Super Robot Wars GC is the first and only Nintendo GameCubeSuper Robot Wars installment. It would later be ported to the Xbox 360 under the title Super Robot Wars XO, which had an online mode called "Super Robot Competition".Like the Sega Dreamcast port of Super Robot Wars Alpha, GC plays the Video Game 3D Leap by using fully 3D battle animations. GC is the first game to feature multiple Hit Point bars on all units. Aside from the primary HP bar representing the "body", the "head", "arms" and "legs" of all units are also given HP values. By targeting specific parts of a unit, it may be disabled during combat scenarios rather than become destroyed. Additionally, disabling enemy units allows the player to capture them to add to the playable roster or sell the machine for credits or turned into equippable parts.Finally, in a similar vein to the Stat Grinding system used in Final Fantasy II, GC features the "Skill Ace System", wherein pilots will earn bonuses to stats and other attributes by repeating certain actions during scenarios, such as using melee or ranged attacks, successfully evading or hitting enemies, dealing Critical Hits and casting "Spirit Commands".Series listing (debuting series are highlighted in bold):
Adaptational Heroism: Zeon deploys the Apsalus III during its second attempt to capture Jaburo. Aina is piloting it but Ginias soon assumes control over it after removing a half-hearted Aina from the cockpit. Ginias asked Norris to take Aina to safety while he pilots the Apsalas III himself in spite of his poor health, vowing victory for Zeon. In essence, Banpresto treated Ginias a lot better in GC than in the original series.
Akemi Akatsuki (either of them) has "Charge the Souls of Fighters", "Splendid Star", "Chance of Victory", and "Real Ability".
Sieg and Sally have "Slashing Beat".
Josephine and Vought have "Mouko" (Onslaught).
Hellruga, the Big Bad, has "Hantareta Kyoki" ("Madness Unleashed").
Lethal Joke Character: Over the course of the game, you can capture grunt mecha from various shows, and some of them (mostly from Mobile Suit Gundam, Metal Armor Dragonar, and Heavy Metal L-Gaim) can be used. Naturally, the better, star mechs from the show are better, but these often upgrade rather cheaply and some carry some pretty powerful attacks. Notable is the High MobilityPrototypeZaku 2 - you can replay the fifth subscenario as many times as you want, and get up to three of these every time you play. Considering they're already upgraded Zaku 2s...
Also note that any mech you capture remains with you in a New Game+. So later game "grunt" mechs may be able to outright beat early units in power, mobility, and defenses.
The game also throws a few bad mechs at you for this type of use, notably a Ball and a GM (not a custom type of GM like the potential GM Sniper you can get later, but a normal GM) and, as always, Boss Borot. The Ball is also cheap, and its one attack is a seven range cannon with 20 rounds. The GM is a weaker and cheaper version of the Ground Type Gundam you get a few missions later, and Boss Borot remains frail, easy to repair if it dies (10 money!), and cheap to upgrade, but it has the added bonus of a 1 range attack with REALLY high power, on top of three pilots who have good Spirit pools. Plus, it can Repair and Resupply. Sure, it can't take hits, but its usability makes it potentially useful.
Possibly one of the most interesting examples comes from Sasuraiger, the third of the J9 trio. The robot form is much more like a Real Robot instead of a Super Robot (can't take hits, dodges reasonably well), and it has a train transformation. UNLIKE most normal vehicle transformations, this train is bulkier than Sasuraiger, has better attacks, and is less dodgy - meaning they invert the Super/Real relation! Now, looking at the stats, you can tell the train is better (aside, of course, from not being able to access the J9 Special), but the idea of using a train to kill everything, ESPECIALLY since Braigar's two transformations (the Brai-Star and Brai-Thunder) are situational at best and joke forms at the worst...
Overshadowed by Awesome: Sadly a lot of the OYW pilots run into the problem of running face-first into the Newtype bloat once they hit Zeta-era. The 08th MS Team and Chris/Bernie are outclassed even by people like Fa Yuri which is a little sad. Shiro/Aina are literally only worth deploying if you use both of them for their Love bonus.
Power Up Letdown: The Layzner will actually LOSE attack power when it upgrades. The Powered Layzner's V-MAX tops out at 4900, the Mk 2 tops out at 5000, and Layzner will top out at 5250. Everything else about the unit is powered up, though, so you trade power for invulnerability as enemies fail to hit a V-Max Powered/V-MAXIMUM boosted unit.
Not really a secret character, you can get them pretty commonly. That one particular one is nice, yes, but not really secret.
UC Gundam: Four Murasame in the Re-GZ, Fa Yuiry in Ground Combat-Type GM, Aina Sahalin with the GM Sniper & Apsalas II, Bernie Wiseman (he will not bring a unit with him), Puru Two in Qubeley Mk-II, Nu Gundam and Sazabi.
Shin VS Neo Getter Robo: Jack and Mary King and their Texas Mack
Layzner: Getting the Mk 2 instead of Powered Layzner.
Smug Snake: Khamen Khamen, Shapiro Keats and Dorchenov
Interdimensional Alliance (Guardisword, Nubia Connection and Muge Zolbados Empire).
Intergalactic Alliance (Zarl Empire, Grados Empire and Poseidal Empire).
Wake Up, Go to School, Save the World: Naturally applies to Watta and the children of class 5-2. Luckily, since Watta has the benefit of being the heir of a company, he is allowed to go into space. The children of class 5-2, on the other hand, initially aren't due to their parents and teachers' protests (much to Jin's frustration).