Video Game / All Kamen Rider Generations
A series of Beat 'em Up
games featuring Kamen Riders
from pretty much all seasons, and putting them in a cross-over scenario against villains from all over the years.
- All Kamen Rider Generations (2011, Nintendo DS): Released for the 40th anniversary of the franchise. All the main Riders from Kamen Rider to Kamen Rider OOO are playable, plus Riderman and Birth. Stages are fairly straightforward, and playable characters all have levels and stats, as well as finishers. Fourze was a secret character that could be unlocked.
- All Kamen Rider Generations 2 (2012, PSP and Nintendo DS) : A significant upgrade from the first, just like consecutive installments of Kamen Rider Climax Heroes. Secondary Riders were added such as Knight, G3-X, Zeronos and Meteor. Already-present Riders got new moves and slight changes, stages are less flat and more numerous, and giant bosses were added. Wizard is unlockable in this game via password.
- All Kamen Rider Revolution (2016, Nintendo 3DS): To be released for the closing curtains of the franchise's 45th anniversary in December 2016. What is known so far is that taking advantage of the unusually long 4-year Sequel Gap for a Kamen Rider video game, Kamen Rider Gaim, Kamen Rider Drive, Kamen Rider Ghost, Kamen Rider Amazons and Kamen Rider Ex-Aid all make their debut to this series in this game - at once.
Between Rider Generations 2
and Rider Revolution
, developers 7th Chord released Kamen Rider Travelers Record
, a smaller-scale game featuring Double, OOO, Fourze, Wizard, and Gaim, as well as Kamen Rider Ghost: Game de Kaigan!
, a download-only game focusing solely on early Ghost.
Tropes associated with All Kamen Rider Generations:
- Alternate Self: Rider Revolution features "Hopper 1", "Hopper 2", and "Hopper Version 3.0" alongside the Double Riders, and Kamen Rider V3.
- Big Bad: Jyuda in the first game, Goura in the second. Both are mad scientists.
- Call-Back: In AKRG 2, with the knowledge that Mina told them, Shotaro and Phillip confront Katsumi and try to remind him of when he was a good guy.
- Calling Your Attacks: Typical of Kamen Riders, a lot of Showa Riders call their attacks. Less frequent with the Heisei Riders, but some of the most boisterous ones do it, others have their belts or weapons do it for them. Some do both.
- Combination Attack: Possible with certain pairs of Riders, either coming from the same series or having a similar theme (Stronger and Blade both using lightning, Faiz and Kabuto both using a BFG for their Finishing Move...). Unfortunately, most of the time it only makes them do their attack one after another. Only Ichigo and Nigo do an actual Rider Kick together, same thing for Double and OOO and Fourze and Meteor in the second game.
- Crisis Crossover: Riders are pitted against villains from all over the years and have to Rider Kick their asses, Double Dragon style. The final bosses are original characters who caused such a crossover in the first place.
- Defeat Means Friendship: In the second game, the Evil Riders you fought during the game are unlocked after beating the Final Boss. Except Gaoh, who is only a mini-boss, and Shadowmoon, who has to be fought in a secret level.
- Fanservice: The idea of blending every hero from the past forty years into one game can't be anything else than this trope. Even more so in the second game where secondary Riders were added, as well as a few popular Evil Riders that can be fought as bosses and unlocked later.
- Finishing Move: Every character has one. Or two for a couple of them. Except Fourze in the first game, where he was an Early-Bird Cameo, and Wizard in the second, where he shares the same fate.
- Loads and Loads of Characters: Since these games are crossovers of a series that started forty years ago and had many different protagonists over the years, the first installment features around 30 characters, while the second has more than fifty. And that's without taking all the villains into account.
- Multiform Balance: Some of the more recent Riders can turn into their alternative forms. Some like Kuuga or Den-O can only change forms during special moves, but Double, OOO and Fourze have access to their main forms, while their final forms are reserved for their Finishing Move.
- One-Winged Angel: Jyuda and Goura both do this, even though Goura doesn't fight you in his regular form and sics his two prototypes at you instead for the first phase of his Boss Fight.
- The Smurfette Principle: