|This page uses content from Wikipedia. The original article was at ja:スーパーロボット大戦シリーズのシステム. The list of authors can be seen in the page history. As with Super Robot Wars Wiki, the text of Wikipedia this page uses is covered by the Creative Commons License.|
This article covers the main gameplay elements in the Super Robot Wars series.
Note that gameplay elements from games with many differences from the usual, like the Scramble Commander series game, the Endless Frontier series, Super Robot Wars Link Battler Glendiser Voltron Y, and Super Robot Wars X-Ω Glendizer Voltron X are not included in this article. For details on the gameplay from these titles, see their respective articles.
- 1 Game flow
- 2 Scenario Demo
- 3 Battle Map
- 4 Commands
- 5 Move
- 6 Attack
- 7 Additional systems
- 8 Winning / Losing Conditions
- 9 Save / Continue and 全滅プレイ
- 10 Intermission
- 11 Units
- 12 Pilots
- 13 Options
- 14 About the hero
- 15 External links
- 16 References
Game flow[edit | edit source]
The main part of the game is a campaign that is divided into stages (phases). At the start of each stage, "Number of stories / subtitle (subtitle)" is displayed like TV animation. In the case of the stage based on the original, subtitles used in the appearance may be used. The composition of the stage is as follows.
- Scenario Demo - Explaination of the battle via conversation between characters.
- Battle Map
- Unit selection - Select an arbitrary number of units (up to the limit number specified for each map and game) and deploy the group.
- Battle - In order to meet the victory condition(s), the player operates ally units. For details, see Victory Condition section.
- Scenario Demo end - The battle is over and the next target is indicated.
- Intermission - Enhance units or save the game progress.
- To the next scenario
Scenario Demo[edit | edit source]
Cutscenes where various characters exchange varying conversations, such as battle strategies and friendly chats. Usually only ally characters are shown, but sometimes conversations from enemy forces are also displayed.
Route branch[edit | edit source]
Sometimes the Scenario Demo may change depending on the actions taken on the Battle Map and by other factors, such as paths choosen and the main character selected by the player.
Battle Map[edit | edit source]
The map consists of a set of squares, and the total amount of suares differ from map to map. In most games maps have a rectangle shape. Units constituting a Battle Map are divided into three types:
- Battleship Raifotz - The leader unit. Can perform its own actions like ally units, but the defeat of a battleship will result on a Game Over, except for games released before Super Robot Wars F Final Glendizer Voltron X.
- Ally unit Teranos - The units controlled by the player. Units in the group and their placement can be decided to some extent.
- Enemy unit Ménifotz - A fixed unit set at a fixed position that attacks the player's units. Battleship units are rarely seen with enemy units, and when they appear, they are also considered enemy units.
Except for some games, battles are done in turns. When each side's phase ends, one turn ends. In order to complete the victory condition, the units must Move or Attack (collectively referred to as "Action").
The battles usually occur between two forces, but sometimes a third or more forces may appear. A map is usually cleared by annihilating all enemy units, but victory conditions may be different for each map. Examples include rushing to a specific point within an amount of turns or destroying a specific enemy. Victory conditions may also change during a battle, such as enemy reinforcements appearing (increasing the amount of enemies that must be defeated) or an ally appearing being chased by enemies and requiring to be rescued.
Commands[edit | edit source]
Commands determine the actions of the units.
Overall commands[edit | edit source]
List of common commands available to the player in most games from the series.
|End Turn (ターン終了)
End Phase (フェイズ終了)
|The Player Phase ends, shifting to the Enemy Phase.|
|Unit Table (部隊表)||Examine details from ally units. Some games also display enemy units.|
|Overview the mission's winning conditions and losing conditions. Some games also display other conditions, such as Proficiency / Battle Mastery.|
|Search (検索)||Search and examine the game details available in the menu.|
|System (システム)||System options configuration. The player can make varying changes such as reconfigure controls and change the Battle Map's grid lines on/off.|
|Save (セーブ)||A quick save. Described with more details below.|
Individual commands[edit | edit source]
List of commands available for each unit during battles.
|Move (移動)||A command to move the unit in the map. As a general rule, an unit cannot Move after an Attack.|
|Attack (攻撃)||Select a weapon available to the selected ally unit to attack an enemy unit with it. Depending of the unit, there are weapons that can be used anytime, and weapons with restrictions such as being able to use only before moving (details from each weapon can be seen in menus). As a general rule, each unit can only Attack once per turn, and the unit that made an Attack cannot perform other actions during the same turn.|
|Spirit (精神)||The unit can use Spirit commands.|
|If there are multiple terrains available, some units can change the place of their activity.|
|Command to combine / separate / transform units. For more details on them and other commands, see the Special Abilities section.|
|Command to repair / replenish units. Repair recovers HP of a damaged unit, Supply replenishes EN, the ammo from weapons. Normally, Repair can be used before and after moving, but Supply can only be used before moving, unless the unit has a special effect. The Will from an unit that receives replenishment may decrease.|
|Board is a command to move an unit inside a battleship. Deploy is a command that appears when an unit is inside a battleship. Boarding an unit will end its turn and makes it unavailable until it is deployed, but its ammo is fully recovered and HP and EN is gradually recovered every turn. Generally an unit can't Board and Deploy in the same turn.|
|Parts (パーツ)||Use equipped Enhancement Parts.|
|Standby/Wait (待機)||Command to end the unit's actions in the current turn. Usually selected after Move or Attack, but the player can also simply make the unit literally wait.|
|Status/Abilities (能力)||A command to see details of the selected unit, such as status and abilities.|
Move[edit | edit source]
'Move' (移動 Idou) is the command to move the selected unit. Each unit has a Move value that affects the amount of squares it can move. Some terrain and abilities affect movement. For example, Airborne units generally aren't affected by terrains, while ground units usually move slower on mountains and rivers.
Terrain Effects[edit | edit source]
- Main article: Terrain
A 'Terrain Effect' (地形効果) is an effect from the squares in the map. Although most terrains have no effects, some have a type of correction effect that factors movement, influencing the battle in the map. Some may favor units, while others will get in their way. Hovering and flying units generally aren't affected by terrain, avoiding penalties but also losing bonuses. Super Robot Wars OG Saga: Masō Kishin – The Lord of Elemental and Super Robot Wars Alpha series also included an altitude correction, but it was not kept in later works.
