For Super Robot Taisen: Original Generation on the Game Boy Advance, GameFAQs has 11 FAQs (game guides and walkthroughs), 16 cheat codes and secrets, 11 reviews, 20 critic reviews, 7 save games, and 28 user screenshots. Super Robot Wars V (スーパーロボット大戦V Sūpā Robotto Taisen V) is a strategy role-playing game game developed by B.B. Studio and published by Bandai Namco Entertainment for the PlayStation 4 and PlayStation Vita.
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A long-running, Massive Multiplayer CrossoverTurn-Based Strategy video game franchise, Super Robot Wars is based on almost every Humongous Mecha series ever made in Japan. In Western terms, imagine if The Avengers (both teams of that name), the Justice League, Spider-Man, the Fantastic Four, the X-Men, the Teen Titans, the Doctor (all incarnations), Sherlock Holmes, the Ghostbusters, the Scoobies, Mystery Inc., and RoboCop fought alongside G.I. Joe, The Autobots (and all subsequent incarnations), the BPRD, Stargate SG-1, Battlestar Galactica (and the original series), the Pan-Pacific Defense Corps, the crew of the Serenity, Starfleet, and the Rebel Alliance while injected with industrial levels of weapons-grade Hot Blood. Now imagine an existential threat it would take to bring them all together, and imagine them pounding it flat.
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The first Super Robot Wars was released on the Nintendo Game Boy, and featured mecha from Mazinger Z, Gundam (various series) and Getter Robo (referred to as the 'Holy Trinity' of the franchise and would star in nearly every game from then on). As the franchise grew, more series were added, as well as their characters. Each game would take the storylines of all the series and merge them into one (mostly) coherent whole. This often required some creative interpretation, particularly in the case of Gundam, as characters, mecha and events that took place decades apart in the original stories now occur within a matter of weeks of each other, if not, simultaneously.
The usual setup for your average Super Robot Wars game is simple: take the story of every Humongous Mecha series included, put it in a blender, and set to 'liquefy'. The player usually sees the story through the eyes of an original character and their mecha, possibly through different protagonists and different story routes. As the story begins to wind down, an additional threat makes itself known, and the gathered heroes come together to beat the unholy hell out of it. Of course, the interactions can sometimes have an interesting effect on various characters. The Super Robot Wars Alpha games, for example, are highly regarded by many fans for making Shinji Ikari much less of a wuss.
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Starting from the second game, entirely new mecha and characters were introduced. These became known as 'Banpresto Originals.'note In 2002, Banpresto released Super Robot Wars Original Generation for the Game Boy Advance, which consisted entirely of the original characters and mecha created for the series over the years; a sequel was released in 2005. Both titles, including Spin-OffEndless Frontier, are the onlySuper Robot Wars games to be officially released outside of Japan, due to the obvious lack of licensing problems. However, by The New '10s, franchise publisher Bandai Namco Entertainment began a new international push via its licensed installments and the realities of modern Internet commerce (see 'International Era' folder more).
The series is occasionally referred to by English speakers as Super Robot Taisen, the original Japanese name. While some of this usage can be attributed to Japanophilia, the scant few American releases of the series were specifically titled 'Super Robot Taisen' to avoid a trademark conflict with the Robot Wars series. (The Irony of using an English translation of a Japanese title while using rōmaji for an English-language title should be noted.) Strangely, 'Super Robot Wars' is a Japanese invention: '大戦' (taisen) is the actual term used, and the only bit of Japanese in the title. At some point, 'Super Robot Wars' began to be used as an alternate 'English-language' title in Japan, akin to 'Mobile Suit Gundam' and so on.
Compare Another Century's Episode, the third-person Mecha Game equivalent also thought up by Banpresto, and SD Gundam G Generation, a similar Turn-Based Strategy series, but centered exclusively around the Gundam franchise.
The Super Robot Wars games, based on the classification from a template in The Other Wiki: open/close all folders
- Super Robot Wars: The game that started it all. Released in April 1991 for the Nintendo Game Boy, it contains mecha only and no pilots; essentially has an Excuse Plot and isn't counted in any timeline. The game plays nothing like its successors, being more of a traditional Turn-Based Tactics game where players capture enemy bases to clear the map. Unlike its successors, it features a multiplayer option, a feature not seen again until Super Robot Wars XO. See here for more details. The game has received a re-release as part of the deluxe edition of the Third Super Robot Wars Z: Jigoku-hen.
- Series debuts: Getter Robo, Getter Robo G, Mobile Suit Gundam, Mobile Suit Zeta Gundam, Mobile Suit Gundam ZZ, Mobile Suit Gundam: Char's Counterattack, Mobile Suit Gundam F91, Mazinger Z, Great Mazinger
Beginning with the second game, Banpresto introduced the archetypical Super Robot Wars story structure: rather than sentient robots, the plot would be an amalgamation of several series, with their respective characters interacting with each other. The overarching story would be centered on that installment's Original Generation, and its Final Boss being what brings all characters together; some Fix Fic elements also started to be introduced here. Sharp mx m350n driver download. However, as this was the beginning of how Banpresto was still learning to implement simultaneous story-lines, the narrative wasn't extensive (often being hit with the likes of Hand Wave and/or Negative Continuity).
- Super Robot Wars 2: The first game to have an overarching story and Banpresto Originals, the plot follows a Civil War between The Federation and the separatist Divine Crusaders. 2 was released on the Famicom in December 1991; a remake was released for the Game Boy in June 1995, with a user interface similar to Super Robot Wars 4, but isn't considered canon to the timeline.
- Important Banpresto Original characters debuting here: Masaki Endoh, Shu Shirakawa, Bian Zoldark
- Series debuts: UFO Robo Grendizer, Mobile Suit Victory Gundam (Remake), Mobile Fighter G Gundam (Remake)
- Super Robot Wars 3: Sequel to the second game, it is the first Super Robot Wars for the Super Famicom. Released in July 1993, it revolves around the attack of the 'Inspectors' of the intergalactic Zuvorg Alliance. 3 would introduce backgrounds during combat animations, discrete stats for pilots and their machines, and upgrades for units. This installment is often considered by fans to be one of the most difficult ever released in the franchise.
- Important Banpresto Original characters debuting here: Lune Zoldark, Mekibos, Vigagi, Aguija, Sikalog, Wendolo
- Series debuts: Brave Raideen, Combattler V, Daitarn 3, Mobile Suit Gundam 0080: War in the Pocket, Mobile Suit Gundam 0083: Stardust Memory, Zeta Gundam-Mobile Suit Variationsnote
- Super Robot Wars EX: A sequel, of sorts, to the third game, it was released in March 1994 for the Super Famicom. EX takes place in Masaki's enigmatic world of La Gias and is the first title involving the Masou Kishin storyline. EX features a 'Multiple Scenario' system, where the plot is determined by the order the player selects the scenarios they play; it is also the first game to allow weapon upgrades.
- Important Banpresto Original characters debuting here: Hwang Yang Long, Tytti Noorbuck, Mio Sasuga, Presia Zenosakis, Xenia Grania Bilseia, Monica Grania Bilseia, Feilord Grania Bilseia, Kirkus Zan Valfarbia, Zashford Zan Valfarbia, Telius Grania Bilseia, Gennacy I. Kozireh, Simone Culian, Rebecca Turner, Ahmed Hamdi, Ratel Acros, Mira Lioness, Rodney Jesh, Elis Radius, Luozorl Zoran Roiel, Saphine Grace
- Series Debuts: Aura Battler Dunbine, Go Shogun
- Super Robot Wars 4: The proper sequel to 3 and the final story of the Classic Timeline, 4 deals with the invasion of the 'Guests' paramilitary force from the Zuvorg Alliance. Released in March 1995 on the Super Famicom, this is the first Super Robot Wars title allowing players to choose from eight Banpresto Originals, each with staple personalities, to be the protagonist. 4 features the first use of 'equippable parts' to units to improve performance or restore hit points or energy. Additionally, certain scenarios may contain hidden items or credits on the map, which can be collected by moving a unit onto its location. Finally, 4 allowed players to manually decide whether to counterattack during enemy turns. This title was remade a lot of times, from Super Robot Wars 4 Scramble (January 1996; no longer canon) to Super Robot Wars F/F Final (April 1998 for Sega Saturn, later ported to the PlayStation; F Final being the one considered canonical). Gilliam Yeager from Hero Senki: Project Olympus makes an appearance here, and it is also the debut appearance of the super robot Shin Getter Robo (in 4) and Mazinkaiser (in F Final).
- Important Banpresto Original characters debuting here: Irmgard Kazahara, Ring Mao, Lenonjayce Starlord, Mina Likering, Hector Madison, Patricia Hackman, Arwynn Dorstein, Grace Urigin, Teniquette Zezenan, Justine Chafrois, Zebris Forschwa, Grofis Lacrein
- Series debuts: Daimos (Only in 4), Dancougar, Aura Battler Dunbine: The Tale of Neo Byston Well (Only in 4), Gundam Sentinel (Only in 4), Heavy Metal L-Gaim, Zambot 3 (Only in 4), Neon Genesis Evangelion (Only in F), Gunbuster (Only in F/F Final), New Mobile Report Gundam Wing: Endless Waltz (Only in F/F Final), Space Runaway Ideon (Only in F/F Final), Mazinkaiser (Only in F Final)note
- Super Robot Wars Gaiden: Masou Kishin - The Lord of Elemental: The first (official) Super Robot WarsGaiden Game, with its events occurring on the fringes of the Classic Timeline (before the start of 2 and after the end of 4). This is actually the firstOriginal Generation game, as it includes only Masou Kishin characters. Released in March 1996 on the Super Famicom, Gaiden is the first installment to use non-Super-Deformed visuals and an angle view of the scenario map at 45° (commonly seen in releases post-Gaiden). It is also the first game in the franchise where a unit's elevation and the direction it is facing at the end of its turn are important for combat calculations; this would be repeated in future Masou Kishin installments.
- Important Banpresto Original characters debuting here: Ricardo Silvera, Zeoroot Zan Zenosakis, Wendy Rasm Iknart, Lubikka Hakinnen, Lasett Novaste
If the 'Classic Timeline' was Banpresto learning the ropes with story-telling, this saga is where they honed and refined at building a complete narrative. The Super Robot Wars Alpha series brought about a complex story-driven Crossover spanning several series, with each installment becoming more interconnected and interwoven with its overall Myth Arc; Call Backs and Continuity Nods would be abundantly used. Alongside several quality of life updates to its Turn-Based Strategy formula and some Original Generation becoming Breakout Characters in the franchise, the Alpha saga is often considered one of the fandom's favorite continuities and is generally considered the bedrock upon which the modern, 21st-century fanbase of the franchise is built.
- Super Robot Wars Alpha: The first Super Robot Wars to feature a complex storyline, centered on the invasion of Earth by the Ze Balmary Empire and, to some extent, on the terrestrial Choukijin plot (in actuality, the story is simply an upgraded form of the story in Shin Super Robot Wars). Released in May 2000 on the PlayStation, it's the first game to allow customization of pilot skills, statistics and terrain ratings. Alpha also introduces the 'Skill Point' (later localized as 'Battle Mastery' in Super Robot Wars Original Generation) system, where decisions made in and out of scenarios can affect game difficulty and chances of unlocking secret characters, parts and units. Old characters from the Classic Timeline, Shin Super Robot Wars, and also Ingram Plissken and Viletta Vadim from Super Hero Operation, make an appearance. A remake was released on the Sega Dreamcast in 2001, featuring 3D visuals, increased difficulty, secret boss characters and a cameo of the G-Breaker, a robot from Bandai's Sunrise Eiyuutan.
- Important Banpresto Original characters debuting here: Kusuha Mizuha, Brooklyn 'Bullet' Luckfield, Rio Mei Long, Ryoto Hikawa, Leona Garstein, Tasuku Shinguji, Yuuki Jaggar, Ricarla Borgnine, Eri Anzai, Kenzo Kobayashi, Robert H. Oomiya, Kirk Hamill, Mai Kobayashi
- Series Debuts: The End Of Evangelion, Mobile Suit Gundam F90, Super Dimension Fortress Macross (Includes the original TV series and the movie Macross: Do You Remember Love?), Macross Plus
- Super Robot Wars Alpha Gaiden: A Gaiden Game of the Alpha series involving Time Travel to an apocalyptic future and the battle against the Ancestors/Machinery Children; to this day it remains a fan favorite. Released in March 2001 on the PlayStation, Alpha Gaiden introduces simultaneous weapon upgrades for units and brings back Masou Kishin characters for their final appearance before the Original Generation sub-series, which was a source of speculations that Banpresto got sued by Winkysoft for using their characters (in reality, the team wanted a break from the recent spate of Masou Kishin-centric stories). Alpha Gaiden features the franchise's first vocal theme song Hagane no Messiah, performed by JAM Project.
- Important Banpresto Original characters debuting here: Sanger Zonvolt, The Machinery Children (Ansuz, Thurisuz, and Uruz Egret), Egret Fehf, Sophia Nate (Magus)
- Series debuts: Mobile Suit Gundam: Char's Counterattack - Beltorchika's Children, After War Gundam X, ∀ Gundam, Combat Mecha Xabungle, Galactic Whirlwind Braiger
- Super Robot Wars Alpha 2: The proper sequel to Alpha, released on the PlayStation 2 in March 2003. Alpha 2 is the first installment to introduce squad-based mechanics and revolves around the Sealing War against the 'Garden of Baral'. The game also marks the promotion of Sanger Zonvolt, formerly The Dragon in Alpha Gaiden, into a protagonist, and confirmation the canon heroes of the Alpha games are Kusuha Mizuha and Brooklyn Luckfield.
- Important Banpresto Original characters debuting here: Arado Balanga, Seolla Schweizer, Ibis Douglas, Sleigh Presty, Tsugumi Takakura, Filio Presty, Ratsel Feinschmekernote , Kukuru, Irui Gan Eden
- Series debuts: Brain Powerd, Mobile Suit Crossbone Gundam, King of Braves GaoGaiGar, Kotetsu Jeeg
- Super Robot Wars Alpha 3: The most crowded Super Robot Wars at its time (33 individual series), Alpha 3 was released in August 2005 on the PlayStation 2. The sequel to Alpha 2, the game concludes the Balmar War saga and the Alpha series. It's also famous for introducing Virtual-ON characters, the first time another company's video game series is brought into the franchise. The SRX Team, who were absent in Alpha 2 sans Viletta, make a full blown return, as do all of the previous game's originals.
- Important Banpresto Original characters debuting here: Touma Kanou, Minaki Tomine, Cobray Gordon, Selena Recital, Baran Doban, Luria Qayitz, Almana Tiqvah, Hazal Gozzo, Ace Gozzo, Shiva Gozzo, Calico McCready, Spectra McCready, Etzira Torah, Son Gan Long, Ruach Gan Eden, Keisar Ephes
- Series Debuts: Virtual-ON (Includes Oratorio Tangram and MARZ), King Of Braves GaoGaiGar FINAL, Mobile Suit Gundam SEED, Neon Genesis Evangelion 2
Taking advantage of the Bandai WonderSwan, Banpresto released a series of standalone titles, yet are considered to be under the same banner. All installments listed have a unifying feature: the ability to select the order of scenarios that was played. Some of the series eventually made the jump from the WonderSwan handheld onto the PlayStation 2 console. Another thing shared between these games are the same main Leitmotif remixed for each, titled 'Commencement of a Distant Battle'/'Fight For Tomorrow'.
- Super Robot Wars Compact: The first Super Robot Wars for the WonderSwan, released in April 1999, Compact features the 'Select Scenario' system, where players can decide on the order which scenarios are played, but is devoid of originals. In December 2001, it gets an updated port to the Bandai WonderSwan Color with added visuals, audio and gameplay mechanics to reflect Compact 2.
- Super Robot Wars Compact 2/Super Robot Wars Impact: This installment has such a huge storyline, it was separated into three games for the WonderSwan altogether. Released between March 2000 to January 2001, Compact 2 revolves around the mysterious Einst and features the first use of the 'Support Attack/Defend' system. Finishing each game allows the player to carry their completion data to the subsequent game via the WonderSwan's internal memory. In March 2002, all three installments were compiled intoImpact for the PlayStation 2, the first Super Robot Wars for this console, adding in new scenarios (to a total of 100 in a single play-through!), series and an original character.
- Important Banpresto Original characters debuting here: Kyosuke Nanbu, Excellen Browning, Einst Alfimi (Impact), Neue Regisseur
- Series debuts: Hyper Combat Unit Dangaioh, Ninja Senshi Tobikage, Dancougar: Requiem for Victims, Machine Robo: Revenge of Chronos
- Super Robot Wars Compact 3: Released in July 2003 for the WonderSwan Color, Compact 3 deals with the Shura invasion. Notably, Compact 3 features no space-based scenarios whatsoever and the game fully utilizes the characters and plot from Dunbine: The Tale of Neo Byston Well, rather than just their units in previous installments.
- Important Banpresto Original characters debuting here: Folka Albark, Fernando Albark, Alion Lucada, Altis Tarl, Maythis Mark, Magnaz Ald, Alkaid Nassh, Mizal Touval
- Series debuts: Acrobunch, Betterman, The Vision of Escaflowne, Mechander Robo
- Super Robot Wars MX: Taking the jump to the PlayStation 2 for good, MX was released in May 2004; one year later in December 2005, it gets ported to the Sony PlayStation Portable with minor gameplay adjustments and additional scenarios. The game introduces the 'Favorite Series' system, which increases the upgrade limit and experience gained for all pilots and units from a selected series. MX involves the artificially intelligent Medius Locus/AI-1 saga and was originally intended to be the sequel to Impact, due to similar entries, but developers scrapped the idea.
- Important Banpresto Original characters debuting here: Hugo Medio, Aqua Centrum, Albero Est, Eldy Mitte, Mitall Zapad
- Series debuts: Hades Project Zeorymer, RahXephon
After languishing several years post-Alpha 3 by focusing on the Super Robot Wars Original Generation continuity, including standalone handheld titles, Bandai Namco Entertainment was ready to recreate the magic from the Super Robot Wars Alpha saga by attempting to take its complex story-telling Up to Eleven with the Super Robot Wars Z series, resulting in such an extensive narrative that parts of the trilogy had to be separated between multiple games. This saga was the first in the franchise to dabble with the theme of Alternate Universes, a setting revisited and used in different ways for subsequent titles, particularly the International Era.
This saga was also the point where the franchise took an increase in Animation Bump, with High Definition visuals to go along with traditional sprite work once the titles hit seventh-generation consoles, making it a graphical cornerstone of the modern era.
Additionally, the Z saga was developed in the midst of the Mecha boom post-Turn of the Millennium, caused by the likes of Code Geass, Tengen Toppa Gurren Lagann, Mobile Suit Gundam 00 and Macross Frontier; these series became a highlight for the fandom throughout the saga.
This saga was also the point where the franchise took an increase in Animation Bump, with High Definition visuals to go along with traditional sprite work once the titles hit seventh-generation consoles, making it a graphical cornerstone of the modern era.
