Monthly Archives: October 2026

SRPG 139 – Super Robot Taisen Compact 2 – Part 2

Super Robot Taisen Compact 2 Part 2 (スーパーロボット大戦COMPACT 2), released 9/14/2000, developed and published by Banpresto

Midweek post because this is another SRT post. Man Compact 2 was a hard game, especially parts 2 and 3. I don’t think they have released another game this difficult (at least on the standard difficulty). Anyway, here are the old message board posts.

There’s nothing much to say in introduction here; the system and everything is exactly the same as Part 1.

SCENE 1 – Invasion

Stage 1 – Sortie

After playing Alpha I had forgotten how much more difficult the older games were; I could only beat this stage in 7 turns and I lost two characters. You start with a pretty small force that can’t do a whole lot; Duke doesn’t have any hit increase seishin which means a lot of resets to defeat Mashmyre, and the enemies are so far away. I think the only possibility for doing it faster would be to take everyone down as fast as they can go, and let the enemies to the right and left of the start chase you down there; you might be able to do it faster in that case, although I’m not sure.

Of course the heroine of this part is the lovely Excellen Browning and the mech, the Weissritter, which you can see here in all their black and white glory:

Maria is here as a pilot but you have no mech to put her in (you can’t even switch her into the Grendizer), which may be a SRW first.

Stage 2 – Terror of the Destroyers

Still didn’t get any extra mechs; I picked this stage second because there’s no reinforcements, but it took me 8 turns.

Stage 3 – The Swirling Storm and the Punch of Justice

Here comes the Machine Robo team; I don’t know anything about Machine Robo but I gather that they’re pretty popular, at least among Japanese fans. Rom doesn’t feel like he has to give his name:

I got a good amount of money from this stage, but an 8 turn clear. I still have only 5 units so it’s tough to do things any faster than that. I was able to defeat Devil Satan rather than have him flee, thanks to Grendizer’s final attack:

Stage 4 – Warrior from the Moon

This is a 6 turn stage. The “warrior” is Elle..not much of a warrior.

Stage 5 – Blue-Hearted Visitors

The story is kind of odd in this game because it’s the same time frame as part 1, so you’re seeing some stuff that happens before part 1 stages, some after. Anyway, this is more Machine Robo stuff.

SCENE 2 – Invaders

Stage 6 – Angry Devil

I did this one in 6 turns; now that I have a few more units and I’ve sunk money into upgrades it seems a bit easier. This is one of the only SRW where it seems good to even upgrade stuff like the GP-01.

Stage 7 – The Blue Planet Targetted

I was able to do this in 6 turns and defeat Bloody I — I used a Hot Blood Psychic Zan from the Dangaioh.

Stage 8 – Boundary

HOLY CRAP this is a hard stage. It’s the first fight against the Einst in part 2; it took me 12 turns and half my team got wiped out. The stupid Einsts sit on asteroids and don’t move, and even though you can exploit the Einst’s range-2 weakness, they are spaced so that they can always attack your other guys as well. Then even after you beat the first wave there are reinforcements, although they appear in the middle and you have higher morale so that part of the stage isn’t so bad. Now I can go get my V Unit UP reward for beating Butcher in part 1. Unfortunately I doubt there’s anything as broken as NT-1 Alex; Boss is the only unit with 4 slots so I may just have to stick it on a 3 slot unit instead.

Stage 9 – The Endless Road of Fighting

Butcher reappears here, with a V-Up Unit for me. I also killed him in this mission using Grendizer, who is quickly becoming my best unit for boss kills.

Stage 10 – The Heartbeat of Zeta, Again

Zeta’s pretty strong on this stage; Roux took out a good number of the enemies before the rest of my guys showed up. This is an unusual game in that Zeta appears, but not Kamille (I guess it’s following ZZ in that regard).

