There are warriors who have wings made out of steel. They are just about to take off for the last battle that determines the fate of the world. These warriors will never give up, because they've got tenacious and strong hearts, that are filled with great love. They are ready to sacrifice their own lives to blaze a new trail for the future, for new hopes and dreams.
A long-running, Massive Multiplayer CrossoverTurn-Based Strategy video game franchise, based off almost every Humongous Mecha series ever made in Japan. In Western terms, imagine if The Avengers (both teams of that name), the Justice League, Spider-Man, the Scoobies, the Fantastic Four, the X-Men, the Teen Titans, the Doctor (all incarnations), Sherlock Holmes, the Ghost Busters and RoboCop fights alongside G.I. Joe, the BPRD, Stargate SG-1, Battlestar Galactica (and the original series), the Pan-Pacific Defense Corps, the crew of the Serenity, and Starfleet while injected with industrial levels of weapons-grade hot-blood. Now imagine a threat it would take to bring them all together, and imagine them pounding it flat.The first Super Robot Wars was released on the Nintendo Game Boy, and featured mecha from Mazinger Z, Gundam (various series) and Getter Robo (who usually appear in subsequent games). As the series grew, more series were added, as well as their characters. Each game would take the storylines of all the series and merge them into one (mostly) complete whole. This often required some creative interpretation, particularly in the case of Gundam, as characters, mecha and events that took place decades apart in the original stories will now occur within a matter of weeks of each other, if not at the same time.The usual setup for your average Super Robot Wars game is simple: take the story of every Humongous Mecha series included, put it in a blender, and set to "liquefy". The player usually sees the story through the eyes of an original character and their mecha. As the story begins to wind down, an additional threat makes itself known, and the gathered heroes come together to beat the unholy hell out of it. Of course, the interactions can sometimes have an interesting effect on various characters. The Super Robot Wars Alpha games, for example, are highly regarded by many fans for making Shinji Ikarimuch less of a wuss.Starting from the second game, entirely new mecha and characters are introduced. These became known as Banpresto Originals. In 2002, Banpresto released Super Robot Wars Original Generation for the Game Boy Advance, which consisted entirely of the original characters and mecha created for the series over the years; a sequel appeared in 2004. Both arethe onlySuper Robot Wars games to be released in North America, due to the obvious lack of licensing problems. This finally came full circle with the release of a 3-episode OVA set after the second game, and a TV anime Divine Wars, which retells the story of the first game. As of 2013, an anime of the second game entitled The Inspector was released.The series is occasionally referred to by English speakers as Super Robot Taisen, the original Japanese name. While some of this usage can be attributed to Japanophilia, the scant few American releases of the series were specifically titled "Super Robot Taisen" to avoid a trademark conflict with Robot Wars (the Irony of using an English translation of a Japanese title while using rōmaji for an English-language title should be noted). Strangely, "Super Robot Wars" is a Japanese invention: 大戦 (taisen) is the actual term used, and the only bit of Japanese in the title. At some point, "Super Robot Wars" began to be used as an alternate "English-language" title in Japan, akin to "Mobile Suit Gundam" and so on.Compare Another Century's Episode, the third-person Mecha Game equivalent also made by Banpresto (in cahoots with From Software of Armored Core and Metal Wolf Chaos fame) and SD Gundam G Generation, a similar Turn-Based Strategy series centered exclusively around the Gundam franchise.The Super Robot Wars games, based on the classification from a template in The Other Wiki:
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Super Robot Wars: The game that started it all. Released in April 1991 for the Nintendo Game Boy, it contains mecha only and no pilots; essentially has an Excuse Plot and isn't counted in any timeline. The game plays nothing like its successors, being more of a traditional Turn-Based Tactics game where you capture enemy bases to clear the map. Unlike its successors, it features a multiplayer option, a feature not seen again until Super Robot Wars XO. See here for more details. The game has received a High DefinitionUpdated Re-release as part of the deluxe edition of the Third Super Robot Wars Z: Jigoku-hen.
Super Robot Wars 2: The first game to have an overarching story and Banpresto Originals, the plot starts with a Civil War between The Federation and the Divine Crusaders. 2 was released on the Famicom in December 1991; a remake was released for the Game Boy in June 1995, with a user interface similar to Super Robot Wars 4, but isn't considered canon to the timeline.
Important Banpresto Original characters debuting here: Masaki Andoh, Shu Shirakawa, Bian Zoldark
Super Robot Wars 3: Sequel to the second game, it is the first SRW for the Super Famicom. Released in July 1993, it revolves around the attack of the Inspectors from the Zuvorg Alliance. 3 would feature background during combat animations, discrete stats for pilots and their machines, and upgrades for units. This installment is often considered by fans to be one of the most difficult SRWs ever released.
Important Banpresto Original characters debuting here: Lune Zoldark, Mekibos, Vigagi, Aguija, Sikalog, Wendolo
Super Robot Wars EX: A sequel, of sorts, to the third game, it was released in March 1994 for the Super Famicom. EX takes place in Masaki's enigmatic world of La Gias and is the first title involving the Masou Kishin storyline. EX features the "Multiple Scenario" system, where the plot is determined in the order the player selects the storyline and the first game to allow weapon upgrades.
Important Banpresto Original characters debuting here: Hwang Yang Long, Tytti Noorbuck, Mio Sasuga, Presia Zenozakis, Xenia Grania Bilseia, Monica Grania Bilseia, Feilord Grania Bilseia, Kirkus Zan Valfarbia, Zashford Zan Valfarbia, Telius Grania Bilseia, Gennacy I. Kozireh, Simone Culian, Rebecca Turner, Ahmed Hamdi, Ratel Acros, Mira Lioness, Rodney Jesh, Elis Radius, Luozorl Zoran Roiel, Saphine Grace
Super Robot Wars 4: The proper sequel to 3 and the final story of the Classic Timeline, 4 deals with the invasion of the Guests from the Zuvorg Alliance. Released in March 1995 on the Super Famicom, this is the first SRW allowing players to choose from eight Banpresto Originals, each with staple personalities, to be the protagonist. 4 features the first use of "equippable parts" to units to improve performance or restore hit points or energy. Additionally, certain scenarios may contain hidden items or credits on the map, which can be collected by moving a unit onto its location. Finally, 4 allowed players to manually decide whether to counterattack during enemy turns. This title was remade a lot of times, from Super Robot Wars 4 Scramble (January 1996; no longer canon) to Super Robot Wars F/F Final (April 1998 for Sega Saturn, later ported to the Sony Playstation; F Final the last being considered canonical). Gilliam Yeager from Hero Senki makes an appearance here, and is also the debut appearance of the super robot Shin Getter Robo (in 4) and Mazinkaiser (in F Final).
Important Banpresto Original characters debuting here: Irmgult Kazahara, Ring Mao, Lenonjayce Starlord, Mina Likering, Hector Madison, Patricia Hackman, Arwynn Dorstein, Grace Urigin, Teniquette Zezenan, Justine Chafrois, Zebris Forschwa, Grofis Lacrein
Super Robot Wars Gaiden: Masou Kishin - The Lord of Elemental: The first SRW Gaiden Game, occurring partway through the Classic Timeline (before 2 and after 4). This is actually the firstOriginal Generation game, as it includes only Masou Kishin characters. Released in March 1996 on the Super Famicom, Gaiden is the first SRW to use non-Super-Deformed visuals and an angle view of the scenario map at 45° (commonly seen in all releases post-Gaiden). It is also the only game in the franchise where a unit's elevation and the direction it is facing at the end of its turn are important for combat calculations.
