Space Battleship Yamato 2199 and More in Super Robot Wars V

To celebrate its 25th anniversary, a new Super Robot Wars game is coming out in 2017. As is tradition, a number of new series are debuting, including Brave Express Might Gaine, Cross Ange, and what looks to be more Full Metal Panic! now based on either the new upcoming anime or its light novel source material. However, the biggest surprise of all has to be the debut of Space Battleship Yamato into the storied giant robot crossover video game series.

The main surprise, of course, is that Space Battleship Yamato 2199 isn’t a giant robot series. While other entries have in the past stretched the definition of giant robots, from Heroman to Juushin Liger, and others have source material in games other other media (notably the Hatsune Miku Fei-Yen), Yamato is the first to just flat out not be a robot series.

While this is the sort of exception that can get fans in a tizzy (“Is nothing sacred?!”), I think Yamato more or less gets a free pass as one of the most influential science fiction anime of all time. Its original staff was comprised of some of the luminaries of mecha anime (Yasuhiko Yoshikazu, Ishiguro Noboru, and more), and the idea of the “space opera” has had a long reach throughout Japanese pop culture history.

With this news, a new hashtag has appeared on Japanese Twitter:

It’s resulted in some iinteresting entries.

The other big surprise is that Super Robot Wars V will come with subtitles in Chinese, Korean, and English. However, due to licensing, the chance of a true English release is kind of slim.

What do you think should be in Super Robot Wars? How far can the definition of mecha be stretched?

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Correcting Past Failures Through the Super Robot Wars Games

The Super Robot Wars series, which crosses over various mecha anime across history in the form of turn-based strategy video games, is known for trying to make giant robots look their best. One way in which this is accomplished is through the attack animations, which have become increasingly detailed, dynamic, and beautiful as graphics have improved, such that even the less popular and even less good-looking series of yesteryear appear to have a new lease on life.

However, on a few occasions there will be an attack, even an ultimate attack, that will within the context of the source material be followed by failure or tragedy, and I find it pretty funny to see when the makers of the Super Robot Wars games try to compensate for this in some way. Below are a few examples.

(Spoilers for some series below).

The first comes from King of Braves Gaogaigar Final.

The mighty King J-Der, rival and ally to Gaogaigar, launches its strongest attack, the J-Phoenix. In the OVAs, this attack is unsuccessful in taking down the enemy, but of course you can’t have that happen in the video game. I personally interpret that pause at the end of the attack animation in Super Robot Wars Alpha 3 to be a vestige of that past failure.

The second example comes from Shin Mazinger Shougeki!! Z-Hen (also known as Mazinger Edition Z: The Impact!).

In the final battle, archetypal hero Kabuto Kouji sends a shower of Rocket Punches at Dr. Hell, ending it off with a final blow with a “Big Bang Punch.” However, in the actual anime, while the attack succeeds, the consequences are revealed immediately after to be arguably worse than if Kouji had not defeated Dr. Hell. It turns out that Dr. Hell, while evil, was also trying to prevent an even more evil force from succeeding. While this is acknowledged in the Super Robot Wars Z games through its story, as the games move along you can just keep using the attack mission after mission. The fact that the background doesn’t just suddenly turn red to signal further horrific developments almost feels as if something is missing.

The third comes from Neon Genesis Evangelion.

When the Angel Zeruel appears, it’s the toughest enemy that Ikari Shinji and the other Evangelion pilots have ever faced. At one point Asuka, desperate to prove herself, launches a non-stop artillery volley at the Angel, only for it to prove utterly ineffective. In the anime, this is one of the stepping stones to Asuka’s total breakdown at the end of the series, but in the video from Super Robot Wars MX below shows it being used to defeat opponents with few problems.

As I mentioned, most of the attacks in Super Robot Wars don’t really have this issue, and generally it’s all about celebrating their successes and having fun with characters from multiple series working together. Though, if most of the attacks in Super Robot Wars were to come from failures in the original anime, that might say something about where mecha anime as a genre has gone.