Additionally, the Z saga was developed in the midst of the Mecha boom post-Turn of the Millennium, caused by the likes of Code Geass, Tengen Toppa Gurren Lagann, Mobile Suit Gundam 00 and Macross Frontier; these series became a highlight for the fandom throughout the saga.
- Super Robot Wars Z: Made for the PlayStation 2 in 2008 and the start of a new series of games, Z featured the largest debut of new series in a single installment (until X-Ω eclipsed it). It incorporates the 'TRI-Battle System', a refinement of the Alpha series' squad system that allows the player to change the squad's formation to suit the flow of battle. The plot revolves around the In-Universemerging of multipleAlternate Universes and the chaos that it entails, along with the machinations of the 'Chimera Battalion' and the existence of mysterious MacGuffins known as 'Spheres', hunted down by the enigmatic 'Evil Masaki', Asakim Dowin. This game would be the first title created by Banpresto under Bandai Namco Entertainment post-absorption as new gaming division 'B.B. Studio'.
- Important Banpresto Original Characters debuting here: Rand Travis, Mel Beater, Setsuko Ohara, Denzel Hammer, Toby Watson, Asakim Dowin, Xine Espio, Löwen General, Schlan Opel, Edel Bernal, The Edel Bernal
- Series Debuts: Super Dimension Century Orguss, Superheavy God Gravion (Includes Gravion Zwei), Genesis of Aquarion, Psalms of Planets Eureka Seven, Overman King Gainer, Space Warrior Baldios, Space Emperor God Sigma, The Big O (Season two).
- Super Robot Wars Z Special Disk: Released less than 6 months after Z on the PlayStation 2 in March 2009, Special Disk features exclusive scenarios that bridges the gap between the previous game and the sequel, 'Challenge Battles' (akin to the 'Tsume Suparobo' mini-game of Super Robot Wars Destiny), a 'Battle Viewer' (similar to 'Free Battle Mode' for Original Generation Gaiden), a 'Special Theater' displaying art work and concept designs for the Z originals and a library of all characters and units. The game exclusively features the 'XAN', an Overman from King Gainer who, after this point, would also exist as a collectible figurine. Although Special Disk does not contain Z, most of its content depends on how much the player has achieved in the original game.
- Second Super Robot Wars Z: Hakai-hen ('World Breaking Chapter'): Part one of the sequel to Z, Hakai-hen retains almost all of the original cast listing, alongside a surprising number of series additions and returns. Hakai-hen forgoes the TRI-Battle System in favor of a new 'Sub-Orders System' to facilitate the large roster. This game was intended to celebrate the franchise's 20th anniversary, and was released on April 14, 2011 for the PlayStation Portable. To date, Hakai-hen is the best selling handheld Super Robot Wars.
- Important Banpresto Original Characters debuting here: Crowe Broust, Traiya Scott, Esther Elhas, Elgan Laudic, Aim Liard, Marguerite Pistail, Cheval Reptail, Shiony Regis, Carlos Axion Jr., Gaiou
- Series Debuts: Armored Trooper VOTOMS (Includes the original TV series, The Last Red Shoulder, Red Shoulder Document - Roots of Treachery and Pailsen Files), Mobile Suit Gundam 00 (Season one), Shin Mazinger Impact! Z Chapter, Earth Defence Enterprise Dai-Guard, Code Geass: Lelouch of the Rebellion (Season one), Tengen Toppa Gurren Lagann (Includes the original TV series and Gurren-hen), Macross Frontier: The False Songstress, Psalms of Planets Eureka Seven: Pocket Full of Rainbows
- Second Super Robot Wars Z: Saisei-hen ('World Rebirth Chapter'): The follow-up to Hakai-hen, Saisei-hen was released on April 5, 2012 for the PlayStation Portable. The game broke the record set by Alpha 3 with the largest number of individual series in a single game at 39 (until X-Ω). In an unusual twist, Macross Dynamite 7 is the first series in Super Robot Wars where none of its unique characters or units are included in the Crossover, but rather its soundtrack.
- Important Banpresto Original Characters debuting here: Wayne Ribtail, Geraud Garce Bantail, Anbron Jeus, Marilyn Kyatt, Uther Insaraum
- Series Debuts: Tetsujin #28 (1981 version New Adventures of Gigantor), Mobile Suit Gundam 00 (Season two), Macross Dynamite 7, Macross Frontier: The Wings of Goodbye, Code Geass: Lelouch of the Rebellion R2, Tengen Toppa Gurren Lagann (Lagann-hen)
- Third Super Robot Wars Z: Jigoku-hen ('Time Prison Chapter'): Part one of the third and final volume in the Z series, Jigoku-hen had a simultaneous April 10, 2014 release on the PlayStation 3 and PlayStation Vita. The first print of Jigoku-hen includes a downloadable code for an HD release of the original Super Robot Wars. Jigoku-hen features the 'Tag Tension System', where allied teams of two units can perform special actions when the 'Tag Tension Gauge' is full. It is also the first Super Robot Wars to allow custom BGMs for allied units.
- Important Banpresto Original Characters debuting here: Hibiki Kamishiro, Suzune Saijou, AG, Advent, King, Queen, Annalotta Stohls, Gadlight Meonsam, Shikuu
- Series Debuts: Mobile Suit Gundam Unicorn, Aquarion Evol, Armored Trooper VOTOMS (Includes Big Battle and Shining Heresy)
- Third Super Robot Wars Z: Tengoku-hen: Sequel to Jigoku-hen, Tengoku-hen had an April 2, 2015 release on the PlayStation 3 and PlayStation Vita. The game also includes Rengoku-hen, an Interquel set between the events of Jigoku-hen and Tengoku-hen, featuring only the ZOriginal Generation. Like Jigoku-hen, players can use custom BGMs, but Tengoku-hen adds the option of using custom tracks for individual attacks. Furthermore, Armored Trooper VOTOMS: Phantom Chapter is the first Super Robot Wars entry where only its characters and plot are used; its units and soundtrack are not.
- Important Banpresto Original Characters debuting here: Australis, Barbiel the Needle, Straus, Doctrine, Tempti, Sacrifi, Supreme God Sol
- Series Debuts: Armored Trooper VOTOMS (Includes Phantom Chapter and Alone Again), Diebuster, Gargantia on the Verdurous Planet, Rebuild of Evangelion: 3.0 You Can (Not) Redo, Full Metal Panic!Light Novels
The Classic Timeline and the Alpha saga had narrative ties to their respective original plots and Myth Arc; the Super Robot Wars Compact series (including Impact and MX) featured the Select Scenario system. Believing it would be difficult for players to follow through with these tightly-woven continuities, Banpresto began experimenting with a different approach - an entirely self-contained installment, one with little-to-no thematic elements to its predecessors and successors. At the same time, the Nintendo Game Boy Advance was looming on the horizon following the Compact 2 trilogy.
As a result of copyright issues stemming from Super Robot Wars 64, Banpresto reused the mechanical designs of its originals for Super Robot Wars Advance, while telling a different story devoid of the plot from 64. The game was a success, and the developers began creating singular, unconnected installments akin to other Eastern RPG franchises such as Final Fantasy or Fire Emblem, where a narrative is completed at the end of its game. Not only did this practice offer different game-play and story options with each succeeding title, it enriched Banpresto's bank of Original Generation even further, many of whom would be incorporated into Super Robot Wars Original Generation.
As a result of copyright issues stemming from Super Robot Wars 64, Banpresto reused the mechanical designs of its originals for Super Robot Wars Advance, while telling a different story devoid of the plot from 64. The game was a success, and the developers began creating singular, unconnected installments akin to other Eastern RPG franchises such as Final Fantasy or Fire Emblem, where a narrative is completed at the end of its game. Not only did this practice offer different game-play and story options with each succeeding title, it enriched Banpresto's bank of Original Generation even further, many of whom would be incorporated into Super Robot Wars Original Generation.
- Super Robot Wars Advance: The first Super Robot Wars for the Nintendo Game Boy Advance released in September 2001, Advance deals with the invasion of the Shadow-Mirror. It is the only installment to grant shields a separate Hit Point bar. The original mecha are picked up/upgraded from the original units of Super Robot Wars 64. In 2008, Advance is given a Video Game Remake for the PlayStation Portable called A Portable that's extremely shiny, but also Nintendo Hard; it would be the final game developed and published by Banpresto before its full absorption into Bandai Namco Entertainment.
- Important Banpresto Original characters debuting here: Axel Almer, Lamia Loveless, Lemon Browning, Vindel Mauser
- Series debuts: Metal Armor Dragonar, Martian Successor Nadesico
- Super Robot Wars Reversal: The second Game Boy Advance Super Robot Wars title, released in August 2002, Reversal revolves around Time Travel and the interloper Duminuss.
- Important Banpresto Original characters debuting here: Raul Gureden, Fiona Gureden, Raji Montoya, Mizuho Saiki, Lalia, Tiz, Despinis, Duminuss
- Series Debuts: GEAR Fighter Dendoh, Shin Getter Robo Vs Neo Getter Robo, Martian Successor Nadesico: The Prince Of Darkness
- Super Robot Wars Destiny: The third Super Robot Wars installment for the Game Boy Advance, Destiny was released in August 2003. The game introduces the 'Chain Attack' system, where enemy units lined up in a row can be struck down simultaneously with designated melee attacks, and 'Tsume Suparobo', a mini-game that test the player's strategic/tactical decisions. Infamously harsh towards armor-heavy units compared to other entries of the series due to enemies packing enormous firepower, enough so that rumors persist of issues with the Game Engine from disbelieving players due to many units that are nearly indestructible in prior games, but are instead made of tissue paper here. The story involves the interdimensional Ruina and the Sealing of the Earth (non-related to the Sealing War of Alpha 2).
- Important Banpresto Original characters debuting here: Joshua Radcliff, Cliana Rimskaya, Clifford Gygax, Glacies, Wintos, Ignis, Aquila, Contagio, Umbra, Perfectio
- Series Debuts: The Big O (Season one), Mirai Robo Daltanious, Getter Robo Armageddon, Macross 7, Megazone 23.
- Super Robot Wars Judgment: The final Super Robot Wars for the Game Boy Advance, Judgment was released in September 2005 to a bit of controversy and notoriety for the lack of Universal Century Gundam and Getter Robo entries, and the first inclusion of a Powered Armor series. The game deals with the lunar Fury invasion.
- Important Banpresto Original characters debuting here: Touya Shun, Calvina Coulange, Katia Gringard, Festenia Muse, Melua Melna Meia, Al-Van Lunks, Jua-Mu Dalby, Fu-Lu Mu-Lu, Shana-Mia Eterna Fura, Gu-Landon Goetz
- Series debuts: Full Metal Panic! (Includes the first-half of the original TV series and Fumoffu?), Mazinkaiser VS the Great General of Darkness, Tekkaman Blade
- Super Robot Wars W: Debut Super Robot Wars installment for the Nintendo DS in March 2007, Getter Robo returns, but Universal Century Gundam (or any shows directed by Yoshiyuki Tomino, in general) remains absent. The story revolves around the mechanical Database and features no series dating before 1980. Notably, W is the first title to have a cast list made exclusively of shows licensed in North America (save perhaps the particular version of the Shin Getter W uses, although Getter Robo Armageddon was released in the United States and the cast here is classic Getter Robo G, e.g. the group that got dubbed into Starvengers) with at least one franchise (GoLion/Voltron) being incredibly obscure in Japan and seemingly only included to appeal to Americans. Despite this, the game has not been localized.
- Important Banpresto Original characters debuting here: Kazuma Ardygun, Mihiro Ardygun, Blessfield Ardygun, Shihomi Ardygun, Akane Ardygun, Horis Horion, Aria Advance, Regulate, Applicant, Inference, Critic
- Series Debuts: Tekkaman Blade 2, GoLion, Detonator Orgun, Mobile Suit Gundam SEED Astray (Includes the original manga series and X Astray), Full Metal Panic: The Second Raid
- Super Robot Wars K: Released for the DS in 2009, K uses an interface similar to W with the brand-new 'Partner Battle' system, an off-shoot of the 'Twin Battle' system in Original Generations. The cast is even more notorious than Judgment by having no Universal Century Gundam, no Getter Robo, and no Great Mazinger. This installment became infamous due to certain musical tracks being plagiarized from other video games, as well as a controversial protagonist.
- Important Banpresto Original characters debuting here: Mist Rex, Angelica Shartill, Sheldia Rouge, Lu Cobol, Verinee, Ispeil, Gazum
- Series Debuts: Kotetsushin Jeeg, Gaiking: Legend of Daiku Maryu, Fafner in the Azure: Dead Aggressor, Mobile Suit Gundam SEED Stargazer, Zoids: Genesis, GUN×SWORD
- Supa Robo Gakuen ('School'): A Mon-likeSpin-Off released for the DS in fall 2009, Gakuen is based on the titles and sprites featured in Judgment, W and K, but replacing Tekkaman Blade with Getter Robo Armageddon (which is really the Shin Getter from Wwith pilot portraits from Destiny). The Original Generation version of the Compatible Kaiser also appears. Despite its reception, one of the saving graces are its character designs by Eiji Komatsu (of the Deep-Blue series and Maburaho fame). Gakuen is likely based on a desire to expand the concept behind Link Battler and the XO multiplayer modes.
- Super Robot Wars L: Bringing back many familiar series from K, L streamlines the 'Partner Battle' system, but excludes equippable parts since their introduction to the franchise. Unfortunately, Universal Century Gundam and Getter Robo are absent again; however, Great Mazinger returns. L was released on November 25, 2010 for the DS.
- Important Banpresto Original characters debuting here: Nagumo Ichitaka, AL-3 Alice, Yuunagi Graife, HL-0 Haruno, Professor Graife, Lude Gloria
- Series Debuts: Rebuild of Evangelion (Includes 1.0 You Are (Not) Alone and 2.0 You Can (Not) Advance), Iczer (Includes Fight! Iczer-One and Adventure! Iczer-3), Linebarrels of Iron, Macross Frontier, Dancougar Nova
- Super Robot Wars UX: The first Nintendo 3DSSuper Robot Wars, released in March 2013, it was announced only a few weeks after the Second Original Generation was released. UX is the first to incorporate voice acting on a non-PlayStation Portable title, with an even more controversial lineup than K. Aside from the lack of Universal Century Gundam and Getter Robo, this is the first licensed installment that doesn't include Kouji Kabuto in any form and features Downloadable Content for the first time.
- Important Banpresto Original characters debuting here: Agnes Berge, Saya Krueger, Richard Krueger, Jin Spencer, Noval Dilan, Ayul Dilan, Kali Yuga
- Series Debuts: Kishin Houkou Demonbane, Fafner in the Azure: Heaven and Earth, The Wings of Rean, Cyber Troopers Virtual-On: Fei-Yen HDnote , Gundam 00: A Wakening of the Trailblazer, SD Gundam Sangokuden Brave Battle Warriors, Heroman, Mazinkaiser SKL
- Super Robot Wars OE ('Operation Extend'): Released during the summer of 2013 for the PlayStation Portable, OE is composed of eight downloadable chapters via the PlayStation Network. With gameplay systems borrowed from Super Robot Wars NEO and 3D animations, the explicit goal is to use as many series as possible in one game, with over 30 titles. It is the first installment to include a non-Humongous Mecha, non-Powered Armor series in it.
- Important Banpresto Original characters debuting here: Seishiro Kusanagi, Himari Yaegami, Suor Douglas
- Series Debuts: Zoids: Chaotic Century, Zoids: New Century, Mobile Police Patlabor (Includes the TV series and movie), Sgt. Frog
- Super Robot Wars BX: The second Nintendo 3DS Super Robot Wars, released on August 20th, 2015. Universal Century Gundamfinally returns to a Nintendo-handheld installment (though Getter Robo is still absent), yet like UX, this marks the first time Amuro Ray is excluded, despite the appearance of Universal Century.
- Important Banpresto Original characters debuting here: Youta Hiiragi, Yuki Hiiragi, Falsaber, Bruvictor, Brudistar, Divoti, Valgeass, Jisuperu
- Series Debuts: Mobile Suit Gundam AGEnote , SD Gundam Gaiden, Macross 30: Voices Across The Galaxy, Panzer World Galient, Giant Gorg, King of Braves GaoGaiGar: Blockaded Numbers, Aura Battler Dunbinenote
- Super Robot Wars DD: Released for the Android and iOS platforms on August 21, 2019, DD is a more traditional Super Robot Wars installment unlike the Tower Defense-based Super Robot Wars X-Ω. However, DD replaces the classic 'Player/Enemy Turn' system in favor of a speed-based turn order seen in other Turn-Based Strategy games. It also marks the first title to include a non-Mecha, purely organic series (albeit one penned by an author who wrote one of the mainstays of the franchise).
- Important Banpresto Original characters debuting here: Dido, Meguru Daimon, Yunna Dawson, Sakimi Kanmaki, Rinalia Kuo, Maiko Koutari, Angilon, Malbion
- Series Debuts: Devilmannote , Valvrave the Liberator, Mobile Suit Gundam: Iron-Blooded Orphans,
- Super Robot Wars Scramble Commander: Released in November 2003 for the PlayStation 2, Scramble Commander eschews Turn-Based Strategy in favor of Real-Time Strategy in another non-Super-Deformed appearance. Although devoid of an original protagonist and mecha, it features the Swordian Guards, which reappear in Original Generation Gaiden.
- Super Robot Wars Scramble Commander 2: The second Scramble Commander released in November 2007 for the PlayStation 2.
- Important Banpresto Original characters debuting here: Keiji Tachibana
- Series Debuts: Mobile Suit Gundam SEED Destiny, Mobile Suit Zeta Gundam: A New Translation (The compilation movies), Shinkon Gattai Godannar!!, Macross Zero
- Shin Super Robot Wars: Released in December 1996 for the PlayStation, Shin marks the debut of the SRX Team and the Ze Balmary Empire, both of which got a comprehensive retooling when Alpha was released.
- Important Banpresto Original characters debuting here: Ryusei Date, Raidiese F. Branstein, Aya Kobayashi, Laodecia Judecca Gozzo
- Series Debuts: Blue Comet SPT Layzner, Voltes V, Gaiking, Invincible Robo Tryder G7, New Mobile Report Gundam Wing
- Super Robot Spirits: Released in July 1998 for the Nintendo 64, Spirits marked a departure from the usual Turn-Based Strategy formula in favor of a 3D Fighting Game. Like The Lord of Elemental, all mecha are rendered non-Super-Deformed. Despite its obscurity, this game was the debut of Levi Torah and her machine Judecca, and would be featured heavily in Alpha.
- Important Banpresto Original characters debuting here: Levi Tolar
- Super Robot Wars 64: Released in October 1999 for the Nintendo 64, this game is notorious for having loads and loads of stages, a rather complex branching system, and many original mecha the villains of Advance would base theirs off of (or outright use). 64 is also the first Super Robot Wars installment to use non-animated 2D sprites rendered over a 3D background during combat animations, as well as the introduction of Combination Attacks. Additionally, it's the first title that is entirely self-contained, a practice carried over into succeeding releases (compare this to Shin and Spirits, whose respective elements were incorporated into Alpha). Finally, as a result of copyright problems, the original characters and mecha do not appear in Original Generation.