Important Banpresto Original characters debuting here: Ricardo Silvera, Zeoroot Zan Zenozakis, Wendy Rasm Iknart, Lubikka Hakinnen, Lasett Novaste
Super Robot Wars Alpha: The first SRW to get a rather complex storyline, centered on the invasion by the Ze Balmary Empire and, to some extent, on the terrestrial Choukijin plot (in actuality, the story is simply an upgraded form of Shin Super Robot Wars). Released in May 2000 on the Sony Playstation, it's the first game to allow Character Customization of pilot skills, statistics and terrain adaptibility. Alpha also introduces the "Skill Point" (localized as "Battle Mastery") system, where decisions made in and out of scenarios can affect game difficulty and any chances of unlocking secret characters, parts and units. Old characters like Ring, Irmgult, Masaki, Lune, Shu and the SRX Team, as well as Ingram Plisken and Viletta Vadim from Super Hero Sakusen make an appearance. A Video Game Remake was released on the Sega Dreamcast in 2001, featuring 3D visuals, increased difficulty, secret boss characters and a cameo of the G-Breaker, a robot from Bandai's Sunrise Eiyuutan.
Important Banpresto Original characters debuting here: Kusuha Mizuha, Brooklyn "Bullet" Luckfield, Rio Mei Long, Ryoto Hikawa, Leona Garstein, Tasuku Shinguji, Yuuki Jaggar, Ricarla Borgnine, Eri Anzai, Kenzo Kobayashi, Robert H. Oomiya, Kirk Hamill, Mai Kobayashi
Super Robot Wars Alpha Gaiden: A Gaiden Game of the Alpha series involving Time Travel to an apocalyptic future and the battle against the Ancestors/Machinery Children; remains a fan favorite. Released in March 2001 on the Playstation, Alpha Gaiden allows the first use of simultaneous weapon upgrades for units and brings back Masou Kishin characters for their final appearance before the Super Robot Wars Original Generation sub-series, which was a source of Urban Legend of Zelda speculation that Banpresto got sued by Winkysoft for using their characters (Word of God states the team really just wanted a break from the recent spate of Masou Kishin-centric stories). Alpha Gaiden features the first theme song in the series Hagane no Messiah, performed by JAM Project.
Important Banpresto Original characters debuting here: Sanger Zonvolt, Machinery Children (Ansuz, Thurisuz, Uruz Egret), Egret Fehu, Sophia Nate (Magus)
Super Robot Wars Alpha 2: The proper sequel to Alpha, released on the Sony Playstation2 in March 2003. Alpha 2 is the first SRW to introduce squad-based mechanics and revolves around the Sealing War against the Gan Eden. The game also marks the promotion of Sanger Zonvolt, formerly The Dragon in Alpha Gaiden, into a protagonist, and confirmation the canon heroes of the Alpha games are Kusuha Mizuha and Brooklyn Luckfield.
Important Banpresto Original characters debuting here: Arado Balanga, Seolla Schweizer, Ibis Douglas, Sleigh Presty, Tsugumi Takakura, Filio Presty, Ratsel Feinschmeker (despite him being Elzam V. Branstein, it's this persona debut, as a result of Canon Immigrant), Kukuru, Irui Gan Eden
Super Robot Wars Alpha 3: The most crowded SRW at its time (33 individual series!), Alpha 3 was released in August 2005 on the Playstation2. The sequel to Alpha 2, the game concludes the Balmar War saga. It's also famous for introducing Virtual-ON characters, the first time another company's video game series was brought into the franchise. The SRX Team, who were absent in Alpha 2 sans Viletta, make a full blown return, as do all of the previous game's originals.
Important Banpresto Original characters debuting here: Touma Kanou, Minaki Tomine, Cobray Gordon, Selena Recital, Baran Doban, Luria Qayitz, Almana Tiqvah, Hazal Gozzo, Ace Gozzo, Shiva Gozzo, Calico McCready, Spectra McCready, Etzira Tolar, Son Gan Long, Ruach Gan Eden, Keisar Ephes
Super Robot Wars Compact: First SRW for the Bandai Wonderswan released in April 1999, Compact features the "Select Scenario" system, where the player decides the order which scenarios are played, but is devoid of originals. In December 2001, it gets an updated port to the Bandai Wonder Swan Color with added visuals, audio and gameplay mechanics to reflect Compact 2.
Super Robot Wars Compact 2/Super Robot Wars Impact: This SRW has such a huge storyline, it was separated into three games for the Wonderswan altogether. Released between March 2000 to January 2001, Compact 2 revolves around the mysterious Einst and features the first use of the "Support Attack/Defend" system. Finishing each game allows the player to carry their completion data to the subsequent game via the Wonderswan's internal memory. In March 2002, all three installments are compiled intoImpact for the Playstation 2, the first SRW for this console.
Important Banpresto Original characters debuting here: Kyosuke Nanbu, Excellen Browning, Einst Alfimi (Impact), Neue Regisseur
Super Robot Wars MX: Taking the jump to the Playstation 2 for good, MX was released in May 2004; one year later in December 2005, it gets ported to the Sony Playstation Portable. The game introduces the "Favorite Series" system, which increases the upgrade limit and experience gained for all pilots and units from a selected series. MX involves the artificially intelligent Medius Locus/AI-1 saga and was originally intended to be the sequel to Impact, due to similar entries, but developers scrapped the idea.
Important Banpresto Original characters debuting here: Hugo Medio, Aqua Centrum, Albero Est, Eldy Mitte, Mitall Zapad
Super Robot Wars Z: Made for the Playstation 2 in 2008 and the start of a new series, Z features the largest debut of new series in a single SRW. Incoporating the "TRI-Battle System", the story revolves around the "Holy War", alongside the Chimera and the ever enigmatic "Evil Masaki", Asakim Dowin.
Important Banpresto Original Characters debuting here: Rand Travis, Mel Peter, Setsuko Ohara, Denzel Hammer, Toby Watson, Asakim Dowin, Xine Espio, Lowen General, Schlan Opel, Edel Bernal, The Edel Bernal
Super Robot Wars Z Special Disk: Released less than 6 months after Z on the Playstation 2 in March 2009, Special Disk features exclusive scenarios that bridges the gap between the previous game and the sequel, "Challenge Battles" (akin to the "Tsume Suparobo" mini-game of Super Robot Wars Destiny), a "Battle Viewer" (similar to "Free Battle Mode" for Original Generation Gaiden), a "Special Theater" displaying art work and concept designs for the Z originals and a library of all characters and units. The game exclusively features the "XAN", a variation of the titular Overman King Gainer. Although Special Disk does not contain Z, most of its content depends on how much the player has achieved in the original game.
Second Super Robot Wars Z: Hakai-hen ("World Breaking Chapter"): Part one of the sequel to Z, Hakai-hen retains almost all of the original cast listing, alongside a surprising number of series additions and returns. Hakai-hen forgoes the "TRI-Battle System" in favor of a new "Sub-Orders System" to facilitate the large roster. This game was intended to celebrate the franchise's 20th anniversary, and was released on April 14, 2011 for the Playstation Portable. To date, Hakai-hen is the best selling handheld SRW.
Important Banpresto Original Characters debuting here: Crowe Broust, Traiya Scott, Esther Elhaas, Elgan Laudic, Aim Liard, Marguerite Pistail, Cheval Reptail, Shiony Regis, Carlos Axion Jr., Gaioh
Second Super Robot Wars Z: Saisei-hen ("World Rebirth Chapter"): The follow-up to Hakai-hen, Saisei-hen was released on April 5, 2012 for the Playstation Portable. The game has broken the record set by Alpha 3 with the largest number of individual series in a single game.
