Video Game / Super Robot Wars Original Generation

One fine day in Japan, the Super Robot Wars division of Banpresto pondered the following: "Hey, our Humongous Mecha Mega Crossover franchise has developed quite the roster of original characters. What say we, instead of paying out the license fees for Gundam, Macross, Mazinger Z, Getter Robo and the like for this year's game, just build it around our in-house characters and robots instead?"

"Sure, Let's Go with That".

Thus was born Super Robot Wars Original Generation, released for the Game Boy Advance. Featuring a couple dozen original pilots created from Super Robot Wars Alpha and prior (but strangely no Masou Kishin entries aside from Masaki Andoh, Lune Zoldark and Shu Shirakawa, although that's all the first Alpha title ever offered), its plot involves the Divine Crusaders War from Super Robot Wars 2 and the initial stages of the Balmar War in Alpha, but without all those other distractions provided by the Angels, Zentraedi, Uchuu Kaijuu/STMC, and so forth (the United Colony Corps plays the role of the Principality of Zeon). But wait, you ask: "didn't Alpha have all sorts of corrupt politicians and enemy pilots to impede our heroes Banpresto hasn't made expys of yet?" Well, yes, and they exist now - a good third or so of the Original Generation cast is comprised of these sorts of people (and a couple of the heroes, even) created exclusively for these games.

The first installment allows you to play from the perspective of either Ryusei Date, a mecha fanboy who ends up getting recuited for a military program developing psychic weapons, or Kyosuke Nanbu, a stoic test pilot who finds himself paired with a rather energetic young woman named Excellen Browning. Despite the first half of each character's story taking place separately, their stories co-exist simultaneously, with the second half covering the exact same events as the two teams come together, but with a few differences.

Nearly three years and several mainstream SRW games later, Banpresto wheeled out Super Robot Wars Original Generation 2note  for the Game Boy Advance, with new additions from the interim games. This time, the plot finishes the Mid-Season Upgrade portion of Alpha, introduces the Machinery Children of Alpha Gaiden, as well as part of the story of Arado Balanga, and also includes the prologue to the Alpha 2 story of Ibis Douglas. The primary focus of Original Generation 2 is the Einst of Super Robot Wars Compact 2/Impact, the Shadow-Mirror of Super Robot Wars Advance, and the Inspectors of Super Robot Wars 3. The game also introduces an original plot, combining part of Arado's tale with the story of a character introduced in the first game, as tykebomb ex-students of a harsh military training school.

But even that wasn't enough, so just before their absorption into Namco Bandai, Banpresto compiled both games into a Video Game Remake for the PlayStation 2 called Super Robot Wars OG: Original Generations and gave it all the bells and whistles of a full console-sized SRW, plus additional scenarios bridging the original games and a "2.5: Unified Wisdom" scenario based on the semi-sequel OVA. These additions brought more "Banpresto Originals" and set the stage for Super Robot Wars Original Generation Gaiden, a Gaiden Game sequel expanding on the "2.5" mini-plot into an entire story by combining them with the plots of Super Robot Wars Compact 3, Super Robot Wars Reversal and a few characters from Banpresto's earlier The Great Battle series on the Super Famicom.

Then there's the Gaiden Game spin-off sub-series Super Robot Wars OG Saga. The first game, Endless Frontier for the Nintendo DS, is a different beast entirely, since it's a conventional Eastern RPG rather than a Turn-Based Strategy, featuring loads of expys, an action command-based combat system revolving around massive juggling combos (among other things), and KOS-MOS and T-elos. For those who played Namco × Capcom, they get to see Reiji Arisu and Xiaomu again; for those who haven't, well... now they have. It takes place in a group of connected worlds called the "Endless Frontier", with the lives of the inhabitants shaped by the events of Original Generation 2. It's followed by a sequel Endless Frontier EXCEED, which itself has ties to the ending of Original Generation Gaiden, as well as incorporating a couple of characters from main continuity. The third OG Saga game is Masou Kishin: The Lord of Elemental, a remake of Super Robot Wars Gaiden (technically the first all-original SRW) that (re)incorporates its story into Original Generation canon. It was followed by Masou Kishin II: Revelation of Evil God and Masou Kishin III: Pride of Justice, the direct sequels to The Lord of Elemental.

The series has gone full-circle with three Animated Adaptations: a three-part OVA by Brains Basenote , whose events were rolled into Original Generation Gaiden. "Divine Wars" note , a re-telling of the first game, and "The Inspector" note , which covers the second game. There are also various manga adaptations, such as "Record of ATX", which goes through the first two games from Kyosuke's point of view.

