Attention to Detail were approached by Jon Dean in regards to the Konix Multisystem, working alongside Flare Technology on the operating system, development tools, and demos.
Atari's testing department was tasked with designing levels and structures, while ATD worked with them to laid down the terrain and enemies in order to implement them into the game.
The more positive commentaries tended to emphasize its gameplay rather than its audio-visual performance, while unfavorable comparisons to Star Fox on Super NES came up frequently in reviews.
The player is tasked with piloting the TransmoGriffon (T-Griffon), a morphing attack fighter prototype employing similar technology to that used by the empire, which is transported by interstellar cruisers and only usable on the planetary surface.
[7][8][9][10] The group had previously worked on the Amiga and Atari ST conversions of Super Sprint for Activision,[7][9][11] Octan (1987) for ZX Spectrum,[10] and Night Shift (1990).
[4][10][13] Patten also acted as co-level designer and co-tester along with Andrew Keim, Faran Thomason, Hans Jacobsen, Joe Sousa, Shimmy Brandes, Stuart Tilley, Ted Tahquechi, and testing manager Tom Gillen.
[7][10] One of the demos created by ATD for the Konix Multisystem was a flying carpet-esque 3D landscape, which was based on David Braben's Zarch (also known as Virus) and written from scratch in 11 days.
[15] Atari's testing department was tasked with designing levels and structures while ATD worked closely with them to laid down the terrain and enemies via Pollock's map editor in order to implement them into the game.
[11][14][15][17] The program would convert the map into a seed value for a fractal algorithm, which is entered along with color information and object positioning to generate the three-dimensional playfield.
[18] West originally produced more elaborate animation sequences for the game's introduction and ending, but these were distilled into static images instead due to memory constraints.
[11] Before release, a hardware bug was discovered that caused the game to crash, which required a workaround to integrate a fix into the Jaguar's final production run.
[10][11] Gill felt that the 68000 chip was a limiting factor, but ultimately liked working with the Jaguar's hardware due to its flexibility and has since retrospectively expressed being proud of Cybermorph.
[10][18] In 1994, it was reissued in 1994 as a one-megabyte (1MB) cartridge, with several features missing compared to the original two-megabyte (2MB) version from 1993 such as the introductory animation sequence and music, as well as fewer voice samples.
[3][40][41][46] The usage of Gouraud shading was widely praised,[3][39][40][47] but the graphics were generally regarded as a disappointment given the Atari Jaguar's capabilities, due primarily to the simplistic, untextured shapes.
"[44] The audio came as a bigger disappointment than the graphics, with several critics complaining at the absence of in-game music and the sound effects, which they found dated even by the standards of the previous generation.
[49] A few critics felt the game successfully delivered on the Jaguar's promise; Atari ST User's Simon Clays wrote that "I've never been overcome in quite the manner I was when I saw Cybermorph.
From the first firebutton press, it's pretty much non-stop action, and even though there's no timer, the game comes with a built-in sense of panic as you attempt to scoop up all the pods and haul ass outta there.
"[40] GamePro's Boss Music had a more mixed reaction, citing an intriguing gameplay concept but repetitive action, blocky and untextured graphics, and deterring challenge level.
[52] MyAtari's Robert Jung commended the game's password system, on-screen displays, fast and complex polygonal graphics, and coloring effects provided by the Gouraud shading.
[55] Christian Roth and Nils of the German website neXGam highlighted Skylar's voiceovers and overall length of the game but criticized the visuals for their short draw distance and sluggish action.
[10] The staff wanted to make a follow-up and implement ideas they were not able to include in the original game, while also using techniques they learned late during development of Cybermorph to improve the overall experience.