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* UselessUsefulSpell: Some pilot skills and mecha abilities become this easily due to how the mechanics in ''A'' and ''A Portable'' work.
** [[Anime/MetalArmorDragonar Tapp Oceano]] has the "Parry" skill. However, his [[LongRangeFighter Dragonar-2]] does not get equipped with a weapon to use the "Parry" skill until Scenario 21.
** Similarly, [[Anime/MazingerZ Koji Kabuto]] has a high "Parry" skill but it cannot be used unless he pilots Great Mazinger instead. Given that Koji and Tetsuya's spirit commands are better for their default machines, the Parry skill will likely not be utilized by Koji at all while swapping him will make Tetsuya's (higher) Parry skill be redundant too.
** [[Anime/VoltesV Kenichi Go]] has the highest Gunfight level by default, maxing it out at Level 9. It gives a good +2 range increase to all weapons (except 1-range weapons) and increases ranged weapons but the catch is that the Voltes V's weapons are mainly melee and while the range boost helps, its two best attacks are both 1-range, meaning it will not benefit from the boost.
** A unit's shield can be easily redundant as a shield cannot be used unless the pilot has the "Shield Defense" skill. This can be easily alleviated by giving said pilot the skill but commonly there are more pilots than there are Shield Defense skills available in one playthrough. It is very common for players to only give one level of the skill to multiple pilots as one level is all that is needed to use the shield for defending or support defending.
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* SuperpoweredMooks: The [[Anime/MetalArmorDragonar Dragoons]] in their home series may be a JackOfAllStats MasterOfNone compared to the original Dragonar trio but gameplay wise, they are more or less superior versions of Dragonar-3. The Dragoons have the rare EWAC (Large) ability which only Dragonar-3 has by default, increasing their already high evasion and accuracy further and access to long and close-range attacks. What sets them apart from being considered [[DemonicSpider Demonic Spiders]] are that their attacks are only average in strength and [[FragileSpeedster their armor and HP is quite low, making them go down quite fast]].

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** [[Anime/MetalArmorDragonar The Cavalier-0]] parts on Dragonar-1 are only available in the first two stages of the Real Route until it is rendered unplayable from Stage 3 onwards without any explanation in-universe.
* GuideDangIt: A different example from this trope. Players who chose the Super Route who did not read ahead will find it extremely frustrating if they upgraded the [[Anime/GreatMazinger Great Mazinger and Venus A or used their skill parts onto Tetsuya or Jun]]. The game in Stage 3 states that Tetsuya and Jun will be auto-deployed which assumes that they are needed for the stage but in reality, the two leave right before the stage starts and do not return until Stage 15 which means the player just wasted their few funds and parts up until this point unless they were playing a NewGamePlus.



* SurprisinglyRealisticOutcome: [[Anime/MetalArmorDragonar The D-Team]] sneak out of the [[Anime/MobileSuitZetaGundam Argama]] and infiltrate a Giganos base where they successfully evacuate all refugees and get them to safety. Rather than be celebrated or have the incident overlooked for their success, the D-Team and protagonist were all punished thrown into the brig for deploying without permission as they are part of a military organization.

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* SurprisinglyRealisticOutcome: In the early stages of the Real Robot route, [[Anime/MetalArmorDragonar The the D-Team]] and chosen protagonist sneak out of the [[Anime/MobileSuitZetaGundam Argama]] and infiltrate a Giganos base where they successfully evacuate all refugees and get them to safety. Rather than be celebrated or have the incident overlooked for their success, the D-Team and protagonist were all punished and thrown into the brig for deploying without permission as they are part of a military organization.
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* SurprisinglyRealisticOutcome: [[Anime/MetalArmorDragonar The D-Team]] sneak out of the [[Anime/MobileSuitZetaGundam Argama]] and infiltrate a Giganos base where they successfully evacuate all refugees and get them to safety. Rather than be celebrated or have the incident overlooked for their success, the D-Team and protagonist were all punished thrown into the brig for deploying without permission as they are part of a military organization.
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The first ''VideoGame/SuperRobotWars'' title for the Creator/{{Nintendo}} UsefulNotes/GameBoyAdvance, ''Super Robot Wars [[SuperTitle64Advance Advance]]'' was released in 2001 and features some of the NintendoHard difficulty in the same vein of older [=SRW=]s, and [[{{Expy}} borrows a lot of mechanical designs from]] ''VideoGame/SuperRobotWars64''. It is the only game in the franchise where [[LuckilyMyShieldWillProtectMe shields are given]] a seperate HitPoints gauge. Unfortunately, like previous [=SRW=]s, ''Advance'' [[ScrappyMechanic can't skip combat animations]], which [[BrokenBase didn't sit quite too well for many fans]].

