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Dai 2 Ji Super Robot Taisen (NES)

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Title Screen

Dai 2 Ji Super Robot Taisen

Developer: Winky Soft
Publisher: Banpresto
Platform: NES
Released in JP: December 29, 1991

AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
Sgf2-unusedicon1.png This game has unused abilities.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
Carts.png This game has revisional differences.
PiracyIcon.png This game has anti-piracy features.

The second entry in the Super Robot Taisen series, this game introduced the Divine Crusaders and the concept of pilots.

Unused Map

Dai 2 Ji Super Robot Taisen (NES)-map-1a.png

Use the cheat code 7411:1A, and then start a new game or continue from an intermission to enter this map. There are no player units here, and no victory or loss conditions either, just a pilot-less Medea that never moves. The scenario script for this stage is empty; it is unknown if this used to be a debug map.

Even though this is the last valid map, further spawn tables also exist in the ROM, starting at 0x7CB6. The first 3 tables also spawn exactly one unit at the same position, except that unit becomes a Getter 2 (ID 03), Granzon (ID 5D), or Dreissen (ID 47) respectively; the last 2 tables are completely empty. Note that this Granzon is an identical, unused clone of the one used in Scenario 20 and 26 (ID 5E).

(Source: Original TCRF research)

Unused Behaviour

Experience Curve

In this game, the amount of EXP required at each level-up depends on the pilot's current level, rather than being fixed to 500 like most Super Robot Taisen games. There are in fact 4 different EXP curves present in the game, but all pilots use only the first one, and two of the curves are duplicates, which leaves the following curve at 0xB7D3 unused:

Lv 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16-50
Used Total EXP 0 30 80 170 310 600 900 1300 1800 2400 3000 3800 4580 5520 6720 The two tables are identical
from this point onward.
EXP till level-up 30 50 90 140 290 300 400 500 600 600 800 780 940 1200
Unused Total EXP 0 40 100 360 600 900 1260 1680 2220 2820 3480 4200 4980 5820 6720
EXP till level-up 40 60 260 240 300 360 420 540 600 660 720 780 840 900

Growth Curve

Likewise, there are different growth curves used to calculate level-up increments for the HP, Power, Defense, and Speed of every robot, as well as the SP of every pilot. At least two such curves are unused, at around 0xB918:

Lv 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
ID 05 Total 0 2 3 4 6 7 8 10 11 12 14 15 16 18 19 20 22 23 25 26 28 29 31 33 34
Increment 2 1 1 2 1 1 2 1 1 2 1 1 2 1 1 2 1 2 1 2 1 2 2 1 2
ID 09 Total 0 15 30 45 60 75 90 105 120 135 150 165 180 195 210 225 240 255 270 285 300 315 330 345 360
Increment 15
Lv 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50
ID 05 Total 36 37 39 40 42 43 45 46 48 49 51 52 54 55 57 59 61 63 65 67 69 72 75 78 81
Increment 2 1 2 1 2 1 2 1 2 1 2 1 2 1 2 2 2 2 2 2 2 3 3 3 3 4
ID 09 Total 375 390 405 420 435 450 465 480 495 510 525 540 555 570 585 600 615 630 645 660 675 690 705 720 735
Increment 15

Distance Penalty

This game is one of the first among the series to reduce hit rates as the distance between the attacker and the defender increases, even before Alpha. Each weapon can in fact use one of several distance penalty tables; melee weapons and Funnel-like weapons have no penalties, whereas other ranged weapons all share the same penalty table. It turns out that there is an additional, unused penalty table located at 0xB737, followed by two duplicates of the no-penalty table:

Distance 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Used 100% 95% 90% 85% 80% 75% 70% 65% 60% 55% 50% 45% 40% 35% 30%
Unused 100% 95% 90% 80% 70% 60% 50% 40% 40% 30% 30% 20% 20% 10% 10%

The table values are multiplicative; for example, a hit rate of 80% for two units located 6 spaces apart would become 60% with the used table, or 48% with the unused one. In both cases, the penalty values for distances from 10 to 15 are also unused, as no weapons ever exceed an attack range of 9 spaces.