In August 2011, nearly 7 years after Original Generation 2 was released on the Game Boy Advance, the true non-Gaiden Game, non-remake sequel was announced. Entitled The Second Super Robot Wars Original Generationnote , it is the first SRW to be released on the PlayStation 3. The story expands the Alpha 2 plotlines for Kusuha Mizuha and Ibis, as well as concluding the MX saga. In addition, Joshua Radcliffe and Cliana Rimskaya of Super Robot Wars Destiny, Ariel Org of Real Robot Regiment and Ing Egret from the Alpha 2 side-story manga Lost Children are the new entrants into the series. From a mecha standpoint, the RyuKoOh/KoRyuOh's brother machines JakuBuOh/BuJakuOh appear for the first time in an SRW game. The final promotional video featured the rest of the Masou Kishin cast to facilitate Super Robot Wars EX. Additionally, the RaiOh from Alpha 3 appears, yet a villianous AI-controlled Super Prototype takes it place first, whose objective is the destruction of the other Dynamic General Guardian super robots called the JinRai. Touma Kanou, who previously appeared as The Cameo in Original Generation Gaiden, is one of the playable characters. A year after the announcement, the game was released on November 29, 2012.

In August 2013, Banpresto announced Super Robot Wars Original Generation Infinite Battle, a 3D Fighting Game in a similar style to the Gundam Vs Series and Another Century's Episode, featuring the Original Generation cast, released on November 28, 2013. While Infinite Battle contains no plot to continuity, the premium edition of Infinite Battle is bundled with Super Robot Wars Original Generation Dark Prison, a Gaiden Game headlined by Shu. These scenarios detail the events of his story from EX and his behind-the-scenes work when the cast is summoned to La Gias in the Second Original Generation. The contents of his EX scenario was intended to be in the Second Original Generation, but didn't make the cut: Dark Prison rectifies this. Additionally, it serves as a prologue of sorts for Selena Recital, who appears with other characters. Dark Prison is available individually as Downloadable Content in 2014.

In January 2016, Banpresto teased Second Original Generation sequel The Moon Dwellers, introducing Super Robot Wars Judgment into the fray with Touya Shun as the headlining protagonist with Calvina Coulange as supporting. Furthermore, both versions of the hero(ine) from Super Robot Wars GC will join the roster: whereas the male "Akimi Akatsuki" keeps the original name, the female is rendered into his older twin sister, "Akemi" (similar to the Reversal protagonists). In a twist, Haken Browning and Aschen Blodel from Endless Frontier will join the roster, using a Humongous Mecha-sized version of the game's Gespenst Phantom. The Moon Dwellers will be simultaneously released on the PlayStation 3 and the PlayStation 4, the first SRW for the latter console. Finally, after years of No Export for You, Namco Bandai will localize the PlayStation 4 version into English for the Southeast Asia region; whether Europe and North America will receive the same treatment remains to be seen.

See here for the massive character sheet on all the originals.

Tropes pertaining to multiple characters and the entirety of Super Robot Wars Original Generation are:

  • Absent Aliens: All life originated on Earth, even the Einst, which also inverts the Ancient Astronauts trope.
  • Art Evolution: This is the Huckebein in Super Robot Wars 4; compare it to the current version.
  • The Ace: Aside from characters given a notification for achieving a certain amount of kills becoming "aces", characters from the elite Aggressors unit have been in combat longer than the rest of the cast. Moreover, in-universe, they're the ones who created mecha combat.
  • Another Side, Another Story: Any release in the OG Saga line, since their intent is to expand on the happenings of other characters in other settings. Dark Prison chronicles Shu and his party's activities during the main storyline for the Second Original Generation. One example is Selena, Albharda and Yong Gelbana witnessing one of the energy beams fired by Irui Gan Eden towards the moon, which occurs just as the Final Boss scenario is underway in the Second Original Generation. The players see the blast literally shattering a part of the moon but Elma mentions that the beam "did not hit any man-made structures on the moon.".
  • Attack Pattern Alpha: The new mechanic "Maximum Break" in the Second Original Generation allows a pilot with the "Leadership" pilot skill to initiate an attack with three allied characters, even when none of them have the "Support Attack" pilot skill. It is the Original Generation close-equivalent to the TRI-Battle System in Super Robot Wars Z; long story short, More Dakka ensues.
  • Badass: Most characters, heroic or villanous, adhere to this. Some greatly personify it, whereas one of them is Banpresto's walking embodiment of it. To wit:
    • Badass Army: The Earth Federation Army, the (Neo) Divine Crusaders, the United Colony Corps, the Shadow-Mirror, the Shura and the Gaia Sabers.
    • Badass Crew: The collective crews of the Hagane and Hiryu Custom. To a smaller extent, the individual ATX Team, SRX Team, Octo Squad, Aggressors, and the Dark Prison party members.
  • Beach Episode: Present in the games for no reason other than Fanservice; the ending credits of The Inspector is one itself. Exemplified in the special edition of The Moon Dwellers with a dedicated drama CD called "The Beach Dwellers".
  • Bigger Bad: While this notion was played with in previous games, the events leading up to the Second Original Generation is manipulated by Euzeth Gozzo, who is using his clones in the multiverse to revive himself. He remembers everything that has happened in the different universes he was in, too.
