troperville

tools

toys

SubpagesCharacters
Laconic
Main
VideoGame
YMMV

main index

Narrative

Genre

Media

Topical Tropes

Other Categories

TV Tropes Org
random
Video Game: Super Robot Wars 3

Super Robot Wars 3 was the first Super Robot Wars for the Super Nintendo Entertainment System, and compared to its Nintendo Entertainment System predecessor, it's still quite good to date. 3 is the first title to introduced backgrounds during battles, pilot and units stats and upgrades for playable units. Additionally, 3 features the first of many animated titles outside of the "Holy Trinity" of Mazinger Z, Getter Robo and Gundam.

Unfortunately, compared to anything afterwards, 3 pales in quality. However, most players are willing to forgive it for this because whatever quality it does have is evident in the obscene amounts of (very well done) Shout Outs to most of its series, ESPECIALLY Gundam.

The main plot of 3 is the arrival of the "Inspectors", a Five-Bad Band hailing from the intergalatic Zuvorg Alliance who arrive and instantly pacify the Earth, deeming them too dangerous and a threat to the galaxy.

3 is one of the few SRWs given a Fan Translation by Aeon Genesis. The patch is available here.

Tropes prominent to Super Robot Wars 3 are:

  • All There in the Manual: Partial subversion. You meet the Inspectors eventually and deduce who they are at any rate, but it's possible to wind up skipping their introductions and motivations speech, thus having no clue what their real motivations are for most of the game.
  • Bag of Spilling: The Federation just strip all the upgraded mecha from your team without justification.
  • Canon Ending: There are three possible routes in this game - one where Anavel Gato decides it's the smart thing to join you, one where Inspector Mekibos decides to help you out via NPC for a scenario or two, and one where neither of these things happen. Super Robot Wars 4 establishes the Mekibos route is the canon one.
  • Combat Pragmatist: Paptimus Scirocco is perfectly willing to tip off his enemies to your location for Enemy Mine benefits.
  • Deadly Upgrade: Neo Granzon
  • Degraded Boss: While common to the franchise as a whole, 3 elevates it to an art form. The same badass mooks who handed you your asses will be returning the favor a few scenarios later. This gets ridiculous when you realize this is S.O.P. to the ENTIRE GAME, with little to no variation, regardless of whether you're fighting the Divine Crusaders or the Inspectors.
  • Disc One Nuke: A couple
    • In any scenario that isn't in space, the Getter 3 and its Daisetsusan Oroshi attack, once you acquire it, will annihilate anything. Plus, since the Getter comes with three sets Spirit Commands, it gives you access to pretty much all of them except "Love".
  • Enemy Mine: The only reason why most of the Divine Crusaders are willing to get along (despite fairly major series canon incompatibilities). In short, they all hate you. It is subverted somewhat by some internal power struggles, but considering the Divine Crusaders is run by the Universal Century Gundam Big Bads, that's not really much of a surprise.
    • Played straight with Anavel Gato on one route, who decides that the aliens are just too big of a threat to continue attacking you.
  • Excuse Plot: Daitarn 3 has no plot role whatsoever, especially since none of its story is utilized (not that most fans care, however). To a lesser extent, the Combattler V and Brave Raideen stories are rushed to make them available without plot attachments. Getter Robo and Mazinger Z are slightly better off, but most of their plot outside of a few scenarios is totally ignored, though Mazinger at least gets enough of its own plot in to be recognizable. Getter's main plot points are Musashi Tomoe's sacrifice and the Getter Robo G Mid-Season Upgrade: that's it. The Dinosaur Empire mooks are enemies, but none of the actual leaders like General Bat or Emperor Gore appear. Likewise, Dr. Hell is absent, as is Archduke Gorgon. The majority of the screen time goes to Universal Century Gundam, more or less.
  • Face Heel Turn: Shu
  • Fan Translation
  • Flanderization: Henken Bekenner and his attraction to Emma Sheen is way overblown to a point of making him a Stalker with a Crush. The Super Robot Wars Alpha series is way more mature in this regard, and tones it down appropriately.
  • Fix Fic: Minor instance of this. If Kamille Bidan defeats Paptimus Scirroco in their final battle, Scirroco will do his usual Mind Rape on Kamille. However, the instant he hears the voice of Four Murasame, he snaps right out of it.
  • Guide Dang It: Did you know that Quess Paraya is in this game? Good luck finding her, seriously.