Shop Lists

Dai 2 Ji Super Robot Taisen (NES)-unusedshoplist.png

A total of 8 item lists for shops are defined at 0x15752, but only the first 5 of them are used, and 2 are duplicates with slightly different messages used when Bright Noa visits the shop of Scenario 2 / 5. The remaining 3 unused lists, all identical, contain Super Alloy Z as the only item and use a corrupted character image. The Game Genie code SNKOOAEY replaces the shop list on Scenario 2 with the unused list; visit the building near the start location with any unit other than White Base to reveal this shop list.

Kai Shiden's Dialogs

Dai 2 Ji Super Robot Taisen (NES)-kai-shiden-dialog.png

When a unit moves into a particular space, it may trigger one of several actions depending on an event ID associated with that space. The same mechanism is used for the shop lists, and apart from unused shop lists, 2 other event IDs are also unused. The following are all the valid IDs:

  • 00: Retreat spaces in Scenarios 16 and 21.
  • 03: Spider web spaces in Scenario 14.
  • 04, 05: Triggers dialogs involving Kai Shiden, an unused character (see below for full texts). Use GEKOOAEY to trigger the version with Amuro, or IEKOOAEY for the version without, then proceed as above in Scenario 2 to reveal the chosen dialog.
  • F0 - F4: Used shop lists.
  • F5 - F7: The 3 unused shop lists.
(Source: Original TCRF research)

Unused Graphics

Dai 2 Ji Super Robot Taisen (NES)-title-texts.png

Unused tiles for scenario titles. These read: 熱帯 (tropical), 海 (sea), 補給基地 (resupply base), 叩け (attack), 静か (silence, only the bottom half remains), ア, ィ, ケ, ド, ニ, ハ, パ, ビ.

(Source: Original TCRF research)

Unused Robots

Unit info
ID 13 Dai 2 Ji Super Robot Taisen (NES)-messala-ma.png
Name メッサーラ
Move type Sky
Move range 10
Power 80 → 154 HP 950 → 1440
Defense 55 → 129 Repair cost 100
Speed 68 → 142 EXP 30
Weapon 1
ID 73 Accuracy 95
Name メガりゅうしほう Range 6
Power 210 → 284 (sky, land)

Mobile Armor form of the Messala, which always appears as an MS in-game.

Unit info
ID 24, 25 Dai 2 Ji Super Robot Taisen (NES)-hyakushiki.png Dai 2 Ji Super Robot Taisen (NES)-hyakushiki-icon.png
Name ひゃくしき
Move type Land
Move range 6
Power 75 → 149 HP 300 → 790
Defense 48 → 122 Repair cost 100
Speed 65 → 139 EXP 100
No weapons

MSN-00100 Hyaku-Shiki from Mobile Suit Z Gundam. Two identical clones are present, both without any weapons assigned; one of those clones would supposedly have stronger weapons than the other clone if the weapons were present (similar to how the game upgrades other robots). Hyaku-shiki's iconic weapon, the Mega Bazooka Launcher, is also among the unused weapons (see below).

Unit info
ID 3D Dai 2 Ji Super Robot Taisen (NES)-zeong.png Dai 2 Ji Super Robot Taisen (NES)-zeong-icon.png
Name ジオング
Move type Sky
Move range 6
Power 70 → 144 HP 700 → 1190
Defense 48 → 122 Repair cost 0
Speed 70 → 144 EXP 26
Weapon 1
ID 71 Accuracy 95
Name メガりゅうしほう Range 4
Power 140 → 214 (sky, land)
Weapon 2
ID 76 Accuracy 120
Name ワイヤービームキャノン Range 4
Power 150 → 224

MSN-02 Zeong from Mobile Suit Gundam. The second weapon is unique to this unit, so it also goes unused. Like the Gilgilgan, when this robot is destroyed it automatically transforms into...

Unit info
ID 3E Dai 2 Ji Super Robot Taisen (NES)-zeong-head.png Dai 2 Ji Super Robot Taisen (NES)-zeong-icon.png
Name ジオング
Move type Sky
Move range 5
Power 65 → 139 HP 500 → 990
Defense 35 → 109 Repair cost 100
Speed 70 → 144 EXP 15
Weapon 1
ID 71 Accuracy 95
Name メガりゅうしほう Range 4
Power 135 → 209 (sky, land)

Zeong Head. Both forms became a reality in the next game. Based on the location of the unit icon, the Zeong could be spawned during Scenarios 16 to 19.

