Cybernoid 2 Full Game

Cybernoid 2 is a brilliant remake of a classic game from Retrospec. Cybernoid 2 is more than just another 2D horizontal shooter: it combines smooth-scrolling action with plenty of depth, including the ability to switch between various weapons, very cool timebombs that you can use to destroy large emplacements, and more. If you enjoy shooters, here's a chance to play one of the best games that was never available on PC before until now. Gamer's Hell Local Download:
  • Cybernoid 2 (Full Game) (6.5 MB)
  • Cybernoid 2 - The Revenge From Retrospec 2002 ( / Disclaimer: This game is distributed as-is and no responsibility is accepted by any of the parties mentioned within for any damage or loss incurred through its use. The original game is copyrighted to Hewson Software, however I'm happy for this remake to be distributed on a non-profit basis over the web. It may not be covermounted on a magazine CD, DVD or floppy without the prior written permission of the author (Graham Goring - however I'm damned if you're gonna' get it anyway) and probably Raphael Cecco, too. Oh, and probably Hewson, who'll no doubt put the kibosh on that as I've heard they can be jolly letigious. They make the Darling brothers look like Linus Torvald. It may also not be distributed via websites other than those listed at the end of this file without prior permission (which'll probably be granted unless you've got "GROW A BIGGER PENIS!!!" banners all over your site) and the distribution zipfile and therefor the files contained there-in should most certainly not be altered in any way, shape or form. System Requirements: Well, it has been written on an Athlon 1.2Ghz machine with a GeForce 3 and a half-gig of RAM, but I would hope it'll run happily on any DX7 equipped machine of P200 spec or better. It might frame-out on the larger explosions on such a system, but to be honest I reckon most peeps have at least a P400 these days and there's no reason it shouldn't run like a dream on those. One thing of note is that although Blitz Basic says it only needs DX7 (maybe DX7a) to run, I've found that I've needed to install DX8 on some machines to avoid the game giving an illegal memory error upon exiting. Doesn't seem to affect all of them, just some, but I suspect it's something to do with the allocation of memory to graphics. But I'm probably wrong, so just ignore me and grab your latest drivers. :) History Lesson: This is a classic shoot 'em up from the heady days of 1988. My first experience of Raffaele Cecco's work was getting a copy of Cybernoid from a friend (a la tape-to-tape). After playing it solidly for several hours before dinner I was so excited that I felt all nauseous and pukey. Great stuff! However Cybernoid 2 wasn't seen by mine own eyes until I was looking in the window of Computabase in Plymouth (while playing hooky from my job - I was eventually rumbled and fired, much to my shame). Seeing the amazing amount of colour and things going on in the game amazed me completely (it even distracted me from the Atari ST running Where Time Stood Still) and so I spent a good few hours mooching in the shop and staring at people playing the game on the Speccy +2 provided for testing software. If I recall correctly I even tried having a go myself but got turfed off the machine by the shop staff. The sods. I didn't actually get a copy myself until a fair bit later, and even then it was a slightly ropey copy as the inlay was an Amstrad one with a gaudy "Spectrum" sticker plastered messily over the corner. Still, I spent many happy hours playing the game and probably even got to level 3 at one point before being blasted to smithereens. Anyway the reason I remade it was because Russell Hoy was working on a remake and I was helping him out a little with the programming. Anyway, I got a *little* carried away with helping him out bit (I wrote a level editor and a bunch of other stuff) and so he kindly offered me the chance to take over the remaking of the game. I didn't need telling twice. :) And so several months later, here's the game itself. I hope you enjoy playing it as much as I enjoyed writing it. Which was quite a lot, surprisingly. Oh, except the wall-huggers. I hated writing that bit. The Game: The idea of the game is to get through the five levels of the space pirates base in a strict time limit (about 5 minutes per level) recovering 1500 points worth of cargo on each level (you can find it lying around or get it by killing the little aliens that spawn in most of the rooms). It doesn't really matter if you manage to get the 1500 on each level, but if you do it's worth some bonus points and an extra life at the end of the level. Given how chocka' with enemies the game is, those extra lives will come in handy. The game is played from a side-on perspective with a flip-screen display that prevents you from going back on yourself. Though there