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Game Description |
Cyber Knight II a strategy RPG for the Super Famicom, and a direct continuation of the story of Cyber Knight. The crew of the spaceship Swordfish finally arrives back on Earth after being lost in space. However, the crew is immediately imprisoned and the Swordfish, along with advanced technology from the middle of the universe, is taken into custody. The Government of Earth tries to use the technology to conquer the surrounding galaxies.
Your party fights inside modules comparable to various mecha anime, such as Gundam. Battles take place on a 6x5 square grid. Prior to each round you outfit your modules and issue commands. The round is then fought automatically. You must know your enemy's weakness in order to determine the correct weapon types. You must also determine the correct movement to avoid close-ranged combat, or to intercept enemies with it. When your foe is only one space beneath one of your modules, it can no longer attack in ranged combat; the same goes for you. If one of your modules has been ordered to attack in close range and the enemy moves away, said module will lose that turn. Though it seems complicated, battles are swift. You can also use the auto-battle option.
Items are not found in a typical fashion. Instead, after battles you obtain parts from your enemy's remains. They are then researched in your ship's lab to unlock new weapon types, or upgrade existing ones. Due to this unique item collection method, there is no need to search dungeons for secrets, and instead go straight to a dungeon's boss.
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