
Aside from not knowing the proficiency requirements and the quick save being slow, it is still enjoyable to play without any drawbacks.
At that time, I was raising Roland without knowing about the bug, but I was able to fight normally and it wasn’t particularly problematic.
>>1
The lineup of spirits you have is great.
The movement and the effects of the mental commands, as well as the transition from the intermission to the scenario part, all feel heavy overall, don’t they?
>>2
It’s optimized for fast loading on Vita, but the clunky parts of the performance can’t be helped.
Amidst all that, everyone knew about the DOME bug.
>>3
Sending reinforcements means it’s not so much knowing about a guaranteed freeze, but rather being aware of it to prevent it.
>>18
Everyone knew about this and the 9 enhancement part bug.
The Frost brothers are avoiding too much!
I wish they would remake the Alpha series.
But the copyright fees are…
If you do it with α’s flair, you might get run over by Adrasteia early on.
Even an amateur can tell that a remake doesn’t seem profitable!
It’s a side story, but compared to the original α, the production has improved dramatically.
>>10
Considering the release intervals, it’s just too crazy.
Most of the returning MS are almost the same as alpha, but the expression of the high mega launcher and the thick beams has become cooler, which changes the impression quite a bit…
It’s not very strong, but it makes you want to use it, Hi-ν.
From the beginning, I thought, “Did I make a wrong choice?” regarding Neo Granzon on my first playthrough.
When I compared α’s telekinetic explosion sword with the subsidiary’s cutlass, it was hard to believe they were the same hard type.
When I lent it to an acquaintance who has never played Super Robot Wars, it came back stuck at the Festival of Fools.
The weapon adaptation isn’t working, right?
>>19
Only the weapons are functioning, making the adaptation of the unit and the pilot meaningless.
Why has the hyper beam cannon turned out this way?
The sub-characters of Sky and Space Adaptation B are too much, and if there weren’t any bugs, the options would have been narrowed down a lot… Even Captain Banning is from Sky B.
Was the map combat this sluggish?
>>23
The tempo suddenly got worse around here from α.
Now I’m using the conversion a lot, but back then, at least the main character was not swapped out, so Roland still had his beard.
…I thought so, but I feel like Uraki was piloting Val Valo.
Please port the Alpha series as long as it involves the series with obtainable copyrights.
Things with long range are strong.
I bought a bunch of high-performance gasoline engines and it glitched out.
>>29
I did it with a booster…
Although α sold extremely well, the production period and budget were excessive, so to recover costs, we quickly released the sequel that was born from that.
>>30
The craftsmanship of quickly creating it and perfectly harmonizing the aftermath of the previous work with this entry is just incredible.
I have to respect Sinanju for writing the mainline Super Robot Wars scripts nonstop from around this time until turning 30.
Even with combat off, the tempo is crazy.
I didn’t know that if you sell the machine after enhancing it, you get parts.
>>35
I’m told to fully modify a machine with a low modification value and sell it, but…
With that funding, it’s not something I can easily do, wanting to modify a strong machine or my favorite.
I like Zabungle, so I like the thread images.
>>36
It’s nice to have Walker Galia (BGM).
>>36
The only thing that really recreates the original Zambungle is the side story.
The Z series is after the conversation.
The strength of the people living in the devastated world was charming.
I was told to release a fan disc, but given the failure of Denji Encyclopedia, it wouldn’t sell anyway, so we decided to just go for a new work instead, which led to this.
>>39
The encyclopedia didn’t work out… I haven’t bought it though.
Support defense
Support Defense Support Defense
Support defense
The battle skip is way too long…
“I want to modify and sell the Rick Dias for the sake of the Steel Soul! When asked if I’d like to do that, well, yeah.”
If it’s just EN and limits, the modification cost is cheap, and getting the A adapter like this is quite advantageous. The damage correction should be around A 100% and B 80%.
Dashi
The mega generator can also be properly operated with Zero Custom.
If I could see strategies and tips, I would understand to scatter them with map weapons, but it was difficult for my past self…
I wonder what the reputation of the mental rapid-fire below a certain HP level was.
At that time, I could only gather information from around me, but there was a division between the strong rival group and the Dali group.
>>49
Looking at how boss characters are treated in subsequent works, it seems they were probably criticized a lot in the previous game.
>>49
I think it’s all about not being adopted in later years.