Important Banpresto Original Characters debuting here: Wayne Reptail, Geraud Garce Bantail, Anbrorn Jeus, Marilyn Catto, Uther Insalaum
Third Super Robot Wars Z: Jigoku-hen ("Time Prison Chapter"): The third and final volume in the Z series, Jigoku-hen had a simultaneous April 10, 2014 release on the Playstation 3 and Playstation Vita. The first print of Jigoku-hen includes a downloadable code for an HD remake of the original Super Robot Wars. Jigoku-hen features the "Tag Tension System", where allied teams of two units can perform special actions when the "Tag Tension Gauge" is full. It is also the first SRW to allow custom BGMs.
Important Banpresto Original Characters debuting here: Hibiki Kamishiro, Suzune Saijou, AG, Advent, Annarotta Stohls, Gadlight Meonsam, Shikuu
Super Robot Wars Destiny: The third SRW for the Game Boy Advance, Destiny was released in August 2003. The game introduces the "Chain Attack" system, where enemy units lined up in a row can be struck down simultaneously with designated melee attacks, and "Tsume Suparobo", a mini-game that test the player's strategic/tactical decisions. Infamously, horribly implemented armor codingnerfssuper robots, in general. The story involves the interdimensional Ruina and the Sealing of the Earth (non-related to the Sealing War of Alpha 2).
Important Banpresto Original characters debuting here: Joshua Radcliff, Cliana Rimskaya, Clifford Gygax, Glacies, Wintos, Ignis, Aquila, Contagio, Umbra, Perfectio
Super Robot Wars Judgment: The final SRW for the Game Boy Advance, Judgment was released in September 2005 to a bit of controversy and notoriety for the lack of Universal Century Gundam and Getter Robo entries, and the first inclusion of a Powered Armor series. The game deals with the lunar Fury invasion.
Super Robot Wars W: Debut SRW for the Nintendo DS in March 2007, Getter Robo returns, but Universal Century Gundam (or any shows directed by Yoshiyuki Tomino, in general) remains absent. The story revolves around the mechanical Database and features no series dating before 1980. Notably, W was the first SRW to have a cast list made exclusively of shows licensed in the United States (save perhaps the particular version of the Shin Getter W uses, although Getter Robo Armageddon was released in the States and the cast here is classic Getter Robo G, e.g. the group that got dubbed into Starvengers) with at least one franchise (Go Lion/Voltron) being incredibly obscure in Japan and seemingly only included to appeal to Americans. Despite this, the game has not been localized.
Super Robot Gakuen ("School"): A High School AU simulation Spin-Off released for the DS in fall 2009, Gakuen is based on the titles and sprites featured in Judgment, W and K, but replacing Tekkaman Blade with Getter Robo Armageddon (which is really the Shin Getter from Wwith pilot portraits from Destiny). The Original Generation version of the Compatible Kaiser also appears. Despite its reception, one of the saving graces are Moe characters designed by Eiji Komatsu (of the Deep-Blue series and Maburaho). Gakuen is likely based on a desire to expand the concept behind Link Battler and the XO multiplayer modes.
Super Robot Wars L: Bringing back many familiar series from K, L streamlines the "Partner Battle" system, but excludes equippable parts since their introduction to the franchise. Unfortunately, those who wish for Universal Century Gundam and Getter Robo will be disappointed again; however, Great Mazinger returns. L was released on November 25, 2010 for the DS.
Important Banpresto Original characters debuting here: Nagumo Ichitaka, AL-3 Alice, Yuunagi Graife, HL-0 Haruno, Professor Graife, Lude Gloria
Super Robot Wars UX: The first Nintendo 3DS SRW, it was announced only a few weeks after the Second Original Generation was released. UX is the first to incorporate voice acting on a non-Playstation Portable SRW, with an even more controversial lineup than K. Aside from the lack of Universal Century Gundam and Getter Robo, this is the first licensed installment that doesn't include Kouji Kabuto in any form and features Downloadable Content for the first time.
Super Robot Wars OE ("Operation Extend"): Announced for summer 2013 for the Playstation Portable, OE is composed of eight downloadable chapters via the Playstation Network. With gameplay systems borrowed from Super Robot Wars NEO and 3D animations, the explicit goal is to use as many series as possible in one game, with over 30 titles.
Super Robot Wars Scramble Commander: Released in November 2003 for the Playstation 2, Scramble Commander eschews Turn-Based Strategy in favor of Real-Time Strategy. Although devoid of original characters and units, it features the Swordian Guards, which reappear in Original Generation Gaiden.
Super Robot Wars Scramble Commander 2: The second Scramble Commander released in November 2007 for the Playstation 2.
Important Banpresto Original characters debuting here: Keiji Tachibana
Shin Super Robot Wars: Released in December 1996 for the Playstation, Shin marks the debut of the SRX Team and the Ze Balmary Empire, both of which got a comprehensive retooling when Alpha was released.
Important Banpresto Original characters debuting here: Ryusei Date, Raidiese F. Branstein, Aya Kobayashi, Laodecia Judecca Gozzo
Super Robot Spirits: Released in July 1998 for the Nintendo64, Spirits marked a departure from the usual Turn-Based Strategy formula in favor of a 3D Fighting Game. Like The Lord of Elemental, all mecha are rendered non-Super-Deformed. Despite its obscurity, this game was the debut of Levi Tolar and her machine Judecca, and would be featured heavily in Alpha.
Important Banpresto Original characters debuting here: Levi Tolar
Super Robot Wars 64: Released in October 1999 for the Nintendo 64, this game is notorious for having loads and loads of stages, a rather complex branching system, and many original mecha the villains of Advance would base theirs off of (or outright use). 64 is also the first SRW to use non-animated 2D sprites rendered over a 3D background during combat animations, as well as the introduction of Combination Attacks. Original characters and mecha confirmed by Word of God not to appear in Original Generation.
Important Banpresto Original characters debuting here: Brad Skywind, Katz Folneus, Manami Hamill, Aisha Ridgemond, Arklight Blue, Elrich Schtazen, Selain Meneth, Reese Greasewell
Super Robot Wars GC: The only SRW for the Nintendo GameCube, GC was released in December 2004. Rendered in full 3D animations, the game uses a unique parts system that determines where damage is dealt to a machine (head, torso, limbs) and the ability to capture disabled enemy units for sale or for the player's use, and the "Skill Ace System", a Stat Grinding mechanic. In November 2006, GC gets ported to the Xbox 360 as XO, which adds a turn-based online multiplayer mode.
Important Banpresto Original characters debuting here: Akimi Akatsuki (male and female)
Super Robot Wars NEO: The only SRW installment for the Nintendo Wii, NEO was released in October 2009, and utilizes the same 3D scheme from GC/XO, but uses a radial-based movement system instead of the usual grid-based, a first for the franchise. This is also the first SRW to be totally devoid of real robots (G Gundam is the Gundam representative of NEO, and even then, you only get the God Gundam). Notably, NEO marks the first time a non-combat oriented series is featured.
Super Robot Wars Mobile: A game that even importers will probably never get to play, since it is only available on DoCoMo cell phones, which are not sold anywhere outside of Japan. Indeed, no known gameplay footage is available on the Internet, only images. As if to taunt overseas fans, Mobile has all of the popular mecha properties owned by Gainax together in one game. The visuals are roughly on par with the earlier Game Boy Advance installments, and as of 2013, there are only a few mission available. It runs for 525 yen.
