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The follow-up to Cybernoid: The Fighting Machine is again a flip-screen shoot 'em up. In control of the deadly Cybernoid craft, your job is to rescue the cargo which has been stolen by a wave of pirate ships.

Using the range of weapon systems correctly is again a key factor. These include sideways aiming guns, bouncing bombs, 'seeker' smart bombs, bombs which move around th edge of the screen before finding a target, and time-sensitive bombs which explode a few seconds after you drop them. Shot pirate ships release cargo, and you must collect at least 1500 points of this, but on many screens it is more prudent to make an escape ASAP, as some screens have more hazards than others, and not all aliens on each screen act in the same way.


Cybernoid II: The Revenge Commodore 64 Title screen and options
Cybernoid II: The Revenge ZX Spectrum The first screen proper
Cybernoid II: The Revenge Atari ST About to collect this
Cybernoid II: The Revenge Commodore 64 Maneuvering through a difficult passage

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Critic Reviews

The Games Machine (UK) Amiga May, 1989 88 out of 100 88
The Games Machine (UK) Amstrad CPC Dec, 1988 86 out of 100 86
The Games Machine (UK) Atari ST May, 1989 86 out of 100 86
The Games Machine (UK) ZX Spectrum Nov, 1988 85 out of 100 85
ASM (Aktueller Software Markt) Commodore 64 Oct, 1988 9.8 out of 12 82
ASM (Aktueller Software Markt) Amiga May, 1989 9.4 out of 12 78
Power Play Commodore 64 Oct, 1988 75 out of 100 75
Power Play Atari ST May, 1989 72 out of 100 72
Tilt ZX Spectrum Apr, 1989 14 out of 20 70
ACE (Advanced Computer Entertainment) Amstrad CPC Dec, 1988 672 out of 1000 67


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Contributed to by Martin Smith (62938) and cafeine (142)