Friday, July 17, 2026

SRPG 133 – Tremendous Robotic Taisen Compact 2 – Half 1 (WS)


Tremendous Robotic Taisen Compact 2 (スーパーロボット大戦COMPACT 2), launched 3/3/2000, developed and printed by Banpresto

(As common, that is only a dump of my message board posts from years in the past in order that they might not be of a lot curiosity. One factor I didn’t level out within the authentic posts is that the sport was later remade as Affect for the PS2.)

SRW 64 straddles the fence between main phases of Tremendous Robotic Wars, however the moveable programs at all times lagged behind what was being carried out in the principle programs for probably the most half. Two months earlier than the bombshell of Alpha, the second entry within the Wonderswan lineup got here out. Compact 2 is similar to Compact 1; there are some interface upgrades and minor graphical upgrades, however the stage choose system is retained, as is the clear bonus for ending phases in a short while.

After all probably the most notable factor concerning the sport is that it’s divided into three components throughout three cartridges, with a complete of 92 phases in a whole playthrough of all three (together with bonus stage), making it one of many longest Tremendous Robotic Wars video games thus far. The sport makes use of the Wonderswan’s inside reminiscence to switch small issues from one half to the following, though you’ll be able to play them individually if you need.

In contrast to Compact 1, Compact 2 options authentic characters. It follows the system launched in 64 of non-customizable essential characters built-in into the plot — on this case the primary look of Kyosuke Nanbu and Excellen Browning.

Sequence-wise, the sport comprises all of the UC Gundams (minus Victory), and no AU collection. Dunbine seems as nicely for the reals. The Tremendous Robotic comprises the same old lineup of Mazinger, Getter, Grendizer, Raideen, Combattler, Dancougar, and Daitarn 3, with Zambot 3 making its first look since 4. New collection are Dangaioh, Machine Robo, and Ninja Senshi Tobikage. Dangaioh and Tobikage seem solely in Compact 2 (and Affect), however Machine Robo will reappear in MX. (Though Machine Robo doesn’t truly seem till Half 2).

The most important system addition is assist assault and protection. It’s nonetheless in a primitive state right here — you’ll be able to’t select to assist or not; it’s automated if there’s a unit in vary to do the assist, and you may’t select the assault to assist with.

Anyway, away we go. I’m not going to be obsessive about getting 6 flip clears on each stage, though I’m going to strive for the 7-8 turns common essential to get the key stage on the finish.

SCENE 1

Stage 1 – Dragon on the Clouds

The sport begins after OYW and Gryps Conflict, and a complete bunch of different stuff as nicely, so it’s the same old scenario the place the Federation doesn’t belief the heroes they usually have crap models, plus a complete new set of enemies is attacking.

The primary stage is far, a lot simpler than Affect’s — there are fewer enemies and you’ve got 6 turns as a substitute of 5 to get Focus (plus there’s no ability level). One attention-grabbing factor I like about Compact is that they begin you with individuals like Chris and Bernie, and never Amuro and Kamille, so that you simply even have to make use of the “lesser” individuals to begin with.

Stage 2 – Fort of Metal

A few further issues concerning the sport:

  • I feel that is the primary sport to put off the outdated “double transfer” system — Alpha will nonetheless have it however then after that it by no means reappears once more.
  • Bernie and Chris lastly get their very own 0080 theme. Unusually, the Z models have Signal of Zeta as their theme.

That is the Mazinger stage; Dr. Hell and Ashura are again, after all. I used to be making an attempt to take Ashura down greater than end rapidly so I obtained 8 turns for this stage. The story writing is clearly higher than the travesty of Compact 1, however it’s not fairly on the stage of 64.

Stage 3 – The Face of Justice, a Large Robotic

This stage doesn’t exist in Affect; right here you get Zambot 3 for a number of phases. Butcher is fairly powerful; a 25,000 HP enemy with a MAP weapon at this stage of the sport takes lots of hits, so I obtained one other 8 flip clear. BTW, if I did the maths proper, you want a median of 8.5 turns a stage to get the bonus CCA stage on the finish of Half 3.

One other factor to notice concerning the stage choose is that it preserves Compact 1’s system of fixing the objects you get based mostly on the stage. I’m selecting the order of phases based mostly each on the objects and a few of the secrets and techniques unlocked by doing so. You don’t get objects for defeating enemies, so it’s not as essential to take them down earlier than they flee, though you do usually get lots of extra cash.

Stage 4 – The Energy of Justice, Hearth On

This stage could be accomplished in 6 turns however it took me 7. Not a lot to say right here; Nice Common of Darkness seems so all of the outdated enemies are coming again. Why may this be?