  • Bigger Bad Ensemble: As of Second Original Generation, there are at least three major threats (that we know of) that have either been simply glimpsed by the heroes or just delayed in their objectives:
  • Bittersweet Ending: The Second Original Generation ends with Irui Gan Eden surviving the destruction of the Nashim Gan Eden, while Kukuru and the Garden of Baral are destroyed, yet Son Ganlong implies he will return. Ventus and the "Chris" personality of Cliana are sealed away with Perfectio, Glacies and Ariel have a limited lifespan remaining and Euzeth drops enough ominious bits that the worst has yet to come (and indeed. Following the Alpha timeline, next in line would be Keisar Ephes). The upside is Mekibos has secured an alliance between humanity and the Zuvorg, which may or may not have consequences in regards to the Ze Balmary Empire, whom the Zuvorg are just as wary of. The Cross Gate left intact acts as a Wild Card: it may bring more extraterrestrials/interdimensional travellers looking to conquer Earth, yet it opens the possibility for the Shura, who have previously left in Original Generation Gaiden on a good note, to return and reinforce the Earthlings. Or possibly, the Elemental Lords of La Gias, who also departed to La Gias to take care of its inner business after Euzzeth has been taken care of (miracle might be required here since the last we see them in Coffin of the End, the Elemental Spirits have left).
  • Boring but Practical: Certain equippable weapons, such as the M920 Machine Guns, are quite powerful, have decent range and are usable post-movement with a ton of ammo, cheap to upgrade, and damage isn't degraded on certain terrain.
  • Brainwashed and Crazy: This tends to recur with disturbing frequency throughout the span of the storyline. Among those who went through brainwashing of some manner at some point are Tempest Hawker, Shine Hausen, Tenzan Nakajima (though he was already pretty crazy to begin with), Kusuha, Tenzan again, and Levi Tolar in the first game, while Seolla Schweizer, Ouka Nagisa, and Excellen get hit with this in the sequel. Original Generations retools a plotline regarding Ingram Prisken to make it so that he was suffering from this to an extent. For Original Generation Gaiden, Lamia Loveless, Shouko Azuma, and Fernando Albark get to "join in on the fun". The Second Original Generation tones this down, as Brooklyn "Bullet" Luckfield doesn't get his brainwashing from Alpha 2; it goes to the KoOhKi, instead. Only Touma per his Alpha 3 scenario (via the LIOH System in the RaiOh) is hit with this.
  • Brick Joke: In Alpha 2, Robert H. Ohmiya comments about outfitting the DyGenGuard with a Neo Chakram Shooter or G-Impact Stake. It never comes to pass on account of the preferences to its pilot Sanger Zonvolt, but the weapons are obtainable throughout the series provided Sanger and Ratsel Feinschemcker don't score any kills in their respective units.
  • Bridge Bunnies: A standout since the first game, being only nameless NPCs that aren't faceless with Original Generations giving two portraits for them. The Inspector highlights them with distinctive faces that one can easily mistake them supporting characters note . Naturally, the Hagane and Hiryu Custom come with their own set of this.
  • Bunny-Ears Lawyer: To put it bluntly, EVERY allied character, and a fair majority of the villains are weird, which DOESN'T detract from their piloting abilities.
  • Canon Immigrant: Aside from characters moving from SRW-related manga, anime and drama CDs into the games, this extends to mecha and certain attacks from machines.
  • Canon Discontinuity: The second half of Kyosuke's route in Original Generation, as a result of Story Branch Favoritism. Something of an odd case, because even though the sequel follows Ryusei's entire route, Kyosuke's second half drops tons of foreshadowing as to the plot of Original Generation 2, and lets us know somewhat more of just how much a Magnificent Bastard Ingram really was.
  • Captain Ersatz: Not simply the characters, but this includes the machines, with the most obvious stand-ins are the Huckebeins being Gundams by another name. Taken up a notch with the mass-produced Huckebein MK II, a faceless machine built in the style of the GM series. Similarly, Gespensts are stoutly built mass-produced units rolled out before other mecha in the series and get tons of variants, whose default color is green. Effectively, they are the Zaku of Original Generation.
    • The Lion series, meanwhile, are similar to the Organization of Zodiac mecha, not only in their Theme Naming, but they're highly streamlined, expendable and fielded by a shadowy faction that rises up against the government lead by a grandiose, morally ambiguous visionary. The three most common Lion-types fulfill similar roles (expendable fodder: Lion/Leo; artillery: Barrellion/Tragos; high-speed fliers: Guarlion/Taurus).
    • The three main battleships, the Hagane, Hiryu Custom and Kurogane, are basically SRW's versions of the Yamato, Nadesico and Gotengo, respectively.
  • Closing Credits: See Beach Episode, but episode 17 of The Inspector breaks tradition by featuring a softer, more romantic song accompanying clips of Kyosuke and Excellen from earlier episodes because this is the point where Excellen's abducted by the Einst.
  • Combination Attacks
  • Compressed Adaptation: Given the games have a minimum 40 "episodes" in a playthrough, their Animated Adaptations, which are 26 episodes long, are inevitably this.
