Cyber Knight II - Chikyuu Teikoku no Yabou

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The title screen displays 'CYBER KNIGHT II' in large metallic blue lettering against a black starfield background. Below the logo, Japanese text reading '初めから セットアップ' (Start from Setup) appears in a cyan dialogue box. Copyright information for Atelier Double and Tokinchouse is visible at the bottom. The overall visual style uses 16-bit sprite-era graphics with a dark space theme.

Cyber Knight II - Chikyuu Teikoku no Yabou

赛博骑士2

4.6 (2.1K)
SNES Action 910 plays

Cyber Knight II: Chikyuu Teikoku no Yabou is a 2-player action game developed by Atelier Double in 1994 for the SNES. Players control mecha pilots engaged in combat across multiple stages. The game features side-scrolling action with shooting mechanics and melee attacks. Players can move freely, jump, and use weapons to defeat enemies and bosses. The title supports simultaneous two-player cooperative gameplay, allowing both players to fight through levels together. Level progression follows a linear structure with increasing difficulty as players advance through stages.

Developer
Released
Platform
SNES
Genre
Action
Players
2P
Rating
4.6 / 5 (2.1K)
Last updated

About Cyber Knight II - Chikyuu Teikoku no Yabou

Cyber Knight II: Chikyuu Teikoku no Yabou was developed by Atelier Double and released in 1994 for the Super Nintendo Entertainment System, arriving during the mid-to-late phase of the platform's lifecycle when the SNES library was maturing and role-playing and strategy-action hybrids were finding increasingly sophisticated audiences in Japan. The game is a direct sequel to the original Cyber Knight, which had established a science-fiction universe centered on a crew of space-faring mech pilots navigating interstellar conflict. The second entry shifted some of its focus back toward Earth, as the subtitle — roughly translating to "Ambitions of an Earth Empire" — suggests a grounded geopolitical threat layered onto the series' existing space-opera framework. Atelier Double built upon the first game's template of blending overhead mech-combat action with light role-playing elements, giving players control of customizable mechs called Garland units that can be upgraded with new weapons, armor, and support modules collected throughout the campaign. The core gameplay loop involves navigating mission-based stages from a top-down perspective, engaging enemy mechs and infantry in real-time combat while managing the energy and heat systems that govern how aggressively a player can deploy special weapons. Each Garland unit has a distinct role — some optimized for close-range melee attacks, others for long-range beam weaponry or support functions — and the game supports two simultaneous players, allowing a second participant to take direct control of a companion unit rather than leaving it to the CPU. This cooperative dimension adds meaningful strategic depth, as coordinating energy usage and target priority between two human players changes the pacing of encounters considerably compared to solo play. Stage structures tend to follow a mission-briefing format, with objectives ranging from elimination of key enemy commanders to escort and defense scenarios, lending variety to what might otherwise feel like a repetitive action experience. The game's visual presentation made competent use of the SNES's Mode 7 and sprite-scaling capabilities in certain sequences, and the mech designs reflected the era's affection for hard-science-fiction aesthetics influenced by contemporary anime. The soundtrack, composed to accompany tense tactical skirmishes, leaned into synthesized orchestral arrangements typical of mid-1990s SNES productions. Because Cyber Knight II was released exclusively in Japan and never received an official Western localization, its reception outside Japan was limited to import enthusiasts, and it remained largely unknown to mainstream Western audiences throughout the 1990s. Within Japan, it was received as a competent and enjoyable sequel that expanded on the original's mechanics without dramatically reinventing them, appealing primarily to fans of the first game and to players who enjoyed the niche overlap of mech action and RPG-lite progression on the SNES.

Pro tips

  • Prioritize upgrading your long-range beam weapons early — they let you deal damage while staying outside the attack radius of tougher enemy mechs.
  • In two-player mode, assign one player to an offensive Garland and the other to a support-configured unit; splitting roles prevents both players from draining energy reserves simultaneously.
  • Monitor your mech's heat gauge during prolonged fights — overheating forces a cooldown period that leaves you vulnerable, so alternate between weapon types to manage heat buildup.
  • Before entering a new mission, review the briefing carefully for objective type; defense and escort missions require a more conservative, positional playstyle than straightforward elimination stages.
  • Collect and store spare weapon modules even if you cannot equip them immediately — later missions introduce enemy types with specific resistances, and having the right loadout ready saves significant backtracking.

Cyber Knight II - Chikyuu Teikoku no Yabou Controls — SNES Keyboard Keys

Default keyboard bindings for Cyber Knight II - Chikyuu Teikoku no Yabou on our in-browser SNES emulator. Plug in a USB or Bluetooth gamepad to auto-detect mappings, or rebind any key from the emulator settings menu.

Keyboard Console button Typical use
D-Pad Up Move up
D-Pad Down Move down
D-Pad Left Move left
D-Pad Right Move right
X A Primary action (jump / confirm)
Z B Secondary action (attack / cancel)
S X Tertiary action
A Y Quaternary action
Q L Left shoulder
W R Right shoulder
Enter Start Start / Pause
Shift Select Select / Mode

Rebind any key from the EmulatorJS in-game settings menu (gear icon → Controls). A connected gamepad auto-maps to the same buttons.

