Cyber-Core box art

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Cyber-Core

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Cyber-Core

Mar 9, 1991

Main game

3.00 average rating based on 2 ratings

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Cyber-core is a vertically scrolling shooter in which the player fights insects. The basic idea is traditional: shooting everything before they can shoot/touch the player: after three hits the chitin armor breaks and a life is lost. Besides flying enemies which are disposed of with the standard gun, the player also has to deal with enemies on the ground which need to be hit with one of the unlimited bomb. The player has the choice between four insect forms which are changed by collecting the associated extra symbols. Collecting more of the same symbol upgrades the insect, but this also … More
Cyber-core is a vertically scrolling shooter in which the player fights insects. The basic idea is traditional: shooting everything before they can shoot/touch the player: after three hits the chitin armor breaks and a life is lost. Besides flying enemies which are disposed of with the standard gun, the player also has to deal with enemies on the ground which need to be hit with one of the unlimited bomb. The player has the choice between four insect forms which are changed by collecting the associated extra symbols. Collecting more of the same symbol upgrades the insect, but this also rises the difficulty level. Other extras include smart bombs, extra lives, armor refreshments or a protection shield. The game features the possibility to turn on rapid fire or to slow down the speed as well as big boss enemies at the end and within the levels. Less
Release Dates
Mar 09, 1991 (Japan)
TurboGrafx-16/PC Engine
May 1991 (North_America)
TurboGrafx-16/PC Engine
Oct 25, 1991 (Japan)
Sharp X68000
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User Stats
15
In Collection
3
Wish Listed
1
Playing
5
Backlogged
How Long Is Cyber-Core?
No playthrough data yet
jay.dino
jay.dino gave Jun 18, 2016
jay.dino gave Jun 18, 2016
Standard shmup with some flaws

Platform:

Turbografx-16 version.

Graphics/Sound:

The insectoid theme was executed nicely, everything looks entomorphic so it's got a very alien feel to it. I like how the player ship visually changes appearance with each powerup. The environments could have done with a little more detail though. But overall I would call the graphics good.

Gameplay:

It's a pretty standard vertical shmup. The power up system features I think 4 different weapon types, color coded. When you collect more from one color it levels up a few times. Generally I liked the idea that there is a supply ship dropping off the powerups and you have to act quickly to shoot it to get your desired powerup. What I didn't like is that when you accidentally collected the wrong color your weapon level was reset to 1. Also there is a mini shield system, that ads a hitpoint when you collect powerups up to 3.

Difficulty:

The difficulty in this game is seriously broken I think and is the biggest setback for this game. Everything begins in a manner you are used to in shmups, it's hard as in every hit you take cripples you, but we have seen that in other …

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Platform:

Turbografx-16 version.

Graphics/Sound:

The insectoid theme was executed nicely, everything looks entomorphic so it's got a very alien feel to it. I like how the player ship visually changes appearance with each powerup. The environments could have done with a little more detail though. But overall I would call the graphics good.

Gameplay:

It's a pretty standard vertical shmup. The power up system features I think 4 different weapon types, color coded. When you collect more from one color it levels up a few times. Generally I liked the idea that there is a supply ship dropping off the powerups and you have to act quickly to shoot it to get your desired powerup. What I didn't like is that when you accidentally collected the wrong color your weapon level was reset to 1. Also there is a mini shield system, that ads a hitpoint when you collect powerups up to 3.

Difficulty:

The difficulty in this game is seriously broken I think and is the biggest setback for this game. Everything begins in a manner you are used to in shmups, it's hard as in every hit you take cripples you, but we have seen that in other games so it doesn't come as a surprise. What makes it bad are 2 things: 1 collecting the "wrong" powerup will set your weapon level back so essentially powerups become hazards too, and you have no means to select different weapons based on the level, because you would have to start upgrading it from the bottom again. Second the difficulty progression is like this: it's hard, staying like that until the last level... and then it becomes freaking impossible. I mean even with savestates impossible. There is a type of enemy that's just so fast it hits you unless out of sheer luck you avoided it. Trust me I have tried avoiding it with savestates, but in the end accepted to get a hit after quickloading like the 50th time.

Conclusion:

It's not a bad game as such, and it looks nice enough. But it has some balancing issues, and it just pales in comparison to the systems other great shmups, like Blazing Lazers or Super Star Soldier and the like.

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