  • Conspicuous CG: The enemy mecha in the OVA and every mecha in Divine Wars. The Inspector uses this for generic mecha and airships.
  • Contrived Coincidence: While it seems like this is based on the idea extraterrestrials flock to Earth within a span of a few years, Shu drops a revelation in the Second Original Generation regarding the Granzon's Anti-Matter Annihilation Engine and black hole technology had been, without his knowledge, altering space-time probability within the universe, causing these coincidences to occur more often. In short, all these coincidences occur because they are being forced to happen. He cancels the effect at the same time he drops this bombshell, but acknowledges it's probably too late for this to change anything.
  • Deconstruction: The first game did this regarding Super Robots. Instead of ultimate machines that run on willpower or some Applied Phlebotinum, all Earth-developed supers are treated as considerably stronger Real Robots that run on feasible Earth technology and dynamics. This is reconstructed in the sequel, with the introduction of the Choukijin. It isn't until the appearance of Fighter Roar and the Compatible Kaiser do we get classic Super Robot.
  • Derivative Works: Includes, but limited to:
    • The Anime of the Game
      • Masou Kishin Cybuster, a 26-episode anime that had nothing to do with SRW outside of the titular mech and a few names. We... don't talk about it much.
      • The Animation, a three-episode OVA that used to be a sequel to Original Generation 2. Partially incorporated into Original Generation Gaiden.
      • Divine Wars, a re-telling of events depicted in Ryusei's Original Generation route, with significant changes to the narrative (the absence of Huckebeins being a prime example). Still, minor elements in this anime has been added into continuity.
      • The Inspector, a sequel to Divine Wars and an adaptation of Original Generation 2
    • Audio Adaptation
      • Sound Cinema, a drama CD created as a companion title to the OVA. This side-story involves an attack on the Tesla-Leicht Institute by agents in support of the OVA's Big Bad.
      • Two drama CDs bundled with the Endless Frontier games: the first tells of a brief, but significant back-story to the Shadow-Mirror, to which a theory is confirmed for one of the characters, while the second follows three individuals from main continuity and explains how they wind up in the EXCEED sequel.
    • Manga Adaptation
      • Record of ATX, a side-story manga complement to Divine Wars and The Inspector, but tells of the events primarily from Kyosuke's perspective.
      • OG Chronicles, a set of side-stories throughout the games primarily to display the on-goings of other characters and events that happened between the games. A few of the stories and characters have been incorporated into canon.
      • RyuKoOh Denki, a story set centuries before Original Generation regarding the Choukijin and various ancestors of the present day cast. Is used as a frequent Mythology Gag in the main series. Re-released in 2011 under the "OG Saga" heading.
    • Photo Novel
      • Record of Fallin' Deceased X, a photographic novel akin to Gundam Sentinel, this side-story published in Dengeki Hobby magazines features the "Gesterben", a customized mass-produced Gespenst MK II fielded by the eponymous Fallin' Deceased X (FDX) Team. The Gesterben makes its debut in Dark Prison.
  • Determinator: Most villains are dedicated into taking you down; naturally, the heroes are this when they become sufficently pissed.
  • Distressed Damsel: At least one in every game, but Kusuha stands out, in contrast to her complete (but still gentle) Action Girl self in the Alpha series. To sum it up, it won't be complete if Kusuha doesn't get kidnapped in any way, even when she's not the primary damsel (she was this in the first game, then Excellen takes the mantle for the sequel, which gets passed back to Kusuha in Original Generation Gaiden, along with Lamia). Note all three get brainwashed in the kidnappings, too. Averted with Kusuha in the Second Original Generation
  • Divergent Character Evolution: Kusuha and Bullet may be the recurring stars of Alpha, but the other six Alpha originals get a fair share of the spotlight here. Likewise, the Alpha 2 and MX protagonists get their back-stories expanded exclusively for Original Generation.
  • Dropped a Bridge on Him: In a twist for the Second Original Generation, all non mass-produced Huckebeins are destroyed by Amara Balshem with the "Code:Evil" on orders from Arteil Steinbeck, who wants the Huckebein series to disappear. Dialogue notes they're still in a repairable state, but that doesn't happen in this game. The EX-EXbein is essentially created using parts from the destroyed units to repair the damaged Ashe.
  • Early-Bird Cameo: Cobray Gordon in Original Generations and the MX originals and Touma in Original Generation Gaiden.
    • Divine Wars establishes a few characters were present during the Divine Crusaders War before their appearance into Original Generation 2:
    • Ibis Douglas and Sleigh Presty are test flying Armored Modules during Tenzan's debut in the field.
    • Although Colonel Van Vat Tran is formally introduced in the sequel as leader of the Neo Divine Crusaders, he appears as one of the headlining officers present when Bian declares war on The Federation.
    • As the Aerogaters begin their invasion, Yuuki Jaggar and Ricarla "Carla" Borgnine are seen as a Divine Crusaders pilot and evacuating civilian, respectively.
  • Epic Fail: As a Mythology Gag to Alpha Gaiden, certain attacks in the Second Original Generation has special animations that play if the attacking unit misses.
