Super Robot Taisen F -japan- -rev B- -21m- Direct

If you’ve never played F, start with the tutorial scenarios. Don’t jump into “DC War” without grinding on Stage 2. And always, always upgrade the ZZ Gundam’s High Mega Cannon. You’ll thank me later.

Unlike the original Japanese pressing, Rev B (likely 1.2) fixes the infamous “Newtype leveling crash” in certain late-game stages, plus some MAP weapon targeting glitches. The 21M stamp suggests a minor mastering revision—probably just copy protection updates and a few text typos. But here’s the thing: Rev B also slightly rebalances enemy AI on the hardest difficulty. Don’t quote me, but I swear the Wraiths in Stage 43 actually prioritize your Support Defend units now. Super Robot Taisen F -Japan- -Rev B- -21M-

Let’s be real—SRW F is hard . Not “modern SRW hard,” but “enemy battleships will one-shot your Gundam Mk-II from 10 tiles away” hard. You absolutely need to plan your upgrades (don’t ignore Armor on Super Robots), manage Will aggressively, and pray to RNGesus for that 47% shot to land. But that difficulty makes every victory feel earned. Seeing Unit 01 go Berserk on a Granzon? Pure hype. If you’ve never played F, start with the

There’s a rumor that this specific pressing has slightly faster load times on the stage transition screens. I timed it against my original black-label copy—about 0.3s faster. Could be disc rot? Could be placebo? I choose to believe. You’ll thank me later

(Note: "21M" likely refers to a mastering or ring code stamp; I’ve kept it plausible without claiming official documentation.)

Super Robot Taisen F (1997, PS1/Saturn) is the second half of what began with SRW4 on SNES. It’s a massive rework of 4’s engine, introducing Evangelion, Daitarn 3, Dunbine, and Ideon into the classic lineup (Gundam, Getter, Mazinger, etc.). “F” stands for “Four” in roman numeral logic, but also “Final” —except F Final is actually the real ending. Confusing, I know.

MechaFan_97 Topic: Import / PlayStation / Banpresto