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SLPS 00550 PlayStation Super Robot Wars Based on Fuji TV and NTV “Mazinger Z,” “Getter Robo,” “Mobile Suit Gundam,” Sunrise and Nagoya TV “Brave Raideen” Produced by Bandai Directed by Hidetaro Yamamoto 1996 MADE IN JAPAN ILLUSTRATED BY YUKI KAIDA BANPRESTO
It’s been a long time since I played it, but I remember the game balance was quite good.
>>1
The biggest challenge is the loading time…
The Winkey era underestimated the Majin power too much.
The thread image was strong, but…
>>2
Almost all of it was created by Super Robot Wars…
Was there ever such a system before even considering disregarding it?
I like everything except for the removal of enhancement parts in the hidden scenario.
I think it would be quite interesting if the scenario and road were acceptable.
The Majin Power activating and Mazinger Z dominating with the Scrander Cutter is quite exhilarating.
It’s just that the visuals of our army in space tend to be a bit dull…
>>9
The Shurak squad will inevitably have someone added to it.
People who played the thread picture generally have the enemy turn BGM stuck in their brains.
>>10
It will tear the aircraft to shreds!
Are we going to space, Voltus? Then it’s space!
>>13
A person who carries a fair amount of sadness while modifying.
I believe it was the first time for Majin Power and wildness, wasn’t it?
Back in the days of Shin, the second G, or the fourth base, there was a fair balance.
Even though there are few participating machines, the forces are divided between the ground and space, so if you don’t properly develop the Shuraku squad, it will be tough.
It’s nice that Mazinger, with just a little armor enhancement in the early game, can reduce enemy attacks to about 10.
But you like the Shuraku team, right?
Me too.
Adaenbu legs
I wonder if my brain was broken, as there are many names like that.
Toho Fuhai is an alien, you know…
>>21
Recently, the revelation of a hidden child occurred, so what’s up with that person?
The background is firing map weapons.
Dunkouga is so reliable.
Since the previous participation was in the Fourth War, it feels even more so.
>>23
It’s rare to not be able to separate them, isn’t it?
I love that they picked up on the Eastern Invincible alien reference in the ending.
I really like the tough balance where you have to keep using not just the main character’s craft.
The Mazinger’s Mazin Power has been there since the original anime, right?
The wildness of Dunkougah is not based on a clear system or supernatural abilities.
The pilot’s wild instincts are handled as if they’re amazing.
>>27
Yeah.
This game is the closest to the original work.
In terms of performance, there’s not much difference, so it’s nice that you can use the Shinra Team’s ladies based on preferences or mental commands.
I think there were quite a few people who used characters like Junko, who can use encouragement, and Connie, who can use luck.
The tires are seriously strong.
Don’t come back to life.
Playing the Super Robot Wars before F feels a bit tedious when it comes to acquiring upgrade parts now.
>>31
I have to include the recovery team in one of the deployment slots…
Depending on the PlayStation console, using MAP weapons can cause it to freeze, making the difficulty increase.
>>32
There aren’t as many strong map weapons in our army as one might say.
>>32
I got stuck and couldn’t progress due to an attack from La Kaeram or Borott…
>>53
The Borot missile and Hermos beam are definitely going to happen…
How was the desk cloth?
Unlike the fourth installment, the combat BGM in Dancouga really gets you pumped up!
Given the labor involved, I can understand why it would be omitted.
The Dunkouga seems troublesome in terms of balance when activating its wild form in a separated state.
It was quite difficult to do both the space part and the earth part.
The difficulty of the combat itself can be adjusted, but time…
>>37
The characters of Ryu and Rai on the ground are a bit tough…
SRX is seriously strong.
There are tough situations, but the overall balance is relatively good.
But anyway, the enemy’s turn is long.
Even though I got it towards the end, I remember that God Gundam was really strong.
>>41
In the land version, if you improve fuel efficiency with chips, you can clear it with just one God unit.
>>41
It’s an unbeatable top unit.
Well, I have complaints about Finger being a ranged attack…
AI has a mental command!?
Anyway, there are a lot of dromes, and they leave a strong impression.
It’s good that Domon’s SP is high, making it easier to boost his spirit to 130 with determination.
I say this every time, but don’t make Nesser an NPC on the precious all-square underwater map.
If you shoot about 20 God Voices, Raideen will be permanently removed from the game.
Raideen doesn’t have the strength to be used that much in the first place.
The bad points of the space edition.
There really is no use for the true Getter 3.
The weapon modification was cheap, and since it had 15 levels of upgrades, the Wing was quite strong even towards the end.
Since the HP8000 is also a Gundam, it takes the best parts of both the real type and super type.
