Knights of the Round

Knights of the Round

Powered by EmulatorJS · Arcade

Console
Arcade
Release
1991
Players
3P sim
Developer
Capcom

About Knights of the Round

Capcom's 2.5D fighter utilizes side-scrolling combat mechanics to engage multiple enemies at once. Players navigate through various stages using weapon-based attacks and specialized moves to clear waves of opponents. This export release focuses on fast-paced combat encounters within a fantasy setting, requiring precise timing to manage crowd control and survival.

Player layout in our catalog: 3P sim.

If you are exploring by feel rather than by title, jump from the tags above into the matching genre rooms, or return to the Arcade hall for the full wall.

Open Play on this page to start Knights of the Round. Keyboard, USB/Bluetooth pads, and the on-screen touch gamepad all work inside the emulator bar. Save states and fullscreen live on that same bar so you can pause mid-session and resume later.

Knights of the Round — play guide

What Knights of the Round wants from you

Knights of the Round (Capcom) is a belt / mount brawler cab: clear stages with spacing honesty and mount peeks before continues empty. Spacing honesty beats mash. Learn Knights of the Round windows cold—do not paste Final Fight charts blindly—the mount and magic scripts are their own exam. Calm first stages until mount timing is narratable; knights chrome is packaging, not free invulnerability or free stage clears on every board for vanity specials into empty air while a surround finishes the life.

First minutes in Knights of the Round

First stages: peek openings, time swings, and learn mount economy before panic-mash tourism through every crowd. Power-cycle once so Knights of the Round chrome stops looking like Final Fight. Early stages teach Knights of the Round grammar: planned mounts before mash routes that eat surrounds mid-stage when denser enemy packs arrive on later boards. Hold that grammar before vanity specials. One clean stretch with composure left beats three surround deaths that looked flashy until a flank you ignored arrived.

Core systems in Knights of the Round

Move, swing, mount, magic as wired, stage goals, lives/continues, and Knights of the Round UI define the systems. Skill is mount literacy under pressure—not mashing every special into empty air. After continues, reconfirm mount and magic state before racing again. Keep a one-sentence peek-before-special rule ready before the second stage starts on this Capcom Arthurian belt set, and reclaim edge space after every swing instead of chasing vanity confirms into a surround.

Score, continues, and resources in Knights of the Round

Stage clears and survival score the run; hits and empty magic tax continues. Continues are coins while learning denser later boards. Fewer panic mashes and fewer ignored peeks keep credits alive. Farming early stages forever without reading denser packs still leaves Knights of the Round unread. Progress is Capcom chrome that no longer forces death loops mid-stage on later boards, not a pasted clear that still mash-specials every crowd.

Mistakes that burn credits in Knights of the Round

Mash-specialing every crowd, ignoring mount peeks, never waiting for a clean window, tunneling on scenery while a hit finishes you, and rage-continuing after death streaks burn Knights of the Round credits. Power-cycling mid-tilt without a plan burns another credit. Next credit: peek first, mount on plan—stop mash tourism for scenery and stage panic on later Capcom boards.

Next steps after Knights of the Round

When Knights of the Round stages clear without constant deaths, compare Warriors of Fate and Dynasty Wars deliberately for Capcom contrast, then return with mount drills on the denser boards that still tax you. Crowds thin cleaner once panic-mash specials stop mid-block. Cousin Capcom belt cabinets help as contrast after Knights of the Round feels automatic—not as escape from stages you still mash for chrome. Clear one careful stage before vanity specials return on denser Capcom boards.

Sources cited below under Further reading.

Cabinet dossier

Knights of the Round is filed in our catalog as a 1991 release.

Player layout on this cabinet: 3P sim.

Genre tags on Classic Arcade Games: Fighter.

Credit line lists Capcom as developer.

Screenshots

Knights of the Round screenshot 1Knights of the Round screenshot 2Knights of the Round screenshot 3Knights of the Round screenshot 4Knights of the Round screenshot 5Knights of the Round screenshot 6

Next cabinets

Nearby cabinets you may also open from this hall (each on its own play page):Captain Commando, Cadillacs and Dinosaurs, The King of Dragons, Street Fighter II': Hyper Fighting, Super Street Fighter II: The New Challengers, Super Street Fighter II - The New Challengers (bootleg of Japanese Mega Drive version), Street Fighter II (handheld), Tenchi wo Kurau II: Sekiheki no Tatakai (CPS Changer, Japan 921031), JoJo's Venture, Mega Man: The Power Battle (CPS1, USA 951006), Mega Man 2: The Power Fighters, Plasma Sword: Nightmare of Bilstein

How to play Knights of the Round online

  • Arcade stick feel: Arrow keys for the joystick, X/Z (and nearby keys) for buttons, Enter=Start.
  • USB / Bluetooth pads map cleanly; six-button fighters use the face-button cluster.
  • On phones, open the on-screen pad from the emulator bar; rotate sits next to fullscreen.
  • Save states, load, volume, and fullscreen stay on the emulator bar between credits.

Studio notes — Capcom

Capcom appears on this cabinet’s credit line. Browse more titles from the same studio on the developer shelf, or stay on this page and try the next cabinets in the same hall.

Captain Commando · Cadillacs and Dinosaurs · The King of Dragons · Street Fighter II': Hyper Fighting · Super Street Fighter II: The New Challengers · Super Street Fighter II - The New Challengers (bootleg of Japanese Mega Drive version) · Street Fighter II (handheld) · Tenchi wo Kurau II: Sekiheki no Tatakai (CPS Changer, Japan 921031)

Retro games by Capcom

Can I play Knights of the Round free in a browser?

Yes. Classic Arcade Games hosts Knights of the Round as a Arcade cabinet you can start on this page. The emulator loads in the browser; you do not need to install a separate app.

What controls does Knights of the Round support?

Arcade stick feel: Arrow keys for the joystick, X/Z (and nearby keys) for buttons, Enter=Start. USB / Bluetooth pads map cleanly; six-button fighters use the face-button cluster.

What genre is Knights of the Round on Classic Arcade Games?

Our catalog tags Knights of the Round under Fighter. Open those genre rooms from the tags on this page to find more playable cabinets in the same feel.

Further reading

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