Cyber Knight II: Chikyū Teikoku no Yabō

aka: Cyber Knight 2: Tikyu Teikoku no Yabou, Cyber Knight II
Moby ID: 13787

SNES screenshots

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Title screen
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Intro
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Introducing the commander
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The commander fights melee
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Vynd is facing a group of enemies
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Shine uses an impressive hit-all attacks
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Approaching a hostile territory...
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Military base
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Battle in progress
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Starting a battle
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The Galvodirge, like the Swordfish in the previous game, is a menu system between areas
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Galvodirge's medical bay where wounds are healed, dead characters ressurected and games saved through "cloning"
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Galvodirge's Lounge is used to switch between party members
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Galvodirge's airlock allows characters to debark without combat modules
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Galvodirge's Laboratory is where all NeoParts are analysed
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Galvodirge's Hanger is where Modules are equipped, maintained and exit the ship
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Galvodirge's Training simulator will recreate battles on any world previously visited. A quick way to gain experience points.
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The resistance base against the Earth Federation
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The module named "Cyber" has the special ability to detect landmines
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Each module has an agility rating which determines it's movement
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The Galvodirge is able to long jump between stars via this starmap
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Hyperspace Travel, also known as a "Long Jump"
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Travel between planets within a solar system is done via a "Short Jump". Galvodirge's computer AIDA automatically scans planets.
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Like the first Cyber Knight, most planets serve no purpose and are dead rocks.
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Cyber Knight isn't all about exploring space. Here's we see the interior of a sewer system
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War is hell.
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Most combat locations are a giant maze
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When out exploring, this is the main menu, mainly used to repair, heal and review character stats
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Each module is only capable of carrying certain kinds of weaponry.
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When planetside, the player only ever uses six modules... but the Galvodirge carries more than six to choose from.
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Infiltrating an expensive mansion
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The story so far...
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