The Heaven-Shocking Fist has weapon power that ranks alongside the true Shine Spark, making it the strongest, reaching up to 9600 or 9800 at maximum.
For now, let’s form an encouragement formation.
Who was it that only appears on the ground and in space… I remember G Gundam and Dancouga, though.
>>54
Excluding common routes in the early stages and ones that have back-and-forth like W Raizer.
ν is the universe.
The Ishikawa Kenpu Getter team is too scary.
In this image, the instructor of SRX is Hayato.
The entire Shurak squad being usable is rare.
The evaluation of the BGM is quite varied, and I find that songs I thought were good did not receive favorable ratings.
I really like the BGM of ν Gundam.
Love, oh far away, I like you.
Elbow strike! Back fist! Straight punch! Daaaaaaarrrrryyyyyyaaa!
It was mentioned in the strategy guide that carrying the Great Sky Dragon with V-MAX is too unreasonable.
Don’t fall, okay?!
>>65
Hey~ Are there no strong enemies left? Bring out a strong enemy!
When you move with the intention to kill, Kate-san will die properly on the mass driver surface.
>>66
Even if the person escapes far away, when the event occurs, I remembered a 4-panel comic where they rush towards the mass driver with tremendous speed.
Rai is gay.
>>68
Watching the replay, the way they mess with it is too malicious; I don’t like it.
Especially Sanshiro.
The man Terada tells you that when you play on PSPGO, the loading time is almost nonexistent.
>>70
Seriously!?
Well, there is no combat skip, so in the end, it’s kind of boring.
>>73
I’ve been doing live commentary for the new Super Robot Wars for about three years, but seriously, the loading is short.
Super Boss Borot is great, isn’t it?
I feel like Voltes was in the usual ConV position.
I don’t have any impression of Raideen at all, but did I not use it back then…?
I remember Drome well.
Did the beast warrior use a mental command!?
The teasing of the Invincible East alien is old.
Right now, it’s the Hiyoshi Gatten Ijiri.
SRX is really strong, but I thought it looked really lame from the beginning.
The limit on the number of fusions was a bit relaxed.
Raideen is important in the scenario, but…
As a force, having Gaiking, who is easy to use in the same position and is present from the beginning, is something to consider…
Honestly, it’s worse that Zanskar and Gale-senpai have been turned into zombie soldiers than that East Loose Defeat has become an alien…
The terrestrial version has plenty of volume, mainly featuring Con-V!
The space section is a bit of a waste since both V Gundam and Char’s Counterattack are treated carelessly.
>>82
You will be scolded by a Filipino.
The Beyond Infinity alien joke was stylishly resolved in Super Robot Wars T…
The ground series has a lot of strong Super-type units.
Captain Aya’s character is quite different, isn’t it?
>>85
I’m kind of in love with Amuro…
Devil Costello is often used as a joke, but that stage really is like inside a fortress with a Labian Rose, isn’t it?
I mean, Gaiking is really strong.
At that time, battleships were also strong, which was rare.
Gosterlo must be a character with a tremendous presence in the original work.
It’s Venus that’s coming out, right?
The completely unknown form of Devil Gundam can only be seen in New Super Robot Wars.
>>91
It’s amazing how great Super Robot Wars is these days, especially since 64.
Ryusei and Rai are regular soldiers, yet they are fighting.
A game where you get seriously scolded by Kou (15-year-old civilian).
I’ll flatten you!!!!!!!
It’s not guaranteed to hit, and there’s no telekinesis, because of Shin no Ko…
I remember Ryusei pointing out that this time it wasn’t three turns when we could combine with SRX using α.
>>95
I didn’t know there was a limit on the number of fusions!
The God Voice also has firepower.
It’s just a coordinate-specified hidden weapon, so there’s a possibility that it can’t be obtained…
Ryusei, the unpleasant guy.
Rai homo
Aya, aiming for Amuro.
Very unpleasant team
What, R2 can fly!? (Comment from the creator of SRX)
I liked Reideen…
Cannot modify weapons during V-MAX or when the face is open.
Sanshiro didn’t have a guaranteed hit…
Shin’s Ryuusei is quite amazing.
Raideen feels a bit out of place since Trider is convenient for fundraising.
Scramble Cutter is really strong.
Troublemakers are easier to manipulate in a scenario… there is a limit, after all…
There are few enemies that avoid the ground edition, and it can be used in various ways.
The universe is really strong, but it’s quite tough.
I think raising your hand to Watta is crossing a line, Ryusei.
Because of the old Super Robot Wars where non-consuming weapons casually exist, that multiplier is allowed… or should it be allowed? It’s interesting, though…
Nessar launch!
I love how just moving around visibly reduces the EN, showing the peakiness of the magic power.
The first episode where you think, “The Great Sky Dragon is huge!!!”
The intensity of Gante and Skarluke is amazing.
>>115
The feeling of dying when the drill hits you.
Even though the Raizer seems weak when looking at its weapon power, I strangely remember it having a high firepower.
Probably the most trivial Char in Super Robot Wars.
>>119
That said, when I see the strength of the Balmar Empire, I think, “No, this is impossible.”
They probably intended to make a sequel, but I wonder what kind of participating works they were planning to include.
>>120
If you Google “New Super Robot Wars 2,” you can find the project proposal that Terada showed in the Super Robot Wars Night Talk.
A wall with a range of 6.
Hermoze is huge!
The mystery of the Mu continent… What are the secrets of the ultra-ancient civilization…!
>>124
(What is this movie…)
In the Winky’s Mazinger series, it seemed strong with a damage reduction of 10 in the introductory scenario, but I felt like it took normal damage in the next stage.
>>126
This Mazinger is stiff throughout.
Just spare me from Helmoze and hidden scenarios!
I feel like it’s rare for V Gundam to appear prominently in Super Robot Wars.
I would be grateful if they could release it on current consoles just as it is, except for battle cutscenes (and possibly shortening loading times).
>>128
Even if you cover all the expenses for the transplant, I probably won’t nod my head.
After playing after the fourth time, I was moved by how strong Mazinger and Dunkoug are.
Dancouga is my favorite.
At that time, I didn’t know Getter well, so I was surprised by the visuals of Ryoma and the others that came out, thinking, “What is this?!”
>>134
I never thought it would be the original version’s face…
Fixing the BGM during the enemy turn is a bold move, but I really love this as it is.
The Gaun-Iji and armor around that area seemed to be in the low 300s.
In such an environment, Mazinger and Gaiking are in the four digits.
It’s their first appearance, right? Ryusei, W, and G.
So Raisner and Gaiking too?
>>138
G is a second G, right?
The so-called realistic proportions were good, right?
It just feels plain or too subdued when I look at the participating works now…
The performance of the Danzai Light Fang Sword is incredibly cool.
Although the animation itself isn’t moving much,
>>140
The power of cut-ins is amazing.
It was used up to J and such.
My brain feels like it’s about to burst!
I remember the text in the encyclopedia mode being quite exciting.
The Dunkouga from 4 and F was, to put it mildly, too weak.
>>143
I think it’s really terrible that it’s a choice between Combattler and the other option.
>>143
Huh?
The Dunkouga from F is strong, isn’t it?
Hearing Ryoma speak with Kamiya Akira’s voice while having that face is also funny.
There’s a machine that doesn’t appear in the main story showing up in the karaoke mode of the special disk.
The enemy’s original minions had a strange sense of style.
The true Getter that suddenly appeared with a wild Ken Ishikawa visual and wiped out Zakarl in one punch, truly grabs the hearts of kids.
The variations of the Zanscare mobile suits are quietly amazing.
>>151
I don’t feel like Brukenng, who has completely overlapping characters with Gedraf, will be able to appear in the future.
It will tear the aircraft to shreds!
When you actually use it, it can unleash a lot of fighting spirit and energy, so Dunkuga is much stronger than its appearance might suggest.
>>154
With the opening, the spirit is intense as the Dankan Cannon is unlocked, allowing you to take down Geios Gruud repeatedly with the passionate Dankan Cannon, making it very reliable.
The con has strong spin and granddashes, but poor fuel efficiency.
>>154
I honestly felt lonely since I did it first.
With F complete, he took the Light Fang Sword without hesitation.
The Dunkouga from 4th Super Robot Wars isn’t necessarily weak because Ninja learns the Soul ability.
>>155
In other words, the 4th generation S has improved terrain adaptability, so it’s extremely strong.
Shin is stronger, but…
>>155
In S, you can even fly in the sky!
Why couldn’t we fly in the 4th dimension?
Honestly, the fourth Mazinger is completely on par until the middle.
Well, it’s a fact that having Kaiser is better for balance.
A wildness multiplier of 1.5 has a correction that doesn’t really make sense.
Even now, a 1.1 times increase is enough to make people happy.
>>159
The critical hits and multipliers were quite arbitrary.
Old Super Robot Wars games around here attract those with vague memories and newcomers.
>>162
Even though we’re talking about the Fourth, there are countless idiots who try to discuss F, and their knowledge is old, random, and biased from weird videos.
>>168
There are some who bring up topics discussed earlier all over again.
