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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 Amstrad CPC Menu.
Cybernoid II: The Revenge Atari ST Loading screen
Cybernoid II: The Revenge Atari ST Just to make you Cyber-annoyed
Cybernoid II: The Revenge Commodore 64 Maneuvering through a difficult passage

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Critic Reviews

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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Contributed to by Martin Smith (66898) and cafeine (151)