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** Unlike the previous two games, where you had a set amount of time to make repairs to your robot between tournament rounds, in [=RA3=] your robot is automatically repaired to full strength after each fight. [[TropesAreNotGood This actually backfired somewhat]], as fans felt that not having to repair your robot between fights [[ItsEasySoItSucks took a lot of the strategy out of the game]].

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** Unlike the previous two games, where you had a set amount of time to make repairs to your robot between tournament rounds, in [=RA3=] your robot is automatically repaired to full strength after each fight. [[TropesAreNotGood [[Administrivia/TropesAreTools This actually backfired somewhat]], as fans felt that not having to repair your robot between fights [[ItsEasySoItSucks took a lot of the strategy out of the game]].


''Robot Arena'' and its sequel ''Robot Arena 2'' are games for the {{PC}} where you design a robot and have it fight against other robots. It is very similar to the TV shows and real-life tournaments ''Series/BattleBots'' and ''Series/RobotWars''.

The first game was widely panned for a lack of customization, very few chassis' and weapons, and the game was two dimensional meaning that wedges and flippers were not able to be used. The sequel improved on everything, allowing you to build the chassis on a grid, and allowing you to choose from a lot of different weapons and parts. The game also has a small but very dedicated fanbase.

[[http://www.robotarena.com/ A third game]] was later developed and was released on Steam Early Access in May 2016.
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/robot_arena.png]]
''Robot Arena'' and its sequel ''Robot Arena 2'' are is a series of [[UsefulNotes/IBMPersonalComputer PC]] games for the {{PC}} by Gabriel Interactive, where you design a robot and have it fight against other robots. It is very similar to the TV shows and real-life tournaments ''Series/BattleBots'' and ''Series/RobotWars''.

The first game was released on March 24th, 2001, and was widely panned for a lack of customization, very few chassis' and weapons, and the game was two dimensional dimensional, meaning that wedges and flippers were not able to be used. The sequel Then, the 2003 sequel, ''Robot Arena 2: Design and Destroy'', improved on everything, allowing you to build the chassis on a grid, and allowing you to choose from a lot of different weapons and parts. The Thus, the game also has a small but very dedicated fanbase.

After a hiatus lasting for more than a decade, [[http://www.robotarena.com/ A a third game]] was later developed and was released on Steam UsefulNotes/{{Steam}} Early Access in May 2016.
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2016, only to be abruptly made into a full release the following month, in spite of pretty much all players agreeing the game was [[ObviousBeta nowhere near ready]].

Also, these games are [[SimilarlyNamedWorks unconnected]] to the 2010 UsefulNotes/AdobeFlash [[https://www.kongregate.com/games/annlucaswinters/robot-arena game]] on Website/{{Kongregate}}.











* CharacterCustomization: This is the game in the series where robot customization really took off, allowing you to build nearly any kind of machine you can imagine. It's what makes the game so much fun.



* GoodBadBugs: A few of the game's physics quirks ended up becoming vital parts of the metagame.
** Attach a Small Wedge component to a burst motor, using an extender, and position it so the tip of the wedge is in front of your robot and just below the wheelbase. The resulting "burst wedge" has a zero ground clearance and can get in underneath anything that isn't another burst wedge, letting you control the fight. The AI bot Emergency uses this same tactic.
** Your robot's spinner not fast enough? Attach a second spin motor to the first one, and get double the speed.
** Some components, most notably batteries, can be stacked on top of one another if placed with enough precision. And since batteries don't factor into weight distribution for some reason, you can safely stack batteries, shrink your robot down to save weight on armor, and fit more weapons on.


* CombatBreakdown: As with real-life robot combat, weapons can and do fail, reducing fights to shoving matches.
* ContinuingIsPainful: While robot deaths aren't permanent this time, tournaments give you a very limited time to fix damage to your robot. If you can't get it in fully working condition, you may well have to go into your next fight crippled, or [[NonGameplayElimination withdraw entirely]].
* CriticalExistenceFailure: Parts will remain functional up until they fail, at which point they break off the robot completely. Same goes for the robot's chassis, which allows their remaining parts to remain functional until the control unit suffers critical damage and immobilizes them.




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* WreakingHavok: The game runs on the Havok engine, so this is a given. In particular, tearing a part off a robot may cause a physics goof that sends the entire thing ''flying''.


* EverythingsBetterWithSpinning: Initially averted, as one of the [[ObviousBeta many]] [[HypeBacklash criticisms]] of the initial release was that motors span far too slowly, making spinning weapons largely useless. Once motor speeds were buffed, the trope was played straight, as spinning weapons become the most deadly in the game. Notably, one of the strongest AI robots is a full-body spinner named [=OctoDie=] that's very difficult to fight due to being surrounded with spinning blades.

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* EverythingsBetterWithSpinning: Initially averted, as one of the [[ObviousBeta many]] [[HypeBacklash many criticisms]] of the initial release was that motors span far too slowly, making spinning weapons largely useless. Once motor speeds were buffed, the trope was played straight, as spinning weapons become the most deadly in the game. Notably, one of the strongest AI robots is a full-body spinner named [=OctoDie=] that's very difficult to fight due to being surrounded with spinning blades.