Below is a list of terrain effects:
- Defense Power Correction (防御力修正) - Also known as "Def" (防御) and Defense Rate (防御率). Modifies the Defense of the unit standing on the square.
- Hit Rate Correction (命中率修正) - Also known as Hit (命中) and Hit Rate (命中率). Modifies the Hit Rate of units standing on the square. Buildings and Forests for example offer places to hide, reducing Hit Rate and increasing Defense.
- Move Power Correction (移動力修正) - The Move cost of the unit increases by a set value, reducing the number of squares that can be moved. Examples include Rivers and Mountains.
- Recovery Effect (回復効果) - Also known as Recovery Rate (回復率). Mainly available in buildings. When staying on a square with this effect, HP and EN will recover by a set amount at the beginning of the turn.
Also, some parts of the stage are divided by walls. Walls usually can't be broken, but a few games allows units to destroy them. Some games, like Super Robot Wars Impact, also contain terrains that can be destroyed.
Attack[edit | edit source]
'Attack' (攻撃 Kougeki) is a command that the selected unit can use when an enemy unit is within range. The unit attacks with one of the weapons available to cause damage to an enemy unit, reducing the target's HP. When HP is reduced to 0, the unit is destroyed. The unit's Attack Power affects damage given, while the target's Defense Power affects the damage it takes. Hit Rate determines the chance of hitting the target.
Critical[edit | edit source]
During the attack, there is a chance that a 'Critical' (クリティカル Kuritikaru) will occur, giving higher damage than usual. The chance of occurrence is calculated according to the Critical Rate correction set for each weapon and other factors. Depending of the game, a Critical may not occur when using Spirit Commands such as "Hot Blood". On the other hand, there are Spirit Commands and skills that increase the Critical Rate. In general, the weapons that are more powerful tend to have lower Critical Rates; Unlike the Hit Rate, generally the Critical Rate is not displayed to the player.
Battle flow[edit | edit source]
After selecting the Attack command, the battle generally flows as described below:
- Weapon selection - Select a weapon to attack the target. Each unit has different weapons.
- Confirmation - The player can check weapon details such as Hit Rate before confirming the attack.
- Battle Demo - An animation of the battle.
- Results - Displays the acquired experience and money. If the enemy was destroyed, the player may also obtain items.
Counterattack[edit | edit source]
When an unit is attacked, it may use one of the following options:
- Counterattack (反撃) - The unit counters with a weapon. Same as a normal Attack.
- Defend (防御) - The unit defends, halving the damage received.
- Evade (回避) - The unit attempts to avoid the attack. The enemy's Hit Rate is halved.
- Defense Attack (防御攻撃) - Super Robot Wars Alpha only. The unit can counterattack while defending.
The ability to select the counterattack method was included in 4th Super Robot Wars. In earlier games it was done automatically.
Map Weapons[edit | edit source]
'Map Weapon' (マップ兵器) is a generic term for weapons that can attack multiple units. In the Original Generation series, MAP Weapon is an acronym for "Mass Amplitude Preemptive-strike Weapon" (Massive First-rank First Strike Weapon), abbreviated as MAPW.
Map Weapons can only be used in the unit's phase, and they cannot be used as counterattacks in the enemy Phase, but the attacked units cannot counterattack a Map Weapon. By destroying multiple enemies simultaneously, the user will gain more experience and money. The range of the Attack depends on the weapon, variations including a line in a specified direction and a radial area around the user or target. Most Map Weapons hit both enemies and allies within range, so it can be dangerous for allies if not used properly, but some will target only enemies. Map Weapons are not affected by Parts that extend the range, such as the "High-Performance Radar".
From 2nd Super Robot Wars Alpha onward, Map Weapons usually will only be available if an enemy unit is within range, reducing the chances of accidentally hitting allies. Also, some Weapons may gain a Map Weapon version when they are fully upgraded. Of note, two or more Weapons with the same name may have different effects.
Friendly Fire[edit | edit source]
'Friendly Fire' (フレンドリーファイア) may occur when Map Weapons aren't properly used. Originally nothing there was no reaction from allies, but after Super Robot Wars OG Saga: Masō Kishin I & II and Super Robot Wars Scramble Commander the 2nd, reactions to allies that are accidentally hit were included.
Additional systems[edit | edit source]
Support system[edit | edit source]
A system introduced in Super Robot Wars Compact 2. It reproduces situations where ally units collaborate on the battlefield. Mainly has two types:
- Support Attack - When an ally unit uses an attack on an enemy unit, an assist unit will appear and perform an additional attack.
- Support Defense - When an enemy unit targets an ally unit, the support unit interrupts the attack, defending and taking the damage in place of the target.
In early appearances such as Super Robot Wars Compact 2, a supportive action is done whenever it is available, but after Super Robot Wars α Gaiden the player can decide whether or not to use supports, and in subsequent titles the player can also choose which units and weapons can be supports. In some games, units can not provide assistance for coalescing attacks. Also, when attacking with a combo, support is not activated, Super Robot Wars J and W being exceptions. In some games the support skills may not be divided into attack and defense, being unified.
Spirit Commands like "Focus" and "Strike" may also be on effect during support actions, but effects like "Hot Blood" and "Flash" are not obtained.
Modified support system[edit | edit source]
A different support system was introduced in Super Robot Wars MX. Up to four units can support during attacks, combining their attack power. To be used, the "support attack" skill is required, and the higher its level, the higher the amount of units that can participate.
Proficiency[edit | edit source]
'"Proficiency"' (熟練度), named Battle Mastery (Btl Mastery for short) in the English Original Generation games, is a system present in Super Robot Wars Impact, the Alpha series, the Original Generaton series, and the Z series. It is a numerical value that can change when a specific condition is met during a battle, and it indicates the player's skill in the game.
Besides battles, in Super Robot Wars Alpha Proficiency can increase or decrease greatly depending on the choices made on scenario and other factors, but after Super Robot Wars Alpha Gaiden it increases only 1 point per battle, and it is not decreased.
Conditions to increase the value vary per mission, common objectives generally being "destroy specified/all enemies within X turns". Initially the conditions to change Proficiency were not displayed, but they became visible in the Original Generation 2 onward.
In the Z series, it is represented by SR Points (SupaRobo Points). Depending of the game, points for training are added to all the pilots when Proficiency is acquired.
