In 1991, Japanese arcade giant Banpresto piled together three of their licenses for a simple Game Boy strategy RPG. The game, titled
Super Robot Wars, featured characters from the Go Nagai classics
Mazinger Z and
Getter Robo, as well as Yoshiyuki Tomino's
Mobile Suit Gundam. While lacking an actual story and quality graphics, the game became a major hit and Banpresto has been making them for every major console (and some of the less major, halo thar Wonderswan) since, refining the gameplay, graphics, and storyline each time. New series are added with each incarnation as well, with some of them staying long after their first appearence (Gundam Wing) and in some cases even getting a "sequel" story of sorts.
So, this is like Fire Emblem or something?
Sort of. The SRW games work more or less the same from incarnation to incarnation. Stages open with a title screen and go to dialouge between characters setting up the current stage, whether it's idle chatter interrupted by an enemy attack, stratgey planning between the major figures in the game, or even a brief vacation sequence (rare is the SRW lacking a trip to the beach). When the enemy attacks, you're taking to a deployment screen where you choose the units and pilots to sortie against the attacking forces. Using
Stat-altering abilities, terrain, and good ol' fashioned fisticuffs, you must defeat the enemy and achieve an objective or two (some of them hard to read, cause, you know, the games are all in Japanese). Afterwards you've got more dialogue in the aftermath, and then an Intermission Screen which allows you to tune up units, switch pilots around, equip items, and in some games buy abilities for your pilots and play puzzle-based mini-missions for items and profit.
And all that's in Japanese? Holy shit.
It's not as daunting as it sounds. Many FAQs are available online to help, the menus in both combat and Intermissions rarely change much from game to game, and a few of them even have translation patches either out or in the works. Plus there's the matter of Atlus releasing the Original Generation GBA games recently, both of them being fantastic and worth your hard earned funbucks.
Get to postin'!
Posts
I must.
I'm surprised they released this translation before Alpha.
Oh well.
This was also the first game to make use of Battle Masteries/Skill Points. They are -not- described in the mission info, so you'll have to look that up in Gamefaqs.
Thank you Christmas money.
Here's the Skill Point requirements. Missed the first one because I completely forgot about the game having them and the objectives didn't list them, like I said.
This was my first entry into the SRW series and the one I hold near and dear to my heart. Now that I've studied Japanese, I can understand the stories of newer SRW games, but I never went back to Alpha Gaiden for some reason. Now I can, in my native language no less!
At least, until shinier stuff comes around.
Against my better judgment, I went with Milia. I need to kill everyone in four turns for the Skill Point. No pressure, really!
Mech designs are similar and as you say, it's in the Superdimensional series. It's a spiritual sequel.
EDIT: My bad, Orguss is Superdimensonal Century.
You're right, Daimos wasn't in Alpha Gaiden. I forgot which installment he was in. Though Z didn't have my favorite series, it more than made up for it with including, like you said, Turn A and Gundam X, as well as introducing Aquarion and my new favorite Eureka Seven. Orguss is a fine replacement for Macross, but I liked the Macross designs better. Still, they are pretty strong units and Kei is actually my ace.
I'll just stick with Z since it has all the series I liked from Alpha Gaiden plus more.
On one hand, I've been anticipating this ever since I bought my Alpha Premium box set a couple years back.
On the other hand, I've already played through about two thirds of the game, but I feel compelled to start over and actually understand the dialogue, but some of the stages were maddening. (I can't abide losing skill points)
Of course, I should sortie Raideen for this. He's like the only thing in my arsenal with a 5,000 attack. But... by the time Londo Bell arrives, I barely have enough time to reach Gorgon and dish out the pain. Hardly enough time for Raideen to get the morale boost it needs.
"BIGGU O, SHOWTIME."
"CAST IN THE NAME OF GOD, YE NOT GUILTY."
It's awesome. Doubly awesome because I am doing the Rand Route.
I have no idea why anyone would ever bother with Setsuko. I mean, in addition to his robot weilding a giant spanner, and being able to throw spanners at his enemies, Rand also has Spanner-chucks.
Also, Alpha Gaiden infuriates me because
So I got to stage 9. All I can say is... FFFFFFUUUUUCK!
(Because Setsuko... is a Real robot pilot? I tend to go with them in SRW games.)
Edit: Ah, PSX, neato. OP needs more screenshots.
So I'll boil down my basic points in this one.
Vanguard Bandits felt more like a fantasy SRPG in which the characters just happened to be in robots. It never really felt like that gameplay concept affected the actual gameplay enough.
SRW, on the other hand, I feel has a fairly complex and in-depth system that makes more use of the concept.
Additionally, I'm an immense SRW fanboy and I felt Vanguard Bandits was a bit lackluster.
Sexsuko.
...I got nothing.
OK I got something.
Most impressions say that Setsuko has a better story, or at least more tragic, with every other stage existing to screw her over.
On other hand, Rand has Goldion Wrench
Toss up, I guess.
Rand has more of the newer series on his path, while Setsuko's path has Gundams and old school Supers. Which is really mainly the reason I went with Rand because he gets more of the series I like, (Eureka 7, Gundam X and Xabungle). Setsuko has Turn A and Zeta, and Destiny's not half bad but not good enough to make me choose her.
Actually there are Super Robot Wars games for nearly every console ever produced from the NES up to the 360. There doesn't seem to be one for the Wii or PS3 yet, but the one I deem most ridiculous is on the PS2. SRW: Alpha 3 has so many series in it it's just silly.
33 series.
And four routes with their own originals.
And the SRX team.
And Sanger.
I'm doing Rand now and he gets Gainer pretty early. I think it's the second series you get (first being Gundam X). I got Big O fairly late but I don't know if Setsuko's route gets it earlier.
The high point of the original Alpha for me was finally being able to use Astranagant.
Wrenchbot+Gainer+Eureka > Unconfirmed possibility of Big O earlier
PUNCHED INTO THE GOD DAMN MOON.
I'm bored of the Universal Century story. I've played through it in enough games now that I'm done caring, so long as I still get Roux and Quattro. Because for some reason Roux is the most useful UC pilot that isn't Char. More importantly, Max and Miriya get a combo attack.
Fuck, I'd love for the manga stuff to be used, Hien or AH would be win, but that ain't happening.
but dammit, Armageddon needs one more ride, because it made D awesome:
SHIN DRAGON FUCK YES.
It's no Getta Emperor, but it's the closest thing SRW could come to.
Battle 7
Max Genius is the only man who could dodge like that in a massive battleship. And also overcome aging with the power of mind over matter.