Shin Masou Kishin: Panzer Warfare: Released around the same time alongside the CybusterAnimated Adaptation, Panzer Warfare uses similar mechanical designs of the Elemental Lords. It supposedly takes place in the far future when the civilization of La Gias has long since been forgotten, but the game's generally ignored by fans since it's somewhat disappointing. Although it brims with material for WMG, Banpresto never touched Panzer Warfare again...until the release of Super Robot Wars Z, where this version of the Cybuster can be seen in the Shurouga's Ley Buster attack animation.
Super Robot Wars Original Generation: The first proper Original Generation game released on the Game Boy Advance in November 2002, the game features original characters only and mixes the first part of the Balmar War from the Alpha series and the Divine Crusaders War from the Classic Timeline, alongside never-before-seen originals. It also touches on "The School" sub-plot hinted in Alpha 2, which later mingles with other originals and introduces a unique interchangeable weapon system between real robots. Since it's devoid of licensing problems, it's the first to be localized into English.
Important Banpresto Original characters debuting here: Elzam von Branstein, Kai Kitamura, Latooni Subota, Shine Hausen, Radha Bairaban, Katina Tarask (Gameplay debut; she debuts in a trading card game), Russel Bagman, Garnet Sandi, Giado Venerdi, Daitetsu Minase, Tetsuya Onodera, Eita Nadaka, Lefina Enfield, Sean Webley, Eun Hyojin, Rishu Togoh (Not his playable debut), Marion Radom, Randolph Laker, Siebel Mistrel, Adler Koch, Tempest Hawker, Lily Junkers, Kar-Wai Lau, Tenzan Nakajima, Nibhal Mubhal, Graien Grusman, Atad Shamran, Gaza Haganer, Galuin M'Habel, Septuagint
Super Robot Wars Original Generation 2: Sequel to Original Generation, it was released in February 2005 on the Game Boy Advance and got localized, too. The game continues the story and adds up the Inspectors of 3, the Shadow-Mirror of Advance, the Einst of Impact and the Machinery Children of Alpha Gaiden.
Important Banpresto Original Characters debuting here: Ouka Nagisa, Wodan Ymir, Echidna Iisaki, Archibald Grims, Van Vat Tran, Agilla Setme, Cuervo Cero, Brian Midcrid, Mitsuko Isurugi, Kenneth Garret, Stern Regisseur
Super Robot Wars Original Generations: A Video Game Remake compiling the two Original Generation Game Boy Advance titles for the Playstation 2 in June 2007. Presumably due to cost considerations, this game has yet to be localized. The remake introduces the "Twin Battle" system, where two battles can be conducted against the same enemy by two allies simultaneously, and the "Twin Command", a seventh Spirit Command accessed through pairing allies with one another. Original Generations re-touches the story with minor and major alterations, including the addition of the originals from Reversal; effectively, the remake retcons the first two Original Generation games (as well as the first 3-episode OVA) via Continuity Reboot. Original Generations was intended to celebrate the franchise's 15th anniversary.
Important Banpresto Original Characters debuting here: Lorenzo di Montenego, Murata
Super Robot Wars Original Generation Gaiden: Gaiden Game sequel to Original Generations, it was released in December 2007 on the Playstation 2. Despite the short campaign compared to other entries in the series, Original Generation Gaiden features lots of bonus material like a trading card mini-game called "Shuffler Battle Mode" and a battle viewer "Free Battle Mode". Story-wise, it continues from Original Generations and adds the ODE Incident from the OVA/drama CD, Duminuss from Reversal, the Shura of Compact 3, and a revamped Einst (now called Jetzt), as well as the heroes and villians from one of Banpresto's earlier crossover franchises, The Great Battle. The game also features cameos from Touma Kanou of Alpha 3 and the originals from MX.
Important Banpresto Original Characters debuting here: Kouta Azuma, Shouko Azuma, Kisaburo Azuma, Foglia Est, Eric Wong, Kyle Bean, Celcia Farm, Donna
The Second Super Robot Wars Original Generation: Sequel to Original Generation Gaiden, this is the first SRW released on the Playstation 3. The story concludes the events of the Sealing War from Alpha 2 and the AI-1 saga of MX. New series entrants include Joshua Radcliffe and Cliana Rimskaya from Destiny, Ariel Org from the obscure Real Robot Regiment and Ing Egret, the last of the Machinery Children who first appeared in Lost Children, a manga side-story from Alpha 2. Finally, the rest of the Masou Kishin cast from EX make their Orignal Generation debut, along with the remaining Choukijin not seen in the Alpha series. The game was released on November 29, 2012.
Important Banpresto Original Characters debuting here: Michiru Hanaten, Amara, Jun Kanan, Sandayuu Taihou, Hou, Chienne, Chien, Chiot, Araseri Garcia, Arteil Steinbeck
Super Robot Wars Original Generation Infinite Battle: In the same vein as Super Robot Spirits, Infinite Battle is a 3D Fighting Game, with gameplay derived from Another Century's Episode and Gundam Vs Series. Certain characters and units upwards to the Second Original Generation are playable. Released one year after the launch of the Second Original Generation, the premium edition of Infinite Battle includes "Dark Prison", a side-story that details Shu's route from EX retold to mesh together with current continuity. Like Original Generation Gaiden, Dark Prison features Selena Recital from Alpha 3, and is available as seperate Downloadable Content in 2014.
Important Banpresto Original Characters debuting here: Albharda, Yong Gebana, Keparoc Narmo, Kinaha Sokonko
Important Banpresto Original Characters debuting here: Haken Browning, Kaguya Nanbu, Aschen Brodel, Princess Suzuka, Sanuki Nanbu, Shuten, Cardia Basirissa, Otone, Anne Sirena, Bonny Maxmad, Katze Kotolnos, Ezel Granada, Kyon Feulion, Henne Valkyria, Koma, Shirou, John Moses, Lee Ly, Marion Sumii, Dorothy Mistral, Rubor Cucullus, Wahrschein Lichkeit
Super Robot Wars OG Saga: Endless Frontier EXCEED: DS sequel to Endless Frontier released in February 2010, EXCEED features all playable characters from the previous game returning, alongside new protagonists. The game ties into the events of Original Generation Gaiden, as Axel Almer, Einst Alfimi and Kouta Azuma make their way to the Endless Frontier as playable characters, including MOMO of Xenosaga. Mark Hunter from Gaia Saver makes a cameo.
Important Banpresto Original Characters debuting here: Aledy Naash, Neige Hausen, Cindy Bird, Pete Pain, Hamelin Silbato, Gerda Miroir, Cleo Gretel, Lok Eye, Hild Brun, Rig the Guard, Vanar Gand, Hela Gand, Jolm Gand, Gagun Laos/Gymnos Basileus
Super Robot Wars OG Saga: Masou Kishin II - Revelation of Evil God: Released on January 12, 2012, Revelation of Evil God is the Playstation Portable sequel to The Lord of Elemental and marks the 15th anniversary of the Masou Kishin series. The game is bundled with the The Lord of Elemental DS rerelease, complete with enhanced visuals and extended voice acting.
Important Banpresto Original Characters debuting here: Elan Zenozakis, Gaen, Fang Zan Bisias
Super Robot Wars is actually a Spiritual Successor of sorts to the "Compati Hero Series", a group of Banpresto-developed games that featured the crossover nature first, until it garnered its own franchise.
Super Hero Sakusen: Known more commonly as "Super Hero Operations", this 1999 Eastern RPG released on the Playstation featured Gundam, various Ultra Series, Kikaider and the Metal Heroes series. The R-Gun, one of the machines of the SRX Team in the Alpha series, Ingram, Viletta and Euzeth made their debut here.
