One fine day in Japan, the Super Robot Wars division of Banpresto pondered the following: "Hey, our Humongous MechaMega 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 and 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 Not "Dai-2-ji", but literally "Original Generation 2" - we'll get to that below 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 (amongotherthings), 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 "EndlessFrontier", 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 Base, whose events were rolled into Original Generation Gaiden. "Divine Wars" note by OLM Incorporated, a re-telling of the first game, and "The Inspector" note by Asahi Production, 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 That is, "Dai-2-ji", stylized in the way sequels of major continuities like the "Classic Timeline", Alpha and Super Robot Wars Z are done; yes, this created some confusion and bemusement in Japan, 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, Dark Prison serves as a prologue of sorts for Selena Recital, who appears with other characters. Dark Prison will also be available individually as Downloadable Content in 2014.See here for the massivecharacter sheet on all the originals.Tropes pertaining to multiple characters and the entirety of Super Robot Wars Original Generation are:
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 Gelbanawitnessing 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 anyman-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 and the Aggressors.
Beach Episode: Present in the games for no reason other than Fanservice. The ending credits of The Inspector is one itself.
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.
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. 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.
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.
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 One of them looks awfully familiar to one of the GravionBridge Bunnies. 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.
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.
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.
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
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 an I Knew It 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.
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.
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. Despite one character being shrouded when he (presumably) appears, Blessfield Ardygun in the Second Original Generation.
Divine Wars establishes a few characters were present during the Divine Crusaders War before their appearance into Original Generation 2:
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.
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.
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.
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.
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.
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.
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.
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 HotbloodedBunny 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 Both characters being playable in Battle Dodgeball, Kusuha asking Bullet if he's going to wear a black masknote Bullet pulling a Face-Heel Turn in Alpha 2 via Brainwashed and Crazy, wearing a black mask, and Lamia asking Axel why he doesn't act goofiernote Axel's personality trait as the heroic protagonist in Advance.
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.
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).
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
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.
Shed Armor, Gain Speed: The Wild Wuerger can shed its armor to perform its finishing attack, which is to expand its wings and slice the enemy with it by flying into them at high speed.
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.
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.
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 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?
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.
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. Also, Son Ganlong is 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.
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.
For some people, Feilord Grania Bilseia and his Duraxyll in the Second Original Generation is this thanks to having the "Zeal"note Gain an additional turn (self) 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 Defending halves all damage taken; 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.
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.
alternative title(s): Super Robot Wars Original Generations; Super Robot Wars OG; Super Robot Wars Original Generation; Super Robot Taisen Original Generation2; Super Robot Wars Original Generation Gaiden