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Video Game / Dynasty Warriors: Gundam

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Damn it, Setsuna, watch where you swing those things! Those logos aren't cheap, you know.

As could be guessed from the title, Dynasty Warriors: Gundam (Gundam Musou in Japan) is a licensed Spin-Off of Koei's popular Dynasty Warriors Hack and Slash series of games, flavored to the tastes of Bandai's immensely popular Gundam series of Humongous Mecha anime - the very first in a long line of licensed Dynasty Warriors spin-offs, in fact. Perhaps sadly, it does NOT, however, involve the characters of the Three Kingdoms and Feudal Japanese Eras climbing into Mobile Suit cockpits and taking over their respective countries with giant robots... yet.

As with the Dynasty and Samurai Warriors series, DW: Gundam tells the tale of a famous period of warfare by way of having a player take control of influential combatants of the day and sending them on a Foe-Tossing Charge through depictions of noted battlefields while taking down millions upon millions of Mooks. However, the big twist here is that the famous period of warfare depicted in this series is the completely fictional Gundam universe. The battles are fought not by people, but rather by influential Mobile Suits of each period, and the charges leaving dismembered Mecha-Mooks and lots of Stuff Blowing Up in their wake.

Not wanting to leave fans of universes other than Universal Century (and in Reborn, Cosmic Era) left in the lurch, Koei and Bandai Namco also decided to throw in the "Original Mode" (Later replaced with "Mission Mode" and "Ultimate Mode") in which groups of pilots from across the various Gundam Universes are brought together for the sole purpose of beating the ever-loving tar out of each other's MS.

So far, there have been the following installments in the series:

  • Dynasty Warriors: Gundam / Gundam Musou (PS3, later ported to Xbox 360 and PS2; 2007): Official Mode adapts the storylines of Mobile Suit Gundam, Zeta Gundam (TV series) and Gundam ZZ, and Original Mode also features characters and mecha from G Gundam, Gundam Wing, and ∀ Gundam, as well as a full sized version of SD Gundam series mainstay Musha Gundam as an Omnicidal Maniac, who operates without a known pilot.
  • Dynasty Warriors: Gundam 2 / Gundam Musou 2 (PS3, X360, PS2; 2009): All characters and MS from the previous game return, with Official Mode adding an adaptation of Char's Counterattack, and Mission Mode adding Gundam F91, Victory Gundam, and Gundam SEED Destiny, as well as a number of support characters from the previous game being unlockable along with every single Boss and Red Shirt unit. The Musha Gundam is no longer pilotless and is operated by several characters depending on the Mission Mode storyline. Also appearing is the Musha Gundam Mk II, which also has a different pilot depending on who the player is using.
  • Dynasty Warriors: Gundam 3 / Gundam Musou 3 (PS3, X360; 2010): Discards Official Mode in favor of an original crossover storyline. Adds Gundam 00, Gundam X, Gundam 0083 and Gundam Unicorn in addition to most of the playable MS from the previous two games. Another SD Gundam mainstay, the Knight Gundam from SD Gundam Gaiden, also joins the roster of playable suits, and he remains a fully sentient talking robot as in his source material. New to the series is four-player online co-op, non-UC Class 3 mobile suits (such as the GINN from Gundam SEED, the Death Army from G Gundam, and the Kapool from ∀ Gundam), the Partner Strike mechanic allowing players to bring in an Assist Character and downloadable pilots and mobile suits.
  • Dynasty Warriors: Gundam Reborn / Shin Gundam Musou (PS3, PS Vita; 2013-14): Official Mode returns, adapting the stories of Mobile Suit Gundam, Zeta Gundam (compilation movies), Char's Counterattack, Gundam Unicorn, Gundam SEED, and Gundam SEED Destiny (Gundam ZZ is reduced to just a single text paragraph in the CCA prologue cutscene this time around), while Ultimate Mode brings back just about every playable MS from the past three games and introduces Crossbone Gundam, Endless Waltz and A Wakening of the Trailblazer to the series via DLC. The Partner Strike mechanic is upgraded to allow the player to summon warships, and Mobile Armors are playable for the first time in the series.