are often a fair few enemies on screen, you are fortunate that your cup positively runneth over with weapons of mass destruction - ranging from rockets to smart bombs which clear the whole screen. You can also upgrade your ship with an orbital mace that kills pretty much anything, a rear firing laser gun and an orbital ship which fires when you do. Anyway, it's pretty easy to pick up and play, so why don't you do just that? The Controls: The default controls are as follows: CURSOR UP - Up CURSOR DOWN - Down (only used in the Pause menu and when entering high scores as gravity pulls your ship down anyway) CURSOR LEFT - Left CURSOR RIGHT - Right LEFT CTRL - Fire (hold down for approx half a second to activate sub-weapon) ESCAPE - Pause game 1 - Select Rocket (follows an upwards or downwards curve depending on your ship's vertical motion) 2 - Select Timebomb (explodes after a few seconds destroying nearby large emplacements. Doesn't harm the spawning enemies) 3 - Select Shield (protects you from harm for about 5 seconds) 4 - Select Bouncers (bounce around the screen killing most things in their path and destroying destructable scenery) 5 - Select Seeker (homes in on the nearest large enemy and blows up - will only launch if there's a viable target on screen, also locks onto some organic growths in the base) 6 - Select Smart Bomb (destroys all enemies on screen instantly, except the pesky wall-huggers) 7 - Select Tracer (drops from the bottom of your ship them follows the edge of the screen destroying all enemy emplacements in its path) Z - Previous Weapon X - Next Weapon You can also use a joypad (it has to be DirectX compatible, though). Now, I use a PlayStation Dual Shock Pad connected via a PSJOY adapter, this means that the DPAD actually registers as button presses instead of a digital or analogue value of movement in the X and Y axis. However your common or garden Sidewinder is quite different as it uses a Dpad which outputs a proper analogue value. To allow for this when you define the joypad controls it first asks you to try moving the Dpad around and see if any red arrows light up, this will indicate that you have an nice and proper output on your joypad (if you're using a DSP in non-analogue mode you might find that your pad permanently registers a down-right direction, lighting up the appropriate arrows) however if you can't control which arrows light up then just follow the instructions on-screen and you should still be able to configure your pad with the minimum of fuss. If, after that it still fails to work, then tough cheese, use a keyboard. That's how real men play. ;) Btw, I've had reports that you can't use the keyboard controls at the same time as the joypad ones (which shouldn't be true at all) so I'd be interested to hear back from anyone who suffers the same problem (if you could include details of your OS and joypad type that'd be swell). Credits: Original game by Raffaele Cecco, original graphics by Hugh Binns, original music (Spectrum) by J Dave Rogers and (Commodore 64) by Jeroen Tel. Remake programming by Graham Goring, remake graphics by John Blythe, remake level design and building by Russell Hoy and all remake original and remixed music by Will Morton. This game was written in the excellent Blitz Basic ( which was itself written by Mark Sibly. The game also makes use of Terabit's Pak routines to store most of the files in one tidy location and to stop nosey peeps from nicking the graphics without going to a bit of trouble. Get the routines by visiting Lee Page's website ( if you're interested. Testing was carried out by those staunch fellows of Retrospec, thanks in particular go to Russ Hoy for finding a few bugs and suggesting the expansion pack thing, John Blythe for getting me to put in joypad control and finding a few other bugs, Dan Condon for complaining about the difficulty and making me see sense about letting the player start on any previously reached level and Neil Walker for making me put in the previous/next weapon buttons in the keyboard controls because he can't remember 7 numbers. ;) Thanks: Raffaele Cecco and Hugh Binns for writing the original game. Russell Hoy for letting me steal the project from him and then staying on to help with it. :) John Blythe for the cracking graphics and the nice new rendered title screen. Will Morton for the great remix and the lovely atmospheric in-game piece. Mark Sibly for writing Blitz BASIC in the first place. Lee Page for his PAK routines. And all the rest of my Retrospec chums for their critiques and moaning. Aw, hell, I better name-check them or they'll just moan like ninnies... Dan Condon-Jones - For seeing sense and embracing BB2D. Neil Walker - For being our Web Guru and spending all his time tinkering with the site instead of pulling his finger out his arse and writing a game. ;) Matthew Smith - For not being more narked at me due to my consistent