YMMV / Super Robot Wars Judgment

  • Awesome Art/Visual Effects of Awesome: Super Robot Wars Judgment is one of the best-looking games for the Game Boy Advance, taking full advantage of the system's hardware to emulate the earth-shattering action and over-the-top attacks of the anime series involved. It essentially looks like a pixellated anime.
  • Crazy Awesome: Gai Daijouji after returning, provided the conditions for his survival are met.
  • Game Breaker: See here for details
  • Goddamned Bats: Grand Chers and Battas not only have good evasion rates, but barriers as well ("Chakra Shield"note  and "Distortion Field"note , respectively). In the case of the former, they possess the "Vital Jump" unit abilitynote . This renders chain attacks less effective and their "Support Defend"note  pilot skills much better.
    • In some ways, the entire game is this: compared to its preceding Game Boy Advance SRW installments, Judgment loves throwing scenarios with endless enemy reinforcements that, while aren't particularly hard, can be quite draining and tedious if players are taking their time against bosses.
  • Good Bad Bug: Mazinger Z, Layzner, Yuu Brain and Zeorymer all have less parts slots when upgraded to the Mazinkaiser, New Layzner/Layzner Mark II, Nelly Brain and Great Zeorymer, respectively. Status-enhancing parts like the "Booster" note  before the Mid-Season Upgrade event will automatically be sent back to the player's inventory, but a code in the game's programming also gives the upgraded unit the benefit of having said part permanently crafted to it.
    • By unlocking Gai during the first playthrough of the game, he returns with double the amount of "Bonus Points" he is supposed to receive (a first playthrough-exclusive, however). Another bug related to a first playthrough is if Ahmos Gale is not recruited, his machine will not arrive with upgrades.
  • It's Easy, so It Sucks : Zigzagged; a common complaint about Judgment is its easy difficulty due to the number of Game Breakers and Good Bad Bugs present (though not to extent as the succeeding Super Robot Wars W), but that doesn't stop the game from being considered one of the best installments.
  • Player Punch: Think you can use the same method of keeping Mu La Flaga alive as you did back in Super Robot Wars Alpha 3 (that is, keep Mu in the Mobieus Zero even after he can pilot the Strike Gundam)? NOPE! He'll die just as he did in the TV series...
  • Stock Footage Failure: Bolt Gundam, some of the Hakkeshu robots, and Great Zeorymer have attacks which sunder the earth beneath their enemy's feet, even if said enemy is in midair or the vacuum of space. Ditto with the late-game explosions visible from space... that are clearly taking place on Earth no matter where you are.
  • That One Boss: With great evasion, a strong barrier, and enough firepower to One-Hit KO the Great Mazinger, Gauron should be approached with caution.
  • Villain Decay: The Great General of Darkness appears in only two scenarios late in Judgment and only if you pick the right route (it's possible to miss him entirely). In the first of these, he attacks while you're fighting someone else, something the Gradosians and Boazanians have already tried. In the second, the Reclaimers defeat him before the heroes even arrive on the scene. Sure, he puts up a fight, but his late, brief appearance, unoriginal style, and the total failure of his plan just don't convey what he was capable of back in his home series.
  • Wangst: Akito Tenkawa, Kira Yamato and Calvina Coulange all suffer from this in the early parts of the game. They get better.
  • Woolseyism: In the original Japanese version, the first two characters speaking in the game's prologue make references to ka no mono. This is a very archaic Japanese phrase that means roughly "that man" or "that person". Since this is almost impossible to get across in English, the translation team decided to refer to the person being referenced as "the Converted".
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