Super Robot Taisen Compact 2 (スーパーロボット大戦COMPACT 2), released 3/3/2000, developed and published by Banpresto
(As usual, this is just a dump of my message board posts from years ago so they may not be of much interest. One thing I didn’t point out in the original posts is that the game was later remade as Impact for the PS2.)
SRW 64 straddles the fence between major phases of Super Robot Wars, but the portable systems always lagged behind what was being done in the main systems for the most part. Two months before the bombshell of Alpha, the second entry in the Wonderswan lineup came out. Compact 2 is very similar to Compact 1; there are some interface upgrades and minor graphical upgrades, but the stage select system is retained, as is the clear bonus for finishing stages in a short time.
Of course the most notable thing about the game is that it is divided into three parts across three cartridges, with a total of 92 stages in a complete playthrough of all three (including bonus stage), making it one of the longest Super Robot Wars games to date. The game uses the Wonderswan’s internal memory to transfer small things from one part to the next, although you can play them separately if you want.
Unlike Compact 1, Compact 2 features original characters. It follows the system introduced in 64 of non-customizable main characters integrated into the plot — in this case the first appearance of Kyosuke Nanbu and Excellen Browning.
Series-wise, the game contains all the UC Gundams (minus Victory), and no AU series. Dunbine appears as well for the reals. The Super Robot contains the usual lineup of Mazinger, Getter, Grendizer, Raideen, Combattler, Dancougar, and Daitarn 3, with Zambot 3 making its first appearance since 4. New series are Dangaioh, Machine Robo, and Ninja Senshi Tobikage. Dangaioh and Tobikage appear only in Compact 2 (and Impact), but Machine Robo will reappear in MX. (Although Machine Robo does not actually appear until Part 2).
The major system addition is support attack and defense. It’s still in a primitive state here — you can’t choose to support or not; it’s automatic if there’s a unit in range to do the support, and you can’t choose the attack to support with.
Anyway, away we go. I’m not going to be obsessive about getting 6 turn clears on every stage, although I am going to try for the 7-8 turns average necessary to get the secret stage at the end.
SCENE 1
Stage 1 – Dragon on the Clouds
The game starts after OYW and Gryps War, and a whole bunch of other stuff as well, so it’s the usual situation where the Federation doesn’t trust the heroes and they have crap units, plus a whole new set of enemies is attacking.
The first stage is much, much easier than Impact’s — there are fewer enemies and you have 6 turns instead of 5 to get Concentrate (plus there’s no skill point). One interesting thing I like about Compact is that they start you with people like Chris and Bernie, and not Amuro and Kamille, so that you actually have to use the “lesser” people to start with.
Stage 2 – Castle of Steel
A couple of additional things about the game:
- I think this is the first game to do away with the old “double move” system — Alpha will still have it but then after that it never reappears again.
- Bernie and Chris finally get their own 0080 theme. Unusually, the Z units have Sign of Zeta as their theme.
This is the Mazinger stage; Dr. Hell and Ashura are back, of course. I was trying to take Ashura down more than finish quickly so I got 8 turns for this stage. The story writing is clearly better than the travesty of Compact 1, but it’s not quite at the level of 64.
Stage 3 – The Face of Justice, a Giant Robot
This stage does not exist in Impact; here you get Zambot 3 for a few stages. Butcher is pretty tough; a 25,000 HP enemy with a MAP weapon at this stage of the game takes a lot of hits, so I got another 8 turn clear. BTW, if I did the math right, you need an average of 8.5 turns a stage to get the bonus CCA stage at the end of Part 3.
Another thing to note about the stage select is that it preserves Compact 1’s system of changing the items you get based on the stage. I’m choosing the order of stages based both on the items and some of the secrets unlocked by doing so. You do not get items for defeating enemies, so it’s not as important to take them down before they flee, although you do generally get a lot of extra money.
Stage 4 – The Power of Justice, Fire On
This stage can be completed in 6 turns but it took me 7. Not much to say here; Great General of Darkness appears so all the old enemies are coming back. Why might this be?
Stage 5 – If Three Hearts Become One
Another stage that can be completed in 6 turns, but it took 7. I really wish the Seishin+20 was the 7 turn bonus instead of the 8; it’s much better than the Morale+5 skill but I don’t want to waste too many turns if I don’t have to. Now the major super robots are gathered here; I sent Kouji to space for no very good reason since you don’t really need GM to get the skill points like in Impact.
