Cyber Knight 1990
My Save State is where you keep a diary of the games you play.
Sign up free Already a member? Sign inCombat takes place in turn-based combat on a 6x6 squares field. Seen from the side view, the three modules can be positioned in relation to enemies in order to attack, using a variety of melee and long-ranged weaponry. Ammunition is unlimited, but each module also carries a number of "options" that are consumable attacks. Each Module has two sets of hitpoints: one for the pilot and one for the module itself. If either one of these reaches zero, the module is destroyed. In order to heal, the party carries 10 each of repair kits and first aid kits, which must when not in combat. These kits, as well as options and defeated pilots or modules can be restored by returning to the Swordfish. Read more
Details
- Developers
- Compile
- Publishers
- Tokyo Shoseki Co., Ltd.
- Genres
- Role-playing (RPG), Strategy
- Themes
- Science fiction
- Series
- Cyber Knight
- Also known as
- Cyber Knight: Saibaa Naito
Release dates
- Oct 10, 1990 TurboGrafx-16/PC Engine · Japan
- Oct 30, 1992 Super Famicom · Japan