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1988
Arcade: Shoot-em-up
£7.99
English
ZX Spectrum 48K/128K
Multiple schemes (see individual downloads)

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86,87
Phil King, Nick Roberts, Mark Caswell
Chris Bourne

SMELT NURDY ALIENS AND BLAST THEIR WEAPONS INTO SMOKING PILES

When Nick Roberts was told there was going to be a sequel to his favourite thing in life (after banana and mushroom pizzas), he was delighted. Now, hard-working Raf Cecco's Cybernoid II is here at last, but how does it measure up?

Well, at first sight it's very similar to the original with similar pirate ships and backdrops. In fact, the status panel is identical to the one in Cybernoid. The 'fighting machine' itself appears slightly bulkier, ready for the highly dangerous mission awaiting it.

As in the original, the Cybernoid craft explores a host of alien-inhabited screens, trying to recover as much treasure as possible by shooting pirate ships and collecting their cargoes. Apart from a lasergun, the Cybernoid is equipped with 7 extra weapons. One change from the original is the replacement of mines with exploding time bombs. However, the only difference here is that the time bombs are detonated after a few seconds rather than on contact with the enemy.

But some extra features do exist, such as the positively huge gun emplacements and even more huge grotesque heads spitting bombs. There are also two maces (one in the form of a miniature Cybernoid) to collect instead of the prequel's one. Another addition is the inclusion of horizontal lifts as well as vertical ones.

Nevertheless, I can't help feeling that this is essentially just Cybernoid with different graphics - it's such a pity it's not different enough to be outstanding in its own right. Having said that, it retains the massive playability of its predecessor, and boasts some new catchy in-game music. Cybernoid II is a well-presented follow-up which derives rather too much from the classic original.

PHIL ... 87%

THE ESSENTIALS
Joystick: Kempston, Sinclair, Cursor
Graphics: a slightly bulkier Cybernoid and some massive enemy installations; everything appears chunkier than in the original Cybernoid
Sound: a catchy in-game 128K tune and atmospheric effects
Options: defineable keys. Music can be turned off

CRITICISM

'The main ship has doubled its width - which unfortunately makes it look clumsy and unattractive, but to make up for this there are animated aliens, three new weapons and more colour than Playing Tips (surely not?). The scenario of the game's exactly that of the original, but with a new tune playing all through the game, four levels and even a new cheat mode, there's plenty more Cybernoid fun to get stuck into.' NICK ... 88%

'It may be my imagination - considering the game is very similar to its daddy - but the play seems harder than before (and it was tough enough then). The vicious security systems are as beautifully drawn and animated as ever, and all spit bullets at a frightening rate. I can assure you that on the first few games lives will be lost with extreme rapidity. Sound on the 128K version is also as good as before. Although it looks a little too much like its predecessor, Cybernoid II is a worthy successor.' MARK ... 90%

General Rating: Not as stunning second time around, but still maintains the original's playability.

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CYBERGESTIONS TOO

If there's a large gun-type object on the screen throwing bullets at you, take cover behind a piece of border and use seekers on it. Get ready for the alien - it spurts out when it dies.

You have to collect over 1,500 points of treasure, so if you find a screen that has no land guns and loads of aliens, fire like hell and collect all the points.

To get past the horizontal moving circles it's best to drop down on them just as the first one goes by. Once you're in between, just move with them until you can get out the other side.

The best weapons for enemy-filled screens are the bouncing bombs, so select them if you don't know what's on the next screen.

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The pirates are determined to stop Cameron getting to that end of level platform.

Which weapon can I use to get through this?