failure to produce graphics for him. Richard Jordan - For being one of our founding fathers, producing the best damn remake ever and in doing so indirectly getting me my job. Jeff Braine - For having more screws loose than my self-assembled wardrobe. The mad goon! Peter Jovovich - For returning to the fold once more after many months in the wilderness. Myke Pickstock - For staying in the wilderness. ;) John Dow - For being an incredibly prolific founder member and providing the webspace at the start. Ignacio Perez - For being a lovely bald Spaniard and in many ways initiating the approaching wave of isometric games from Retrospec. Tomaz Kac - For his even lovelier (sorry Ignacio!) isometric engine which may well lead to a well-loved pair of secret agents returning after a long absence. Bill Harbison - For joining us recently and putting us all to shame with his commercial quality graphics. The big sod! :) Version History: V0.9 - Private demo release lacking most of the levels and some graphics such as explosions but the majority of the programming is done. All that really needs sorting is the end of level guff, the end of game effect and the implementation of Terabit's lovely pak file stuff. As for bugs, well, I think it's relatively free of them, but if you find some then do give us a yell. V0.91 - Private demo release lacking a few levels, some graphics and a fair few sound effects. This version has the .PAK stuff implemented and a nice new intro for the various involved parties in the project. Also fixed the ship to face forward at the end of levels. May have accidentally included porn in the data.pak file. ;) V0.92 - Um, I forget what was new in this one... C'est la vie. V0.93 - A few new sound effects, abut the main change is a whopping great speed increase brought about by a blindingly obvious change to the room display code. Quite why I didn't think of it earlier is a mystery... Also added some new debug stuff so I could see what it was spending most of its time doing (which *was* drawing the screen but now nothing is an obvious resource drain). This debug mode has the knock-on effect of making the game appear really ugly so I can safely put out BETA test copies without the risk of it doing the rounds too much. Might be interesting to see how she flies on a P200... Also might have fixed the end-of-level stuff. Oh, and I made the Gunports easier to blow up (they are now vulnerable 40% of the time instead of just 20%). V0.94 - Well, it's December 31st now (2am) and I've just finished programming in all the joypad support after having not touched the game for several months. Tsk, eh? Anyhow, it seems to work okay on my machine (WinXP using a PSJOY adapter and a PS1 DSP). Lets hope it works on everyone elses, eh? V0.94b - Gah! Well, it's a few days later and John Blythe has pointed out an annoying little fact, which is that pads like the M$ Sidewinder have analogue D-Pads. Oh buttocks. Well, a few graphics and a swift recode later and I now support those accursed things. Just hope it works on his machine. No idea why his keyboard controls ceased working, though... Also discovered after replaying the original that even if you don't get the 1500 points of cargo you advance to the next level. Always assumed it made you replay the level for some reason. Odd. Anyhow, I altered my version to match. V0.94c - And "Gah!" again. I just got in touch with Sunteam who're doing the other remake of Cybernoid (theirs is of the original, though) and we exchanged Betas. Their one is looking quite lovely and plays a damn fine game, however they're also adding all sorts of extras to theirs that I simply could be arsed to compete with. However as an upshot of this I expect mine'll be out sooner. Oh, the point of this all? Well, Mike pointed out that people with only 2 button pads will get stuck in the "define pad" option as it requires at least 4 buttons to be defined with unique button codes. This is sorted now and you just press Escape to skip a function. Also followed my boss's advice (John Pickford - I am the lord of the name-drop!) and centralised all the control code. Makes things a lot easier. V0.99 - Well, I just put in Russ's final level and then added a few little bits and bobs to it. I also drew a few background tiles and stuck them on every damn screen in the game (that was fun :P ) and added some lovely secret stuff to the game as well (which wasn't as much as I'd liked but I ran out of ideas as well as room). Did a few more sound effects (the swoosh on the screen-wipe and the end of level lifts) and pretty much finished up. The only thing left to do now is the end of game sequence, which'll probably give hints for the cheat codes (which'll probably be really difficult to find by doing an ascii search of the binary because they're stored in a really odd manner) and a few more sound effects (for piffling things that I may well say "Sod