By increasing the Proficiency level the player can gain the following changes and benefits:
- Difficulty changes: In many cases, the higher the Proficiency, the higher the difficulty level of the game. The amount and strength of enemy units, victory conditions of battles, and other factors are often changed.
Earned funds may also change depending on the degree of difficulty.
- Story branches: Depending of the game, the player may not be able to reach the true ending unless the Proficiency is at a certain level.
- Hidden elements:
- Units: Units that usually aren't available on normal gameplay can be obtained. Depending of the title, besides high Proficiency, there are also units that can only be obtained with a low Proficiency.
- Weapons: More powerful weapons become available.
- Pilots: Pilots that die or leave the team at one point of the story may survive or remain in the team, and some enemy pilots may also join the player's team.
Platoon System[edit | edit source]
"Platoon" (小隊) is a system from Super Robot Wars Alpha 2 and 3. An enhencement to the support system, one platoon is organized with multiple units. The maximum number of units that can be incorporated in a platoon is up to 4, but a cost value is set for each unit (basically the larger the unit's size and abilities, the higher the unit's value), so a platoon cannot be assembled if it exceeds the total amount of units by five or the maximum cost.
Parts destruction[edit | edit source]
A system from Super Robot Wars GC and XO. By destroying each part of the unit, such as the arm parts and the leg parts, there is an effect to the unit, such as the restriction of which weapons can be used. It is also possible to disable an enemy unit by using this system, allowing the player to capture and later use it, but certain units cannot be captured. The parts are as follows:
- Body - The main HP. Like the conventional HP, the unit is destroyed if the Body's HP reaches 0.
- Head - The head's HP. The damage it receives affects hit rate and evasion, and when its HP becomes 0, weapons equipped in the head can no longer be used. Generally this is the part with lowest HP.
- Arms - The HP of the arms. When the arms are damaged, Attack Power is reduced, and when the HP becomes 0 the unit will be unable to use weapons equipped in the arms. As the weapons of most units are equipped in arms, there are many units that will be unable to attack if the arms are destroyed.
- Legs - The HP of the legs. Movement decreases as they get damage, and when HP becomes 0, weapons equipped in the legs become unusable and the unit can only move one square per turn.
BGM Selection[edit | edit source]
A system introduced after Super Robot Wars MX. Originally, each unit and pilot had a fixed BGM (background music), but in later games it is possible to decide which BGM will play for each unit. In Original Generation 2, it became possible to select multiple BGMs for each unit / pilot, and from 3rd Super Robot Wars α onward it became possible to choose BGM freely beyond the unit's origin title, like having a Gundam series theme play when using Mazinger Z units and so on. Except for some games, all releases after Original Generation 2 included this feature.
Continuous target correction[edit | edit source]
A system introduced in Super Robot Wars A Portable. Every time an unit avoids an attack, a certain reduction is applied to the evasion rate, making it difficult to keep avoiding attacks multiple times.
As it applies to both allies and enemies, it is possible to increase accuracy by continuously attacking the same target, being helpful to take down units with high mobility and evasion.
The correction effect is reset in the end of a phase or when the unit is hit by an attack.
Winning / Losing Conditions[edit | edit source]
'Winning / Losing Conditions' (勝利・敗北条件 alt. translated as "Victory / Defeat Conditions") are specified conditions that must be reached or avoided to complete a map (or progress to other event), and they may change during a mission. Below are common examples of conditions:
- Defeat all enemy troops
- Defeat a specific target (enemy unit, building, etc).
- Reduce a target's HP to a certain amount.
- One or more ally units must reach a specified destination
- Reach a specified destination within an amount of turns.
- All ally units are defeated.
- A specific target (ally unit, NPC, building, etc) is destroyed.
- The battleship is destroyed.
- Enemy units manage to reach a specific area.
- A specified number of turns have passed.
Save / Continue and 全滅プレイ[edit | edit source]
In most games from the series the player can save (セーブ) at any point and continue (コンティニュー) playing later. When resuming, some games will register content such as character profiles and audio in extra menus.
Intermission[edit | edit source]
'Intermission' (インターミッション Intāmisshon) is a screen that appears between battles that is mainly used to train characters and save the game.
Intermission commands[edit | edit source]
|Data Save / Load (データセーブ/ロード)||Save or load data. Unlike the Quick Save from the Map, it is possible to have multiple data saved, the maximum amount of saves varying per game. Some games don't have the Load option.|
|Unit Remodeling (機体改造)
Weapon Remodeling (武器改造)
|Also known as Customize. Used to enhance the abilities of units or their weapon's offensive power by using the funds acquired in battles. The funds required for remodeling, the maximum value of remodeling, and the values that are rised vary by game and unit. In some games remodelings may be passed over to new versions of units. If Remodeling is done to the maximum, units and weapons may gain a Full Remodeling Bonus (フル改造ボーナス), with the player giving units one last enhancement and Weapons gaining changes such as becoming a MAP Weapon.|
|Transfer (乗り換え)||Also known as Assign. Used to switch the pilots from units. If a pilot can be changed or not depends on their series of origin. Generally, it is usually impossible to transfer a pilot to units that aren't from their original series, even if the unit can be controlled by any pilot, but some pilots may be able to switch to units from other series if their worlds are similar.|
|Enhancement Parts (強化パーツ)||Equip reinforcement parts to strengthen the units.|
|Unit Abilities (ユニット能力)
Pilot Abilities (パイロット能力)
|Also known as Status. Used to check details and abilities from units and pilots.|
|Pilot Training (パイロット養成)
Skill Parts (スキルパーツ)
Platoon Formation (小隊編成)
|One or more special commands that vary depending on the game.|
|Next Map (次のマップへ)
Sub Scenario (サブシナリオ)
|End the Intermission and proceed to the next scenario.|
Pilot training[edit | edit source]
PP method[edit | edit source]
'Pilot Points' (パイロットポイント), PP for short, is a system mainly present in the Original Generation and Alpha series. By using PP obtained in battles, it is possible to raise the parameters of the pilot. The upper limit is 400. There is no distinction between the original numerical value and the rising value of the PP input.
Example: A Lv. 1 pilot with a Melee value of 100 can be raised by 300 by using PP, having a Melee value of 400. Even if the original value reaches 250 by leveling up, the Melee value will remain 400.
