Dai-3-ji Super Robot Taisen (1993)

Winkysoft

Super Famicom

3.36 from 11 ratings

41 members have it in their collection · 1 playing now · 17 backlogged · 7 wish listed

Dai-3-ji Super Robot Taisen ("3rd Super Robot Wars") is the third game in Banpresto's immense Super Robot Wars/Taisen series.Six months after the DC War (as chronicled in Super Robot Wars 2), the DC seems to be regaining their former combat strength thanks to the Zabi family. In response, the United Nations has decided to reorganize itself into the Earth Federation.
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Details

Developers
Winkysoft
Publishers
Banpresto
Genres
Strategy
Themes
Science fiction
Franchises
Gundam, Mazinger Z, Super Robot Wars
Series
Super Robot Wars

Release dates

  • Jul 23, 1993 (Japan) Super Famicom

Related

Remakes

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Rating distribution

5 stars
1
4 stars
4
3 stars
5
2 stars
0
1 star
1
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Community All Reviews Statuses

Chovus

Status Chovus Aug 16, 2020

Beat the campaign though I missed some optional stages and characters. I found the game more difficult than Ex, mainly because the enemies seem to have higher innate dodge %. I really had to save state scum to choose the best weapon to actually land hits, because the game does not let you back out of attacks after seeing the …

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Beat the campaign though I missed some optional stages and characters. I found the game more difficult than Ex, mainly because the enemies seem to have higher innate dodge %. I really had to save state scum to choose the best weapon to actually land hits, because the game does not let you back out of attacks after seeing the odds. There were also times I had to break the random seed by changing the order of attacks. I did like the tactical aspect of weaker and shorter ranged attacks having higher hit %, rather than always using the most powerful attacks like in Ex. I had to make extensive use of the lock on magic for 100% hit as well as flash to avoid enemy counterattacks due to the lack of ranged artillery for the good guys.

There were times I made use of water for tactical advantage but I never found a need to land fliers. I kept the orders on always defend and very rarely had to save state scum to avoid deaths; in fact I only had 1 lost unit the entire game (that I did not load to avoid). This game was not as much fun as Ex, with a less interesting story, and it dragged on way too long. Stupid unskipable battle scenes; just let me get on with the game! I did not like the huge cast because so many ended up not being used, and it is incredibly difficult to keep them leveled enough to be useful if you don't even have room to take everyone into battle. I focused only on the best units and did some swapping of pilots, especially replacing the healers with new higher level people. The final boss was a terrible slog. I had to use save states to avoid deaths until he ran out of long range ammo. Then everyone went to town on him and very slowly whittled away his health as I rotated tanks in and out of melee range to take his hits. I had to use the ship to restore ammo the fight took so long.

Bright: level 65 Lock on + luck to finish weak enemies but mostly hung back for support. I set up some great shots for the area beam attack.

Puru in Qubelay: level 65 Sweet 7 range with luck and 2 moves.

Shuu: level 63 He almost single handedly wiped out the entire red fleet in the final level by using fervor with his area attack. Otherwise not that great.

Getta: level 62 One of the best units that could do up to 10000 damage in an attack. Often sent to kill bosses and one shot dangerous enemies. With 3 different forms with 3 different mana pools I would blow mana on yell to unlock the ultimate attack and still have multiple uses of accelerate, fervor, lock on, flash and luck.

Banjou: level 61 Great tank and killer with his ultimate attack. Always used in melee. He could pretty much solo.

Gato in Neue Ziel: level 61 Great tank but his attacks are not that good due to lack of hit % and being beams. Also no melee. Mostly used micro missile.

Ryune: level 61 Loved psychoblaster and often had her go to the ship for additional uses. She had 2 good 6 range attacks but I found her to have trouble hitting.

Kamiyu in Z gundam: level 61 Good dodge throughout the game and almost never missed. His 6 range attack + luck got him a lot of kills but it being a beam saw him having to hang back in some fights.

Masaki: level 61 Awesome unit with the cyflash area attack, 8 range and flash. I never used his other energy attacks. The combo of cyflash + psychobuster could wreck entire fleets.

Amuro in V gundam: level 61 Sweet 9 range. Having the longest range of the team I use him to single pull enemies and snipe.

Raideen: level 60 Decent 6 range attack and multiple powerful ultimates. I never built up to the best and mostly used the middle. Great all round unit.

Cecily in Sazabi: level 59 Sweet 8 range.

Judou in ZZ gundam: level 58 Very similar to the single Z. Has the same area beam attack as the ship and I made good use of it. In the final battle he got the resupply for multiple area beams on the final boss.

Kouji in Mazinger Z: level 53 Good tank with lock on and flash but he never got a 2nd move and his attacks are weaker than others, so he fell behind a bit in levels.

Combattler: level 52 Good single use ranged attacks with a fairly powerful melee and an ultimate. Lack of flash held him back and he never got a 2nd move.

Slugger in GP 03: level 46 The unit is sweet with great tank stats and micro missile but Slugger was not able to make it into every battle and was thus under leveled for the final battle. Should have used him more.

Rei in Bluegar: level 28 My main healer, hanging back out of range. Should have changed the pilot to the higher leveled guy.

Not in final battle:

Maria in Dianan: level 48 Most durable healer.

Duke: level 46 Good melee damage but not a good tank. Does have full healing magic though.

Tetsuya in Great Mazinger: level 45 Similar to Mazinger Z but I often did not have room for him.

Junguuji in Pentagurel: level 44 Should have been in Bluegar. This unit is a decent melee finisher but is not good at tanking, range, damage or support.

Seabuck in Vigna Ghina: level 41 Good 6 range but nothing too special.

Kouchou: level 34 Not good at anything.

Jun in double spazer: level 33 Used once I think. Not enough range and no melee makes it not very useful.

Chris in Dijeh: level 33 Good range but lacking in hit %. Slugger used to be in this.

Hikaru in Marine: level 32 Never used.

Kai in F91 gundam: level 32 Only 5 range. He had a lot of use early on in a 6 range guncannon.

Keara in Regz ship: level 29 Though it has 7 range I found the lack of lock on and a melee attack made it not that useful.

Lou in Jegan: level 26 Never used.

Elle in Methuss: level 26 Rarely did I take 3 healers.

Recoa in Nemo: level 25 Some decent use early on.

Beacher in Kaempher: level 23 Never used.

Bernard in type 100: level 19 Used a couple times but was too low to be useful.

Mond in Rick Gias: level 13 Never used.

Sayaka in Venus: level 9 Never used.

Keith in Guncannon: level 8 Was in a few battles but started too low to be useful.

Ino in Jegan: level 8 Never used.

Fa in Nemo: level 6 Was a healer since the beginning but got no xp.

Kou in Gp01: level 5 Started too low to be useful.

Sayala and Mari: level 1 Never used.

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