
Super Robot Wars Complete Box SLPS 02700-1 Bandai Namco Holdings Inc. Product Number Released by Bandai Namco Holdings Inc. (C) Winning Lab (C) Sunrise Release Year 1999 MADE IN JAPAN BANPRESTO
Load before checking the hit rate.
Load before battle anime
It’s not that it’s difficult and exhausting, but that the imbalance is unpleasant.
>>2
Due to the relationship in the calculation formula, I’ve been able to deal more damage to bosses, but the damage against weaker enemies has decreased.
Well, I feel relieved when I realize that I don’t really get hurt that much either.
It’s difficult within the Super Robot Wars, but the game itself is largely easy…
There is little joy~
The CompreX Mazinger is the weakest Mazinger I know from Super Robot Wars.
I finished Masaki’s chapter and Ryune’s chapter in EX, and now my complete box is done.
I like both the SFC and PS versions in different ways, but I preferred the unique balance of the original SFC version in EX.
Getter Robo G, Daimargin, Grendizer, Raideen, Blueger, and Combattler are strong, so the late game can really go any way.
Loading times are really annoying, so I feel like it would be much better if I played it on an emulator or something now.
When it comes to remakes, aren’t they generally easier to play than the original?
>>11
The graphics, system, and voice aspects have definitely improved.
The load is on the PS from back then…
>>11
A and MX…
The bonus disc is really something great…
I love Movie 3.2.1. Hah!
>>12
I want a default feature that allows freely editing combat anime like that…
The idea of being able to compete is fun.
There’s not much fun in playing… the road is long.
F-completion is difficult because the damage is inflated.
The third Compil is difficult because the damage has deflated.
The background music is kind of lame, isn’t it?
>>18
The voice also sounds somewhat muffled.
After doing something like α, the damage numbers are so small that there’s no sense of exhilaration at all…
>>19
So the boss developed in the direction of increasing HP instead of armor.
If you understand the system, F completion isn’t particularly difficult, but the thread image is really tough in the early stages of the Third War.
>>20
It’s not about strength or anything, but what is with you guys… such a downer vibe!
Both the voice that became dormant and the voice that was recorded thanks to this moment exist.
EX was an easy-to-play masterpiece on the SFC version.
It’s too harsh just with voices added.
>>23
For a weak player like me, it was a linear railgun game.
The game that made Tetsusho Genda say “Allahu Akbar!” is probably just this one.
The EX Mazinger is seriously weak, right? It has firepower lower than High Familia.
“Ha!”
The third time felt difficult from the middle onwards.
The hit rate is high, and the enemies are unusually dealing critical hits, plus there’s a turn limit.
Was raising the armor the right choice?
In terms of tightness, I think the Third Division is superior, but perhaps in the Second Division both enemies and allies have lower damage.
It felt like a plain struggle and I couldn’t see it through to the end…
I don’t have enough money.
>>32
Here it is.
It’s not that it’s difficult, but I can’t really customize it much and I can’t use mental commands, so it’s constraining.
Even when enemies that alleviate the funding shortage start appearing, there is still no sense of refreshment.
I don’t want to modify the one-time-use super electro-magnetic spin, and I also don’t want to modify the Twin Lancer from Space B too much.
The Winky people had such a futuristic vision for the linear railgun that its range and power are incredibly high…
The FC version of the second game was an important catharsis for the re-attack.
The calculation formula has changed, so low-power weapons like the Vulcan really can’t be used anymore.
Other than Daitarn Zimber.
I think Ahmad’s lines and character would be considered unacceptable now.
>>37
So, various things changed when it came to the magical armor remake.
>>37
There is no god but Allah, and Muhammad is the messenger of Allah! (Normal battle line)
>>37
I feel like it was already changed at the time of the remake of Masoukishin.
The enemy’s routine targets units with low HP as a priority.
The bluger seriously dies so quickly… There’s no support defense either.
>>38
Because Bluegar is convenient, you have no choice but to use it, and it’s easy to die from a single mistake…
There’s really no sense of refreshment.
