Cyber Knight | |
Developer: | Group SNE |
Publisher: | Tonkin House |
Designer: | Ryo Mizuno (SFC) |
Artist: | Kunio Okawara (SFC) Vegeta Kiyochan (SFC) |
Composer: | Super Famicom: Michiharu Hasuya Osamu Kasai Junko Yokoyama |
Series: | Cyber Knight |
Released: | PC Engine: Super Famicom: |
Genre: | Role-playing |
Modes: | Single-player |
Platforms: | PC Engine, Super Famicom |
[1] is a science fiction PC Engine and Super Famicom role-playing video game that combines sci-fi space exploration with strategic robot combat. This game is intended for experienced role-playing gamers only. The random encounters are high even for a Japanese role-playing game with a mid-to-late 1992 Super Famicom release date (e.g., ) and the combat sequences (using melee attacks in addition to missiles and guns) are extremely slow. Two years later, a sequel was released for this game titled Cyber Knight II: Chikyū Teikoku no Yabō. The games were only released commercially in Japan, however there are a fan-translations from Japanese to English by Aeon Genesis.
The object is to power up the human crew members and their mechs through combat experience points, explore strange new worlds using tools/weapons, and solve the problems of each alien civilization. The first mission involves saving an Earth-like planet of big people with a circa 1992 technology level from robots who want to wipe out humanity. On that planet, the president and his wife assume the throne positions of that of a king and a queen, even though their planet is assumed to be a democracy. Other quests involving trading stuff for a universal translator, braving a lava planet, and even using hyperdrive to get from planet to planet.
On release, Famitsu magazine scored the PC Engine version of the game a 30 out of 40.[2] [3]