Zzap
1st May 1989
Categories: Review: Software
Publisher: Hewson Consultants
Machine: Amiga 500
Published in Zzap #49
Hewson's Sizzling sequel to Sizzling Cybernoid
Cybernoid II: The Revenge
Aaah, this is the life, you think to yourself. Lying back with a long cool drink and a copy of Deathdealer magazine, incorporating Alien Headstompers Monthly. What could be nicer? Soon you reach the adverts in the mag - NEW! QUANTUM SEEKER BOMBS! - PLASMA SHIELDS! SPECIAL OFFER THIS MONTH! Well, the good ship Cybernoid II could do with a refit after that last thrash - and what with the reward you can easily afford it. So it's off to the shipyards...
Two months later...
Now you have a virtually new craft, with extra weapons and redesigned bodywork, it seems a pity to let it just stand looking nice in some spaceport. So, off you trot to the government buildings - Dangerous and Explosive Space Missions Department.
In your stride. "'Cuse me, 'ave you got any well dangerous missions?"
"Certainly, sir. Fill in these 37 forms..."
Well, all that red tape has left you feeling wound up and ready for a fight. You jump into the Cybernoid II (redesigned, see) and off you blast.
On reaching the site of the battle, a thought strikes you. Those enemies seem rather familiar - the bouncing robots, the scuttling crabs... it's those pirates! Well you saw them off easily enough before, so it's going to be dead easy this time.
Waaaagh! What the hell was that? Acid dripping from the roof! That wasn't there last time. Woooh! Agh! What's that thing with the shield doors? Launch a seeker... oh no! The doors closed! Try again while the doors are open... Boom! Yeah! That's more like it. You don't remember these, do you? Well, that's 'cos it's Cybernoid II, matey - you've got more weapons that you had the last time but the enemies are worse as well. That's life, eh?
Gordo
Well, I didn't think it would be possible for Hewson to improve upon the C64 version of Cybernoid II when they converted it to the Amiga but they did. Now we've got Cybernoid II and, believe it or not, they're improved that as well! The graphics are superb - much better than the original Cybernoid II - with some horrible, slimey Giger-esque monsters salivating down the sides of the screen and well dangerous-looking gun emplacements.
It's still really difficult to begin with, due to the number of aliens swarming about the place, but you soon get used to that. And when it comes for less than twenty quid, how can you afford not to buy it? Oh, you've only got ten pence. Well, save up! It's worth it.
Maff
I thought that the Amiga version of Cybernoid II was much more playable than the C64 version, thanks to the adjusted difficulty level. But the 16-bit Cybernoid II isn't just really playable - the graphics are wonderful too!
Whereas the original game had similar scenery on every screen, the sequel has a wide range of varied backdrops and as if that wasn't enough, some of them are even animated! The sound has also been vastly improved with tons more effects and the option of having in-game music.
The effects themselves are great, ranging from a laser blip to a hard metallic clunk and the tune is a competent working of the 8-bit original which suits the game well.
There's just so much to this that you won't be able to resist playing it time and time again.
Verdict
Presentation 65%
Nice score table and sound/music options, but that's about it.
Graphics 93%
Superbly atmospheric throughout with some brilliantly animated sprites and scenery.
Sound 84%
Good reworking of the C64 tune and some well 'ard effects.
Hookability 93%
"Oh my God this is hard... must have another go!"
Lastability 95%
Loads of areas and blockades to fight through with surprises on every screen.
Overall 92%
A brilliant 16-bit conversion which makes full use of the Amiga's extra power.
Other Reviews Of Cybernoid II: The Revenge For The Amiga 500
Cybernoid II (Hewson Consultants)
A review by Mark Patterson (Commodore User)
Cybernoid II (Hewson Consultants)
A review by Tony Dillon (The One)