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Super Robot Wars BX: How ‘Bout Those Obscure Titles

A new Super Robot Wars game is coming to the Nintendo 3DS, and at this point people know the drill. A bunch of old favorites come back, a few new series make their debut, and because it’s not on a “main” system they can be a little more daring with their choices in terms of which new anime to bring along.

Returning Series

-Aura Battler Dunbine
-Story of Aura Battler Dunbine
-Zettai Muteki Raijin-Oh
-King of Braves Gaogaigar
-Mobile Suit Gundam Unicorn
-Mobile Suit Gundam 00 the Movie
-Macross Frontier Movies
-Shin Mazinger (Mazinger Edition Z: The Impact!)
-Mazinkaiser SKL
-Martian Successor Nadesico

New Series

-Panzer World Galient
-SD Gundam Gaiden
-Mobile Suit Gundam AGE
-Giant Gorg
-Macross 30

While the new series at a glance might not seem that unusual, I think a second look actually brings home how bizarre the newcomers are. In some cases, it’s because they lend themselves well to the crossover nature of Super Robot Wars. Panzer World Galient and Giant Gorg are two series fans probably thought would never join SRW, yet it’s odd that this would be the case because both of their settings involve disparate levels of technology and a greater dedication to an almost more philosophical sense of science fiction that potentially lets them connect various generations together. Gundam AGE is at this point one of the black sheep of the Gundam franchise, yet its generational story can be the glue that holds similar yet different series together (Shin Mazinger and Mazinkaiser SKL, for example).

On a personal note, I’m looking forward to hearing the instrumental version of the Galient opening.


Then you have SD Gundam Gaiden, and I think to appreciate its inclusion we have to go back to the beginnings of Super Robot Wars.


In the early iterations of SRW, the Gundam units took their designs and aesthetics from the popular SD Gundam franchise. This meant mobile suits looked extra cutesy, with large expressive eyes that future pupils. As SRW progressed this changed: pupils disappeared, robots became not quite as squat, and the old-fashioned SD look became a relic of the past. By having a series that actively celebrates that more cartoonish look, it’s almost like a piece of SRW history is returning. It’s all the more notable then that the Unicorn Gundam from Gundam UC is probably the least chibi-looking Gundam in SRW history; its proportions are practically realistic.

Screen Shot 2015-05-22 at 11.00.20 PM

As for Macross, that franchise is fairly common in Super Robot Wars, but Macross 30 is actually a Playstation 3 game devoted to celebrating the Macross metaseries as a whole. So, in a game dedicated to bringing together multiple giant robot anime, one of their inclusions is a video game all about celebrating decades of one series in particular. Does this mean that all of the Macross characters across history will show up, or is the intention more to focus on the original characters of Macross 30?

So, while it’s not as wild as throwing in Jushin Liger or Iron Leaguer, Super Robot Wars BX might have just enough twists to the formula to make things interesting.

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Gamification of Drama

There’s a scene in the old Nintendo Power comic based on The Legend of Zelda: A Link to the Past, where Link and Zelda are finally facing off against Ganon himself, the primary antagonist of the Zelda series. As Ganon has Link and Zelda nearly beaten, Zelda says a prayer and desperately fires a seemingly plain wooden arrow at Ganon, only for the arrow to transform into the legendary Silver Arrow mid-flight and slay the pig demon. The whole notion of the Silver Arrow as Ganon’s one weakness is taken from the video games, but as anyone who has played Link to the Past knows, you don’t need one Silver Arrow to defeat Ganon, but four. Essentially, while there are a number of approaches that could have been taken, in this case the comic dramatizes the impact of the Silver Arrow by having its singular appearance act as the climax of the story in order for it to function better as a narrative.

