| Mr.Tickles Member Level: 14 Posts: 7/35 EXP: 12726 For next: 345 Since: 12-19-11 Since last post: 2.6 years Last activity: 4.7 years |
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| So I had this big long post and then lo and this forum ate it. Bad forum. To say concisely: This game has a lot of unused robots. Some are dummied out, some just never appear. There's two version of Sazabi, for instance. And Grungust Kai. And all of the originals robots except non-MP Nishiki dummied out. See here --> http://www.gamefaqs.com/ps/580758-super-robot-taisen-alpha-gaiden/faqs/14461 This has been tested (and there's apprently a save editor out there, too), and work. You can use even the dummied out robots if you have a pilot that can go into them (so Amuro can pilot the dummied-out Jagd Doga), except if the robot can transform or if it's an original (so Ryusei can't pilot any of them), you can't without hacking. The dummied out robots have their Alpha 1 animations. That so many originals are in the game might suggest that at some point they intended to have the SRX and the other originals robots be playable. A lot of robots from Alpha 1 were cut, probably to remove clutter or save on space or something (there's no F91, for instance). Banpresto reuses graphics and voice clips across a lot of its series, so I wouldn't be surprised if there wasn't an incredible amount of unused graphics in some of these games. Sometimes the difference in quality is a bit jarring, really. Like having Impact graphics show up in SRWA Portable. Or Alpha 1 graphics in Impact. All of these games were build on top of each other. To sum: Alpha series: All new everything in Alpha. Huge reuse in Alpha Gaiden. Huge reuse in Impact. Alpha 2 redrew a lot of the sprites but map sprites are the same. If it had graphics in Alpha 2, they were carried forward to Alpha 3. GBA: A lot of sprite reuse from A to J, though I think J redrew most stuff. OG2 mostly kept OG1 sprites but updated animations to look less early-GBA-y. Ditto for the DS series. |














