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  • Normally in Super Robot Wars, if an enemy boss has a unique battle theme, it will override your characters' theme songs. In Super Robot Wars: Original Generation on the GBA, a bug causes Elzam Branstein's theme song (Trombe) to override the boss's theme instead, which makes Elzam seem that much more awesome when he's the only pilot to play his own theme versus the final boss. Fans found this bug so amusing that in other Super Robot Wars games where Elzam appears (usually calling himself Ratsel), that the developers kept the bug in intentionally. It's become such an integral character trait that he has no other options in later games which allow you to change a character's theme song.
    • The exact bug works like this: At the start of the game, he is an enemy boss, and thus his theme was correctly given the property of overriding all other music when he engages in battle, like all the other bosses with unique theme songs. However, later he joins your side as a playable character, and they added the normal player priority flag, which overrides normal music, but not bosses. The problem is that they forgot to remove the boss priority flag. Player priority plus boss priority equals higher than boss priority, so he gets to override the final boss's theme. It helps that this theme is a piece of Awesome Music.
    • The only thing that can override Trombe! is blasting "On the Beautiful Blue Danube" from your ship's speakers, or the music of the band Fire Bomber. This is because those songs are actually playing in-universe, and are thus given ultimate priority.
  • MechWarrior series:
    • In MechWarrior 2, missions had a weight limit for the player's mech. This was to ensure a stable difficulty - using an 80-ton assault mech in the first missions would make gameplay way too easy. However, the lightest mech in the game—the 20-ton Firemoth—had an interesting glitch: by enabling double heat sinks, removing all extra sinks, and disabling them again, their number went to -1. It was then possible to keep removing heatsinks indefinitely, sending their number way into negative digits. Since each one removed dropped the weight by one ton, it was then possible to load up the mech with the most powerful engines, weapons and the maximum amount of armor a 20 ton mech could carry (which still wasn't very much), ignoring weight requisites completely. Playing with such a modified Firemoth (after disabling heat tracking from the options—otherwise the negative number of heatsinks would explode the mech from heat buildup almost instantly after mission start) resulted in you piloting a diminutive little mech capable of zipping around the battlefield at 500 kmh, blasting away 100-ton behemoths in a single volley.
    • MechWarrior 2 also had an arachnoid quadrupedal Mech - the Tarantula - which was not normally available to the player, but appeared in a mission. Because the game engine was only able to handle bipedal Mechs, an ugly hack was devised by the designers in which the two forward legs of the Tarantula were actually treated by the engine as arms. Because every Mech stands upright (but immobile) even with one leg missing, but can keep walking around even with both arms gone, this could result in the tarantula losing just one hind leg and stopping cold, losing both forward legs and still walking about, or losing both forward legs and one hind leg, which would leave it staying still while hovering implausibly on the one remaining hind leg.
    • In some versions of the MW2 engine it's possible to move very rapidly at will by using the jump jets, albeit in a straight line. Simply rocket forward using the directional jet commands, and while thrusting shut down your Mech. It will keep its horizontal velocity without consuming jet fuel as long as you stay shut down; to stop just power up again.
    • Mechwarrior 2: Mercenaries had a glitch in the "Mercenary Commander" campaign mode, where occasionally a mech owned by the player would duplicate weapons after being repaired from heavy damage. Obviously this was a boon during missions, but the mech could not be customized because the weight of the duplicate weapons was recognized by the Mech-Lab while ignoring the critical slots. The duplicated weapons thus could not be removed and the afflicted mech would remain overweight for its chassis.
    • Another interesting glitch in Mercenaries concerned Jump Jets and locational damage. If you shot out an Enemy Mech's legs, if it had jump-jets, it would try to keep itself upright using jets. Sometimes, the AI can't keep it upright, and they end up in a facedown mech, but with a living pilot and working jump jets, which they will use to try and get upright again. Which, in some mechs with exposed heads, can result in the AI commiting suicide by jetting headfirst into a building while facedown on the ground.
    • In Mechwarrior Living Legends, the Sparrowhawk scout plane had some hilarious physics bugs which could turn it into a joke or a full on Game-Breaker. The Shawk had so little armor that it would explode if you bumped into it too fast while trying to get in, or if you ran over an enemy Powered Armor player at max speed. Using the Shawk to ram tanks turned it into an entirely different monster - smashing it into the side of a Partisan at the plane's max speed (400kph) would cause the tank to spin wildly end-over-end, and would typically be catapulted half a kilometer into the distance. The Shawk could "win" ramming fights with other aerospace fighters despite being out-tonned by almost every other plane by 20 tons; the Shawk would smash into an enemy plane, destroy the enemy, then often ricochet away or be disabled - but not destroyed - allowing the pilot to bail out.
    • The series traditionally allows Goomba Stomp-ing in the form of the Death From Above attack; use your Jump Jet Pack to rocket your mech into the air, and land on an enemy. In Living Legends, doing so on an enemy or ally would result in landing on their head with neither mech worse for wear, and the top mech could then ride on top as the bottom mech ran around. Enterprising players would jump their slow 90+ ton mech onto the heads of Fragile Speedsters that could run at 100kph, giving enemies a nasty surprise. A similar bug appears in Online, but it causes some nasty server desynchronization bugs.