  • Evil Knockoff: During Ryusei's route in Original Generation, upon entering the White Star, copies of a majority of allied units in the party are part of enemy reinforcements. In Original Generation 2, the Einst make a knockoff of Kyosuke's Alt Eisen called the "Einst Eisen", while Beowulf in the final episode of The Inspector creates copies of the Cybuster, SRX and Grungust.
  • Exposition: Tons of it, largely of characters in enemy factions discussing matters that helps the player understand some of the things going on, or to give them a reason to really hate them. Smarter players will be able to figure out quite a bit, due to loads of dropped hints.
  • Expy: While some characters share characteristics of many protagonists of licensed shows, the originals get expies of their own for licensed shows, with Signum referencing Lamia being the best example. Endless Frontier plays this up with multiple characters being offshoots of their main continuity counterparts, while many of the Shura in Original Generation Gaiden are essentially disciples of Hokuto Shinken.
  • Face–Heel Turn: Can't have an SRW without one or two of these.
    • Heel–Face Turn: ...or six or seven of these. Justified as a means to increase the number of characters in the party.
  • Gag Boobs: Much has been made of the girls' chest sizes, of which Seolla's becomes a plot point in order to break her brainwashing, but Endless Frontier is probably king (or, "queen", perhaps?) of this trope and lampshading thereof, so much that 4chan's /m/ has long known it as "Oppai Saga: Endless Tits" or any of a dozen such variations.
  • Gaiden Game: Original Generation Gaiden, Dark Prison, the entire OG Saga line and Another Century's Episode: R (due to three characters from this continuity appearing there)
  • Game Mod: "Super Robot Wars Original Generation 2 Ver. A", a heavily-modified Original Generation 2 which explores what would have happened if Axel Almer had gotten amnesia and aligned with the heroes. Deviations from canon include characters starting off with different mecha, additional Leitmotifs to pre-existing characters and a change to the Final Boss.
    • Gouka/Gorgeousness Version adds playable units from the first game that weren't available for the sequel, new units from other SRW Gameboy Advance titles and additional Leitmotifs.
  • Gameplay and Story Segregation: Like other SRW installments, players can switch characters from one unit to another, despite certain mecha being exclusive to a character. In the Second Original Generation, attacks for the Masou Kishin units can be unlocked when they shouldn't be able to at that point in the story. Word of God says this is due to Rule of Fun, but also to avert Can't Catch Up.
  • Got Me Doing It: You'll see one character use gambling metaphors before and during battles and another's otakuness and tendency to Calling Your Attacks rubbing off on his allies in the sequels. It's gotten to a point the developers decided nearly every allied character's required to do this when performing a certainattack.
  • Gratuitous Foreign Languages
  • Guide Dang It: You can earn major bonuses, including a couple of Disc One Nukes, by completing certain levels in certain ways. It's not so bad when the condition is "Get X kills with a certain character", but there are others, such as finishing the intro level for a Mid-Season Upgrade without the pilot scoring any kills with the upgrade, for example. The worst, though, is found in Original Generation 2, where a supposedly Unwinnable scenario with a Quirky Miniboss Squad having end-game statistics requires you to flee, but if players stick around to defeat them, it results in getting some of the best weapons and parts in the game fifteen scenarios in. It's entirely possible, especially if the player scored an earlier Guide Dang It special weapon that shows up on this mission; the trick is to lure the Quirky Miniboss Squad in and abuse the massive terrain effects granted by the White Star to survive their attacks.
    • Getting a certain equippable weapon in the Second Original Generation involves using a specific character with no plot relevance in any of the previous games, to achieve a certain number of kills by a point in a playthrough, then destroy a set number of mooks in a particular scenario, including the boss for that stage. The reason this was such a Guide Dang It for a long time was due to players simply assuming the weapon was only available at the start of "Special Mode", even when most secrets can be unlocked during the course of a normal playthrough.
  • Harder Than Hard: Aside from earning "Battle Masteries" to increase difficulty, an additional "EX-Hard" mode upon completion lets players face tougher enemies on a second run, with restricted or outright locked options for upgrading units and pilots.
  • Hotblooded: Naturally, as per SRW; hilariously done over the top for some characters inside a particular unit.
  • Humans Are Special: One of the primary reasons why extraterrestrials keep coming to Earth is humanity's skill in "mastering alien technology in a short time". For some of the aliens, like the Aerogaters, Earthlings make good Cannon Fodder. Subverted in the Second Original Generation as the aliens aren't coming here because of us, but because of the Granzon.
  • Humans Are the Real Monsters: The Inspectors and Einst describe the Earthlings as this, though the former (except one) are a bunch of arrogant Hypocrites.
  • Humongous Combining and/or Transforming Real and Super Robots: Doy.
