Tuesday, September 20, 2011

Super Robot Wars Review/Guide Compendium

Last updated: Oct 24, 2011

SRW (Gameboy) - Completed it. Not too much to say here. I wasn't recording turn counts or trying to avoid deaths, in fact I sacrificed a few units when I saw better robots to recruit. Unlike most SRWs it seems losing units is a natural part of the game as there are always more recruits available. I didn't take this game too seriously as it plays so different from anything else in the series.

2nd SRW (Famicom) - Completed with no units destroyed and no teleport seishin, 243 turns. I wasn't aware that teleport could be used to shorten some levels so I didn't get an amazing count here, but I don't really feel like going back and replaying it. The last couple of levels were a pain to keep everyone alive, with powerful bosses and aggressive reinforcements.

3rd SRW (Super Famicom) - Completed with no upgrades, no units destroyed, low turn counts, and no save/load spamming for low chances to hit or dodge. 159 turns, 34 scenarios complete. Fairly easy until you start running into double act Inspector bosses and huge waves of double act grunts. Again the endgame is the most difficult with multiple powerful bosses that take a huge beating, have double act, and can one shot most of your units. Wrote a challenge run guide here.

SRW EX (Super Famicom) - Completed with no upgrades, no units destroyed, low turn counts, and no save/load spamming for low chances to hit or dodge. 200 turns total for all 3 episodes. Very easy game, only a few tricky stages. Good for beginners though. Wrote a challenge run guide here.

4th SRW (Super Famicom) - Completed with no upgrades, no units destroyed, low turn counts, and no save/load spamming for low chances to hit or dodge. 146 turns, 44 scenarios completed, 3.31 turns per scenario. Starts out a fairly difficult, but drops off a cliff once you get lots of ultimate attacks and Awaken/Re-Enable spam. Bosses are high HP punching bags, there are no waves of double act grunts that you have to deal with, and it's easy to get double act for almost all of your pilots including super robot pilots. If you use upgrades and Revive seishin it's even more broken. It's still fairly tough in the early-mid game before Awaken/Revive/MAP/ultimate attack spam. As an example, you can complete the last 6 scenarios of the game in 1 turn by fully utilizing those features. Wrote a challenge run guide here.

2nd SRW G (Gameboy) - Completed with no upgrades, no units destroyed, low turn counts, and no save/load spamming for low chances to hit or dodge. 106 turns, 25 scenarios completed. Easier than the NES version with the exception of Bain. Bain has an extremely high hit rate, double act, can one shot any of your non-upgraded units, and has tons of armor/HP. Guide here.

4th SRW S (Playstation) - Played through the first couple scenarios. I don't plan on doing a full playthrough of this game since it's nearly identical to the SFC version. Added a section for 4th SRW S to my previous review. Good enough! I might play through the Super route someday.

Super Robot Wars Gaiden/OG Saga (SFC/DS) - Completed with no upgrades, no allied units destroyed, low turncounts, and no save/load spamming for very low chances to hit or dodge. Wendy Route: 221 turns, 45 scenarios. Baravia Route: 218 turns, 45 scenarios. Shuu Route: 232 turns, 43 scenarios. I felt this SRW was overly simplified and too RNG heavy. It has some fun moments but generally the randomness with pilot skills is too irritating. Guide here.

Shin Super Robot Wars (PS) -  Challenge conditions: No upgrades, no units destroyed, low turn counts, and no save/load spamming for low chances to hit or dodge. Total turncount for both routes + final mission: 295 turns / 71 scenarios. A bit of a boring SRW even when you can speed up the animations in an emulator. Guide here.

Super Robot Wars F/FF (PS) - Completed with no upgrades, no units destroyed, low turn counts, and no save/load spamming for low %. (Space/DC): 401 turns / 79 scenarios = 5.07 avg, (Space/Guest): 403 turns / 78 scenarios = 5.16 avg. A great SRW, challenging as well. Definitely the best of the classic SRWs. Guide here.

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