Not to be confused with BB Senshi Sangokuden, which is the story covered by Dynasty Warriors with (or more accurately as) Gundams.

Tropes used in the games:

  • A.I. Is a Crapshoot: The Musha Gundam, Musha Gundam Mk II, and Knight Gundam all seem to be self-aware Mobile Suits that operate without any need for pilots, and they are the Big Bad bosses of the first three games respectively.
  • Ace Custom: Present and accounted for, making up most of the Class-1 suits. One notable exception is Char's Z'Gok from the third games, a case of the red paintjob doing nothing for its stats. Yes, there's one mission where you have to use it.
  • Action Girl: The female pilots, obviously. Also, Lacus Clyne of all people gets to be a pilot from the second game onwards. A pretty deadly one, too, since she's using her ex-fiancee Athrun's Infinite Justice Gundam to carve up the enemy.
    • Lacus ends up fighting her boyfriend Kira in her story mode and wins. Despite wearing a dress, she wears the pants in their relationship.
  • Adaptational Badass:
    • As noted directly above, Lacus Clyne is perfectly capable of climbing in the Infinite Justice (or any other Suit the player chooses to give her) and fighting on a level with seasoned aces despite never piloting a single Suit in either SEED or SEED Destiny.
    • While already quite the Badass in Zeta, Paptimus Scirocco in the first game is capable of beating Domon Kasshu outright and fighting evenly with Master Asia, to the point where the two strongest Gundam Fighters in G have to team up against him to stand a chance.
    • A Mobile Suit version is Char's Zaku II, which pulls out some truly ridiculous stunts well above its weight class in the first game. It's also consistently one of the fastest Suits in the series, despite being only fast relative to the first generation of Mobile Suits (all Suits made after UC 0079 should be able to fly circles around it).
    • Haman Kahn's Qubeley is also an example. While it is a truly fearsome Mobile Suit in space, in ground combat (i.e. where most of the DWG stages take place) it shouldn't be able to use its funnels, as they don't have the power to propel themselves in gravity. Naturally, DWG throws this out the window and allows the Qubeley to use its funnels freely regardless of the stage. This also goes for the Qubeley variants, Quin Mantha and any other bit/funnel using Mobile Suit.
  • Adaptational Heroism: Quite a few characters; see DWG's section on the Video Games page for an (incomplete) listing.
  • Adaptational Wimp:
    • Some of the earlier antagonist Mobile Suits such as the Zeong, Bolinoak Samaan and Baund Doc are ranked as Class Two MS despite being completely on par with Gundams in their origin series. The Gelgoog is even further wimpified, being a mere Class Three Mook despite canonically having performance specs that match or exceed the RX-78-2 Gundam. Subverted with the Pallas Athena, as despite being ranked a Class Two it is still perfectly capable of blasting enemy aces to smithereens.
    • On the character side there's M'Quve in 2, who is the single lowest ranking charcter in the entire game. This seems to be purely based on his fandom reputation as a Sissy Villain, even though he actually gave Amuro quite a tough battle in his Gyan (and Amuro might not have even won at all if not for Newtype hax).
    • Not far above M'Quve is Gyunei Guss, who also seems to be ranked purely on an infamous loss even though he outperformed everyone in CCA who wasn't Amuro or Char. Unlike M'Quve, this was recognized, as his stats are given an all-around boost when he reappears in Reborn.
    • Cagalli Yula Athha from Mobile Suit Gundam SEED Destiny is without a doubt the most wimpified character in Reborn, being the only piloted in the game whose stats don't break 500 points at top level. To put this into perspective, she is ranked a lesser pilot than Lacus, who never even canonically pilots a Mobile Suit!
  • Adapted Out: Rosamia does not appear at all in Reborn's version of Zeta's Official mode since its based off of the movies instead of the original show, though she still shows up in Ultimate Mode.
