Super Robot Wars 2
is the first Super Robot Wars
title released on the Famicom
and the first to have an actual plotline, with its larval form becoming the modern SRW battle engine, though it clearly borrows a lot
from the first game, in this regard.2
began what most fans call the "Classic Timeline
", to wit, the "Divine Crusaders War" (DC War) as the primary focus of the game. When alien technology is discovered by a scientist named Bian Zoldark
, who studies it and informs the government of the potential threat that will occur unless the world is fully prepared for it. Unfortunately, Bian's words are not taken seriously, thus he creates the "Divine Crusaders", with the intent of conquering The Federation
, jolting the government's attention towards Bian. Enter the heroes and the first of many Original Generation
characters and mecha, who wind up becoming part of SRW's first Xanatos Gambit
Tropes common to Super Robot Wars 2
- Badass Army: Londo Bell, which the collective heroes are assigned to
- Captain Ersatz: Believe it or not, Masaki Andoh and his Cybuster were not planned to be in this game. The original idea was to include Aura Battler Dunbine, but that fell through for various reasons. Banpresto came up with four Original Generation machines: Cybuster, Valsion, Granzon, and the
Shurouga Shurouya. The former three would make it into 2, but the Shurouga Shurouya is still missing-in-action.
- Civil War
- Cutscene Power to the Max: Subverted; at one point in the game, a mysterious robot appears and destroy a bunch of turrets in a single attack and leaves. Eventually, its pilot joins Londo Bell. Not only can the player use that same attack that hits all opponents in range without Mooks performing a counterattack, the pilot can counter any opponent with it, and the attack can be used post-movement, in either its default humanoid mode or its transformable aerial mode?! Game Breaker? No, not really...
- Difficulty Spike: One scenario forces the player to protect the La Cailum battleship while it's doing its preparation for going into space. Mooks are coming in; no problem, just send your units to them...until the Mooks ignore them and go straight for the La Cailum. In fact, they're slaughtering it. From this point on, it would be best to start using Spirit Commands (SRW's equivalent of magic spells).
- Humongous Mecha
- Long Song, Short Scene: The Leitmotif of UFO Robo Grendizer is too long for its own good. Thankfully, you can fully listen to it when switching to Grendizer's battle mode.
- Negative Continuity: The defection of Reccoa Londe and the brainwashing of Four Murasame occur in this game. That's fine and all, until it happens AGAIN in the exact same manner for the sequel, and NO ONE bothers to mention that it's happened before.
- Nintendo Hard: For starters, no game over trick note
- Original Generation: Masaki, Bian and Shu Shirakawa; for the mecha, the Granzon, Valsion and Cybuster
- The Mole: Paptimus Scirroco attempts to betray Bian, but Shu informs him that Bian knows and has him kicked out of the Divine Crusaders. This is retained in the sequel.
- Villain Team-Up: Considering Bian happens to earn the allegiance of every Gundam series antagonist (thus far) and a few super robot villains into one faction, this easily applies.
- Xanatos Gambit: Bian states unless Londo Bell defeats him, they have no chance against an extraterrestial threat. Sure enough, he's given a beating that ends with him getting Killed Off for Real, but he intended this was necessary in order for The Federation to better arm itself and for them to prepare for the impending invasion.
- Subverted, however, in that the Divine Cruaders with the same goal as Londo Bell endures severe Motive Decay immediately when the sequel starts. Of course, considering it was mostly made of the Big Bads from Gundam, Mazinger Z and Getter Robo series...