Unit info
ID 50 Dai 2 Ji Super Robot Taisen (NES)-sazabi.png Dai 2 Ji Super Robot Taisen (NES)-sazabi-icon.png
Name サザビー
Move type Land
Move range 10
Power 154 → 252 HP 1080 → 1570
Defense 75 → 173 Repair cost 500
Speed 90 → 188 EXP 39
Weapon 1
ID 05 Accuracy 120
Name ビームサーベル Range 1
Power 274 → 372 (sky, land), 259 → 357 (sea)
Weapon 2
ID 7C Accuracy 160
Name ファンネル Range 7
Power 304 → 402

MSN-04 Sazabi from Mobile Suit Gundam: Char's Counterattack. The Funnels are unique. Notice that Sazabi is an enemy unit (with right-facing sprite) while the Hyaku-shiki is playable; the Char's Counterattack arc never happened for the entirety of the classical Super Robot Taisen timeline. In this game Char just kinda disappears after the first few stages.

Unit info
ID 53 Dai 2 Ji Super Robot Taisen (NES)-zoo.png Dai 2 Ji Super Robot Taisen (NES)-zoo-icon.png
Name ズー
Move type Sea
Move range 5
Power 75 → 149 HP 350 → 840
Defense 42 → 116 Repair cost 500
Speed 35 → 109 EXP 27
Weapon 1
ID 62 Accuracy 100
Name かえん Range 1
Power 115 → 189 (sky), 135 → 209 (land)
Weapon 2
ID 93 Accuracy 100
Name しっぽ Range 1
Power 135 → 209 (land), 145 → 219 (sea)

Zoo from Getter Robo. An underwater Mechasaurus which uses Flame and Tail Whip. Its icon looks extremely like the Mechasaurus Dai but they are different (this one has a round eye on the upper head whereas Dai has a pointed one). It may be spawned in Scenarios 1 - 3 and 10 - 12.

Unit info
ID 7F, 81 Dai 2 Ji Super Robot Taisen (NES)-g-armor.png
Name Gアーマー
Move type Sky
Move range 7
Power 72 → 170 HP 320 → 810
Defense 55 → 153 Repair cost 200
Speed 64 → 211 EXP 100
Weapon 1 (ID 7F)
ID 71 Accuracy 95
Name メガりゅうしほう Range 4
Power 142 → 240 (sky, land)
Weapon 1 (ID 81)
ID 72 Accuracy 95
Name メガりゅうしほう Range 5
Power 172 → 270 (sky, land)

G Armor from Mobile Suit Gundam, formed by combining the G Parts into the RX-78-2 Gundam. This would presumably be obtainable via the unused G Parts. Neither Gundam nor G Armor is marked transformable in the game data. (As with all transformable mobile suits in the game, G Armor shares the same map icon as the untransformed counterpart.)

Unit info
ID A6 Dai 2 Ji Super Robot Taisen (NES)-normandia.png Dai 2 Ji Super Robot Taisen (NES)-normandia-icon.png
Name ノルマンディア
Move type Sky
Move range 5
Power 10 → 84 HP 300 → 790
Defense 10 → 84 Repair cost 100
Speed 10 → 84 EXP 100
Weapon 1
ID 64 Accuracy 98
Name たいあたり Range 1
Power 80 → 154
Weapon 2
ID 60 Accuracy 100
Name たいくうミサイル Range 5
Power 150 → 224 (sky)

"Normandia". Absolutely nothing is known about the origins of this robot, as it never appears in any other Super Robot Taisen game. Its weapons are Smash and a stronger (otherwise unused) variant of Anti-Air Missile. The sprite layer was offsetted 16 units to the right, resulting in an incorrect robot sprite. The fixed version is shown below:

Monstro, the terrible dogfish from Normandy?