* EverythingsBetterWithSpinning: Initially averted, as one of the [[ObviousBeta ma]][[HypeBacklash ny]] criticisms of the initial release was that motors span far too slowly, making spinning weapons largely useless. Once motor speeds were buffed, the trope was played straight, as spinning weapons become the most deadly in the game. Notably, one of the strongest AI robots is a full-body spinner named [=OctoDie=] that's very difficult to fight due to being surrounded with spinning blades.

to:

* EverythingsBetterWithSpinning: Initially averted, as one of the [[ObviousBeta ma]][[HypeBacklash ny]] criticisms many]] [[HypeBacklash criticisms]] of the initial release was that motors span far too slowly, making spinning weapons largely useless. Once motor speeds were buffed, the trope was played straight, as spinning weapons become the most deadly in the game. Notably, one of the strongest AI robots is a full-body spinner named [=OctoDie=] that's very difficult to fight due to being surrounded with spinning blades.



* GoodBadBugs: Like ''Robot Arena 2'', some of [=RA3=]'s bugs ended up being this. Most notably, unlike [=RA2=], [=RA3=] allows components to be placed wherever you like, regardless of whether they overlap or even whether they're inside the robot at all. This gives you plenty of freedom to make designs that otherwise simply wouldn't be possible.



* HelpingHands: Sort of. Unlike [=RA2=], spin motors in [=RA3=] can be knocked off, often with the wheel or weapon still attached, and will inexplicably continue to spin for a while. This can lead to spinning weapons breaking off and flying across the arena, potentially still causing damage or tripping up an opponent, when logically they should have stopped moving the moment they broke off.
* JokeCharacter: The lightweight robot L'il Dog. Not only is it painfully slow, with highly ineffective weaponry, but its batteries only last for about a minute, at which point it will stop moving [[ZeroEffortBoss and you'll win anyway]].
* KickThemWhileTheyAreDown: Unlike the previous game, you can continue knocking bits off an opponent and racking up points for it long after they've already been KO'ed. It's entirely possible to win a four-way fight by ignoring your other two opponents and simply smashing the third into LudicrousGibs.

to:

* HelpingHands: Sort of. Unlike [=RA2=], spin motors in [=RA3=] can be knocked off, torn out of a robot's chassis, often with the wheel or weapon still attached, and will inexplicably continue to spin for a while. This can lead to spinning weapons breaking off and flying across the arena, potentially still causing damage or tripping up an opponent, when logically they should have stopped moving the moment they broke off.
* JokeCharacter: The lightweight robot L'il Dog. Not only is it painfully slow, slow with highly ineffective weaponry, but its batteries only last for about a minute, at which point it will stop moving [[ZeroEffortBoss and you'll win anyway]].
* KickThemWhileTheyAreDown: Unlike the previous game, you can continue knocking bits off an opponent and racking up points for it long after they've already been KO'ed. It's entirely possible to win a four-way fight by smashing one opponent into LudicrousGibs and completely ignoring your the other two opponents and simply smashing the third into LudicrousGibs.two.



** Collision detection issues initially meant that wedges and flippers wre completely useless. This was fixed ''and then broken again'', so that if you build a ground-scraping wedge chassis, your robot simply won't move.

to:

** Collision detection issues initially meant that wedges and flippers wre were completely useless. This was fixed ''and then broken again'', so that if you build a ground-scraping wedge chassis, your robot simply won't move.



* PunchedAcrossTheRoom: Similar to the previous game's Havok Explosions, landing a powerful enough blow on an opponent can send them flying through the air, up to halfway across the arena.

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* PunchedAcrossTheRoom: Similar Due to the previous game's Havok Explosions, buggy physics, landing a powerful enough blow on an opponent can send them flying through the air, up to halfway across the arena.


* GameBreaker: The radio jammer. It's a component that completely immobilizes your opponent for a few seconds. The high battery drain doesn't balance it at all.
* ScrappyMechanic: Mostly the battery physics. Batteries recharge slowly and drain ''very'' quickly, which means in-battle spending half of your time doing nothing but wait for the batteries to recharge. The second game is far more sensible on regards to batteries.

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* GameBreaker: The radio jammer. It's a component that completely immobilizes your opponent for a few seconds. The high battery drain doesn't balance it at all.
* ScrappyMechanic: Mostly the battery physics. Batteries recharge slowly and drain ''very'' quickly, which means in-battle spending half of your time doing nothing but wait for the batteries to recharge. The second game is far more sensible on regards to batteries.


* AchillesHeel: The majority of the AI robots (even the deadliest ones, such as [=OctoDie=] and Gluttony) have exposed wheels, which can easily be torn off with a good enough aim and a powerful enough weapon. Some, such as Buzcar, even have their ''drive motors'' partially exposed.



* ArtificialStupidity: The game's AI has several flaws. Robots will [[SuicidalOverconfidence drive headlong into your weaponry and get smashed up]], start twitching back and forth or hurtling uncontrollably across the arena for no apparent reason, and if you flip an invertible AI robot (like Tsuppari), it will fail to recognize that it's upside-down and end up driving around backwards, inevitably getting stuck against a wall or driving off the edge of the arena.

to:

* ArtificialStupidity: The game's AI has several flaws. Robots will [[SuicidalOverconfidence drive headlong into your weaponry and get smashed up]], stop so abruptly that they flip themselves over, start twitching back and forth or hurtling uncontrollably across the arena for no apparent reason, and if you flip an invertible AI robot (like Tsuppari), it will fail to recognize that it's upside-down and end up driving around backwards, inevitably getting stuck against a wall or driving off the edge of the arena.



