Cybernoid: The Fighting Machine

In its early promotional material for the ZX Spectrum, Sinclair often went to almost painful lengths to avoid using the word 'games'. Released 35 years ago this month, the microcomputer was designed by Sir Clive Sinclair with serious applications in mind, and an optimistic role as a central hub for the nation's households. Constantly reiterating its expandability, these initial adverts were all about tech, emphasising the Spectrum's 'massive' RAM of 16 or - crikey! - 48k, as well as its high resolution and accessories, including a printer and the doomed ZX Microdrive. As it turned out, the manufacturer was swimming against the tide. Programming? Hmm, might try and type in a few POKEs I suppose. Educational? Game of chess or Scrabble aside, not likely. No, what the majority of kids wanted from the Spectrum was games. And games, much to the chagrin of Clive Sinclair, were what they got - in their hundreds.

Cybernoid: The Fighting Machine

Cybernoid: The Fighting Machine

Pissed-off robots' in other words.

At a time in the C64's history when every other game was a tedious, bloated multiload pain in the butt, it was refreshing to come across a game which pushed all the right buttons and had the decency to load all in one go. Such issues blighted the carefree mind of a mid-teenager in 1988.

As one of the most consistent publishers of new IP in the world at that point, Hewson had a happy knack of finding hugely talented programmers - and the creator of Cybernoid, Raffaele Cecco, was without doubt making a name for himself, having already released the excellent Exolon the previous year.

Nick Jones' C64 version transformed an already great Spectrum game into arguably the definitive version, with detailed, colourful visuals making the most of the 64's capabilities, and a stomping Jeroen Tel soundtrack offering an inspired backing to an already inspired game.

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