SCENE 3 – Darkness

Stage 11 – The Drifting Seeds

This is where you get Dancougar, which is helpful for my fighting power. Now I have enough units that I can try to go for 6 turn clears more often although they’re still pretty hard to get. I think I remembered to upgrade Dancougar so I get Agressive Beast at the end of the next scene, but we’ll see.

Stage 12 – Two Projects

AAARGH. I had this one in 6 turns, but I forgot about the Apsalus’ MAP weapon and so I didn’t get a counterattack against it on EP 6. Anyway, this is Crossbone Vanguard — the Gundam stuff really is underemphasized in this game, but I guess Gundam gets so much coverage in many other SRWs that’s OK.

Stage 13 – Spiral Knuckle of Tears

Here’s the chance to get Shazara, who is pretty good. Her mech has a post-move attack with a 6 range and pretty high attack power, plus she has Hot Blood. (In Impact you have to choose between Shazara and the skill point but here there is no choice of course.)

Stage 14 – The Empress’ Trap

Campbellians + Einst. 7 turns…almost 6. This is a huge money maker; there are three Branbulls that are worth 30,000 gold each with Luck.

Stage 15 – The Return of the Nightmare

I didn’t defeat Gato in part 1, so that means he shows up here and fires his atomic bazooka. As long as you keep away from Solomon you won’t get hurt. Unfortunately I couldn’t beat Gato (without restarting the stage and setting everything up differently).


Weiss Ritter is a lot better than Alt Eisen. None of the moves have Will requirements and they have great range.

Incidentally, what is the 0083 theme in this game (and Compact 1)? It doesn’t seem to be Winners or Men of Destiny.

SCENE 4 – Operation Stardust

Stage 16 – The Female Ninja, Red Shadow

An easy 6 turn stage; the enemies rush you pretty quickly so as long as you use the counterattack phases well it shouldn’t be a problem. Both bosses run but I killed one with a hot blood Grendizer and the other with a hot blood Dankuuhou + Z Gundam support. Another V-UP Unit for onee-chan after this map.

Stage 17 – The Collector Again

You can get a Zeong here if you’re willing to wait until turn 12, but this is a 6 turn clear stage so I didn’t try for it. I had to let Benmel run away, but it’s not so bad in this game since you don’t get items from defeating enemies.

Stage 18 – [2026 Chris: I guess I forgot to take notes for these, this sometimes happened]

Stage 19

Stage 20 – Burning Moon City

Stage 21 – Return to Paradise

This stage has the usual difficulty with Gato’s atomic bazooka, and I have nobody with Exhaust. Actually it worked out well; after I did the persuade stuff Gato fired the bazooka and took out Quattro and Kou, and about 7 of the enemies. After that this wasn’t too bad.

Machine Robo team keeps popping up and leaving; they’d be a lot better if they stayed around so I could upgrade them (although they’re pretty good as is).

SCENE 5 – Colony Pursuit

Stage 22 – The Children Who Forgot Their Dream

The team has been cut by half, although you can’t pick a route — it’s determined by your route in part 1. I had Kou in a 3 V-Up Unit GP-01 but he gets automatically put in the GP-03 here and your V-Up Units stay on the 01, which isn’t in the route. orz

There’s a convince here with Rom->Kina but you can’t get her quite yet.

Stage 23 –

This was a rough stage even though the only boss-class unit is Shapiro; the grunts are strong enough and my guys were weak enough that I had to use a bunch of Hot Bloods on the grunts. The ZZ Map attack helped also. Here is yet another group of aliens for Shapiro to shack up with (the Machine Robo aliens).

Stage 24 – Intrigue Space

Here comes the GP-03 Dendrobium. You have to do some protecting of Anaheim but other than that it’s not too bad of a mission. The ninja team isn’t great but Mike was able to take out all the ninja enemies except for Irubora.

Stage 25 – Men of Destiny

I guess we stopped the colony from falling although the dialogue doesn’t really explain how. Cima’s in the GP-02 here but this time I had some Exhausters so it wasn’t so bad.

