Super Robot Wars and Mecha Game General sperging thread - A meta thread for discussing all this robot vidya game stuff


True & Honest Fan
Dusting this thread off to cover the SRW Original Generation games.

Unlike the other games, this series has no licensed characters, it's all the in-house stuff Banpresto/Bandai Namco has written. This resulted in the first two GBA games seeing release in the States, but all the remakes are still JP only.

Original Generation 1: Released early on the GBA's life, it's still a lot better than SRW Advance, which released prior. Takes the plots of 2 and Alpha (partially) and makes a full fledged game with original characters, adapting bits of of SRW 3 and 4 as well.

Many scenes done with licensed characters in the games they cribbed from were ported over, just with originals filling in the blanks.

Original Generation 2: Released just before SRW J but after SRW D, it marked one of the high water marks of the handheld GBA games, with animation at times exceeding the PS1 Alpha games in quality.

The plot adapted the rest of SRW 3, parts of IMPACT and Advance, with some Alpha Gaiden for good measure.

Original Generations: An enhanced remake of the first two GBA games for the PS2, which expanded some more on the enemy factions (the Divine Crusaders got a lot more neat toys to play with), cribbed the better bits from the first OG anime adaptation, made the true final bosses the GBA gated behind skill points the final bosses by default, and adapted portions of the OG side story mangas and some of SRW Reversal.

Features the most original music and character art thus far of any SRW game, with damn near every playable character having a unique character theme.

Original Generations Gaiden: Adapted the OG2 anime OVA (but done much better), Reversal, portions of MX, Compact 3, and imported parts of The Great Battle side story games into proper OG canon. Adapted Shu Shirakawa as the True Final Boss like he was in Alpha Gaiden once again.

2nd Original Generations: PS3/PS4 followup to Gaiden. Adapted the SRW 4, SRW D, SRW EX, Alpha 2, and aspects of the Shin SRW games plots.

2nd OGs Dark Prison: A standalone DLC that show the Shu Shirakawa route from SRW EX, with some portions of Alpha 3 adapted as well.

2nd OGs The Moon Dwellers: Adapts the plots of GC/XO and SRW Judgment. Last game produced before the death of Excellen Browning's Japanese seiyuu.

Also the first game with an Asian territory English dub option (PS4 only)
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True & Honest Fan
This is more some information about a cross series game mechanic, but it's become infamous enough for being fucking bullshit I'm going to give some background on it.

One of the skills the games love to hand people is a skill called "Double Image" (Getter Robo gets a special variant called "Open Get" in some games), which makes 50% of all attacks, no matter what (Strike/Attune seishins excepted) miss.

In most games where the math is reasonably fair (aka, it's truly randomized per turn, not set in stone per turn), this can get aggravating but not impossible to deal with, like in Original Generation 2 and SRW J.

However, it becomes full on "fuck this noise" level irritating in games where the math is determined by some bitchy Fire Emblem style dice rule (SRW Advance, Advance Portable, NEO and OE are really bad in this regard), because the change in formula goes like this:

1. Non bullshit Double Image: Evasion is calculated as is accuracy of the attack, then chance for Double Image to activate is calculated after this, also given a random modifier variable so it's chance to activate is not guaranteed by a set percentage.

Both the first and second half of this are calculated independently (can confirm this in most games by abusing save states and seeing attacks randomly hit and DI gets assigned with no particular percentage trend)

2. Bullshit version sets the evasion/attack accuracy number in stone in advance, then the DI chance is also predetermined, also confirmable via save states being saved and reloaded in the more ridiculous games.

The latter variety usually makes hard as fuck bosses even HARDER because Double Image is a skill handed to high evasion characters as a rule most of the time (FUCK Ru Kain from Lazyner, that asshole gets this shit all the damn time), and since they are already dodging 70%+ all attacks anyway, DI just makes killing their asses hard as hell unless you've got Strike and Attune whored out the ying yang.


True & Honest Fan
Going to cover the SRW Z series. @Jaimas, this series will both impress and disappoint you, because they do a lot of interesting things to UC Gundam, then piss all that potential away just as it gets really, really good.

