Cyber Knight II

26.08.1994
This epic arcade adventure features a brave Knight on a quest to find the only thing that will release his beloved from a curse that has turned her into a dragon - the magical Grail.

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Cyber Knight

26.08.1994

This epic arcade adventure features a brave Knight on a quest to find the only thing that will release his beloved from a curse that has turned her into a dragon - the magical Grail.

26.08.1994

Cyber Knight 2 is a direct story sequel to the original (whose translation was also done by Aeon Genesis.) After the Swordfish´s crew reappears in known space, they are apprehended and imprisoned by the Earth Federation, a new military dictator having seized all of the Swordfish´s alien technology developed in the distant galaxy. It is a time of civil war amongst the federated planets, and the crew has been thrown directly into the center! Soon, new weapons called Metalliforms are created, which the General intends to use to conquer the galaxy! This thing´s moved really fast. It took just under two months, but it´s at the point where the game is not only fully playable, but it´s also one of the nicest pieces of work I´ve done yet. Seriously, the hacking on this is really pretty. Variable-width font for the main dialogue, multi-line 8x8, text hacked to allow more space... You name it, this thing´s got all the bells and whistles. The gameplay is fantastic, too. It´s got everything about the original Cyber Knight that was refreshing and nifty, cleans up the spotty bits that were a little aggravating, and improves on the forumla ten times over. This game is seriously amazing, folks. I haven´t had this much fun playtesting a game since Shin Megami Tensei. Even if you didn´t like the original Cyber Knight, chances are you´ll love this one. The story´s better, there´s an autobattle, there are even more neoparts, the star map interface is greatly improved, your "inactive" characters are automatically relegated to Support Modules and are able to not only gain combat experience but also use their skills and sometimes even finish battles before they even begin... The list goes on! It´s done and there shouldn´t be any problems, so play and enjoy!

10.10.1990

In the 24th century, mankind has gone into space. The crew of the starship Swordfish are in an engagement with space pirates when the battle takes a turn for the worse. In desperation, the crew activate their jump drive without a destination... and end up flung across the galaxy to the galactic core. The Swordfish however is badly damaged with many casualties including the captain. Only 26 of the crew survive, and of them only 6 are qualified for combat: The commander, two soldiers, a mechanic and a doctor and six giant "Module" mechanized suits available for them. These survivors locate planet Farworld, apparently colonized by humans. There they discover the colony is under attack by a relentless mechanical aliens dubbed "Berserkers". The crew of the swordfish must fight back against the Berserkers and explore the galaxy for some means to return home. Cyber Knight is an RPG with a science-fiction theme of being lost in an alien galaxy. The game takes place in a top-down view for movement on planets and areas, a side-view for combat sequences and a first person menu system when aboard the Swordfish starship. The Swordfish can travel between stars, scanning worlds for information. If the ship is able to land on a planet, three crew members piloting three Modules (giant robots) can be selected to debark and explore the planet. Many planets will have towns or people living on them which can be talked to in order to uncover information. Different quests are assigned in order to find the items necessary to progress. There is no system of currency or buying items. Instead, many defeated Berserkers leave behind "NeoParts", which can be brought back to the Swordfish's lab. Analysis of these Neo parts unlocks enhances statistics (endurance, agility, accuracy, etc) for the Modules and new weapons for them to carry. The six modules are unique in statistics, and also the six pilots each carry different skills. Combat 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.

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