  • A God Am I: Kai's almost averting it, but then: "Try as we might, humans can't be gods... But we can come pretty close though!"
  • And the Adventure Continues: The Official Mode for Mobile Suit Gundam Unicorn ends on a completely unresolved note, due to Reborn being released before the final episode aired. A DLC mission produced after the final episode provides a wrap-up.
  • And Your Reward Is Clothes: For three characters in the second game: Milliardo Peacecraft gets his Zechs Marquise outfit, Loran Cehack gets his pretty Laura Rolla party dress, and Haman Karn gets her ZZ spacesuit. In the PS3 and 360 releases, Amuro and Char can both switch between their Mobile Suit Gundam, Zeta Gundam, and Mobile Suit Gundam: Char's Counterattack outfits as soon as they're unlocked for Mission Mode. Hilariously, the data for Char and Amuro's extra outfits are still there in the PS2 version, they've just been left unused. They are still accessible via codebreaker, though.
    • The third game adds a few more outfits - Char gets his Neo Zeon uniform (which becomes his default, and the CCA normal suit becomes an unlockable alternate), Haman Karn gets her Neo Zeon uniform (complete with slightly goofy-looking headpiece), and Katejina gets to let her hair down and just go crazy - literally.
    • The fourth game goes all out here and unlike the previous games, the alternate costumes are all unlocked by default and goes and gives the characters nearly outfit they ever worn. Strangely, Marida is given her patient garb as one of her alternate outfits to use in-game. Non-scripted appearances by a pilot also use one of their possible appearances at random, so it's perfectly possible for the game to spawn Laura in the Turn A.
  • Armored Coffins: Averted. Outside of the Original Modes which are straight retellings, no one ever dies in their Mobile Suit, no matter how spectacular the Suit's explosion may be.
  • Anti-Villain: Jerid Messa in the first game's Original mode, in which he fights to save the Earth, only so the Titans can oppress it. But he's still sincere about it.
    • The Knight Gundam from the third game, who only wants to help the pilots learn how to resolve their conflicts through communication via the cosmic equivalent of a Locked in a Room scenario.
  • Ascended Extra: The Turn X, Hambrabi, and Guncannon are upgraded from Class 2 to Class 1 Mobile Suits in Dynasty Warriors: Gundam 3 complete with Combination SP moves and extra Charge Attacks.
    • Anavel Gato, Beecha Oleg and Elle Vianno had appeared in previous games as NPCs but were upgraded to playable characters in DWG3 as well.
  • Ascended Meme:
    • Lacus as a villain in the second game, matching up with the popular "Darth Lacus" theory espoused by about half of Gundam SEED Destiny's Broken Base.
    • Henken going on about mass produced Big Zams. In one Ultimate Mode scenario in Reborn, Dozle really does mass produce the Big Zam.
    • In DWG3, Kyoji Kasshu (piloting the Devil Gundam) is an available partner / support unit, which now lets the player defeat his enemies WITH THE HELP OF KYO~JI!!!
    • You have to wonder if Koei scripted Duo's death line after hearing Scott McNeil's Big "NO!" in the Wing dub...
    • In Amuro/Char's story from the first game, when Amuro asks Puru to to join them, she's happy to because "he seems nice." But if Char is the one who asks her, she feels a bit unsure but agrees to. Hmm... wonder why?
  • The Atoner: A few Big Bads, most notably Knight Templar Paptimus Scirocco and Well-Intentioned Extremist Char Aznable, express regret for the things they've done in their home series after teaming up with others in Original Mode. In her ending in the other two games, Haman Karn also shows signs of this.
  • Attack of the 50-Foot Whatever: The second game onward introduced Mobile Armors as bosses. Sometimes in missions though they can appear with little to no warning.
    • Dynasty Warriors Gundam Reborn allows you to play as them.
  • Attractive Bent-Gender: In the third game, if Loren Cehack sorties in his Laura Rolla costume, other pilots will react to "her" like any other female.
  • Back-to-Back Badasses: Amuro and Char do this in the first game.