SRW Z 1: The first Z game and also one of the last games released on the PS2. Known for the following:

1. A shitload of animations for ground and air based attacks that were actually unique. For instance, if Big O were to punch some prick in the air, instead of the game letting Big O defy physics and run across the air to punch it in the face, it would use it's anchor chain support attack to do a Scorpion "GET OVER HERE!" style grapple to pull the enemy towards it so it could get a steampunk knuckle sandwich. They had to scale this back somewhat in later games, this proved insanely expensive to animate.

2. Lost of old timey Super Robot shows that had never been adapted before like Baldios finally got their debut, and their animations even referenced the often spotty and scratchy anime style of the late seventies/early eighties frame by frame. Usually, the animation tries to maintain a cleaned up modern look, but they decided to hail back to nostalgia and managed to do so rather well. Later games managed to retain this practice to a considerable extent.

3. The game is basically a "deconstruction" of how most SRW games have the heroes band together as one big happy family. In fact, while other games had some small scale friction at times between characters, this game show what really happens when a mix of military and civilian pilots are forced by circumstance to get along in a more realistic manner, culminating in one level where half the team is trying to kill the other half thanks to the villains exploiting their mutual feelings of mistrust and using some cleverly shopped footage of each other to make it look like both sides committed war crimes.

4. While downplayed somewhat in other games, this one also shows just how hard it would be for over twenty something different anime series to deal with the plots and culture of each other. The dimensional fusing bomb from Super Dimensional Century Orguss is used as the plot hook to set this all up, and both heroes and villains wind up utterly confused as they run into each other and the plans they all have basically smashing head first into each other.

Essentially, shows just how much of a clusterfuck such a plot would be if all these different series of wildly varying tones and settings were abruptly smashed into one setting and forced to adapt.

For instance, the post apocalyptic series of Turn A Gundam and Xabungle have to exist side by side in a world with pre apocalyptic series, and the utter confusion this causes leads to a lot of interesting conflicts.

5. This is the game that made Gundam SEED Destiny actually worth giving a shit about. SRW has been known to write out the fail of various anime and make them better, but they went so far with this game GSD's director was asshurt people preferred SRWZ's version of the plot over the original. Even main character Shinn Asuka's VA prefers his role in this over the original show.

They even had an unlockable plot route where the dumbest heroes becoming the villains crap from GSD was averted and the plot ended on a far less moronic note.

6. The game had two routes, one was happy and upbeat in tone, one was depressing as shit. SRWZ2 breaks even and assumes both happened to some extent, but the tonal shift between the two is quite vast.

7. @Jaimas, here's where they do awesome shit with UC Gundam.

Like in my Alpha Gaiden LS, the scene where Char and Amuro wind up in D.O.M.E.'s crib from Gundam X happens again, only this time Char and Amuro see the events of Char's Counterattack as their possible future, and Char is HORRIFIED when he sees the crap he'd do later in life and swears to Amuro to make sure he never becomes CCA-era Char.

They used the Zeta movie trilogy (Gundam ZZ was omitted) as a springboard for this, so Char ends up far less emo than he was in Alpha Gaiden, which followed Zeta TV.

They also milked Gilbert Durandal and Char talking to each other (they are voiced by the same guy) for a ton of crossover jokes.

Also, Paptimus Scirroco and his Eureka Seven counterpart Dewey Novak wind up working together to some extent, which led to some fun scenes where two mind rapists par excellence do their thing to heroes and villains alike.

Haman shows up in the route where you avert SEED Destiny's stupidest moments as a playable hero, and it's this scene that is canon to later games, as it provided the springboard for the modified CCA plot depicted in SRW Z3.

8. A modified and generally improved squad system from Alpha returns, but it's far more balanced. Later games either omitted this or cut the squad down to just two units a squad.

9. Had a bonus disc with some fun what if scenarios that required data from the base game.

SRW Z2.1: Due to the sheer size of the plot, Z2 had to be split into two games, but amazingly enough, despite the fact they were PSP games, the animation was IMPROVED on SRW Z in many areas.