- Important Banpresto Original characters debuting here: Brad Skywind, Katz Folneus, Manami Hamill, Aisha Ridgemond, Arklight Blue, Elrich Schtazen, Selain Meneth, Reese Greasewell
- Series Debuts: Giant Robo, God Mars, Mobile Suit Gundam: The 08th MS Team
- Super Robot Wars GC: The only Super Robot Wars title for the Nintendo GameCube, GC was released in December 2004. Rendered in full 3D animations, the game uses a unique Subsystem Damage game mechanic that determines where damage is dealt to a machine (head, torso, limbs) and the ability to capture disabled enemy units for sale or for the player's use, and the 'Skill Ace System', a Stat Grinding mechanic. In November 2006, GC gets ported to the Xbox 360 as XO, which adds a turn-based online multiplayer mode.
- Important Banpresto Original characters debuting here: Akimi Akatsuki (male and female), Fairey Firefly, Zuiun Akatsuki, Sieg Altreet, Sally Emil, Regianne Josephine, Vought Nicholaus, Hellruga Izberga
- Series debuts: Baxinger, Galactic Whirlwind Sasuraiger, Daioja, Mazinkaiser (OVA), Zettai Muteki Raijin-Oh
- Super Robot Wars NEO: The only Super Robot Wars installment for the Nintendo Wii, NEO was released in October 2009 and utilizes the same 3D scheme from GC/XO, but uses a radial-based movement system instead of the usual grid-based, a first for the franchise. This is also the first title to be totally devoid of real robots (G Gundam is the Gundam representative of NEO, and even then, only the God Gundam is available). Notably, NEO marks the first time a non-combat oriented mecha series is featured.
- Important Banpresto Original characters debuting here: Kakeru Inaba, Fairey Firefly, Amane Inaba, Sharlie Lunoille, Zanba, Rivalis, Chaos Rail, Larva
- Series debuts: Jushin Liger, New Getter Robo, NG Knight Lamune 40, Genki Bakuhatsu Ganbaruger, Nekketsu Saikyo Gosaurer, Kanzen Shouri Daiteioh, Shippu! Iron Leaguer, Hao Taikei Ryu Knight
- Super Robot Wars Mobile: A game that even importers will probably never get to play, since it is only available on DoCoMo cell phones, which are not sold anywhere outside of Japan. Indeed, no known gameplay footage is available on the Internet, only images. As if to taunt overseas fans, Mobile has all of the popular mecha properties owned by Studio Gainax together in one game. The visuals are roughly on par with the earlier Game Boy Advance installments, and as of 2015, there are only a few missions available, running for 525 yen.
- Shin Masou Kishin: Panzer Warfare: Released around the same time alongside the CybusterAnimated Adaptation, Panzer Warfare uses similar mechanical designs of the Elemental Lords. It supposedly takes place in the far future when the civilization of La Gias has long since been forgotten, but the game's generally ignored by fans since it's somewhat disappointing. Although it brims with material for Wild Mass Guessing, Banpresto never touched Panzer Warfare again until the release of Super Robot Wars Z, where this version of the Cybuster can be seen in the Shurouga's Ley Buster attack animation.
- Super Robot Wars Card Chronicle: A Japanese smartphone game with a card-based battle system.
- Series debuts: Captain Earth
- Super Robot Wars X-Ω: Pronounced as 'Cross-Omega', this installment was released in 2015 for the Japanese smartphone mobile platform with game-play reminiscent of Chain Chronicle and Plants vs. Zombies, mixing in Tower Defense elements with Real-Time Strategy. This title is notorious for playing loosely with the requirements of 'what series can be put into Super Robot Wars', resulting in a lot of oddball inclusions across different genres and media fans thought would never have a chance at entering the franchise previously. Inevitably, X-Ω has claimed the record of more than 100 individual series and the largest number of debuts for an installment.
- Important Banpresto Original characters debuting here: Asahi Inui, Shatte Judevesten, Honoka Inui, Miryu Jest, Olivie Opell, Ayame Amanomiya, Katrina Company, Berta Bernstein, Wakukaga, Shizuki Shizukawa, Qun Inye, Coyotol, Feil, Naiara
- Series debuts: Code Geass: Oz the Reflection, Code Geass: Akito the Exiled, Tokusou Kihei Dorvack, Albegas, Zegapain, Star Driver (Includes the series and The Movie), Idolmaster: Xenoglossia, Mujin Gattai Kisaragi, Crayon Shin-chan, Armor Hunter Mellowlink, Godzilla, Godzilla Against Mechagodzilla, Umasugi Wavenote , Border Break X, Ginga Kikoutai Majestic Prince, Sakura Wars (Includes Sakura Wars 2: Thou Shalt Not Die and Sakura Wars 3: Is Paris Burning?), Infinite Ryvius, Eureka Seven AO, Kyoryu Sentai Zyuranger, Getter Robo Go, Gasaraki, The Girl Who Leapt Through Space, Rinne no Lagrange, Robot Girls Z, Sun Musume ~ Girl's Battle Bootlog, Hacka Doll, THE iDOLM@STER: Cinderella Girls, Heybot, Sega Hard Girls, Little Witch Academia, Macross Delta, Mega Man (Classic), Mazinger Z: Infinity, Fang of the Sun Dougram, Video Warrior Laserion, A Certain Magical Cyber Trooper (Virtual-ON), , Mazinger Angels, Machine Robo: Battle Hackers, Gundam Build Fighters, Juushinki Pandora, Space Battleship Tiramisu, Aikatsu!, FLCL, Space Sheriff Gavan, Cutie Honey Universe, Muv-Luv Alternative, Brave Exkaiser, Daimidaler the Sound Robot, Mobile Suit Gundam Narrative, Vandread, Mai-HiME, Galaxy Angel, Medarot, Neon Genesis Evangelion: ANIMA, Code Geass: Lelouch of the Re;surrection, SD Sengokuden Musha Shichinin Shu Hen, SD Command Chronicles G-ARMS, SD Sengokuden Tenka Toitsu Hen, SD Gundam Gaiden Seikihei Monogatari, Kaizoku Sentai Gokaiger, Shonen Ashibe GO! GO! Goma-chan, Battle Spirits Shonen Gekiha Dan, Shinkansen Henkei Robo Shinkalion, Robotics;Notes
This era is notable for really stretching the limits on 'what is allowed in Super Robot Wars', with questionable 'Mecha' properties making their franchise debut, albeit ones that are still beloved mainstays of Japanese series and pop culture. Also helping these debuts is Super Robot Wars X-Ω expanding upon the borders for which properties, including genres, can be included. These games, however, tend to be a bit more limited and subdued, as opposed to X-Ω and its 'go all-out, so long as there's something with Mecha in it' approach. As a result, each installment features one title drawing heavily upon Space Opera, with a trademark unit being a battleship rather than a Humongous Mecha.
- Super Robot Wars V: Pronounced as 'Voyage' and released on February 23, 2017 for the Sony PlayStation 4 and PlayStation Vita, V was the first licensed installment in the franchise to be released in multiple languages (English, Chinese and Korean) throughout the Asia region, and the first time a non-Humongous Mecha based Space Opera series was included. This game brings in and incorporates more Gundam Expanded Universe material than its predecessors, using the Crossbone Gundam side stories and Hathaway's Flash. Additionally, it marks the first appearance of a Brave Seriesinstallment that was not GaoGaiGar, the sole representative of the franchise for fourteen years; furthermore, V will appear on the Nintendo Switch on October 3, 2019 and a day later on Steam, the latter marking the franchise's first foray onto PC.
- Important Banpresto Original characters debuting here: Souji Murakumo, Chitose Kisaragi, Nine, Veltab Text, Charlotte Hastings, Ghuli Tarta Galbras, Jamie Reeta Slaushel, Ahlforz Rohm Halharris, Nevanlinna
- Series debuts: Mobile Suit Crossbone Gundam: Skull Heart, Mobile Suit Crossbone Gundam: Steel 7, Mobile Suit Gundam: Hathaway's Flash, Space Battleship Yamato 2199, Cross Ange: Rondo of Angels and Dragons, The Brave Express Might Gaine, Shin Mazinger Zero vs. The Great General of Darkness, Mazin Emperor Gnote
- Super Robot Wars X: Also known as 'Cross', this title was released on March 29, 2018 for the PlayStation 4 and PlayStation Vita in Japan; similar to V, X was released in multiple languages throughout the Asia region on April 26, 2018. This game marks the first time the Getter Robo franchise was absent on a non-handheld installment and will be ported onto the Nintendo Switch and Steam on January 10, 2020.
- Important Banpresto Original characters debuting here: Iori Iolite, Amari Aquamarine, Hopes/Spero, Celric Obsidian, Archmage Keeldin, Ende the Devourer
- Series debuts: Buddy Complex (Includes Buddy Complex Final Act: Into the Skies of Tomorrow), Gundam: Reconguista in G, Nadia: The Secret of Blue Water, Mashin Hero Wataru Series
- Super Robot Wars T: Short for 'Terra', this game was released on March 20, 2019 for the PlayStation 4 and Nintendo Switch, a return to a Nintendo console since NEO. T marks the addition of a Magical Girl/Shojo series for a traditional installment, one that has been the target of legitimate requests since the late 1990s; it's also the first time two Brave Series entries are in one game.
- Important Banpresto Original characters debuting here: Saizo Tokito, Sagiri Sakurai, Ramii Amasaki, Meryl Spanna, Amies Ernest, Hirosuke Amasaki, Dyma Goldwin, Rudi Pixyzalto, Siegel Seygo, Roni Marbuk, Paul Darj, Wassilmon Razlson, Ragnayael Dynharish, Ame Presbund
- Series debuts: Cowboy Bebop, Expelled from Paradise, Magic Knight Rayearth, Arcadia of my Youth - Endless Orbit SSX, Getter Robo Daikessen!, Aura Battlers: Aura Fhantasm
Unlike its licensed installments (aside from Masou Kishin), Super Robot Wars Original Generation focuses exclusively on Banpresto's in-house created original characters and mecha to serve as protagonists or supporting characters from their appearance in licensed titles; of course, this series itself would go full circle by creating its own characters and mecha specifically for Original Generation. Despite lifting narrative and thematic elements from its predecessors, these installments are contained within its own Continuity, separate from the other games in the franchise.
- Super Robot Wars Original Generation: The first proper Original Generation game released on the Game Boy Advance in November 2002, mixing the first part of the Balmar War from the Alpha series and the Divine Crusaders War from the Classic Timeline, alongside never-before-seen originals. It also touches on 'The School' sub-plot hinted in Alpha 2, which later mingles with other originals and introduces a unique interchangeable weapons system between real robots. Since it's devoid of licensing problems, it's the first to be localized into English.
- Important Banpresto Original characters debuting here: Elzam von Branstein, Kai Kitamura, Latooni Subota, Shine Hausen, Radha Bairaban, Katina Tarasknote , Russel Bagman, Garnet Sandi, Giado Venerdi, Daitetsu Minase, Tetsuya Onodera, Eita Nadaka, Lefina Enfield, Sean Webley, Eun Hyojin, Rishu Togoh, Marion Radom, Randolph Laker, Siebel Mistrel, Adler Koch, Tempest Hawker, Lily Junkers, Kar-Wai Lau, Tenzan Nakajima, Nibhal Mubhal, Graien Grusman, Atad Shamran, Gaza Haganer, Galuin M'Habel, Septuagint
- Super Robot Wars Original Generation 2: Sequel to Original Generation, it was released in February 2005 on the Game Boy Advance and got localized, too. The game continues the story and adds up the Inspectors of 3, the Shadow-Mirror of Advance, the Einst of Impact and the Machinery Children of Alpha Gaiden, as well as introducing the(rest of the) protagonists from Alpha 2. It is the first game to introduce the 'Ace Bonus', a passive upgrade to abilities and/or stats if a character reaches 50 kills, and a unique, unit-specific 'Full Upgrade Bonus' if players fully upgrade a mecha's stats.
- Important Banpresto Original Characters debuting here: Ouka Nagisa, Wodan Ymir, Echidna Iisaki, Archibald Grims, Van Vat Tran, Agilla Setme, Cuervo Cero, Brian Midcrid, Mitsuko Isurugi, Kenneth Garret, Stern Regisseur
- Super Robot Wars Original Generations: A Video Game Remake compiling the two Original Generation Game Boy Advance titles for the PlayStation 2 in June 2007. Presumably due to cost considerations, this game has yet to be localized. The remake introduces the 'Twin Battle' system', where two battles can be conducted against the same enemy by two allies simultaneously, and the 'Twin Command', a seventh Spirit Command accessed through pairing allies with one another. Original Generations re-touches the story with minor and major alterations, including the addition of the originals from Reversal; effectively, the remake retcons the first two Original Generation games (as well as the first 3-episode OVA) via Continuity Reboot. Original Generations was intended to celebrate the franchise's 15th anniversary.
- Important Banpresto Original Characters debuting here: Lorenzo di Montenego, Murata
- Super Robot Wars Original Generation Gaiden: Gaiden Game sequel to Original Generations, it was released in December 2007 on the PlayStation 2. Despite the short campaign compared to other entries in the series, Original Generation Gaiden features lots of bonus material like a trading card mini-game called 'Shuffler Battle Mode' and a battle viewer 'Free Battle Mode'. Story-wise, it continues from Original Generations and adds the ODE Incident from the OVA/drama CD, Duminuss from Reversal, the Shura of Compact 3, and a revamped Einst (now called Jetzt), as well as the heroes and villians from one of Banpresto's earlier crossover franchises, The Great Battle. The game also features cameos from Touma Kanou of Alpha 3 and the originals from MX.
- Important Banpresto Original Characters debuting here: Kouta Azuma, Shouko Azuma, Kisaburo Azuma, Foglia Est, Eric Wong, Kyle Bean, Celcia Farm, Donna Galagar
- The Second Super Robot Wars Original Generation: Sequel to Original Generation Gaiden, this is the first Super Robot Wars title released on the PlayStation 3 on November 29, 2012. The story concludes the events of the Sealing War from Alpha 2 and the AI-1 saga of MX. New series entrants include characters from Destiny, the obscure Real Robot Regiment and Lost Children, a manga side-story from Alpha 2. Finally, the rest of the Masou Kishin cast from EX make their Orignal Generation debut, along with the remaining Choukijin not seen in the Alpha series. The game retouches the 'Twin Battle' system and adds in the 'Ability Slot' system, where passive abilities and bonuses can only be activated by pairing allied units together.
- Important Banpresto Original Characters debuting here: Michiru Hanaten, Kurt Bitner, Taylor Centrum, Gaspard Gillan, Daniel Howell, Jacob Moore, Humphrey Innis, Oleg Nazarov, Amara Barton, Jun Kanan, Sandayuu Taihou, Hou Kason, Chienne Argent, Chien Argent, Chiot Argent, Araseri Garcia, Arteil Steinbeck
- Super Robot Wars Original Generation Infinite Battle: In the same vein as Super Robot Spirits, Infinite Battle is a 3D Fighting Game, with gameplay derived from Another Century's Episode and the Gundam Vs Series. Certain characters and units upwards to the Second Original Generation are playable. Released one year after the launch of the Second Original Generation, the premium edition of Infinite Battle includes 'Dark Prison', a side-story that details Shu's route from EX retold to mesh together with current Continuity. Like Original Generation Gaiden, Dark Prison features Selena Recital from Alpha 3, and is available as seperate Downloadable Content.
- Important Banpresto Original Characters debuting here: Saika Shinagawa, Albharda, Yong Gebana, Keparoc Narmo, Kinaha Sokonko
- Super Robot Wars Original Generation: The Moon Dwellers: Sequel to the Second Original Generation, yet oddly not a numbered sequel, since Bandai Namco Entertainment did not wish to confuse newcomers. The Fury storyline of Judgment is incorporated with Touya Shun as the headlining protagonist, backed up by Calvina Coulange as the heroine of another route, alongside GC; like Raul and Fiona in Original Generations, GC protagonist Akimi Akatsuki becomes the younger Half Identical Twin to older sister Akemi. Furthermore, Haken Browning and Aschen Brodel of Endless Frontier also appear. The game was simultaneously released on the PlayStation 3 and the PlayStation 4, the first installment for the latter, on June 30, 2016 and was intended to celebrate the franchise's 25th anniversary. Additionally, Bandai Namco has translated the game into English, releasing it only on the PlayStation 4 platform on August 5, 2016.
- Important Banpresto Original Characters debuting here: Gint Kitaumi, Miles Boothlloyd, Iradoya Kujua, Gomoudooka Gorainkel, Bilgor Belcha, So-Des Zuo, Karo-Ran Vi
The following Gaiden Games are exclusive to Original Generation. By Word of God, each installment takes place before, during or after the events of the main series, but are separate from them.
- Super Robot Wars OG Saga: Endless Frontier: First Spin-Off game under the title 'OG Saga', Endless Frontier is a multiverse-travelling Eastern RPG. Released for the DS in May 2008, it features a cast referencing previous Super Robot Wars installments and crosses over with Namco × Capcom and Xenosaga, showcasing Reiji Arisu, Xiaomu and KOS-MOS. Localized and released in April 2009, making it Reiji and Xiaomu's international debut.
- Important Banpresto Original Characters debuting here: Haken Browning, Kaguya Nanbu, Aschen Brodel, Princess Suzuka, Sanuki Nanbu, Shuten, Cardia Basirissa, Otone, Anne Sirena, Bonny Maxmad, Katze Kotolnos, Ezel Granada, Kyon Feulion, Henne Valkyria, Koma, Shirou, John Moses, Lee Ly, Marion Sumii, Dorothy Mistral, Rubor Cucullus, Wahrschein Lichkeit
- Super Robot Wars OG Saga: Endless Frontier EXCEED: DS sequel to Endless Frontier released in February 2010, EXCEED features all playable characters from the previous game returning, alongside new protagonists. The game ties into the events of Original Generation Gaiden, as Axel Almer, Kouta Azuma and Einst Alfimi make their way to the Endless Frontier as playable characters, including MOMO of Xenosaga. Mark Hunter from Gaia Saver makes a cameo.
- Important Banpresto Original Characters debuting here: Aledy Naash, Neige Hausen, Cindy Bird, Pete Pain, Hamelin Silbato, Gerda Miroir, Cleo Gretel, Lok Eye, Hild Brun, Rig the Guard, Vanar Gand, Hela Gand, Jolm Gand, Gagun Laos/Gymnos Basileus
- Super Robot Wars OG Saga: Masou Kishin - The Lord of Elemental: An Updated Re-release of Gaiden for the DS in May 2010, the intent is to incorporate and expand on the untold Masou Kishin story and characters into Original GenerationContinuity.
- Super Robot Wars OG Saga: Masou Kishin II - Revelation of Evil God: Released on January 12, 2012, Revelation of Evil God is the PlayStation Portable sequel to The Lord of Elemental and marks the 15th anniversary of the Masou Kishin series. The game is bundled with the The Lord of Elemental DS rerelease, complete with enhanced visuals and extended voice acting.