Some other less noteworthy unused robots are:

  • ID 0F: A clone of Bound Doc without its Beam Rifle. Probably planned for its MA form.
  • ID 15: A clone of Hambrabi without its Beam Rifle. Also probably a scrapped MA.
  • ID 5D: Granzon clone.
  • ID 93: Intermediate upgrade for ZZ Gundam. It has weaker versions of the final (and only) upgrade's Mega Beam Saber and Hi Mega Cannon.
  • ID 94: Intermediate upgrade for G Fortress. It uses an otherwise unused Missile upgrade.
  • ID 9A: Enemy variant of Queen Mansa. It has different stats compared to the playable version (ID 4D). Only Ple receives it in the game as a playable unit.
  • ID 9C: Enemy variant of Psyco Gundam (MA). As an enemy robot, Psyco Gundam always appears in its MS form.
  • ID A4: Enemy variant of Psyco Gundam Mk. II (MA). Unused for the same reason. Note that its MS form has a unique enemy sprite but the MA form doesn't.
(Source: Original TCRF research)

Unused Weapons

To do:
Record and upload the animations. Also rip any animation-specific sprites.

These weapons are not referenced from any robots at all, or only appear on unused robots.

ID 4B Accuracy 75
Name メガバズーカランチャー Range 5
Power 120 (sky, land)

Mega Bazooka Launcher. Not assigned to Hyaku-shiki.

ID 76 Accuracy 120
Name ワイヤービームキャノン Range 4
Power 80

Wire(d) Beam Cannon. Used by Zeong, and has a proper battle animation.

ID 77 Accuracy 120
Name ビームカノン Range 1
Power 40 (sky, land)
ID 87 Accuracy 120
Name ビームほう Range 1
Power 40 (sky, land)

Just ordinary Beam Cannons.

ID 7C Accuracy 160
Name ファンネル Range 7
Power 150

Sazabi's Funnels. Identical stat-wise to Queen Mansa's, but uses its own animation sprites.

ID 89 Accuracy 120
Name ビームトマホーク Range 1
Power 40 (land, sea)

Beam Tomahawk, a weapon originally on either the Dreissen or the Sazabi. Dreissens use the Beam Naginata instead in the game. The battle animation consists of a single slash effect colored in pink.

ID 8F Accuracy 120
Name ワイヤービームソード Range 3
Power 80
ID 90 Accuracy 120
Name レフレクタービット Range 5
Power 170

Wire(d) Beam Sword and Reflector Bits, both weapons of the Psyco Gundam Mk. II. In the game the Psyco Gundam Mk. II simply has stronger versions of Psyco Gundam's weapons, whether it's the playable or enemy variant. Their battle animations both resemble machineguns.

ID 9A Accuracy 120
Name シャドウスラッシャー Range 1
Power 40
ID 9B Accuracy 120
Name グラビトロンカノン Range 6
Power 40

"Shadow Slasher" and Graviton Cannon, the latter of which becomes an actual weapon on Granzon in the sequel. Both weapons use the Black Hole Cluster's animation. These weapons might have been downgrades of the final ones on Granzon, indicating a possibility that the Granzon with ID 5D would show up in a slightly weaker state before the final scenario.

ID B3 Accuracy 120
Name エナジードレイン Range 1
Power 40
ID B4 Accuracy 120
Name エナジードレイン Range 1
Power 80

Two variants of "Energy Drain". It is unknown what "Energy" refers to, since EN was not yet a unit property in this game. Their battle animations are incomplete, and simply scroll past both the attacker and the defender.

The following are unused upgrades / downgrades of existing weapons:

  • ミサイル (ID 0C): Missiles. Intermediate variant with 20 more power than the weakest one. Used by the missing G Fortress upgrade.
  • メガビームサーベル (ID 28): Downgrade of ZZ Gundam's Mega Beam Saber that has 15 less accuracy.
  • サイブラスター (ID 44): "Cyblaster" (not to be confused with Psycho Blaster). Presumably an upgrade to Cyflash; has 15 more power than that, and shares the same map attack animation. Masaki also speaks an unused line when attacking with this weapon. Although Cybuster gains 2 upgrades in the game, only Discutter gets eventually upgraded into the Vanity Ripper; Cyflash remains the same throughout all upgrades.
  • オメガブラスター (ID 46): "Omega Blaster". Has another 15 more power than the weapon above, but is otherwise identical.
  • レーザー (ID 4D): Laser variant with intermediate power. The used variants have 20 less or 20 more power.
  • たいくうミサイル (ID 60 / 61): Stronger variants of the Anti-Air Missile on Toros D7 or Zssa. Each has 30 more power and 1 extra range than the previous one. The one with ID 60 is used by "Normandia".
  • かくさんビームほう (ID 6C): Diffuse Beam Cannon with intermediate power. The used variants have 20 less or 40 more power.
  • ハイメガキャノン (ID A0): Downgrade of ZZ Gundam's Hi Mega Cannon. Has a shorter range of 3, 5 less accuracy, and 30 less power.