* [[EveryCarIsAPinto Every Bot Is A Pinto]]: As robots take damage, they will start to emit sparks and will eventually catch fire once they reach critical health.

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* [[EveryCarIsAPinto Every Bot Is A Pinto]]: As robots take damage, they will start to emit sparks and will eventually catch fire once they reach critical health.



* GameBreaker: The ram plates. Not only do they provide good defensive protection, but they're also ''the'' most damaging weapon in the game, even more so than dedicated weapons like the Iron Spikes and Gold Maces. Bolt a few ram plates onto the front of your bot and you can defeat practically anything [[RammingAlwaysWorks just by ramming it a few times]]. Naturally, [[MightyGlacier Emergency]] has ''four'' of them.

to:

* GameBreaker: The ram plates. Not only do they provide good defensive protection, but they're also ''the'' most damaging weapon item in the game, even more so than dedicated weapons like the Iron Spikes and Gold Maces. Bolt a few ram plates onto the front of your bot and you can defeat practically anything [[RammingAlwaysWorks just by ramming it a few times]]. Naturally, [[MightyGlacier Emergency]] has ''four'' of them.



* ObviousBeta: Even more so than the second game, especially when it first came out. Examples included weight being rendered utterly meaningless, with arbitrary values and no weight limit[[note]]weight limits were later implemented, but this created a separate problem where entering an overweight bot for a tournament would lock that bot forever[[/note]]; parts being able to overlap, meaning you can just stack dozens of spikes onto the front of your robot and insta-kill anything you hit; collision detection issues that render wedges and flippers almost completely useless[[note]]this was fixed ''and then broken again''[[/note]]; and your robot occasionally just blowing up in the Workshop when you try to test it, crashing your game and deleting your creation[[note]]luckily there's a workaround to restore your bot if this happens[[/note]].
* PunchedAcrossTheRoom: Similar to the previous game's Havok Explosions, landing a powerful enough blow on an opponent will often send them flying through the air, sometimes halfway across the arena or more.

to:

* ObviousBeta: Even more so than the second game, especially when it first came out. Examples included weight being rendered utterly meaningless, with arbitrary values and out:
** At first, there were
no weight limit[[note]]weight limits whatsoever. While weight limits were later implemented, but added, this created a separate problem where entering an overweight bot for a tournament would lock that bot forever[[/note]]; parts being able to overlap, meaning you can just stack dozens of spikes onto the front of your robot forever. Parts are still very unbalanced, with almost arbitrary weight and insta-kill anything you hit; collision damage values (and for some reason, wheel casters weigh about 160 mass more than they should do).
** Collision
detection issues initially meant that render wedges and flippers almost wre completely useless[[note]]this useless. This was fixed ''and then broken again''[[/note]]; and again'', so that if you build a ground-scraping wedge chassis, your robot simply won't move.
** Robots will
occasionally just blowing blow up in the Workshop when you try to test it, them, crashing your game and deleting your creation[[note]]luckily creation. Luckily there's a workaround to restore your bot if this happens[[/note]].
happens.
* PunchedAcrossTheRoom: Similar to the previous game's Havok Explosions, landing a powerful enough blow on an opponent will often can send them flying through the air, sometimes up to halfway across the arena or more.arena.



* WinsByDoingAbsolutelyNothing: The game tries to avert this, as not moving for long enough will cause you to be counted out, but it's still possible. As noted under ArtificialStupidity, AI opponents will often simply drive head-first into your robot, so it's possible to win by simply sitting there and letting them dash themselves to pieces on your bot's weaponry, and if you're fighting the lightweight L'il Dog, you can just drive around without attacking it for a minute until its batteries run out.

to:

* WinsByDoingAbsolutelyNothing: The game tries to avert this, as not moving for long enough will cause you to be counted out, but it's still possible. As noted under ArtificialStupidity, AI opponents will often simply drive head-first into your robot, so it's possible to win by simply sitting there and letting them dash themselves to pieces on your bot's weaponry, weaponry. Certain opponents (most noticeably Hedgehog and Bot Choy X) can flip themselves over when they brake, leaving themselves stuck, and if you're fighting the lightweight L'il Dog, you can just drive around without attacking it for a minute until its batteries run out.


* TheComputerIsACheatingBastard: All of the AI bots have armor that is twice as strong as the armor that the player can select in the Armor tab (although the player can gain this advantage by never even touching the armor tab when building), and some of the Middleweight bots that the AI use are actually heavyweights.

to:

* TheComputerIsACheatingBastard: All of the AI bots have armor that is twice as strong as the armor that the player can select in the Armor tab (although the player can gain this advantage by never even touching the armor tab when building), and some of the Middleweight "Middleweight" AI bots that the AI use are actually heavyweights.