Got it! I’m going to sell separately the ones that doubled the funds.
>>45
I feel like it was 1.5 times.
Ahmad’s Muslim identity hasn’t changed, but the terrorist setting has disappeared.
Well, it’s fine that the terrorist setting is just part of the backstory and doesn’t impact the gameplay at all.
It looks like it was made in a hurry, doesn’t it?
I have a memory that the chapter of Ryune was always painful.
>>48
First of all, it’s strange that Valsione is weakened compared to the SFC version, right?!
I haven’t done it, but isn’t the pilot’s attack power and the weapon’s strength, as well as the upgrades, a bit limited?
>>49
Still, against the boss, the picture of the thread deals more damage.
>>49
The beam rifle has better modification efficiency than the fin funnel, so when fully modified, the power should have been reversed.
The old man who was in the IRA rarely becomes a topic of conversation.
What is with the poor fuel efficiency of the F91 and its lack of strength?
>>52
So that’s why I’m using Begginina like this.
…the beam was absorbed.
I changed the system, but the mental commands and status are still carried over from the old version, and the balance fits perfectly… no way! Did you even play properly!?
>>53
The details of the mental commands and the status are being manipulated, did you really play it properly?
>>56
I feel like the spirit of inspiration and passion has decreased, and instead, we’re being handed pointless tenacity and grit.
The range of the Vesbar 5 was nothing but questionable.
The status has been altered, but the staff probably isn’t playing properly.
I finished inputting the values from the Super Famicom version into the F system! So now it feels like I’m fighting something worse than F’s Vulcans at the beginning.
I was reading books or magazines during the loading time.
Judging the battle scenes just by hearing the sound.
I wonder if provoking Ryune is a conscious adjustment.
If that guy weren’t here, the Third World War would have been even tougher…
The spirit of Combattler can be used by five people!
Don’t you have any awakening?!
CB only did EX, but even in the realistic type, it had a balance that helped when there was mental toughness.
I think it’s impressive that you managed to clear the series even though you couldn’t skip the combat.
I was playing F and F Final on the Saturn, so I couldn’t endure the load hell…
What I thought while playing EX is, why do Aura Battlers have higher armor than Mazinger?
It’s just not right when you think about it normally…
>>67
Reproduction of Aura Barrier
I think it was good to have a balance of focusing on mental aspects with a passionate spirit in line with F standards, at least for the realistic genre.
Well, I know you’re doing this with an understanding of the fuel efficiency adjustments…
Basically, the new system from F only benefits the enemies…
>>69
Is the new system from F at NT level or something? Is it advantageous to the enemy…?
>>69
Wow! They are already using shield defense and parrying from the beginning!
Given the balance of the thread image, it’s rather appreciated that the effort is being distributed.
I don’t think the chapter on Shu is difficult at all.
You can clear it even without Neo Granzon.
However, after defeating with the Neo Granzon, there was nothing I could do when I met Shu and his party in the chapter with Ryune.
We must switch to a game that can withstand a certain level of hits.
So, with a ton of grit… well, maybe not a ton, but quite a bit of repair (and propellant) is thankfully effective.
It’s better to modify stamina and armor rather than mobility in the MS.
It’s a bit of a lie to say it’s the latest system…
The sense of numbers is quite different from F, regardless of the formula.
The only one who can operate the evasive Newtype is Quattro, and it’s better to rely on the Super type for the attack role.
Is the impact better?
>>79
If we’re talking about ease of play, then just slightly, Comple is probably better…
To be honest, I’d say it’s much less stressful to play the original on a real machine if you can find one.
Willpower is important…!
I don’t know if it has a grudge against Mazinger Z, but it was a strong machine in EX and weak in others.
I like situations where we have to fight with old models and mass-produced machines in the early stages due to disarmament and such.
I’m surprised that Sheila’s evasion is quite high.
It depends on the opponent, like in a super type, but I was getting 0% hit rate against the opponent with Gran Galan.
The map is easy to read, unlike the impact.
In the second game, you could get Pull 2 and Psycho Mk2 as allies, right?
