Super Robot Wars
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Super Robot Wars (スーパーロボット大戦 Sūpā Robotto Taisen, or Super Robot Taisen, abbreviated as SRW) is a series of tactical role-playing video games produced by Japanese gaming company, Banpresto, a division of Namco Bandai, for various consoles and handhelds. Its main feature is the use of mecha from multiple Japanese anime and manga titles, mixing them together in a battle simulation and adding a complex plot involving their respective storylines, characters and backgrounds, with a simple menu interface that can be understood by the gamer, even if he or she does not know the Japanese language.
The first game in the franchise was released for the Nintendo Game Boy in 1991. The first animated mecha series featured in the game (and the ones usually present in all the series' games) are Mazinger Z, Getter Robo and the earliest incarnations of Mobile Suit Gundam. The first two, both creations of famous Japanese manga artist, Go Nagai and his production company Dynamic Productions, are representatives of the super robot sub-genre, while Gundam, realized by animator Yoshiyuki Tomino, represents the real robot units. It is tradition for a Super Robot Wars game to include a Mazinger, a Getter and a Universal Century Gundam series, forming what fans call the "Holy Trinity"; however, newer handheld titles began omitting one or more of these series in favor of increased focus on newer properties.
Some series that have been featured, including Neon Genesis Evangelion and Gundam, are known internationally, whereas others, such as Heavy Metal L-Gaim and Raideen, have little to no fame at all outside of Japan. Because much of the appeal of any Super Robot Wars title resides in the player's knowledge of and familiarity with the various series involved, the games are most successful and have their biggest fanbase domestically. There is, however, a small but loyal fanbase for the games internationally and though it was widely believed it would never see release outside of Japan, largely due to potentially complicated rights and licensing issues (a problem that also affects other games, such as Jump Superstars), fan translations of some of the games have been made.
On September 7, 2006, Atlus USA released the first Original Generation title for the Nintendo Game Boy Advance in North America, making it the first game in the series to be released outside of the Asian market[1], due to the Original Generation lineup using original creations not from any anime or manga series, thus avoiding the licensing problems other games might have. The second Original Generation was released later that year, with Super Robot Taisen OG Saga: Endless Frontier coming out in April of 2009.
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[edit] Gameplay
Most games in the franchise follow the same outline: the player selects a Banpresto original character and machine (though in some games, the characters and units are pre-determined), and the game begins in proper. From there, the original character is drawn into the events of the constituent anime for the game, all while an overarching storyline and enemy force, always connected in some way to the original character, ties them together. Typically, some of the anime featured also has its plot intertwined with others: in Super Robot Wars Alpha, the White Fang from New Mobile Report Gundam Wing allies with Paptimus Scirocco's rebellion from Mobile Suit Zeta Gundam, resulting in the two enemy forces working together. Usually, Banpresto tends to wait three years after a series finishes broadcasting on Japanese television networks to include it in the game, so as to avoid spoilers, but there are exceptions[2]; video games and manga entries also did not follow such a rule.
All the games follow a basic structure: when a stage begins, the character receives introductory dialogue between playable characters, leading to the scenario. To complete it, the player must accomplish scenario objectives by ordering their units to attack the enemy, taking careful considerations into what weapons to use, what Spirit Commands to cast, and on what terrain to attack from. Many games feature "Skill Points" ("Battle Masteries" in the North American localizations), optional objectives more challenging to achieve that will affect the game's overall difficulty. Once the scenario is cleared, more dialogue is exchanged between characters before the player is taken to an intermission menu. Here, units can be upgraded or optional parts installed, characters' stats and skills can be changed or upgraded, and other maintenance actions can be performed before the player continues on with the game.
[edit] Battle
During battle, the player chooses a unit and takes an action by the commands available, such as movement, attacking, forming squads and casting "Spirit Commands", a set of magic-like spells unique to each pilot. Some units have unique characteristics: for example, the MSZ-006 Zeta Gundam can transform from a humanoid mode to a vehicular mode, thus making it unique among other units that cannot transform or fly; or, in the case of the Getter Robo, it can transform into different forms with new weapons and different attributes. All battles are carried out either the terrain of land, air, sea or space, which affects the development of the scenario, since some units can move or fight better in one type of terrain, while others have a lot of difficulty. The effect of terrain depends on the statistics of the pilots (for example, most Gundam characters excel in space combat, but suffer major handicaps underwater). In addition, terrain also determines if certain attacks are usable or not (Gundams and mobile suits' beam weapons are weakened or unusable underwater and techqniues requiring an atmosphere, such as the Mazinger Z's "Rust Hurricane", is unusable in space).
Later games include more complexity in allowing ranged weapons to be used after moving, and longer, multi-part missions. To add more tactical features in combat, "Support Attacks/Defense" and simultaneous attacks by two or more units were introduced.