If the Link to the Past comic is a case of taking a gameplay element and transforming it into a plot point, then the Super Robot Wars games, especially the recent ones, are a strong example of the opposite. Based on the idea of taking robots from actual anime and having them fight together, the SRW franchise is all about the conversion of story elements into gameplay, but the early games were limited by an emphasis on statistics. The result was that certain characters and robots became less useful because they lacked effectiveness in the game itself. There have been attempts to mitigate it, such as creating an original upgrade for one of the robots, such as the relatively weak Mazinger Z into the mighty Mazinkaiser, but recent SRW games, particular the series, have sought to remedy this discrepancy by completely prioritizing dramatic impact over a sense of logic. Thus, not only are the most powerful weapons transformed into attack options, but the most powerful moments in the original anime are given a gameplay function.

Thus, what you see is not simply the robot Godmars’ strongest technique, but a recreation of the moment when Godmars and its pilot Takeru draw upon the last of their energy to deliver a final blow to the main antagonist of their story. The “Super Final Godmars” technique is meant to carry the same weight as Zelda’s Silver Arrow in the comic, only it’s made repeatable throughout the game so it also functions as the Silver Arrow from the video game.

This approach even transcends specific moments in a series, as is shown when looking at how the characters in those robot series are themselves given unique properties to show off their individuality. Lelouch, protagonist of Code Geass, is meant to be a strategic mastermind in his story, and so the game gives him the ability to boost allied units in specific ways which make him best suited for staying out of the front lines and for issuing commands.

What I find interesting about this transformation of plot point into gameplay elements is that the actual end goal of such a function is to invoke intangible qualities by way of tangible mechanics of intangible moments. In other words, in order to give players the feeling of re-enacting those climaxes from anime, the SRW games look at those dramatic moments, figure out how it should impact the game in terms of requirements/damage/etc., but then has to arrange those numbers to best replicate the feelings created by those original scenes. This is probably what makes the original robots which appear in SRW games to have such over-the-top animations compared to the robots with actual source material; they have to add another step to try and convince players that they should be just as into their (at the time) ahistorical designs as they are the robots straight from anime.

Super Robot Wars UX is Full of Whippersnappers

A new Super Robot Wars game was announced yesterday, Super Robot Wars UX for the Nintendo 3DS, and the amount of new and unexpected entries makes me want to talk about it, as well as some other SRW-related thoughts.

I think you can roughly categorize Super Robot Wars into two types of games: the flagship titles, and the experimental ones. The former consists of the titles with the best animation and the most-anticipated anime entries into the franchise. The latter can go in a number of directions, from aesthetics (3D models instead of 2D sprites in Super Robot Wars GC) to gameplay (a switch from turn-based to real-time strategy as with Super Robot Wars Scramble Commander), but often times “experimental” simply ends up referring to the titles chosen for that game.

That’s pretty much where UX is. Just look at the debut works for this version.

  • Kishin Houkou Demonbane
  • Fafner in the Azure: Heaven and Earth
  • Wings of Rean
  • Cyber Troopers Virtual On’s Fei-Yen HD
  • Mobile Suit Gundam 00: A wakening of the Trailblazer
  • SD Gundam Three Kingdoms Legend: Brave Battle Warriors
  • Mazinkaiser SKL
  • Heroman

When you include the other titles that are in this game, the first thing that jumps out is just how new most of the anime are. Not only is the Mazinger franchise represented by its latest one-off OVA series, but the actual oldest anime in the entire game (and the only two from the 1980s) are Aura Battler Dunbine, and then Ninja Senshi Tobikage of all things. If it were a flagship title, there would have to be certain staples, but with a “lesser” SRW like this, it’s possible to inject a ton of new blood into it and not offend anyone.

Not only that, but when you look at some of the recent titles chosen for UX, they seem to be among the least likely candidates even among non-flagship SRW games. Brave Battle Warriors is actually an already-super deformed Gundam anime done entirely in 3DCG and based on classical chinese literature, the sort of title one would least expect to represent Gundam even with the fact that SEED Destiny and 00 are there. Though I’m sure it’s based on the anime version, Demonbane‘s inclusion may be the first instance (and correct me if I’m wrong) of a visual novel appearing in SRW, which opens the gate for things like Muvluv Alternative.