(Source: Original TCRF research)

Unused Pilots

3 pilots have full stats but are not used anywhere in the game:

ID 13 Dai 2 Ji Super Robot Taisen (NES)-quattro.png
Name クワトロ バジーナ
SP 45 → 192
Spirit commands こんじょう, ちょっかん, ひっさつ, ひらめき, テレポート, めくらまし
Extra stats None

Quattro Bajeena from Mobile Suit Z Gundam. His appearance was probably scrapped along with Hyaku-shiki. He even has a sortie message.

ID 15 Dai 2 Ji Super Robot Taisen (NES)-christina.png
Name クリスチーナ マッケンジー
SP 50 → 255
Spirit commands かそく, ちょっかん, はやて, ひらめき
Extra stats None

Christina Mackenzie from Mobile Suit Gundam 0080: War in the Pocket. Strictly speaking, it debuted on this game due to the appearances of Hi-Gogg and Z'Gok E. Her spirit commands are very lackluster compared to other Gundam pilots.

ID 3E Dai 2 Ji Super Robot Taisen (NES)-char-cca.png
Name シャア アズナブル
SP 0
Spirit commands None
Extra stats Move range +3, Power +30, Defense +10, Speed +30, HP +200

The Char's Counterattack version of Char Aznable. Those extra stats surpass that of virtually every other main Gundam antagonists like Sirocco and Haman.

The following pilots have zero SP, no spirit commands, and no extra stats. They are most likely planned to be characters that would only appear during event dialogs. (Note that certain units like ordinary soldiers also have their stats like this.)

ID Name Translation Icon Notes
38 セイラ マス Sayla Mass Dai 2 Ji Super Robot Taisen (NES)-sayla.png Character from the Gundam series. Appeared in the third game.
39 ベルトーチカ イルマ Beltorchika Irma Dai 2 Ji Super Robot Taisen (NES)-beltorchika.png From the Gundam series. Appeared in the third game. Has one unfinished dialog.
3A カイ シデン Kai Shiden Dai 2 Ji Super Robot Taisen (NES)-kai.png Related to the unused G Parts dialog. Unlike his appearance in this game's Complete Box remake, however, he uses his Mobile Suit Z Gundam appearance here. Has the most unused dialogs.
40 エマリー オンス Emary Ounce Dai 2 Ji Super Robot Taisen (NES)-emary.png From the Gundam series. Appeared in the third game.
42 ルー ルカ Roux Louka Dai 2 Ji Super Robot Taisen (NES)-roux.png
43 リィナ アーシタ Leina Ashta Dai 2 Ji Super Robot Taisen (NES)-leina.png
44 チェーン アギ Chan Agi Dai 2 Ji Super Robot Taisen (NES)-chan.png
45 マリア フリード Maria Fleed Grace Maria Freed From UFO Robo Grendizer. Appeared in the third game.
4A カムラン ブルーム Cameron Bloom Dai 2 Ji Super Robot Taisen (NES)-cameron.png From the Gundam series. Appeared in the third game.
4E エマ シーン Emma Sheen Dai 2 Ji Super Robot Taisen (NES)-emma.png
51 ダン ゼペット "Dan Geppetto" Mister Cyborgeppetto? An elder cyborg and what looks like a small robot, probably original characters that are pilots of the whale "Normandia".
52 フック "Hook" Pinocchio, the robot pirate from Neverland?
53 ルチーナ Routina Dai 2 Ji Super Robot Taisen (NES)-routina.png Routina Levin from Mobile Suit ZZ Gundam. Never appears in any Super Robot Taisen game.
(Source: Original TCRF research)

Unused Map Events

To do:
Get video recordings of these unused events.

The following map events are unreachable and never occur during gameplay. As they are never referenced by other event commands, their intended trigger conditions are unknown.

