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1%%* SugarWiki/AwesomeMusic: To be expected, since many of the units use memorable themes from their respective series. Shinku, the main theme of ACE 3, also counts.
2* BreatherLevel: Subverted in ''Another Century's Episode 2''
3** A back-to-back set made up the game's ''final'' two levels.
4** Also subverted earlier: players must play through two back-to-back levels - one involving an EscortMission, the other involving a DuelBoss, whom players must face with damage carried over from the last mission.
5* GameBreaker
6** The "Limiter Removal" option allowing infinite ammunition once a mech's stats are upgraded to max. It's especially bad for the likes of the [[Anime/MobileSuitGundamWingEndlessWaltz Wing Gundam Zero Custom]] and the two [[Anime/MobileSuitGundamSEED METEOR-equipped Gundams]], who can clear entire maps with ease when they don't need to reload.
7** The Buster Ark's "Riot Shot" attack in ''2'', due to a GoodBadBug, can literally OneHitKill any enemy if used at point-blank range.
8** The [[Anime/EurekaSeven Nirvash type-ZERO Spec 3]] in ''Another Century's Episode 3: The Final'', easily the most powerful unit in the game (and a BraggingRightsReward for clearing each and every hidden mission): it only has three attacks/weapons, two of which are on par with the [[Anime/MobileSuitGundam RX-78-2 Gundam]] and its "Beam Rifle" and the Wing Zero Custom's "Rolling Buster Rifle" attack, and a third which ''prevents nearby (non-boss) enemies from attacking for a short while''. Couple that with reduced damage compared to other mechs and moderately swift reload/recharge times and players have a unit that can make the FinalBoss look like a cakewalk.
9** Similarly to the Spce 3, unlock the Limiter Removal for the Anime/TurnAGundam: one of its attacks is hurtling an infinite supply of hand grenades. Doesn't sound like much? Well, these hand grenades happen to be ''[[NukeEm nuclear warheads]]''. Combine that with the "Moonlight Butterfly", which deals high damage to all units within close proximity to the Turn A, alongside its extremely potent HealingFactor, made all the nastier by a really high armor rating it'd have by then, and players have another unit who can defeat the FinalBoss in a matter of seconds.
10** One of the Tension attacks for the [[VideoGame/SuperRobotWarsOriginalGeneration ART-1]] in ''R'' can OneHitKill almost all large {{Mooks}} if players trigger the attack in the right place. Meanwhile, the machine is a LightningBruiser; in fact, were players to max out the stats for the ART-1's pilot [[VideoGame/SuperRobotWarsAlpha Ryusei Date]], [[DiscOneNuke the rest of the missions makes]] ''R'' a joke.
11** [[Anime/MobileSuitGundamWingEndlessWaltz Altron Gundam]] in ''2'' has its "Dragon Fang" attack that does damage on par with the Wing Zero Custom's "[[{{BFG}} Twin Buster Rifle]]", but the cooldown time on the machine reloads '''much''' faster (as soon as the fang returns to the Altron's arm, it's ready to go again). Sure, the Buster Rifle has better range, but the Altron can single-handedly tear through any {{Mook}} in the game. The exception are large-sized enemies like battleships and [[Franchise/{{Gundam}} mobile armors]], since the Fang doesn't work on them. Of course, even if players don't spam the attack, the Altron is by no means a poor-performing machine with relatively above-average stats.
12* GoodBadBug: ''R'' features a handy little trick allowing players to max out all playable mecha's attributes in the game as soon as players can upgrade a unit for a single level, legitimately. Characters require at least 1000 {{experience point}}s each to pull off the same trick, but it's possible to maximize just about every single character in a single play-through.
13* ItsEasySoItSucks: A common complaint about ''The Final'' is it's significantly easier in difficulty than its predecessors.
14* ScrappyMechanic: There's a reason why ''R'' was loathed by players.
15** Introducing a "Tension" gauge and an ammunition system built into it: - by replacing the classic ammunition-based combat system of the previous three games, ''R'' ensures a unit's standard weapons will consume infinite ammunition, but anything ''other'' than its basic weaponry, the rest of the unit's attacks can only be triggered by building up the Tension gauge via LimitBreak fashion, then expending the gauge to perform these attacks. This form of game-play takes away the fast-paced action from the prior installments, forcing players to spend time building on Tension.
16** The use of the boost system in the earlier installments was similar to the way ''VideoGame/ArmoredCore'' did it, which many players were very familiar with, but the way ''R'' uses it reduced the combat speed of the game. This got worse when they needed to get to a location fast during combat, in which case, the boost effect made the unit move so fast, players felt like they were controlling a runaway freight train.
17** Finally, the RailShooter segments called "Swift Chase" were lambasted for being incredibly out-of-place and unneeded for a MechaGame series focusing on high-octane combat with players in control.
18* ThatOneBoss
19** ''2'' has two (no pun intended): the [[Anime/MobileSuitGundam0083StardustMemory Neue Ziel]], which only takes 25% damage from any and all EnergyWeapons (it's the only boss battle that separates into two missions; player need to damage 50% of its full {{Hit Point}}s in each), and the Buster Ark due to it being generally harder than other bosses in the game.
20** The [[Anime/EurekaSeven Nirvash Type-theEND]] in ''The Final'': insanely fast mobility, will deflect any and all missile-based attacks thanks to its chaff, and frequently {{Beam Spam}}s players from long-range with incredibly deadly accuracy.
21** ''R'' with the "[[Anime/MacrossZero Bird Human]]", a 10-kilometer wide boss that sics a 15-kilometer wide AreaOfEffect attack at players.
22* ThatOneLevel
23** Defending the [[Anime/BlueCometSPTLayzner Resistance Base]] in ''2'' and the final [[Anime/EurekaSeven Gekko]] defense in ''3''.
24** ''R'' with "[[Anime/MacrossFrontier The Two Divas]]", a level tossed onto the scrappy heap by fans not for being difficult, but for consisting of nothing but [[UnexpectedGameplayChange Swift Chase]] sequences interspersed with lengthy, unskippable cutscenes and ending with a CutsceneBoss.
25* TheyChangedItNowItSucks: ''R'' generated harsh criticism in Japan for removing nearly everything about the older games but the {{Crossover}} nature and action-oriented style, fixing what wasn't broken.
26* TheyWastedAPerfectlyGoodPlot
27** One of the major complaints about ''The Final'' is how the "Earth A" plot focused predominantly on ''Anime/MobileSuitGundamCharsCounterattack'', which was already featured prominently - and handled ''better'' - in the original game. [[{{Filler}} The fact several series were present with absolutely no plot]], including newcomers ''Turn A Gundam'' and ''Anime/MobileSuitGundamSEED'', certainly didn't help matters.
28** For similar reasons to ''The Final'', ''R'' as well: of all the included series, only ''Macross Frontier'' has its plotline resolved within the context of the game. The other series' denizens are simply sent back to their original worlds in order to work out their differences amongst themselves.
29* UnexpectedCharacter: When ''The Final'' was released, did anyone seriously expect Shin Getter Robo to show up, or even go into the ''Getter Robo Armageddon'' storyline?

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