- Important Banpresto Original Characters debuting here: Elan Zenozakis, Gaen, Fang Zan Bisias
- Super Robot Wars OG Saga: Masou Kishin III - Pride of Justice: Released on August 22, 2013 for the PlayStation 3 and PlayStation Vita, Pride of Justice is the sequel to Revelation of Evil God.
- Super Robot Wars OG Saga: Masou Kishin F - Coffin of the End: A PlayStation 3 release in 2014, Coffin of the End is billed as the final installment of the Masou Kishin saga.
Super Robot Wars is actually a Spiritual Successor of sorts to the 'Compati Hero Series', a group of Banpresto-developed games that featured the crossover nature first usually focusing around a trinity of Gundam, Kamen Rider and the Ultra Series (with the character depicted more often than not in Super-Deformed size to avoid scaling issues between the human-sized Kamen Riders and the giants of the other two franchises), until it garnered its own franchise.
- Hero Senki: Project Olympus: An Action RPG for the Super Famicom that features Toku heroes Kamen Rider and the Ultra Series, as well as several Gundam pilots in Powered Armor stylized to their Gundams.
- Important Banpresto Original characters debuting here: Gilliam Yeager
- Gaia Saver: Another Action RPG for the Super Famicom similar to Hero Senki.
- Important Banpresto Original characters debuting here: Mark Hunter
- The Great Battle (I through VI and Full Blast): An Action Game series mostly appearing on the Super Famicom, it features Super-Deformed heroes such as Ultraman, Kamen Rider, various Gundams and the Henshin Hero Fighter Roar. Worth noting is Full Blast was developed by Inti Creates rather than Banpresto. The series also spawned many Spin Offs to various genres, such as Battle Pinball, Battle Racer and Battle Dodgeball to name a few.
- Important Banpresto Original characters debuting here: Fighter Roar, Emi, Dark Brain, Professor Kisaburo, Zan-El, Banprekid, Great Raimon, Black X
- Super Tokusatsu Taisen 2001: A Turn-Based Strategy game which completely submerges itself into Tokusatsu territory and features a full Tokusatsu cast, including the originals.
- Important Banpresto Original characters debuting here: Takuma Sakomizu, Saki, Eiji Kano, Ran Hinata, Kaori Minoshima, Satoru Hinata, Todo Tatsuya,Ryoko Sakomizu, Ryoma Sakomizu, Kiichi Sakomizu,
- Series debuts: Ultra Series, Ultraseven, Ultraman Jack, Super Robot Red Baron, Daitetsujin-17, Kamen Rider BLACK, Kamen Rider BLACK RX, Kikaider, Kikaider 01, Inazuma, Space Sheriff Gavan, Space Sheriff Sharivan, Space Sheriff Shaider, Himitsu Sentai Goranger
- Lost Heroes: A return to the form of Hero Senki and The Great Battle, Lost Heroes is an old-school Eastern RPG for the Nintendo 3DS featuring the original Ultraman and Ultraman Mebius, the original Kamen Rider, alongside Kamen Rider Double and Kamen Rider OOO, and the Nu Gundam.
- Super Hero Sakusen: Known more commonly as 'Super Hero Operations', this 1999 Eastern RPG released on the PlayStation featured G Gundam, Gundam Wing, various Ultra Series, Kikaider and the Metal Heroes franchise. The R-Gun, one of the machines of the SRX Team in the Alpha series, Ingram, Viletta and Euzeth made their debut here.
- Important Banpresto Original characters debuting here: Ingram Plisken, Viletta Vadim, Euzeth Gozzo
- HEROES' VS: A Fighting Game for the PlayStation Portable featuring 18 characters from nine series (plus three Guest Fighters and an original Big Bad), divided into the heroic Justice group and villainous Vice group. Notable for featuring Ultraman Nexus, which was missing from previous games.
- Important Banpresto Original characters debuting here: Stragaia
- Super Hero Generation: Another Turn-Based Strategy game for the PlayStation 3 and Vita featuring quite a number of series from the Gundam/Kamen Rider/Ultra Series trinity, this title was developed by Tom Create, a Spin-Off of their SD Gundam G Generation series.
- Super Robot Wars Original Generation The Animation: A 3-episode OVA set after Original Generation 2, the story tells of a next-generation of unmanned mecha from The Federationinexplicably going berserk and kidnapping people as part of an Assimilation Plot, including several of the main characters. The OVA's story would be re-adapted into a set of bonus missions in Original Generations called '2.5: Unified Wisdom'; the story is fully fleshed out in Original Generation Gaiden.
- Important Banpresto Original characters debuting here: Wilheim von Juergen
- Super Robot Wars Original Generation Divine Wars: A 26-episode TV adaptation of the first Original Generation game that re-tells Ryusei Date's story.
- Super Robot War Original Generation: The Inspector: A 26-episode TV adaptation of Original Generation 2 and sequel to Divine Wars, the series can be seen on Crunchyroll.
- Important Banpresto Original characters debuting here: Azuki Sawa
If that list confuses you on which came first, don't worry: here are the games sorted chronologically.
Chronological Releases of Super Robot Wars games
Super Robot Taisen Game Boy
- Super Robot Wars: April 20th, 1991
- Super Robot Wars 2: December 29th, 1992
- Super Robot Wars 3: May 23rd, 1993
- Super Robot Wars EX: March 25th, 1994
- Super Robot Wars 4: March 17th, 1995
- Super Robot Wars 2 Gather: June 30th, 1995
- Super Robot Wars 4 Scramble: January 26th, 1996
- Super Robot Wars Gaiden: March 22nd, 1996
- Shin Super Robot Wars: December 27th, 1996
- Super Robot Wars F: September 25th, 1997
- Super Robot Wars Final: April 23th, 1998
- Super Robot Wars Compact: April 28th, 1999
- Super Robot Wars 64: October 29th, 1999
- Super Robot Wars Compact 2 Part 1: March 30th, 2000
- Super Robot Wars Alpha: May 25th, 2000
- Super Robot Wars Compact 2 Part 2: September 14th, 2000
- Super Robot Wars Compact 2 Part 3: January 18th, 2001
- Super Robot Wars Alpha Gaiden: March 29th, 2001
- Super Robot Wars Advance: September 21st, 2001
- Super Robot Wars Impact: March 28th, 2002
- Super Robot Wars Reversal: August 2nd, 2002
- Super Robot Wars Original Generation: November 22nd, 2002
- 2nd Super Robot Wars Alpha: March 207th, 2003
- Super Robot Wars Compact 3: July 17th, 2003
- Super Robot Wars Destiny: August 8th, 2003
- Super Robot Wars Scramble Commander: November 6th, 2003
- Super Robot Wars MX: July 27th, 2004
- Super Robot Wars GC: December 16th, 2004
- Super Robot Wars Original Generation 2: February 3rd, 2005
- 3rd Super Robot Wars Alpha: July 28th, 2005
- Super Robot Wars Judgment: September 15th, 2005
- Super Robot Wars MX Portable: December 29th, 2005
- Super Robot Wars XO: November 30th, 2006
- Super Robot Wars W: March 1st, 2007
- Super Robot Wars Original Generations: June 28th, 2007
- Super Robot Wars Scramble Commander 2: November 1st, 2007
- Super Robot Wars Original Generation Gaiden: December 27th, 2007
- Endless Frontier: May 29th, 2008
- Super Robot Wars Advance Portable: June 19th, 2008
- Super Robot Wars Z: September 25th, 2008
- Super Robot Wars K: March 20th, 2009
- Supa Robo Gakuen: August 27th, 2009
- Super Robot Wars NEO: October 22th, 2009
- Endless Frontier EXCEED: February 25th, 2010
- Super Robot Wars OG Saga: Masou Kishin The Lord of Elemental: May 27th, 2010
- Super Robot Wars L: November 25th, 2010
- 2nd Super Robot Wars Z: Hakai-hen: April 14th, 2011
- Super Robot Wars OG Saga The Lord of Elemental 2: Revelation of Evil God: January 12th, 2012
- 2nd Super Robot Wars Z: Saisei-hen: April 5th, 2012
- 2nd Super Robot Wars Original Generation: November 29th, 2012
- Super Robot Wars UX: March 14th, 2013
- Super Robot Wars OE: July 18th, 2013
- Super Robot Wars OG Saga The Lord of Elemental 3: Pride of Justice: August 22nd, 2013
- 3rd Super Robot Wars Z: Jigoku-hen: April 10th, 2014
- Super Robot Wars OG Saga The Lord of Elemental 4: Coffin of the End: August 29th, 2014
- 3rd Super Robot Wars Z: Tengoku-hen: April 2nd, 2015
- 3rd Super Robot Wars Z: Rengoku-hen: April 2nd, 2015
- Super Robot Wars BX: August 20th, 2015
- Super Robot Wars X-Ω: October 4th, 2015
- Super Robot Wars Original Generation The Moon Dwellers: June 30th, 2016
- Super Robot Wars V: February 23rd, 2017
- Super Robot Wars X: March 29th, 2018
- Super Robot Wars T: March 20th, 2019
- Super Robot Wars DD: 2019
See here for the massive character sheet.
The franchise is a Trope Namer for:
- How Unscientific!: Derived from a piece of dialogue in F
- Original Generation: With The Lord of Elemental being the Ur-Example in the video game medium
- Real Robot: Primarily, if not all the time, small and agile gunfighters, with occasional melee weapons as emergency backups, at the expense of HP, attack, and armor. Examples include Huckebein and Gundam, the latter being the Trope Maker.
- Super Robot: Primarily, if not all the time, massive and powerful melee combatants, except for the occasional Rocket Punches, Chest Blasters, and/or Eye Beams as long-range backup weapons, at the expense of accuracy and evasion. Examples include Grungust, Mazinger Z and Getter Robo, the latter two also the Trope Makers like Gundam was to real robots.
Tropes to the franchise as a whole, including how the games are played, are the following:
- Ace Pilot: In most games, pilots earning 50 kills earn this status (displayed as an 'A' on their character status menu), with the most common bonus being an increase in Will when sortied at the start of scenarios; meanwhile, the top three aces in the roster earn extra Will when sortied. Modern installments introduced the Ace Bonus, granting character-exclusive new abilities or stat increases upon achieving this trope.
- Action Bomb: Two instances of this
- Missiles that appear as individual units, whose sole attack is an enormous, unavoidable explosion with the minimum range of a single panel that will inevitably destroy the missile. This also applies to enemy units purposefully used for Suicide Attacks, such as the Missile Mechanic Beasts and Gaga in Saisei-hen.
- The 'Self-Destruct' Spirit Command often appears for Joke Characters like Boss, but might be frequented by characters (such as Heero Yuy) who have a penchant to use this from their home series. Naturally, using such a command will render the unit unavailable for the rest of the scenario.
- Action Initiative: Like other Turn-Based Strategy contem poraries, the attacking unit always strikes first. However, the defending unit may perform its counterattack first provided its pilot has the appropriate pilot skill that triggers it (see Counter Attack).
- Actually Four Mooks
- Alpha 2 started the trend of allowing a 'squad' of upwards to four allied units moving and attacking as a single unit, with unit size being the leading restriction in forming squads. This goes double for enemy units - what might be a single Mook can wind up to be composed of four of them (boss units might even be a Flunky Boss). Thankfully, four bosses as a single unit doesn't exist.
- Meanwhile, Original Generations and its Sequels took the road of a smaller 'partner-based' system: K, L, and the Nintendo 3DS games, as well as the Third Z duology followed suit, whereas Z had the three-unit based TRI-Battle System.
- After-Combat Recovery: Played with - this is automatically done for any allied unit destroyed in a scenario in virtually all installments; unfortunately, the games also automatically use credits earned in order to repair them, thus any finances spent on ensuring allied units are repaired will be not be spent on making units better via unit upgrades. The exception are pilots with the 'Negotiation' pilot skillnote .
- Alpha Strike: A number of units have attacks that amount to using most or all of their weaponry simultaneously. While this has been present since Alpha (where most of the Variable Fighters can perform Hikaru Ichijo's barrage from the ending of Do You Remember Love?), modern installments are fond of adding these attacks to units who otherwise would not have a definitive final weapon in their respective arsenal.
- Alternate Company Equivalent: During the PlayStation era, Takara made games known as the Brave Saga series with very similar gameplay, including Yuusha Commands in place of 'Spirit Commands' (the Super Robot Wars equivalent of magic spells). As the name implies, it's a crossover of Sunrise's Brave Series but also included VOTOMS, Fang of the Sun Dougram and Panzer World Galient as its Real Robot representatives.
- Always Accurate Attack
- The 'Strike' Spirit Command ensures 100% accuracy, even bypassing unit abilities with a percentage chance of evading any attack, for a pilot's next attack or for the rest of a turn, depending on the game. Meanwhile, 'Attune' does the same except a pilot can cast it on any ally.
- Inverted with the 'Alert' Spirit Command, allowing 100% evasion from any attack, making it an 'Always Inaccurate Attack' example.
- Another Dimension: A setting used frequently in order to allow multiple series to crossover, even if it takes place on another world, yet it's still fair game to bring them and their dimension into the overall conflict within one universe (usually the one where the installment's Original Generation hails from). Aura Battler Dunbine and Byston Well is the earliest instance of this, followed by The Vision of Escaflowne, Mashin Hero Wataru Series and Magic Knight Rayearth. Of course, the franchise's Original Generation has one of its in the form of La Gias via the Masou Kishin saga.
- Anti-Frustration Features: Zigzagged; if players earn a game over, they are brought back to the intermission menu to retry the scenario. In some games, all credits, Experience Points and Pilot Points earned from the scenario are retained, allowing players to do some form of Level Grinding. Unfortunately, earning a game over results in possible 'Skill Points' that could be acquired in the scenario to be unobtainable because they failed the scenario in the first place.
- Anti-Grinding:
- Enforced like its contemporaries as the franchise calculates Experience Points based on how strong enemies are - a high-level character will earn measly experience destroying low-level Mooks, whereas low-level characters destroying a scenario boss are guaranteed to achieve multiple level ups. With the exception of particular scenarios that respawn enemy reinforcements, most games feature a certain number of enemies per scenario.
- Played with when repair-based units are considered since F: they can keep performing its primary function to gain as much experience for as long as players like, so if you want to spend several turns levelling your repair units this is entirely possible.
- Arbitrary Headcount Limit: The series allows a limited number of deployments that changes every scenario. Typically, by the end of the game, the player will have two to three times as many units sitting on the sidelines than those participating in the fight. The exception are the games allowing 'squads', such as Alpha 2, Alpha 3 and Z, where a single unit can be comprised of upwards to four units (three in Z). The games allow roughly a maximum twenty squads to be deployed, thereby allowing almost all of the player's forces to participate. The 'pair-based' games such as Original Generations and K do the same thing, though on a slightly smaller scale, deploying two units in one controllable unit.
- This limit is later pushed to its extreme in Hakai-hen and Saisei-hen, where a whole game's worth of a new cast, including every previous series from Z. While only around half or less of the cast from Z return, it does include all the best units from each series. However, due to hardware limitations, neither game has a squad-based system. This results in well over a hundred deployable units, and enough deployment slots for around a quarter of that, until getting the extra slots during the last scenarios. The player cannot even deploy a single character from each series without hitting the limit.
- Zigzagged in Judgment and W, where battleships can gain the ability to switch out active and reserve units during battle. The latter also contains the unique 'Support Request' mechanic, which allows a unit to call in a reserve unit for a 'Support Attack'note , despite not being sortied and adjacent to them the whole time.
- Averted in the Endless Frontier games: only four active party members will fight, but the rest can perform a 'Support Attack' (provided the currently active party member has enough commands to trigger the support), which can be helpful by maintaining maintaining combos, finishing weakened enemies without wasting a turn and increasing the Frontier Gauge to activate an 'Overdrive'.
- Arbitrary Minimum Range: Some weapons in the series cannot be used at point blank range. Ironically, this includes the shotgun in most games, which cannot be used against an adjacent enemy.
- Area of Effect: Some units may have weapons designated as 'MAP', which hits all units within a targeted area. The most common is a circle around the user, but there are other patterns depending on the unit. Most 'MAP attacks' don't discriminate friend or foe, but there are some that are Friendly Fireproof.
- Armor-Piercing Attack: Some unit attacks have an attribute allowing it to bypass enemy barriers; moreover, there's at least one Spirit Command where a pilot's next successful attack automatically pierces barriers. Finally, all Combination Attacks have this trope innately.
- Art Evolution: In general, the series takes less liberties with the mechas' proportions than it once did, downplaying the amount of 'Super Deformation' involved and simply scaling them down with most of their original proportions intact. Note the differences in art between Alpha 3, MX, and the 'International Era' Super Robot Wars games to see this evolution in action.
- The Artifact: International fans still use the term 'Banpresto Original', despite the fact its last official use was in 2008's A Portable. Likewise, expect fans to continue referring to the development team as Banpresto, even though Bandai Namco Entertainment absorbed it pre-release of A Portable, spinning them off as new gaming division B.B. Studio.
- Artifact Mook: Super Robot Wars does this for some Monster of the Week series, where formerly one-off enemies suddenly appear in droves. Can be jarring in cases such as GaoGaiGar where the monsters were transformed humans and their looks are based on their personality and the environment.
- Artificial Stupidity: Enemy Mook AI usually prioritizes the 'weakest' units within their effective range; in some instances, targeting repair-based units are the norm. However, 'weakness' is relative because of unit abilities and pilot skills that, when triggered (usually at low Hit Points), are capable of evading anything enemies throw at them (and provided the unit has the right pilot at its helm). This leads to the AI wasting its turn attempting to hit something it has no chance successfully (minus the work of Random Number God).
- Conversely, in some installments, the AI will go for units with high Hit Points, thus battleships and super robots are frequent victims (since losing a battleship usually results in an automatic game over). The problem is the AI then tends to ignore half-damaged units; since super robots are almost always designated tankers, Scratch Damage could be in effect, allowing those units not soaking up damage to wipe the floor on enemies too busy dealing with other units.
- Another example comes from enemies with MAP attacks: normally, a MAP attack targets all units in its vicinity, but in some games, enemies will refrain from using it on the off chance one of their own allied units would be hit. This makes certain bosses with MAP attacks easier, so long as a Mook is within is own range. The exception are MAP attacks that are Friendly Fireproof.
- Ascended Extra: The franchise is no stranger to this, as supporting or lesser known characters from a series might be accentuated for an installment over its respective series protagonist. For example, Kouji Kabuto of Mazinger gets top billing and protagonist status, whereas Tetsuya Tsurugi plays second fiddle (except in his own series Great Mazinger). Thanks to Breakout Character in the Alpha saga, Tetsuya earns more narrative relevance compared to Kouji, with the Alpha sub-plots using the former as the central character. Even with games featuring Mazinkaiser where it's explicitly 'Kouji's show', Tetsuya isn't put out of commission after the initial scuffle like the anime; likewise, installments utilizing Shin Mazinger starting from V will expand on Tetsuya's role rather than relegate him as a last-minute Big Damn Heroes. And in T, Tetsuya had more screentime before the plot of Mazinger Z: Infinity kicked in and he temporarily became a Badass in Distress. But even then, in T, his rescue happened a lot faster than in the movie (which was near the end of the movie), he still have more time to make up for the lost time in distress.
