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CRASH - The Online Edition
- Issue 57 Contents | |
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Previous article: Alien Syndrome |
Next article: Intensity |
| CYBERNOID II |
![]() You've reached the end of the level, but have you collected enough treasure? ![]() The pirates are determined to stop Cameron getting to that end of level platform. |
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% |
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Producer: Hewson |
![]() Which weapon can I use to get through this? |
NICK ... 88%
MARK ... 90%
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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
General rating: not as stunning second time round, but still maintains the original's playability
| Presentation | 87% | |
| Graphics | 89% | |
| Playability | 87% | |
| Addictive qualities | 85% | |
| Overall | 88% |