  • Idiosyncratic Sequel Naming: Though this wasn't a problem at first, it cropped up thanks to Original Generation 2 and the Second Original Generation. See, sequels in major SRW continuities are traditionally called "Dai-#-ji Super Robot Wars (continuity name)"; the number denotes what chapter the series is in. Original Generation 2 wasn't - it was Exactly What It Says on the Tin in English, even in Japan. This raised a few eyebrows but nobody thought much of it, until both games were compiled into Original Generations. At this point, Banpresto seems to have treated Original Generations much like they previously did with the Compact 2 trilogy regarding Impact - that BOTH Game Boy Advance titles are simply "parts one and two" of the "FIRST" Original Generation. Since Original Generation Gaiden is...well, a Gaiden Game, when the "proper" sequel came out, it's stylized as "Dai-2-ji Super Robot Wars Original Generation". The end result is two games with a "2" in their title and a decent amount of confusion in Japan and internationally; in other words, the Gameboy Advance game is typically referred to as Original Generation 2, while the PlayStation 3 title is the Second Original Generation.
  • Loads and Loads of Characters: 'Natch, though by the Second Original Generation, the cast listing extends beyond simply playable pilots and enemy characters to Non Player Characters that may or may not have plot significance. Granted, SRW is no stranger to having tons of characters.
  • Lovecraft Lite: Two factions of Sufficiently Advanced Aliens want to enslave the Earth, Eldritch Abominations are abound (one considers Earthlings a failure and want to "reset it", one is searching for a McGuffin in this world and won't mind destroying it just to get it, another feeds on humanity's despair and one wants everything destroyed, period), two systems programmed to protect humanity turn against them, no thanks to their Mad Scientist creators, and a guardian god of the Earth turns into a Well-Intentioned Extremist. While it's likely there are future threats to appear down the line, the Badass Army is capable of beating them all.
  • Massive Multiplayer Crossover: Original Generation is basically SRW crossed over with itself.
  • Mass "Oh, Crap!": In Dark Prison, after Shu and his party frees Saphine Grace from the influence of Shiva Volkruss, the dark god attempts to possess Shu and the Granzon. This leads to his party reacting appropriately, especially when Shu's machine transforms into the Neo Granzon. Fortunately, Shu's response averts this.
    Shu: "I've won...Volkruss."
  • Might Makes Right: Some generic Mooks you fight, sans AIs like simulation troops and Aerogaters, sometimes say "The one who has strength is right!" upon attacking.
  • Min Maxers Delight: The "SP Regeneration" and "Attacker" pilot skills become an obligatory set for characters. After being removed as purchaseable skills and becoming character-exclusive, those who do get it are considered invaluable, some even borderline Game Breaker.
  • Mood Whiplash: Original Generation Gaiden provides one, in particular a segment of Ryusei and Mai Kobayashi gaining a Combination Attack, which is then followed by the return of the ODE System and a surviving Lamia at its helm once again, no thanks to Duminuss trying to completely demoralize the team. Kyosuke goes through another Heroic B.S.O.D....and then we switch into Raidiese F. Branstein getting fed up on Ryusei's Calling Your Attacks tendencies and Galaxy Phantom Explosion.
  • Ms. Fanservice: Undoubtedly Excellen, although Garnet Sandi could very well be the other, until she's Put on a Bus. Carla tries to invoke this in the sequel, but is vastly overshadowed by Seolla. Many of the other girls fulfill their fair share, as does Aqua Centrum and Cliana for the Second Original Generation. In fact, the latter two are pushed as the new primary Ms. Fanservice through promotion.
  • Military Maverick: Averted; despite the cast being a collection of Hotblooded Bunny Ears Lawyers, they still follow the chain of command (even those not affiliated with the military), even if they have qualms about the higher ups.
  • Mythology Gag: The save-quit dialogues are full of this and No Fourth Wall (see below). Some of note are Gilliam Yeager and Dark Brain talking about dodgeballnote , Kusuha asking Bullet if he's going to wear a black masknote , and Lamia asking Axel why he doesn't act goofiernote .
  • Nerf: This has been an occurence since the series was rebooted and remade into Original Generations, with Original Generation 2 doing such things as reducing the effectiveness of Combination Attacks (particularly Rampage Ghost). The Second Original Generation goes whole hog with making various pilot skills becoming unpurchaseable and rare among the roster, reducing terrain/weapon rankings and having characters learn damage-buffing Spirit Commands as their last available. Of course, some players argue these are offset with Maximum Break and the introduction of the "Ability Slot System".
  • Nice Job Fixing It, Villain: Several times in the games, but justified as many of things the villains do to further their own ends end up being beneficial to the heroes more than them.
  • No Fourth Wall: At least in the localization, the Inspectors are prone to breaking it. When you beat them in the supposedly unbeatable scenario, one stays silent at the predicament, then mutters "Good job." Original Generations adds this further in one save-quit dialogue, where Gilliam ends up promoting Hero Senki, the game where he made his debut, and Shu lying about "saving more times will increase game difficulty". Not to be outdone by the games, in one episode of The Inspector, a villain grabs the edge of the frame with a hero in it and pushes it off the screen in frustration.
