Skip to content
Kiwi Game Bazaar Search the catalogue

Cyber Knight (Super Famicom, 1990)

Cyber Knight cover

30 October 1992NTSC-J

Role-playing (RPG)Strategy

In stock at 1 shop1 shop holds a copy

Also listed as“Cyber Knight • Loose” (the names New Zealand shops actually use for this release).

Email me when one turns up

We check every shop overnight. When a new copy shows up, we'll email you. No account needed, and every email has a link to stop.

How often

We'll email this address to say the alert is on, and then only when a copy turns up. Every email has a link to stop it. We also note the IP address the request came from, to stop abuse. Privacy policy.

Where to buy

Choose a platform

Super Famicom

NTSC-J · 30 October 1992

Held by 1 shop · 1 in stock

YappaLoose game$29.95In stock

Details as each shop states them

About this game

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.

Where this came from

Title and release dates from Wikidata (CC0), enriched from IGDB. Availability and price read from each shop’s own public catalogue, nightly. The price shown is the shop’s own, stated by the shop.

1Releases shown
1Stocked in NZ
ALL REGIONSPAL, NTSC and JP
Games metadata is powered by IGDB.com Release data from Wikidata (CC0) and IGDB