Super Robot Wars Codexery

4th Super Robot Wars

Final Classic Timeline entry with expanded roster and higher difficulty.

4th Super Robot Wars

Solomon203 · CC BY-SA 4.0

4th Super Robot Wars (第4次スーパーロボット大戦) is a tactical role-playing game released for the Super Famicom on March 17, 1995. It was co-developed by Banpresto and Winky Soft, and published by Banpresto. As the fourth main numbered entry in the Super Robot Wars series, it also marks the final chapter of the Classic Timeline. Critics generally received the game well, highlighting the clear improvements over its predecessor, though many noted that the difficulty had been ramped up significantly. A port for the Sony PlayStation followed on January 26, 1996, titled 4th Super Robot Wars Scramble.

The gameplay closely follows the structure of the previous title, Super Robot Wars EX, using battle sprites for animations. Each stage begins with dialogue between characters, setting up the scenario on the battlefield. To clear a stage, players must meet specific objectives, which can sometimes change or expand during longer, multi-part missions. On the field, players and enemies take turns issuing commands like movement, attacking, forming squads, and using "Spirit Commands"—special abilities unique to each pilot. After a scenario ends, more dialogue plays before the player enters an intermission menu, where they can upgrade units, install parts, adjust pilot stats and skills, and perform other maintenance.

The story picks up four months after the Inspector Conflict. Peace has returned to Earth, but a rise in terrorism linked to the Divine Crusaders strains the economy and sparks rebellion among some colonies. General Jamitov Hymem forms the Titans to counter the terrorists. Bright Noah, returning from La Gaias after the events of EX, steps down from Londo Bell to search for the missing Lieutenant Quarto Bajena, leaving the Getter Team under John Kowen's direction. The situation worsens when Ondora Poseidal declares war on the surface, and Neo Zeon leader Haman Khan revives the Divine Crusaders as the Neue DC. An alien army called the Guests, led by Teniquette Zezenan of the United Solar System Army, arrives from another galaxy, revealing themselves as part of the Zovorg Alliance—the same group the Inspectors came from. With no other choice, Londo Bell launches Operation Final to fight the Zovorg and save the planet.

Quick Facts

Title
4th Super Robot Wars
Developer
Winkysoft
Publisher
Banpresto
Series
Super Robot Wars
Genre
Tactical role-playing
Modes
Single-player
Platforms
Super Famicom / Sony PlayStation / Sega Saturn / PlayStation Network

Facts from the source article.

Lore & Background

4th Super Robot Wars features gameplay similar to its predecessor Super Robot Wars EX, using battle sprites for animations. Stages begin with introductory dialogue between characters, leading to battlefield scenarios with objectives that may change as the story unfolds. Players take turns commanding units with commands for movement, attacking, forming squads, and casting Spirit Commands. After clearing a scenario, intermission allows upgrading units, installing parts, and modifying character stats.

The story, set four months after the Inspector Conflict, sees Earth once again at peace but threatened by increased terrorism from the Divine Crusaders and economic strain on colonies. Brigander General Jamitov Hymem forms the Titans to combat terrorists. Londo Bell returns from La Gaias, and Bright Noah leaves to search for Lieutenant Quarto Bajena. The situation worsens as Ondora Poseidal declares war on the surface world and the Divine Crusaders are revived by Haman Khan as Neue DC. An unknown army called the Guests, part of the Zovorg Alliance from which the Inspectors originated, arrives, forcing Londo Bell to initiate Operation Final.

The game features numerous series debuts, including Gundam Sentinel, UFO Robot Grendizer vs. Great Mazinger, Shin Getter Robo, Tōshō Daimos, Dancouga, Heavy Metal L-Gaim, Invincible Super Man Zambot 3, Neon Genesis Evangelion, Gunbuster, Space Runaway Ideon, and Mazinkaiser (the latter six debuting in the remake version F and F Final).

Reader's Guide

4th Super Robot Wars holds significance as the final entry in the Classic Timeline of the Super Robot Wars series, marking a turning point in the franchise's history. Its remake, split into Super Robot Wars F and F Final for the Sega Saturn and PlayStation, became highly influential. The game introduced Shin Getter Robo from the Getter Robo Go manga in any medium, and the remake debuted Mazinkaiser, a variant of Mazinger Z created by Go Nagai that later became its own series in 2001. The storyline of 4/F/F Final was later used in the Original Generation games, notably in 2nd Super Robot Wars Original Generation. The game's reception was mostly positive, with Famicom Tsūshin scoring the Super Famicom version 31 out of 40. Super Robot Wars F Final for the Sega Saturn sold 498,009 units in Japan during the first half of 1998, making it the country's ninth-best-selling game for that period. A fan translation of the Super Famicom version was released on August 24, 2026, by Aeon Genesis Translations.

