Super Robot Wars F Final - Speedrun Route WIP (EVA ending)

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This is a (very) rough draft speedrun route for the Saturn version of Super Robot Wars F Final by itself (no transfer from F). This one goes for the EVA ending, since it's the shortest actual ending. Played on an emulator for save states and turbo, obviously.

As I understand it, the requirements for the EVA ending are:

1. EVA Unit-01 goes berserk 5+ times before Episode 61 (解かれた封印).
2. Don't recruit Quatre.
3A. Don't let Four get kidnapped.
AND/OR
3B. Deploy Shinji for Episode 59 (異質なるモノへの挽歌)
4. Choose the Earth route split.
5. Shinji needs to have a higher synchronization rate than Rei before Episode 62 (決戦、第2新東京市).

Pretty much the only one that's relevant to speedrun planning is #1, since the Dummy Plug's usefulness is kind of limited in F Final. It only has a 3,000 power 1-range attack, so while it has the high synchronization rate, morale, and stats to make it decent, it's not a good option very often.

As for the route itself, I should point out that I hadn't played this game in years before starting this project. I had vague ideas about what could be useful though. For this ending, you don't see Ideon at all. So while a regular run becomes Ideon Gun spam, this run doesn't have that option. (I have sort of routed the regular ending. It's about eight and a half hours long right now.)

This run does exploit a few Saturn version bugs even though I wanted to avoid doing that. In particular, provoking the Dummy Plug is used multiple times to control it. I also used the bug that allows you to restore Shinji's control of Unit-01 to avoid repair costs.

I don't know how much of the run is self-explanatory to someone less familiar with the game, so please ask questions about anything you find confusing. I was going to provide audio commentary, but after recording for a few hours, I realized I'm too boring and didn't have much to say. :)

Some notes:

1. Two of my primary goals were to maximize Rally and Provoke users. Rally increases morale (and therefore damage output), and Provoke allows you to line up enemies for map weapons. I definitely overdid it though.

2. I was trying to avoid exploiting too many bugs, so I didn't use the Dream bug at all in this run. I probably should have.

3. Some of the stuff I did in this run was purely for fun, such as discarding Puru 2's Quebley instead (Puru is cuter) and recruiting Sayla.

4. I hope you don't like Gundam Wing, or you're going to be sorely disappointed. Duo is the only Wing boy that exists in this run, and he gets wrecked very hard. (Point-blank High Mega Cannon to the face!)

5. I had Char speak to Haman twice because I didn't know if recruiting her would be useful at all (it isn't). The EVA ending stops before that's even possible, but I felt like being safe.

6. Episode 48 (動乱、ヨハネスバーグ) probably has the most complex routing goal. You need to complete it specifically on the third player phase to skip Scirocco's appearance and save time. Any earlier or later won't work.

7. Because the deployment slots are based on your character levels, re-routing this game would require a ton of work. Changing something early is almost guaranteed to strategies for later maps, so I'd pretty much need to start over each time. Haven't decided if I'm motivated enough yet.

I can't think of much else to note, but again, if you have questions about what's going on, please don't hesitate to ask. It's hard to know what might be confusing when you've played this game a lot.







Tags:
Super Robot Wars
Super Robot Wars F Final
Speedrun
スーパーロボット大戦F完結編



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