Important Banpresto Original characters debuting here: Ingram Plisken, Viletta Vadim, Euzeth Gozzo
Heroes' VS: A Fighting Game for the Playstation Portable featuring 18 characters from nine series (plus three guest characters and an original Big Bad), divided to heroic Justice group and villainous Vice group. Notable for featuring Ultraman Nexus, which was missing from previous games.
Important Banpresto Original characters debuting here: Stragaia
Super Robot Wars Original Generation The Animation: A 3-episode OVA set after Original Generation 2, the story tells of a next-generation of unmanned mecha from The Federationinexplicably going berserk and kidnapping people as part of an Assimilation Plot, including several of the main characters. The OVA's story would be re-adapted into a set of bonus missions in Original Generations called "2.5: Unified Wisdom"; the story is fully fleshed out in Original Generation Gaiden.
Important Banpresto Original characters debuting here: Wilheim von Juergen
Super Robot Wars Original Generation: Divine Wars: A 26-episode TV adaptation of the first Original Generation game that re-tells Ryusei Date's story.
Super Robot War Original Generation: The Inspector: A 26-episode TV adaptation of Original Generation 2 and sequel to Divine Wars. Series now airing on Crunchyroll.
Important Banpresto Original characters debuting here: Azuki Sawa
Arbitrary Headcount Limit: The series allows a limited number of deployments that changes every scenario. Typically, by the end of the game, the player will have two to three times as many units sitting on the sidelines than those participating in the fight. The exception are the games allowing "squads", such as Alpha 2, Alpha 3 and Z, where a single unit can be comprised of upwards to four units (three in Z). The games allow roughly a maximum twenty squads to be deployed, thereby allowing almost all of the player's forces to participate. The "pair-based" games such as Original Generations and K do the same thing, though on a slightly smaller scale, deploying two units in one controllable unit.
This limit is later pushed to its extreme in Hakai-hen and Saisei-hen, where a whole game's worth of a new cast, including every previous series from Z. While only around half or less of the cast from Z return, it does include all the best units from each series. However, due to hardware limitations, neither game has a squad-based system. This results in well over a hundred deployable units, and enough deployment slots for around a quarter of that, until getting the extra slots during the last scenarios. The player cannot even deploy a single character from each series without hitting the limit.
Averted, or rather worked around, in Judgment and W, where battleships can gain the ability to switch out active and reserve units during battle. The latter also contains the unique "Support Request" mechanic, which allows a unit to call in a reserve unit for a "Support Attack"note Pilot can provide offensive support to an adjacent ally, despite not being sortied and adjacent to them the whole time.
Averted in the Endless Frontier games: only four active party members will fight, but the rest can perform a "Support Attack" (provided the currently active party member has enough commands to trigger the support), which can be helpful by maintaining maintaining combos, finishing weakened enemies without wasting a turn and increasing the Frontier Gauge to activate an "Overdrive".
Arbitrary Minimum Range: Some weapons in the series cannot be used at point blank range. Ironically, this includes the shotgun in most games, which cannot be used against an adjacent enemy.
Area of Effect: Some units may have weapons designated as "MAP", which hits all units within a targeted area. The most common is a circle around the user, but there are other patterns depending on the unit. Most MAP attacks don't discriminate friend or foe, but there are some that are Friendly Fireproof.
Herd Hitting Attack: Naturally, clustering allied units around any enemy with a MAP attack can turn into this trope.
Artifact Mook: Super Robot Wars does this for some Monster of the Week series: Formerly one-off enemies suddenly appear in droves. Can be jarring in cases where GaoGaiGar where the monsters were transformed humans and their looks based on their personality and the environment.
Attract Mode: Following the title, a battle animation demo will play if you don't push any buttons.
Background Music Override: All playable characters have a specific Leitmotif that plays during battle animations; however, enemy bosses and in-game events will have their own that overrides the playable's music. As a result of a Good Bad Bug in Original Generation, the Leitmotif "Trombe!" overrides all themes, including the Final Boss.
In some climactic moments, a special theme, belonging to neither the players or the enemies, will play throughout the scenario, overriding everything. Of special note is the final battle of Alpha 3, where the heroic "GONG" plays for the entire fight, unless the Macross 7 characters attack, in which case their music kicks in. Thoroughly justified, however: they're the ones playing "GONG" in the first place.
Bag of Sharing: All equippable parts and weapons in games have one inventory shared across all playable units. In the case of scenarios where the group splits off into different routes, equipped items on units not present on the player's selected route will be unavailable until they return; however, the player can unequip these items on non-present units during the intermission and give it to available units.
Bag of Spilling: The franchise gets away with this because scenarios are fairly abstract - players generally just lose the best units for a while for various reasons. For instance, the Mazinkaiser and Shin Getter Robo will be used for the first few scenarios, but an in-game event forces both to be shipped back home for repairs. In the Original Generation games, characters will likely keep their better units, though in some cases they have to go and pick them up out of storage.
In the case of F, it allows a carry-over of everything over to the sequel F Final. If the player opts out of using that, they're given a lump sum of credits to use, but don't get any upgraded units for the game. The same happens between Hakai-hen and Saisei-hen, to a certain degree.
Back in the Alpha games, the Mazinkaiser and Shin Getter Robo show up in each subsequent instalment, yet there are various excuses as to why the characters downgrade to the Mazinger Z and Getter Robo G at the start of the next game. Such explanations include correcting a power imbalance or undergoing maintenance when the team gets sent to the future a la Alpha Gaiden. Interestingly, Alpha 2 uses a Continuity Nod explanation: in the previous game, the villains managed to pull a Grand Theft Prototype on the Mazinkaiser, and the heroes recovered it by exploiting a flaw (a blind spot created by its flight pack). At the start of Alpha 2, you get Mazinkaiser but not the pack, since Professor Yumi is trying to remove the blind spot so future villains can't exploit it themselves.
Big Damn Heroes: Just about every playable character does this at one point or another, but ultra-special mention must be given to Rom Stol, who has this down to an art form. He has a habit of appearing (sans robot) just in the nick of time when our heroes about to be kicked in the teeth, distracting the bad guys with a badass speech, and then leaping into his mecha to properly stomp some asses. The argument can be made that Rom Stol is the heroes to the heroes.
The best part is that his speeches are fully voiced (by Kazuhiko Inoue no less), and despite a lot of Purple Prose, are usually the most awesome parts of the game.
The Blank: Generic nameless mooks tend to become this, both good and bad. It's not too noticeable if they're wearing a space suit, but some of their portraits look rather creepy.
The Cameo: Often, you'll find an original character from one game pulling this in another title, with little to no relevance regarding their appearance (Touya Shun of Judgment in K, for example). However, modern games may use this as a form of Foreshadowing for a future release, such as Crowe Broust's cameo in Z for his debut in Hakai-hen.
Character Customization: 4 and Alpha allowed a degree of customizing who the protagonist will be - male/female, real/super robot pilot, a personaltiy archetype and a Designated Love Interest with their own customization. Modern games allowed this via determining how each character plays via stats, pilot skills, terrain adaptibility and which mecha they pilot.
Clown Car Base: Depending on the primary battleship and mecha the player has access to.
Critical Hit: Depending on the game, these deal either 1.2 or 1.5 times the damage. There's also a Spirit Command in some of the games that allows the next attack made by the unit become an auto-critical hit for one turn.
Cutscene Power to the Max: When a unit gains a new attack, it may debut with an animation showcasing it dealing heavy damage to (if not outright destroying) a powerful, high HP boss. It rarely works that way when the player actually uses it.