SRW Z.1 also introduced the following:

1. While viewing the possible future via D.O.M.E in SRWZ1, classic Getter and Mazinger protagonists see their Shin Getter/Mazinger counterparts, foreshadowing how Z2 takes place in a parallel world to the one in Z1. It also establishes if there is one copy of someone in one world, they can't meet their parallel world twin.

This avoided how certain series would leave and return for no reason in Alpha, but they still screwed up because UFO Robo Grendizer was in Z1 and never made a reappearance in later games despite not having a parallel counterpart. To the credit of the developers, even they acknowledged they screwed this up.

3. While Z1 was a mix of SEED/UC, Z2 was a mix of 00/Gundam Wing, and while Gundams are pretty passe in Z1, they are more properly feared in Z2's world like they were in 00/Wing.

4. Code Geass and it's spiritual predecessor (in terms of story writing and mecha design) Armored Trooper VOTOMs appeared in Z2's world, and while VOTOMs took place in a different galaxy in the source, that is acknowledged in the backstory and is a plot point, as unlike Z1, where the dimensions were fused via the dimension bomb from Orguss, Z2 is used to crossover bullshit because their universe has had crossover events with other planes of reality for as long as anyone can remember.

Hence the Z2 world deals with all sorts of weirdos from different mecha anime a lot better.

5. This was the first game to introduce Gurren Lagann, and it is established to have a strong tie to the plot of Getter Robo Armageddon, which is quite logical given their highly similar plot points.

6. The storyline of this game is pretty damn dark and depressing overall, though early on it's lighter in tone if you stick mostly to the Super Robot plots. After Kamina dies like he did in Gurren Lagann though, and the plot will get a lot more serious.

7. The game difficulty is somewhat easier than Z1 by a long shot, which is both good in some areas and bad in others, though Z2.2 fixed this somewhat.

Z2.2 has the following:

1. Code Geass gets a rewrite like Gundam SEED Destiny, where the protagonist got backstabbed by his own team for the dumbest reasons ever being completely avertable if you fulfill certain conditions, and the revised plot is again one that, like GSD, ends on a way less stupid as hell note.

2. One of the very oldest mecha anime ever, Tetsujin-28 (albeit it's 2000 era remake), debuts in this game. As an interesting side note, it's main character, Shotaro, he's where the word "shota" comes from in it's anime usage sense.

3. While the previous game features Macross Frontier debuting, this game adds in the Macross 7 Movie, thus allowing Ozma Lee from Frontier (who is a massive sperg for the band Fire Bomber) to squeal like a fangirl when he meets Basara from 7, the lead of said band. On another Macross related note, they go with the movie version of the latter half of the TV series events.

4. Dancougar Nova and the original Dancougar (which debuted in the last game) get a shitload of crossover interaction, and they even get a lot of the implied crossover that was implied to exist between them in the original draft for Nova's anime revisited and expanded on, with some additional ties to Gravion (which debuted in Z1) included, since Masami Obari directed all three and Gravion character Klein Sandman not only got a cameo in Nova (implied to be the predecessor to Gravion in the source), the main good guy organization leader in Nova and the hero of Dancougar also had the same voice actor, which got milked for a lot of crossover jokes.

5. A fun bug existed in this game if you ported over data from the first game that could be exploited for infinite money by taking advantage of a event pointer bug that wouldn't undo the import if you decided to cancel it, meaning each import, back out of import, import again cycle would keep adding a ton of money to your pockets until you could max it out before finally confirming the import of previous game data.

6. This game was somewhat harder than in Z2.1 thanks to some clever rebalancing decisions.

7. Gurren Lagann got some partially original storytelling so they could save the remainder of it's plot for Z3, which also averted a canon character death.

8. Just in case Char's desire to avert the plot of Char's Counterattack was in doubt, he winds up working with Gundam Wing's Treize Khusrenada briefly, and said interactions further push Char away from wanting to pull the crap he did in CCA.