Heroman I wasn’t even sure counted as a giant robot anime, though I guess if you think about it, it’s basically a combination of Tetsujin 28/Giant Robo with Gold Lightan (though Gold Lightan has yet to make its debut). Possibly craziest of all is the inclusion of Virtual On in the form of a Fei-Yen dressed like Hatsune Miku. Virtual On in SRW Alpha 3 paved the way for non-anime/manga to appear in Super Robot Wars games, and this takes it to another level, as I’m pretty sure Miku Fei-Yen is nothing more than a model kit!

It might sound like I’m complaining, but I’m really not. I actually love it when SRW games go a little wild like this, though one complaint I do have is that the DS SRW games have never been the most impressive when it comes to animation. My issue isn’t even with the quality of the sprites or an unfair comparison to the exquisitely animated Z series of SRW, but that a lot of the shortcuts taken to try to make the games look better actually end up making them look worse. In particular, I’m referring to the way the DS games including UX incorporate cut-ins, and detail shots. Instead of creating the images to better match the sprites and the visuals of the rest of the game, the DS SRWs basically take screenshots directly from the original anime, and while this means things look accurate, it also sticks out in an odd way and messes with the way the attack animations end up looking in a manner which didn’t quite affect previous games with worse sprite animation.

But it might just be that with a game with this daring of a series list, some things have to give. In that case, I’ll take it, but will still hope for better the next time around.

SRWZ2 Saisei-hen Out Already?! And It Has Tetsujin 28?!

Recent events have made me aware of how out of the loop I am with the mecha fandom. Whereas I would’ve once known and posted about it within days of the first announcement, this time I wasn’t even aware of it until someone linked me to a video the day it came out.

(Thanks, Jorge.)

Probably the most surprising thing about the new game is that, finally, after something like 20 years’ worth of games in the franchise, the grandfather of the heroic giant robot, Tetsujin 28, has made its SRW debut. Now, all of the questions about how Shoutarou factors in will be put to rest (he doesn’t even appear next to the robot, meaning he won’t accidentally get smashed by falling debris).

Granted, it’s not the original 1960s Tetsujin 28 here, but rather the 1980 remake, Emissary of the Sun Tetsujin 28 (not to be confused with Emissaries of Light Cure Black and Cure White, or Brave of the Sun Fighbird). I have to wonder why they decided to go with this iteration, as opposed to the ultra-90s remake, or the more recent Imagawa adaptation, but I figure it probably has to be for one of two reasons (or maybe a combination of the two). First, its style meshes the best with all of the other robots in the series, and so it has the least chance of sticking out. Original Tetsujin, which also appears in the 2004 version, is too clunky and rough, and the 90s version is too beefy and doesn’t share enough of the iconic look of the original. Second, as per the reason Space Emperor God Sigma got into SRWZ (the director said, “I liked it as a kid so now it’s in the games), maybe someone just wanted it in there.

One thing I find interesting, however, is the fact that they managed to get Tetsujin 28 in any form into the game at all. I remember hearing that back when Super Robot Wars Alpha 3 came out that they were originally going to have Giant Robo: The Animation in, just as they had it in the first Alpha game, but that the license had become too expensive after the creator of Giant Robo and Tetsujin 28, Yokoyama Mitsuteru, passed away. But now years later we have what might be his most lasting legacy ever in an SRW game. What gives? Was that rumor merely just that? Is the cost perhaps the reason why there are so few new series in Saisei-hen? Does being an adaptation factor in, much like Godmars?

In any case, check out the game’s animation. It is fantastic.

The Destiny of Kicking Ass

In very exciting news, Super Robot Wars Z 2 (Part 1) has been announced. Subtitled Break the World, the game has some surprising new entries into the world of SRW, from both recent and not-so-recent anime. Before I start elaborating on my thoughts concerning the lineup, I’m showing the complete series list uses for the game.

Italics means this anime has been in SRW before but was not in SRWZ.
Bold means this anime is brand new to the SRW franchise.