[edit] Units
Units in-game are generally separated into two categories: "super-type robots" and "real-type robots". Mazinger Z, the archetypical super robot, has exceptionally high hit points and armor, and powerful, close-range weapons. On the other hand, the RX-78-2 Gundam, a real robot, is faster and more agile, but has less armor and hit points, relying instead on dodging attacks. Its weapons have longer range and better accuracy, however, this comes at the cost of doing less damage per hit. Furthermore, real robots require less energy to use weapons, whereas super robots consume energy faster when using powerful techniques. There are exceptions: despite being classified as a super robot, the Raideen is a long-range attacker, and though having stats equivalent to other real robots, the machines from Aura Battler Dunbine are primarily close-range fighters. Some units are treated as "support units", regenerating hit points and/or energy to allies, while battleships and carriers serve as transports or to resupply all units.
All units vary by size and though every unit takes a single grid on the tactical map and has little visual difference in battle animations, unit size plays a big role in combat calculation. A larger unit gains bonus defensive and offensive capabilities against smaller units, but carry a disadvantage to successfully evade and accurately target them. In later titles, certain attacks can bypass the size attribute, nullifying the effect of size in combat. To give the player more freedom in customization, some pilots are able to switch into other machines from the same series, such as placing Zeta Gundam pilot Kamille Bidan into Judau Ashta's MSZ-010 Double Zeta Gundam.
Many games also feature hidden units that can only be gained through a special sequence of events. Some of these bonuses include enemy machines captured and handed over to the protagonists' to use, while other times they become special units, such as the IWSP Pack for the GAT-X105 Strike Gundam.
[edit] Weapons
Weapons carry various attributes other than range, accuracy modifier and attack power. All weapons can be divided into melee and shooting categories that determine its effectiveness by pilots' status. Some weapons can be used after a unit has moved, while others can only be performed while remaining stationary. Other attributes can be effected by terrain or a target's defensive ability. In addition, some units make use of "MAP Weapons", attacks targeting allies and enemies in a selected area, such as the Double Zeta Gundam's "Hi-Mega Cannon"; later MAP Weapons are engineered not to target allied units in the line of fire. Some games feature weapons inflicting status effects on the enemies that drains their energy, weakens their armor or damage the pilot's stats. Some characters from series have special stats and skills that allow them to use specialized weapons, such as the funnel weapons on the MSN-04 Sazabi or the RX-93 Nu Gundam.
[edit] Other
As games were developed for the Sony PlayStation and Nintendo Game Boy Advance, fully-animated battle sequences complete with detailed graphics, whether larger 2-D sprites, or, in the case of games, such as the Dreamcast port of Super Robot Wars Alpha and Super Robot Wars GC for the Nintendo GameCube, 3-D graphics, were implemented. Voice acting provided by Japanese seiyuu from anime series accompany the animations (whenever the seiyuu was alive or available); some games even contain CG mini-movies, depicting a certain mecha's dramatic appearance and/or transformation during the stage. Since many of the seiyuu featured in the franchise have worked in various anime over the course of their careers, the games include in-jokes concerning their other roles: Amuro Ray from Gundam and Misato Katsuragi from Evangelion flirt often, referring to their seiyuus' roles as Tuxedo Mask and Sailor Moon, respectively. Hikaru Midorikawa, the seiyuu of Heero Yuy and Mike Betts, is a huge fan of the Super Robot Wars; in fact, he volunteers to do extra lines for no charge, and has done beta testing for Banpresto's games, with a blog alongside Banpresto's website[3].
One noteworthy aspect of the Super Robot Wars games is character death happens rarely. Players will often have the chance to prevent the death of an ally, as depicted in his or her animated series, while some games take this a step further and prevent heroic deaths freely, without extra effort on the player's part. Additionally, some enemies can be convinced (usually those who are not completely villainous, or who have good intentions) to abandon the antagonists and join the player, whether they do so in their respective series or not. When these concepts are combined, players can create a team that has no chance of existing within the original series.
Since the 4th Super Robot Wars, many games feature a database of every character and unit appearing in the title. The database entries are written in the context of the character/unit's original story, regardless of how it is altered in the game. Players usually gain access to the profiles of units and characters already encountered during gameplay and must play through the game several times in order to complete it.
[edit] Influence
Super Robot Wars eventually garners an influence on the Japanese animated industry, sparking fan interest in old anime mecha shows, some of which are first heard of or seen by fans playing the games.
JAM Project, consisting of veteran anime theme musicians, like Ichirou Mizuki, Hironobu Kageyama, Rica Matsumoto, Eizo Sakamoto, Masaaki Endoh, Hiroshi Kitadani, Masami Okui and Yoshiki Fukuyama have also contributed to many Super Robot Wars soundtracks, usually providing the opening theme song and the song played over the closing credits. The series also spawned a set of concerts and albums called Super Robot Spirits, where veteran vocalists -- some of whom would go on to form JAM Project -- sing covers of popular mecha anime openings, and in some cases, live versions of songs they themselves originally sang.
