
Super Robot Wars is a strategy RPG video game series dating back to 1991. At first, it seemed no different than the various other crossover games that developer Banpresto was famous for, but as time progressed, it would become the developer's most successful series. Much of the appeal lies in the fact that the series ties together elements of various anime, manga, and video games, along with a handful of original characters and concepts, to create one cohesive story. This allows players to create a dream team consisting of their favorite robots and use them to conquer various scenarios based on episodes of each series. Additionally, the crossover nature of the series allows the developers to save fan-favorite characters from death or rewrite unpopular parts of a series by using elements of another series. The series is also known for its highly-choreographed animation. While the series used static sprites and pasted-on weapon effects all the way until the last days of the PS1 era, the series began to more closely mimic the choreography used in anime with Super Robot Wars Alpha. Although the series title has always been written as 'Super Robot Taisen' in Japanese characters, the correct way to render the title in the English alphabet has always been 'Super Robot Wars'. When Super Robot Taisen: Original Generation was brought to North America the title had to be changed to 'Taisen' to prevent a trademark conflict with the television show Robot Wars.
History
The first entry in Banpresto's Super Robot Wars franchise was released in 1991 for the Game Boy. The premise was simple: take the hero robots from Dynamic Productions' Mazinger franchise (Mazinger Z and Great Mazinger) and Getter Robo franchise (Getter Robo and Getter Robo G), along with Sunrise's Mobile Suit Gundam franchise (every Gundam production up to that point except Gundam 0080, including Gundam F91 which was released only a month prior) and pit them against each other and their respective enemies. Later that year, Super Robot Wars 2 would be released for the Famicom; this game is the first game of the "Classic Timeline" and would be the game that future titles in the franchise would build from. This is also the first title where Banpresto would use characters and mecha designed exclusively for an SRW; these characters and robots would be named "Banpresto Originals."
Super Robot Wars 3 for the Super Famicom would be the first game to feature series outside of the Mazinger, Getter Robo, and Gundam franchises, as well as build on the mechanics of its predecessor. This trend would continue with SRW3's two SNES sequels, Super Robot Wars EX and Super Robot Wars 4. Super Robot Wars 4 was originally meant to be the end of SRW's Classic Timeline, but would be retconned in favor of Super Robot Wars F and F Final for the Sega Saturn. SRWF/Final are often seen as the pinnacle of the early games, and sometimes even the entire franchise. Although there were some relatively minor releases after F Final, the next huge Super Robot Wars game wouldn't come until May 2000: Super Robot Wars Alpha for the Sony Playstation. This game is perhaps most well-known for being the first game with fully-animated robots instead of using static sprites. Super Robot Wars Alpha is the first game in the "Alpha" series which would end with Super Robot Wars Alpha 3 in 2005 for the Playstation 2.
The three Super Robot Wars Compact 2 games for the Wonderswan, which would later be combined into Super Robot Wars Impact, form a third "timeline" in the SRW series. Super Robot Taisen: Original Generation for the Game Boy Advance is the first of a special series of SRW games. Instead of anime series being mixed together, the Banpresto Original storylines from each game would be combined to form a single plot. The game would receive a sequel known as Super Robot Taisen: Original Generation 2, both of which would be remade into Super Robot Wars: Original Generations for the PS2 and would be succeeded by Super Robot Wars: Original Generation Gaiden. The original two OG entries, along with Endless Frontier, are the only SRW games thus far to be released outside of the Asian market. Even though Banpresto was completely absorbed into Namco Bandai in early 2008, the Super Robot Wars series remains. Released in September of 2008, Super Robot Wars Z was the first SRW game (not counting the remake of Super Robot Wars A) to be published by Namco Bandai. Along the way, there were several SRWs released that carry their own self-contained continuity, including the Game Boy Advance games, Neo Super Robot Wars, and more.
Gameplay
Each "unit" in Super Robot Wars consists of a robot and its pilot, both of which have their own separate stats. A robot's HP, Energy (EN), Armor, Mobiliy, Weapon Strength, and Accuracy (in recent games) can be raised using money received by destroying enemies. Pilot stats include Melee, Range, Evade, Defense, Accuracy, and Skill, and Spirit Points (SP). The method of raising pilot stats varies on a game-to-game basis, with some allowing direct modification of stats using Pilot Points (PP) while others include one-use stat-raising items. Early games (pre-Alpha Gaiden) gave each robot a Limit stat, which is an upper cap on the pilot's accuracy and mobility. (This is perhaps a reference to the original Mobile Suit Gundam,where Amuro Ray's Newtype abilities caused his reflexes to become "too fast" for the Gundam) Robots have a variety of weapons that they can use to attack their enemy, each with variable range and weapon strength. Some can be used after moving, others cannot, and a few attacks (known as MAP attacks) hit everyone, friend or foe, within a certain range on the map. These weapons are balanced by having a certain amount of ammo, requiring a certain amount of EN, and/or requiring a certain level of Will. Will is another pilot stat that is generally set at 100 at the start of the map and then raises or lowers depending on whether the pilot (or his/her teammates) successfully hits or dodges attacks, misses or is hit by attacks, destroys an enemy, or has their EN/Ammo refilled. In most cases, a Will of 130 is required for a Super Robot pilot to activate a finishing move. Pilots have access to Spirit Commands, which are essentially "spells" that temporarily boost a robot's stats or hinder an enemy robot. These commands use SP, which is very difficult (in a few games, impossible) to refill. Large, multi-pilot robots like Combattler V or GoLion are generally weaker, but are balanced by having a large amount of Spirit Commands to choose from.