    • Domon and Master Asia (sort of) as well as Shinn, Kira, and Athrun (again, sort of) in the second game.
  • Backtracking: If you've ruined your relationship with another character, you can replay certain missions again (and again, and again, and again...) to repair it. The sequel partially averts this with special missions specifically designed to allow you to boost relationships with those who don't like you (which you will also play again, and again, and again...) as well as two DLC missions that let you largely boost relationships with everyone including those who don't like you (which you will also play again and again and again...) as well as the Quiz that also raises your relationship with everyone if you get all the answers right (which you will also play again and again and again...). The third game changes the relationship system so that friendship levels can only go up, not down, so the main reason to play missions again (and again, and again, and again...) is to boost friendship levels higher and earn more cash.
  • Badass Boast: absolutely everyone, mostly when their killscore reaches any multiple of 100. Sometimes, friendly pilots even give compliments while enemy reactions range from pissed to uneasy.
  • Badass Teacher: Master Asia, of course. He is this to Domon by default, and become this to Jerid and (to a lesser degree) Heero in the first game.
  • Bait-and-Switch Boss: Boy, these games sure do love telling you victory conditions have changed.
  • Bash Brothers: Gym and Yazan. Especially punctuated in the second game, when a random battle event has the duo entering the field against you - piloting both Musha Gundams.
  • Battle Aura: After doing an SP attack, the F91's biocomputer goes online and temporarily envelops the Gundam with this in the second game, granting it increased damage to all melee attacks (technically, all attacks hit the target twice). Coupled with the Gundam's already stellar ranged firepower, this makes the F91 a real Pintsized Powerhouse.
    • In CCA-Amuro's Official Mode in the second game, the Nu Gundam (or whatever mobile suit Amuro is using) gets the same visual effect after the Alpha Azieru is defeated.
    • There are a few special battle auras in-game that can denote important things: a flame burning around an Ace means they're at a higher difficulty level than normal. A purple aura (which only shows up on Hard mode), means pretty much the same thing up to eleven. In the fourth game, a bright red aura indicates that Burst is active.
  • Big Bad: Musha Gundam in the first game, Musha Gundam and Musha Gundam Mk. II in the second game, and Knight Gundam in the third game. The fourth game has the three of them form a Power Trio and serve as the Final Boss, but they aren't so villainous this time around.
  • Bigger Stick: While not an outright guarantee of victory, playing as the Class 1 Mobile Suits certainly makes battles easier than trying to slog through them with the limited Class 2s or outright weak Class 3s (which will generally only be used by players for Cherry Tapping purposes).
    • Played with in the second game with the unplayable Mobile Armors, which are all quite fearsome at first glance but tend to go down with embarrassing ease to certain Mobile Suits (the Zeta in particular is a notorious MA-killer).
  • Blade Lock: if two non-mook combatants simultaneously melee each other, they go into this and a quick-time event happens. Successfully executing the displayed sequence of buttons in the available timenote  will knock back and stun the opponent for a few seconds, giving you free hits in the meantime. But press the wrong button or run out of time and you will get stunned!
    • Interestingly, this mechanic can also be used to interrupt the otherwise uninterruptible SP attacks by launching your own into it. Both combatants zero out their SP meters and the duel plays out like described above.
    • The "Hate to Lose" skill is specifically tailored for this trope: winning the duel will give you fifteen seconds of increased attack damage, allowing you to steamroll the stunned enemy into the ground before he can retaliate.
    • If one of the combatants is a mook, they'll simply Cross Counter each other.
  • Blood Knight: If you put Scirocco in a funnel-using MS in Reborn, he'll remark that he finds them unsatisfying, implying that he could have equipped his The-O with funnels but chose not to purely because he falls into this trope.
  • Blunt "Yes": Kira Yamato and Shinn Asuka's Combo SP Conversation.
    Kira: "You will help, right?"
    Shinn: "Yes."