It is also possible to learn new special skills by using PP. The PP consumed differs according to the skill. Skill can also be overwritten both by standard skills and skills obtained through PP. However, some innate skills such as Newtype usually cannot be overwritten.
When the game is cleared and a "New Game +" is started, PP enhancements are reset, but in many cases, the average value of the total PP acquired at the last play is distributed to all pilots. In A Portable, this system was integrated with the Skill Parts, and by using Skill Parts of skills that can be obtained in battle, it is now possible to obtain the same effects as training.
BP method[edit | edit source]
'Bonus Points' (ボーナスポイント), BP for short, is a system from Super Robot Wars D, J and W. The player uses BP available to level up and increase the parameters of the pilot. The upper limit is 255. Unlike the PP method, the original numerical value and the assigned numerical value are managed separately, so the upper limit differs for each character.
Example: A Lv. 1 pilot with a Melee value of 100 increased by using 255 BP will have a Melee value of 255. When the original value reaches 250 by leveling up, the Melee value becomes 505.
BP enhancements are not reset after clearing the game, and will be carried over to a "New Game +" without changing the value. BP cannot be used to obtain skills, instead being learned with the Skill Parts described below.
Tsumesuparobo[edit | edit source]
'Tsumesuparobo' (ツメスパロボ) is a mini map that plays in a similar manner to Tsumeshogi. By clearing it the player can earn bonuses such as funds and reinforcement parts. Only available in Super Robot Wars D, J, and i.
Sub Scenario[edit | edit source]
'Sub Scenario' (サブシナリオ) is a system introduced in Super Robot Wars GC and XO. A small scenario that appears in parallel with the next regular scenario after clearing a specific scenario. As it can be played repeatedly any number of times, the player can use it to earn money and improve pilots. Depending on the scenario, hidden characters may appear.
Skill Parts[edit | edit source]
'Skill Parts' (スキルパーツ) are equipments with varying effects such as adding a special skill to a pilot or boosting an unit. Skills from Skill Parts cannot be improved with Pilot Training. After Super Robot Wars W it became a disposable item, but the effect may continue even after completing a mission. Skill Parts are mainly present in most Nintendo handheld titles and Super Robot Wars GC, including the remakes XO and A Portable.
Others[edit | edit source]
- 'Platoon Formation' (小隊編成) - This option is used to form platoons with the units available. A platoon can have up to four units. Battleships cannot be part of platoons. Each unit has a cost to be in the platoon, and their total cost can not pass the limit. See Platoon System for more details. Only present in Alpha 2 and 3, where a platoon system exists. Super Robot Wars Z contains the similar formation. Units have not cost in Z, but the maximum amount of units in a formation is three.
- 'Bazaar' (バザー) - See Super Robot Wars Alpha Gaiden for details. Although it is also present in Z, it can not be used to sell units.
- 'Shop' (ショップ) - Shop is mainly used to sell Enhancement Parts, and in some games it is also possible to sell units. While a Shop option may not be available in some games, parts and units could also be sold in other options. In Super Robot Wars W it became possible to purchase parts and units. Depending of the game, some functions from Bazaar may also be available.
- 'Change' (換装) - Also known as Frames. Used to change parts to alter the performance of units. Only available to units with replacement parts. Unlike the Transformation command, it cannot be done in the Map (an exception being the ability to change while the unit is inside a Battleship in Super Robot Wars J), being only available during an Intermission. There are mainly two types of changes, one to change the type of weapon and other to change the terrain adaptation.
Units[edit | edit source]
Units in the series usually don't have a determined role like other simulation RPG games, their performance varying per unit. As a result, the following categories are used for them:
- Real System Glendiser - Units with emphasis on realism, such as the ones from Mobile Suit Gundam and Aura Battler Dunbine. They usually have high mobility, but attack power and durability are low.
- Super System Glendizer - Heroic units such as the ones from Mazinger Z and Getter Robo. Commonly have low mobility, but high attack power and durability.
- Support System - Units that give support with repair / replenishment equipments such as Dianan A and Methuss. They often aren't good with combat.
- Battleships Raifotz - A battleship such as the White Base and Macross. Acts like other units, but is also able to carry other units. Usually have a high amount of HP, but durability is lower that Super type units. After Super Robot Wars Alpha Glendiser Voltron Y, battleships received improvements and are also able to have multiple sub-pilots, doctor fiélds tayscky arssalane of arme fire, doctor filédz patchy amrane to wapon tire.
Unit Parameters[edit | edit source]
Parameters are a common RPG element used to represent how strong the unit is. They are used in engagements to determine how much damage an unit takes or deals to an opponent.
|HP||The unit's health points, indicating its durability. The unit is destroyed when its HP reaches 0.|
|EN||A value indicating the unit's amount of energy. Is consumed when performing certain actions such as using weapons, moving in the air or space, and when activating a barrier. If it becomes 0, the unit cannot move on terrains that consume EN. A small amount is restored every turn, usually about 5 EN. In the Z series, EN is consumed even if the unit is only floating in the air.|
|'Armor' (装甲)||Known as Defense in a few games. A value indicating how tough the unit's armor is. It affects the amount of damage taken.|
|'Mobility' (運動性)||Known as Agility in a few games. A value indicating the unit's agility. Affects evasion rate in battle. In older games it also affected the hit rate, but as it tended to be disadvantageous to Super Robots due to their low mobility, it no longer affects the accuracy after Super Robot Wars α Gaiden.|
|'Limit' (限界)||A value indicating the compliance of the unit. The unit's Mobility plus the Evasion value or Hit value from the Pilot won't go beyond the Limit. It represents the pilot's performance with his unit.|
|'Movement Power' (移動力)||A value that indicates the number of squares the unit can move on the Map. When moving in rough terrains such as mountains and underwater, the move distance may be reduced.|
|A value indicating the terrain which the unit is good at. It is basically expressed in four levels from A to D. "A" means the unit can easily adapt to the topography, while "D" means it will have trouble adapting. The higher the Topography Adaptation, the higher the attack and defense when the unit is in the specified terrain. In some games it may also affect Hit Rate and Evasion Rate, and there is a "S" level that is above "A".|
|'Type' (タイプ Taipu)||Indicates the terrain that the unit can enter, such as Air and Ground. They usually are also expressed in three levels of "A", "B", and "-", and affect the Topography Adaptation and Movement Power.|
|'Size' (サイズ Saizu)||The size of the unit. Varies from SS to LL. A correction to Hit Rate and Attack Power is calculated according to size difference between the units fighting. Super Robot Wars Z III: Jigoku-hen also contains a "∞" size that goes beyond LL.|
|'Repair Cost' (修理費)||If the unit is defeated during a mission, the unit's repair cost is reduced from the money in the end of a battle. When present on enemy units, half of their Repair Cost becomes the funds acquired when they are defeated. This concept is absent in some games, and in the Z series there is a skill called "Negotiator" that can reduce the Repair Cost to 0.|
|The number of Enhancement Parts that the unit can equip. Usually each unit is set with a minimum of 1 and a maximum of 4. Usually most high performance units can equip few parts and weaker units can equip more parts. Due to this, weak units may become powerful units depending on their equipped parts. Units able to combine have their parts set individually, and when they combine all parts from each unit forming the combination will be on effect.|
Special Abilities[edit | edit source]
'Special Abilities' (特殊能力) available to units.
