Hubbry Logo
search
logo

Super Robot Wars

logo
Community Hub0 Subscribers
Write something...
Be the first to start a discussion here.
Be the first to start a discussion here.
See all
Super Robot Wars

Super Robot Wars is a series of Japanese tactical role-playing video games produced by Bandai Namco Entertainment, formerly Banpresto. Starting out as a spinoff of the Compati Hero series, the main feature of the franchise is having a story that crosses over several popular mecha anime, manga and video games, allowing characters and mecha from different titles to team up or battle one another. The first game in the franchise was released for the Game Boy on April 20, 1991, and later spawned numerous games that were released on various consoles and handhelds. Due to the nature of crossover games and licensing involved, only a few games have been released outside Japan, and in English; Super Robot Taisen: Original Generation and its sequel were the first of these in 2006. The franchise celebrated its 25th anniversary in 2016, and its 30th anniversary in 2021, and Super Robot Wars 30 was also released overseas.

Most are standalone games, whose background stories may involve the plots of the included series, but no other Super Robot Wars titles. However, there are several main continuities existing with a large Multiverse:

In most games, the player selects or is given a Banpresto original character and machine, who is connected to the overarching storyline which ties together the events of the constituent anime for the game. Some featured anime also has their plots intertwined: in Super Robot Wars Alpha, the White Fang from New Mobile Report Gundam Wing allies with Paptimus Scirocco's rebellion from Mobile Suit Zeta Gundam, resulting in the two enemy forces working together. The stories play out the events of the anime, albeit altered to make room for characters, settings, and plot elements from other shows. It is said that the events of each game are caused by incursions known as Dimension Quakes that started several years prior with the explosion of a "dimensional bomb", thereby constantly merging and separating the various universes without anyone knowing, and ensuring canonicity with both the other games and the properties they adapt.

One of the most notable recurring changes in the series is the near-complete absence of character death. Whenever the game gets to a point that a character died within their anime, the games will frequently use an element from another series to ensure the character's survival. This is likely done in order for the games to appeal to a broader audience.

Battles in Super Robot Wars are turn-based. The player usually gets to move their forces first, one at a time, then control switches to the game's AI. When a unit attacks, the target reacts by blocking (increasing defense against the attack), evading (reducing the attack's chance to hit), or countering (striking back with their own attack). Once chosen, the battle animation is played out. If the player unit is not destroyed and successfully damaged the enemy, then the unit gains experience points. All battles are carried out either the terrain of land, air, sea or space, which affects the performance of machines, pilots and weapons in various ways. The battlefield also contains objects which grant various effects. For example, besides providing repair and energy refill, a military base also provides land units with defense bonus but will hinder them from moving freely. In addition to standard mecha and vehicle units, the player often has one or more "Battleships", air- or spacecraft units that in addition to powerful long-ranged attacks, can also dock other units to refill energy, repair damage.

Units in-game are generally separated into two categories: "super-type" and "real-type". Super robots are heavy units with exceptionally high hit points and armor, and powerful, close-range weapons with high energy cost. On the other hand, real robots are light units which are faster and more agile, but have less armor and hit points, relying instead on dodging attacks. Their weapons have longer range and better accuracy at the cost of doing less damage per hit. Some units are treated as "support units", regenerating hit points and/or energy to allies, while battleships and carriers serve as transports or to resupply all units, while also providing powerful fire support. Though every unit takes a single grid on the tactical map and has little visual difference in battle animations, a larger unit gains defensive and offensive bonus against smaller units, but carry a disadvantage to evasion and accuracy. In later titles, certain attacks can bypass the size attribute, nullifying the effect of size in combat. Some units have other unique characteristics: for example, Getter Robo can transform into different forms with new weapons and different attributes.

Weapons carry various attributes other than range, accuracy modifier and attack power. All weapons can be divided into melee and shooting categories that determine its effectiveness by pilots' status. Other attributes can be affected by terrain or a target's defensive ability. In addition, some units make use of "MAP Weapons" which affect multiple squares at once, with some damaging everything in the area and others, such as Cybuster's Cyflash, ignoring allies. Some games feature weapons which inflict status effects on enemies that drain their energy, weaken their armor or damage the pilot's stats.

In 1990, Japanese video game developer Banpresto released SD Battle Ōzumō: Heisei Hero Basho, the debut entry in its Compati Hero series, for the Family Computer (Famicom). A crossover between "super deformed" versions of Kamen Rider, Ultraman, and Mobile Suit Gundam, it was created as a congratulatory gift for Yukimasa Sugiura, who at the time had been promoted president of Banpresto. SD Battle Ōzumō enjoyed a commercial success in Japan, prompting Banpresto to create a more mature-oriented successor, Super Robot Wars, for the Game Boy in 1991. The original game borrowed several concepts from SD Battle Ōzumō, most notably its usage of characters from other Japanese entertainment properties. Its creation was also in part due to the popularity of both the Game Boy and Famicom in Japan, which continued to dominate the Japanese video game market. Banpresto turned the concept of Super Robot Wars into a franchise following its commercial success, beginning with 2nd Super Robot Wars several months later for the Famicom.

See all
User Avatar
No comments yet.