Super Robot Wars 3 was the first Super Robot Wars for the Super Famicom, and compared to its Famicompredecessor, it's still quite good to date. 3 is the first title to introduce backgrounds during combat animations, pilot and units stats and upgrades for playable units. Additionally, 3 features the first of many animated titles outside of the "Holy Trinity" of Mazinger Z, Getter Robo and Gundam.Unfortunately, compared to anything afterwards, 3 pales in quality. However, most players are willing to forgive it for this because whatever quality it does have is evident in the obscene amounts of (very well done) Shout Outs to most of its series, ESPECIALLY Gundam.The main plot of 3 is the arrival of the "Inspectors", a Five-Bad Band hailing from the intergalatic "Zuvorg Alliance" who arrive and instantly pacify the Earth, deeming them too dangerous and a potential threat to the galaxy. Londo Bell, who had been forewarned of this impending invasion in Super Robot Wars 2, are ready to fight back.3 is one of the few SRWs given a Fan Translation by Aeon Genesis. The patch is available here.
Tropes prominent to Super Robot Wars 3 are:
All There in the Manual: Subverted; the Inspectors eventually appear the player will deduce who they are at any rate, but it's possible to wind up skipping their introductions and motivations speech, thus having no clue what their real goals are for most of the game.
Degraded Boss: While common to the franchise as a whole, 3 elevates this an art form. The same mooks who likely gave you a hard time will return the favor a few scenarios later. This gets ridiculous when you realize this is S.O.P. to the ENTIRE GAME, with little to no variation, regardless of whether you're fighting the DivineCrusaders or the Inspectors.
Disc One Nuke: A couple, but in any scenario that isn't in space the Getter 3 and its "Daisetsusan Oroshi" attack, once you acquire it, will annihilate anything. Additionally, since the unit comes with three sets of Spirit Commands from its three pilots, it gives you access to pretty much all available Spirit Commands in the game, except the "Love" Spirit Command.
Enemy Mine: The only reason why most of the Divine Crusaders are willing to get along (despite fairly major series canon incompatibilities); in short, they all hate the Londo Bell. Subverted when you discover they are internal power struggles, but considering the Divine Crusaders is run by various Universal Century GundamBig Bads, that's not really much of a surprise.
Played straight with Gato in one route, who decides the aliens are just too big of a threat to continue attacking the Londo Bell.
Game-Breaking Bug: Stage 7 has you start with a skeleton crew, since most of the pilots are relaxing on the beach. They're supposed to deploy on Turn 5, but if you manage to defeat all the enemies first (either by cheating or being insanely good at SRW), they're Lost Forever. Hope you like using a small handful of Gundam characters and the Getter Team!
Guest Star Party Member: Ryu and Hayato wind up being this in name only, and really being around for the early parts of the game. According to the developers, they didn't program in more than a handful of Spirit Commands for them, seeing how they're always going to leave. Their stats seem to emphasize that the player should focus on using other characters.
Sayla Mass also becomes this if the player meets the requirements for recruiting Char Aznable (in his Paper-Thin Disguise as Quattro Bajeena) - sadly, there's no sibling team-up beyond one stage. Unlike Ryu and Hayato, Sayla has rather good stat gains and a decent Spirit Command set.
Depending on the path taken, Chuck Keith is only playable in one stage, or else he becomes a permanent party member.
Heel-Face Turn: Gato and Char, among others, should you choose to recruit them.
Lalah Sune was savable last time as well, which is a rarity for the series. However, that didn't stop her from randomly jumping back to the DC between games, and again... no one seems to notice. Also, unlike the others above, Lalah can't be saved.
Nintendo Hard: 3 is harder than the succeeding Super Robot Wars 4, due to its limited gameplay mechanics from a limited game engine. However, it's not as hard as Super Robot Wars 2. To be fair, part of the difficulty comes from having to finish the game in a limited number of turns to fight the True Final Boss, otherwise you could abuse the game over trick to power up and make bosses run out of ammo. The principal factors of difficulty are allied units don't deal enough overall damage, Real Robots can be hard to hit for Super Robots to a point where you might need to use weaker, but more accurate attacks and lots of end game opponents have protection against (or even absorb) beam-based attacks. Oh, and there aren't enough powerful Gundams for all of the pilots the game gives you... well, on your side, anyways...
One-Winged Angel: In his bid to test how strong Londo Bell is, Shu taps into the powers of the dark god Shiva Volkruss, morphing his Granzon into the Neo Granzon.
Villain Team-Up: Like the previous game, the Divine Crusaders is a patchwork of villains from across the Gundam spectrum, as well as the occasional Super Robot enemy.
Wake-Up Call Boss: When Scirroco appears for the first time, you'll be facing an opponent that is both durable and evasive, tougher than what you're used to fight. Even AmuroRay in the Nu Gundam is not guaranteed to hit him. If you don't get wise and use both the terrain and units that take advantage of barriers to even the odds, you will have an horrible time.
Zerg Rush: 3 is notorious for sending huge waves of enemy mooks at you, almost to the point of absurdity. In one scenario, presuming you decided to be honorable to Gato and help him out, the game throws you a bone and he destroys a huge portion of mooks in a later scenario to make your job easier. It should be noted the Zerg Rush factor in future games is toned down to varying extents.
Then again, with units like the Cybuster and Valsione equipped with a MAP Attack that is Friendly Fire Proof, those waves can be cleaned up in a surprisingly short amount of time. This gets more ridiculous when their pilots will gain the ability to perform two actions per turn.