Was there anything else that could be used for the Psycho army?
>>89
Impact
>>90
It’s weak, isn’t it, Psycho Gundam?
But I have to send it out at least once for the encyclopedia and switch to MA mode.
If I had just thrown in the perfect completion values and mental commands as they were, I might have enjoyed the inflation more.
The secondary Psychomark II is strong, but it’s unfortunate due to Quin Mantha.
>>92
I have to kill Plu, and unlike the FC version, I can switch from the Quebeley Mk-II.
In the FC version, there are no switches, so it’s tough to fight with the underpowered Quebeley Mk-II.
Since it originated from the SFC, I was surprised at how short the conversation in the introduction before the scenario begins is.
It’s only natural since there isn’t any additional scenario.
>>93
I’m surprised to feel that it seems so bland when the visuals change.
The EX Mazinger was able to get by fairly well with its one specialty of punching.
I’m sure that in the complete version, the punch was taken away.
>>94
Since combat anime is just side-scrolling body slams anyway, they could have just added it…
>>94
It was mentioned, but I believe the power of Burst Fire was about 50 to 100 higher than that of High Familia.
So it was kind of mediocre because it didn’t produce much power for its fuel efficiency.
>>94
With about 5000 HP, Kouji was quite excellent as a shield character as well, thanks to his ability to remember special strategies.
I feel like the remakes of Super Robot Wars have hardly become easier to play.
>>95
As expected, the second G was easier to play.
>>101
I remembered when you mentioned it, but the thread images related to the second dimension were also quite fun.
>>107
Around level 30 is the upper limit, so both enemies and allies are weak and it doesn’t cause too much stress.
In the FC version, due to capacity issues, there were times when pilots were removed, but there is none of that here.
I was happy that I could use Amuro with the One Year War face.
>>115
Huh… Isn’t there a withdrawal character in the second phase of CB?
>>132
The butterfly demon, like the original, leaves even with Fou and Lalah joining through persuasion.
>>101
I feel like the Shining Gundam’s Super Mode was the only one that could be used at all times back then.
>>95
AP has become more difficult, but it’s definitely much easier to play than the original A.
Other than G, the secondary options will lead to a proper death for Puru and also present a choice.
In the second round, there was a scenario where we had to escape from the DC main force, but we cleared it by defeating them all.
I like Mr. Sakata’s scenario.
Although there are various opinions, the story was incredibly high-level for a character game of that time.
>>102
I like how the current Third Another is getting closer to the modern sensibility of Super Robot Wars.
Like the Mobile Suit Gundam: The 08th MS Team that appeared after the original work.
>>111
It’s fun to see how the Third Another depicts the chaotic feeling of the enemy side.
It’s based on the third version, but there are a lot of additions.
>>119
The scene of Lieutenant Jerid being ordered by Baron Ashura to take charge of the unit is already quite amusing.
>>111
In the original text, it was set that Burnie, who was trying to pick up Chris in Okinawa to make a connection, had previously tried to capture Alex, resulting in a mutual blow, but he narrowly escaped death. I thought that this setting was good from back then…
The SFC version has significantly enhanced the power of its dedicated anti-air and anti-ground weapons.
Mazinger flies in the sky, but its punches are for ground use only.
The Scrambler Cutter was supposed to be anti-air only.
The second time, I realized that Haman is more involved than she thinks… and Asura, you were part of the last battalion?
The second generation G is based on the premise of preparing the hardware and accommodating the system, which is quite different in various aspects.
I still think it’s one of the best Super Robot Wars games for quick play.
Was there ever a strong Psycho Gundam in Super Robot Wars…? It’s so unfortunate, right?
>>113
The one I got in Part 1 of C2 was quite strong and rare, so I used it.
Since the beam-absorbing Voulkruus are appearing, MS without non-beam main armaments tend to fall back in the latter stages.
In the first place, there was a sense back then of whether it was too late to do a second wave of Famicom now, which is why this thread exists…
I’m glad it was balanced with the Super Famicom EX so that I could see it properly because of the 9999 limit trap…
I thought that the second Psycho Gundam is quite excellent as a wall character, so please keep it.
