Super Robot Wars 64 Guide: Flow Chart, Secrets and Reference

Parts

Part effects are from ROM and code analysis: when abilities are recalculated, each equipped part adds its bonus, matching the bonus table on the intermission screen and the in-game descriptions. Note that the original's “Limit” takes no part in battle calculation; only with this port's Limit correction on by default do Limit-raising parts actually do anything.

  • Differs from Akurasu
  • Not on Akurasu
  • Not verified in game

This guide is based on the project’s analysis of the game’s scripts and code, with reference to the flow chart, secrets and other information on Akurasu Wiki’s Super Robot Wars 64 pages. Thanks to Akurasu’s writers and editors for maintaining this material over the years. Badges mark differences and information not covered there.

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Parts list

PartsEffectNotes
BoosterMove +1
Mega BoosterMove +2
Apogee MotorMove +1, Mobility +5
Magnetic CoatingMobility +10, Limit +10
Bio-SensorMobility +15, Limit +20
PsycoframeMobility +20, Limit +30
HaroMove +2, Mobility +25, Limit +40, Range +1The range bonus follows the same rule as High-Fidelity Radar; equipped together with a radar, it stacks per itemNot on AkurasuNot verified in game
High-Fidelity RadarRange +1 for MAP weapons and all weapons other than range-1 onesAdds max range only; equipping 2, or equipping it together with Haro, stacks per itemNot on AkurasuNot verified in game
Chobham ArmorHP +500, armor +150
Hybrid ArmorHP +800, armor +200
Super Alloy ZHP +1000, armor +300
Super Alloy New ZHP +1500, armor +400
Shuffle CrestWill is 105 on deployment+5 Will per one equipped; with 2 equipped you deploy at Will 110; it applies again when swapping unitsNot verified in game
Minovsky CraftUnit can fly; terrain rating becomes Air AAll weapons except Gaia Crusher also get A air terrain ratingNot on Akurasu
Anti-Beam CoatingGains the “Beam Coat” abilityBeam shooting damage −1000, see “Unit Status”; doesn't stack if the unit already has it
I-Field BarrierGains the “I-Field” abilityBeam shooting damage −2000, see “Unit Status”; doesn't stack if the unit already has it
Propellant TankRestores 200 EN and refills ammo; single useCan't exceed max EN; removed from inventory after use
Repair KitRestores 2000 HP; single useCan't exceed max HP; removed from inventory after use
Bonus +10000Funds +10,000 on pickupNot added to inventory; carried only by 4 enemy bosses, see belowNot on Akurasu
Bonus +100000Funds +100,000 on pickupNo enemy carries it in the original, so it can't actually be obtainedNot on Akurasu
  • You can hold at most 9 of each part; with 9 already, destroying an enemy carrying the same part gives nothingNot on AkurasuNot verified in game
  • Enemies carrying Bonus +10000: Marquis Janus (Demonica) in “Town of Betrayal”, “The Bloodstained Road”, “Those Eyes Reflect No Future”, “Enter! Super Electromagnetic Robo”, “Distant Peace” and “What We Fight For”; Quinze (Libra) in “In a World of Endless Strife (Part 1)”; Bask (Dogosse Giar) in “The Man Back from Jupiter”; Emperor Muge (Muge Zorbados Castle) in “The Last Roar” and “A Distant Gamble”Not on Akurasu

Parts on unit swaps

  • In the original, a swap (including the stage where the new unit is auto-deployed right after) returns all of the old unit's parts to storage; the parts aren't lost, they just can't be re-equipped until the next intermission
  • Difficulty “Parts carry over” (off by default): on a unit swap, the old unit's parts go straight onto the new unit in their original order, and any that don't fit go to storage
  • The five Customs (Wing Zero, Sandrock, Deathscythe Hell, Heavyarms, Altron) and Shin Getter have only 1 part slot, while the previous units had 2, so each of these changes leaves one part in storage
  • Before and after the transformation Dancouga is the same unit upgraded in place; the original also removes its parts