
PlayStation Super Robot Wars α (c) Sotsu/CoMix Wave Films (c) Gainax (c) Bandai (c) Sunrise (c) TMS Entertainment (c) Production I.G (c) Toei Animation (c) Taito (c) Black Rock Shooter (c) BANDAI NAMCO Entertainment.
By having the effort holder ride the Seisarisu and fire the Atomic Bazooka, Lieutenant Emma became the strongest.
If Giant Robo had continued, would the final boss of the second series have been Big Fire (from Babel II)?
Please say that there is a mobile suit hidden underground!
Playing after a long time feels quite slow-paced.
>>4
I don’t think it had a particularly good tempo even at the time of its release.
It was only acceptable because the comparison was with F or Compli.
How many times have I heard “From Delta 1 to each unit!”?
I had planned to play it all at once during Golden Week, but I couldn’t hold back and started on the real route, but I was shocked at how tough the Basque was.
Also, the Deathscythe is really cool!
I wonder what the purpose of the proficiency that fluctuates with choices and actions on the map was…
I don’t know if it’s because it’s the first time for Macross to participate, but the scenario and direction were quite meticulous…
I think the skill point growth system is unnecessary when playing later works.
Recently, I’ve gotten hooked on Raidein on the forum, so I want to use it as my main.
>>10
Unfortunately, there are no super beings making an appearance…
Hiding and branching is excessive.
The mystery of why Orosha’s Ivan is fully voiced!
It might be rare to casually recreate Z Gundam from episode one.
The 3DCG opening movie is great, isn’t it…?
I stopped doing it before I knew it.
I’m surprised to see quite a few of the original Gundam characters showing up.
Wasn’t there a scenario for Char’s Counterattack?
I like the feeling of something being packed to the brim, for better or worse.
There are way too few enemies in Raideen, as always.
Nu Gundam… it’s a good machine.
Indeed, the white Gundam suits Amuro very well…
>>20
Char, you’re disgusting…
I really love the stage where the BGM turns into “Ai Obo” and my energy increases to 150.
>>21
Let’s play on the Dreamcast version.
The many branches and hidden elements are honestly exciting.
>>22
After clearing it, I looked at the strategy guide and realized I knew nothing about this game…
There are so many hidden branches, yet there’s no benefit to replaying, which creates a dilemma that makes it difficult to do so.
>>33
Skill level… it felt like, what is that?
Was that the first shot after eliminating Winky?
I wonder why G Gundam was not in the lineup.
Even though V and W were there.
The RTA people are worse than Winky, an Ogyaru hit bug.
I was really moved by how much it moved.
Just being able to skip the combat makes it quite comfortable.
Guts is super strong in Super Robot Wars.
In episode 7 it’s Combattler, and in episode 8 it’s Giant Robo, so there’s an excitement from the beginning.
It’s surprising that the combat skip feature is being introduced for the first time in α.
What was all of that up until now?
The first battle of the Huckebein Mk-III is quite cool, thanks to the background music.
>>35
The motion when throwing the Fang Slasher is just too cool…
The branch always chose South Atalia Island every time…
Human versus human occurs.
>>37
I love the crossover where the old series’ Mobile Suits have turned into Titans’ MS.
Even if you haven’t used Asuka until then, throwing the AT Field to clear everything out feels so good as your level goes up.
Let’s do a stage with only fighters separated! I like the feeling of doing what we want, for better or worse.
>>38
Entangled in battles with separate bus machines, filled with playful spirits that can only be experienced at that time.
The excitement from the RX-7 in the prologue is incredible.
I love the Godzilla-inspired background music.
>>40
I didn’t care when I was a kid, but now that I hear it again, it’s so spot on that it makes me laugh.
Why did you let this pass?
If there were a transfer, I would forcibly use a fully modified Macross for maneuverability (since maneuverability still affects accuracy)!! But in normal play, that’s really not possible.
There are really very few opportunities to use Macross…
It’s fine that skill points can raise stats without an upper limit, even though it ignores balance.
>>42
It’s a mystery that it doesn’t stop at 999, but stops when it reaches level 99.
Thanks to the Tashirobi bug, anything goes in the final stages.
Heading to space with Rigamiliatia.
Remain at the Far East base.
Joining the transport of EVA Unit-02.
I have a memory of three-choice branching routes like this coming one after another.
The Vanishing Trooper is still my favorite from that time.
Why did they stop that heroic-sounding intro?
>>46
Compared to the F era, the movements were much more dynamic, and combined with the fast beat of the song, it was incredibly cool…
The enhanced Mazinger is too strong…
>>49
If you follow the route, it’s not particularly hidden, but it’s treated as a hidden unit, so it’s a powered-up version.
The Kaiser, who was hard done by, went on a rampage in the side story.
I never thought I could defeat an apostle with the Lean Horse…
An event to defeat the apostles with Bright, you wouldn’t normally notice that, right?
>>51
It’s easy if you know that you can nullify the AT field with relaxation.
They don’t really do remakes for Super Robot Wars, do they?
>>52
There isn’t even a transplant.
>>52
The copyright fee…
I’ve never been to Byston Well…
I thought it was really poorly designed that the difficulty changes after taking the tutorial.
If Giant Robo had continued, I think the final boss would have been Char.
If you keep chasing after Bright, you’ll find a lot of benefits and end up going that way.
The increase in attack power when ν has HWS attached is ridiculous…
It was fun to be able to do something relatively reckless.
If you forcibly defeat the enemy before reinforcements or events start, the scenario will end just like that.
I feel like there was a place that was really easy to farm with complete defeat play, separate from Tashirolbug.
Around the middle of the stage, I usually cry because of the hitbox bug in the Macross series.
I wonder why the modifications aren’t carried over to one of the successor models.
I like that the members of W show their faces early on.
It’s so annoying that there’s no clear fund transfer if I do it now.
It’s good that Kaiser isn’t weak enough to be taken advantage of.
There are parts that exceed the maximum range.
It’s interesting that you can clear the first appearance episode of Great Mazinger without triggering the Great appearance event.
>>73
Poor Tetsuya…
The final boss is too weak, or rather, the allies are too strong.
>>74
I like the reckless spirit of these times.
I know that the reinforced Mazinger is strong.
Still, I…
Sharanra
The inflation of attack power is tremendous.
I don’t have many opportunities to experience it, but the final boss’s attacks deal outrageous damage.
With this, WinkySoft has completely become a thing of the past.
I thought, “It’s moving so much!” at that time.
Was the battle skip implemented from Sulfa?