The object of each map varies, but generally involves destroying all enemies while not letting a mothership be destroyed. Motherships, such as Zeta Gundam's Argama or the titular battleship of Macross, can restore HP and are one of the only ways to restore EN and Ammo, so players must carefully consider where they are placed on the battlefield.
About Super Robot Wars

Super Robot Wars Original Generations
Super Robot Wars original characters are a cornerstone of the long-running tactical RPG series, giving the games a unique identity that goes beyond the licensed mecha cast. While the series is known for bringing together robots and pilots from dozens of anime, the original characters provide fresh storylines, emotional cores, and thematic threads that tie diverse worlds together. Here’s an overview of what makes those originals memorable and why they matter.
Purpose and Role - Story anchors: Original characters often drive the main plot. They act as bridges between the guest franchises, guiding the player through the game’s central conflict and revealing how disparate universes collide. - Emotional depth: Originals deliver personal arcs—loss, growth, rivalry, redemption—that ground the high-stakes robot battles. Their struggles give the player someone to root for who isn’t already familiar from other media. - Gameplay variety: Many originals pilot unique machines or possess special systems (like transformation mechanics, combo attacks, or support abilities) designed to balance the roster and introduce play styles not represented by licensed units.
Types of Originals - Protagonists: Typically young, idealistic pilots with strong bonds to their mechs. They often discover hidden powers, secret lineages, or mysterious tech that turns the tide of battle. Examples across the series show protagonists who mature through loss, leadership, and responsibility. - Antagonists and rivals: Complex foes who may start as enemies and become uneasy allies, or vice versa. They provide moral contrast and push protagonists to evolve. Their motivations are often sympathetic—loss, ambition, or a warped sense of duty—making conflicts more than simple good-versus-evil. - Supporting cast: Engineers, commanders, and civilian characters who supply tech upgrades, strategic guidance, or human stakes. They remind players what’s at risk beyond the battlefield. - Mysterious entities: Beings or pilots connected to larger cosmic threats. These characters expand the series’ lore and often explain or unlock game-changing mechanics.
Design and Appeal - Distinctive mecha: Originals often feature bold, signature designs that mix familiar genre tropes with fresh twists—multiple forms, weapon transformations, and special attack aesthetics tailored to dramatic cutscenes. - Memorable personalities: From hot-headed rivals to stoic tacticians, the characters are crafted to stand out among a large ensemble. Voice acting and illustrated portraits enhance their presence in story sequences. - Inter-series chemistry: Originals are designed to interact meaningfully with licensed characters, creating fan-favorite pairings or conflicts that wouldn’t exist outside the games. Those crossovers spark new relationships and unexpected teamwork.
Narrative Patterns - Convergence plots: Many Super Robot Wars entries use an interdimensional or time-space rift to explain why universes mix. Original characters frequently personify the cause or key to resolving the convergence. - War and trauma themes: Recurring motifs include the costs of war, the burden of command, and the resilience of comradeship. Originals often carry personal tragedies that echo larger-scale conflict, making victories feel earned. - Growth arcs: Protagonists typically evolve from inexperienced pilots into leaders, learning to balance power with responsibility. Rivals transform through confrontation, sometimes switching allegiances after pivotal moments.
Examples of Impactful Originals (without exhaustive naming) - A debut protagonist whose mech holds a latent superweapon—his journey reveals the ethics of wielding overwhelming power. - A rival ace whose strict code forces the hero to question tactics and ideology, culminating in a dramatic one-on-one duel. - A scientist character whose inventions create both salvation and peril, complicating the moral landscape.
Why Fans Care - Fresh storytelling: Originals prevent the series from becoming just a rehash of guest properties. They inject new plot twists and emotional beats tailored to the crossover format. - Replay value: Original-led subplots, branching endings, and character relationships encourage multiple playthroughs to see different outcomes. - Franchise identity: Over decades, Banpresto’s originals have become iconic within the Super Robot Wars community—sometimes even inspiring spin-off media, merchandise, or callbacks in later games.
In short, Super Robot Wars original characters are essential to the series’ lasting appeal. They provide narrative spine, unique gameplay elements, and emotional resonance that let the crossover spectacle mean something more than the sum of its parts. Whether driving the central mystery, challenging beloved guest characters, or offering human stakes amid giant-robot conflict, these originals shape the series into a distinct and beloved experience.