Defend Command: Any allied or enemy unit being directly attacked is given the option of defending instead of retaliating. Naturally, defending halves any damage taken and has its uses, depending on the mecha under fire.
Deflector Shield: Both allied and enemy units may possess energy barriers that play this straight, so long as damage is under a certain threshold and can only activate if the requirements are met.
Disc One Nuke: Too many to count, though Mazinger units, thanks to high offensive power and armor rating, along with being some of the earliest units acquired in the games, are the guiltiest offenders of this trope.
Divergent Character Evolution: There were eight "pre-built" hero options in Alpha, one for each character design. Two of them become protagonists for the rest of Alpha, four are fleshed out into distinct characters in Original Generation, while the remaining two appear in Original Generation 2. Similarly, the rest of the selectable heroes in Alpha 2 get their individual place to shine in the sequel.
Eleventh Hour Superpower: Any unit acquired in the last few scenarios, be it mandatory or through requirements met, will likely become this.
Enemy Scan: Generally, information about an enemy and its unit's abilities and stats will be seen after trading blows with an allied unit. The "Scan" Spirit Command can reveal this immediately for the lowest possible cost of one Spirit Point.
Escort Mission: Occasionally in the games, scenario objectives can be a straight "reach from point A to point B"; naturally, losing the escorting unit results in a game over. In some cases, this even means destroying a specific enemy unit.
Skill Scores and Perks: Simply called "pilot skills" (which encompasses both "skill" and "perk" definitions), they are available either by purchasing via pilot points, are already available and unique to the character or requires an in-game event to be unlocked. Most pilot skills are passively activated, but certain skills require an activation through "Will" or certain conditions (such as HP dropping below a threshold). Units possess their own abilities that are not unlike pilot skills, which also require a Will activation.
Extra Turn: In some of the earlier games, characters who reach a certain level gain the ability to perform two actions on the same turn. This later changed into a pilot skill, though is more or less an enemy-exclusive pilot skill in the modern era. The Spirit Commands "Zeal" and "Enable" can allow the pilot or any ally to do this trope, respectively.
The series is kind compared to many games in that each section of text appears all at once rather than slowly scrolling in. However, while you can button-mash through cutscenes, you can't skip them altogether, except in the modern games, and even then it's only the intermission. Fortunately, there is a fast-forward button these days to alleviate this trope a bit.
Field Power Effect: Some pilot skills, such as "Command", will generate an "aura" that expands from the user at higher skill levels. These skills usually boost accuracy and evasion rates for allied units, with some allowing other accuracy/evasion boosts to stack with it.
Harder Than Hard: Certain games feature Dynamic Difficulty scaling between "Easy", "Normal" and "Hard" depending on how many "Skill Points'' ("Battle Masteries" in the localization) you earn by clearing scearnios quickly or defeating bosses who normally retreat after taking enough damage and so forth. They also have "EX-Hard" mode, which permanently locks the difficulty at Hard, gives enemies higher stats and stronger attacks, and makes it more expensive - if not, outright forbidden - to upgrade characters and mecha.
Nintendo Hard: The earlier games in the franchise are this, since they lack the present-day game mechanics, such as the ability to counterattack during enemy turns. And they were released on Nintendo systems, natch.
Health/Damage Asymmetry: Bosses (and some mooks) will carry five to six-digit HP figures. While it isn't difficult to deal with five-digit damage figures, it may take some time to bring down some bosses. Fortunately, even with the majority of playable units having four-digit HP figures, it usually takes more than a hit from any enemy to bring down an allied unit on the team, though One Hit KOs do happen.
Hit Points: Natch; certain games had units carrying a shield of some form with its own individual HP bar.
Hopeless Boss Fight: Done many times in cases where the script of the series being played out means the heroes must lose, even though it might be possible for the player to win in gameplay terms.
HP to One: Expect this to occur during many in-game events and cutscenes, be it an allied/enemy unit.
The "Mercy" Spirit Command lowers an enemy unit's HP to exactly 10 without destroying them, making it useful for keeping high-level enemies alive to allow low-level characters to destroy them and gain more experience points, or to clear scenarios/attain Battle Masteries that require you to reduce an enemy unit's HP to a certain level.
Idiosyncratic Episode Naming: Sequels in "major" continuities (Alpha or Z) are stylized in Japanese as "第(#)次スーパーロボット大戦" - "Dai-[number]-ji Super Robot Wars (continuity name)". This is a semi-formal way of saying "the second/third/etc". When referring to the games in short, fans on both sides of the Pacific tend to denote them as "SRW4", "Alpha 3", "Z2" and whatnot.
Meanwhile, when talking about "Z2", one needs to make a distinction between Hakai-hen and Saisei-hen.
This doesn't quite work for the Original Generation series, though - see that entry for more details.
Improbable Power Discrepancy: Happens occasionally, where a technologically advanced real robot has the same HP and stats to a planet-sized, world-destroying super robot.
Infinity+1 Element: All attacks are classified as either physical blade, energy blade, beam, bullet, missile and remote. Some units have abilities that block attacks of a certain type, such as a "Jammer" against missiles or a "Beam Coat" against beams. However, some attacks have unique properties which bypasses these abilities, like "Beast" from the Dancougar and "Supreme" from the Elemental Lords.
Leitmotif: All playable characters and villains will have this, in the form of either a theme song associated with their respective series or likely the opening song from its series' Animated Adaptation. Original characters get their own exclusive themes.
Let's Split Up, Gang: Route splits will occur for a few scenarios at various points in each game and playable characters will split up into two or three groups. Besides influencing the course of the story, these usually allow the player to unlock hidden characters and/or units.
It's also a way to level up characters the player may have been neglecting and suddenly decide to use. When they rejoin, their levels will increase relative to how long they've been away, usually enough to match the others.
Level Scaling: Mooks usually scale to the level of either the lowest playable character in the party or the average of the entire party. Bosses, on the other hand, will likely be around one or two levels greater than the highest characters' level.
Limit Break: All characters, including enemies, have a "Will" (or "morale") counter which increases or decreases over the course of combat from dealing or taking damage, successfully destroying units or having allied units destroyed. In order to pull off the strongest attacks for units, a high Will requirement is necessary, thus while a super robot may start off with Eye Beams and a Rocket Punch, as the battle rages, it can pull out its BFS to use its finisher.
In the Endless Frontier games, this is called an "Overdrive", performed by filling up the "Frontier Gauge".
Loads and Loads of Characters: By the end of any given game, you've got the complete cast of at least a dozen different series on your side. Alpha 3 takes this to unheard-of heights with twenty-seven casts, some having a double-digit character count, leaving you with well over 100 deployable characters and even more mecha to choose from.
Made of Explodium: Just about every attack in the game - laser blasts, sword slashes, punches, giant-robot rhythmic gymnastics, etc. - ends with a colossal explosion. Any enemy destroyed will spontaneously explode, whether or not they're robots. Some of the rare exceptions are the Tekkamen in Judgment and W, who shatter into pieces, and the Festum disappearing into a black hole when destroyed in K. In Z, Anti-Body Coralians will turn to sand-like stuff and break apart, Zeravire will implode and the Shurouga turns into a bird and disappears amidst black/purple fog.
Zonders, on the other hand, if finished by the GaoGaiGar via its "Hell and Heaven" attack explode just as they did in the series, and it doesn't matter what gets hit by the Goldion Hammer: it Disappears into Light.
Combining Mecha: Any unit(s) that can combine with another must be placed adjacent to one another, allowing the "combine" command to appear. Some units, however, are permanently locked into its combining mode and cannot be seperated.
