If you have already signed up for a Cyber Account
Number, you can check the new Waiting List
to see who you would like to play. If you have any
one special in mind, you can go to the Register to Play and type in that
opponent's Game Name. If that opponent is not
currently registered, your name will be placed on
the waiting list with the "Prefered Opponent" filled
in as whomever you challenge.
Through the years, you've learned to love email for
obvious reasons. Its fast, you can style it up, you
can keep in touch with family members and friends,
and you can save and retrieve messages at the push
of a button. Email has become very useful, and at
some times, important. And the ability to print it
out onto paper makes it a semi-word processing
But what does the future hold for email? Who
knows; perhaps banking and accounting, playing
games, or even jobs!
Well, me, you, and your email address are about
to take a step into the future. Using email, you
are going to play a game. This game is similar to
DOOM Deathmatch on the PC and the widely known XBAND Video Game Modem for the
Super Nintendo Entertainment System.
The Beloved XBAND, and CYBER
As some or little of you on the World Wide Web
may know, on XBAND there
was a game called Cyber.
Cyber was an email game, it used email to play it.
Now, it was a very successful game on the XBAND modem, but due to lack
of preperation and planning on my part, I could not
keep up with it, and had to dump the game. I was in
the middle of planning it again, and was about to
re-start it on XBAND, but the XBAND service quit the
Super Nintendo. So now, while it is still in test
mode, I give you the edited and revised version, all
hyped to be played on the Internet.......
These are the rules that I have edited and was about
to use them on the XBAND
Modem, and as games progress, I'll edit and revise
rules and other parts of the game as needed.
Your Objective is to kill your opponent in order to
receive points. Every time you win a battle you
receive a certain amount of points. The amount of
points you get depends on what Cyber Level your
opponent is on.
If you are on Level One, I can only match you up
with fellow Level One Contenders, unless you grant
permission to do otherwise. In that case, you may
be matched with an opponent that can easily waste
The Two Types of Game Play
There are two types of game play. The first one is
Steady Play. In Steady Play, you will register
yourself to play a game, and the first opponent
available to you (on the same level as you unless
you say higher) will be your opponent. I then
choose the level you will play in and give you both
due dates and times to turn in your COMMANDS, so
that makes the game play equal and steadily paced
for newcomers or people who like this sort of stuff
but cant be on at hours a time.
The second type of play is Fast Play. This play
mode is much faster, and the experienced players who
think quicker and can type faster are more likely to
be the victors, but playing someone on the same
skill level will provide a heated competition
between equal weaponary. In Fast Play, you will
register yourself to play, and set a certain time to
play against your opponent. If you say "No" to
playing higher skilled players than you, then I will
try to find you an opponent to play on your skill
level at the time you select. If I cannot find you
a person by that time, I'll notify you that no
opponents have challenged you and you will be given
the opportunity to register again at a different
If you answer "Yes" to playing against someone of
higher skill than you, I will try to find you and
opponent to battle at that time, no matter the skill
The amount of Points you get depends on who you're
playing. If you play someone that has 20 points and
you win, you will be awarded 20 points. This
DOES NOT mean that you took
his/her 20 points away from them. They still have
20 points, but now so do you! For every 1 point you
receive you will get $1.00. So if you just won your
first game and it was worth 35 points, you'd receive
35 points as well as $35. Now lets say that you buy
3 BOXES OF BULLETS (costing $30) and 5 SHELLS
(costing $5) at the Cyber Shop. You have spent all
your money, but you still have your 35 points.
Please Note that you may ONLY select
the stage you play in if you choose to play in the
Fast Play Mode.
If you are the first person to register to play
Cyber on a specific time and date, you will be
considered Player 1. If you are the second player
to register on that time and date, or you accept a
challenge, you are considered Player 2. Player gets
to choose the stage you will be battling in. Player
2 however, while he/she doesn't choose the stage,
gets to choose which starting point he/she will
There are 5 stages to choose as your battlefield in
Cyber. Each of these stages has two starting
points. In some cases, Starting Point 1 may be more
beneficial, or vice versa. But some of the stages
don't really have more/less beneficial starting
points. Keep this in mind if you are player two,
and keep track of which stages have the better
Please note that this Penalty applies only for
those who wish to play in the Fast Mode.
Because YOU and your opponent choose a specific time
to play, both of you must be on and ready to receive
E-Mail at that time. If I dont receive a reply from
you within 10 minutes, you lose. Of course, no one
takes turns. The faster you are in receiving and
sending email, the faster you will move in the
battle. If you are slow at receiving, typing, and
sending your email, you will be at less of an
advantage. If you do not email me within 10 minutes
of the specific time to play, you will lose, and
your opponent will be awarded the point. Should
both you and your opponent not email me saying you
wish to begin, the game will be canceled or stronger
penalties may apply. Stronger penalties apply to
any player that repeats offences or when both
players do not show up. Stronger penalties include:
- All game money will be taken away from you.