9. This game establishes another fact about the Z multiverse. Everyone who encounters someone else from another world is rendered immortal and forced to fight whether they like it or not, which explains why the Z1 cast winds up in the Z2 world since Z2.1. Death is cheap, as it just means they'll get revived in another world and forced to fight again.

10. Going along the parallel world theme, this game adapted Eureka Seven's movie since Z1 had the TV series, this is even a key plot point. Z3 broke with this trend and refused to adapt Eureka Seven AO, mainly because it was such a piece of shit even SRW couldn't fix it's fail.

SRW Z3.1: The first game for PS3, this is where it continues to do awesome Gundam shit while being a technological step down from Z2 in many ways, as it reused the top down look from the PSP games instead of returning to isometric 3D despite being on more powerful hardware. A lot of animations were shamelessly reused and upscaled from the same, meaning a lot looked like shit (Dancougar Nova being a major offender).

Both Z3.1/3.2 and Tengoku-hen (an interquel covering what the original Z2 characters were doing between Z3.1/Z3.2) would be the first console games to utilize DLC content, which mostly added extra levels and scenarios.

1. Adds Full Metal Panic and some more VOTOMs sidestories. We also got Gunbuster and the first half of Gurren Lagann's final arc. Gundam Unicorn debuted here as well.

2. The worlds of Z1 and Z2 and fuse together in this game, and while it's understandable classic Mazinger and Getter were pushed aside from their Z2 counterparts, all Eureka Seven influence as well as a few other series prominent since Z1 vanish from the canon with no good explanation, which is disappointing because they formed key parts of the plot structure of the first and second Z games.

3. Gundam Unicorn, aside from receiving rewrites to compensate for Gundam ZZ not being included since Z1 (Marida Cruz is a super prototype of the Puru project from Gundam ZZ, as that never got off the ground since that project only bore fruit in ZZ Gundam, just for one example), it also incorporated elements of Gundam Wing Endless Waltz, where the Mariemeia Army was used as a cover for the villains of Unicorn and CCA for their own plans.

Full Frontal is depicted as Char as seen through the Zeta TV/ZZ Gundam lens, while Char follows Zeta movie canon, leading to some fun interactions where Frontal mentions the speech at Dakar Char never gave in the movies and Char draws a blank.

They appear to be working together on the CCA "drop Axis" plot, but it's quickly revealed Char remembered his promise since Z1 and is really trying to sabotage it from within while Frontal actually is trying to drop Axis for real.

4. Evangelion Rebuld debuts here. This gets a lot more use in Z3.2 though.

5. The plot ends on several wham level notes:

A. It's implied Laplace's Box from Unicorn has significance to overarching villains dicking with the multiverse.
B. Grand Zamboa from Gurren Lagann is the final boss of Z3.1, a rare non-Original final boss after a long series of original final bosses since Shin SRW.
C. TWO Earths appear side by side in the finale of Z3.1.

SRW Z 3.2: And this is where the Z series peters out like a wet fart.

1. While including Full Metal Panic's novels and getting good mileage out of Shin Mazinger, Diebuster finally joins Gunbuster in SRW for the first time.

2. Rebuild Evangelion's premature Third Impact is used as a cheap excuse to force your characters to fuck around on the second Earth for awhile retreading the events of the Gargantua anime (which is kinda meh) while the villains basically set up the rest of their plan largely without interference while you are fucking around.

3. Unicorn's plot, despite teasing in Z3.1, plays out EXACTLY like the source instead of having broader implications for the multiverse, pissing away it's crossover potential.

4. Gurren Lagann's plot gets hijacked, the Anti Spiral King gets cucked out of his own role by the original villain.

5. More lazy assed reuse of old assets.

6. Despite a ton of interesting buildup to the overarching villains since Z1, it's apparently they had run out of good ideas by Z3.1, and by Z3.2 even the fumes they were trying to subsist on crapped out and the plot is a rushed mess that hurriedly tries to tie up all the dangling bits from the previous games, succeeding, but doing so very awkwardly in the process and still leaves a lot of unanswered questions.