Humongous Mecha: Obviously; within the games, the size of a unit plays greatly into combat calculations, where the larger the unit, the less damage it takes and the more it deals and vice versa. However, a large unit is less likely to give its pilot better accuracy/evasion rates against smaller units and vice versa.
Mission Pack Sequel: This has become increasingly apparent as the franchise went on, especially compared to the more radical entries like GC and NEO.
More Dakka: Alpha introduced squad-based mechanics, where up to four allied units can be grouped into a single unit, unleashing attacks first before the headlining unit in the squad uses this. MX and Original Generation would have a variation of this during attack animations. Z and its unique "TRI-Battle System" has an entire class of attack, the "TRI-Charge", based on all three units in a squad simultaneously unloading rapid-fire weapons at the enemy.
Multiple Endings: Certain releases will use this; often, the path towards the "good/true ending" requires the player to achieve a certain amount of "Skill Points", reach the last scenario in a limited number turns taken in one playthrough or scoring a hidden point value within the game that never confirms whether it's been achieved or not (Guide Dang It is certainly in play for the latter). In most cases, the difference between a "normal" and "good" ending is who the Final Boss really is.
Earn Your Bad Ending: At least one title requires the route to the "bad ending" to only be triggered on a second playthrough.
Nerf: This has become an occurrence in the modern entires, such as reducing the maximum Spirit Points per pilot, buff-based Spirit Commands learned last, all attacks have some form of cost (be it ammunition or EN) and certain pilots skills being unavailable or difficult to obtain. Naturally, this is done to counteract certain tactics such as sending a fully-upgraded One-Man Army to soften a bunch of mooks or using various Spirit Commands to perform more actions than normal during the player's turn. On the plus side, to balance out most of these, enemies and bosses are given their own nerfs, such as lower maximum HP.
Sometimes, this trope risk becoming excessive since tweaks can come out of nowhere. For example, Original Generation received a bunch in a series infamous for Final Bosses having Regenerating Health and powerful barriers. Naturally, this prompted players to spam Spirit Commands in past games until the nerfs appeared.
A rather infamous accidental nerf occurred in Alpha Gaiden: the Masou Kishin characters were not readjusted for the new game, thus wound up becoming weaker than anticipated.
New Game+: Present in many games, with credits and pilot kill counts being the most common things carried over.
One Man Party: Due to the mechanics in certain games, it's entirely possible to clear entire scenarios with a single unit by granting its pilot every possible pilot skill and unit ability available, provided the game allows no skill slot limitations, alongside heightened stats.
Overlylong Fighting Animation: The most guilty examples are usually the strongest attacks from units. Modern games allow a "fast-forward" button during animations to speed through it.
Redemption Demotion: Zigzagged in the games; occasionally, the player may be rewarded with a boss unit who retains its abilities and stats, be it mandatory or through requirements met. Other times, this enemy unit pulling a Heel-Face Turn will play it straight and have their Hit Points and stats standardized to allied units.
Relationship Values: Some of the games have a built-in mechanic where pilots adjacent to a friend, rival or significant other gain higher stats during scenarios. Quite useful, as it can affect the skills of the pilots if they're surrounded by the people closest to them.
Required Party Member: Often used for the first appearance of a character in a game or when the game is re-enacting something from a series.
Road Cone: Any game with multiple protagonists to choose, leading to a direct sequel where they reappear in, but are no longer considered the protagonist again. Alpha and Original Generation are the best examples.
Scratch Damage: Certain abilities can reduce damage to zero, although pure defense can't reduce damage below ten (out of HP totals in the thousands or tens of thousands, mind you). In fact, one Spirit Command allows a single attack that connects with the unit to deal the minimum ten damage. That is, however, subject to cancellation by barriers and shields.
Second Person Attack: Quite a few attacks do this, probably so the animations can play fine regardless of how the target looks. A good example would be the Final Kaiser Blade of the Mazinkaiser.
So Long, and Thanks for All the Gear: The series tends to do this, especially with storyline deaths. A very early one occurs in 3 where one character disappears to spy on the villains and takes the unit you placed her in. Here's hoping what she reappears in later, having pulled a Face-Heel Turn, is a mook-level unit.
Another one happens in Alpha 3: if the player chooses to begin the game with the male super robot protagonist, the story plays out the beginning of the second half of GaoGaiGar. Sadly, when the titular unit gets trashed, the machine and its pilot go through a 10-Minute Retirement and all of the GaoGaiGar's upgrades are rendered moot.
Standard RPG Items: The most common equippable parts for units range from increasing movement, mobility, armor rating, terrain adaptibility, HP and EN. Uncommon parts include granting a unit a Deflector Shield, flight (if the unit can't fly), increasing the pilot's starting Will at the beginning of a scenario. The rarest parts contain a multitude of attributes from common and uncommon parts.
Standard Status Effects: Includes decreasing accuracy, evasion, mobility or Will, absorbing EN, locking movement or the use of Spirit Commands for a turn
Damage-Increasing Debuff: Any attack with the "armor down" properties is this, since the lower the armor rating of a unit, the more damage it takes. The Mazinger Z's "Rust Tornado" and the Original Generation equippable weapon "Armor Breaker" are just some examples. Of course, enemies themselves have this, though they are fewer in number.
Status Buff: Many Spirit Commands, ranging from temporary increases to accuracy and evasion rates, strengthening defenses or dealing damage dealt by twice the amount for the next attack. Macross 7 in all appearances will perform this, essentially making them the White Mages of SRW.
Suicidal Overconfidence: The usual AI script has enemies making sure to attack the target that would take the most damage from a successful attack, but never bothering to check if it's even possible for the attack to hit. While older games tend avert this, modern releases are getting a little worse, where there seem to be a few more parameters than target HP.
Judgement tried the other way: enemies will attack units they have the largest chance of hitting, meaning they mostly target super robots and battleships. Unfortunately, because both targets are more or less designated tankers, this made gameplay a cakewalk, since supers can easily plow through mooks.
In addition, the visual style serves to minimize weirdness from units of disproportionate size interacting.
Super Mode: Unit abilities like Mazinger Z's "Mazin Power", Jeeg's "Bronze Bell" or Tekkaman Blade's "Blaster" modes activate upon reaching a certain Will threshold, granting bonuses like damage increases, higher accuracy/evasion rates and strengthen defensive capabilities.
Suspend Save: Almost every instalment has this, which invariably leads to...
Save Scumming: It's incredibly easy to abuse the above trope and use it frequently in order to figure out, for example, at which HP threshold a boss will retreat. Such a method can be justified as some bosses may be required to be defeated in order to unlock secrets, though in all likelihood this is done to earn those extra experience points/credit/pilot points or to ensure an allied unit never gets hit, even at high accuracy percentages.
There Is No Kill Like A Dynamic Kill: In most modern games, if a specific attack is guaranteed to destroy an enemy, it will produce a "Dynamic Kill" animation rather than the generic "enemy unit explodes" animation.
Crutch Character: Generally, any unit in the early parts of a game that has an incredible advantage over other playable units, only to fall flat on itself later in the middle, then rendered to little use by late-game will be this. Mazinger Z in Alpha Gaiden is probably the best example.
Glass Cannon: A unit with a poor armor rating, but can dish out high damage via weapon statistics, unit abilities with its pilot(s) having offensive-based skills and/or Spirit Commands are this. Top spot for examples goes to Getter Robo, and is more or less reserved for supers.
Required Party Member: Scenarios will designate character(s) and unit(s) who must be sortied out next for story purposes and they frequently must survive until either the mission is complete or a story event takes place. Some games even mark these characters on the intermission screen.