Well, there are various ways to reduce damage through counterattacks or support attacks…
At that time, I didn’t even know about leveling up through repair supplies.
I didn’t even know about inflating firepower through separation.
In the final stage, it takes time for one stage, so it becomes an unpredictable war of attrition, and the mental strain of continuous button pressing was honestly tough.
I don’t want to start over…
It was too difficult to push through with just spirit strikes, and crossing turns also meant automatic recovery.
I don’t like being forced to pass my turn with an impenetrable wall, even if the others are fine with it.
Invincible battleship Dai is truly invincible.
Is this what makes Captain Banning unusually strong?
Banning has guts but doesn’t have support, so Gabain is stronger.
I really like the BGM from Blue Flash, but it’s a shame it wasn’t used in the Z series.
I prefer the movement of the Zabungle type over Z.
I really like it when the boss uses mental powers.
I dislike HP recovery (large).
A work that is too harsh on EN consumption.
If they can’t be defeated when defended, I think it’s questionable to have them evade and reset repeatedly at a low probability to bring them down.
Since the mental state doesn’t recover and the hit rate is low, it turns into a loading game.
Maybe it’s because the HP limit was low that things like spirit spam and HP recovery boosts happened?
I love how every movement of the Masou Kishin faction is just too good.
It seems that using Majin Kaiser instantly defeats Tanek and Zanneck 4.
I’ve never tried it, but…
If it’s easy to clear, does this become a game of spamming MAP weapons?
>>72
It’s too tedious to use support, I don’t want to do it.
The support formation should be easy if you use Wing Zero and V2…
>>69
That’s definitely a lie.
There’s no one who wouldn’t find support annoying on their first try.
There are various ways to separate the Bostes Combatler and use the support count.
It’s hard to see that Taurus is stronger than Tallgeese 3.
The sense of late bloom in Wing Zero is amazing.
Seriously, it won’t function if you’re not in the right mindset!
With a little effort, you can defeat Shuu with the Core Fighter Katsu and level up Garrod and Jamil to level 99 with the sword that scorches heaven and earth, so if you think about it, it can be managed without repairs, making it easier.
I think it’s among the more difficult ones, just after AP.
It’s not so much that finishing and impact are difficult, but rather that the balance hasn’t been properly maintained.
Turn X and Zanneck are not difficult; they just leave a very strong impression of being annoying.
I won’t say it’s easy, but…
Well, I can just leave it to Kaiser after he joins…
I’m sorry, I am a traveler from the Far East branch, but I can’t revert the R-Wing back to R-1. I would like your help, please.
Obtaining all SR points in the first round of the original Z is harder than AP or F.
I liked the parts where the true Getter became the enemy, and Kaiser was always waiting for Koji, or when the invincible battleship Dai was truly invincible.
IMPACT is not difficult, it’s just tedious.
In the second half, the strength is in place, so it’s easier, but the crowded midfield WM was tough for me.
The YF-19 and G-Falcon DX worked well.
I don’t really remember using MAP weapons other than the satellite.
>>91
So at the Turn X, I’ll hide the moon…
The first Z from SRP and the super expert Super Robot Wars T are definitely more difficult than the commonly mentioned ones.
Super Robot Wars isn’t that difficult to begin with.
>>92
This is really true.
My Yu and Hyuk didn’t… and I lost motivation.
Even though it’s an appeal for support implementation, the enemy’s defense setup is annoying!
Since I restarted with knowledge this time, I surprisingly won quite easily.
I understand the opinions of those who say it’s not as difficult as it seems.
However, whether one can say that without knowledge at the time…
>>95
Even in Winky, there are people who don’t recognize that playing with a complete understanding of the strategies feels different.
>>98
It’s not that unusual since I used to read strategy guides and such.
>>113
Playing after reading the strategy guide is abnormal.
>>69
It’s probably not difficult since I, without much ingenuity, am able to get through it, but there is definitely an impact and a hassle involved.
There were definitely people who hated time limits.
I kept using it just because it was Amuro and the New.
For example, if you invest money into the first-time experience of the Masou Kishin series, you might end up with no money but a high combat power, and it becomes a state of being completely unbothered by it.
It might not be difficult if you do it with knowledge, but I think it would be a hassle, Turn X.
Even if I use the Kaiser.