Did You Know?

Franchise Identity & Naming

The Super Robot Wars franchise, branded as Super Robot Taisen in its home market of Japan, is a collection of video game titles developed under the Banpresto banner. This long-running series has accumulated a substantial catalog of entries, enough to warrant a dedicated index that catalogs each title. The franchise's identity is firmly tied to Banpresto as the creative force behind the majority of its content, establishing the company as the central architect of the series' narrative and mechanical vision. The dual naming convention—Super Robot Wars for international audiences and Super Robot Taisen domestically—reflects the franchise's origins in Japanese media while acknowledging its broader appeal. The existence of a comprehensive list organized by genre and initial release date underscores the sheer volume of titles that have been produced over the series' lifespan, making it one of the more prolific franchises in the tactical gaming space.

Genre Composition & Catalog Structure

While the Super Robot Wars franchise is predominantly associated with tactical role-playing gameplay, its catalog is not limited to a single genre. The majority of entries follow the tactical RPG format, which has become the series' defining mechanical identity. However, several titles have ventured into other genres, demonstrating Banpresto's willingness to experiment beyond the core formula. The franchise's index is structured to reflect this diversity, dividing titles by their respective genres and then ordering them by initial release date within each category. This organizational approach highlights that the tactical RPG entries form the largest and most central pillar of the series, while the other-genre titles represent a smaller but notable subset. The coexistence of multiple genres under one franchise umbrella suggests that the Super Robot Wars brand was designed to be flexible enough to accommodate different gameplay experiences while maintaining a unifying thematic thread.

Boss Design & Creative Authorship

A distinctive aspect of the Super Robot Wars franchise's creative philosophy is the degree of control Banpresto maintained over its antagonists. Across the entire catalog of titles, only three specific entries—the original games, the Neo Super Robot Wars installment, and the Super Robot Wars Compact release—featured final bosses that were not directly created by Banpresto. This means that for the vast majority of the series, the climactic adversaries were original creations of the franchise's developers rather than borrowed from external source material. This practice underscores Banpresto's commitment to authorship and narrative ownership, ensuring that the most pivotal confrontations in each game carried a unique creative stamp. The exceptions of the original, Neo, and Compact titles suggest that early or special-edition entries sometimes drew on outside creative input for their ultimate antagonists, but this was the exception rather than the rule across the franchise's long history.

Digital Presence & Anniversary Milestones

The Super Robot Wars franchise has maintained a digital footprint that extends well beyond its game releases. An official website dedicated to the series has been maintained, serving as a central hub for information about the franchise's titles and ongoing updates. Additionally, a dedicated 20th anniversary website was created to celebrate two decades of the series, a milestone that was later archived on the Wayback Machine on August 8, 2011. The existence of this anniversary site, now preserved in web archives, indicates that the franchise reached a significant longevity threshold that warranted a commemorative digital presence. The fact that the anniversary site required archiving suggests it was eventually taken offline, a common practice for milestone celebrations that serve their purpose and then conclude. Together, these digital touchpoints—the ongoing official site and the time-limited anniversary celebration—reflect a franchise that has maintained institutional visibility across its two-decade span and beyond.

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Frequently Asked Questions

What is 4th Super Robot Wars?

It is a tactical role-playing game that launched on the Super Famicom in March 1995, co-developed by Banpresto and Winky Soft. As the fourth main numbered title in the Super Robot Wars franchise, it serves as the closing chapter of the Classic Timeline.

What platform was 4th Super Robot Wars released on?

The original dropped on the Super Famicom in Japan on March 17, 1995. A PlayStation port under the title 4th Super Robot Wars Scramble followed in January 1996.

What timeline does 4th Super Robot Wars belong to?

It is the final entry in the Classic Timeline, bringing to a close the overarching story arc that began with the first three numbered games in the series.

Why is 4th Super Robot Wars important in the series?

It marks the definitive end of the Classic Timeline and was widely regarded as a clear quality improvement over its predecessor. Critics specifically highlighted the broader pilot roster and the noticeably steeper difficulty curve as its defining traits.

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