In 2008, ''Advance'' was given a VideoGameRemake for the Sony UsefulNotes/PlayStationPortable, titled ''Super Robot Wars A Portable'' ('''not''' ''Advance/Advanced Portable'', since it's no longer on the Game Boy Advance), boasting ''[[VideoGame/SuperRobotWarsOriginalGeneration Super Robot Wars Original Generations]]'' visuals, voice acting, modern gameplay mechanics (such as [[SkillScoresAndPerks selectable pilot skills]]), skippable combat animations and many other improvements. Yet, the difficulty is taken up to eleven, thus fans are divided whether ''A Portable'' was a good remake or not.

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The first ''VideoGame/SuperRobotWars'' title for the Creator/{{Nintendo}} UsefulNotes/GameBoyAdvance, Platform/GameBoyAdvance, ''Super Robot Wars [[SuperTitle64Advance Advance]]'' was released in 2001 and features some of the NintendoHard difficulty in the same vein of older [=SRW=]s, and [[{{Expy}} borrows a lot of mechanical designs from]] ''VideoGame/SuperRobotWars64''. It is the only game in the franchise where [[LuckilyMyShieldWillProtectMe shields are given]] a seperate HitPoints gauge. Unfortunately, like previous [=SRW=]s, ''Advance'' [[ScrappyMechanic can't skip combat animations]], which [[BrokenBase didn't sit quite too well for many fans]].

In 2008, ''Advance'' was given a VideoGameRemake for the Sony UsefulNotes/PlayStationPortable, Platform/PlayStationPortable, titled ''Super Robot Wars A Portable'' ('''not''' ''Advance/Advanced Portable'', since it's no longer on the Game Boy Advance), boasting ''[[VideoGame/SuperRobotWarsOriginalGeneration Super Robot Wars Original Generations]]'' visuals, voice acting, modern gameplay mechanics (such as [[SkillScoresAndPerks selectable pilot skills]]), skippable combat animations and many other improvements. Yet, the difficulty is taken up to eleven, thus fans are divided whether ''A Portable'' was a good remake or not.
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* EarlyGameHell: If you picked a super robot, the very first stage can quite hard due to the lack of a proper tutorial, available resources and because you're outnumbered (Getter Robo is your only ally). Plus, you begin the battle with a damaged mecha.

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* EarlyGameHell: If Lamia is your MC and you picked choose to pilot a super robot, the very first stage can quite hard due to the lack of a proper tutorial, available resources and because you're outnumbered (Getter Robo is your only ally). Plus, you begin the battle with a damaged mecha.
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* EarlyGameHell: If you picked a super robot, the very first stage can quite hard due to the lack of a proper tutorial, available resources and because you're outnumbered (Getter Robo is your only ally). Plus, the player beings the battle with their mecha damaged.

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* EarlyGameHell: If you picked a super robot, the very first stage can quite hard due to the lack of a proper tutorial, available resources and because you're outnumbered (Getter Robo is your only ally). Plus, the player beings you begin the battle with their mecha damaged.a damaged mecha.
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* EarlyGameHell: If you picked a super robot, the very first stage can quite hard due to the lack of a proper tutorial, available resources and because you're outnumbered (Getter Robo is your only ally). Plus, the player beings the battle with their mecha damaged.
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* CompositeCharacter: The Ashsaber is essentially a combination of the Nu Gundam and Re-GZ, having the former's AttackDrone weapons and the latter's color palette, similar facial design and role as a non-transforming successor to an earlier TransformingMecha (''64'''s Ashcleave).
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* AlternateUniverse: The universe that Shadow-Mirror hails from.

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* AlternateUniverse: The universe game marks the first time ''Super Robot Wars'' dabbled in alternate universes (rather than BadFuture like ''VideoGame/SuperRobotWarsAlpha Gaiden''), something that will become pretty much [[VideoGame/SuperRobotWarsZ a commonplace]] [[VideoGame/SuperRobotWarsV in future]] [[VideoGame/SuperRobotWars30 titles.]] The Shadow-Mirror hails from.from a universe running almost similarly with the main verse, but there were several key differences in the events there that makes both worlds' histories running differently.
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* DoIReallySoundLikeThat: During the climax of ''Anime/{{Daimos}}'', [[Anime/MobileSuitGundamWing Zechs Merquise]] notes that he recognizes Erika's eye to be the kind to not give up easily in the face of temptation because he knows someone who has the same eye too well. The nearby Relena Peacecraft, who has been helping Erika throughout the story, has a VisibleSilence; she knows that Zechs was referring to ''her'', but she didn't expect that Erika would be similar to her all too well.
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[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/super_robot_wars_advance.jpg]]

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[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/advanceboxart.jpg]]

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Up To Eleven is a defunct trope


In 2008, ''Advance'' was given a VideoGameRemake for the Sony UsefulNotes/PlayStationPortable, titled ''Super Robot Wars A Portable'' ('''not''' ''Advance/Advanced Portable'', since it's no longer on the Game Boy Advance), boasting ''[[VideoGame/SuperRobotWarsOriginalGeneration Super Robot Wars Original Generations]]'' visuals, voice acting, modern gameplay mechanics (such as [[SkillScoresAndPerks selectable pilot skills]]), skippable combat animations and many other improvements. Yet, the difficulty is taken UpToEleven, thus fans are divided whether ''A Portable'' was a good remake or not.

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In 2008, ''Advance'' was given a VideoGameRemake for the Sony UsefulNotes/PlayStationPortable, titled ''Super Robot Wars A Portable'' ('''not''' ''Advance/Advanced Portable'', since it's no longer on the Game Boy Advance), boasting ''[[VideoGame/SuperRobotWarsOriginalGeneration Super Robot Wars Original Generations]]'' visuals, voice acting, modern gameplay mechanics (such as [[SkillScoresAndPerks selectable pilot skills]]), skippable combat animations and many other improvements. Yet, the difficulty is taken UpToEleven, up to eleven, thus fans are divided whether ''A Portable'' was a good remake or not.
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* ShapeshifterModeLock: Getter Robo and Getter Robo G are mode-locked into Getter-1 and Getter Dragon when the Getter Team gets new machines. This allows them to fight at 100% power without needing all three pilots.
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** There is a system where shields have their own HP that must be depleted before a mech starts taking damage; this doesn't carry over to ''any'' other ''Super Robot Wars'', not even ''A Portable''.

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** There is a system where [[BodyArmorAsHitPoints shields have their own HP that must be depleted before a mech starts taking damage; damage]]; this doesn't carry over to ''any'' other ''Super Robot Wars'', not even ''A Portable''.
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* RecycledSoundtrack: Hand-in-hand with the gratuitous graphical reuse, ''A Portable'' uses a soundtrack heavily pulled from ''Super Robot Wars MX'', ''Alpha 2'', ''Alpha 3'', and ''Original Generations'', to the extent that some series like ''Grendizer'' and ''G Gundam'' completely change {{Leitmotif}}s to use whatever theme they had in ''MX''. The only new battle themes composed for the game are the opening themes of ''Zambot 3'', ''Nadesico'', and ''08th MS Team'', ''Mobile Suit Gundam'''s "Ai Senshi" and "Here Comes Char", and the Shadow-Mirror theme "Chaos"; this is likely because most of these series only had the heavily-stylized ''Impact'' and/or ''GC'' mixes of their themes available.

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* TheArtifact: ''A Portable'' was the first ''SRW'' to be published by Bandai Namco. However, since development almost certainly wrapped up before the ''SRW'' team was folded into Bamco, it still sports the Banpresto logo and the originals are called Banpresto Originals. References to Banpresto would be quietly phased out over the next few games.

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* TheArtifact: TheArtifact:
**
''A Portable'' was the first ''SRW'' to be published by Bandai Namco. However, since development almost certainly wrapped up before the ''SRW'' team was folded into Bamco, it still sports the Banpresto logo and the originals are called Banpresto Originals. References to Banpresto would be quietly phased out over the next few games.games.
** Characters don't have animated portraits and there's only one song played in story scenes because that's how things were in the original ''Super Robot Wars A''. Though this didn't stop them from adding map BGM that was absent in ''A''.



** The graphics engine is based on ''Original Generations'', with the background zooming and tilting that ''[=OGs=]'' introduces. Despite this, Banpresto reused as much as they possibly could from ''Super Robot Wars MX'', only making changes when there's a discrepancy with a unit's original ''Super Robot Wars A'' movelist. The explosions used in the animations are an easy way to determine whether an attack came from ''MX'', as ''MX''-style explosions are jarringly different from the ''Original Generations''-styled explosions that the other attacks use.
** Units from the ''Super Robots Wars Alpha'' series are given a graphical facelift, as they are squarely in SuperDeformed territory in their home games while ''MX'' units are slightly more faithful to their original proportions. However, many of their animations are heavily-inspired, if not directly taken, from the ''Alpha'' games.

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** The graphics battle animation engine is based on ''Original Generations'', with the background zooming and tilting that ''[=OGs=]'' introduces. Despite this, Banpresto reused as much as they possibly could from ''Super Robot Wars MX'', only making changes when there's a discrepancy with a unit's original ''Super Robot Wars A'' movelist. The explosions used in the animations are an easy way to determine whether an attack came from ''MX'', as ''MX''-style explosions are jarringly different from the ''Original Generations''-styled explosions that the other attacks use.
** Units from the ''Super Robots Wars Alpha'' series that weren't in ''MX'' are given a graphical facelift, as they are squarely in SuperDeformed territory in their home games while ''MX'' units are slightly more faithful to their original proportions. However, many of their animations are heavily-inspired, if not directly taken, from represented an ArtEvolution over the ''Alpha'' games.series. However, this trope comes into play with their animations. While some units like Combattler V are largely done from scratch, others like Shin Getter-1 very clearly use ''Alpha 3'' choreography as a base with light modifications to the unit's "skeleton" to accomodate the updated sprites. There are numerous other instances of animations being reused, remixed, or heavily referencing older animations, such as a number of Beam Saber animations being derived from a generic sword animation in ''Original Generations''.
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* NintendoHard: The original game was already pretty tough, but ''A Portable'' sets out to translate the challenge of the late 90s ''Super Robot Wars'' games to the 21st century -- before tossing on a ''boatload'' of nerfs to accuracy and evasion, completely changing how the game is played. Not only is the player's accuracy much lower than average, the introduction of "Successive Target Adjustment" heavily favors the enemy army. This forces the use of Spirit Commands to mitigate the accuracy issue, which means less opportunities to increase damage or use other Spirit Commands. And just to add insult to injury, ''A Portable'' attempts to combat SaveScumming by having the same result occur regardless of the game being reset.

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* NintendoHard: The original game was already pretty tough, but ''A Portable'' sets out to translate the challenge of the late 90s ''Super Robot Wars'' games to the 21st century -- before tossing on a ''boatload'' of nerfs to accuracy and evasion, completely changing how the game is played. Not only is the player's accuracy much lower than average, the introduction of "Successive Target Adjustment" which lowers a unit's evasion each time they dodge an attack heavily favors the enemy army. Mooks. This forces the use of Spirit Commands to mitigate the accuracy issue, which means less opportunities to increase damage or use damage-increasing, healing, or other Spirit Commands. And just to add insult to injury, ''A Portable'' attempts to combat SaveScumming by having the same result occur regardless of the game being reset.
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* NintendoHard: The original game was already pretty tough, but ''A Portable'' sets out to translate the challenge of the late 90s ''Super Robot Wars'' games to the 21st century -- before tossing on a ''boatload'' of nerfs to accuracy and evasion, completely changing how the game is played. Not only is the player's accuracy much lower than average, the introduction of "Successive Target Adjustment" heavily favors the enemy army. This forces the use of Spirit Commands to mitigate the control issue, which means less opportunities to increase damage or use other Spirit Commands. And just to add insult to injury, ''A Portable'' attempts to combat SaveScumming by having the same result occur regardless of the game being reset.

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* NintendoHard: The original game was already pretty tough, but ''A Portable'' sets out to translate the challenge of the late 90s ''Super Robot Wars'' games to the 21st century -- before tossing on a ''boatload'' of nerfs to accuracy and evasion, completely changing how the game is played. Not only is the player's accuracy much lower than average, the introduction of "Successive Target Adjustment" heavily favors the enemy army. This forces the use of Spirit Commands to mitigate the control accuracy issue, which means less opportunities to increase damage or use other Spirit Commands. And just to add insult to injury, ''A Portable'' attempts to combat SaveScumming by having the same result occur regardless of the game being reset.

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