Cyber Knight II - Chikyuu Teikoku no Yabou Longplay & Gameplay Videos

Watch a full playthrough of Cyber Knight II - Chikyuu Teikoku no Yabou on SNES before you dive in — recommended for getting a feel for the game's pacing, story beats, and difficulty curve.

Watch longplay on YouTube

"Cyber Knight II - Chikyuu Teikoku no Yabou" SNES longplay 1994

Cyber Knight II - Chikyuu Teikoku no Yabou Cheat Codes

11 community-curated cheats for Cyber Knight II - Chikyuu Teikoku no Yabou. Tick any to activate them automatically when you click "Play with cheats" — or copy a code into your own emulator.

  • Get to level 29 in 1 battle

    DDAD-DD0A
  • View A Character's Status Screen While On A Planet Go Give Them 255 Maximum LP

    CB64-D4AA+EE64-D7DA+3C64-D70A+9864-D7AA
  • Can Use Repair Kits To Regain Up To 255 EP

    6DE0-6D01+CBE5-6F61+EEE5-6FA1+3CE5-64D1
  • No Random Battles

    BABA-A42F
  • Enemies Start With 1 HP

    E36E-AD03
  • Final Boss Gets 1 HP

    E36E-AD03+333E-ADAC+3339-A408
  • Show Overall Planet Info Before Scan

    6D8A-D765
  • Get 99 of Both Types of Kits when you exit the ship

    1764-6F61
  • View 'Arms' In Hangar For All Arms

    F2B1-67A5+B2B5-6D65+EFB5-6DA5+D6B5-6FD5+3CB5-6F05
  • View 'Option' In Hangar For All Options

    F2BD-A405+B2BD-A7D5+EFBD-A705+D6BD-A765+3CBD-A7A5
  • View 'Field' In Hangar For All Field Equipment

    F2BC-A4D5+B2BC-A4A5+EFBC-A7D5+D6BC-A705+3CBC-A765
Play Now

External references

Frequently Asked Questions

When was Cyber Knight II - Chikyuu Teikoku no Yabou released?

Cyber Knight II - Chikyuu Teikoku no Yabou was released in 1994 for the SNES.

Who developed Cyber Knight II - Chikyuu Teikoku no Yabou?

Cyber Knight II - Chikyuu Teikoku no Yabou was developed by Atelier Double, available to play in your browser on RetroGameSpace.

How many players does Cyber Knight II - Chikyuu Teikoku no Yabou support?

Cyber Knight II - Chikyuu Teikoku no Yabou supports up to 2 players, ideal for couch co-op or competitive sessions on the SNES.

What type of game is Cyber Knight II - Chikyuu Teikoku no Yabou?

Cyber Knight II - Chikyuu Teikoku no Yabou is a Action game for the SNES, playable instantly in your browser — no downloads, no installs.

How can I play Cyber Knight II - Chikyuu Teikoku no Yabou for free?

Open this page and click "Play Now" — Cyber Knight II - Chikyuu Teikoku no Yabou runs free in your browser via WebAssembly emulation. No account, no payment, no installer.

Do I need to download anything to play Cyber Knight II - Chikyuu Teikoku no Yabou in the browser?

No. Cyber Knight II - Chikyuu Teikoku no Yabou streams from a public archive into a browser-side SNES emulator. Nothing is installed on your computer.

Can I save my progress in Cyber Knight II - Chikyuu Teikoku no Yabou?

Yes. Save states are stored in your browser (IndexedDB) per game, and you can also use any in-game save the original SNES cartridge supported.

Does Cyber Knight II - Chikyuu Teikoku no Yabou work on mobile devices?

Yes — the SNES emulator runs on iOS Safari and Android Chrome. Touch controls overlay the game; landscape mode is recommended.

Is it legal to play Cyber Knight II - Chikyuu Teikoku no Yabou this way?

RetroGameSpace is a transient caching reverse-proxy and does not host first-party copies of Cyber Knight II - Chikyuu Teikoku no Yabou. Game files are fetched on demand from publicly-accessible archives. You are responsible for compliance with your local laws and the bring-your-own-ROM principle.

How long does it take to complete Cyber Knight II?

A focused playthrough of the main campaign typically runs between 15 and 25 hours depending on how thoroughly a player pursues upgrades and optional objectives. The mission-based structure means sessions can be taken in shorter bursts, but later stages demand well-upgraded mechs that require prior investment.

Is the two-player mode worth using?

Yes. Two-player cooperative play is one of the game's strongest features. Having a second human control the companion Garland unit meaningfully improves combat coordination, especially in defense and escort missions where split attention is critical. Solo play is fully viable, but the co-op experience is noticeably more engaging.

What is the best strategy for new players starting out?

New players should focus on completing early missions without skipping optional enemy encounters, as the experience and module drops from those fights provide the upgrade foundation needed for mid-game difficulty spikes. Avoid spending resources on a single mech type — balanced investment across your active units pays off more reliably.

Is Cyber Knight II worth playing today?

For fans of 1990s mech aesthetics, SNES action-RPG hybrids, or the science-fiction tone of the Cyber Knight series, it holds up as a solid genre entry. The language barrier from the Japanese-only release is the main obstacle for Western players, though fan translation efforts have made the game more accessible in recent years.

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