  • Ordinary High-School Student: Beginning with Original Generation Gaiden, this trope starts to repeatedly occur as opposed to using military personnel to fill the roster - Kouta Azuma and his sister Shouko until they got their respective Powered Armor, Michiru Hanaten in the Second Original Generation and Touya in The Moon Dwellers.
  • Original Generation: Trope Namer and possibly Trope Codifier in fiction due to its sheer numbers.
  • Peninsula Of Powerleveling: One scenario in the Second Original Generation, due to an infinite number of respawning mooks, at the cost of one Battle Mastery. While this serves as an advantage for the rest of a playthrough, it's possible to backfire if the player overabuses this by destroying too many of them (the game will freeze if left unattended).
  • The Power of Love: And what a power! Event-driven scenarios with Battle Couples uses this to extremes.
  • Pretext for War: When Shu fires a Black Hole Cluster at the Shirogane, this is when Bian Zoldark forms the Divine Crusaders and started a war with the EFA so that the EFA can get a wake up call and figure out that they have the firepower and the manpower to fight against any alien invasion. Unfortunately, as revealed in Dark Prison, Albharda's girlfriend was in the Shirogane and it was supposed to be a day one flight voyage for her. This is his primary motivation for wanting to enact "Mission Devil" which means, "find the Neo Granzon and if Shu is using the Neo Granzon, kill him."
  • Psychic Link: The "T-Link" and "Sympathia" Systems. The former powers up machines and weaponry in addition to amplifying a Psychodriver's powers which draws other telekinetic users closer. Sympathia acts in a similar way, but allows a direct link to the machine equipped with the system, making it an extension of the pilot, but it also chooses who can and cannot pilot the unit it's equipped with, and gives a telepathic link to others who have the system. However, using the Sympathia System comes with a price, as overuse may erode the pilot's soul, transplanting another one into their body.
  • Ramming Always Works: The bog-standard/last-ditch melee attack used by Gespensts is a mecha-sized shoulder charge. There's also the enhanced ramming Sonic Breaker attacks used by Lion variants. Finally, the Kurogane battleship with a giant drill attached to its bow, making it a viable attack.
    • As the anime adaptations have shown repeatedly, DO NOT attempt to invoke this trope against the Cybuster. The Elemental Lord of the Wind's "Akashic Buster" WILL out-ram anything
  • Recursive Canon: At the end of Divine Wars, Ryusei buys a Gespenst model kit.
  • Relationship Values: Played straight with the gameplay. Characters placed adjacent to allies they are friends with, rivals or show a degree of affection (even if it's not reciprocated) get accuracy, evasion and damage bonuses. Naturally, Combination Attacks are this.
  • Retcon: Original Generations, being in and of itself a Video Game Remake of the Gameboy Advance titles, does this. To wit:
    • Units from the first game are still playable in Original Generation 2, then carried over to Original Generation Gaiden.
    • Several characters originally Killed Off for Real manage to stick around.
    • Axel turning from a jerkass in Original Generation 2 to a Noble Demon in Original Generations, eventually turning face in Original Generation Gaiden.
  • Rule of Cool: The games practically run on this.
  • Screw This, I'm Outta Here!: More often that not in this series, boss characters will flee if their unit's Hit Points threshold reaches a certain minimum. In order to earn some Battle Masteries, the player must ensure these boss units' HP reaches zero, without surpassing that threshold.
  • Shout-Out
    • In The Inspector, the two pilots of Aguila's Sol Gravilion are basically Touga Tenkuji and Eiji Shigure with different hair colors. In an earlier episode, a Shirogane Bridge Bunny looks exactly like one of the Gravion Meido.
    • The "one more hit" lines in The Inspector are obviously a shout to the gameplay, where after doing numerous powerful attacks, the player still finds himself needing to execute one more attack to finish off the opposing unit. The finale lampshades it some more when the heroes split into smaller groups, fighting each Einst doppelganger.
  • Smug Snake: Though one would expect the villains to play this straight, a few from The Federation also do this.
  • Spared by the Adaptation: Mostly those who pull a Heel–Face Turn get this, while a few survive from Plot Armor. Inverted in the Second Original Generation, where one character who pulled a Heel–Face Turn ends up taking the job to defeat one of the Big Bad Ensemble.
  • Spoiler Opening: The opening credits for The Inspector introduce numerous new characters before their actual appearance, spoiling what could be surprises. Justified, as people most likely to watch the show are the ones who've already played the games.
  • Stealth Mentor: Original Generation loves this; practically every villain in the first game follows this.
  • Stopped Numbering Sequels: The Moon Dwellers; by Word of God, this is so newcomers won't be deterred by the game being the next major installment of the series and can still play it without foreknowledge of previous events.
  • Super Move Portrait Attack: Banpresto claimed the number of pilot cut-ins in Original Generations was one of the largest ever assembled...and they delivered, since even the most basic attacks necessitated cut-ins.
