)
Die Steuerung der Robbies erfolgt wahlweise über Stick oder Tastatur, ist aber in beiden Modi gleichermaßen schwammig und ungenau. Da hilft es auch nichts, daß sich die Programmierer in Detailfragen durchaus Mühe gegeben haben - der Robot im Ballbesitz ist gut zu erkennen, es gibt kurzfristig einen Turbo-Schub, um den Gegner stehen zu lassen, und defekte Kampfmaschinen können ausgewechselt werden - mir sind bei Cyberball nach kurzer Zeit nicht nur die Füße eingeschlafen!
Atari STPower Play (Aug, 1990)
Knack, Knirsch, Rumpel: Wenn wuchtige Roboter zu einem American Football-Match mit ein paar kleinen Sonderregeln antreten, bleibt keine Schraube trocken. Die Umsetzung des Action-Sportspiels "Cyberball" von Amiga auf ST gelang quasi 1:1.
AmigaPower Play (Jun, 1990)
Mit 67 verschiedenen Spielzügen bietet Cyberball viel taktisches Krümelwerk für Football-Versierte. Diese Vielfalt wird ebenso wie die tolle Spielidee von der recht unbefriedigenden Steuerung runtergezogen. Nicht zuletzt wegen dem im Verhältnis zur Spritegröße recht engen Spielfeld ist Cyberball eher ein Lotterie- als ein Sportspiel. Das etwas schwammige Gefühl beim Steuern der Roboter verursacht den dumpfen Verdacht, daß gelungene Kombinationen eher Glücks- als Könnenssache sind. Wer eine ordentliche Football-Simulation sucht, greife lieber zu "TV Sports Football".
Commodore 64ASM (Aktueller Software Markt) (Jan, 1991)
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.
ZX SpectrumThe Games Machine (UK) (Jul, 1990)
After the rather good Amiga version comes this naff Speccy conversion. Both the sprites and backdrops are mono, the characters look nothing like tough 20-foot-tall mean dude robots, and the movement (if you can call it that) is glitchy. Save your money.
Commodore 64Power Play (1990)
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.
ZX SpectrumCrash! (Jun, 1990)
Definitely not my cup of tea this: I couldn't stand playing it for more than 10 minutes. It takes absolutely ages to load, alright if you're in for a real stunner, but not if you're greeted by naff futuristic American Football. Nothing against American Football, but I object when it's played at this speed: it's unbelievably slow. The robot players crawl around the screen in a generally annoying way and aren't even very well-drawn. Graphics are mostly very poor, and in black and white too. Sound is equally bad with average tunes and the odd effect, including something I think was meant to be a crowd chanting.
CYBERBALL ist ein Game unter vielen. Seitens Grafik und Animation gibt diese ungewöhnliche Disziplin nicht viel und schon gar nichts Neues her. Da DOMARK unbedingt mit Roboterteams aufwarten mußte, fällt auch der Bezug zum realen Sportgame völlig flach. Zugeben muß man die nahe Verwandtschaft zum American Football. Diesbezüglich lasse ich jedoch lieber Rost und Staub selbiges bleiben und vertiefe mich in ein echtes Football-Game.
Grafik und Sound bleiben weit hinter den Erwartungen zurück. Der stockende Spielablauf tut ein übriges, um ein spannendes und flüssiges Spiel zu verhindern. Den deutschen Usern - siehe oben - wird dieser Sport-Zwitter kaum Freude bereiten.
AmigaAmiga Power (May, 1991)
Novel, but ultimately boring.
There are limited features: a single game can only be played with the ability to change the difficulty/number of plays. The only partially saving graces are the inclusion of a two-player co-op mode and the excellent voice samples.
16 (Aug, 2011)
Imagine if 10-Yard Fight, that awful first-gen football game, had robots, and then imagine if they tried to give 10-Yard Fight a modicum of strategy. I know, it’s confusing, but that’s exactly what Cyber Ball tries to do: add a fantastical element to the lumbering game of football, then pretend like it’s a real football game by giving you play options. Huh? Pick your poison, Cyber Ball. You should either enhance football with your teams of cybernetic organisms – like how in Base Wars, when two members of the opposing team collide, they begin to fight until one of them explodes – or just throw in some huge dudes and make it a typical football sim.
ArcadeCrash! (Mar, 1989)
Sound, as with most Atari games is good, with nice jingles and the gruff metallic voice of the quarterback (8-16-24 hup, hup, hup etc). Whether you like American Football or not, Cyberball is a tough and very challenging game which I recommend highly.
LynxThe Video Game Critic (Nov 27, 2006)
Atari probably realized they couldn't squeeze a legitimate football game onto the Lynx, so they took the "cybernetic robot football" approach. It may have seemed like a good idea at the time, but Cyberball is practically unplayable.