    • When Mechwarrior Online first implemented its "Community Warfare" feature, they had one glitch that caused a fair amount of laughter in the fandom. In CW, you are able to attack planets held by enemy factions you share a border with. If you don't share a border with them, you can't attack. Except for the planet Moore, in the Draconis Combine, which for some glitchy reason the Free Worlds League was able to attack and take over, despite their territory being on the opposite side of the map. This flabbergasted the community, and then lead to hilarity as the Combine players declared Moore an "official FWL embassy" and the two factions declared an alliance against the nearby Lyran Commonwealth.
  • The Gundam Vs Series has Green Homingnote . To explain: when an enemy machine is near you, the targeting recticle turns red and certain attacks (beam rifles/cannons, missiles, etc) get improved homing; when they're far away, the recticle turns green and they're harder to hit. Green Homing occurs when you fire while switching targets from a close to a distant enemy, giving the improved homing to a long-range attack and letting you pull off some insane tricks.
  • Starsiege had a number of exploits... some of which became standard practice because they were just that good.
    • The Shield Modulator, which focuses the shields and allows them to track a target. The shields are strengthened all around (exactly as not intended) except for a very small arc in the rear... which remains exposed even when the shields are unfocused and "closed." This creates fantastic backstab opportunities.
    • The ramming physics. If you ram a shielded vehicle from head on or from behind, you get a fairly normal collision. If you ram from the side from a good enough running start, you can punt some vehicles clear across the map. A.I.s are even more susceptible.
    • Some vehicles have faulty or tiny collision boxes that make them less vulnerable to enemy fire... and are consequently some of the most favored rides in the game.
    • Splash damage has some... interesting effects against shields. The weapon's full damage rating is applied to every location the blast "hits" (rather than being weaker farther out from the center as it is against armor), making splash weapons exceptionally good shieldkillers. The EMP cannon, which deals minor splash damage, has consequently become standard equipment for every vehicle with more than three hardpoints.
    • The Predator. By mounting a certain armor, it becomes utterly invisible to even the most sensitive radar. Combined with the aforementioned Shield Modulator hole, the Pred becomes an assassination machine.
    • Landsharking. The curious physics allow players to drive their vehicles into the underside of a ramp and force them through the ground. In a HERC, this can protect your legs from damage. In a tank, you can hide your entire vehicle underground except for the weapon mounts. This is called landsharking because several of the tanks have a vertical "fin" on top of their turrets. Understandably, later-build fanmaps feature barriers beneath any ramps to prevent this.
  • In Dynasty Warriors: Gundam 3, there's an amusing glitch where Garrod Ran will constantly refer to Paptimus Sirocco as "her" and "she" during battle. This becomes especially obvious during the "Those who Pass By" campaign, where the two interact fairly regularly.
  • Shogo: Mobile Armor Division: Changing weapons while using a scope remains in scope view but changes the weapons, allowing for much precise shots with normally imprecise weapons.
  • Super Robot Wars UX has a plenty
    • If you bench a character for 2 maps and put them back in and make one kill, the kill is multiplied into over 50 (the amount decreases over tries). Also on later playthroughs, killcounts are naturally multiplied, making it hard to keep track how many kills you need for secret characters (unless you keep memo of each).
    • There's also few game freezing bugs, such as one of Ryofu Tallgeese's attacks. One where you evade an enemy attack and counterattack back the game might freeze for a moment, possibly no danger of game crashing though. And last if you attack Master Therion with Shining Trapezohedron in the Demonbane finale, if he counterattacks with his Shining Trapezohedron the game will freeze; which is rather humorous considering that the clash of two opposing Shining Trapezohedra was a Reality-Breaking Paradox in the actual Visual Novel.
  • Super Robot Wars Alpha 2 has one that turns GoShogun into an extremely powerful unit as you near the endgame. During one particular stage, the machine gets a plotline upgrade and its Go Flasher transforms into the stronger, ALL version called the Go Flasher Special. Due to an oversight in coding though, any parts you had equipped to GoShogun at the start of the stage are removed and simultaneously kept on. Though these duplicated parts are lost if taken off of the machine, this essentially lets you give the machine a free Haro (giving it movement, range, and accuracy bonuses) or even a GS Ride (granting it an addition 100 Energy and a 20% Energy recovery every turn).
  • Zeonic Front: Mobile Suit Gundam 0079 has a particularly difficult mission where the player is tasked with gathering data on the Gundam, Guncannon, and Guntank, the problem being that pretty much all three can one-shot any of your units, regardless of how well you've upgraded them. However, there's specific rock on that map which the AI doesn't seem to be able to deal with; all strategies for S-ranking this mission involve hiding behind the rock, which lets you scan the enemies without drawing their fire. Taking it a step further, if you have Lt. Sandra's Dom Tropen you can actually destroy the White Base team (or at least force them to retreat) by using its prototype beam rifle, which can shoot through the rock.
  • In Robotech: Battlecry, a glitch involving the stage-continue screen allows you to enter a previously-played level with whatever Valkyrie variant you used in the previous mission. Including the fast, heavily-armored, micro-missile spamming Super Valkyrie, which is normally only allowed in space missions. This lets you break most of the land-based missions and boss fights over your knee and bypass a sniping mission that normally takes half an hour in minutes.

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