I mean, I didn’t actually use it back then, but Hi-ν isn’t all that strong…
Even though he’s so cool.
It would be better to create a new work inspired by it rather than just remaking it.
>>105
It’s Super Robot Wars β.
>>107
I don’t like it that it seems unfinished.
Wow! The shadows of the clouds are flowing!
HIT
Support defense
I Field
The poor condition of the store.
When it comes to online strategies, these days, it’s still the era where fully modified and equipped Halu (a character or item) is strong, but it gets criticized before that.
Just make a remake that only fixes the bugs.
The enemy’s primary strategy is to “target those who can’t counterattack,” so if we just advance normally together, it becomes extremely difficult to chip away at the long-range Zanneck during a counterattack…
In the first few episodes, a bunch of amazing leading robots gather.
(I knew something like this would definitely happen…)
I never thought it would turn into a bizarre adventure of a combat pro from there.
I love the Macross City Assault movie.
The fact that α was somewhat of a one-hit power game has created a high difficulty image due to the damage deflation from that pendulum adjustment.
Realizing that the damage I take is trivial makes it much easier.
>>116
The battle machine was really useful in this game back then!
It was a game that had a variety of player age groups, so if someone was a kid at that time, they might not have understood it, and there were possibly those who were traumatized by Turn X.
Turn X is divided into easy and difficult factions, even just in this thread…
Interesting…
I love the early Macross City entrance movie; it feels so much like Super Robot Wars.
Whoa… NeoGura is too fast at this stage…
I was surprised when I saw the Nutcracker for the first time.
It seems they made it in a hurry, but I can’t believe they released something with such poor response.
I love Super Robot Wars, but the part about how it fares as a product affects my motivation to play it repeatedly.
>>123
At that time, it wasn’t that the response was particularly bad.
Well… even at the time, this and the impact had a bit of a sluggish feel.
>>130
There are parts that are worsening while also being improved from α, which can be frustrating! However, it’s not to the extent that I would call out the α side story as something special to be highlighted as a product.
If you’re going to say things like that, then the bugs are more of a problem.
If you know how to deal with things or understand strong matters, it’s surprisingly manageable.
At that time, there were just people saying it was tough not knowing right from left.
It’s not a topic that warrants dividing into factions like “easy side” or “difficult side” or anything strange like that.
Not knowing the proficiency conditions is just plain annoying.
>>125
The ambiguity of the conditions is better than α.
After playing various Super Robot Wars, I will do Alpha Gaiden.
I think my impression would change between playing the easy α back then and then playing the latest Super Robot Wars, the α Gaiden, that came out afterward.
The defense values have been revised, so both enemies and allies have become tougher.
As for the PS, it was moving around like an out-of-place artifact.
I think the hardware performance just couldn’t keep up after all.
>>129
That’s a bit too underestimating of the PS, don’t you think?
>>140
During the PS era, the battle animations in the spin-off were actually lacking in expression.
It’s just that it’s not a combat anime with a sluggish pace, but rather the map part where you move units, so it seems unrelated.
It’s terrible that there is almost no space map.
I was able to buy the Walker Machine on BS, but…
I felt like it was a weak character, so I never used it even once.
Is that strong?
In any case, the slow movement is painful.
I like Cross, the executive from Mycenae and the Dinosaur Empire.
Back in the PS days, other games were all sluggish too…
In Super Robot Wars, the Dinosaur Empire, which was like a synonym for weak enemies, was treated seriously as an antagonist.
I have a memory of not being able to clear it when I was a kid, despite having a strong lineup of main characters.
There was no problem when I later played with various support characters.
It’s a game where support characters, or those who provide assistance and defense, really shine.
Hey… why can Taurus fight alone?
The currently popular Raideen is quite strong too.
I wonder what they were thinking when they made it so that the more you try to obtain difficulty, the fewer chances you have to use the satellite cannon.
This is not a treatment for a first-time participant.
>>144
Garrod is somehow incredibly strong… he’s just incredibly strong, regardless of guts or anything else.
One reason I don’t want to redo it is that the map is divided into the first and second halves.
Now I can do it while looking at a guide, but the painful memories of how frustrating it was during my first playthrough are tough.
The combat anime was only elaborate in its direction by Varcione.
The rest is made simply.
I like that kind of dark.
>>149
Was that so…?