Stage 6 – Rising Wings, Falling Wings
This is the last stage of the scene so it can’t be finished very quickly — took me 10 turns. Of course the big challenge is to take down Butcher so you can get the V-Up Unit in part 2. I personally think it’s a lot easier than in Impact. Tetsuya and Ryou both have Hot Blood right off the bat, whereas in Impact it’s unlikely that either of them will have it on this stage. A Hot Blood, Critical great booster plus a few random shots, plus a Hot Blood upgraded Getter Beam was all it took.
This is a pretty tough stage otherwise, though — a lot of water enemies and your paltry Gundam weaklings to take them out. The Tobikage characters show up here and help a little bit, although they have their own The Boom aliens to deal with.
SCENE 2
Stage 7 – Awaken, Hero
RAIDEEEN FADE IN!
I think this stage can be beaten in 6 turns but it took me 7 again. I’ve only gotten one Concentrate so far but I haven’t been playing obsessively for them. Incidentally, the only voiced game Raideen has been in so far is the Complete Box version of 3, and 4S. Raideen is a pretty major series in the Alpha games, though.
Stage 8 – Holy Warriors
I managed to do 6 turns on this one; Shou is a lot better in C2 than in Impact so he can take down most of the Aura Battlers by himself. Some sites indicate that Compact 2 is a sequel to Compact 1, but this stage is clear proof that it is not — nobody knows who Shou is despite Dunbine being in Compact 1.
The Einst make their first appearance here:
One other note — Impact allows you to use the Tobikage ship (you can choose between it and Gandol) but in C2 they put the Tobikage ship in a warehouse instead and you can’t use it, at least not for now. I don’t know if they let you use it later.
Stage 9 – Cross Fight
KUROSU FAITO!
Dangai-Oh enters the SRW franchise for the first and last time. I managed 6 turns on this stage, just barely — I had to led Bloody II retreat but that’s OK; Concentrate is better than some money. Here’s some images of Dangai-Oh’s finishing attack, complete with cut-in image:
Stage 10 – Legend of the Lost Ninjas
This stage is really easy to do in a low number of turns because defeating Ilbora makes all the enemies retreat. I did it on turn 4, which is basically the earliest possible.
Stage 11 – Two Newtypes
8 turns is pretty good for a scene-closing stage. Aina is much, much easier to take down in this stage than in the Impact version.
This stage gives you the first V-Up Unit, which are way overpowered in this game. As in Compact 1, I gave it to the NT-1 Alex and then stuck Amuro in there. Some people like the Ez-8 but I think that the NT-1’s post-move ranged weapon with 12 shots is much better than anything the Ez-8 has.
SCENE 3
Stage 12 – The Electromagnetic Robot that Shakes the Earth
This is another easy stage to 6 turn because when you defeat Garuda, all the Campbellians leave — so as long as you have some people in place to defeat the Einst enemies, it can be done fairly easily.
Stage 13 – I am Me, You are Mileene
For some reason Puru didn’t appear even though I convinced the three assistants and then defeated them with Mileene still alive. In any case, I can still get Puru II.
Daitarn 3 appears in a lot of games but it seems like the Meganoids don’t appear so often; in this one they actually do.
Stage 14 – Assault
I played this stage third, so no Gato — I tried beating him earlier but he’s much harder than in Impact and you don’t really get anything for it (no V-Up Unit) so I decided to skip that. I also wasn’t able to activate the Snow Mountain event since Shiro was too weak to kill Aina and I didn’t feel like restarting the stage. If I understand the FAQs correctly, though, unlike in Impact you don’t need to activate the event to get Aina later. (Even if you do, I don’t care that much.)
Stage 15 – From the Hometown of the Soul
Another 6 turn stage. Not much to report here.
Stage 16 – The Incident
This one can’t be beaten in 6 turns (probably); there are too many scattered Einsts. The Einst Grits have the weakness of no range 1 air attack, and no range 2 attack at all. Tobikage comes in, but I didn’t have any of the Tobikage units out so he slaughtered a number of enemies on his own.
I went for the Aura Road path, so it’s off to Byston Well.
