Video Game / Super Robot Wars 1
Behold, the humble licensed game that started a franchise!

The mighty Super Robot Wars series, which has seen regular releases over the course of more than 20 years, began as a simple Nintendo Game Boy title released in April 1991.

The premise is simple: a space monster by the name of Gilgilgun reaches the Super Robot homeworld - a planet inhabited by sentient robots from the Mazinger, Getter Robo, and Gundam franchises - and uses Mind Control to enslave its population. Fortunately, some robots are able to elude the monster's grip, and work together to bring an end to Gilgilgun's tyranny. This is accomplished by taking control of Gilgilgun's towers, while simultaneously attempting to liberate more of the Super Robot homeworld's denizens.

In April 2014, a High Definition Video Game Remake of this title was released digitally for the Sony PlayStation 3 and Sony Play Station Vita. This version of the game blends modern and classic SRW mechanics, doubles the game's length, and adds a handful of new robots.

Tropes common to Super Robot Wars are:

  • Early Installment Weirdness: A textbook example. The first Super Robot Wars is radically different from any of its successors; Super Robot Wars 2 would borrow only the most basic of concepts (such as "Spirit Commands", the SRW equivalent of magic spells) and completely reimagine the core gameplay.
    • All robots, allied and enemy, are sentient.
    • No Original Generation is present (not even the Big Bad; he's from an obscure-to-Westerners Mazinger/Getter crossover movie!)
    • The object of the game is to capture the enemy's main tower, which is occupied by a scenario boss.
    • Units are upgraded using parts instead of credits.
    • Weapons do not consume ammunition or energy (EN).
    • Spirit Commands are exclusive to the Hero Unit, available Spirit Commands are randomly chosen, and Spirit Points are consumed as soon as the Command Menu is opened. The remake attempts to find a middle ground between the original game's mechanics and more modern SRW's Spirit Commands: all allied units learn a small selection of Commands, but the hero is given three constantly-changing exclusives in addition to their normal set.
    • Almost any enemy unit can be convinced to pull a Heel–Face Turn, with the remake allowing the player to do the same against bosses
    • The game features a multiplayer mode, and is the first installment to do so. The only other games to feature any kind of multiplayer are the "Complete Box" (a compilation/remake of Super Robot Wars 2, Super Robot Wars 3 and Super Robot Wars EX), Super Robot Wars XO, and the Mon-like SpinOffs Super Robot Wars Link Battler and Super Robot Gakuen.
  • Excuse Plot: Moreso than its successors. The game begins with an opening demo, some text upon starting a playthrough, a short description of each scenario, and and ending.
  • Final Boss: Gilgilgun, from the Great Mazinger vs. Getter Robo film. The game introduces a new second half in the remake, with Sentou God Noa as the boss of this half.
  • Final Death: Fallen allied units are gone forever. Zigzagged, however, in that there is a chance that the player will later encounter a unit of the same type, which can then be captured and used as a replacement.
  • Hero Unit: Upon starting a scenario, the player must designate one allied unit as the "hero". After choosing a robot, the player is awarded five extra skill points to add to their hero's stats.
  • Original Generation: Mecha Gilgilgun, Sentou God Noa and Cybuster in the remake.
  • Retraux: Sprites in the remake may be in HD, but the animation (or rather, lack of it) harkens back to the pre-Super Robot Wars Alpha days.
  • Spell My Name with an "S": Given the amount of "R"s and "L"s in Gilgilgun's name, this is inevitable.
  • Transformation Sequence: A short animation plays whenever a robot transforms
  • A Winner Is You: The ending consists of two to three pages of text.