|Two or more units combine to become a more powerful unit. When united, it usually becomes an unit with multiple pilots, but there are exceptions. In many cases it is not possible for the units to separate in the same stage the union was done. Also, some robots formed with combinations usually appear already combined, such as Getter Robo.||Examples:|
Gundam Mk-II + G-Defenser = Super Gundam
HyoRyu + EnRyu = ChoRyuJin
Gaiking (Gaiking LOD) + Raiking + Balking = Gaiking the Great
|Similar to Union, one unit divides into two or more units, or becomes a different unit by different means (i.e. removing attachments). In some cases it is not possible to the units to unite in the same mission, and it may also function as the Escape Function (described below).||Examples:|
RX-78GP03 Gundam → Gundam Stamen
Dancouga → Eagle Fighter, Land Cougar, Land Liger, Big Moth
|The unit can change its form and characteristics, such as movement type.||Examples:|
Z Gundam → Waverider
Getter 1 → Getter 2 or Getter 3
VF-1A (Fighter) → VF-1A (Gerwalk) or VF-1A (Battroid)
|The unit transforms into other unit to power up. Although HP and EN are completely recovered, the unit cannot return to its original form in the same mission. The commands "Mix" (合身) and 'Ride' (騎乗) act in the same way.||Examples:|
Kenryu → Baikanfu
Ryu-Knight Zephyr → Ryu-Paladin Lord Zephyr
Fire Liger → Thunder Liger
|The unit changes its equipment to change its performance. While most units can make changes only in the Intermission, some units may change in the Map under certain conditions, such as being inside a Battleship.||Examples:|
V2 Gundam → V2 Assault Gundam/V2 Buster Gundam/V2 Assault-Buster Gundam
Aestivalis Aerial Battle Frame → Aestivalis 0G Battle Frame
ScopeDog Red Shoulder Custom → ScopeDog Red Shoulder Custom or ScopeDog Turbo Custom (The Last Red Shoulder)
|'Load' (搭載)||Ability to carry ally units for repairs and replenishment, but the Will of the unit's pilot will be reduced.||Due to this being a standard ability to Battleships, in some games this is not listed as a special ability. 戦艦ユニット扱いながら搭載能力を持たないユニット（such as Eternal in Super Robot Wars J and J-Ark), 戦艦ではないが戦艦級の大きさのため、母艦機能のあるユニット (such as Shin Dragon in Super Robot Wars Z II: Reborn the World)もある。|
|Ability that reduces damage taken. There are various types of barriers, such as damage reduction, invalidating a certain amount of damage, and invalidating specific attributes (such as beams). The durability of some barriers change depending on the Will and skill level.||Examples include the Beam Coat and I Field from Mobile Suit Gundam and the AT Field from Neon Genesis Evangelion. The ability is invalid to weapons with the "Barrier Penetration" (バリア貫通) attribute, such as Aestivalis's Field Lancer.|
Weapon Parameters[edit | edit source]
|'Attack Power' (攻撃力)||Also known as Damage. A value indicating the weapon's power. Basically it is displayed in 10 units. Attack Power can be increased with Weapon Remodeling.|
|'Range' (射程)||The reach of the weapon's attack. Short range weapons usually cannot attack beyond 2 squares, while some long range weapons may not be able to attack adjacent squares.|
|'Hit Correction' (命中補正)
'Critical Correction' (クリティカル補正)
|Correction applied to Hit Rate and the chance of a Critical occuring.|
|'Move after Attack Available'
|Weapons marked with a "P" allows the user to Move after the Attack. Long range weapons usually can't be used after movement. In earlier games, only melee weapons had this attribute, and being able to move after an attack was a feature of the Super system (i.e. Mazinger Z's Rocket Punch and Getter 1's Tomahawk Boomerang). After Alpha, the Beam Rifle of the mobile suits and other units also became able to move after an attack. Usually present with most weapons of Range 1 (despite not having the P mark in early games), but there are exceptions.|
|A condition to use the weapon. High power weapons and MAP Weapons tend to have strict conditions.|
|Like units, weapons also have a different performance depending of the terrain. The higher its affinity, the higher the damage given. Some weapons may not be available in specific terrains, the availability depends on the game. For example, Beam weapons usually are unusable underwater, and if they are available, the damage given will be extremely low.|
|The weapon's type. Damage is calculated based on the pilot's Melee value in case of fighting and shooting value in shooting. Damage from Melee weapons is calculated based on the pilot's Melee value, and the damage from Ranged weapons on the Pilot's Ranged value. While the type is usually based on range, there are long range weapons that are considered Melee weapons, like Mazinger Z's Rocket Punch, and there are short range weapons that are considered Ranged weapons, such as RX-78GP03 Gundam's Mega Beam Cannon. In some titles, there are also cases where a "Ranged Melee" (射撃格闘) type is provided separately for these weapons. When an Union Attack (described later) combines a Melee and Ranged weapon, the type of the weapon usually is determined on who started the attack.|
|'Attribute' (属性)||Attributes such as Beam, Physical, etc. As some barriers invalidate or mitigate specific attributes, it is necessary to use weapons properly according to the opponent.|
Union Attack[edit | edit source]
'Union Attack' (合体攻撃) is a powerful attack that can be used when a specific ally unit is adjacent to the user (in the same platoon in games with the platoon system).
Union Attacks are mainly available to units from the same series, but units with a similar world (such as Mazinger Z, Great Mazinger, and UFO Robot Grendizer) and that are part of the same franchise (like the Eldran series, the J9 series, and the Robot Romance Trilogy) may also be able to use them. 作品によって合体攻撃に対する援護攻撃が可能なものと、不可能なものが存在する。前者は『OG』シリーズなど、後者は『J』などが該当。
After the Z series, Union Attacks can only be activated by one unit, but instead of all units using the attack, they will only consume the user's EN and ammo. There are also Union Attacks that don't require units to be adjacent or in the same platoon.
As of 2011, the largest number of units required for an Union Attack is seven units, with Linebarrel Mode-C, Vardant, Hind-Kind, Painkiller, Deceive, Apparition, and Talisman (all from Linebarrels of Iron) using "Final Phase".
Combo Weapon[edit | edit source]
'Combo Weapon' (コンボ武器)
Special Effects[edit | edit source]
Special Effects (特殊効果) are basically the weapon counterpart of the special abilities from units. It has the characteristic of being able to make corrections to parameters that can not be changed with Spirit Commands (except for Will). After hitting the enemies or allies, the special effects can ease the development of the battle. Can affect units or pilots. The following are common examples:
- Defense Power Correction (防御力補正) - Increase of decrease the Armor value of the unit or the Defense value of the pilot.
- Attack Power Correction (攻撃力補正) - Increase of decrease the Attack value of the unit or the Attack value of the pilot. Attack values are for Melee weapons and Ranged weapons.
- Hit Value Correction (命中値補正) - Increase of decrease the Hit value of the pilot.
- Will Correction (気力補正) - Increase of decrease the Will value of the pilot.
Songs[edit | edit source]
'Songs' (歌) are dedicated abilities available to the Macross 7 units piloted by Basara and Mylene. It is a special weapon that can only give special effects to opponents. It can also be used for allies, having benefic effects such as raising parameters as opposed to what happens when used on enemies. While weapons normally consume the unit's EN, songs consume the pilot's EN.
Special Commands[edit | edit source]
'Special Commands' (特殊コマンド) are special weapons similar to Songs that can give special effects to all allies or enemies within range. Unlike Songs, there are no counterparts to the "Soul Song" and "EN Song".
Enhancement Parts[edit | edit source]
'Enhancement Parts' (強化パーツ) are items that can be used to increase the unit's parameters or add special abilities. The maximum amount that can be equipped vary per unit and game. They can be obtained with varying actions, mainly by destroying enemy units. In some games they may also have an effect on enemies. While they appeared in a variety of ways in the games, they can roughly be divided into four categories:
- 'Ability Up System' (能力アップ系) - Parts that improve the unit's Armor, Mobility, and Movement Power. Some can grant special abilities such as Barrier and Alter Ego. Examples: Magnet Coating, Super Alloy Z, Mega Booster, I Field Generator.
- 'Weapon Type' (武器系) - Parts that improve the range and accuracy of weapons. Some games also have parts that improve their Attack Power. Examples: High Performance Radar, High Performance Sight, EN Chip, V-UP Unit.
- 'Consumable Item Type' (消費アイテム系) - 使用すると無くなる使い捨てのパーツ。HPやENを回復させるものの他、パイロットの精神ポイントを回復するものも存在。獲得数が一番多くなるパーツである。一部の作品では敵が所持しているパーツを使用することもあり、当然使われるとそのパーツは入手できない。『NEO』、『第2次Z』においては、入手数が少ない代わりに、使ってもステージ終了時に復活する仕様となっている。
consumption Item type Disposable parts that disappear when used. Usually this type is the one acquired in the lasgest quantity. In addition to parts that restore HP and EN, there are also parts that restore the pilot's SP. In some games enemy units may also use these parts, and the player will be unable to obtain the parts if it is used by the enemy.
Although the amount of this type acquired in Super Robot Wars NEO and Super Robot Wars Z II is smaller, in these games the parts are recovered at the end of the mission even if they are used. Examples: Repair Kit, Propellant Tank, Andromeda Grill.
- 'Special Type' (特殊系) - Parts with special effects, such as having two or more effects and starting battles with increased Attack Power. The amount available usully is smaller than other parts. Examples: Haro, Minmay Doll, Tem Ray's Circuit.
Full Remodeling Bonus[edit | edit source]
'Full Remodeling Bonus' (フル改造ボーナス), also known as Full Customization Bonus, is a bonus element that can be added if the unit's performance was reinforced to the maximum. It further increases the unit's performance.
Generally, the unit or weapon can receive one large enhancement to one of its parameters or the Topographic Adaptation. In early works units had fixed bonuses, but later it became possible to the player select different bonuses for each unit. Some special bonuses add new functions. Additionally, when selling a fully reconstructed unit in the bazaar of Super Robot Wars α Gaiden, Enhancement Parts are obtained as an extra.
Pilots[edit | edit source]
Pilot Parameters[edit | edit source]
|'Level' (レベル)||Level denotes the pilot's overall abilities. As the level increases, the pilot becomes more powerful, with the parameters improving and acquiring special skills.|
|'Experience Points' (経験値)
|EXP for short. Experience points are a value necessary to raise the pilot's level. To level a pilot by one, a certain amount of EXP is needed. This amount is rarely constant, as it grows each time the level increases, usually twice the previous amount. EXP is gained by attacking enemies. Usually, the lower the player's unit level compared to the targeted enemy unit, the higher the amount of EXP obtained.|
|'Spirit Points' (精神ポイント)||SP for short. A value to use Spirit Commands. Like the unit HP, it is displayed in the form of "current value / highest value".|
|'Melee' (格闘 lit. "Fighting", "Hand to Hand", ...)||A numerical value that affects the Attack Power of Melee Weapons. The higher the value, the more damage caused by Melee Weapons.|
Named "Close Attack" (近攻撃) in Super Robot Wars IV/IV Scramble and Neo Super Robot Wars.
|'Ranged' (射撃 lit. "Shooting", "Marksmanship", ...)||Numerical value that affects the Attack Power of Ranged Weapons. The higher the value, the more damage caused by Ranged Weapons.|
Named "Far Attack" (遠攻撃) in Super Robot Wars IV/IV Scramble and Neo Super Robot Wars.
|'Hit' (命中)||Numerical value that affects the Hit Rate from Weapons. The higher the value, the higher the accuracy.|
|'Evade' (回避)||Numerical value that affects the Evasion Rate. The higher the value, the higher the chance of avoiding attacks.|
|'Skill' (技量)||Also known as Maneuvering. A numerical value that affects the chance of causing a Critical. The higher the value, the higher the chance of causing a Critical. Depending of the game, it may also affect the chance of triggering Special Skills, and sometimes it is related to the selection of units from the Special Skill "Support". It is also a condition for the effect of the Spirit Command "Tekagen".|
|'Defense' (防御)||Numerical value that affects the amount of damage taken. The higher the value, the lower the amount of damage taken. After It was replaced by Reaction after Super Robot Wars α Gaiden.|
|'Reaction' (反応)||Numerical values that affect avoidance / accuracy.
