Super Robot Wars

The stories play out the events of the anime, albeit altered to make room for characters, settings, and plot elements from other shows.

All battles are carried out either the terrain of land, air, sea or space, which affects the performance of machines, pilots and weapons in various ways.

On the other hand, real robots are light units which are faster and more agile, but have less armor and hit points, relying instead on dodging attacks.

In addition, some units make use of "MAP Weapons" which affect multiple squares at once, with some damaging everything in the area and others, such as Cybuster's Cyflash, ignoring allies.

Some games feature weapons which inflict status effects on enemies that drain their energy, weaken their armor or damage the pilot's stats.

[5] A crossover between "super deformed" versions of Kamen Rider, Ultraman, and Mobile Suit Gundam, it was created as a congratulatory gift for Yukimasa Sugiura, who at the time had been promoted president of Banpresto.

[6] SD Battle Ōzumō enjoyed a commercial success in Japan, prompting Banpresto to create a more mature-oriented successor, Super Robot Wars, for the Game Boy in 1991.

[7][8] The original game borrowed several concepts from SD Battle Ōzumō, most notably its usage of characters from other Japanese entertainment properties.

[10] Beginning with Super Robot Wars Complete Box in 1999, the company moved production in-house, with Banpresto's consumer game division Banpresoft handling development of future installments.

Sugiura intended for 4th Super Robot Wars to be the final entry, however the franchise's lasting popularity prompted the creation of further sequels to meet demand.

[11] The company placed Takanobu Terada in the role of series producer; he at first showed little interest in its super-deformed character designs and gameplay structure.

[12] As Super Robot Wars sequels added more original character designs and its scope expanded, Terada showed more appreciation and embraced his role.

[13][14] Banpresto became a subsidiary of Namco Bandai Holdings in 2006, where it continued to develop Super Robot Wars games in addition to other projects.

[23] Super Robot Wars games have become consistent best-sellers for both Banpresto and Bandai Namco, having regularly appeared on top sales charts in Japan as late as 2019.

"[8] USgamer's Kat Bailey stated that the series serves as an "extremely faithful tribute" to the mecha genre and its history, writing that it "beautifully [remixes] everything from Mobile Suit Gundam to Voltron.

[29] JAM Project, consisting of veteran anime theme musicians, like Hironobu Kageyama, Rica Matsumoto, Eizo Sakamoto, Masaaki Endoh, Hiroshi Kitadani, Masami Okui and Yoshiki Fukuyama have also contributed to many Super Robot Wars soundtracks, usually providing the opening theme song and the song played over the closing credits.

The series also spawned a set of concerts and albums called "Super Robot Spirits", where veteran vocalists—some of whom would go on to form JAM Project—sing covers of popular mecha anime openings, and in some cases, live versions of songs they themselves originally sang.

Super Robot Wars OG Chronicle (スーパーロボット大戦OGクロニクル, Sūpā Robotto Taisen Ō Jī Kuronikuru) is a series of short stories that take place across the Original Generation timeline, written and drawn by various authors, some of the stories from OG Chronicle were incorporated into the video game Super Robot Wars Original Generation Gaiden.