- Weapons, ammo, or items may be taken away.
- You may be banned from Cyber.
To get a Mystical Realm EMG Account Number, email me
After I have have received the previous information,
I will give you your Mystical Realm EMG Account
Number. This is all completely free, so don't worry
about costs. After you have received your Account
Number, you can play Cyber as much as you like
WITHOUT having to repeat this process.
Now that you have an Account number, you can play
Cyber. To register to play Cyber, email me the
After I receive this information, I'll post your
time on the Time Schedule, and hopefully you will
get an opponent.
Now that you know the background, the rules, and how
to sign up to play Cyber, its about time you learned
how to play it.
There are a number of weapons in Cyber. Here they
are and they're descriptions:
This is your standard weapon, but it won't be
enough to take down your opponent if they are at a
high level. Once you buy the Chaingun, you can sell
your pistol for $5.
This high powered pump action shotgun is worth
the money it costs. With the ability to drain up to
50 Health Units, you should have no trouble downing
your opponent, at least for the time being. There
is a downside, however. To use the Shotgun, you
must take one turn to fire it, and another turn to
Double Barrel Shotgun
This weapon is meant to be used at close range,
for it is a sawed-off double barrel shotgun. At far
range, this weapon will be a waste of shells
draining only 10 Health Units. But using it at
close range is indeed rewarding. It drains a good
100 Health Units. This weapon takes two turns to
This weapon drains as much as the pistol does
(anywhere from 2-30 Health Units), but you get to
choose how many bullets you use on the enemy, and
you don't have to cock it.
This is just like the Chaingun, except the ammo
it uses is shells. You cannot buy this weapon.
You can launch one rocket at a time with this.
The damage it does is anywhere from 800-1500 Health
Mega Rocket Launcher
This takes as much damage as the Rocket
Launcher, but you have to be two rooms away from the
explosion. This means that if your opponent is 1,
2, or 3 rooms away, he'll be damaged by 800-1500.
Plasmatic Charge Acceleration Gun
The Plasma that fires out of this weapon is less
effective than a shell, but you can hold more Plasma
than you can hold shells. You can choose the amount
of Plasma that you use, and it doesn't have to be
cocked. It is much like the Maga Chaingun, only you
can buy a PCAG and keep it. Damage per Unit
of Plasma (UP): 45 Health Units.
Flash Cannon I
The Flash Cannon I is a poweful weapon that
damages the enemy by 1000 Health Points and uses 40
UPs. This weapon also blinds the opponent for one
Flash Cannon II
This weapon is similar to the Flash Cannon I,
but it uses 80 UPs and drains the opponent by 2000
Flash Cannon III
This almighty weapon is also known by former
players on the XBAND as "The BFG," or the "SAVIOR"
for the obvious reason that it will save your life
in the heat of battle. This weapon requires 300
UPs, and drains a whopping 10,000 Health Units from
the opponent. It can only be used twice, and then
it overloads. Using it 3 times will result in an
overload of Plasma that will kill you. After using
it twice, you should just trash it, despite its
There are many Items in Cyber, and each has a
different effect than the other, or an added one.
He is a list of all the Items.
Welcome to the Cyber Shop. Here you can spend your
money that you have earned from winning battles.
Please remember that using money DOES NOT mean that
you are losing your points.
- Health Bonus
- Heals 15 Health Units.
- Armor Bonus
- Adds 15 Armor Units
- Heals 50 Heath Units
- Refresher Kit
- Heals 150 Health Units
- Refresher Pack
- Heals 350 Health Units.
- Medical Kit
- Heals 500 Health Units.
- Antidote Pack
- Contains 5 Pills that cure Poison Effects.
- Gives you 100 Units of Armor
- Mega Armor
- Gives you 4200 Units of Armor
- Odin's Orb
- Heals 1000 Health Units
- Shell Orb
- Makes you Invulnerable to attacks. Duration: 10
- Ghost Sphere
- Makes you invisible to your opponent's sight.
Duration: 10 turns.
- Purification Orb
- This Orb heals you from Poison Effects and
prevents you from getting Poisoned again. Duration:
- Orb of the Gods
- Brings your Health and Armor to its max, makes
you Invisible and Invincible, and protects you from
Poison. Duration: 25 turns
- Health Tank
- Adds 100 Health Units to your total.
- Health Tank+
- Adds 500 Health Units to your total.
- Health Reserves
- Holds 1000 Health Units in reserve to heal
yourself, just in case.
The Virtual World of Cyber has many dangers within
it. The wary venturer will steer away from them,
but there MAY be times that even the best will be
trapped or fooled. Beware....
One step into this terrain and you will be
damaged by 100 Health Units per turn until your
death. To cure this effect, use a Poison Pill or
pick up a Purification Orb.
These barrels damage you by 800 and Poison you.
Try to shoot it when your opponent is near it.