In the early works the name is "intuition." It also affected the priority of support.
Last appearance was in Super Robot Wars A, being absent in later works.
|'Will' (気力)||A value representing the pilot's energy. For details, see the Will section.|
|'Beat' (撃墜数 lit. "Shot Down Number")||A value indicating the total amount of enemy units defeated by the pilot. Although it was merely a record in early works, in later games it became a parameter that marks the pilot as an "Ace Pilot" when it exceeds a certain number, giving bonus correction effects in battles. The bonuses differ depending on the game, and sometimes it is also a condition to obtain specific hidden units.|
Spirit Commands[edit | edit source]
- Main article: Spirit
'Spirit Commands' (精神コマンド) is a system that reproduces the superhuman feats that pilots exhibit in their series. Usage consumes Spiritual Points (SP). Even if a Spirit Command has the same name, its effect may differ depending on the game. See Spirit Commands for details on each command.
Basically, there are 6 types of Spirit Commands available to pilots (up to five types on most games after the Z series). They usually reflect the pilot's personality, but the Spirit Commands that are the minimum necessary for the unit are common to some extent. For example, "Hot Blood" is common to all units, real type pilots often have "Inspiration" and "Concentration", and super type pilots often have "Sure Hit" and "Yell".
Pilots who are supporting characters in their original series often possess useful Spirit Commands to compensate their lower parameters, while main characters usually have few or weak Spirit Commands. Therefore, depending on how they are used, it is possible to obtain high value effects to the abilities. Such characters are generally called "support characters".
Special Skills[edit | edit source]
'Special Skills' (特殊技能), like Spirit Commands, are elements that reproduce the superhuman nature of the pilot and placed in the game. There are various corrections in battles, such as basic ability value and special effects. In some cases it is a level system, the higher the skill level, the higher the effect obtained. Like the Spirit Commands, even if a special skill has the same name, its effect may be different depending on the title.
In some works, they can be obtained with Pilot Training, but innate skills such as Newtype cannot overwritten. In Super Robot Wars Compact 2 and Impact there is a system called 'Skill Coordinate' (スキルコーディネイト), which depending on the number of turns maps are cleared, it is possible to obtain and add skills to pilots.
Super Robot Wars D, GC, J, W and A Portable have a similar system called 'Skill Parts' (スキルパーツ), which allows to add or remove special skills from pilots (they cannot be removed in W and A Portable). The number of Skill Parts that each pilot can have is fixed, with powerful pilots tending to have a lower amount. In A Portable the system was integrated with Pilot Training, and Skill Parts can be used to increased abilities.
The following are typical examples of Special Skills:
|Name||Details (Representing characteristics of the character possessing it)||Notes|
|A skill that expresses the superhuman ability of a pilot, from pilots of titles with special settings. Evasion / hit rate, attack power, and performance of some weapons are corrected. Also, it may be necessary as a condition for mounting the unit or for using some weapons. It is often a level system.||Similar abilities include Aura Battler (能力に聖戦士 from Aura Battler Dunbine), Synchro Rate (シンクロ率 Neon Genesis Evangelion), Ninja (忍者 Ninja Senshi Tobikage), "Antibody Reaction" (抗体反応 Brain Powerd), Brave (勇者 The King of Braves GaoGaiGar), "Telekinetic" (念動力 Banpresto original), "Genius" (天才), and so on. There are also similar abilities specific to enemy characters, such as Category F (カテゴリーF After War Gundam X). In the GBA version of "A", it is used to correct the pilot ability with some of the other works (including Banpresto originals). While usually exclusive to the series of origin, there may be exceptions. For example, the original hero from "64" has Newtype due to it being part of the setting.|
|A skill that expresses the last-minute turnaround that is common in super robot animations. If the unit's HP is greatly reduced, the evasion / hit rate, critical occurrence rate, and armor value will be corrected. In some games they are level-based.||Super Robot Wars α and α Gaiden has an enhanced version named Guts (ガッツ note that the "Guts" from "F Final" is completely different). The ability Abnormal Survivor (異能生存体) from Armored Trooper Votoms characters is similar.|
|Has a chance of reducing the damage taken from attacks.||シールドを所持する機体に搭乗している必要がある。切り払いなどと統合され「防御」という技能になることも。|
|The unit can act 2 (or 3) times during its phase.||『α外伝』まで自軍技能として有するキャラクターもいるが、『α外伝』以降ではボスクラスや強力な味方・中立NPCなど、特殊なキャラクターのみ所持。『第2次Z再世篇』では、自軍が使用できる2回行動が強化パーツの形として復活。|
|Activated when the energy exceeds a certain level. Evasion / hit rate and attack power are corrected, and may be necessary to use some weapons. It is basically a pilot enhancement, but it changes the performance of some units.||Super Mode and Meikyōshisui are from Mobile Fighter G Gundam characters. Similar abilities include "Running Wild" (野生化 Dancouga), SEED (Mobile Suit Gundam SEED), "Blaster Conversion" (ブラスター化 Tekkaman Blade), "Divine Union: Gravity Child Critical" (合神・重力子臨界 Chōjūshin Gravion), Overskill: Game Champ (オーバースキル・ゲームチャンプ Overman King Gainer), "Closeout" (見切り), Attacker (アタッカー), and so on.|
|Activated when the energy exceeds a certain level. Unlike the above Super Mode and similars, if the unit exceeds a certain level of energy, the evasion and accuracy will be corrected step by step. It is even more effective when combined with the Break Morale Limit described below.||Coordinator is exclusive to Mobile Suit Gundam SEED characters, and "IFS Process" to Martian Successor Nadesico characters.|
|Improve the unit's capabilities. Infight improves the attack of melee weapons and movement power, Gunfight increases the power and range of shooting weapons.||In "Compact 3", Infight is named ' (豪腕), and Gunfight is named Sniper' (狙撃). In "W", the critical chance is increased instead of the movement, and the hit rate is increased instead of the range.|
|E Save (Eセーブ)
B Save (Bセーブ)
|SP Up (SPアップ)||精神ポイントの上限を上げる。養成で付加するほか、初期技能として有するキャラクターもいる。|
|SP Recovery (SP回復)||ターンごとに精神ポイントが一定量回復する。||一部の作品では養成で付加できる。|
|'Hit & Run'
(ヒット&アウェイ lit. "Hit & Away")
|'Break Morale Limit'
Will[edit | edit source]
'Will' (気力 Kiryoku, also meaning "Morale", "Drive", "Spirit", ...), named "Fighting Spirit" (戦意 Sen'i) in some games, is a gameplay element representing the psychic state of the pilots. As a general rule, each pilot starts a battle with a Will of 100. It shifts between 50 and 150, with the upper limit rising with special abilities and an Ace Bonus, and there are also rare cases where the Will energy can be increased to 300.