By contrast, while Alpha 3 phoned in it's final arcs somewhat, at least they didn't too many dangling plot threads just hanging by the end credits.

Overall, a good series, but the last games were a massive disappointment.

You could stop at SRW Z2.2 and drop the series cold if you'd prefer not to have Z3's fail piss you off.
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True & Honest Fan
Now to cover Super Robot Wars Operation Extend, the PSP sequel to SRW Neo (they used the engine of Neo as the basis of Extend, not to mention used it's assets extensively.

@Jaimas, they did some fun shit with OG Gundam, G-Gundam, Wing Gundam and 00 Gundam here too.

SRW OE is a full 3D game like Neo was, only this one is an attempt to cram as many series into one game as possible while using DLC practices that were somewhere between ridiculous and insane.

Hell, Encyclopedia Dramatica of all places covers the Happy Merchant level bullshit they pulled.

Anyway, having played it, it is a very interesting crossover with multiple universe to justify the mass amounts of crossed series and here's the highlights of the things they did.

1. Zoids Chaotic Century gets portrayed, quite well if you ask me, even getting some crossover with Code Geass S1 (Suzaku falls through a time warp and winds up on the side of the Guylos Empire, Zero winds up on the hero team opposing them, though the sane and decent people of both sides eventually defect and become part of the same team, though you have to do some secret and pay for some DLC to get them all, like Vivian, Rosso, and Thomas.

Prozen's Tyrano is fucking bullshit, though, bastard is a fucking sponge of HP and armor that just gets more bullshit to kill because his Prevail is jacked through the ceiling.

The also portray the second half of Chaotic Century, though had to get creative to do so without a long as hell time skip, and Hiltz (second half villain) is thankfully far less bullshit than Prozen was.

2. It kinda feels like a sequel to Neo in some ways, some series that were concluded in Neo like NG 40 Lamume and Ryu Knight get a bit of a followup here, with the bearded Eggman impersonator from Lamune managing to make an ass of himself again and rebrainwashing Da Cider in helping him again.

Dancougar (recycled from SRW GC) also is in this game and since Da Cider is practically a ripoff of Shinobu Fujiwara from Dancougar (even has the same catchphrase and voice actor), the crossover jokes write themselves.

Ryu Knight get somewhat less of a followup, but you get it's hero and main rival from the start and they remain allies.

3. Macross Frontier shows up again, and the carrier is broken as fuck because every turn it can spam a morale boost via the idol singer from that series blaring their pop tunes to everyone in the carrier's command aura that can jack up player WILL over and over again.

4. Original Gundam shows up and the One Year War plays a massive role. Most of it plays like normal, with Cyclops Squad of War in a Pocket getting some crossover with the 08th MS Team, though you also have to defend Jaburo from the Apsaulus III of Ginias Saharin (it was intended to assault Jaburo in the original 08th MS Team but was never finished in time).

However, thanks to the original villains fucking shit up and causing both Zeon and the Federation a hell of a lot of trouble, with Gihren Zabi falling into a dimensional hole for awhile, Kycilla Zabi and her father Degwin come to the reasonable conclusion a cease fire with the Federation to deal with the threat fucking them both over bad is a sane idea, and you prevent Gihren from trying to scotch the deal with Degwin and General Revil, averting both their canon deaths.

Gihren, however, refuses to take this lying down and starts Neo Zeon, effectively replacing Glemmy Toto (his clone from Gundam ZZ), with Haman being his effective second in command.

The Titans never form (and Gundam 0083 never happens), though aspects of Zeta still occur, though Neo Zeon does most of the horrible shit the Titans pulled, like the 30 Bunch G-3 poison gassing. (you avert this, though)

Char however gets an interesting role where he double agents between Zeon and the Federation, alternating between his Char and Quattro aliases, but ultimately joins the good guys permanently when the ink dries on the ceasefire between Zeon and the Federation, allowing him and his sister Sayla to remain on the team, though they had to heavily recycle older voice clips with no new voiced dialogue between them.