- Ascended Glitch: Any music will be overrid- TROMBE!!!.
- Assist Character: Played with - due to the large number of participants for installments, certain characters, usually those considered minor from their home series, will not get their own units. Instead, they participate as part of a main or secondary character unit's stronger attacks. In W, the human-sized Renais Cardiff Shishioh assists KorRyu and AnRyu for one of their individual attacks, while a pilot for the Strike Gundam has an attack calling for the trio of M1 Astrays to attack instead of the Strike. Similarly, certain bosses (particularly large spacecraft or King Mooks) will have an attack where they summon a large contingent of smaller Mooks to attack.
- Attract Mode: Following the title, a battle animation demo will play if you don't push any buttons.
- Background Music Override
- All playable characters have a specific Leitmotif that plays during battle animations; however, enemy bosses and in-game events will have their own that overrides the playable's music. As a result of a bug in Original Generation, the Leitmotif 'Trombe!' overrides all themes, including the Final Boss.
- In some climactic moments, a special theme, belonging to neither the players or the enemies, will play throughout the scenario, overriding everything. Of special note is the final battle of Alpha 3, where the heroic 'GONG' plays for the entire fight, unless the Macross 7 characters attack, in which case their music kicks in. Thoroughly justified, however: they're the ones playing 'GONG' in the first place.
- Bag of Sharing: All equippable parts and weapons in games have one inventory shared across all playable units. In the case of scenarios where the group splits off into different routes, equipped items on units not present on the player's selected route will be unavailable until they return; however, the player can unequip these items on non-present units during the intermission and give it to available units.
- Bag of Spilling: The franchise gets away with this because scenarios are fairly abstract - players generally just lose the best units for a while for various reasons. For instance, the Mazinkaiser and Shin Getter Robo will be used for the first few scenarios, but an in-game event forces both to be shipped back home for repairs. In the Original Generation games, characters will likely keep their better units, though in some cases they have to go and pick them up out of storage.
- In the case of F, it allows a carry-over of everything over to the sequel F Final. If the player opts out of using that, they're given a lump sum of credits to use, but don't get any upgraded units for the game. The same happens between Hakai-hen and Saisei-hen, to a certain degree.
- Back in the Alpha games, the Mazinkaiser and Shin Getter Robo show up in each subsequent installment, yet there are various excuses as to why the characters downgrade to the Mazinger Z and Getter Robo G at the start of the next game. Such explanations include correcting a power imbalance or undergoing maintenance when the team gets sent to the future a la Alpha Gaiden. Interestingly, Alpha 2 uses a Continuity Nod explanation: in the previous game, the villains managed to pull a Grand Theft Prototype on the Mazinkaiser, and the heroes recovered it by exploiting a flaw (a blind spot created by its flight pack). At the start of Alpha 2, players get the Mazinkaiser but not the pack, since Professor Yumi is trying to remove the blind spot so future villains can't exploit it themselves.
- Boss Dissonance: Done occasionally because boss difficulty isn't necessarily determined by the amount of Hit Points or statistics it has, but from its pilot skills, unit abilities and whether or not it can successfully perform a Counter Attack; fighting such an enemy may invariably lead to the next boss being much easier. Take Alpha Gaiden for example, where the penultimate boss is harder than the Final Boss, despite being statistically weaker than the latter. This is due to the Final Boss having limited ammunition for its attacks.
- Bragging Rights Reward: Almost any unlockable characters and units can be considered, though specifics are usually handed out to the ones that require Guide Dang It!.
- The Cameo: Often, you'll find an original character from one game pulling this in another title, with little to no relevance regarding their appearance (Touya Shun of Judgment in K, for example). However, modern games may use this as a form of Foreshadowing for a future release, such as Crowe Broust's cameo in Z for his debut in Hakai-hen.
- Changing of the Guard: Series-wide, the 1970s Mazinger and Getter Robo series were silently phased out for newer entries around the start of The New '10s, with the first Super Robot Wars Z being something of a last hurrah before they started disappearing. Excluding the remake of Super Robot Wars 1, the inclusion of Mazinger Z Infinity in T ended a nearly ten-year absence of the classic Mazinger continuity.
- Character Customization: 4 and Alpha allowed a degree of customizing who the protagonist will be - male/female, real/super robot pilot, a personality archetype and a Designated Love Interest with their own customization. Modern games allowed this via determining how each character plays via stats, pilot skills, terrain adaptibility and which mecha they pilot.
- Character Portrait: Present for all characters, allied and enemies, in the games; even Mooks and Mecha-Mooks get their own portrait.
- Clothes Make the Superman: The robots provide the pilots the means to fight but this is subverted for some units that can be switched around by multiple characters but require specific skills to draw out their full potential (e.g. only Newtypes can use Funnels) or a unit's Signature Move is locked to a single pilot.
- Clown Car Base: Depending on the primary battleship and mecha the player has access to.
- Color-Coded Armies: Blue for allies, red for enemies, yellow for neutral/third-party
- Combination Attack: Mostly ones from the same series, but there have been series crossover combinations.
- Continuing Is Painful:
- In games where 'Skill Points' are in play, failing the Skill Point objective or its scenario will invalidate the Skill Point from being acquired in another opportunity, preventing players from heading into 'Hard' difficulty. In some games, not earning enough Skill Points prevent secrets from being unlocked or heading to a last scenario where the True Final Boss is fought.
- After every battle, players are hit with a repair bill for every friendly unit that was destroyed during play with the severity depending on how many units were lost and how valuable (expensive) the units were. Although every unit lost is always repaired regardless of whether or not players have enough credits, stumbling too hard in the early portions of a play-through, players may end up with little to no finances to upgrade allied units, becoming badly outclassed by increasingly stronger opposition as the game continues.
- Coup de Grâce Cutscene
- Defeating storyline-driven villains will often trigger a cutscene where they regain Hit Points to allow the appropriate hero(ine) to finish them off.
- Since all combat takes place in cutscenes anyway, this is played with 'Dynamic Kills', special animations that only trigger if a specific attack completely destroys the enemy.
- Counter Attack
- The earliest Super Robot Wars titles automatically forces all units to counterattack; EX rectified this by letting the players issue individual orders to their units during their own turn to either evade or defend as necessary against all or lower-level enemies during the enemy's next turn. It was improved in 4, where players were first given the option to manually decide whether to perform this or not during the enemy's turn.
- The universal pilot skill 'Counter' gives the user a chance to attack first before an enemy unit during its attacking phase. Its chance of activation, however, depends on the user's skill stat.
- Crippling Overspecialization
- Getter-3 is the archetypal example for these games: it's almost exclusively designed for underwater combat with little to no movement restrictions in this terrain. The problem is most scenarios take place on non-water terrain, which the other Getter transformations excel at; additionally, Getter-3 cannot target aerial-based units. To compensate this shortcoming, Getter-3 pilots will usually acquire more useful Spirit Commands amongst their peers to better use the Getter-3 transformation. Furthermore, Getter-3 will also have the best defensive stats out of all of the Getter forms.
- In the early games, real robots were generally balanced by having sub-optimal post-movement weapons, making them heavily reliant on long-range duties and/or a focus on Counter Attack (at least until their respective pilots receive an Extra Turn). Aura Battlers, on the other hand, were given a variety of short-ranged melee weapons, but almost no long-ranged options - in particular, the Sirbine from New Story of Aura Battler Dunbine was infamous for having a repertoire consisting entirely of 1-ranged attacks that it came as an absolute shock when BX extended the range of its Aura Sword attack.
- Critical Hit: The rate at which this trope occurs depends on a pilot's skill stat; the higher the number, the better its chances of activation. Depending on the game, these deal either 1.2 or 1.5 times the damage. The 'Fury' spirit command makes the caster's robot deal crits for the rest of the phase.
- Cutscene Power to the Max: When a unit gains a new attack, it may debut with an animation showcasing it dealing heavy damage to (if not outright destroying) a powerful, high HP boss. It rarely works that way when the player actually uses it.
- Defend Command: There are three options when attacked. Countering, defending or evading. Defending halves damage but also halves evasion rate, and vice-versa for evading.
- Defenseless Transports: Rarely are battleships, the primary allied transport units, incapable of defending itself as most are armed with basic weaponry, but the Tausendfussler-class transport in Original Generation is the one to truly play this straight.
- Deflector Shield: Both allied and enemy units may possess energy barriers that play this straight. Most of them reduce damage by a certain threshold and outright nullify attacks if they're under that amount.
- Demoted to Extra: Zigzagged
- Units that were in one game can be relegated to being part of another unit's attack or just be removed entirely with only that series' most important units remaining.
- Many series that have been utilized throughout the franchise might have their plot shorten or shafted via Filler or Post-Script Season.
- The Getter Robo franchise benefits less from the Grandfather Clause than fellow founding franchises Mazinger and Gundam, having been left out of several entries, whereas the developers always find a way to include at least one Mazinger and Gundam series.
- Depth Perplexion: With the exception of installments that use partner-based or squad-based mechanics, all other games ensure only a single unit can occupy a space on the map. For example, a flying unit cannot occupy the same location where a unit is underwater.
- Diminishing Returns for Balance: Beginning with A Portable, modern games introduced 'evasion decay', a game mechanic where if an allied or enemy unit successfully dodges an attack, the next attack against it in the same turn gains a cumulative bonus to its accuracy rate, only resetting once the unit takes a hit. This is done to discourage units (namely real robots) from being unable to take a hit at all, forcing players to use designated tankers (primarily super robots) to take enemy attacks instead.
- Discard and Draw: Not only do characters following their series' Continuity abandon old units for Mid Season Upgrades, it's possible to put supporting characters in those abandoned units to make them useful again. Amuro Ray leaving behind the Nu Gundam for the Hi-Nu Gundam? Put Roux Louka in the former; got a spare mass produced Great Mazinger or two? Stronger units for Sayaka Yumi and Jun Hono.
- Disc-One Nuke: Too many to count, though Mazinger units, thanks to high offensive power and armor rating, along with being some of the earliest units acquired in the games, are the guiltiest offenders of this trope.
- Divergent Character Evolution: There were eight 'pre-built' hero options in Alpha, one for each character design. Two of them become protagonists for the rest of Alpha, four are fleshed out into distinct characters in Original Generation, while the remaining two appear in Original Generation 2. Similarly, the rest of the selectable heroes in Alpha 2 get their individual place to shine in the sequel.
- Dramatic Disappearing Display: By default, the HP/EN bars of units will slide out of the screen for the duration of an attack animation; if it doesn't, it's usually the result of an attack dealing a portion of its damage to the opposing health bar with every hit.
- Dual Mode Unit: Almost all Transforming Mecha will feature at least two modes - a 'humanoid' configuration with better power and defense and a form that allows better movement and mobility. At the same time, one transformation will have exclusive attacks the other does not carry. Mobile suits and variable fighters are the go-to examples.
- Early Installment Weirdness: The 'traditional' series can be broken into two pieces - 'classic', which includes most (but not all) games with Limited Animation, and 'modern', those with full animations. As one might expect, the former category contains a lot of this trope.
- Infamously, the option to skip animations didn't show up until Alpha, making it a welcome addition after the load-heavy early PlayStation games and arbitrarily-slow WonderSwan releases.
- Telltale signs of a 'classic'-styled Super Robot Wars include the 'reaction' pilot stat (an additional modifier determining accuracy/evasion rates) and the 'limit' stat for units (a hard limit on the sum of a pilot and their unit's evasion rating). 'Modern' games would ditch the latter and replace the former with a 'defense' stat.
- Super Robot Wars 1 in its entirety: the only thing the sequel really retained was Spirit Commands; even then, the mechanic was completely reworked.
- Earlier games had a strange mission design quirk: if a mandatory event is supposed to occur on a specific turn, but players manage to clear the map of all enemies before it happens, the scenario immediately ends. This could cause players to miss acquiring allied characters and units for the scenario, among other things. One notable glitch in Super Robot Wars 3 causes players to lose a good chuck of their team if a scenario is completed before reinforcements arrive.
- Losing a battleship doesn't constitute in an instant failure condition; this persisted as far as Compact 2.
- Up until Alpha, Gundam units weren't simply Super-Deformed: they were actually based on the SD Gundam line, complete with human-like eyes. This remained present in early CG movies and renders for Alpha for 'legacy' Universal Century units (new Alternate Universe units simply got Super-Deformed with their original designs), but disappeared completely with the release of Alpha 2.
- Older games enforced the Grandfather Clause with regards to the series present in the original Super Robot Wars, often times resulting in things like an adult Amuro Ray using the RX-78-2 Gundam and Benkei Kuruma piloting the standard Getter-3 to justify having the original Mobile Suit Gundam and Getter Robo, respectively. Following Super Robot Wars Judgment, whose cast list excluded every single series present in the first game, the only guarantees are a Mazingerand Gundam series (NEO pushed the latter about as far as it can get without completely omitting the franchise).
- Tying into the above, Gundam F91 was initially as much of a mainstay as Zeta Gundam, Gundam ZZ, and Char's Counterattack. After Alpha 2, it took a roughly fifteen year hiatus (excluding the High Definition remake of Super Robot Wars 1) before a mass-produced version of the titular mobile suit reappeared in V and the movie proper returned in X.
- For an example that extends beyond the Limited Animation games, Mobile Suits didn't receive fully-proportioned close-up shots in their animations until Z2, more than ten years after they became commonplace for every other series. Licensing costs for the non-Super-Deformed designs were commonly cited as an issue; it's likely not a coincidence that the first game to include them was also one of the first Super Robot Wars games developed from start to finish under Bandai Namco.
- 11th-Hour Superpower: Any unit acquired in the last few scenarios, be it mandatory or through requirements met, will likely become this.
- Enemy Scan: Generally, information about an enemy and its unit's abilities and stats will be seen after trading blows with an allied unit. The 'Scan' Spirit Command can reveal this immediately for the lowest possible cost of one Spirit Point, while also reducing enemy evasion rates.
- Energy Absorption: Depending on the game, barriers may have a chance to absorb damage taken and convert it into HP/EN for the unit to recuperate from.
- Escort Mission: Occasionally in the games, scenario objectives can be a straight 'reach from point A to point B'; naturally, losing the escorting unit results in a game over. In some cases, this even means destroying a specific enemy unit.
- Event Flag: Any game that contains Multiple Endings will have this, as are unlockable characters and units.
- Experience Points: Earned not only by destroying enemies, but also simply by attacking them.
- No Experience Points for Medic: Until The Lord of Elemental, mostly to give the poorest combat-based units, but reliable medics a chance to level up.
- Tech Points: Called 'Pilot Points' (PP), they are acquired by defeating enemies and can used to purchase additional points for stats, pilot skills and changing terrain adaptibility.
- Point Build System: See Tech Points. Mecha, on the other hand, are upgraded through credits and plot-based events.
- Skill Scores and Perks: Simply called 'pilot skills' (which encompasses both 'skill' and 'perk' definitions), they are available either by purchasing via pilot points, are already available and unique to the character or requires an in-game event to be unlocked. Most pilot skills are passively activated, but certain skills require an activation through 'Will' or certain conditions (such as HP dropping below a threshold). Units possess their own abilities that are not unlike pilot skills, which also require a Will activation.
- Exposition Break: Done in-between scenarios to explain the concepts of all Humongous Mecha series involved in the game for those characters who come in late. Justified in some cases for series not set on Earth (the common locale for installments) or from the future; other times, it heads into Voodoo Shark territory, but is considered rare, as every title is a Massively Multiplayer Crossover setting where all characters co-exist, and always have. It would be the equivalent of someone in Real Life never having heard of the Gulf War despite having lived through it.
- Expy Coexistence: Since newer Mecha series inevitably take inspirations from older ones, this tends to happen with certain characters and units. Char Aznable is in plenty of installments where his Char Clones are also present.
- Extra Turn: In some of the earlier games, characters who reach a certain level gain the ability to perform two actions on the same turn. This later changed into a pilot skill, though is more or less an enemy-exclusive pilot skill in the modern era. The Spirit Commands 'Zeal' and 'Enable' can allow the pilot or any ally to do this trope, respectively.
- Fake Balance:
- There is a reason why this series has a dedicated (and fairly large) page for game-breakers. In general, 'balance-wrecking items' (appearing in Super Robot Wars in the form of equippable parts and purchasable pilot skills) turns mechanics such as terrain weakness and size penalties into mere technicalities.
- 'Real' units were initially balanced by having poor post-movement options (aside from Aura Battlers, who paid for their mobility with poor range instead). Said units were also among the first to gain the aforementioned Extra Turn, which severely downplays that weakness.
- For reasons known only to Banpresto, Destiny nearly standardized the armor ratings of the entire cast. The result is that super robots have barely more armor than fighter jets with no benefit outside of their pure damage output.
- To remove any doubt that modern Super Robot Wars runs on 'balance by brokenness', the International Era games modify the Pilot Point system so that they now serve as currency shared by the entire army to buy stat-raising skill parts. This eliminates almost any semblance of pilot balance, and can be used to turn pilots that are not even in regular use by the player into One Man Armies. X more than doubles the cost of stat-raising parts in an attempt to stymie this..which means that the player can 'only' break a handful of pilots per playthrough instead of a dozen or so.
- Fake Longevity
- Due to Health/Damage Asymmetry, most Final Bosses having hundreds of thousands of HP rendering the games into this. This is before mentioning their own Overly Long Fighting Animation; made especially bad in early installments when these animations can't be skipped.
- The series is kind compared to many games in that each section of text appears all at once rather than slowly scrolling in. However, while you can button-mash through cutscenes, you can't skip them altogether, except in the modern games, and even then it's only the intermission. Fortunately, there is a fast-forward button these days to alleviate this trope a bit.
- Final Death: Averted for all games except the original Super Robot Wars, yet justified given its lack of any coherent plot. Instead, Plotline Death is usually the go-to method when Spared by the Adaptation isn't in use.
- Fun Size: As a result of Super-Deformed, the appearance of many units in a lot of games' attack animations.
- Game-Breaking Bug: Unfortunately, the franchise isn't entirely immune to this, more commonly in older games. Super Robot Wars 3 has the most notable standout, as doing too well on Stage 7 can cause almost the entire party to disappear.
- Geo Effects
- Movement across any map costs 1 EN per panel, and all terrain on maps provide some form of defensive and evasion bonuses that's added towards combat calculations. Meanwhile, terrain such as city buildings, forests, mountains and water-based locations have movement penalties for ground-based units; for space-based scenarios, Asteroid Thickets. Movement penalties can be mitigated by increasing a unit's terrain adaptation. Some terrain on maps might even provide HP/EN regeneration (military bases and hangers are the usual ones).