  • Scenario 13, at 0x35E9C: At the start of a phase, if Ple is alive, she moves to the top right corner of the map and then retreats. In the game, she moves immediately once she is convinced by Judau.
  • Scenario 18, at 0x36140: Chara shows up in a Geymalk at the southwestern entrance, along with 2 Jamru-fins. If there are 3 or fewer player units, Chara also retreats immediately.
  • Scenario 21, at 0x362F4: Two Blagger S1's appear as reinforcements behind the square pillar near the exit.

(Source: Original TCRF research)

Unused Dialogs

Using the given Game Genie codes will replace Scenario 1's start dialog with these unused dialogs, unless otherwise noted.

Text Description Game Genie code
キャラ 「ハハハハハ
 ちょっと てつだってやるよ」

グレミー 「フン おまえたちのてを
 わたしひとりでも かたをつける!」

キャラ 「あらあら いきがっちゃって
 ま ほんとうは あたしも ぼうやのおもりは

キャラ 「ハマーンさまの めいれいだからね
Unused dialog from Scenario 18 when Chara shows up and there are 4 or more player units.
キャラ 「ハマーンさまの めいれいだから
 しかたなく きゅうえんにきてみたけど
 こりゃ あたしが でるまでもないようだね」

キャラ 「あたしは なぶりごろしってのは
 あまり すきじゃないのさ
Unused dialog from Scenario 18 when Chara shows up and there are 3 or fewer player units.
カイ 「よお アムロじゃないの
 あいかわらず がんばってるな」

アムロ 「カイさん!」

カイ 「おまえが きたんなら はなしはべつだ
 いいもんが てにはいったんでな
 おまえさんに やるよ」

アムロ 「これは・・・Gパーツ!」

カイ 「ま あんまり たいした

カイ 「これを とりつけりゃ ガンダムも

カイ 「ま ほどほどに がんばれよ」
Kai Shiden gives Amuro the G Parts, an unused item. Although he did the same in the Complete Box remake, the message there is rather different from this one (see here for reference). There are no references to this dialog, not even internally. ZUVOTLTU + TEVOYUAA + ZONPALPA
カイ 「ん? もう なんもないぜ」
Probably used when the player talks to Kai for a second time. ZUVOTLTU + TEVOYUAA + LONPALPA
カイ 「よう きたな まってたぜ
 いいことを おしえてやるから よくききな」

カイ 「おれたち レジスタンスは
 たいていの まちに いるはずだから
 まちを みつけたらはいってみな」

カイ 「なにかと ちからになってくれるはずだ
 ま むりせずに てきとうに がんばりな」
A generic dialog featuring Kai. As this message is located right next to the two above, it's possible that talking to Kai with Amuro will give you the G Parts, while using any other unit will lead to this message instead. ZUVOTLTU + TEVOYUAA + GONPALPA
カイ 「よう アムロじゃねえか

カイ 「そうそう いいことをおしえてやるぜ
 これからも まちがあったら はいってみな」

カイ 「おれみたいな ゲリラなかまが
 んじゃ きをつけてな がんばれよ!」

アムロ 「・・・・ カイさん
 あなたは たたかわないんですか?」

カイ 「・・・わるいけどよ
 おれは なんじゃくものだからな」
Another dialog between Kai and Amuro. The last two lines were reflected in the G Parts dialog of the Complete Box remake. GEKOOAEY (see Kai Shiden's Dialogs)
カイ 「よう がんばってるじゃねえか
 ・・・なんだよ おれは おまえらのみかただぜ
 そんなかお すんなよな」

カイ 「いいことを おしえてやろう
 これから まちをみつけたら

カイ 「そうすりゃ おれみたいな
 ゲリラなかまが じょうほうをくれるぜ
 んじゃ きをつけてな がんばれよ!」
Yet another generic dialog with Kai alone. The same mechanism that differentiates Bright Noa from other pilots at shop spaces can be used to identify Amuro when a player unit visits Kai. IEKOOAEY (see Kai Shiden's Dialogs)
クワトロ 「クワトロ バジーナ
 ひゃくしき でるっ!」
Quattro's sortie message. Probably used when the Hyaku-shiki launches from the mothership. LOVOTLTL + YEVOYUAA + ZONPALPA
ベルトーチカ 「ハァーイ アムロ!」

アムロ 「ベルトーチカ!?
 なんできみが ここに?」

ベルトーチカ 「なによ ごあいさつね
 せっかく いいものもってきてあげたのに
 そんなこというなら あげないわよ!」

カミーユ 「? いいものってなんです?