Stage 5 – If Three Hearts Grow to be One

One other stage that may be accomplished in 6 turns, however it took 7. I actually want the Seishin+20 was the 7 flip bonus as a substitute of the 8; it’s significantly better than the Morale+5 ability however I don’t need to waste too many turns if I don’t must. Now the key tremendous robots are gathered right here; I despatched Kouji to area for no excellent purpose because you don’t really want GM to get the ability factors like in Affect.

Stage 6 – Rising Wings, Falling Wings

That is the final stage of the scene so it may possibly’t be completed in a short time — took me 10 turns. After all the large problem is to take down Butcher so you may get the V-Up Unit partly 2. I personally assume it’s lots simpler than in Affect. Tetsuya and Ryou each have Scorching Blood proper off the bat, whereas in Affect it’s unlikely that both of them could have it on this stage. A Scorching Blood, Crucial nice booster plus a number of random pictures, plus a Scorching Blood upgraded Getter Beam was all it took.

It is a fairly powerful stage in any other case, although — lots of water enemies and your paltry Gundam weaklings to take them out. The Tobikage characters present up right here and assist slightly bit, though they’ve their very own The Growth aliens to cope with.

SCENE 2

Stage 7 – Awaken, Hero

RAIDEEEN FADE IN!

I feel this stage could be overwhelmed in 6 turns however it took me 7 once more. I’ve solely gotten one Focus to this point however I haven’t been taking part in obsessively for them. By the way, the one voiced sport Raideen has been in to this point is the Full Field model of three, and 4S. Raideen is a reasonably main collection within the Alpha video games, although.

Stage 8 – Holy Warriors

I managed to do 6 activates this one; Shou is lots higher in C2 than in Affect so he can take down many of the Aura Battlers by himself. Some websites point out that Compact 2 is a sequel to Compact 1, however this stage is obvious proof that it’s not — no person is aware of who Shou is regardless of Dunbine being in Compact 1.

The Einst make their first look right here:

SRPG 133 – Tremendous Robotic Taisen Compact 2 – Half 1 (WS)

One different notice — Affect lets you use the Tobikage ship (you’ll be able to select between it and Gandol) however in C2 they put the Tobikage ship in a warehouse as a substitute and you may’t use it, at the least not for now. I don’t know in the event that they allow you to use it later.

Stage 9 – Cross Battle

KUROSU FAITO!

Dangai-Oh enters the SRW franchise for the primary and final time. I managed 6 activates this stage, simply barely — I needed to led Bloody II retreat however that’s OK; Focus is healthier than some cash. Right here’s some photos of Dangai-Oh’s ending assault, full with cut-in picture:

Stage 10 – Legend of the Misplaced Ninjas

This stage is very easy to do in a low variety of turns as a result of defeating Ilbora makes all of the enemies retreat. I did it on flip 4, which is mainly the earliest potential.

Stage 11 – Two Newtypes

8 turns is fairly good for a scene-closing stage. Aina is far, a lot simpler to take down on this stage than within the Affect model.

This stage provides you the primary V-Up Unit, that are manner overpowered on this sport. As in Compact 1, I gave it to the NT-1 Alex after which caught Amuro in there. Some individuals just like the Ez-8 however I feel that the NT-1’s post-move ranged weapon with 12 pictures is significantly better than something the Ez-8 has.

SCENE 3

Stage 12 – The Electromagnetic Robotic that Shakes the Earth

That is one other simple stage to six flip as a result of whenever you defeat Garuda, all of the Campbellians go away — so so long as you have got some individuals in place to defeat the Einst enemies, it may be carried out pretty simply.

Stage 13 – I’m Me, You might be Mileene

For some purpose Puru didn’t seem despite the fact that I satisfied the three assistants after which defeated them with Mileene nonetheless alive. In any case, I can nonetheless get Puru II.

Daitarn 3 seems in lots of video games however it looks as if the Meganoids don’t seem so typically; on this one they really do.

Stage 14 – Assault

I performed this stage third, so no Gato — I attempted beating him earlier however he’s a lot more durable than in Affect and also you don’t actually get something for it (no V-Up Unit) so I made a decision to skip that. I additionally wasn’t capable of activate the Snow Mountain occasion since Shiro was too weak to kill Aina and I didn’t really feel like restarting the stage. If I perceive the FAQs accurately, although, in contrast to in Affect you don’t have to activate the occasion to get Aina later. (Even if you happen to do, I don’t care that a lot.)

Stage 15 – From the Hometown of the Soul

One other 6 flip stage. Not a lot to report right here.

Stage 16 – The Incident

This one can’t be overwhelmed in 6 turns (most likely); there are too many scattered Einsts. The Einst Grits have the weak spot of no vary 1 air assault, and no vary 2 assault in any respect. Tobikage is available in, however I didn’t have any of the Tobikage models out so he slaughtered a lot of enemies on his personal.

