Shadowrun on Super Nintendo: Jake's Cyberware, What It Does, and What to Buy
Cybernetics are one of the things I love about Shadowrun, but the Super Nintendo game handles them on a much smaller scale than the Genesis game. You are not putting together a huge implant build for Jake. He starts with two pieces of cyberware, and there are three purchases to know about.
That makes this a shorter guide, but it also makes it easy to waste money if you misunderstand what you are buying.
The complete list
- Head Computer: already installed; stores information connected to the story and Matrix.
- Datajack: already installed; Jake's interface for computer systems and his cyberdeck.
- Skill Software, 3,000 nuyen: teaches Leadership.
- Boosted Reflexes, 15,000 nuyen: increases Jake's firing rate.
- Dermal Plating / Dermal Armor, 6,000 nuyen: adds two defense points on top of worn armor.
The purchased upgrades come from Dr. Maplethorpe in Downtown. Dermal Plating becomes available after defeating the Jester Spirit. Cyberware prices and availability: https://t.co/J1dSFquSmB
Get the Cortex Bomb dealt with first
Jake's implants are tied into the plot. Having a Head Computer on the inventory screen does not mean you can skip everything the story asks you to do with it.
When the Cortex Bomb issue comes up, follow that lead to Dr. Maplethorpe. Use the Cortex Bomb topic with his secretary to arrange access. The procedure costs 2,000 nuyen. Afterward, learn the Cyberware topic from the doctor; that is how you get back in to shop on later visits.
Talk to him about the Head Computer as well. This is one of those games where conversation topics actually matter, and leaving without asking the relevant questions can make the next part unnecessarily confusing. Clinic walkthrough: https://t.co/pkPta98kFA
Head Computer and Datajack
These are already part of Jake. You do not need to save up for replacement versions at the clinic.
The Head Computer is important to the information Jake carries. The Datajack is part of his connection to the Matrix. Neither is a button you repeatedly activate from the cyberware display to receive a combat bonus. Installed cyberware works as part of the character. The cyberware screen is useful for checking what you have, not for turning a whole load of implants on and off. SNES manual: https://t.co/wYkmXfcMlF
Skill Software: useful if you actually hire people
This purchase teaches Leadership. That skill lets hired shadowrunners stay for more battles.
It does not give Jake extra party slots. It does not turn every hire into a permanent companion. It does not automatically max Leadership the moment you buy the software. You are unlocking a skill you can develop with Karma.
If you are regularly bringing people along, it makes sense to consider it. If you are playing almost entirely alone, I would not spend my first spare 3,000 nuyen on a benefit I barely use. Get your equipment and survival sorted out, then come back when you want to make more use of a team.
Boosted Reflexes: the expensive one that changes combat
Boosted Reflexes increases how quickly Jake can fire. Firearms improves accuracy; Boosted Reflexes improves firing rate. Those are different upgrades, and one does not make the other unnecessary.
This is particularly useful once you already have a gun that can hurt what you are fighting. If a weak weapon cannot get through an enemy's protection, firing that same weak weapon faster is not the solution. Buy a suitable weapon first, then let the implant improve what that weapon can do.
Some old descriptions say this makes enemies pause before shooting. The more detailed technical analysis instead measures an increase in Jake's firing rate. I would use that explanation rather than promising an enemy-stun effect. Firing-rate analysis: https://t.co/ExJaFGIGsW
The price is substantial, so look at your immediate story expenses before spending everything. You do not want an excellent implant and no money for the item you need to continue.
Dermal Plating: buy it when it appears
The shop calls it Dermal Plating; the cyberware screen may show Dermal Armor. You are looking at the same upgrade.
It adds two defense points to whatever armor Jake is wearing. It does not replace the jacket or suit. If your current armor provides two defense, the implant brings the combined total to four. Later equipment still benefits from the implant.
That makes it useful for the rest of the game, not just the visit where you buy it. Keep upgrading worn armor when worthwhile, but you do not lose the plating benefit when you change clothes.
If it is not on sale during an early clinic visit, that is not a reason to keep wandering around the office. Come back after the Jester Spirit. Also, the supported price is 6,000, even though one older reference lists 8,000. Multiple walkthroughs agree on 6,000. Independent walkthrough confirmation: https://t.co/pkPta98kFA
The order I would use
1. Handle the Cortex Bomb and learn the return-access conversation topic. This is story progression, not optional shopping.
2. Buy Skill Software when you intend to use hired runners regularly. Do not buy it just because it is the cheapest implant.
3. Save for Boosted Reflexes once your weapon is doing the job. Keep enough money for required story purchases.
4. Return for Dermal Plating after the Jester Spirit. Its defense stacks with the armor you already wear.
5. Check your cyberware screen and keep playing. There is no hidden catalog of Genesis implants to find in this version.
One final distinction: do not bring the Genesis game's Essence budgeting into this guide. The SNES game does not present Jake with that same buy-an-implant-versus-preserve-magic build system. You can improve his cyberware and continue developing his magic. They are both part of what makes Jake such an interesting character to play.
Shadowrun on Super Nintendo: Jake's Cyberware, What It Does, and What to Buy
· Games / Shadowrun (SNES)