Since we don’t have to worry about capacity as much as in the FC era, I wanted improvements on things like instant disconnections.
>>120
I was surprised to suddenly fight a Big Zam early on.
The treatment of Fuu in the Winky era of Super Robot Wars is really good, isn’t it?
You often get kidnapped… Captain Henken, pull yourself together!
DC is incorporating various Earth militaries to counter threats from other planets.
From Hell, only Ashura is there, and from the dinosaur empire, only Captain Radura is present.
The Hundred Demons have the mechanical Thunder Beast Demon, but there are no characters.
Also, there are Gilgil from the Vega Star Alliance and King Gori.
>>121
There’s Kocho-san!
It’s good to respect the original scenario, but sometimes I find myself yearning for the chaotic, mixed-up scenarios typical of this era.
The chapter of Ryuune is seriously interesting and tough.
Valcione and Granvell don’t dodge, but their armor is too paper-thin.
>>125
Lune’s abilities and mental commands are half-baked and difficult to use.
You could say it’s a degraded version of Masaki…
>>125
It felt like we just let them use their MAP weapons and then dealt with everything else using ν or Getter.
The stronger the weapon, the more it costs to modify it. ← I understand.
The stronger the weapon, the lower the increase in attack power when modified ← stop it.
>>126
Anyway, I don’t really modify anything other than strong weapons, like Daitarn Zanbar…
For better or worse, there are hardly any organizations that mix up copyrights anymore…
>>128
Aren’t you doing it with T or something?
>>133
I didn’t quite feel comfortable with UND.
Perhaps it’s because it’s coming out a bit late in earnest.
>>128
If you do that, it’ll ignite the original stepping stones and errand runners.
>>134
Even back in the days of α, it burned… and that was me too.
>>141
Rather, the one that burned the most and became Producer Terada’s trauma is α, because…
>>141
Even with α, that part was really terrible…
I think it’s better to consolidate the original forces together rather than creating a hierarchy among the enemy factions from the original, as long as it’s not overdone.
>>128
The original enemy organization of DD consists of Azrael, Hokushin, Gaulun, Garuda, Do-Zur, Dol-Army, Jellil, and Mia Campbell, making it quite a mix.
After watching ZZ, I really appreciate the route in Zeta where they treat the characters that way and allow them to join the team.
And it’s helpful that I can use Gemark even without those things.
Since the Vesper was not a beam weapon, the SFC version shows a significant weakening of the F91 that was formidable.
Well, it’s funny that it was trembling with power, though.
Lalah should be able to get out quickly.
On the contrary, CB’s Ryune is really convenient.
When I think about it, I wonder what the Last Battalion is, but I wasn’t concerned about it at all back then…
>>142
Name of the unit directly under Hitler.
There are few Super Robot Wars where Chara-Soon becomes a companion, huh?
>>144
First, it doesn’t come out much.
>>145
I remember being really surprised that the voice actor is Watanabe Ikkei’s wife or something.
The EX chapter of Ryune, the route of encounters, is a troublesome route that doesn’t have much flavor.
Since Lalah isn’t dead, Char is relatively sane.
Even though Reco is appearing as an enemy under Shirocco in the second installment, they still do the betrayal event in the third installment.
>>150
This area is properly picked up in the third ANOTHER.
I like Quattro having an honest conversation in the current Third Another, saying, “I participated in DC because I sympathized with President Bian’s ideology, but I want to take revenge on the Zabi family, so I’ll cooperate with you.”
I recently played the FC version of 2nd, and the balance was better than I expected.
When you level up, the aircraft’s HP increases, and although there are only two weapons, they can change and improve in performance as the story progresses.
I felt that it has quite a strong RPG aspect.
The conversation suddenly cuts off and ends with an intermission! It had become a routine for the new commentary.
I honestly think that during the alpha days, the person who received the most complaints was Shu.
Youses was already being made into a joke at that time.
Muji α has a good vibe with ambitions like Shapiro or Scirocco, as if they’re going to eat from the inside out.