>>162
If there are no vague memories and several people are still actively playing, that would be a bit scary, right…
>>172
Don’t write with confidence while having only a vague memory; this isn’t a matter of being childish.
F is relatively subdued in terms of mental power, so just the fact that everyone can use their enthusiasm and spirit makes Dunkouga quite strong.
>>163
I mean, even in the final chapter, it’s reliable in Space A.
F is a game that requires mental strength, so I feel like Dunkouga was quite reliable.
God Finger and Stone Breaking Heavenly Fist are treated as long-range attacks by God Gundam.
It’s no wonder I have a vague recollection.
I did it almost 30 years ago.
It’s probably a meta reason that creating a separation unit is troublesome.
The order to prohibit Dunkouga separation is a valid reason, so it’s funny that you guys are causing trouble by moving separately; just stay together in one place!
The strong Dunkouga has a strong image of new styles or α.
Mistaking Voltus and Combattler V above might not be a joke, but a serious possibility.
I have a memory of being surprised by the God Finger’s shockwave-like effect, but I wonder if there was a usage like that in the original work.
>>175
When it comes to God Finger, it’s the flamethrower used against Heaven’s Sword, right?
>>175
In fact, there are other patterns besides crushing the face.
If you can acknowledge your mistakes from vague memories, then it’s okay.
I think it’s annoying how people who only hear about games secondhand mix into discussions about them, no matter the time or place.
It’s one thing to forget, but to say it was a crappy game in that state!
I remember how the super giant drill of Skarluke was a threat back in the day because I used to play without thinking much as a child.
It might still be a threat if I were to redo it now.
I remember that the land sections didn’t have an overall refreshing feel to the map.
>>182
Too much sea.
>>183
Why are we doing the same thing again in OG? Ugh!
>>198
Well, I understand the desire to prepare something like this.
It feels like the terrain and sea have really decreased lately, not just the ocean maps.
The boss damage is relatively high in this game.
Due to having high HP with regeneration, there are many stages where you can only watch as the Four Heavenly Kings and Skarluke escape during the early game when their burst damage is low in the first turn.
Isn’t the God Finger that gives off a release feeling the one from the OP?
It seems that the raise for W and mk2 is a bit tough, but I feel like everyone is strong in Super Robot Wars.
I only remember fighting a castle-like skeleton that was flying in the sky.
It’s a proper strategy game where you can’t just avoid everything and dominate, so determination and love shine through.
There are probably many kids who were flattened back then.
I think it’s too terrible that Gun Eiji can only use a shoulder launcher (with 2 shots) and a vulcan on the stage set in the sea.
It might be the toughest time when the universe is forced to escort the truck.
>>193
How many times are we going to use that map around here!?
Love, Far Away (Opening)
Burning Love (ED)
Even if we set aside the question of how questionable it is in terms of consistency to bring both Char’s Counterattack and Victory Gundam from the Universal Century at the same time,
The choices are just too limited…
In the early stages, I remember being extremely grateful just for units that could fly.
Nessa, launch!
Buster Rifle (3 rounds remaining)
The eight-headed machine beast is creepy.
I think the graphics are more elaborate than F.
Many people like the new spinoff, but I have a hard time with getting sleepy to the same song during the opponent’s turn, so I preferred the F series.
The sea is often just simply uninteresting.
It’s terrible that the armor upgrade or some parts are malfunctioning in the opposite way.
If our team is properly assembled around the mid-game, then I can tolerate the sea map.
Why is it at the beginning…?
The usable characters are too limited, and in terms of the story, the exciting strong bosses will be faced not in the ocean but in space or on the ground…
When it comes to the early stages of the sea, it’s Getter 3!
>>208
In the new spa, you join the party really late, don’t you? Wow!
>>210
The sea at the beginning of this is Nessa, isn’t it?
I feel like I’ve been fighting Scarluke and Grotecter forever.
Mazin Power, strong but terrible fuel efficiency.
Face open, strong fuel efficiency is terrible.
SRX Strong performance, terrible fuel economy
That’s easy to understand.
A memorable Kyō.
What is tough about the space edition is…
It’s a tire, a tire.
I want to play the old Super Robot Wars, but I wonder if they’ll ever release an archive or something.
I’ve never played the α series.
>>214
It had some extent on PS3, but…
There must be difficulties with distributing it newly due to copyright issues.
I wonder if there were people who wanted to make Nessar active.
Terrain adaptation has little room for intervention from the player.
I understand that the sea map makes it easy to casually increase the difficulty.
It’s not really interesting if the number of units that can be used for attacks just decreases…
There are no ordinary getters or dragons, you see…