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DescriptionThe 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.
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Part of the Following Group
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|Your Sinclair||ZX Spectrum||Dec, 1988||9 out of 10||90|
|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|
|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||Atari ST||May, 1989||72 out of 100||72|
|Tilt||ZX Spectrum||Apr, 1989||14 out of 20||70|
|The One||Atari ST||Apr, 1989||67 out of 100||67|
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