SCENE 4
Stage 17 – Queen of the Red Storm
An easy 6 turn stage, even with the reduced people. Going to Byston Well, AFAIK, only happens in C1, C2, and Alpha 1.
Stage 18 – The Silent Fortress
This is a tough stage; you have to protect the fortresses at the top and bottom, which means you need to send some fast units down to the bottom since the weaklings down there can’t really take care of it on their own.
Stage 19 – The Black, Scary One
Very easy stage; all you have to do is defeat Drake and you win; I did it on turn 3 with Getter Robo and Bilvine.
Stage 20 – The Aura Road Again
This stage isn’t too bad; most of the enemies rush you so it’s easy to beat in 6 turns. Afterwards you get Marvel and two additional fairies, which make the Dunbine enemies more useful (especially since you’re about to lose Raideen, Daitarn 3, and all the Tobikage units).
I’ve left Christina in the NT-1 Alex for now; she’s not as good as Amuro in there but it’s kind of fun to use weaker pilots to see how they do. I wonder what her 6th seishin is.
Stage 21 – Shining in the Midst of the Storm
Things are a bit hectic for the first 5 turns but then the Elshank takes off so you can take your time with everyone else. Getter 3 is helpful since a lot of enemies go in the water. You can get Aina and Norris here — they’re both pretty good; Aina has a nice Methuss-oriented seishin set (although the Apsalus is relatively good in this game where you don’t have a whole lot of overpowered units).
SCENE 5
Stage 22 – Great General Garuda’s Tragedy
This probably isn’t the best map to do first — it’s the toughest one yet. All kinds of high HP enemies and bosses. I did manage to beat it without too much trouble in the end, although it did take me 12 turns. Hyper Aura Giri rocks as usual; the Dunbine dominance is really apparent in the early games, although I don’t remember Dunbine being so good in Impact from the little I played of it.
Things are getting a little harder so Amuro may go back in the NT-1.
Stage 23 – Commander’s Inheritance
This stage isn’t too bad although I don’t like those high-HP Banker enemies; when you get these stages with no low-HP grunts it takes a while to build up your Will enough to use big attacks. I usually start out with things like Breast Burn and Getter Beam; you don’t need to save all your EN for bosses like you do in later games.
Stage 24 – Four Warriors, Ignite!
Despite there being 5 Bloody I units plus Bloody II, I managed to do this in 6 turns just by splitting the team and using all my powerful attacks.
For the most part the enemy factions in this game stay separate, barely even acknowledging each other’s existence — but at least the Banker and Meganoids have teamed up, maybe because both their anime have to do with Mars.
Stage 25 – Combine Now! Getter Robo
Finally, Getter G! Not a hard stage, but a lot of high HP units again.
Stage 26 – Fireworks Scattering in the Big Sky
A much easier stage than it might seem at first; I even did it in 6 turns. Amuro’s back in the NT-1 and he handled the right side with ease.
Now after this I get another V-Up Unit so NT-1 gets even more powerful.
SCENE 6
Stage 27 – Ghosts of Gryps
I played this one first so that Gremy would run away in stage 28 — it’s not very hard.
Stage 28 – The Messenger from Axis
This is a 6 turn stage easy since there are no boss class units. The Quebelys might have some power but I just sent NT-1 to deal with them.
Stage 29 – The Controlled Ones
This is kind of a long stage because of the high HP annoying super robot enemies, but overall not too bad.
Stage 30 – An Overhead Demon
Not a bad stage — I actually beat the enemies in 5 turns before the reinforcements could show up so it was even easier.
Stage 31 – The One Who Controls the Surface’s Crisis
Whew, this is a long stage — it took me 18 turns. Here’s the boss, the Einst Regisseur:
He doesn’t get his own music, which is kind of odd. Anyway, you have to fight him twice but it’s not too bad. Dangaioh couldn’t do anything because it had a 0% chance to hit and nobody has any hit seishin. But two Chodenji Spins and an NT-1 attack took him out. The second version went down to two Stoner Sunshines and a Hyper Aura Giri from Bilvine.
Not too much overall plot development; I still don’t know what the Einst are up to or why Kyosuke can hear them, but we’ll see later (no spoilers, please?)
So that’s Compact 2 part 1! I’m going to withhold judgment and review until I finish the other two parts.