- Furthermore, units in the air do not gain terrain bonuses, yet are unaffected by movement penalties. However, units staying in the air use more EN than units staying on the ground, as it costs 5 EN per turn to do so.
- Glass Cannon: A unit with a poor armor rating, but can dish out high damage via weapon statistics, unit abilities with its pilot(s) having offensive-based skills and/or Spirit Commands are this. Top spot for examples goes to Getter Robo, and is more or less reserved for supers.
- Gradual Regeneration: In the form of Hit Point and/or EN regeneration as unit abilities, while 'Spirit Point Regeneration' is a pilot skill and considered invaluable.
- Guide Dang It!: Most secrets; some of the more infamous ones require knowledge of an installment's 'perfect bible' to even comprehend the procedure of acquiring it.
- Hard Mode Perks: If players keep up long enough on 'Hard' difficulty, some games will award bonus credits, parts, Pilot Points, and unlockable characters/units. In some instances, these awards can only be acquired when playing on this difficulty. Averted with Alpha Gaiden, where 'worse' units can be obtained on a Hard run.
- Harder Than Hard: Certain games feature Dynamic Difficulty scaling between 'Easy', 'Normal' and 'Hard' depending on how many 'Skill Points' ('Battle Masteries' in the localization) you earn by clearing scearnios quickly or defeating bosses who normally retreat after taking enough damage and so forth. They also have 'EX-Hard' mode, which permanently locks the difficulty at Hard, gives enemies higher stats and stronger attacks, and makes it more expensive - if not, outright forbidden - to upgrade characters and mecha.
- Healer Signs On Early: Typically an allied unit with the unit ability to repair its allies will be available at the start of the game or join within the first few scenarios. Aphrodite A and the Methuss are two of the most recurring users. Alternatively, instead of repair-based mecha, some installments have pilots with healing-based Spirit Commands at exceptionally low costs like Roy Fokker in Alpha and Denzel Hammer of Z.
- Health/Damage Asymmetry: Bosses (and some Mooks) will carry five to six-digit Hit Point figures. While it isn't difficult to deal with five-digit damage figures, it may take some time to bring down some bosses. Fortunately, even with the majority of playable units having four-digit Hit Point figures, it usually takes more than a hit from any enemy to bring down an allied unit on the team, though One Hit KOs do happen.
- Herd-Hitting Attack: Naturally, clustering allied units around any enemy with a MAP attack can turn into this trope.
- <Hero> Must Survive: By default, battleships; Justified because losing them means losing the In-Universe characters who are in charge of the rest of the allied units, back-up units in reserve and, sometimes, the journey home. In other cases, particularly scenarios which are centered around the storyline belonging to the Original Generation, it will be the protagonist and their unit.
- Hit-and-Run Tactics: The aptly named 'Hit & Away' pilot skill, allowing a unit to move after performing an attack or healing allied units first.
- Hit Points: Natch; at least one game had units carrying a shield of some form with its own individual HP bar.
- Hold the Line: Most games will occasionally have scenarios where players must prevent enemies from reaching a point on the map or crossing a designated zone. Failure to prevent it is almost always a losing condition for the scenario.
- Hopeless Boss Fight: Done many times in cases where the script of the series being played out means the heroes must lose, even though it might be possible for the player to win in gameplay terms.
- HP to 1
- Expect this to occur during many in-game events and cutscenes, be it an allied/enemy unit.
- The 'Mercy' Spirit Command lowers an enemy unit's Hit Points to exactly 10 without destroying them, making it useful for keeping high-level enemies alive to allow low-level characters to destroy them and gain more Experience Points, or to clear scenarios/attain Battle Masteries that require players reduce an enemy unit's Hit Points to a certain threshold.
- Idiosyncratic Episode Naming
- Sequels in 'major' continuities (Alpha or Z) are stylized in Japanese as '第(#)次スーパーロボット大戦' - 'Dai-[number]-ji Super Robot Wars (continuity name)'. This is a semi-formal way of saying 'the second/third/etc'. When referring to the games in short, fans on both sides of the Pacific tend to denote them as 'SRW4', 'Alpha 3', 'Z2' and whatnot.
- Meanwhile, when talking about two-part installments such as the Second Z, one needs to make a distinction between Hakai-hen and Saisei-hen. Unfortunately, this doesn't quite work for the Original Generation series (see entry for more details).
- Improbable Power Discrepancy: Happens occasionally, where a technologically advanced real robot has the same Hit Points and stats to a planet-sized, world-destroying super robot.
- Infinity +1 Element: All attacks are classified as either physical blade, energy blade, beam, bullet, missile and remote. Some units have abilities that block attacks of a certain type, such as a 'Jammer' against missiles or a 'Beam Coat' against beams. However, some attacks have unique properties which bypasses these abilities, like 'Beast' from the Dancougar and 'Supreme' from the Elemental Lords.
- Karma Houdini Warranty: Let it be known to any mecha villains that managed to escape the hand of karma and justice in their original series that the heroes in this series, starting from the default heroes, heroes from other series and original heroes, will have precisely none of that shit; they will redirect the hand of karma itself accurately with the sheer power of Hot-Blooded justice.
- Later Installment Weirdness:
- The introduction of an invisible 'points system' for unlocking Secret Characters and alternate routes - instead of performing the usual mandatory two to three tasks of recruiting characters and their mecha, there are several smaller objectives each worth a number of points; the game will not tell how many of these points have been earned. Players will gain these secrets if they have amassed enough points by the time the secret is due to be given out. This system famously (or infamously) made its debut in Z, where the reward was preventing the ZAFT pilots from Gundam SEED Destiny from pulling a Face–Heel Turn for most of the final third of the game, and has been used in many games since.
- The International Era games avert The Faceless for mooks. As a side effect, V, X, and T make a token effort in creating more faces for their respective mooks.
- Leitmotif: All playable characters and villains will have this, in the form of either a theme song associated with their respective series or likely the opening song from its series' Animated Adaptation. Original characters get their own exclusive themes, and sometimes when they get their own Mid-Season Upgrade, their theme music changes too.
- Left the Background Music On
- Especially when Macross is involved, particularly the 'Information High' and 'Do You Remember Love?' sequences in the Alpha games.
- Famously, this is the only way to prevent Elzam V. Branstein from overriding any and all background music.
- Forgotten in V: singing 'Towagatari ~El Ragna~' from Cross Ange may be required to fire the Space-Time Convergence Cannons, but it's not even the default music for those attacks and it certainly doesn't override anything.
- Let's Split Up, Gang
- Route splits will occur for a few scenarios at various points in each game and playable characters will split up into two or three groups. Besides influencing the course of the story, these usually allow the player to unlock hidden characters and/or units.
- It's also a way to level up characters the player may have been neglecting and suddenly decide to use. When they rejoin, their levels will increase relative to how long they've been away, usually enough to match the others.
- Level Scaling: Mooks usually scale to the level of either the lowest playable character in the party or the average of the entire party. Bosses, on the other hand, will likely be around one or two levels greater than the highest characters' level.
- Limit Break: In the Endless Frontier games, this is called an 'Overdrive', performed by filling up the 'Frontier Gauge'.
- Loads and Loads of Characters
- By the end of any given game, there's a complete cast of at least a dozen different series on the player's side. Alpha 3 takes this to then unheard-of heights with twenty-seven series, some having a double-digit character count, leaving well over a hundred deployable characters and even more Mecha to choose from.
- The Z saga raised the stakes with the most series out of any installment; by the Third Z, there's 15+ series including its Original Generation from the previous games in the saga. The Sub-Orders System introduced in Hakai-hen was so players don't have to be bogged down by an overwhelming roster to choose from.
- Loophole Abuse: As noted in the 'International Era' subfolder above, Bandai Namco used the fact that the PlayStation 4 and Switch have next to no region restrictions to skirt around the prohibitively-expense task of obtaining all North American and European licenses for a Western release. The only thing that a Western fan would have to do that's out of the ordinary is set up a PlayStation Network account for one of the English-speaking Southeast Asian countries in order to buy Downloadable Content.
- Made of Explodium
- Just about every attack in the game - laser blasts, sword slashes, punches, giant-robot rhythmic gymnastics, etc. - ends with a colossal explosion. Any enemy destroyed will spontaneously explode, whether or not they're robots.
- Averted with modern titles which give out respective death animations if needed. Some of the exceptions are the Tekkamen in Judgment and W, who shatter into pieces, and the Festum disappearing into a black hole when destroyed in K. In Z, Anti-Body Coralians will turn to sand-like pieces and break apart, Zeravire will implode, Angels and Evangelion Units will emit blood, Mugen will explode into bits (minus the collateral damage) and the Shurouga turns into a bird and disappears amidst black/purple fog.
- Zonders, on the other hand, if finished by the GaoGaiGar via its 'Hell and Heaven' attack explode just as they did in the series, and it doesn't matter what gets hit by the Goldion Hammer: it Disappears into Light.
- Massive Multiplayer Crossover: Between several Humongous Mecha anime, manga and video games.
- Mecha Tropes
- Combining Mecha: Any unit(s) that can combine with another must be placed adjacent to one another, allowing the 'combine' command to appear. Some units, however, are permanently locked into its combining mode and cannot be seperated.
- Humongous Mecha: Obviously; within the games, the size of a unit plays greatly into combat calculations, where the larger the unit, the less damage it takes and the more it deals and vice versa. However, a large unit is less likely to give its pilot better accuracy/evasion rates against smaller units and vice versa.
- Mid-Season Upgrade: Par for the course in the genrefor Mecha. This applies to everything from getting a Mecha Expansion Pack, a brand new Super Mode, a new attack or of course an actual new unit.
- Powered Armor: Judgment is the first game to break tradition by including this.
- Transforming Mecha: The aptly-named 'transform' command for units that can do so.
- Mission-Pack Sequel: This has become increasingly apparent as the franchise went on, especially compared to the more radical entries like GC and NEO. Particularly blatant among the Game Boy Advance games, as well as the 'International Era' games.
- Money Multiplier: The 'Luck' and 'Bless' Spirit Commands, which doubles the amount of credits earned so long as an enemy unit is destroyed; the former works on the caster, the latter can can affect any allied unit. Furthermore, some character-exclusive pilot skills allow a character to earn a certain percentage more of credits whenever they destroy enemies.
- Monster Compendium: An 'encyclopedia' is available for most console releases, featuring all characters and units, heroic and villainous. Some of these installments will even have sound bytes where characters will say their popular Catchphrases from their home series.
- Mook Commander: Units with the Commander skill increase accuracy and evasion for nearby allies, with famous commanders like Bright Noa or Lelouch Lamperouge sometimes having a unique bonus or ability that enhances it. Enemy ships sometimes have the Chain of Command ability that increases accuracy for all enemies based on how many are present on the map.
- Morale Mechanic: All characters, including enemies, have a 'Will' (or 'morale') counter which increases or decreases over the course of combat from dealing or taking damage, successfully destroying units or having allied units destroyed. In order to pull off the strongest attacks for units, a high Will requirement is necessary, thus while a super robot may start off with Eye Beams and a Rocket Punch, as the battle rages, it can pull out its BFS to use its finisher. Additionally, Will also determines whether certain pilot skills can be activated after reaching its Will prerequisites.
- More Dakka: Alpha 2 introduced squad-based mechanics, where up to four allied units can be grouped into a single unit, unleashing attacks first before the headlining unit in the squad uses this. MX and Original Generation would have a variation of this during attack animations. Z and its unique TRI-Battle System has an entire class of attack, the 'TRI-Charge', based on all three units in a squad simultaneously unloading rapid-fire weapons at the enemy.
- Multi-Directional Barrage: The 'Placement Bonus' introduced in modern games, wherein a unit surrounded on two or more sides by enemies will receive an increase in damage taken. This modifier applies to allied and enemy units.
- Multiple Endings: Certain releases will use this; often, the path towards the 'good/true ending' requires the player to achieve a certain amount of 'Skill Points', reach the last scenario in a limited number turns taken in one playthrough or scoring a hidden point value within the game that never confirms whether it's been achieved or not (Guide Dang It! is certainly in play for the latter). In most cases, the difference between a 'normal' and 'good' ending is who the Final Boss really is.
- Mutually Exclusive Party Members: Primarily as a result of route splits, since some characters (particularly Secret Characters) can only be unlocked by making a specific choice.
- My Name Is ???: All unidentified enemy units are labelled with question marks, including their stats, until a battle encounter with (or through Enemy Scan); meanwhile, bosses with high Hit Points will have question marks over their HP bar until it is low enough. In fact, this trope also uses shadowed portraits to conceal the identities of characters in certain dialogue scenes (usually being villains) during pre- and post-scenario intermissions.
- Nerf: This has become an occurrence in the modern entries, such as reducing the maximum Spirit Points per pilot, buff-based Spirit Commands learned last, all attacks have some form of cost (be it ammunition or EN) and certain pilots skills being unavailable or difficult to obtain. Naturally, this is done to counteract certain tactics such as sending a fully-upgraded One-Man Army to soften a bunch of Mooks or using various Spirit Commands to perform more actions than normal during the player's turn. On the plus side, to balance out most of these, enemies and bosses are given their own tweaks, such as lower maximum Hit Points.
- Sometimes, this trope risk becoming excessive since tweaks can come out of nowhere. For example, Original Generation received a bunch in a series infamous for Final Bosses having Regenerating Health and powerful barriers. Naturally, this prompted players to spam Spirit Commands in past games until the nerfs appeared.
- The WonderSwan Color version of the first Compact, Impact, and Compact 3 experimented with nerfs to the 'Valor'note and 'Soul'note Spirit Commands to solve 'classic' Super Robot Wars issues with Glass Cannon bosses. It didn't catch on, and the franchise embraced astronomical hit point ratings instead.
- A rather infamous accidental nerf occurred in Alpha Gaiden: the Masou Kishin characters were not readjusted for the new game, thus wound up becoming weaker than anticipated.
- New Game+: Present in many games, with credits and pilot kill counts being the most common things carried over.
- New Work, Recycled Graphics: A common complaint about the series is that sprites and other assets evolve very slowly between installments. This became obvious with the Gameboy Advance and Nintendo DS installments, which shared many series between the titles.
- Night and Day Duo: Nine times out of ten, if an installment has Daitarn 3, the robot that uses The Power of the Sun, then its moon-based counterpart Zambot 3 is more than likely to be right beside it. This is telling when their 'Combination Crash', starts out with them using their finishers, respectively the 'Sun Attack' and 'Moon Attack'.
- Old Save Bonus:
- In the Z saga, having clear game save data for the previous game on the same system (Hakai-hen data for Saisei-hen, but not Saisei-hen for Jigoku-hen) grants credits, kills, Pilot Points and special parts when starting a new game.
- W grants credits and special parts for starting a new game with a Japanese Game Boy Advance Super Robot Wars game inserted in the DS. The part received is stronger for newer titles.
- Endless Frontier unlocks special accessories for starting or loading a game with one of the Original Generation Game Boy Advance cartridges inserted.
- One-Hit Polykill
- By default, MAP attacks, provided there's more than one enemy within its Area of Effect. A more straightforward example are 'ALL attacks' in squad-based games, where a unit targets all enemies in a single squad. Meanwhile, ALL attacks when paired with the Twin Battle system can target an enemy 'Twin' unit, but also an adjacent Twin unit within the ALL attack's range.
- The Chain Attack system also works like this so long as enemies are adjacent to one another while positioned in a row, allowing the unit to use a Chain Attack-capable weapon to mow them all down. The same system used in W allows this to occur so long as enemies are within range of the Chain Attack, despite not being placed in a row.
- One-Man Party: Due to the mechanics in certain games, it's entirely possible to clear entire scenarios with a single unit by granting its pilot every possible pilot skill and unit ability available, provided the game allows no skill slot limitations, alongside heightened stats.
- One Stat to Rule Them All
- The skill stat, which functions like a Luck Stat, governs not only the chance of scoring Critical Hits, but whether some pilot skills can be activated, such as 'Counter', 'Attack Again'note , 'Sword Cut'note and 'Shield Defense'note .
- Until the modern era, the 'mobility' stat for units determines accuracy and evasion. Averted beginning with Z when this is separated appropriately for units into 'mobility' (evasion) and the new 'targeting' stat (accuracy).
- While not deliberate, the 'evasion' stat for pilots: it doesn't matter if the pilot's unit can or can't take damage if the pilot can dodge enemy attacks with ease when this stat is upgraded, especially if the pilot's unit also has a unit ability (such as 'Mirror Image'note ) that takes advantage of evading attacks. Likewise, there's no point towards upgrading a pilot's 'accuracy' stat when almost all pilots have access to some form of a Spirit Command that increases accuracy rates for one turn.
- Inversely, for pilots using units clearly designed to be tankers (usually super robots), evasion is moot: the 'defense' pilot stat will be the one upgraded, and when coupled with finances poured into the armor rating for the pilot's unit, expect Scratch Damage from Mooks with only bosses being a point of concern.
- Overly Long Fighting Animation: The most guilty examples are usually the strongest attacks from units. Modern games allow a 'fast-forward' button during animations to speed through it, while most entries allow you to turn them off entirely if you wish.
- Parrying Bullets: The pilot skill 'Sword Cut' allows a pilot using a mecha equipped with a melee weapon to have a chance at cutting away missiles, grenades, and Attack Drones out of the air before it hits them, even deflecting enemy melee attacks. Making this even more implausible, some mecha like Daimos and members of the Shuffle Alliance don't use weapons but their bare hands.
- Point Defenseless: Provided buffs are not used, most battleships will be unable to hit anything that isn't a Mook the closer they are to them, despite their weakest weaponry usually having the highest percentage of accuracy at its disposal.
- Post-Script Season: Done often in order to include a series by after its plot be resolved in the back-story simply to pad out the cast list of an installment. Mazinger Z is the usual go-to example.
- Power Creep, Power Seep: The games hand out Adaptational Badasses and Adaptational Wimps as much as necessary in licensed installments to balance the entries. Without this trope, Super Robot Wars would be more literal and Real Robots on the harder range of Mohs Scale of Science Fiction Hardness wouldn't have a fighting chance.
- Power Equals Rarity: Any unlockable secret in the games that requires a Guide Dang It! will usually result as this.
- Pragmatic Adaptation: Not only are each series' respective stories reworked to fit from a narrative standpoint (usually fitting under Adaptation Expansion or Adaptation Distillation), some elements have to be reworked to fit within the bounds of a strategy video game. A few out of the many elements that were changed for gameplay purposes include:
- Once the games started embracing full animation, and especially once the series entered the realm of HD animation, units began to lose their lesser-known weapons and transformation modes until they were only left with their most iconic moves and forms. Occasionally, the lesser-known moves are included in the animations of their actual attacks. In a bit of irony, all of this started happening shortly after the franchise decided to ditch individually-upgradable weapons.
- Go Shogun's ultimate move - Go Flasher Special - is not an 'attack' at all; instead, it causes enemy machines to become sentient and self-destruct to escape being further used as tools of war. Rather than try to figure out how to make that work in a strategy game, the developers just made Go Flasher Special into a standard finisher. Alpha 2 also tries to somewhat salvage the anime's Anti-Climax ending by forcing the players to destroy Neo Neros's missiles instead of GoShogun effortlessly disabling them.
