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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 Atari ST Loading screen
Cybernoid II: The Revenge Commodore 64 Shoot your way through the spikes
Cybernoid II: The Revenge ZX Spectrum Shoot your way to freedom
Cybernoid II: The Revenge ZX Spectrum The first screen proper

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Critic Reviews

Amstrad Action Amstrad CPC Dec, 1988 90 out of 100 90
The Games Machine (UK) Commodore 64 Nov, 1988 87 out of 100 87
The Games Machine (UK) Amstrad CPC Dec, 1988 86 out of 100 86
The Games Machine (UK) ZX Spectrum Nov, 1988 85 out of 100 85
Power Play Commodore 64 Oct, 1988 75 out of 100 75
ST/Amiga Format Atari ST Apr, 1989 70 out of 100 70
The One Amiga Apr, 1989 67 out of 100 67
ACE (Advanced Computer Entertainment) Amstrad CPC Dec, 1988 672 out of 1000 67
The One Atari ST Apr, 1989 67 out of 100 67
ACE (Advanced Computer Entertainment) ZX Spectrum Dec, 1988 672 out of 1000 67


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Contributed to by Martin Smith (66863) and cafeine (150)