ベルトーチカ 「あら いつになくすなおね
 カミーユ あなたも にんげんが

カミーユ 「・・・・・」

ベルトーチカ 「あらたに かいはつされた
 パワーアップパーツを もってきたのよ」ベルト
 ーチカ 「これで これからのたたかいも
 すこしは らくになるでしょう?」ジュドー 「
 ベルトーチカさん!!」ファ 「きました!! 
 てきです!!」ブライト 「いそいで アウドム
 ラをしゅうようしろ!!ブライト 「パワーアッ
An incomplete dialog featuring the unused Beltorchika Irma, who apparently delivered a bunch of newly developed power-up parts to the player's party, on the Audhumla. The Audhumla didn't make an appearance as a unit until F Kanketsu-Hen, although it was also scrapped in Dai-4-ji. Halfway through the dialog, newlines become completely absent and the mugshot no longer changes; the dialog doesn't have a proper end and meets empty space. PUVOTLTU + ZEVOYUAE + YENPALPE
(Source: Original TCRF research)

Unused Items

Although 24 items are present in the game, only 9 of them ended up being used. The unused items are: (English translations are based on the unofficial patch)

ID Name Description Price Notes
Japanese Translation Japanese Translation
04 ちょうごうきんニューZ New S.Alloy Z
ちょうごうきんZを さらに せいせいし
ぼうぎょりょくを 3UPしてくれます
A more highly refined Super Alloy Z. Raises DEF by 3. 5000
05 ブースター Booster
ロケットふんしゃによる いどうそうちです
これをつけると いどうりょくが
Uses rockets to increase land/air speed. Raises range by 1. 8000
06 ジェットスクランダー Jet Scrander
おおぞら はばたく くれないのつばさです
これをつけると そらを
Crimson wings that soar in the sky! Equip this to allow flight. 9000
07 サイコミュ Psycommu
バイオセンサーを さらに きょうりょくにしたものです
こうげきりょくを 3UPしてくれます
An improvement over standard Biosensors. Raises STR by 3. 3000
08 サイコフレーム Psycoframe
にんげんの のうはに はんのうするきんぞくです
すばやさを 3UPしてくれます
A curious metal. Reacts to human brainwaves. Raise SPD by 3. 5000
09 ビームシールド Beam Shield
ビームのまくで ぼうぎょする さいしんのシールドです
HPを 10UPしてくれます
The latest in shield tech! Guards via beams. Raise HP by 10. 3000
0A ミノフスキーりゅうし Minovsky P.
レーダーはを かくらんし てきのこうげきの
めいちゅうりつを 50%ていかさせます
Lowers enemy accuracy by 50%. 18000 While this item is listed on Scenario 2's shop, its price is so high that purchasing is impossible unless the player modifies their gold amount with cheats. This renders the item description and behaviour unused.
0C ふくつのこころ Grit
パイロットの せいしんポイントを
100 かいふくしてくれます
Restores the pilot's Spirit by 100. 15000
0D ゆうじょうのあかし Bracelet
チームぜんいんの HPを50から200ポイント
Restores all allies' HP by 50-200 points. 18000
0E もえるとうこん Passion
つかったユニットの あたえるダメージが 1かいだけ
Deals double damage on the next attack. 12000
0F しっぷうじんらい Reflex
つかったユニットの いどうりょくが 1かいだけ
User's move range up by 3 for one turn. 1000
11 いかりのてっけん Fist
てき1たいに 10から200ポイントの
ダメージを あたえます
Deals 10-200 damage to an enemy unit. 10000
14 じらい Mine (none) (none) 99990 Actually grants 65,535 EXP to a selected unit, raising it to Lv 50 (the maximum level) immediately.
15 じらいたんちき Mine Detector (none) (none) 99990 Does nothing when selected. There is a piece of unreferenced code between the handlers for the Mine item and the G Parts item, which would display the Boss Borot description text and do nothing else.
16 Gパーツ G Parts (none) (none) 1000 When selected, displays the G Parts description text shown below. There is no way to actually consume this item. G Armor was finally introduced in this game's Complete Box remake.
17 フィールドブレーカー Field Breaker (none) (none) 99990 Does nothing when selected.
(Source: Original TCRF research)

Debug Leftovers

Some debug routines are leftover from the development stage of the game. Since that game uses some scripting language to drive most of the game's parts, the routines are assigned to currently unused script commands and intended to be called with some debug scripts too. Unfortunately, there is no longer any debug scripts left in game, so you can't run these routines properly without writing some scripts from scratch, to enable proper CHR data banks, palette and PPU setups. With the following codes you can insert some of these routines into the game's script and see how it should look like and work. Palette for these pictures, unfortunately, was altered manually after using the codes.

