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 (Nintendo DS): 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 (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.
A third game was not made, developers 7th Chord however instead released Kamen Rider Travelers Record
, a smaller-scale game featuring only the post-Decade
Riders, including Gaim
Tropes associated with All Kamen Rider Generations:
- 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.