Bernie Wiseman gets to live, but cannot be deployed when fighting Zeon/Neo Zeon forces.

5. Later, things get more interesting as an alliance of the Armored Trooper VOTOMS, Blue Comet SPT Lazyner, and Heavy Metal L-Gaim villains team up to wreck everyone's shit, with that L-Gaim dickhead Poisedal funding their weapons while the VOTOMs assholes serve as the advance forces, with the Lazyner guys serving as the overall invasion force commanders.

The L-Gaim and Lazyner assholes get killed off eventually, but both Posideal and Ru Kain from both series are FUCKING BULLSHIT, with super evasion, Double Image out the ying yang, and do obscene amounts of damage to damn near everything.

The VOTOMs plot gets some interesting twists and turns, with the bad ending of the Palisen Files OVA completely averted (meaning Chirico Cuvie's squad from the same gets to live and joins your team), and the team he served with in the main show also get to live and joins up. Parts of the plot of both still happen so Chirico can get his mecha from those shows, like the Red Shoulder and TC ISS Scopedogs. He also gets to fight his rival Ypilson once again.

6. Most of the Super Robot shows from Neo and GC are part of the game, albeit most are post canon.

7. Patlabor and it's OVAs are added to SRW for the first time (originally intended for SRWZ2, but wound up in OE instead), and while the good guy mecha initially kinda blow, they are excellent at crippling bosses with some work, and you can even get the Black Griffon from one of the OVAs on your team as well.

The voice actors were from the originals, but since they are a lot older now, their voices are noticeably different (with the guy who voiced Ohta sounding like he's about to blow out a lung trying to compensate for how much older his voice sounds by screaming damn near every line)

8. Gurren Lagann joins, albeit just before Kamina dies, meaning Gurren Lagann has FOUR pilots (Kamina, Simon, Boota, and Yoko), even getting some of it moves from later episodes like the Throne Break map attack and the Giga Drill Breaker.

Viral shows up from the same time period (he fell into the same dimensional hole that took the heroes out of their world), and while he initially teams up with original villains, they backstab his ass and he reluctantly joins the hero team in his Enkidu because he wants to get back to his own world and needs human help to do it, much as he doesn't like it.

9. Code Geass gets some interesting canon fuckery, taking place with the characters taken out of their world during that brief window just before Lelouch and Suzaku lost any remaining reason to not want to kill the other, and they even get their Season 2 upgrades alongside Kallen Kozuki's with some DLC.

10. G-Gundam shows up, only with just Domon only trying to hunt down the remnants of the Devil Gundam that escaped his world and teamed up with the original villains, which made it just as bad a threat as before, even culminating in another Devil Colony level threat you have to kill.

11. 00 Gundam and Wing Gundam get some interesting crossover, with Zechs and Heero taken from their worlds (from early on, their first major duel got interrupted by the dimensional warp that sent them to the OE verse) as well Setsuna and Graham from theirs (from Season 2, pre movie), and all of them ping pong alliances before all eventually wind up on the hero team.

Oddly enough, Heero gets Wing Zero while Zechs remains in the Tallgeese, but while Graham keeps his Susaano from late S2 00 Gundam, Setsuna reverse upgrades, having the Exia Reborn initially, but eventually gets 00 Gundam Raiser (with Saji Crossroad as copilot).

12. Keroro Gunsou/Sgt. Frog, of all things, get a weird as hell inclusion for shit and giggles apparently (it did have some mecha action despite it's absurd premise), and while Keroro's frog themed mecha isn't too crappy, he can get his own version of the OG Gundam to pilot with some DLC (he was a big fanboy of it in his own show and is THRILLED to meet Amuro Rei for real)

Keroro winds up fucking OP later when he gets the Chougenjin Keroro (God Frog) Super Robot, which is piloted by him and four of his frog alien friends from the show and is a bottomless pit of seishin skills and kick ass attacks.

13. Masaki Andoh shows up as a DLC character with the Cybuster, also they shamelessly reused older assets for his voice and portraits. Still, Cybuster is fucking OP when maxed out stat wise and makes kicking Prozen's ass in Chapter 2 (the game has eight chapters with multiple replayable stages) far less insane.