SCENE 6 – Chaos in the Earth Sphere

Stage 26 – Analysis

A 6-turn stage, yay. Bunch of Einst; they’re not too bad.

Stage 27 – Attack on Skull Moon!

Surprisingly this is the final fight against King Vega. They didn’t do much with the Grendizer storyline, although all the storylines are a little thin in this game.

Stage 28 –

I finally figured out that you can change Rom into Vikingfu once you get 130 morale, so I could do some SEIBAI! with God Hand Smash.

Stage 29 –

Got Puru II here since I didn’t get Puru earlier.

Stage 30 – Symphony of Destruction

A 6 turn stage, surprisingly. It’s fairly small and the enemies aren’t too strong.

Next, final stage.

Stage 31 – In the Quaking Space

This was a difficult stage. You have 20 turns to complete the stage and there are a lot of strong enemies and reinforcements. One important point to realize is that the initial enemies are the strongest enemies in the stage (not counting Einst Regisseur), so you should use a fair amount of seishin up on them. They regenerate HP also so don’t waste your EN or bullets on the counterattack phase or the like. ZZ’s MAP attack can help a lot.

The second wave of Machine Robo enemies is fairly easy, although the bosses will take a few hits. At this point it’s very helpful to have an energy restorer on the map (I used Leina since she can also repair, and cast Love twice). Now if you start moving your guys down towards the bottom while you take out the Einsts that come up and the Machine Robo enemies, it should be around turn 14 or 15 once you reach the bottom.

The Einst Regisseur is extremely strong. He has two actions per turn and was able to kill my 6300 HP Zambot 3 in one hit, even though Zambot 3 was guarding. The Kakuran seishin (which Excellen can cast twice, at least) helps a lot since it actually lets you dodge things. Once you get a player phase in his range it’s not so bad; Einst Regisseur suffers from the same problem as most bosses from the early SRWs in that he has fairly low HP and can be defeated by a few hits. Also you can load up the Exhausts — if you persuade Kina in this map, then the drill Machine Robo guy, Zambot 3, and Kina can all cast multiple Exhausts. For me it took a Hot Blood Agressive Beast, Hot Blood Fin Funnels, and a Soul’ed God Hand Smash. After that the remaining Einsts shouldn’t pose any problem.

Evil Excellen appears briefly in the end part:

Now it’s on to part 3.

My turn count is 472, so I have 305 turns to do the 30 stages in part 3 — that should be more than enough.

JRPG 58 and 60 – Ys 1 (FC/SMS)

Ys I, released 8/26/1988 for Famicom and 10/15/1988 for Sega Mark III, originally developed by Falcom, ports by Victor (FC) and Sega (SMS)

This is the first game in Falcom’s long running and influential Ys series. I’ve already played Ys I&II more than once — several times for the PC Engine, and also I played the PSP and PS2 remakes. So I won’t be playing them through again, but I wanted to see which of the two ports released in late 1988 was better. This is only the first game. I’m pretty sure that the PC Engine release of I&II is better than both of these, but you would have to wait a year for those.

Apparently the Famicom version had a number of changes from the original computer versions — the maps were redone and the final battle is somewhat different.

Overall I think this version is fairly well done. The bottom HUD is easy to see without taking up too much of the screen, although there is a problem of the screen not scrolling soon enough so you are up against the edge.

The shop screens are a bit underwhelming though.

For the Sega version:

I should have turned that pixel filter off in Mesen2 for this, I use that for the handheld systems. In any case, this version is basically a straight port of the computer one.

The HUD is disappointing; it doesn’t give you as much information. I found this image which is apparently the PC88 version (from Famitsu):

So the Famicom version has the more helpful HUD.

So far this is mostly graphical differences, but I found this version much more annoying to play because of the balance.

In comparison to the Famicom version, the starting enemies are much more difficult and the enemies give you less XP. Now I did forget that there are some little mini-events and quests you can do in the first town to get more money and level up at least to 2 (maybe 3?) without fighting the starting enemies. So if you do that it will be more playable.