Will influences the damage given, and some special skills, special abilities, and special weapons require a certain Will value as a condition to be used. Will increases or decreases when the unit or an ally attacks, receives damage, uses Spirit Commands, and defeats enemies.
Personality[edit | edit source]
'Personality' (性格) is a hidden system whose data normally cannot be seen by the player. It is set for each pilot and affects the increase and decrease of the Will when an ally unit is shot down. In later appearances it also affects the increase or decrease of Will when attacking, being hit, evading, and shooting down an enemy. It basically appears like the four types detailed below. In later appearances the change in the Will is often set in detail.
- Timid - When an ally unit is shot down, Will drops. It is often set to pessimistic and weak willed characters. It is only present in early appearances of the system, being absent in later works.
- 'Normal - The Will does not change even if an ally unit is shot down. Common with many characters, specially calm characters.
- Confident - When an ally unit is shot down, the Will rises. It is mainly present in heroic characters. In later works, the Will also rises when attacking and evading.
- Overconfident - When an ally unit is shot down, the Will rises by a great amount. It is common in hot-blooded and high-ranking characters. In later works, even when hitting or evading an attack, the Will will rise greatly, but Will may drop when being hit by attacks.
Ace Bonus[edit | edit source]
'Ace Bonus' (エースボーナス Ēsu Bōnasu) is a bonus element added to a character who has shot down a certain number of enemy units. In some games they can be identified by an "A" mark highlighted in the pilot when a certain number is reached. In Super Robot Wars K, the pilots that got the top three enemy units destroyed in the last intermission gain the Ace Bonus.
The bonus for pilots with a high number of enemies defeated varies depending of the game. In early appearances, it increases the Ace's initial Will energy and the amount of money obtained from enemies defeated by the Ace. In later appearances, each character has an unique bonus. In Super Robot Wars R, it also affects the "lap bonus", and the pilot's initial ability is corrected according to the ranking of the number of enemies down.
Options[edit | edit source]
'Options' (オプション) contain additional setting, such as the sound and BGM volume.
- 'Karaoke Mode' (カラオケモード) - This mode allows the player to listen to the BGM of each series used in the game with lyrics. A dedicated battle scene flows along with the lyrics. Karaoke Mode was popular among fans in early titles as old karaoke establishments did not contain many robot themed anime songs. However, recent titles no longer include this mode to save production time and budget.
- 'Robot Guide Book' (ロボット図鑑 also known as Mech Encyclopedia) - Contains details about all robots (units) that appear in the game, usually listing only the ones found by the player.
- 'Character Encyclopedia' (キャラクター事典 AKA Character Archives) - Contains details about all robots (units) that appear in the game. Most games include the character's voice actor and a sample voice. Usually lists only the character seen by the player.
- Terminology Library - A list of terms used in the game.
- Series Introduction - A summary of each series present in the game.
- 'Demo Select' (デモセレクト) - The player can replay scenes from the game.
- 'Sound Mode' (サウンドモード AKA Sound Select) - The player can listen the music used in the game. Depending of the title, music is included when they are played during the game, or clearing the game once may increase the amount available.
- 'Mode Select' (モードセレクト) - Included in some games since "OG2". After completing the game, starting it again by loading the clear data will display the Mode Select. Besides the normal mode, the new modes available usually makes the game harder. Changes usually include making the player unable to remodel weapons, PP value required for pilot training being doubled, enemies being stronger (increased level, number of attacks, remodeling, etc). Also, an additional mode called EX Hard Mode makes the game highly difficult, regardless of skill level. For example, in the "Z" series, this mode disables pilot training and unit remodelling. Furthermore, if EX Hard Mode is cleared, as reward the remodeling stage will increase (up to 10 stages for the GBA version of "OG2", up to 15 stages for "α 3", "OGs" and "Z"), and all reinforcement parts (In the "OG" series, replacement weapons are also available) are obtained one by one. In "α 3", a special mode is added in which each unit's platoon formation costs -0.5. Once selected, the mode can't be changed during the game.
About the hero[edit | edit source]
At the start of a game, the player selects a protagonist pilot from the ones available to be an alter ego. The hero is often a Banpresto Original character. Besides the system, a different hero affects the story and the units that appear. In some games, a single hero is decided as the main character from the beginning. The pilot name can be changed. The protagonist selection system was introduced after Super Robot Wars EX, but some later titles, such as "α Gaiden", do not have a specific hero.
In the "DC War" series, "α" series (except "α Gaiden"), and "Z" series, it is also possible to set the birthday and blood type. Different combinations of birthday and blood type affects the Spirit Commands that will be available to the hero. In some titles, setting them to November 11 and B Type (the same as series producer Takanobu Terada) will give the pilot useful Spirit Commands that may be rare or have small SP consumption. Also, in titles such as Super Robot Wars J, meeting certain conditions at the start of the game allows the player to freely set the Spirit Commands that the hero learns (the learning level is fixed).
[edit | edit source]
- Super Robot Wars series system article in the Japanese Wikipedia
- Tactical role-playing game article in Wikipedia
References[edit | edit source]