A number of anime producers, who are fans of the games, have added allusions and homages to the series in their own works, from visual gags in Hayate The Combat Butler and Lucky Star, to similarities between Signum of Magical Girl Lyrical Nanoha A's to the female protagonist from Super Robot Wars Advance.
The games' main influence is the creation of animated shows influenced by original units and characters created for the games. The best examples are Getter Robo Armageddon, Shin Getter Robo vs. Neo Getter Robo and the Mazinkaiser OVA, released in the United States in 2002. Shin Getter Robo first appeared in Ken Ishikawa's manga for Getter Robo Go, then became by its apparition in various Super Robot Wars games until receiving its aforementioned OVAs. Mazinkaiser appeared for the first time in Super Robot Wars F Final, released for the Sega Saturn and the Sony PlayStation in 1998, as an upgrade to the original Mazinger Z. Mazinger Z writer and illustrator, Go Nagai, eventually implements it into his manga as the prototype of the other Mazinger machines. Another Nagai work, Steel Jeeg, garnered the sequel Kotetsujin Jeeg after its appearances in the 2nd and 3rd Super Robot Wars Alpha.
Masō Kishin Cybuster is a loose adaptation on the story of the first original Banpresto mecha in Super Robot Wars into a 26-episode series, featuring characters inspired by the allies of the Cybuster's pilot Masaki Andoh and original characters created for the anime. A manga series, Chokijin RyuKoOh Denki (超機人 龍虎王伝奇 Chōkijin Ryūkoō Denki), also provides the background story the original machine RyuKoOh.
Super Robot Taisen: Original Generation reunites many of Banpresto's original characters and units appearing throughout the franchise. The Original Generation lineup has become very popular, creating a fanbase around the storylines and plots involving the "Banpresto Original" characters and mecha. In May 2005, Banpresto released the animated OVA Super Robot Wars Original Generation: The Animation, a 3-part non-canonical sequel to the second Original Generation game. The OVA was followed up by Super Robot Wars Original Generation: Divine Wars, a retelling of the plot in the first Original Generation game. A variety of drama CDs, manga and model kits accompany the Original Generation lineup.
[edit] Super Robot Wars Titles
Most are standalone games, whose background stories may involve the plots of the included series, but no other Super Robot Wars titles. However, there are at least four main continuities with an overall storyline:
- Classic
Consists of the 2nd, the 3rd, EX, F and F Final games (in that order). F and F Final replaced the 4th, while 2G is not considered canon, due to its non-inclusion in the Complete Box set. The side-story Masō Kishin - The Lord Of Elemental is divided into two parts: "Part One" occurs before the 2nd and "Part Two" after the 4th (4th was released before F and F Final).
- Alpha
Consists of Alpha, Alpha Gaiden, Alpha 2 and Alpha 3 games (in that order). "Part One" of Masō Kishin - The Lord Of Elemental also provides relevant information, taking place before Alpha.
- Compact 2
The Compact 2 trilogy for the Bandai Wonderswan were compiled with updated visuals and sound as Impact. Despite Compact, Compact 3 and MX sharing gameplay mechanics with Compact 2 and Impact, there are otherwise no connections between the games.
- Original Generation
The most recent series starring "Banpresto Originals", it draws from all previous continuities. Both Original Generation games were compiled with updated visuals and sound as Super Robot Wars Original Generations, followed by the sequel Super Robot Wars Original Generation Gaiden.
[edit] Series Included
[edit] English Releases
Thus far, the two Original Generation games are officially released for the English market by Atlus USA. The titles of the games are given as Super Robot Taisen, possibly to avoid potential confusion with the British television series, Robot Wars. Atlus also released Endless Frontier: Super Robot Taisen OG Saga for the Nintendo DS on April 28, 2009[4].
In addition, some games have been unofficially translated by Aeon Genesis Translation Proclamation (AGTP): the original Super Robot Wars, Super Robot Wars 3 and Super Robot Wars Alpha Gaiden. Super Robot Wars 4, Super Robot Wars Alpha, Super Robot Wars EX, and Lord of Elementals are also in the process of being translated by AGTP.
[edit] References
- ^ http://atlus.com/cgi-bin/press?press_release_id=11
- ^ Both Mobile Fighter G Gundam and New Mobile Report Gundam Wing made their debut in Super Robot Wars less than a year after finishing their run.
- ^ http://blog.spalog.jp/?cid=21761|link
- ^ http://gonintendo.com/?p=71614 Atlus busts out with Super Robot Taisen OG Saga: Endless Frontier for DS.
[edit] External links
- Banpresto's official SRW site
- Atlus' announcement of SRW OG in America
- Super Robot Taisen: Original Generation from Nintendo.com
- Super Robot Wars Original Generations official webpage
- Super Robot Wars at Wikia
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