- The mecha from Aura Battler Dunbine typically have very little in the way of unique attacks, and unlike Mobile Suits, are primarily melee units. So to give them a proper niche, the developers took Chum's one-off labeling of an ordinary sword attack as 'Aura Slash' and turned it into a pair of actual Aura-charged attacks. Additionally, the plot point about Aura Battlers being nigh indestructable on Earth but less durable in Byston Well is reduced to an 'Aura Barrier' ability that works everywhere and isn't particularly powerful.
- Many games retained the Evangelion units' need to be tethered to a power supply, completely recharging their energy each turn while being unable to move too far from an allied battleship or specific map location without unplugging. Z3 changed the Umbilical Cable's effect to be a flat 50EN boost per turn without the need to be tethered to anything.
- The Gravity Wave Antenna system Martian Successor Nadesico also required Aestivalis units to remain within a certain range (typically 3-5 map squares) of the Nadesico to recharge their energy, though they could operate beyond that range at an additional energy cost. As of V, this was changed to allow recharging at any distance so long as the Nadesico was on the map.
- Protection Mission: More often than not, this type of scenario occurs frequently in almost every installment, from ensuring an allied or Non-Player Character unit survives a scenario to defending one or multiple areas on the map from enemies entering it.
- Rank Inflation: Variation with terrain ranking for characters and units - it's not used as an accomplishment, but as an aspect of gameplay to determine how they perform while on that terrain, scaling from 'D' to 'A', and then 'S', with 'A' being normal performance.
- Redemption Demotion: Zigzagged; occasionally, players may be rewarded with a boss unit who retains its abilities and stats, be it mandatory or through requirements met. Other times, this enemy unit pulling a Heel–Face Turn will play it straight and have their Hit Points and stats standardized to allied units.
- Relationship Values
- Some of the games have a built-in mechanic where pilots adjacent to a friend, rival or significant other gain higher stats during scenarios. Quite useful, as it can affect the skills of the pilots if they're surrounded by the people closest to them.
- In Judgment and K, the Original Generation sub-pilots are alongside the main pilot(s): choosing the same one over and over eventually ends with the games pairing them up.
- Required Party Member: Scenarios will designate character(s) and unit(s) who must be sortied out next for story purposes and they frequently must survive until either the mission is complete or a story event takes place. Some games even mark these characters on the intermission screen.
- Resting Recovery: Allied units can re-enter battleships to restore Hit Points and EN back to maximum after a few turns, but will take a dip in Will as a result.
- Revisiting the Roots: The 'International Era' games, while influenced by the tail-end of the Z saga mechanics-wise, revisit certain elements omitted or Downplayed in the late Turn of the Millennium and early The New '10s.
- Isometric grid-based maps, which had been dropped in licensed-Super Robot Wars after the first Super Robot Wars Z, return.
- Following an era in which multi-unit squad systems were very frequent, these games return to strictly having one unit per map icon.
- Super Robot Wars V, X, and T, for better or worse, resemble Advance, Reversal and Destiny - three standalone Mission Pack Sequels released over a rough span of three years. This is in contrast to the Episodic Games of the Z saga, with a year-long gap between each 'numbered' entry.
- The heavy Anachronism Stew of Universal Century Gundam series returns, including staples Zeta Gundam, Gundam ZZ, Char's Counterattack and Gundam F91 (at least in the case of X for the latter). Meanwhile, the less-recurring Crossbone Gundam appears for all three, Hathaway's Flash and Gundam Unicorn in V, and far-flung sequel Gundam: Reconguista in G in X. Excluding Super Robot Wars OE, V was the first traditional Super Robot Wars game since Alpha 3 to mix more than three Universal Century Gundam series together.
- Each installment features bonus units from the 'Classic' Super Robot Wars era: Huckebein and Grungust in V (complete with pilots styled after the Super Robot Wars 4 protagonists), Masaki and the Cybuster in X and a Gespenst for T.
- Road Cone: Any game with multiple protagonists to choose, leading to a direct sequel where they reappear in, but are no longer considered the protagonist again. Alpha and Original Generation are the best examples.
- Rocket-Tag Gameplay: Early Super Robot Wars games, particularly the F duology and games with similar damage formulas, are known for late game bosses than can one-shot just about any allied units but similarly go down in two to three solid hits from the player.
- Running Gag: Any promotional trailer of a new Super Robot Wars game will end with an incarnation of the Mazinger using its 'Breast Fire'; once viewers have seen the attack showcased, it's time for the trailer to end.
- Save Scumming: It's incredibly easy to abuse Suspend Save and use it frequently in order to figure out, for example, at which Hit Point threshold a boss will retreat. Such a method can be justified as some bosses may be required to be defeated in order to unlock secrets, though in all likelihood this is done to earn those extra experience points/credit/pilot points or to ensure an allied unit never gets hit, even at high accuracy percentages.
- Sci-Fi Writers Have No Sense of Scale: Players can stack whatever robots of whatever sizes inside battleships as long as the unit number isn't over the limit, no matter how impossible it would be for all of them to fit. Later series have a truly ludicrous amount of units.
- Scratch Damage: Certain abilities can reduce damage to zero, although pure defense can't reduce damage below ten (out of Hit Point totals in the thousands or tens of thousands, as a matter of fact). One Spirit Command allows a single attack that connects with the unit to deal the minimum ten damage, that is, however, subject to cancellation by barriers and shields.
- Second Person Attack: Quite a few attacks do this, likely so the animations can play fine regardless of how the target looks. A good example would be the 'Final Kaiser Blade' of the Mazinkaiser.
- Sequel Difficulty Drop: The average difficulty of Super Robot Wars has, and continues to, drop with each new entry with very few exceptions. The death of the 'Classic' games' Early Installment Weirdness is a major contributing factor, as is the introduction of mechanically-diverse pilot skills and unit abilities and new gameplay mechanics.
- Slap-on-the-Wrist Nuke: Generally, the stronger an attack, the more over-the-top its animation is. However, due to the mix of unit abilities, pilot skills and Spirit Commands present, it's possible these attacks will deal minimum damage, a fraction of it or miss entirely.
- So Long, and Thanks for All the Gear:
- The series tends to do this, especially with storyline deaths. A very early one occurs in 3 where one character disappears to spy on the villains and takes the unit you placed her in. Here's hoping what she reappears in later, having pulled a Face–Heel Turn, is a mook-level unit.
- Another one happens in Alpha 3: if the player chooses to begin the game with the male super robot protagonist, the story plays out the beginning of the second half of GaoGaiGar. Sadly, when the titular unit gets trashed, the machine and its pilot go through a 10-Minute Retirement and all of the GaoGaiGar's upgrades are rendered moot.
- Spin-Off: Most famously Original Generation, Endless Frontier and Another Century's Episode, but there are others such as Super Tokusatsu Wars, Real Robot Regiment, Super Hero Sakusen, Legend of the Sunrise Heroes, etc. The series itself is one to the Compati Hero Series, a Crossover between Gundam, Kamen Rider and the Ultra Series.
- Spotlight-Stealing Crossover: There are several cases in the franchise where a small number of series receive disproportionate representation over several others, be it from dominating the story or by receiving many more pilots and units. Universal Century Gundam was infamous for this for a number of years, while Mashin Hero Wataru in X provides an example of a single series driving much of the plot.
- Standard RPG Items: The most common equippable parts for units range from increasing movement, mobility, armor rating, terrain adaptibility, HP and EN. Uncommon parts include granting a unit a Deflector Shield, flight (if the unit can't fly), increasing the pilot's starting Will at the beginning of a scenario. The rarest parts contain a multitude of attributes from common and uncommon parts.
- Standard Status Effects: Includes decreasing accuracy, evasion, mobility or Will, absorbing EN, locking movement or the use of Spirit Commands for a turn
- Critical Status Buff: The pilot skill 'Prevail' increases a pilot's accuracy, evasion stats alongside their critical hit rate and their unit's armor rating as their respective unit's HP decreases. Like 'Counter', this skill is also universal.
- Damage-Increasing Debuff: Any attack with the 'armor down' properties is this, since the lower the armor rating of a unit, the more damage it takes. The Mazinger Z's 'Rust Tornado' and the Original Generation equippable weapon 'Armor Breaker' are just some examples. Of course, enemies themselves have this, though they are fewer in number.
- Status Buff: Many Spirit Commands, ranging from temporary increases to accuracy and evasion rates, strengthening defenses or dealing damage dealt by twice the amount for the next attack. Macross 7 in all appearances will perform this, essentially making them the White Mages of Super Robot Wars.
- The Stations of the Canon: Zigzagged - while some installments are able to combine and re-imagine the various plots from the licensed series crossing over with one another or play their respective Canons absolutely loosely as possible, other games merely 'copy-and-paste' particular episodes or Story Arcs as a single scenario without the heroes interacting with each other, except the ones from their home series. Judgment and K are examples where licensed series' Canon is followed almost viciously straight.
- Stone Wall: Any unit, particularly supers, with a high armor rating and its pilot having a high defensive stat and/or defensive skills, but offset with a lack of unit movement and mobility. The Giganscudo of Original Generation is one example.
- Straight for the Commander: Zigzagged; destroying the scenario boss automatically ends the level in some situations, while other scenarios can only end if all enemies on the map (including, if any, reinforcements) are defeated. Conversely, enemy units will go after allied battleships, no matter how much (or rather, how little) damage they can actually do (see Artificial Stupidity).
- Suicidal Overconfidence: See also Artificial Stupidity
- The usual AI script has enemies making sure to attack the target that would take the most damage from a successful attack, but never bothering to check if it's even possible for the attack to hit. While older games tend avert this, modern releases are getting a little worse, where there seem to be a few more parameters than target Hit Points.
- Judgement tried the other way: enemies will attack units they have the largest chance of hitting, meaning they mostly target super robots and battleships. Unfortunately, because both targets are more or less designated tankers, this makes gameplay a cakewalk, since supers can easily plow through Mooks. This is a mixed bag: Though this means that the supers will often have more kills and experience than your dodgy reals, you can also ensure the survival of your faster units by parking a Mighty Glacier in-range of your enemies, and by Cherry Tapping using their weaker attacks you can ensure everybody gets kills.
- Super-Deformed
- The majority of the units are rendered this way. This iconic trait actually has a key purpose: because the sprites are so small, it's easier to animate them for Overly Long Fighting Animation. Averted during a Super Move Portrait Attack, all Masou Kishin releases and Shin.
- In addition, the visual style serves to minimize weirdness from units of disproportionate size interacting.
- Super Mode: Unit abilities like Mazinger Z's 'Mazin Power', Jeeg's 'Bronze Bell', Burning Gundam's 'Super Mode' (and even Hyper Mode) or Tekkaman Blade's 'Blaster' modes activate upon reaching a certain Will threshold, granting bonuses like damage increases, higher accuracy/evasion rates and strengthen defensive capabilities.
- Super Move Portrait Attack: Abused to hell and back when even the most basic attack is precipitated by a cut-in of the pilot.
- Suspend Save: Almost every installment has this, which invariably leads to Save Scumming.
- A Taste of Power: Some games allow players to use a unit or a group of units for a short amount of time before they are taken away for plot purposes, yet are handed back later in the play-through either because of mandatory reasons or secret conditions were met. 'Galaxy Showdown', the third part of Compact 2, is a notable application of this trope, where it provides the entire roster of its two predecessors for a few scenarios before splitting up the party and giving the individual units back over the course of the game.
- Tactical Rock–Paper–Scissors: The TRI-Battle System in Z incorporates three different strategies when tackling enemies.
- 'Tri Formation', using the TRI-Charge to allow all units in the squad to use their respective 'TRI' capable weapons together as a single attack, damaging all units in an enemy squad with no damage penalties and automatically pierces enemy barriers.
- 'Center Formation', with the squad focusing fire on a singular enemy unit.
- 'Wide Formation', where the squad fires on their respective enemies in a squad (squad leader attacks enemy squad leader, left to left, right to right).
- Talking Is a Free Action: Zigzagged - dialogue spoken by heroes and villains during attacks are played straight, but Averted in some situations where an allied character needs to directly speak to a plot-important enemy unit (usually from the same series) by being placed adjacent to them; doing so will have the appropriate 'convince' command appear and take up that character's action for the rest of the turn, though whether the enemy will switch sides or not varies. Made particularly important if the act of convincing said enemy unit is used as an Event Flag to eventually unlock the enemy later as a Secret Character.
- There Is No Kill L Ike Overkill: In most modern games, if a specific attack is guaranteed to destroy an enemy, it will produce a 'Dynamic Kill' animation rather than the generic 'enemy unit explodes' animation. Depending on the attack though, both can sometimes happen.
- Time Limit: Played with - given most installments are Turn-Based Strategy, a turn limit might be in effect as part of scenario objectives, ranging from destroying a specific enemy or reaching a point on the map in a set number of turns.
- Too Awesome to Use: Certain equippable parts that can restore a unit's Hit Points or Spirit Points to max and resupply ammunition and EN can only be used once per playthrough. Despite being common or even purchasable for in-game stores, players abhorred the idea of using them and ended up with dozens of such parts by the end of the game. Averted post-Z where these items can be used once per scenario, making them far more effective for use.
- Top-Down View: Nearly all games in the Classic Timeline uses a bird's-eye-view of the scenario map, including many handheld installments. There's also an option in modern releases where players can switch instantaneously between the 45° angle view and this.
- Transformation Is a Free Action: Zigzagged - while this is played straight for all transforming units in nearly all installments, combining units will end its turn after forming into a new unit, provided the primary pilot of the combined unit did not attack or move before combination occurs.
- True Final Boss: Until the franchise reached the PlayStation 2, this trope was in effect for almost all games in the series.
- Turn-Based Strategy: In the older games, you can't even select an action during the enemy's turn.
- Units Not to Scale: To keep parity for everybody in animations, most units are rendered in Super-Deformed style. Averted during certain attacks and the Scramble Commander titles. Shin subverts this, like the Fighting GameSpin-OffSuper Robot Spirits, by giving the robots the correct proportions as they appeared in their own anime but not in relation to how they compare with robots from other seriesnote .
- Unlockable Content: Spades of this are available, with the most common being Secret Characters, additional difficulty settings ('EX-Hard Mode') and 'Special Mode' (unit upgrades can reach as high as fifteen ranks).
- Video Game Long Runner: Reached its 25th year in 2016.
- Video Game Weapon Stats: All weapons carry a base attack power, EN cost and/or Will requirement (if any), range, accuracy, critical hit chance, ammo capacity and how well it can be used on which terrain. Depending on the weapon, if may also inflict Standard Status Effects. In the Original Generation games, equippable weapons have an additional 'weapon space' value that determines how much space it takes up for the unit to use it.
- Violation of Common Sense: In some games, using a MAP attack on allies that are capable of repairing themselves is a fast way to level up in the game.
- We Buy Anything: Modern releases allow the player to sell any equippable part or 'skill parts' for credits.
- Wolverine Publicity
- If Amuro Ray is in any release (be it his One Year War, Gryps Conflict or Second Neo-Zeon War incarnation), expect him to use the Nu Gundam even if he's in his teens and none of other elements from Char's Counterattack are present. Justified because the RX-78-2 Gundam is virtually outdated and outclassed by the likes of the Zeta Gundam and V2 Gundam in Universal Century canon.
- Until UX, which completely Defied tradition by virtue of using Mazinkaiser SKL as its only Mazinger iteration, Koji Kabuto appeared in every single installment since the introduction of pilots in Super Robot Wars 2, given that he's one of the most notable Humongous Mecha pilots in Japanese fiction.
- The World Is Always Doomed: Don't be surprised if you see Char Aznable deciding that it's a good idea to drop the Axis colony all while there are some Alien Invasion, or Dr. Hell is ravaging the world with his army of Kikaiju. That is the state of the world of SRW: Doom always looms the world, but our heroes are Hot-Blooded enough to make sure it doesn't come to pass.
- Zerg Rush: Occasionally overlapping with Multi-Mook Melee, this is primarily an AI-favored tactic, since enemies will almost always outnumber the amount of allied units that can be sortied into combat, including going on the offensive. The Buff Clan and Space Terrible Monster Crowd from Alpha 3 and the Einst in Compact 2/Impact are notable examples.
- Adaptation Distillation: As the games rely heavily on Fix Fic, elements from included series that weren't received well in its original narrative or took too long for the plot to move along might be Downplayed or removed entirely.
- Adaptation Expansion: The games often incorporate cut content and ideas from the series they adapt, put in entirely new things, or take things from different perspectives. The most famous example is Mazinkaiser, an entirely new Mid-Season Upgrade for Mazinger Z that eventually became part of Mazinger's own timeline.
- Adaptation Personality Change: A common trait to the franchise, as different circumstances mean characters will develop differently than they did in their own shows. Shinn Asuka in the Z saga, for example, changes from a rash, angst-riddled teenager into a mature, young soldier. Even villains like Haman Khan become kinder than her canon counterpart - during several points in Jigoku-hen, she expresses genuine concern for the well-being of Marida Cruz and Mineva Lao Zabi. The most famous example of course is Shinji Ikari changing from helpless wimp to Cowardly Lion and legitimate badass in the Alpha saga.
- Aerith and Bob: In these games, there are fairly standard names like Russel, Ryusei, Sanger, Jonathan, Sophia and Mai, but off-the-wall names like Irmgult, Excellen, Seolla, Alfimi and Ratsel also exist. Plus the mish-mash of the many different series part of it.
- The Alliance: The Zuvorg Alliance of the Classic Timeline subverts this. While it's all just the Zuvorg, from what we can see, they have their own share of bad apples.
- Alternate Continuity: 'Classic Timline', Alpha, Z, Compact/Impact, Original Generation, etc…
- Alternate Universe: Each game continuity's essentially an Alternate Universe to each series included. Z, on the other hand, takes this trope and runs with it by mixing and mashing universes together into one.
- Anyone Can Die: If any of the games can save a person who fell victim to this, it usually does this, too. Subverted when even the most hated villains may live (especially if it's a sequel series), due to the Fix Fic nature of the games, thus characters who're supposed to die will live, with the added bonus of certain villains performing a Heel–Face Turn and joining the crew.
- Badass Crew: Each game has the heroes band together to form a special task force for the sake of going against the numerous threats that plague the world. By the end, you'll have an unstoppable army composed of the most badass Humongous Mecha and their pilots and battleships.
- Battle Couple: Prevalent in nearly each game's original characters
- Beam Spam: A favorite tactic of Gundams or any other real robots that utilize Frickin' Laser Beams.
- Big Damn Heroes: Just about every playable character does this at one point or another, but special mention goes to Rom Stol, who has this down to an art form. He has a habit of appearing (sans robot) just in the nick of time when the heroes about to be kicked in the teeth, distracting the villains with a badass speech, then leaping into his mecha to properly stomp some asses. An argument can be made that Rom is the heroes to the heroes.
- The best part is his speeches are fully voiced (by Kazuhiko Inoue no less), and despite a lot of Purple Prose, are usually the most awesome parts of the game.