* AscendedMeme: One [=RA2=] tournament held on popular fansite Gametechmods included a robot named "Spinner from the west" (SFTW) that quickly became infamous as one of the worst bots ever seen, and has since become a RunningGag on the site. [=RA3=] includes a JokeCharacter bot named The Lone Saw that's basically an exact copy of SFTW.

to:

* AscendedMeme: One [=RA2=] tournament held on popular fansite Gametechmods Website/{{Gametechmods}} included a robot named "Spinner from the west" (SFTW) that quickly became infamous as one of the worst bots ever seen, and has since become a RunningGag on the site. [=RA3=] includes a JokeCharacter bot named The Lone Saw that's basically an exact copy of SFTW.



** The grinder. It can deal a lot of sustained damage and looks pretty intimidating, but is hard to fit into a design due to its large, unwieldy size, and seems to have far less durability than you'd expect from an 80kg chunk of metal. Of course, that doesn't stop Gluttony from being ThatOneBoss.
** The [=MegaVolt=] battery, added in an early update, provides 120,000 power, double that of the nearest battery, and enough for all but the most power-hungry heavyweights. However, it's prohibitively large ''and'' heavy: four Nifty V6 batteries will do the same job for 22kg less and are much easier to fit into a design.

to:

** The grinder. It can deal a lot of sustained damage and looks pretty intimidating, but is hard to fit into a design due to its large, unwieldy size, and seems to have has far less durability than you'd expect from an 80kg chunk of metal.given that it's the single heaviest component in the game (80 mass!). Of course, that doesn't stop Gluttony from being ThatOneBoss.
** The [=MegaVolt=] battery, added in an early update, provides 120,000 power, double that of the nearest next-best battery, and enough for all but the most power-hungry heavyweights. However, it's prohibitively large ''and'' heavy: four Nifty V6 batteries will do the same job for 22kg less and are much easier to fit into a design.



* HelpingHands: Sort of. Unlike [=RA2=], motors in [=RA3=] can be knocked off, often with the wheel or weapon still attached, and will inexplicably continue to spin for a while. This leads to scenarios where a spinning weapon will break off and go flying across the arena, potentially still causing damage or tripping up a competitor, when logically it should have stopped moving the moment it broke off.

to:

* HelpingHands: Sort of. Unlike [=RA2=], spin motors in [=RA3=] can be knocked off, often with the wheel or weapon still attached, and will inexplicably continue to spin for a while. This leads can lead to scenarios where a spinning weapon will break weapons breaking off and go flying across the arena, potentially still causing damage or tripping up a competitor, an opponent, when logically it they should have stopped moving the moment it they broke off.



* KickThemWhileTheyAreDown: Unlike the previous game, you can continue knocking bits off an opponent and racking up points for it long after they've already been KO'ed. It's entirely possible to win a four-way fight by ignoring your other two opponents and simply smashing the third into LudicrousGibs, racking up an unbeatably-high points tally in the process.

to:

* KickThemWhileTheyAreDown: Unlike the previous game, you can continue knocking bits off an opponent and racking up points for it long after they've already been KO'ed. It's entirely possible to win a four-way fight by ignoring your other two opponents and simply smashing the third into LudicrousGibs, racking up an unbeatably-high points tally in the process.LudicrousGibs.



* ObviousBeta: Arguably even more so than the second game, especially when it first came out. Examples included weight being rendered utterly meaningless, with arbitrary values and no weight limit[[note]]weight limits were later implemented, but this created a separate problem where entering an overweight bot for a tournament would lock that bot forever[[/note]]; parts being able to overlap, meaning you can just stack dozens of spikes onto the front of your robot and insta-kill anything you hit; collision detection issues that render wedges and flippers almost completely useless[[note]]this was fixed and then ''broken again''[[/note]]; and your robot occasionally just blowing up in the Workshop when you try to test it, crashing your game and deleting your creation[[note]]luckily there's a workaround to restore your bot if this happens[[/note]].

to:

* ObviousBeta: Arguably even Even more so than the second game, especially when it first came out. Examples included weight being rendered utterly meaningless, with arbitrary values and no weight limit[[note]]weight limits were later implemented, but this created a separate problem where entering an overweight bot for a tournament would lock that bot forever[[/note]]; parts being able to overlap, meaning you can just stack dozens of spikes onto the front of your robot and insta-kill anything you hit; collision detection issues that render wedges and flippers almost completely useless[[note]]this was fixed and ''and then ''broken broken again''[[/note]]; and your robot occasionally just blowing up in the Workshop when you try to test it, crashing your game and deleting your creation[[note]]luckily there's a workaround to restore your bot if this happens[[/note]].


* GoodBadBugs: Like ''Robot Arena 2'', some of [=RA3=]'s bugs ended up being this. Most notably, unlike [=RA2=], [=RA3=] allows components to be placed wherever you like, regardless of whether they overlap or even whether they're inside the robot at all. This gives you plenty of freedom to make designs that otherwise simply wouldn't be possible.[[note]]Of course, it's debatable whether this is a bug, a deliberate feature, or a case of TheyJustDidntCare.[[/note]]

to:

* GoodBadBugs: Like ''Robot Arena 2'', some of [=RA3=]'s bugs ended up being this. Most notably, unlike [=RA2=], [=RA3=] allows components to be placed wherever you like, regardless of whether they overlap or even whether they're inside the robot at all. This gives you plenty of freedom to make designs that otherwise simply wouldn't be possible.[[note]]Of course, it's debatable whether this is a bug, a deliberate feature, or a case of TheyJustDidntCare.[[/note]]


* GameMod: The DSL total conversion, and the more recent ''Series/RobotWars'' mod, which incorporates elements of the DSL mod as well as robots and weapons from the TV show.

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* GameMod: The There are numerous ones available, but the most popular are the DSL total conversion, the Ironforge mod, and the more recent ''Series/RobotWars'' mod, which incorporates elements of the DSL mod as well as robots and weapons from the TV show.



* GravitySucks: Inverted. Robot Arena 2 has a glitch with the Havok Physics engine that causes robots to fly around the arena sometimes after a non-static part is knocked off. These are called Havok Explosions online.
* MadeOfIndestructium: Castors won't break off no matter how much damage they take. By strategically placing castors underneath and around the sides of your robot, you can create invincible armour that will protect you from absolutely ''anything''. The only things that stop this being a total GameBreaker are that a) castors take up a lot of weight and space, and b) they can't be placed above a certain point, so the top of your robot is still unprotected.[[note]]Batteries don't break off from damage either, but they can't overlap the chassis whereas castors can.[[/note]]

to:

* GravitySucks: Inverted. Robot Arena 2 has a glitch with the Havok Physics engine that causes robots to fly around the arena sometimes after a non-static part is knocked off. These are called known by the community as Havok Explosions online.
Explosions, or simply "Havoks".
* MadeOfIndestructium: Castors won't break off no matter how much damage they take. By strategically placing castors underneath and around the sides of your robot, you can create invincible armour that will protect you from absolutely ''anything''. The only things that stop this being a total GameBreaker are that a) castors take up a lot of weight and space, and b) they can't be placed above a certain point, so the top of your robot is still unprotected.[[note]]Batteries don't break off from damage either, [[note]]Other parts that attach to the baseplate, like motors and batteries, are similarly indestructible, but they can't overlap the chassis chassis, whereas castors can.[[/note]]



* SelfImposedChallenge: The unofficial "antweight" and "beetleweight" classes: beetleweights can only weigh 175kg, compared to the 250kg lightweight limit, whereas antweights can only ''125kg''. Needless to say, making a decent antweight is rather difficult.



* AndShowItToYou: With a powerful enough weapon and a decent aim, it's possible to smash the batteries right out of an opponent, leaving them completely inoperable.



** In [=RA2=], getting the shape of your chassis ''just'' right to house all your components without any wasted space took a lot of trial and error, and every time you made a change, any components you'd placed would be deleted. In [=RA3=], you can freely sculpt your chassis around your components and even create an entirely new chassis from scratch without having to delete your components first.
** Unlike the previous two games, where you had a set amount of time to make repairs to your robot between tournament rounds, your robot is automatically repaired to full strength after each fight. [[TropesAreNotGood This actually backfired somewhat]], as fans felt that not having to repair your robot between fights [[ItsEasySoItSucks took a lot of the strategy out of it]].
* ArtificialStupidity: The game's AI has several flaws. Robots will [[SuicidalOverconfidence drive headlong into your weaponry and get smashed up]], start twitching back and forth or hurtling uncontrollably across the arena for no apparent reason, and if you flip an invertible AI robot (like Tsuppari), it will fail to recognize that it's upside-down and will end up driving around backwards.

to:

** In [=RA2=], getting the shape of your chassis ''just'' right to house all your components without any wasted space took a lot of trial and error, and every time you made a change, any components you'd placed would be deleted. In [=RA3=], you can freely sculpt your chassis around your bot's components and even create an entirely new chassis from scratch without having to delete your components first.
*** Component placement is also far more flexible than in [=RA2=]: you can place components literally ''anywhere'', you can move them around and rotate them after they've already been placed, there's no restriction on the number of components you can chain together (known as the "Rule of Seven" in [=RA2=]), and said component chains can be deleted in a single click rather than having to manually delete every single element. General consensus is that [[DamnedByFaintPraise the build system is the best part of the game]].
** Unlike the previous two games, where you had a set amount of time to make repairs to your robot between tournament rounds, in [=RA3=] your robot is automatically repaired to full strength after each fight. [[TropesAreNotGood This actually backfired somewhat]], as fans felt that not having to repair your robot between fights [[ItsEasySoItSucks took a lot of the strategy out of it]].
the game]].
* ArtificialStupidity: The game's AI has several flaws. Robots will [[SuicidalOverconfidence drive headlong into your weaponry and get smashed up]], start twitching back and forth or hurtling uncontrollably across the arena for no apparent reason, and if you flip an invertible AI robot (like Tsuppari), it will fail to recognize that it's upside-down and will end up driving around backwards.backwards, inevitably getting stuck against a wall or driving off the edge of the arena.
* ArtisticLicenseEngineering: Want to place a motor inside a battery? Sure! How about ten feet in the air, completely unsupported by anything? You got it!



** The grinder. It can deal a lot of sustained damage and looks pretty intimidating, but is hard to fit into a design due to its large, unwieldy size, and seems to have far less durability than you'd expect. Of course, that doesn't stop Gluttony from being ThatOneBoss.

to:

** The grinder. It can deal a lot of sustained damage and looks pretty intimidating, but is hard to fit into a design due to its large, unwieldy size, and seems to have far less durability than you'd expect.expect from an 80kg chunk of metal. Of course, that doesn't stop Gluttony from being ThatOneBoss.



* EverythingsBetterWithSpinning: Initially averted, as one of the [[ObviousBeta ma]][[HypeBacklash ny]] criticisms of the initial release was that motors span far too slowly, making spinning weapons largely useless. Once motor speeds were upgraded, the trope was played straight, as spinning weapons are among the most deadly in the game. Notably, one of the strongest AI robots is a full-body spinner named [=OctoDie=] that's very difficult to fight due to being surrounded with spinning blades.
* GameBreaker: The ram plates. Not only do they provide great defensive protection, but they're also ''the'' most damaging weapon in the game, even more so than dedicated weapons like the Iron Spikes and Gold Maces. Bolt a few ram plates onto the front of your bot and you can defeat practically anything [[RammingAlwaysWorks just by ramming it a few times]]. Naturally, [[MightyGlacier Emergency]] has ''four'' of them.
* GoodBadBugs: Like ''Robot Arena 2'', some of [=RA3=]'s bugs ended up being this. Most notably, unlike [=RA2=], [=RA3=] allows components to be placed wherever you like, regardless of whether they overlap or even whether they're inside the robot at all. This gives you plenty of freedom to make designs that otherwise simply wouldn't be possible.

to:

* EverythingsBetterWithSpinning: Initially averted, as one of the [[ObviousBeta ma]][[HypeBacklash ny]] criticisms of the initial release was that motors span far too slowly, making spinning weapons largely useless. Once motor speeds were upgraded, buffed, the trope was played straight, as spinning weapons are among become the most deadly in the game. Notably, one of the strongest AI robots is a full-body spinner named [=OctoDie=] that's very difficult to fight due to being surrounded with spinning blades.
* GameBreaker: The ram plates. Not only do they provide great good defensive protection, but they're also ''the'' most damaging weapon in the game, even more so than dedicated weapons like the Iron Spikes and Gold Maces. Bolt a few ram plates onto the front of your bot and you can defeat practically anything [[RammingAlwaysWorks just by ramming it a few times]]. Naturally, [[MightyGlacier Emergency]] has ''four'' of them.
* GoodBadBugs: Like ''Robot Arena 2'', some of [=RA3=]'s bugs ended up being this. Most notably, unlike [=RA2=], [=RA3=] allows components to be placed wherever you like, regardless of whether they overlap or even whether they're inside the robot at all. This gives you plenty of freedom to make designs that otherwise simply wouldn't be possible.[[note]]Of course, it's debatable whether this is a bug, a deliberate feature, or a case of TheyJustDidntCare.[[/note]]



* HelpingHands: Sort of. Motors will continue to spin for a while after they've been knocked off a robot, resulting in scenarios where wheels and spinning weapons will go flying off all over the place when really they should have stopped moving the moment they broke off.

to:

* HelpingHands: Sort of. Motors Unlike [=RA2=], motors in [=RA3=] can be knocked off, often with the wheel or weapon still attached, and will inexplicably continue to spin for a while after they've been knocked off a robot, resulting in while. This leads to scenarios where wheels and a spinning weapons weapon will break off and go flying off all over across the place arena, potentially still causing damage or tripping up a competitor, when really they logically it should have stopped moving the moment they it broke off.



* KickThemWhileTheyAreDown: Unlike the previous game, attacking an already-defeated robot will continue to deal damage to it and increase your score. It's perfectly possible to win a four-way fight by ignoring your other two opponents and simply smashing the third into LudicrousGibs, racking up an unbeatably-high points tally in the process.

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* KickThemWhileTheyAreDown: Unlike the previous game, attacking an already-defeated robot will you can continue to deal damage to it knocking bits off an opponent and increase your score. racking up points for it long after they've already been KO'ed. It's perfectly entirely possible to win a four-way fight by ignoring your other two opponents and simply smashing the third into LudicrousGibs, racking up an unbeatably-high points tally in the process.



* WalkingArmory: Several robots are packed with ludicrous numbers of weapons, but the most notable example is Savage. It's completely surrounded by weapons, mostly [[SpikesOfDoom spikes]] but also front punching arms and a rear disc. Finding an opening to attack it is nigh-impossible and your only real hope is to push it into an arena hazard or try and flip it over.
* WinsByDoingAbsolutelyNothing: The game tries to avert this, as not moving for long enough will cause you to be counted out, but it's still possible. As noted under ArtificialStupidity, AI opponents will often simply drive head-first into your robot, so it's possible to win by simply sitting there and letting them dash themselves to pieces on your bot's weaponry, and if you're fighting the lightweight L'il Dog, you can just drive around not attacking it for a minute until its batteries run out.

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* SequelEscalation: In [=RA2=], the weight limits were 250kg for a lightweight, 400kg for a middleweight, and 800kg for a heavyweight. In [=RA3=], the limits are 400kg for a lightweight, 800kg for a middleweight, and 1300kg for a heavyweight - and you can build ''beyond'' that limit if you so desire.
* WalkingArmory: Several robots are packed with ludicrous numbers of weapons, but the most notable example is Savage. It's completely ''completely'' surrounded by weapons, mostly [[SpikesOfDoom spikes]] but also front punching arms and a rear disc.circular saw. Finding an opening to attack it is nigh-impossible and your only real hope is to push it into an arena hazard or try and flip it over.
* WinsByDoingAbsolutelyNothing: The game tries to avert this, as not moving for long enough will cause you to be counted out, but it's still possible. As noted under ArtificialStupidity, AI opponents will often simply drive head-first into your robot, so it's possible to win by simply sitting there and letting them dash themselves to pieces on your bot's weaponry, and if you're fighting the lightweight L'il Dog, you can just drive around not without attacking it for a minute until its batteries run out.

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* AscendedMeme: One [=RA2=] tournament held on popular fansite Gametechmods included a robot named "Spinner from the west" (SFTW) that quickly became infamous as one of the worst bots ever seen, and has since become a RunningGag on the site. [=RA3=] includes a JokeCharacter bot named The Lone Saw that's basically an exact copy of SFTW.


* BearsAreBadNews: The Good 'ol Boys' heavyweight robot, Bear.

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* BearsAreBadNews: The Good 'ol Boys' heavyweight robot, Bear. You can also equip Bear Claws as weapons (though they aren't ''actual'' bear claws, obviously).



* MadeOfIndestructium: Castors won't break off no matter how much damage they take. By strategically placing castors underneath and around the sides of your robot, you can create invincible armour that will protect you from absolutely ''anything''. The only things that stop this being a total GameBreaker are that a) castors take up a lot of weight and space, and b) they can't be placed above a certain point, so the top of your robot is still unprotected.[[note]]Batteries don't break off from damage either, but they can't overlap the chassis whereas castors can.[[/note]]



* AntiFrustrationFeatures: Unlike the previous two games, where you had a set amount of time to make repairs to your robot between tournament rounds, your robot is automatically repaired to full strength after each fight. [[TropesAreNotGood This actually backfired somewhat]], as fans felt that not having to repair your robot between fights [[ItsEasySoItSucks took a lot of the strategy out of it]].

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* AntiFrustrationFeatures: AntiFrustrationFeatures:
** In [=RA2=], getting the shape of your chassis ''just'' right to house all your components without any wasted space took a lot of trial and error, and every time you made a change, any components you'd placed would be deleted. In [=RA3=], you can freely sculpt your chassis around your components and even create an entirely new chassis from scratch without having to delete your components first.
**
Unlike the previous two games, where you had a set amount of time to make repairs to your robot between tournament rounds, your robot is automatically repaired to full strength after each fight. [[TropesAreNotGood This actually backfired somewhat]], as fans felt that not having to repair your robot between fights [[ItsEasySoItSucks took a lot of the strategy out of it]].



* AwesomeButImpractical:
** The grinder. It can deal a lot of sustained damage and looks pretty intimidating, but is hard to fit into a design due to its large, unwieldy size, and seems to have far less durability than you'd expect. Of course, that doesn't stop Gluttony from being ThatOneBoss.
** The [=MegaVolt=] battery, added in an early update, provides 120,000 power, double that of the nearest battery, and enough for all but the most power-hungry heavyweights. However, it's prohibitively large ''and'' heavy: four Nifty V6 batteries will do the same job for 22kg less and are much easier to fit into a design.



* EverythingsBetterWithSpinning: Initially averted, as one of the [[ObviousBeta ma]][[HypeBacklash ny]] criticisms of the initial release was that motors span far too slowly, making spinning weapons largely useless. Once motor speeds were upgraded, the trope was played straight. Notably, one of the strongest AI robots in the game is a full-body spinner named [=OctoDie=] that's very difficult to fight due to being surrounded with spinning blades.

to:

* EverythingsBetterWithSpinning: Initially averted, as one of the [[ObviousBeta ma]][[HypeBacklash ny]] criticisms of the initial release was that motors span far too slowly, making spinning weapons largely useless. Once motor speeds were upgraded, the trope was played straight. straight, as spinning weapons are among the most deadly in the game. Notably, one of the strongest AI robots in the game is a full-body spinner named [=OctoDie=] that's very difficult to fight due to being surrounded with spinning blades.



* LegacyCharacter: Emergency from the second game returns, with a new design but a similar MightyGlacier role. Upgraded versions of Forkie and Bot Choy, two of the starter robots from [=RA2=], also appear as AI opponents.

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* LegacyCharacter: Emergency A few opponent bots from the second previous game returns, return with a new design but a similar MightyGlacier role.upgraded designs, most notably [[ThatOneBoss Emergency]]. Upgraded versions of Forkie and Bot Choy, two of the starter robots from [=RA2=], also appear as AI opponents.



* PunchedAcrossTheRoom: Similar to the previous game's Havok Explosions, landing a powerful enough blow on an opponent will sometimes send them flying through the air, often halfway across the arena or more.

to:

* PunchedAcrossTheRoom: Similar to the previous game's Havok Explosions, landing a powerful enough blow on an opponent will sometimes often send them flying through the air, often sometimes halfway across the arena or more.



* WalkingArmory: Several robots are packed with ludicrous numbers of weapons, but the most notable example is Savage. It's completely surrounded by weapons, mostly [[SpikesOfDoom spikes]] but also front punching arms and a rear disc. Finding an opening to attack it is nigh-impossible and your only hope is to push it into an arena hazard or try and flip it over.

to:

* WalkingArmory: Several robots are packed with ludicrous numbers of weapons, but the most notable example is Savage. It's completely surrounded by weapons, mostly [[SpikesOfDoom spikes]] but also front punching arms and a rear disc. Finding an opening to attack it is nigh-impossible and your only real hope is to push it into an arena hazard or try and flip it over.


* HelpingHands: Sort of. Motors will continue to spin for a while after they've been knocked off a robot, resulting in scenarios where wheels and spinning weapons will go flying off all over the place when really they should have stopped moving the moment they broke off.



* KickThemWhileTheyAreDown: Unlike the previous game, [=RA3=] actually rewards you for doing this (at least in three or four-player battles), as you can still earn points for attacking a defeated robot. It's perfectly possible to win a four-way fight by ignoring your other two opponents and simply smashing the third into LudicrousGibs, racking up an unbeatably-high points tally in the process.

to:

* KickThemWhileTheyAreDown: Unlike the previous game, [=RA3=] actually rewards you for doing this (at least in three or four-player battles), as you can still earn points for attacking a defeated robot.an already-defeated robot will continue to deal damage to it and increase your score. It's perfectly possible to win a four-way fight by ignoring your other two opponents and simply smashing the third into LudicrousGibs, racking up an unbeatably-high points tally in the process.



* RammingAlwaysWorks: As stated above, ram plates are among the most powerful weapons in the game and are highly effective.

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* RammingAlwaysWorks: As stated above, ram plates are among the most powerful weapons in the game game, and are iron spikes aren't too far behind, making ramming a highly effective.effective tactic.


* AntiFrustrationFeatures: Unlike the previous two games, where you had a set amount of time to make repairs to your robot between tournament rounds, your robot will be automatically repaired to full strength after each fight. [[TropesAreNotGood This actually backfired slightly]] as fans felt that not having to repair your robot between fights [[ItsEasySoItSucks took a lot of the strategy out of it]].

to:

* AntiFrustrationFeatures: Unlike the previous two games, where you had a set amount of time to make repairs to your robot between tournament rounds, your robot will be is automatically repaired to full strength after each fight. [[TropesAreNotGood This actually backfired slightly]] somewhat]], as fans felt that not having to repair your robot between fights [[ItsEasySoItSucks took a lot of the strategy out of it]].



* ObviousBeta: Arguably even more so than the second game, especially when it first came out. Examples included weight being rendered utterly meaningless, with arbitrary values and no weight limit[[note]]weight limits were later implemented, but this created a separate problem where entering an overweight bot for a tournament would lock that bot forever[[/note]]; parts being able to overlap, meaning you can just stack dozens of spikes onto the front of your robot and insta-kill anything you hit; collision detection issues that render wedges and flippers almost completely useless[[note]]this was fixed and then ''broken again''[[/note]]; and your robot occasionally just blowing up in the Workshop when you try to test it, crashing your game and deleting your creation.

to:

* ObviousBeta: Arguably even more so than the second game, especially when it first came out. Examples included weight being rendered utterly meaningless, with arbitrary values and no weight limit[[note]]weight limits were later implemented, but this created a separate problem where entering an overweight bot for a tournament would lock that bot forever[[/note]]; parts being able to overlap, meaning you can just stack dozens of spikes onto the front of your robot and insta-kill anything you hit; collision detection issues that render wedges and flippers almost completely useless[[note]]this was fixed and then ''broken again''[[/note]]; and your robot occasionally just blowing up in the Workshop when you try to test it, crashing your game and deleting your creation.creation[[note]]luckily there's a workaround to restore your bot if this happens[[/note]].



* WinsByDoingAbsolutelyNothing: The game tries to avert this, as not moving for long enough will cause you to be counted out, but it's still possible. As noted under ArtificialStupidity, AI opponents will often simply drive head-first into your opponent, so it's possible to win by simply sitting there and letting them dash themselves to pieces on your robot's weaponry, and if you're fighting the lightweight L'il Dog, you can just drive around not attacking it for a minute until its batteries run out.

to:

* WalkingArmory: Several robots are packed with ludicrous numbers of weapons, but the most notable example is Savage. It's completely surrounded by weapons, mostly [[SpikesOfDoom spikes]] but also front punching arms and a rear disc. Finding an opening to attack it is nigh-impossible and your only hope is to push it into an arena hazard or try and flip it over.
* WinsByDoingAbsolutelyNothing: The game tries to avert this, as not moving for long enough will cause you to be counted out, but it's still possible. As noted under ArtificialStupidity, AI opponents will often simply drive head-first into your opponent, robot, so it's possible to win by simply sitting there and letting them dash themselves to pieces on your robot's bot's weaponry, and if you're fighting the lightweight L'il Dog, you can just drive around not attacking it for a minute until its batteries run out.

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