  • Theme Naming
  • Theme Music Power-Up: Just like most SRW installments, Final Boss battles will be accompanied by a song after in-game events. However, the Second Original Generation takes this further by including the actual JAM Project-related theme song to the respective game, rather than the instrumental cover version. In other words, you'll hear the full tune of "Victory" from MX, "Skill" from Alpha 2 and Wings of Legend for the Second Original Generation. Note that this is the second time in franchise history players were given a full vocal rendition of a song; the first belongs to "Do You Remember Love?" from the Sega Dreamcast version of Alpha.
  • Title Drop: In the first game, Ryusei claims that "Operation SRW" stands for "Super Robot War".
  • Troperiffic: Not unique to this sub-series, but unlike the rest of the franchise, it doesn't have the excuse of being a crossover between the Trope Makers themselves. Still, is that any reason not to use as many as humanly possible?
  • True Final Boss: Done with the Game Boy Advance titles, then averted via retcon by Original Generations. The Second Original Generation returns this in full with a Bigger Bad.
  • Ultimate Universe: It's mostly a distillation of previous SRW continuities, without all the crossover elements.
  • Unexpected Character
    • The rest of the Masou Kishin cast appearing on a console SRW again after 11 years since their last appearance in Alpha Gaiden. What makes this long-awaited return unexpected was a lot of fans lost hope of that ever happening, and Banpresto waited until the last moment to reveal this. Moreover, the Masou Kishin mecha gaining their final attacks as a secret, despite violating canon, adds to the unexpectedness.
    • Savvy players knew the plot of Super Robot Wars 4 would happen sooner or later, but no one expected the Guests of the Zuvorg Alliance to appear in the Second Original Generation. All Guests characters are present, including a certain Inspector who comes Back from the Dead.
    • For Alpha players, it's obvious the Nashim Gan Eden would appear, as the Custos of the Garden of Baral were seen in promotional trailers. What players didn't expect was Kukuru and her Magalga from Alpha 2 appearing alongside the returning Youkijin; in fact, players pretty much forgot about Kukuru after Alpha 2. Son Ganlong is also present as one of the late-game bosses, but rather than the Shin RyuOhKi from Alpha 3, players are treated to the OuRyuOh.
    • Somehow, Banpresto gave a little love to Super Hero Operations by including new character Arteil Steinbeck, a clone Expy of Euzeth Gozzo, who turns out to be Euzeth himself, having masterminded all the current events in Original Generation continuity. Instead of the Black Judecca from Alpha, Euzeth uses the new "Adamatron", a clever Mythology Gag to the Chojin Zest from Super Hero Operations.
    • Michiru Hanaten is a delinquent loosely mentioned in the Endless Frontier EXCEED drama CD, and appears in the Second Original Generation to challenge Kouta to a fight. He has since achieved instant Ensemble Darkhorse status when he becomes playable in the game with his own mecha.
    • Haken and Aschen being present in The Moon Dwellers is not only a surprise, but will effectively bridge the gap between Haken and Sanger's appearance from Project X Zone and justify their abscence in the sequel.
  • Wake-Up Call Boss: Bian Zoldark and the Valsion alongside Shu and the Granzon and Ingram with the R-Gun Rivale, thanks to their machines incorporating barriers and HP/EN regeneration. These kind of bosses are the type to expect down the line in later scenarios of the first game.
    • Ironically, this is what was intended from the beginning, which shows how Dangerously Genre Savvy Bian really is.
    • For some people, Feilord Grania Bilseia and his Duraxyll in the Second Original Generation is this thanks to having the "Zeal"note  Spirit Command early in the game plus very powerful attacks.
    • In Dark Prison, Thomas Platt and his Guarlion for players who want to obtain the SR Point and any goodies dropped. Rather than counterattack, the boss will defendnote ; not even a Maximum Break is enough to destroy him. This teaches players to also rely on counterattack kills. The reason this is a wake-up call is it occurs as early as the third scenario, when players barely have any credits for upgrades, as well as the SR Point requirements becoming harder to achieve from this point on.
  • Weapon of Choice: Exclusively to Original Generation, all Real Robots can be mounted with a limited number of extra weapons and modules used all around by other reals.
  • We Cannot Go On Without You: Although true to most SRW installments and scenario objectives, Dark Prison ascends this to an instant game over if any playable unit is destroyed in its scenarios. Justified as the party does not have access to a battleship.
  • We Will Not Use Photoshop in the Future: Averted in the Second Original Generation where The Federation knows the video released on the internet regarding Arteil having a private conversation with Teniquette Zezenan is doctored and cannot be used as evidence against him. However, this is still All According to Plan.
  • World of Buxom: The art for the game reveals being nicely endowed is the norm and the only adult character getting called "flat" is around a B-cup. Endless Frontier takes this Up to Eleven.
  • You Bastard: A light example in the first game, where the things Tenzan comments he'll do are examples of what the player themselves can do within the games' mechanics, including the use of deliberately dying to restart a mission with increased Character Levels carried over, thus Level Grinding your way to victory.
  • Zerg Rush: Mostly averted, as enemy ratio is fairly reasonable, but at least one level in Original Generation 2 fits this trope. In-universe, this is basically the only Einst tactic: it's even commented on by the characters.