Muteki Choujin Zambot 3
Muteki Koujin Daitarn 3
Muteki Robo Trider G7
Space Emperor God Sigma
Space Warrior Baldios
Rokushin Gattai Godmars
Sentou Mecha Xabungle
Armored Trooper VOTOMS
Armored Trooper VOTOMS: The Last Red Shoulder
Armored Trooper VOTOMS: Red Shoulder Document – Roots of Treachery
Armored Trooper VOTOMS: Pailsen Files
Super Dimension Century Orguss
Mobile Suit Z Gundam
Mobile Suit Gundam: Char’s Counterattack
New Mobile Report Gundam W
After War Gundam X
Turn A Gundam
Mobile Suit Gundam SEED Destiny
Mobile Suit Gundam 00 1st Season
Choujuu Kishin Dancougar
Juusou Kikou Dancougar Nova
Shin (Change!!) Getter Robo: Armageddon
Shin Mazinger Shougeki! Z Saga
Earth Defense Corp. Dai-Guard
The Big O
Overman King Gainer
Choujuushin Gravion Zwei
Genesis of Aquarion
Code Geass: Lelouch of the Rebellion
Tengen Toppa Gurren-Lagann the Movie: Gurren Saga
Macross F
Macross F the Movie: The False Songstress
Psalms of Planets Eureka Seven: good night, sleep tight, young lovers

There’s a lot to talk about here, especially with shows like Code Geass, Gundam 00, and a major curveball in the form of Dai-Guard, but probably the two newest entrants which are the biggest deals are VOTOMS and Gurren-Lagann, though for somewhat different reasons.

VOTOMS hails from early 1980s and is considered among the “realest” of real robot anime. It has a grittiness to its robots and overall setting that is rarely seen in mecha, let alone anime in general, as can be seen from my reviews of the series (though I must apologize for never actually writing my final review). For years people thought it was a shoe-in for the SRW series, but when years and years went by and VOTOMS still wasn’t included, fans started coming up with excuses. Oh, maybe the robots would be too weak and bland, or Chirico would be too strong of a pilot, or it somehow wouldn’t fit in among the earth-shattering forces that populate the roster. But as if to lay those possibilities to rest, SRWZ2 puts it into the same game as Gurren-Lagann, one the biggest example of escalating power levels and over-the-top, universe-rending attacks in a robot anime ever (which is the “problem” with Gurren-Lagann), as if to say that while all of those possible reasons may have once been valid, they’re history. Sure this first part of SRWZ2 is going to avoid having to deal with the really crazy stuff, but it’s inevitably going to have to confront the big guns of Gurren-Lagann by the next game. And it’s the movie version on top of that!

I understand that the reason this lineup works is that the plot of the game is based heavily on Orguss, which involves going to different dimensions and universes, so they can even do things like have Shin Mazinger where they once had Mazinger, and the Eureka Seven movie to replace the TV series, but that’s all right. Plot was never exactly the strong suit of the SRW games, after all, as the latest anime proves.

So to conclude, various fanboyish notes:

-Can’t wait to see Zeus in action.
-Mazinger Z is going to get not one but two crazy powerful finishers. No need for the Kaiser here!
-I wonder if Zambot, Daitarn, and Trider are going to have a Final Muteki Special. Sun, Moon, and Phoenix?
-Re: Godmars – ポゥーン
-I wonder how much Dai-Guard will cost to replace if it blows up in battle?
-I’m looking forward to the VOTOMS BGM.
-I know I’m jumping the gun and putting expectations on the next game, but Amuro vs Ribbons? Hell yes.
-Setsuna F. Seiei gives the best (worst) pep talks.
-I think movie Eureka and Fyana from VOTOMS will get along swimmingly.
-I wonder if the geass will factor into gameplay in any way, shape, or form?
-Aquarion and Shin Getter better not accidentally deface the moon too much or they’re going to make Loran Cehack sad. They’ll also make Garrod upset but for a different reason.