I think out of these two I would rather play the Famicom version, although this whole comparison is basically irrelevant because the PC Engine version blows both of them out of the water. Even if you want a retro version of Ys I&II there is no reason to play either of these.

SRPG 2001 preview

I’m posting the SRPG 2001 preview now, even though I have a few 2000 games left, to see if there are any opinions on these, especially the potential rejects. The bolded games are ones I will actually play, and I have some question marks on ones I’m not sure about.

Quite a variety of consoles — the first games for the Game Boy Advance, plus Playstation, PS2, Wonderswan Color, and Dreamcast. I think this may be the first year for a long time where Playstation is not the dominant console.

SRPGs

  1. Super Robot Taisen Compact 2-3 (minor game, will do the usual post midweek)
  2. Volfoss (Playstation)
  3. Battle Gate Dark Eyes (Wonderswan Color)
  4. Monster Guardians (GBA)
  5. Sakura Taisen 3 (DC)
  6. Super Robot Taisen Alpha Gaiden (great game, see above)
  7. Tearring Saga (PS) – Kaga’s attempt to make a Fire Emblem game for the PS that got sued for trademark infringement, I think?
  8. SD Gundam G Generation Gather Beat 2 (WSC)
  9. Tactics Ogre Gaiden: Knight of Lodis (GBA)
  10. Blue Wing Blitz (WSC)
  11. Lunar Wing (PS) – A “love sim SRPG”.
  12. Growlanser II (PS2)
  13. Summon Night 2 (PS) – I will not replay this.
  14. ?? Generations of Chaos (PS2) – This might be a Dragon Force-style game that I won’t play, but it was such a successful(?) series that I’d like to at least try it.
  15. Super Robot Taisen Alpha DC (DC) – I have not played this version and I at least want to try it because it’s the first SRT game to use 3D assets. So I will probably make a small post on this.
  16. RUN=DIM as Black Soul (DC)
  17. Super Tokusatsu Wars (PS)
  18. Super Robot Taisen A (GBA) – The usual.
  19. Zone of the Enders: 2173 Testament (GBA)
  20. Growlanser III (PS2) – Two Growlanser games in one year?
  21. Dia Droid World (GBA)
  22. Super Robot Taisen Compact Color (WSC) – I’m not even going to make a post about this; I didn’t play it because it’s just a color remake of a bad original game.

Atelier

  • A3 – Atelier Lilie (PS2) – I will play the Plus version
  • Atelier Marie and Elie – Futari no Atelier (WSC) – Another sequel to Marie and Elie
  • Atelier Marie & Elie (DC/PS2) – Next gen console remakes.

(Potentially) Rejected games

  • Pocket King (GBC) — This looks to me like one of those “summon nameless grunts to fight for you” strategy games that I have not been playing.
  • Eithia (PS) – Seems like a regular RPG.
  • Global Folktale (PS2) – Seems like a strategy game
  • Hoshigami (PS) – The English version apparently came out in 2001 and the JP in 2002. Should I be playing the English one?

SRPG 138 – Velvet File Plus / Robot Warlords (PS2)

Velvet File (ヴェルベットファイル), released 8/10/2000, “plus” version 3/29/2001, developed and published by DaZZ

I have at last arrived at the PS2 era. This is a major console for SRPGs, with 77 games on my list (although that includes a number of remakes/ports and questionable games). As I said in my previous post, I have also reached the point where my faithful Acer Spin 3 no longer has the power necessary to run the emulators — while it is OK with Game Boy Advance, PSP, and some other consoles that will come up later, the PS2 is too much. I am hoping to get a new laptop around Christmastime that will be better, but for now I have to play the PS2 games on my actual console (which runs quite well given that it is 24 years old). I got a few screenshots of this game before I switched.