I went for the Aura Street path, so it’s off to Byston Nicely.

SCENE 4

Stage 17 – Queen of the Pink Storm

A simple 6 flip stage, even with the lowered individuals. Going to Byston Nicely, AFAIK, solely occurs in C1, C2, and Alpha 1.

Stage 18 – The Silent Fortress

It is a powerful stage; you must shield the fortresses on the prime and backside, which suggests you want to ship some quick models right down to the underside for the reason that weaklings down there can’t actually care for it on their very own.

Stage 19 – The Black, Scary One

Very simple stage; all you must do is defeat Drake and also you win; I did it on flip 3 with Getter Robo and Bilvine.

Stage 20 – The Aura Street Once more

This stage isn’t too unhealthy; many of the enemies rush you so it’s simple to beat in 6 turns. Afterwards you get Marvel and two further fairies, which make the Dunbine enemies extra helpful (particularly because you’re about to lose Raideen, Daitarn 3, and all of the Tobikage models).

I’ve left Christina within the NT-1 Alex for now; she’s inferior to Amuro in there however it’s form of enjoyable to make use of weaker pilots to see how they do. I’m wondering what her sixth seishin is.

Stage 21 – Shining within the Midst of the Storm

Issues are a bit hectic for the primary 5 turns however then the Elshank takes off so you’ll be able to take your time with everybody else. Getter 3 is useful since lots of enemies go within the water. You may get Aina and Norris right here — they’re each fairly good; Aina has a pleasant Methuss-oriented seishin set (though the Apsalus is comparatively good on this sport the place you don’t have a complete lot of overpowered models).

SCENE 5

Stage 22 – Nice Common Garuda’s Tragedy

This most likely isn’t the very best map to do first — it’s the hardest one but. Every kind of excessive HP enemies and managers. I did handle to beat it with out too a lot bother ultimately, though it did take me 12 turns. Hyper Aura Giri rocks as common; the Dunbine dominance is actually obvious within the early video games, though I don’t keep in mind Dunbine being so good in Affect from the little I performed of it.

Issues are getting slightly more durable so Amuro could return within the NT-1.

Stage 23 – Commander’s Inheritance

This stage isn’t too unhealthy though I don’t like these high-HP Banker enemies; whenever you get these phases with no low-HP grunts it takes some time to construct up your Will sufficient to make use of huge assaults. I normally begin out with issues like Breast Burn and Getter Beam; you don’t want to save lots of all of your EN for bosses such as you do in later video games.

Stage 24 – 4 Warriors, Ignite!

Regardless of there being 5 Bloody I models plus Bloody II, I managed to do that in 6 turns simply by splitting the workforce and utilizing all my highly effective assaults.

For probably the most half the enemy factions on this sport keep separate, barely even acknowledging one another’s existence — however at the least the Banker and Meganoids have teamed up, perhaps as a result of each their anime must do with Mars.

Stage 25 – Mix Now! Getter Robo

Lastly, Getter G! Not a tough stage, however lots of excessive HP models once more.

Stage 26 – Fireworks Scattering within the Huge Sky

A a lot simpler stage than it may appear at first; I even did it in 6 turns. Amuro’s again within the NT-1 and he dealt with the proper facet with ease.

Now after this I get one other V-Up Unit so NT-1 will get much more highly effective.

SCENE 6

Stage 27 – Ghosts of Gryps

I performed this one first in order that Gremy would run away in stage 28 — it’s not very laborious.

Stage 28 – The Messenger from Axis

It is a 6 flip stage simple since there aren’t any boss class models. The Quebelys may need some energy however I simply despatched NT-1 to cope with them.

Stage 29 – The Managed Ones

That is form of an extended stage due to the excessive HP annoying tremendous robotic enemies, however total not too unhealthy.

Stage 30 – An Overhead Demon

Not a nasty stage — I truly beat the enemies in 5 turns earlier than the reinforcements may present up so it was even simpler.

Stage 31 – The One Who Controls the Floor’s Disaster

Whew, it is a lengthy stage — it took me 18 turns. Right here’s the boss, the Einst Regisseur:

He doesn’t get his personal music, which is form of odd. Anyway, you must combat him twice however it’s not too unhealthy. Dangaioh couldn’t do something as a result of it had a 0% probability to hit and no person has any hit seishin. However two Chodenji Spins and an NT-1 assault took him out. The second model went down to 2 Stoner Sunshines and a Hyper Aura Giri from Bilvine.

Not an excessive amount of total plot growth; I nonetheless don’t know what the Einst are as much as or why Kyosuke can hear them, however we’ll see later (no spoilers, please?)

In order that’s Compact 2 half 1! I’m going to withhold judgment and assessment till I end the opposite two components.

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