  • Boyfriend-Blocking Dad: Dozle in the third game. His relationship mission has him wade through an army just to test if Banagher is good enough for his daughter - and culminates in him beating the tar out of the poor boy.
  • Break the Haughty: Master Asia and Heero do this to Jerid and the Titans in the first game, leading Jerid to renounce his titles and train under Master Asia so that he can get strong enough to beat Kamille.
  • Breaking the Fourth Wall: By Mr. Bushido himself.
    Mr. Bushido: (when selected) All right. My first time as a Dynasty Warrior Gundam!
    • In the third game, the Knight Gundam will directly address the player after each story mode ending. This in turn heavily implies that the undisclosed mysterious force that commanded the Knight Gundam to gather the characters for the story scenario was the player.
    • All characters have a special quote upon killing 1000 enemies in a single battle. This quote usually references their pride at becoming a "True Dynasty Warrior Gundam".
    Amuro: A True Dynasty Warrior Gundam isn't just for show!
  • But Thou Must!: In some of the missions in DWG3, regardless of your pilot/partner/operator, you are required to play as a certain character.
  • Call A Musou Attack A Smeerp: Unlike other Warriors games, the ubiquitous power gauge and resulting Limit Break-style attacks are referred to as the "SP Gauge" and "SP Attacks".
  • Calling Your Attacks: Domon and Master Asia mostly, although Amuro, Char, Haman, Scirocco, Judau, and the Ples do it as well. Humorously, Heero lampshades whenever he and Domon use a Combination SP Attack (and once when they fight together in Heero's story mode), telling him to pipe down as his antics are throwing Heero off his aim.
  • Can't Catch Up: Some playable pilots are simply better than others. For example, in the second game, Lunamaria has lower stats at Level 50 (the maximum) than Shinn, Kira, and Athrun do at Level 40. Of course, it makes a certain degree of sense that the supporting cast would max out at a lower skill level than the main characters — there's a reason they're the main characters, after all.
  • Cat Fight / Designated Girl Fight: Female pilots get a Friendship Mission where they battle against other female pilots in order to improve their relationship values with the male pilots (while male pilots, of course, get the opposite mission). Also notable is Cecily Fairchild's sole Story Mission, where she basically has to run a gauntlet of other female MS pilots, only to learn that the reason everyone was attacking her was because Seabook told them about how pretty and awesome she was, in order to make it easier to find her when they picked fights with her out of jealousy. And yes, she does kick the crap out of him for it.
    • The entire Women's Battlefield operation in Reborn, where a hapless patrol group gets to break up a chain of increasingly violent catfights to limit collateral damage. Becomes a Discussed Trope at the end of the scenario, where the pilots conclude the fights didn't happen because they were women, but because woman have goals, values, and desires just like anyone else.
  • Character Select Forcing: The third game occasionally forces you to pick a certain pilot, mobile suit, or both for a given mission. Normally it's not too obnoxious, either being part of the scenario being homaged, the level's main gimmick (one mission allows on blue mobile suits), just the story mode attempting to avert Complacent Gaming Syndrome. Even if you're caught off guard by this you can normally spend G to level up a pilot and use plans you've obtained from beating them in the past to limit grinding, but in he most erect of dick moves, one mandatory story mission requires you to use Katejina Loos (who is such a problem to raise friendship withnote  that the game might have to force unlock her for you), to fight a four-star difficulty battle, in a Class-3 suit you might not even have plans fornote . Have fun with that. It was so bad that a patch eventually reduced that mission to one-star difficulty.
    • In Reborn, some characters or certain versions of others are locked out in certain scenarios in Ultimate Mode so as to not already screw with the continuity as they are either the main protagonists or set enemy commanders/antagonists you have to fight.
  • Cherry Tapping: Some missions require you to play in crap-ass mobile suits, such as Zaku Tank or Ball, and for extra cherry-tapping value even require you to take down massive robot enemies in said suits.
    • In DWG2, the "Soldier's Battlefield" sequence of missions rewards you for this. If you beat all four, your friendship level with nearly all of the characters goes up, since you've just impressed the hell out of everyone with your cherry tapping abilities.