14. The original villains are called the Mucus (yeah, sounds like the word for snot), and they are like a galactic version of the Stephen King Langoliers in reverse, their goal being to break down the dimensional fabric of every universe then overrun them like cockroaches. Worse, these assholes keep unsealing villains from series you thought them destroyed and even revive faggots like the Devil Gundam to piss you off.

15. The game retains all of Neo's quirks, including it's bullshit leveling curve that punishes you for being too far below enemies in level, forcing you to grind your asses off in early levels repeatedly. You can grind for parts this way too, upgrading them into better ones eventually, which is tedious as fuck.

Real Robots aren't as badly fucked over as they were in Neo though.

Overall, it has it's charms and while it's crossover gets messy and convoluted (you can get Zoids Genesis and some other Zoids shit that is nice but has no plot relevance if you get some DLC that is disappointing outside of being OP when high leveled stat wise), it's otherwise pretty good, but considering how bullshit buying all the DLC is, I wouldn't blame people who pirate that shit.
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So nobody here played SQUARESOFT's Front Mission? Because that was a fucking great RPG/strategy cross-genre game, with a great story and an overall feeling that the future is going to be awesome and terrible but whatever it is, you want to be there.


True & Honest Fan
So nobody here played SQUARESOFT's Front Mission? Because that was a fucking great RPG/strategy cross-genre game, with a great story and an overall feeling that the future is going to be awesome and terrible but whatever it is, you want to be there.

I've never really gotten into it, but I've heard it's far into the Real Robot side of things, with a heavy military style approach to mecha, a generally serious plot, and most of the games are in English officially and unofficially.


I've never really gotten into it, but I've heard it's far into the Real Robot side of things, with a heavy military style approach to mecha, a generally serious plot, and most of the games are in English officially and unofficially.
The final boss is a 45 foot tall Super Robot, though. Unfinished one, but still.

Michael Wade

I love my insane psychotic psychic wife.
Has anyone ever heard of or played the Sunrise Eiyuutan (Heros) Franchise?

Its probably the most obscure mecha crossover game Ive ever found. Can barely find any info on how to play it or its secrets.

Basically Its Super Robot Wars, but its told in a visual novel style. with hand drawn stills of character's interacting, Full on voice acting, CGI attack animations and Unique original mechs for some of the heros.



There's 5 games in the series. But the one that interests me the most is Sunrise World War.


Roster is 44 shows!

Strongest robodaioja • Armor Hunter mellowlink • Panzer world galient • Mobile Suit Gundam 0083 STARDUST MEMORY • Mobile Suit Gundam ΖΖ • Gundam char's counter attack • Hathaway's Flash • Mobile suit victory Gundam • Shin kidou senki Gundam W Endless Waltz • Mobile Suit Gundam SEED • The brave of Sun fighbard • The brave Express might Gaine • Dendoh • Scryed • Zeta Gundam • Mobile Fighter G Gundam • Genki bakuhatsu ganbaruger • Mashin hero Wataru • Vision of Escaflowne • Brain powerd • THE Big-o • Cowboy Bebop • New century GPX Cyber formula • Zettai muteki Raijin • Mama is a 4th grader • Brave command dagwon • Gaogaigar FINAL • Ronin warriors • Beast senshi gulkeeva • Armored BUSOU G-breaker • Aoki ryusei SPT layzner • Shin kidou senki Gundam W • Panzer world galient • Metal armor dragonar • Mobile Suit Gundam • Ginga hyōryū vifam • Giant Gorg • Dunbine • New Story of Aura Battler DUNBINE • Heavy metal l-Gaim • Combat mechazabngle • Armored Trooper Votoms • Fang of the Sun dougram • The King of Braves gaogaigar

Appears to a real buried treasure, although allegedly it ends in a cliffhanger? Im not really sure about that.

Apparently there are some units from this that secretly appear in the dreamcast version of Super Robot wars alpha 1, but I can neither confirm or deny this.

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