- Bilingual Bonus: See Naming Conventions. Many original characters and mecha are named after foreign words.
- BFG: Abundant; the 'Hyper Tronium Buster Cannon' of the SRX epitomizes this trope.
- BFS: Multiple examples, with the Zankantou (localized as 'Colossal Blade') as its headliner.
- Big Bad: Usually an original character, but older titles used a few from licensed series.
- The Blank: Generic nameless Mooks tend to become this, both good and bad. It's not too noticeable if they're wearing a space suit, but some of their portraits look rather creepy.
- Boisterous Bruiser: There are lots of these characters, but overall, there is also a group of musicians (aside of JAM Project) that sang some Leitmotifs of some Original Generation that fit this trope, and it's always going to be an Ear Worm. They sang the theme songs for Baran Doban, Rand Travis and Michiru Hanaten.
- Brainwashed and Crazy: In addition to several characters from the various series represented in the games undergoing this, many of the originals have undergone this trope at some point.
- The Cape: Banjo Haran and Rom Stol play this role whenever they show up.
- Character Exaggeration/Flanderization:
- Bernie Wiseman often gets depicted as a Zaku fanboy, while Kou Uraki and his dislike of carrots, basically a throwaway gag in Gundam 0083: Stardust Memory, is made distressingly canon.
- In classic timeline, Quess Paraya has her Spoiled Brat personality removed, and instead has her fangirl attitude toward Amuro increased to the max. She try to impress him by bringing very good MS with her upon joining (either Sazabi, Jagd Doga, or both), something you will be appreciate.
- In an uncommon Gameplay and Story Integration, Lunamaria Hawke and her missing a battleship with a beam rifle in Gundam SEED Destiny is translated into the 'Strike' Spirit Command costing 30 Spirit Points for her (by contrast, 'Strike' costs half or a third that for most pilots). Only Masaki Andoh matches this level of exaggeration.
- Chunky Updraft: Expect many attacks to feature this form of animation
- Cloning Blues: Alpha loved to use this, then later repeated in W
- Continuity Nod: Mostly for the original characters, specifically those making cameo appearances or reference what they'll be doing once they're fully integrated into Original Generation continuity.
- One particular example is a specific equippable part: the 'Tem Ray Circuit' is based off an item that Amuro's father made in the original Mobile Suit Gundam that is nothing more than a piece of junk.
- Darker and Edgier: The plots of some instalments delved deeply into this post-Alpha. Not even the anime are immune to this, especially when comparing The Inspectors to Divine Wars. In the opening scene of the former, a helpless SRX Team is virtually annihilated by Beowulf.
- Detachable Blades: The SRX's Finishing Move, Tenjou Tenga Nendou Bakusai Ken (Heaven and Earth Psychoburst Sword) impales its opponent on a blade of volatile psychic energy, snaps it off at the hilt, and then detonates it as a bomb. Its upgraded form in Alpha 3, Banpreios, can generate these blades from its fists as part of its T-Link Blade Knuckle attack.
- Drill Sergeant Nasty: Many, as someone has to keep the Ragtag Bunch of Misfits in line and shape. If Tetsuya Tsurugi appears in any of the games, he'll usually be this.
- Easily Forgiven: So you've pulled a Face–Heel Turn and joined The Dark Side, while shooting up a bunch of our allies. Hey, we're all cool with it now; so, Katejina Loos, want to join the gang again?
- Evil vs. Evil: Despite Enemy Mine situations, some games will invariably steer itself towards this, as most antagonist factions don't have the same goals as others. W, in particular, pits the Zonderians fighting the Radam, who are against the Evoluders, who were previously in combat with the Eleven Lords Of Sol.
- Expy, Captain Ersatz: Multiple characters and mecha.
- The Grungust from 4 is clearly a Mazinger with a little Daitarn-esque transformation thrown in. Irmgard Kazahara basically acts like and fulfills the same plot purposes as Banjo does in 'normal' SRWs, except with less dough.
- In no way whatsoever do any of the Huckebeins of Alpha resemble Gundams..honestly: just ignore the head crown and the coloring, totally.
- The Gunleon from Z has many similarities to GaoGaiGar and maybe a little hint of Evangelion.
- The Randgrith of Advance barely even bothers to hide itself as a Dougram as drawn by someone other than Kunio Okawara. Interestingly, its Ace Custom Laz Angriff is red, compared to the green Randgrith, which brings to mind another line of mecha designed by Okawara.
- The Compatible Kaiser from The Great Battle series received an updated appearance in Original Generation that makes it a clone of Gravion (granted, it's the same mechanical designer Masami Obari).
- Fanservice
- Beach Episode: Aside from the text-based intermission scenes using this in the Original Generation games, the end credits of The Inspectors, featuring a multiple of the girls in bikinis and School Swimsuit. Perhaps as a joke (or a likely Shout-Out due to the games), two male characters in one segment are wearing nothing but Loincloth and a speedo.
- Gainaxing: Holy crap, particularly whenever an original female character has a Super Move Portrait Attack. Some of them get so ridiculous you'd think their chest has its own gravity field. Latter games tried to tone this down, however, with the bounciness being reduced to a more respectable levels for the mainline games. The newer handheld games like X-Ω and DD still goes more all out, though.
- Fix Fic: At least until Alpha, the franchise goes out of its way to avert more unpleasant elements and 'fix' problems many fans had with the original series, with the most recent Z towards improving peoples' attitudes on Gundam SEED Destiny by mellowing Shinn Asuka out. Being able to have the Mind Screw plots of Evangelion and The Big O make sense have earned the fans' respect for the writers.
- Foreshadowing: Beginning around the time of Original Generations, Banpresto started including hints at future games.
- The Federation: Naturally, Universal Century's Earth Federation in most games and its own version in Original Generation
- Gambit Index
- Gambit Pileup: While some SRW plots have many types of plans, Z essentially boils down to this.
- My Death Is Just the Beginning: Defeating the Big Bad in one game of the major timelines will likely send said Big Bad's allies to come at you with an even greater force in the sequels.
- Spanner in the Works: More or less, it's the heroes who play this trope straight, that being you, the player.
- The Man Behind the Man: One way or another, some instalments will feature the True Final Boss entering into the plot after the Big Bad's defeated.
- Unwitting Pawn: The protagonist/player gets to play this a lot before they get upgraded to spanners
- Gratuitous Foreign Language: You name that language - it's there.
- Hot-Blooded: Never in the medium has there been such a pure concentrated dose of heroism ever assembled. Handle the games with care: your game system might spontaneously combust from the sheer awesomeness of it.
- Large Ham: What else would you expect from a series full of super robot pilots?
- Mecha-Mooks: Sometimes enemy units are controlled by a super AI rather than a human soldier.
- Multinational Team: Z particularly exploits this (ZAFT, the fact that virtually all the aliens are bad guys..)
- Mythology Gag: So, so many. Of course, the franchise itself has a few gags with its own originals. Irm and Ring Mao from 4 reappear in Alpha and Original Generation, but aren't direct expies of their 4 counterparts in contrast to other characters. Instead, they are rendered significantly older than their first appearance in 4, and rather than a simple lovey-dovey couple, they're no long together and tend to bicker Like an Old Married Couple.
- Naming Conventions
- Arms and Armor Theme Naming: Several original characters are named after brands of firearms, such as the Nanbu, Browning, Ingram, Beretta, Enfield and Armalite. One of the franchise's most famous Humongous Mecha, the Astranagant, is a composite of Astra and Nagant.
- Theme Naming: Virtually almost all original characters, factions and mecha
- No Fourth Wall: A staple of the save-quit intermission dialogues, which can vary from standard Guilt-Based Gaming messages derived from particular series' casts to jokes about the voice actors. One of more notorious examples comes from Alpha Gaiden, where Masaki 'Hikaru Midorikawa' Andoh speaks in the voice of Heero Yuy behind an 'unknown character' portrait.
- The Power of Friendship: Alongside The Power of Love, mandatory events in these games are driven by both of these.
- The Power of Rock: Certain heroes from the Macross and GaoGaiGar universes use it as attacks or boost stats to allies.
- Precursors: Several names are mentioned - Alpha has the 'First People', W has the 'E's' and K has the 'Crusians'. Some titles like Destiny or Scramble Commander 2 have relics left by a nameless race.
- Punch! Punch! Punch! Uh Oh..: Usually any introduction of a powerful enemy
- Rule of Cool: The driving force behind a lot of the games, characters and mecha, though really, the premise of the franchise is this to the Humongous Mecha genre.
- Schizo Tech: Alpha Gaiden and Z, mainly. Yes, technically, Xabungle, Gundam X, and Turn A Gundam all take place in post-apocalyptic settings, but the technology and terminology for each fluctuates so wildly between them, you could even call this a 'Schizo Setting' for Alpha Gaiden, since one continent uses gasoline-powered mecha, half of another continent roams about in landships scavenging for mecha, and the other half is practically set in the Victorian-era with very little concept of mecha or high technology whatsoever.
- Shut Up, Hannibal!: The heroes' usual response to a villain's speech
- Slasher Smile: Many Super Robot pilots display one, with Ange, a Real Robot pilot, joining in the fun in V.
- Sliding Scale of Idealism vs. Cynicism: An installment frequently takes the cynical side from its series and turns it on its head towards idealism - essentially, friendship and love drive the plot. Villains that were Karma Houdinis in their home series? Not here; however, modern releases have played with this, putting it more on the edge of cynicism, without fully sliding it towards complete idealism.
- Sliding Scale of Realistic Versus Fantastic: The gist between 'Real Robots' and 'Super Robots' is that Real Robots are highly reactive with fast evasion and sharp accuracy while Super Robots have Heavy Armor, Large Healthpools, and access to the most powerful weapons in the game.
- Spared by the Adaptation: Many, many characters, either heroic or villainous, usually as a result of Fix Fic
- Still Wearing the Old Colors: Usually when characters from an enemy faction defect to the player's side, they would retain the uniform from when they were enemies (as seen in attack cut-ins and character portraits during intermission). This is especially true with enemies from licensed series who didn't switch sides originally.
- Thematic Series: Provided an installment isn't part of an overarching saga like Alpha, Original Generation or Z, all standalone titles feature different Humongous Mecha series, with an Original Generation character headlining the game for a Massively MultiplayerCrisis Crossover.
- Theme Music Power-Up: Nearly everybody gets one, but Ratsel Feinschmecker's the most obvious, due to Ascended Glitch.
- Time Skip: W does this to allow it to use a set of series, then use the sequels of said series in the same game. Alpha Gaiden revolves around our heroes taking one past two or three apocalypses to use Desert Punk mainstays Xabungle and Gundam X. This is later played heavily withSaisei-hen, where some characters don't age between games, while others get hit with it pretty hard. Dimensional collision nonsense is used to justify this.
- Time Travel: First used in Alpha Gaiden, the whole plot in Reversal and partially responsible for the events in W
- Took a Level in Badass: Many characters, and thanks to Fix Fic, Shinji's much-appreciated badassery stands out the most in Alpha 3. He took enough levels to do a Get a Hold of Yourself, Man! on another character.
- Victory Pose: Especially prevalent following a 'Dynamic Kill'
- We Will Not Use Photoshop in the Future: Both civilians and the heroes in Z fall to this.
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Play Super Robot Taisen - Original Generation 2 online with Game Boy Advance browser emulation for free! Super Robot Taisen - Original Generation 2 (GBA) game rom is loaded with features in our flash, java and rgr plugin emulators. Nothing to configure, we've done it for you!
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Super Robot Taisen - Original Generation 2 Game Description
Super Robot Taisen: Original Generation 2 is a strategy RPG in which players lead a small force of mechs in a fight to save humanity from an alien invasion. The designs of the mechs, pilots, and attacks are heavily influenced by anime. The combat system of this game is similar to its predecessor. The player controls multiple mechs and issues commands in a turn-based fashion. Each mech pilot has 'spirit commands' that can be used to strengthen a mechs abilities such as its hit or dodge rate. After moving a unit, the player is usually given the option to attack an enemy with an attack from a list. After all of the player's mechs have been moved, the AI gets a turn to move its mechs. If a player mech is attacked, the player has the option of counter-attacking, attempting to evade, or defending.Super Robot Taisen: Original Generation 2 does include a few minor changes to the battle system. For one thing, a new attack type (known as a chain attack) allows a unit to strike multiple enemies in a single blow. Also, the AI has been vastly improved.The graphics of Super Robot Taisen: Original Generation 2 have been enhanced from the graphics of the original. Attacks from mechs now have a more fluid motion and are generally more interesting to look at.The game's story picks up six months after the original Super Robot Taisen: Original Generation left off. Most people on Earth are still trying to recover from the battle with the Aerogaters, but a small remaining faction of the Divine Crusaders is still trying to further their goals. Once again, it's up to the SRX and ATX teams of the EFA to put a stop to their activities and restore order. However, they are soon interupted by two new groups of mysterious enemies: the Einsts and the Inspectors.
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Comments for Super Robot Taisen - Original Generation 2
Ultimate Domon 02-12-16 - 10:30 PM
The game still crashes in chapter 18. Is there any way someone can fix this?
galapagus 08-19-13 - 06:07 PM
the game crashes when you use the darkness slash
cyberstrategist. 04-26-13 - 04:49 PM
Actually never mind that other one still freezes when Masaki attacks so as far as I can tell the other one is unbeatable too.
cyberstrategist. 04-25-13 - 04:56 PM
There is another copy of this game on the site called Super Robot Taisen Original Generation 2 (alt) that is the same game but freezes less often but still can freeze during the Grungust's biggest attacks especially spiral attack.
cyberstrategist. 04-23-13 - 11:42 PM
Still freezes when Masaki shows up
Lockerdown3 01-02-13 - 12:54 AM
first run
Lockerdown3 01-02-13 - 12:54 AM
hehe, this is probably why I have my own copy, it doesn't freeze when using the grungusts, I think it would be pretty hard to keep up damage on the final bosses w/o using them (barely scraped by the stern reguisseur on my copy, even though it was the fir
Aceo45 12-26-12 - 07:39 PM
Sanger still freezes.
dg1993 11-08-12 - 10:53 PM
yeah anyone know what to do about Masaki freezing the game?
Aceo45 09-04-12 - 06:23 AM
Great. Now I can't get Wodan's health to a certain point.
cyberstrategist. 07-05-12 - 01:58 PM
Well you can fix the Grungusts' problems by skipping the animations but nothing fixes Masaki freezing the game after he shows up.
cyberstrategist. 07-04-12 - 03:04 PM
Seems ALL of all the Grungrusts' biggest moves freeze the game.. that really sucks 'cause they were great in the first one.
cyberstrategist. 07-04-12 - 01:26 PM
Wing Grust's spiral attack keeps crashing the game.. sucks 'cause it's a strong attack..
nadzirah 06-27-12 - 08:36 AM
have anyone solve the problem involving the plugin crashing?
Aceo45 06-22-12 - 10:58 AM
Stage 18 and Stage 21.
Lilshiro 06-17-12 - 04:13 PM
Where are you stuck?
Aceo45 06-17-12 - 12:46 PM
Yeah. Still working on it.
Lilshiro 06-17-12 - 04:44 AM
I reinstalled the plug in and tried different browsers I just want to play the game ugh
Aceo45 06-17-12 - 02:01 AM
You're not the only one. Me and tRUINE have been trying to find out why.
Lilshiro 06-16-12 - 10:44 PM
My game still crashes. And on stage 18 when Aguija and masaki fight, the scene event. whatever masaki's attack is keeps crashing help!!
Lockerdown3 05-08-12 - 09:21 AM
this really your guys' first playthrough of og2? gonna love your reactions later on
Emboar 02-22-12 - 02:27 AM
I have to say, Kyosuke, excellen and bullet
Kaiserfist5 02-21-12 - 08:13 PM
yea
Aceo45 02-13-12 - 07:35 PM
You mean the latest plug in?
Kaiserfist5 02-13-12 - 06:57 PM
i downloaded lastest upgrades and it worked fine the move , turning animation of also works if its not a scene attack event
The game still crashes in chapter 18. Is there any way someone can fix this?
galapagus 08-19-13 - 06:07 PM
the game crashes when you use the darkness slash
cyberstrategist. 04-26-13 - 04:49 PM
Actually never mind that other one still freezes when Masaki attacks so as far as I can tell the other one is unbeatable too.
cyberstrategist. 04-25-13 - 04:56 PM
There is another copy of this game on the site called Super Robot Taisen Original Generation 2 (alt) that is the same game but freezes less often but still can freeze during the Grungust's biggest attacks especially spiral attack.
cyberstrategist. 04-23-13 - 11:42 PM
Still freezes when Masaki shows up
Lockerdown3 01-02-13 - 12:54 AM
first run
Lockerdown3 01-02-13 - 12:54 AM
hehe, this is probably why I have my own copy, it doesn't freeze when using the grungusts, I think it would be pretty hard to keep up damage on the final bosses w/o using them (barely scraped by the stern reguisseur on my copy, even though it was the fir
Aceo45 12-26-12 - 07:39 PM
Sanger still freezes.
dg1993 11-08-12 - 10:53 PM
yeah anyone know what to do about Masaki freezing the game?
Aceo45 09-04-12 - 06:23 AM
Great. Now I can't get Wodan's health to a certain point.
cyberstrategist. 07-05-12 - 01:58 PM
Well you can fix the Grungusts' problems by skipping the animations but nothing fixes Masaki freezing the game after he shows up.
cyberstrategist. 07-04-12 - 03:04 PM
Seems ALL of all the Grungrusts' biggest moves freeze the game.. that really sucks 'cause they were great in the first one.
cyberstrategist. 07-04-12 - 01:26 PM
Wing Grust's spiral attack keeps crashing the game.. sucks 'cause it's a strong attack..
nadzirah 06-27-12 - 08:36 AM
have anyone solve the problem involving the plugin crashing?
Aceo45 06-22-12 - 10:58 AM
Stage 18 and Stage 21.
Lilshiro 06-17-12 - 04:13 PM
Where are you stuck?
Aceo45 06-17-12 - 12:46 PM
Yeah. Still working on it.
Lilshiro 06-17-12 - 04:44 AM
I reinstalled the plug in and tried different browsers I just want to play the game ugh
Aceo45 06-17-12 - 02:01 AM
You're not the only one. Me and tRUINE have been trying to find out why.
Lilshiro 06-16-12 - 10:44 PM
My game still crashes. And on stage 18 when Aguija and masaki fight, the scene event. whatever masaki's attack is keeps crashing help!!
Lockerdown3 05-08-12 - 09:21 AM
this really your guys' first playthrough of og2? gonna love your reactions later on
Emboar 02-22-12 - 02:27 AM
I have to say, Kyosuke, excellen and bullet
Kaiserfist5 02-21-12 - 08:13 PM
yea
Aceo45 02-13-12 - 07:35 PM
You mean the latest plug in?
Kaiserfist5 02-13-12 - 06:57 PM
i downloaded lastest upgrades and it worked fine the move , turning animation of also works if its not a scene attack event