  • Guest Star Party Member: Ryu and Hayato wind up being this in name only, only really being around for the early stages of the game. The developers didn't even program in more than a handful of spirit commands for them, seeing how they're always going to leave, and their stats seem to emphasize that the player should focus on using the other characters.
    • Sayla Mass also becomes this if the player meets the requirements for recruiting Char. Unlike Ryu and Hayato, Sayla has rather good stat gains and a decent spirit command pool.
  • Heel Face Turn: Gato and Char Aznable, among others, should you choose to recruit them.
  • Intrepid Reporter: Kyra Soon does this to Mashmyre Cello, to his hilarious consternation.
  • Joke Character: Bernie Wiseman and the Boss Borot
  • Laughably Evil: Mashmyre comes off as even more of a lovable doofus than he was in Mobile Suit Gundam ZZ. In his case, any possible Flanderization is a good thing.
  • Magikarp Power: Kou Uraki
  • Nice Job Breaking It, Hero: One of the bad endings is basically this.
  • Nintendo Hard: 3 is harder than the succeeding 4, due to its limited gameplay mechanics from a limited game engine. However, it's not as harder as Super Robot Wars 2. To be fair, part of the difficulty comes from having to finish the game in a limited number of turns to fight the True Final Boss, otherwise you could abuse the game over trick to power up and make the bosses run out of ammo. The principal factors of difficulty are you don't deal enough damage overall, Real Robots can be hard to hit for Super Robots to a point where you might need to use weaker, but more accurate attacks and lots of end game opponents have protection against (or even absorb) beam-based attacks. Oh, and there aren't enough powerful Gundams for all of the pilots the game gives you... well, on your side, anyways...
  • Original Generation: Lune Zoldark, the Valsione, the Inspectors and the Neo Granzon
  • Schizo Tech: Justifed since its a Massive Multiplayer Crossover, but it just gets insane how many "one-of-a-kind" mecha the villains can use to kill you.
  • Shout Out: Common to the series, but this title almost completely runs on this.
    • The level recruiting Lune (and the poison gas incident that pisses her off) are copied almost directly from this game and pasted into her debut appearance in Super Robot Wars Original Generation.
  • Spotlight-Stealing Squad: In a rare SRW instance, Gundam fans were totally geeked out of their minds by being able to recruit Gato, kill both Kycilia Zabi and Gihren Zabi (with the added bonus of her reaction to Char Aznable/Quattro Bajeena leveling his weapons in her direction, and being able to repeatedly beat the piss out of most of the Gundam Big Bads. Also, most of the dumbest character Face Heel Turn moments (like Reccoa Londe allying with Scirroco) can be averted or given a Lampshade Hanging on its sheer idiocy (Quattro even tells Reccoa her defection over him not showing her affection is pure bullshit). The death of Sleggar Law is totally avoidable, and the GP-03 Dendrobium Orchid/Stamen is obtained by means that don't force General Eiphar Synapse to a Redemption Equals Death event. Also, the depressing endings of Zeta Gundam, Gundam ZZ and Char's Counterattack are totally averted.
  • True Final Boss: Shu Shirakawa and his Neo Granzon
  • Villain Team Up: The DC is a patchwork of villains from across the Gundam spectrum, as well as the occasional Super Robot enemy.
  • Wake Up Call Boss: When Scirroco shows up for the first time, you'll be facing an opponent that is both durable and speedy, tougher than what you're used to fight. Even Amuro Ray in the Nu Gundam is not guaranteed to hit him. If you don't get wise and use both the terrain and units that take advantage of barriers to even the odds, you will have an horrible time.
  • Willfully Weak: For some reason, the Getter Team downgraded between the second and third games, to a Proto-Getter that barely scratches some foes. Amuro Ray also took a downgrade from his Nu Gundam to the Original.
  • Zerg Rush: 3 is notorious for sending huge waves of enemy mooks at you, almost to the point of absurdity. In one scenario, presuming you decided to be honorable to Gato and help him out, the game throws you a bone and he destroys a huge portion of mooks in a later scenario to make your job easier. It should be noted the Zerg Rush factor in future games is toned down to varying extents.

Super Robot Wars 2Mecha GameSuper Robot Wars 4
R-TypeSuper Nintendo Entertainment SystemSuper Robot Wars 4
Super Robot Wars 2Play StationSuper Robot Wars EX

alternative title(s): Super Robot Wars 3
random
TV Tropes by TV Tropes Foundation, LLC is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
Permissions beyond the scope of this license may be available from thestaff@tvtropes.org.
Privacy Policy
29922
33