There were also works that were unilaterally treated like subordinates, which made handling them quite difficult.
The balance in the second generation of Famicom is quite well done thanks to those specific numbers.
When you bully the Last Battalion with a new gun instead of escaping, it makes your brain juice flow.
The flow of switching between Mazinger, Getter, and Gundam in the FC version is wonderful.
The lack of capacity and hardware means there are no special effects, and it’s actually nice that it changes simply when returning to the ship.
Germalk is strong.
If there had been trophies back then, I think there would probably be very few people who cleared EX to the end.
Considering it’s a game from the Famicom era, it’s quite well-made, isn’t it? Second generation.
>>164
I won’t forgive you.
>>166
I’ve ridden a Great too, you know!
I didn’t intend to go out, but…
Recently, even in T where ZZ was relatively reproduced, there were no characters like Soon… Although August Gidan was there.
>>165
So the cleavage is what’s not good, huh?
The feeling of struggling with limited forces was well expressed in the second part.
When you reach around α, it becomes a major force, doesn’t it?
It will be interesting because it can be approached as a completely different system game from around the third to fourth generation. FC secondary.
Anger and rage have become a wonderful decisive move for the whole body.
I gave up on the 3DS version halfway through.
It’s not boring, but…
I wanted the second G to be included in the complete collection.
When asked which unit is the strongest in FC2,
I will raise Metas.
>>173
That guy’s increased mobility with transformation is subtly reliable.
I like the differentiation in performance among the three starter Pokémon of FC’s second generation.
Nu Gundam has low durability and low firepower, but it’s fast, so it has a high chance of being able to attack again. It’s strong against weak enemies, but it’s tough against bosses.
The dragon specializes in firepower, and a single Shinespark boosted by mental energy deals quite satisfying damage.
The Great has durability, so it can serve as a wall against bit-type opponents that are hard for Amuro to dodge, and while its firepower isn’t as strong as Getter’s, it still delivers.
Since the experience points gained are severe, I calculated who to feed the big catch to in order to defeat the first Granzon a few episodes ago.
>>170
Regarding EX, I originally thought it would end with the third installment, but if it ended there, there would be too little explanation for Masaki and Shu, so I remember reading something like that in the strategy guide back then.
In the second round, we were really working hard on how to keep the Cybuster alive.
It’s very convenient, but it’s too fragile.
>>178
I only have two weapons, and one is the Scythe Flash, so I only have the Discutter (Vanity Ripper), making me weak.
The missiles that appear in the second half are so insane that I gave up on using them.
>>178
I remember thinking it was a bug because the HP of Cybuster only grows to half that of the other machines.
Was it because of this that it became Banpresto development from Alpha?
Or are we already severing ties with this?
>>181
We broke up simply because I couldn’t keep up with α’s demands.
>>181
If what Terada SV wrote on X is true, then…
Winky stepped down because it was tough to continue creating licensed Super Robot Wars games.
Come on, entertain me.
If you do well in the FC, can you defeat both Bian and Shuu at the end?
The 2nd Cyberster doesn’t avoid attacks, and its HP is on par with Metas, but it has the unique ability to use map weapons.
Even so, it doesn’t deal much damage, and being within the enemy’s range, it tends to get targeted due to its fragility.
But it’s convenient to have around.
I could tell that Sakata-san was collapsing and it was chaotic to watch from the sidelines, right?
>>188
Hearing about everything related to the F development makes my head hurt…
Since it has grown into a super blockbuster that influences the direction of hardware, it’s a give-up because it’s not a manufacturer that makes works of that scale.
I mean, the release schedule is too packed, so of course it’s overwhelming.
In the end, it collapsed, but I completed the magical armor too, so I wonder if I’ve done what I needed to do…
After I quit Super Robot Wars, I was making the GBA version of ZOE, and it was so much fun with the overwhelming Winky smell.
Even though I did that with the magic armor, Winky is still better.
It’s surprising that games like Battle Robot Legend and Real Robot Wars were also developed by Winky.
I understand that you want to hand everything over to a subcontractor you know well, but…