This is just like Poison Marsh, except the
effect is double. 200 Health Units per turn will be
Fake Mega Weapon
A Mega Weapon (like the Mega Rocket Launcher)
can either make or break you. If it is real, it
will actually SHOOT when you use the ATTACK command.
If it is fake...
There are many switches in Cyber. Many are
good, others are okay, and others will open a hole
in the ceiling and drop a rocket in your head.
The most dangerous Hazard in Cyber.
Now that you know the background, how to sign up,
the story, and all the little things there are to
CYBER, its time to give you the very root of Cyber,
- Shotgun = $10
- Double Barrel Shotgun = $150
- Chaingun = $1500
- Rocket Launcher = $22500
- Plasma Rifle = $337500
- Flash Cannon I = $1687500
- Flash Cannon II =$4500000
- Flash Cannon III = $27000000
- Clip (5 bullets) = $1
- Box of Bullets (100 Bullets) = $10
- 5 Shotgun Shells = $5
- Box of Shotgun Shells (50 Shells) = $25
- 1 Rocket = $50
- Box of Rockets = $150
- Plasma Charge (20 UPs) = $250
- Plasma Charge Pack (100 UPs) = $1000
- Health Tank = $200
- Health Tank+ = $800
- Health Reserves = $6000 (Limit 5)
- Antidote Pill $2
- Walk: This command is used to move around in
- Pick Up: Pick up and item or weapon.
- Select: Select a Weapon
- Attack [Section]: Fire Selected Weapon
- Strafe: Strafe Left or Right. Strafe to avoid
enemy fire. Explanation later.
- Turn: Use to turn left, right, or completely
- See Stats: See Health, Ammo, Armor, Weapons,
- Press: Press a button or flip a switch.
- Use Item: Use an item in your inventory.
- Escape: Use this COMMAND to escape to the
previous room. Great for fooling the opponent. This
does NOT take up a turn. It will drain 10% of your
- Follow: Use this to follow your opponent it he
suddenly escapes to the previous room. This does
NOT take up a turn. This will drain 15% of your
- Open: Open a door.
- Search: Search an area for secrets.
Further Explanations on the Strafe, Escape,
and Follow Commands
The Strafe, Escape, and follow commands are the most
complicated commands so far. The Strafe command
requires the knowlege of Room
Coordinates, so that is what I will cover
Strafe will make you dodge enemy fire. Using it can
be quite useful. But it throws you off track a bit,
and you will have to use Strafe or Walk to put you
back on track. To help me explain, I will use this
as an example of an ordinary room in Cyber.
Ordinary rooms have 9 seperate sections. Like
Normally, when you enter a room, you will enter
in either Section 2, 4, 6, or 8. Now, lets say you
entered from the East section. You would walk in
from Section 6 and be facing west. If your opponent
was in the room, and was facing you from Section 4,
you might want to Strafe to avoid his shot. (If he
does shoot.) If you strafe RIGHT, you would be
facing West from Section 3. If your opponent had
fired during the same turn you strafed, he would
have missed (unless he was using the Rocket Launcher
or one of the Flash Cannons). Now you can attack
Section 4 and attempt to damage your opponent.
Section 4 and hit your opponent. You CANNOT strafe
and attack at the same time unless you have reached
a certain level.
As you can see, strafing is different from
turning or Walking. If you were in the same
situation, but instead of strafe, you used turn
right, you would remain in Section 6 and face North
to Section 3, not move to it. This will allow the
enemy to hit you from the side. Had you used Walk
right you would TURN to your right and then walk
straight to Section 3, so you would be facing North
in the corner.
Escape and Follow
The Escape and Follow commands are also useful, but
drain helath when used. Escape is a sort of counter
move against an attacker. If you are in a room and
are being ambushed by an attackers arsenal, and you
REALLY need to get away, you can simply type ESCAPE
as your command an you will run to the previous
room. This will not take a turn up, so now you are
in the room you were just in, and you can now take a
different path. So in a way, this is actually 2
commands in one. For instane, lets say you enter a
room at section 8, and there is nothing n here. You
are facing north, and there happens to na entrance
to another room in just passed section 2. You dece
to go in this new room. So you WALK 3 STEPS
forward. You now enter the new room from section 8,
and your opponent is right there! He has a nice big
gun and he unleashes it on you. OUCH, that hurt, so
you use the ESCAPE command. This sends you to the
previous room where you can now choose a better
path. Your opponent saw you leave the room, so he
WALKS 3 STEPS forward to try to kill you in the room
you just were in, but you aren't there! This is
because you used the ESCAPE COMMAND. If he uses the
FOLLOW command after you use the ESCAPE command, he
can still follow you to whatever room you decide to
go to. So these commands are very useful.
But the they have a drawback. When the Escape
command is used, it takesup 10% of your current
health. When the Escape Command is used, it takes
up 15% of your current health.
Please return in a few days. Cyber will be up
and running soon!
Feel Free to Email me at: Wilme@webtv.net
There have been visitors to this site since
July 9 1997.