it" about). Oh, also had to rewrite the display routine a little to allow for the inclusion of backgrounds as destroying blocks was causing it to cut chunks out of the display. Whoops. What the hell am I gonna' do for an ending effect?! V0.991 - Wow, now we're splitting numbers too small. Really shouldn't have jumped from .94 to .99 so eagerly. Anyhow, I've put in expansion pack support now so that if anyone is stupid enough to create a map-pack they can do so and it'll be recognised by the game. I may well tart up the editor now and include it with the release. Then again, I may keep it separate. I'm just that contrary. Also stuck in the extra keys for Neil Walker because he's a big girl's blouse. A pink one, too. I really should update to the latest version of Lee Page's pak routines... Might even alter the version numbers - I've always been fond of revisionist history. ;) Oh, I also changed it so that the extra level wasn't a secret any more but part of the main game (ie, there are 5 levels to travel through instead of the original 4). Hopefully RH and JB'll come through with extra maps for me so we can make this an even bigger release. I'd love to have 8 in there in the end. V0.992 - Well, I did a lot of coding for the ending sequence, the code is a bloody mess (staggeringly bad - I mean it) but I quite like the effect. In particular the parallax working in two dimensions is very pleasing. The graphics for the player character are a bit crap, but seeing as he'll be on screen for all of a few seconds I really couldn't give two figs. Still need to code the beginning of the end sequence (did the fun bit with the planet landing first. Cheeky me.) and see if Will Morton's got any music hanging around I could pilfer for it. Also *really* need to do some more sound effects. Gah! Boredom approaches! V0.999 - Well, I'm pretty much done now. All I need now is a tiny wee media file or two and it's all dealt with. In the mean time I've found a few wee bugs including one that dropped the tracker collar off of rooms on map rooms below a certain level (stoopid typo) and another which meant you could collect bonuses when you were dead as your ship flew back to the restart position. Together with the bugs that Russ found I reckon it's almost bug-free. Obviously not completely, though. ;) Finished the end sequence as well. Not brilliant but not bad. Certainly a crapload better than the original one (seeing as there wasn't one in the original version). V1.000 - Well, thassit! I got the final bit of music off of the talented Will Morton and then Dan Condon-Jones pointed out another little oversight on my part which is that some joypads are plugged into port 1 instead of port 0. Whoops! So that's supported now. Anyhow I'm now happy to release the damn game to the public and get on with the next project. Hell, that took way longer than I hoped it would... Contact Details: Graham Goring - ( Links: - to find out about Blitz BASIC, the language this game was written in. Very easy to get to grips with and fairly powerful, too. This game was written in Blitz BASIC 2D, but there's a 3D version which allows you to make stonkingly lovely looking games with graphics in them that are a whole "D" better than mine. ;) - Home to Retrospec, a group of lovely people (and Neil Walker) who remake old games. So far only three of our number are using Blitz BASIC, but soon more will come under it's influence! Bwu-hahaha! - Website of Lee Page who wrote the great file packing routines. The very routines that stop nosey oiks stealing John's graphics. You know who you are! Where To Get This Game From: The latest version (excluding private beta releases) should be available from or mabe, however in the instance of those servers going kerplooey, then you should be able to find it on my personal webpage of Actually, if has gone a/t then head over to and hope they allow downloads for peeps without Blitz User IDs. Only use my personal webpage as a last resort and bare in mind it'll only be on there as long as I've got room for it. As soon as the next project comes along I'll be dropping this from Duketastrophy faster than a hot potato with nails in it. Please note that personally I have a very limited amount of bandwidth (about a hundred meg a day) and what with this game weighing in at about 7.5mb zipped it'll only take 16 people grabbing it from my own site in one day for my page to get bumped to the crappy servers. Bare this in mind. If you do find it anywhere else, by the way, please do mail me with details of where you found it, it'll be quite cool to see where it pops up on the 'net. :) Well, as long as it's not somewhere shite like GameHippo. ;) Actually, it'll probably find it's way onto [JJ] and [Hitman's] excellent Retro-remakes before long. If you're interested in remakes of old games I can recommend no better place to go looking than their site. Truly exhaustive.