>>149
There are plenty of others besides Diablo, Jaoumu, Macross Plus, Daitarn, Zabungle, and Braiger.
Even though Winky was powered up to α, the combat animation direction quickly evolved significantly in a short period from α, which felt like an incredible advancement at the time.
It’s good that α still had a Dreamcast version.
The Alpha extra chapter only exists in the Super Famicom version.
That’s nice, isn’t it?
Diablo
>>152
I like 2.
3 and 4 didn’t really match.
Presea is great, isn’t she…?
Oh, that reminds me, the Walker Gairea was making a clanking noise.
It’s a mistake in memory.
Lately, every time a new work comes out, the battle animations have been evolving.
I feel a sense of regression now.
It feels like all the magic armor-related things were carefully crafted since we’re going all out here.
>>158
It might have been towards the end when it was created.
>>158
It seems uncertain whether they were planning to release the next one since Ragnarok ended with a half-hearted point where Shu died.
The pinpoint barrier punch is so good that I ended up wondering “hmm?” about Sulfa.
Daitarn 3 is still using storyboards from that time.
I want to fix the bug, but please leave the terrain adaptation as it is! That’s the selfish request.
I realize that if I send them out with a light-hearted desire to watch the Diablo anime, I need to protect them quite a bit; otherwise, their morale won’t hold up and they won’t reach the battlefield in good shape.
I first found out on the internet that Roland was actually weak.
I was using it normally.
>>166
I thought I wasn’t that strong, but I found out much later that it was due to a bug where my late-blooming ability wasn’t working.
>>166
Well, the parameters will increase if you use them.
I feel like the spirit wasn’t weak just because it was intertwined with the beard.
>>182
It’s a big deal that it can be used from an early stage, after all.
>>185
It’s not as much as α, but you will grow if you use it.
At my place, it turned into a kind of evasion shield that avoids things like Raideen.
The Sandrock Custom was incredibly cool.
>>167
The sparks from that sword were quite impressive…
It’s indeed harsh to compare it with the new version of the same hardware.
>>168
Well, that’s because the release dates are totally different.
I looked into the bugs again and found all sorts of amusing things going on.
The Sandrock custom was incredibly cool.
I always liked how cool it was when the cape was fluttering.
Turn X can somehow manage if you push through with Val Varo or MAP weapons.
It’s a fact that it’s bothersome.
Compared to Alpha, Wing Zero has become weaker, but the importance of MAPW has actually increased, so in the end, it’s still easier to use.
I understand it was rushed.
Still, there are too many game-breaking bugs.
>>176
I like the story about how Terada almost freaked out when he was told to create a side story just 7 hours after the α release (at 5 PM that day).
>>193
To die…
>>193
Shirasong…
By the way, the reason past works are not being ported is…
If it’s only for PS, I can get it done relatively quickly (since the contract is still active).
It’s difficult to port to Switch or Steam because we need to rewrite the contract.
And I have also lost track of several works’ contacts (it seems to be about G-Robo), so it’s impossible.
They say that.
>>177
T hasn’t been under a Steam contract from the beginning, so they can’t be released, I believe.
>>177
Do rights issues arise even in transplantation?
>>180
There is no problem if it is only ported to PS.
It becomes impossible with more models.
>>180
It’s so obvious that I want to ask why I assumed there wouldn’t be any issues with the rights.
It seems there is a slim possibility of releasing the Z Complete Box for PS5 or PS4.
Did V get permission later?
My friend was totally hooked and was doing a no-modification challenge.
I wonder if I was able to clear it…
Usually, if you ask, “Can I transplant it?” they would probably say yes without much hesitation.
If you don’t even know what the counter is, then you’re out of luck…
>>186
You need a contract for that, and if the number of media increases, you have to pay extra money.
Even so, if it definitely sells worse than the original, then there’s no way they would do it.
>>186
It might still be acceptable for additional contracts a few months later, but after 10 or 20 years, it often doesn’t go smoothly for many people.
Do I need to pay JASRAC every time I re-release the BGM?
The late-blooming bug is said to be a source of uncertainty, and it actually seems correct to have more SP instead of the stage, and I found myself agreeing with that.
I feel like I didn’t even know that using it would increase my status.
The stage of Turn X was not too bad, as long as there were two Zannecks below ordinary.
The most troublesome thing is that it is made up of two parts, before and after.