Super Robot Wars 4
is the sequel to Super Robot Wars 3
, released on the Super Famicom
in 1995. The visuals are MUCH better, with the game engine refined to the point that every succeeding SRW uses it as a template, story writing is improved and additional gameplay mechanics introduced (parts system, manually deciding whether to counterattack during enemy turns) would stick around for future releases to ease game difficulty. As it stands, 4
is a very good game on its own right. In fact, the game was also the debut of the Shin Getter Robo
, which would reappear in subsequent SRWs.
was considered an Obvious Beta
by Banpresto, who thought they could do way better, thus made an Updated Re-release
version for the Sega Saturn
called Super Robot Wars F
in 1997, a partial, but greatly expanded remake of 4
with an enhanced plot, game engine and an additional Humongous Mecha
series added (but at cost of some previous series being removed). F
would be followed up nearly six months later into 1998 with the sequel Super Robot Wars F Final
, which showcased the debut of the Mazinkaiser
in any medium. Both games would be ported to the Sony Play Station
. Of note is 4
was actually remade earlier in 1996 into Super Robot Wars 4 Scramble
on the PlayStation
, featuring voice acting and CG movies for the time in the franchise. However, Scramble
has been retconned
and F Final
, so no worries there about not playing it.The Inspectors
have been defeated, but this is still not the end for the Earth and its hostilities with extraterrestrials, as the "Guests" of the Zuvorg Alliance
have arrived to finish what their predecessors have started. The story of 4
marks the end of the "Classic Timeline
Tropes common to Super Robot Wars 4 are:
- Art Evolution: 4 is the first game in the franchise to feature Humongous Mecha looking remarkably well-drawn with a more modern, less "cartoony" look, despite it being Super-Deformed as per formula. Future games simply refined on this aspect even further.
- Canon Immigrant: Go Nagai was asked by Banpresto to create an exclusive Mazinger Z Mid-Season Upgrade for Kouji Kabuto. Not only was the Mazinkaiser lauded for its design by fans, the positive reception was enough for Nagai to quickly incorporate the unit into Mazinger canon, later giving it its own series.
- Character Customization: Unlike Super Robot Wars 2 and 3, 4 allowed the player to manually select from eight original characters, each with a specific character archetype, to be the protagonist of the story - male/female, who their Love Interest is (unfortunately, no Gay Option) and whether they will use a Real Robot or Super Robot.
- Continuity Cameo, Continuity Nod: If you've been following Hero Senki: Project Olympus, you'd recognize Gilliam Yeager, having made his debut SRW appearance, albeit a cameo, in 4. This includes the Gespenst, which is based off of Gilliam's original machine, the XN Geist from the same game.
- Eleventh Hour Superpower: The ability for all of your units to be upgraded an extra five ranks gained ten scenarios before the end of the game.
- Final Boss: Three of them for F Final - Shapiro Keats, Paptimus Scirocco and Kaworu Nagisa
- Get a Hold of Yourself, Man!: In one incredibly iconic scene for the SRW fandom, Shinji Ikari gets "Bright Slapped" by the man himself in F. The scene plays word for word as if Shinji is Amuro Ray during the One Year War.
- Giant Space Flea from Nowhere: The Fifth Angel shows up during the tail end F during the Earth Route in a battle between the Neon Genesis Evangelion pilots and the Mikene Empire, annihilating the latter's forces before turning on the former.
- Heroic Sacrifice: Treize Kushrenada and Zechs Marquise attempt to stop Scirocco with this at the end of the Divine Crusaders Route in F Final; unfortunately, they fail. Jerid Messa does this to stop Shapiro in the Guest-Poseidal Route.
- Jerid will only do this if Treize dies before doing the self-destruction himself, otherwise he ends up as a Giant Space Flea from Nowhere the player needs to beat.
- Nintendo Hard: 3 was harder than this, but 4 features even more enemies with the "Beam Absorb" unit ability that completely nullifies beam-based attacks. This made it an annoyance for early gamers sticking mostly with Gundams, who are affably religious beam weapon users.
- F and F Final are quite manageable as long are you're not fighting Guests or L-Gaim units.
- Old Save Bonus: Clearing F allows players to carry over completion data into F Final via the Saturn's internal memory
- Original Generation: All eight selectable protagonists, the Guests, the Gespenst (which would be a recurring mecha in subsequent SRWs) and Gilliam
- Soap Opera Rapid Aging Syndrome: At best, 4 is set only three months after the last game, but Hathaway Noah, the son of Bright Noah, is All Grown Up! and playable. No one else seems to have aged that much to make this plausible, which just makes it very, very odd.
- This Looks Like a Job for Aquaman: Although it's still a fairly crappy unit overall, the GP-01 "Zephyranthes" is very, very useful for extended battles with Aura Battlers thanks to decent accuracy from Kou Uraki and a lot of ammo for its vulcans. Even though there are better units for taking down one or two Aura Battlers, they usually run out of ammo too quickly.
- Villain Team-Up: Learning from the Inspectors' mistakes, the Guests decide to align with Poseidal. The resulting alliance is arguably the most effective villainous faction in the entire franchise.
- Writer Revolt: The Mortar Headd LED Mirage from The Five Star Stories makes a cameo appearance in 4. The thing is, the machine wasn't supposed to be there, as game designers had it confused with a similar mecha from Heavy Metal L Gaim. Reportedly, when informed of the mistake, Five Star Stories creator Mamoru Nagano was livid with rage, stating he will never, ever consent to Five Star Stories being in Super Robot Wars during his lifetime, because he doesn't like the idea of any of the Mortar Headds he meticulously designed being damaged and possibly defeated by mecha designed by another artist.