This game has been described as a ripoff of Front Mission and Armored Core, and I can see why. The Armored Core influence is mostly the setting and visuals, but the “parts” system that I dislike so much in Front Mission is here as well. I played the “plus” version which was released a year later — it has some rebalancing and bug fixes, as well as a “print” feature where you could use an accessory printer to make paper foldable models of the mechs. The game was released in English as “Robot Warlords” but I don’t think the Plus version came out. (The Japanese title refers to the code name of the mission the mercenaries are on)

The dialogue is fully voiced for the story, but the sound quality is pretty bad. The game was originally released on CD (some early PS2 games were), which may account for the issue. The story involves a group of mercenaries (your characters) hired by the government to put down a rebel military faction in Japan within 7 days, before they can successfully pull off a coup. The 7 days is just for storyline purposes and has no gameplay effect. The game is a relatively short 11 stages.

You have a set of characters. Each mech can be customized very similar to the Front Mission series. You choose the parts that will serve as the armor/HP of each part, subject to an overall weight limit. You can also equip various types of ammo and guns, as well as melee weapons. On the whole, FM did it better.

When you are in battle, you can move around up to your movement points, and then attack. You can also use “special attack” or “special defense” for a TP cost. You regenerate TP every turn. The map looks dark on that screenshot and it also looks dark on the actual console, which makes it tough.

Attacks have very low hit rates and it can be tricky to get your guys into the proper spots. You also have to be turned the correct way to be able to aim at people, which costs movement (the game does show you when you have a unit in your target range though). You also can set a reaction type, which applies not only for counterattacks but you can even attack the enemies as they move through your range.

As in the Front Mission series, damage to various parts seems to be basically random. This introduces the element of luck I never liked in FM — you might take out a unit in two hits, or waste time chipping away damage at various parts. A unit’s primary weapon can be quickly taken out, or maybe not.

In the first few missions you only have to defeat some of the enemies, not all of them. Even so I found the game fairly challenging, and by the time I reached stage 4, I was getting tired of “we have Front Mission at home.” The game didn’t get great reviews either, which I suppose is typical of an early game on a new console.

Some updates (actual post tomorrow)

First, a few games I will not be playing:

Brave Sword is yet another one of these “real time strategy RPGs” in the style of Bounty Sword and others. I’ve found most of these games unenjoyable for basically the same three reasons:

  • The AI and pathfinding is usually bad, causing a lot of frustration not being able to get your guys to do what you want them to. Whether it’s walking into walls or not attacking monsters right in front of them, it just makes you wish you could control them directly
  • And related to that, it just feels like you are watching the game play itself.
  • Finally, too many of these games make you mash buttons to get the menu to come up in a desperate attempt to get some kind of spell off because if you don’t, the enemies slaughter you with their own spells and abilities.

Growlanser is the only RTSRPG so far that I’ve actually enjoyed. I played a couple of missions of Brave Sword but it had the added annoyance of a 3D map that made it difficult to see where people were on the map, and walls often got in the way of my vision.

Zoids: Empire vs Alliance fails my criteria because it has no individual named characters you can develop. It’s more like a pure strategy game.

Second, I need a new laptop.

Nearly 10 years ago when I started this blog, I bought an Acer Spin 3. Virtually all of the games I’ve played for the blog have been on this laptop and it’s worked great. Unfortunately, I am getting into the PS2 era and it’s beyond what the laptop can handle. So I will be looking for something to replace it with. If anyone has suggestions let me know — I want something that can handle PS2 emulation with no problem, but I don’t want to spend a bunch of extra money for fancy graphics cards or things that I don’t need.

In the next few weeks I’ll be finishing up 2000 and then getting ready to move on to 2001 for SRPGs. The next three SRPG posts will be Velvet File (Robot Warlords in English) for PS2, Ring of Red for PS2, and Gungho Brigade for PS. I’m about to start Juntei Taisen for Game Boy Color which is the final 2000 game.

The Velvet File post should be up by tomorrow.