Stone Wall: Any unit, particularly supers, with a high armor rating and its pilot having a high defensive stat and/or defensive skills, but offset with a lack of unit movement and mobility. The Giganscudo of Original Generation is one example.
Video Game Weapon Stats: All weapons carry a base attack power, EN cost and/or Will requirement (if any), range, accuracy, critical hit chance, ammo capacity and how well it can be used on which terrain. Depending on the weapon, if may also inflict Standard Status Effects. In the Original Generation games, equippable weapons have an additional "weapon space" value that determines how much space it takes up for the unit to use it.
We Buy Anything: Modern releases allow the player to sell any equippable part or "skill parts" for credits.
Until UX, which completely broke tradition by virtue of Mazinkaiser SKL being its Mazinger iteration instead, the most notable element using this trope was Kabuto Kouji, who appeared in EVERY single instalment, since he is the one of the most notable Humongous Mecha pilots in all of Japanese fiction.
Given the magnitude and scope of the franchise, pretty much any anime/manga trope can be found in Super Robot Wars sooner or later, due to the fact that it contains so many series. Some that stand out, though, are:
Adaptation Personality Change: A common trait to the franchise, as different circumstances mean characters will develop differently than they did in their own shows. Shinn Asuka in the Z series, for example, changes from a rash, angst-riddled teenager into a mature, young soldier. Even villains like Haman Khan become kinder than her canon counterpart - during several points in Jigoku-hen, she expresses genuine concern for the well-being of Marida Cruz and Mineva Lao Zabi.
The Alliance: The Zuvorg Alliance of the Classic Timeline subverts this. While it's all just the Zuvorg, from what we can see, they have their own share of bad apples.
Anyone Can Die: If any of the games can save a person who fell victim to this, it usually does this, too. Subverted when even the most hated villains may live (especially if it's a sequel series), due to the Fix Fic nature of the games, thus characters who're supposed to die will live, with the added bonus of certain villains performing a Heel-Face Turn and joining the crew.
Battle Couple: Prevalent in nearly each game's original characters
Bernie Wiseman often gets depicted as a Zaku fanboy, while Kou Uraki and his dislike of carrots, basically a throwaway gag in Gundam 0083: Stardust Memory, is made distressingly canon.
In classic timeline, Quess Paraya has her Spoiled Brat personality removed, and instead has her fangirl attitude toward Amuro increased to the max. She try to impress him by bringing very good MS with her upon joining (either Sazabi, Jagd Doga, or both), something you will be appreciate.
In an uncommon Gameplay and Story Integration, Lunamaria Hawke and her missing a battleship with a beam rifle in Gundam SEED Destiny is translated into the "Strike" Spirit Command costing 30 Spirit Points for her (by contrast, "Strike" costs half or a third that for most pilots). Only Masaki Andoh matches this level of exaggeration.
Continuity Nod: Mostly for the original characters, specifically those making cameo appearances or reference what they'll be doing once they're fully integrated into Original Generation continuity.
One particular example is a specific equippable part: the "Tem Ray Circuit" is based off an item that Amuro's father made in the original Mobile Suit Gundam that is nothing more than a piece of junk.
Darker and Edgier: The plots of some instalments delved deeply into this post-Alpha. Not even the anime are immune to this, especially when comparing The Inspectors to Divine Wars. In the opening scene of the former, a helpless SRX Team is virtually annihilated by Beowulf.
The Grungust from 4 is clearly a Mazinger with a little Daitarn-esque transformation thrown in. Irmgard Kazahara basically acts like and fulfills the same plot purposes as Banjo does in "normal" SRWs, except with less dough.
In no way whatsoever do any of the Huckebeins of Alpha resemble Gundams...honestly: just ignore the head crown and the coloring, totally.
The Gunleon from Z has many similarities to GaoGaiGar and maybe a little hint of Evangelion.
The Randgrith of Advance barely even bothers to hide itself as a Dougram as drawn by someone other than Kunio Okawara. Interestingly, its Ace Custom Laz Angriff is red, compared to the green Randgrith, which brings to mind another line of mecha designed by Okawara.
The Compatible Kaiser from The Great Battle series received an updated appearance in Original Generation that makes it a clone of Gravion (granted, it's the same mechanical designer Masami Obari).
Beach Episode: Aside from the text-based intermission scenes using this in the Original Generation games, the end credits of The Inspectors, featuring a multiple of the girls in bikinis and School Swimsuit. Perhaps as a joke (or a likely shout due to Memetic Mutation from the games), two male characters in one segment are wearing nothing but Loin Cloth and a speedo.
Gainaxing: Holy crap, particularly whenever an original female character has a Super Move Portrait Attack. Some of them get so ridiculous you'd think their chest has its own gravity field.
Fix Fic: At least until Alpha, the franchise goes out of its way to avert more unpleasant elements and "fix" problems many fans had with the original series, with the most recent Z towards improving peoples' attitudes on Gundam SEED Destiny by mellowing Shinn Asuka out. Being able to have the Mind Screw plots of Evangelion and The Big O make sense have earned the fans' respect for the writers.
Foreshadowing: Beginning around the time of Original Generations, Banpresto started including hints at future games.
Hot-Blooded: Never in the medium has there been such a pure concentrated dose of heroism ever assembled. Handle the games with care: your game system might spontaneously combust from the sheer awesomeness of it.
The Kingdom: Tons from included series, with its own in Original Generation
Large Ham: What else would you expect from a series full of super robot pilots?
Mecha-Mooks: Sometimes enemy units are controlled by a super AI rather than a human soldier.
Multinational Team: Z particularly exploits this (ZAFT, the fact that virtually all the aliens are bad guys...)
Mythology Gag: So, so many. Of course, the franchise itself has a few gags with its own originals. Irm and Ring Mao from 4 reappear in Alpha and Original Generation, but aren't direct expies of their 4 counterparts in contrast to other characters. Instead, they are rendered significantly older than their first appearance in 4, and rather than a simple lovey-dovey couple, they're no long together and tend to bicker Like an Old Married Couple.
Arms And Armor Theme Naming: Several original characters are named after brands of firearms, such as the Nanbu, Browning, Ingram, Beretta, Enfield and Armalite. One of the franchise's most famous Humongous Mecha, the Astranagant, is a composite of Astra and Nagant.
Theme Naming: Virtually almost all original characters, factions and mecha
Precursors: Several names are mentioned - Alpha has the "First People", W has the "E's" and K has the "Crusians". Some titles like Destiny or Scramble Commander 2 have relics left by a nameless race. A source of Epileptic Trees in the mythos.
Rule of Cool: The driving force behind a lot of the games, characters and mecha, though really, the premise of the franchise is this to the Humongous Mecha genre.
Schizo Tech: Alpha Gaiden and Z, mainly. Yes, technically, Xabungle, Gundam X, and Turn A Gundam all take place in post-apocalyptic settings, but the technology and terminology for each fluctuates so wildly between them, you could even call this a "Schizo Setting" for Alpha Gaiden, since one continent uses gasoline-powered mecha, half of another continent roams about in landships scavenging for mecha, and the other half is practically set in the Victorian-era with very little concept of mecha or high technology whatsoever.
Sliding Scale of Idealism Versus Cynicism: An installment frequently takes the cynical side from its series and turns it on its head towards idealism - essentially, friendship and love drive the plot. Villains that were Karma Houdinis in their home series? Not here; however, modern releases have played with this, putting it more on the edge of cynicism, without fully sliding it towards complete idealism.