Sample Editor

Dai 2 Ji Super Robot Taisen (NES)-soundedit.png

Use the Game Genie code GXKETAIA to re-enable a Sound Sample Editor. Just start a new game and follow the instructions on the screen. This editor allows you to write some PCM/DMC sample and play it.

Combat Editor

Dai 2 Ji Super Robot Taisen (NES)-debug.png

Use the Game Genie code YXKEYEAL to re-enable an incomplete combat editor. Just start a new game and use the same controls as for previous routine. This menu triggers the routine at 0x3B017, which is supposed to perform the following:

  • Move the first player unit to the left top corner of the map;
  • Replace its pilot with the 1st item on the menu (Seabook Ano in this case) and its robot with the 2nd item (Psyco Gundam Mk. II);
  • Move the sixth enemy unit 1 or 2 spaces below the player unit so that the player can attack the enemy;
  • Replace its pilot with a normal soldier (ID 03) and its robot with the 4th item (Cybird);
  • Replace both weapons of both units with the 3rd item (Beam Saber).

The routine however does not move the units properly, and both units still have to be selected from their existing positions until a movement is made. It also does not actually trigger a combat between the units. It is unknown how to trigger this menu properly during a scenario.

Unused Map Select Tilemap

Dai 2 Ji Super Robot Taisen (NES)-mapselect.png

Only the tilemap from the Map Selection screen seems to be left.

Miscellaneous Unused Texts

フラウ ボゥ
アストナージ メドッソ
ヘンケン ベッケナー
ミライ ヤシマ

Full names for characters that are never available as pilots. These are: Frau Bow (ID 05), Astonaige Medoz (ID 3F), Henken Bekkener (ID 41), Mirai Yashima (ID 4D).

Original Translated
ボスボロットが つかうことができます This (item) can be used by Boss Borot.
ガンダムにつかうと へんけいかのうになります If used on Gundam, allows it to transform.

Unused item-related texts at 0xFD2C. Judging from the text location and the unused item handler, it might have been planned that someone (possibly the enemy too) can plant mines on the map, whereas Boss Borot can reveal them once the unused Mine Detector is equipped.

オメガ ブラスタァァァッ!!

Messages for the unused "Cyblaster" and "Omega Blaster" weapons, found at 0x18FBE.

Sirius Works 006

Located at 0x3FFF0, near the end of the PRG ROM. Similar text can be found in may other games of the same developer. The number is unique to every different game. Unfortunately, not all games of that developer has that string inside, even if we know for sure the author.

(Source: Original TCRF research)

Version Differences

This game was released as part of GBA's Famicom Mini series when Super Robot Taisen GC was released. Most graphics were squished to accommodate the GBA's smaller screen resolution. Some text strings were also changed:

Original Famicom Mini Description
The weapon text for Repair Unit was shortened in order to fit into the description box.
ゲームを しゅうりょうしました
リセットボタンを おしながら
でんげんを きってください
ゲームを しゅうりょうしました

でんげんを きってください
This message shows up if the player exits the game after saving. The line about holding the reset button was removed since it is possible to reset the game in the Famicom Mini version directly through the L+R buttons.

The Famicom Mini version also added the following screen during saving. The screen simply remains static in the original NES version until saving completes.

Dai 2 Ji Super Robot Taisen (NES)-fc-mini-saving.png


At start-up, the game compares the values in the 0x7400 - 0x740F SRAM range and the 0x3FFE0 - 0x3FFEF ROM range; if there is a mismatch, all save data is erased.

The contents of the 16-byte fingerprint read 3D 30 4A 5F 30 5B 4E 5E 2F 44 40 32 3E 5D 20 32. If the first 14 bytes are XOR'ed with 0x80, the result becomes the Shift-JIS string スーパーロボットタイセン 2, which simply translates to "Super Robot Taisen 2".