Super Robot Wars/2/Difference

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-SRW 2G:

Unlike the original series, which had a linear storyline, this game has branching routes. However, it basically only branches into two routes: one that follows the storyline of the original series, and one that follows the storyline of V Gundam, There are no hidden elements that appear based on the total number of turns,The system was the latest at the time," 4th (SFC version) ," and it became possible to modify and switch units, as well as manually select counterattacks. However, there is no "mobility" parameter. Other features are as follows, There is a maximum of four types of weapons. Although the number is small, it is actually double the number in the original game, which had only two, There are no combined units other than Getter Robo. Grendizer "transforms" into a combined form with each Spazer, but it remains piloted by only one person, There are no reinforcement parts. When a unit is fully remodeled, reinforcement parts are equipped, but this is what is now called a full remodel bonus and cannot be attached or removed, These are added as special abilities, but which abilities are added varies for each unit. They can have effects such as increasing stats or granting a barrier, Units consume 1 energy for each square they move, regardless of the terrain. Unlike other games, this also applies when moving on land and The effect of Concentration has been reduced to "Hit Rate/Evasion +10%".


-SRW 2 PS VERSION:

add 2 unit: they add 2 hidden units that is G Armor and "Queen Mantha in the game while og version you get queen mantha if Puru is present but in ps version Puru must reach the coordinates (36,16). The Queen Mansa will be available after the stage.

-Changing the unit you join Getter Q, Texas Mac, and Boss Borot, who left midway through the game, have been modified so that they can be used until the end (of which Getter Q is a conditional unit). Getter Q's overall performance is low and it is considered a non-combatant, whereas Texas Mac's weapon has fairly good performance and can use the mental commands of two people, making it somewhat usable. In the original, Aphrodite A, who left halfway through, returns as Dianan A.

-gameplay change/problem the game use Srw F and F final engine for Formulas and etc. the "low fund acquisition from small enemies, high from bosses and battleships" rule from "The 3rd game" is still applied to this game. Just like in the FC version, battleships cannot be deployed on fortress maps. Also, flying units cannot fly (though there were no flying graphics in the FC version, they were considered flying). This makes some units less convenient to use, and in some cases makes it difficult to supply them. This is the only part that reproduces the original rather than the "latest system," so there is a lack of consistency in the policy. In "The Second Series," the final scenario is a fortress map, so Getter Dragon is weakened by the effect of Ground B. In some ways, the path to the final stage is easier if you modify Poseidon's Daisetsuzan Oroshi, which consumes less energy and EN. However, Shine Spark has a higher attack power even on the ground, and Daisetsuzan Oroshi has the disadvantage that it cannot be used in space or in the air. It is a matter of preference whether to use the former as a stable boss hunter and the latter only for small fry, or to use both regardless of whether it is a small fry or a boss. As mentioned above, this game has very little money, so enemies hardly modify themselves, and you can't modify them to your satisfaction. Unlike other Super Robot Wars games, it's difficult to decide which units and weapons to modify and how to use them until the latter half of the game. Combined with problems related to mental commands and the effects of damage deflation on both sides, it tends to become a monotonous war of attrition in which you just keep whittling each other's HP. Because enemy pilots' levels are low, it is difficult for pilots on your own team to level up. Even the highest-level final boss in this game is only 32, so Koji and Puru cannot even learn the spirit command "Hot Blood". Spirit commands set to levels that cannot be reached in normal play have been common for a long time, but this CB version of "Second Series" has particularly many. Since no one can act twice, there is no need to think too hard, so it feels quite dull in terms of simulation RPG and strategy. "Second Series G" was adjusted to make it easier to train allies, and to match the enrichment of spirit commands, the final boss was adjusted to be level 60 and to act twice.