CyberStorm · Bioderm Archive
Bioderms / Death sounds

How Bioderms die (the sound of it)

Each Bioderm has an animation record inside the game's executable, and one field in that record says what sound plays when they die.

The rule

Listening to the sounds shows the pools are split by voice: pool A is all male screams and pool B is all female. So the field is effectively "male" or "female".

Two Bioderms in the same pool can sound identical or different depending on how many deaths came before. That's why, for example, Elana and Maia (both pool B) can sound "very similar if not identical".

Pool A · male voices

Pool B · female voices

About the videos. Because the real choice depends on a rotating counter, the death videos on this site use a fixed stand-in: pool members are assigned round-robin in model order (pool A: Tola 277, Xian 278, Garan 279, Kouras 280 …; pool B: Kyoko 283, Nura 284, Persis 285, Imra 283 …). Every sound starts on the first frame; the game's own trigger timing was not decoded.

Per Bioderm

#BiodermDeath soundUsed in video
1TolaPool A, male (277–282)
2XianPool A, male (277–282)
3GaranPool A, male (277–282)
4KyokoPool B, female (283–285)
5NuraPool B, female (283–285)
6PersisPool B, female (283–285)
7ImraPool B, female (283–285)
8KourasPool A, male (277–282)
9KhadishaPool B, female (283–285)
10BorokPool A, male (277–282)
11JamaxPool A, male (277–282)
12JathPool A, male (277–282)
13UruPool A, male (277–282)
14ElanaPool B, female (283–285)
15JarvisPool A, male (277–282)
16CrowPool A, male (277–282)
17AndraPool B, female (283–285)
18Model 001Pool A, male (277–282)
19Model 101Pool B, female (283–285)
20Model 110Pool A, male (277–282)
21MaiaPool B, female (283–285)
22KaesarPool A, male (277–282)
23VrylFixed
24TarnPool A, male (277–282)
25MentorCue sheet—
26Ma-YuanPool B, female (283–285)
27QabalPool A, male (277–282)
28JaiPool A, male (277–282)
29TarsusPool A, male (277–282)
30BotoFixed

Mentor's death: a cue sheet, not a recording

Mentor's death (a brain in a jar, flushed out of sight, then absurdly long gushing) isn't one long recording. The game's script fires short samples at specific animation frames: after about four seconds of silence, DIGI_354 (the flush) at frame 67, then DIGI_426, a 0.28-second spurt, 80 times between frames 129 and 391 at varying volumes. It runs for 400 frames; every other death animation is 90.

050100150200250300350400flush (DIGI_354) · frame 67spurts (DIGI_426) × 80, bar height = volume

Mentor's page →

Where this comes from

The 30 per-Bioderm animation records sit in CSTORM.EXE behind a pointer table; the death sound is a field at offset 0x9b read by animation-script opcode 127. The same code sees the pools as small lookup tables. Mentor's cue sheet is a list of (sound id, frame, volume) entries.