      • "Zaku Tank: Lord Of Land" - did you just take out a bunch of aces and the Psyco Gundam MkII with something that tends to work best using its tiny little claws?
      • "Ball Is Your Friend!" - take "Zaku Tank: Lord Of Land" and replace the Psyco Gundam MkII with the Alpha Azieru and it's the same principle.
      • In the third game, the easiest way to increase everyone's friendship levels is to repeatedly fail a certain missionnote  in 30-second intervals.
  • The Chessmaster: Deconstructed in the third game. Char and especially Ribbons' habits of withholding information, moving mysteriously, openly manipulating people and refusing to treat their "underlings" with respect reduces the effectiveness of their fighting force, leads all the sane pilots to book it at the first opportunity (leaving them with berserkers they can barely control and schemers who would undermine them for the hell of it), ruins their chances of learning what's happening and leaves them blindly chasing their tails. Meanwhile the pilots who listen to each other, while making slow progress and having just as many personality clashes, and much quicker to see the patterns emerging.
  • Chuck Cunningham Syndrome: Some characters that were present in the first game (Anavel Gato, Jamaican Danigan, Horace, etc.) are absent in the second game, though the Nightmare of Solomon returns in the third.
  • Class and Level System: The first game works like this. Pilots have Melee, Shot and Defense stats, suit selection dictates the length of the Armor, Thruster and SP gauges. Pilots level up to 30, while suits cap out at 10. However, each pilot has to level up each suit individually.
  • Colony Drop: This is a Gundam game. The first game's Original Mode features this as the ultimate goal of the Musha Gundam, as it plans to smash an entire planet into the Earth. The third game, meanwhile, includes a map in which you fight in and around a fallen colony.
    • While most of the cast in the first game fights to keep the planet drop from happening, Char embraces the idea in some campaigns and fights to make it happen, echoing his CCA-era plans.
  • The Computer Is a Cheating Bastard: Enemy boss suits in the second game have access to certain special attacks (ex. Nu Gundam deploying its fin funnels independently, Wing Zero flying offscreen and turning into a Kill Sat) that the player can never learn.
    • Also, some bosses (we're looking at you, Amuro!) can use their double-team SP attacks completely alone. You can tell when it's coming by looking at the telltale glow of them about to unleash an SP attack. If it looks like a standard smash attack, it's going to be a normal SP but if it's purple and Sucking-In Lines, it's going to be the double-team version.
  • Continuity Nod:
    • When playing as Amuro in the RX-78-2 in the first game's Original Mode, he'll remark that he never thought he'd pilot the Gundam again, referencing its destruction at the end of the original series. Likewise there's a scene where Amuro evades multiple Zakus by leaping from one to the next, like his springboard trick against the Black Tri-Stars.
    • The "Remember the Past" missions in the second game, and the History Missions in the third game. Also, if certain pilots are on the same side (Ex. Haman and Kamille), they can disrupt the field.
    • A rather heartwarming version is available in the third game - use Dozle as your pilot and Audrey as your operator, and you'll get family-based flavor comments from both, including Dozle letting out his Papa Wolf.
    • Another subtle one in the third game happens in the mission "Warriors, Again..." As part of the mission, you have to fight the remaining units from Glemy's failed revolt, including several of the mass-production Qubeleys. However, one will be marked Unknown, and when defeated will leave the field instead of being destroyed. Those who know the backstory to Gundam Unicorn will quickly realize that was the MP Qubeley being piloted by Puru Twelve, a.k.a. Marida Cruz.
    • In the second game, putting CCA-era Char into his Zaku, Gelgoog or Hyaku Shiki will result in a melancholic "This mobile suit stirs old memories..."
    • Similarly, in the fourth game, putting Kincaid Nau (an Older and Wiser Seabook Arno) into the F91 Gundam will cause him to remark that the biocomputer is still tuned to his rhythms, referencing one of Seabook's flavor comments.
    • In Scirocco's DWG1 ending, the Musha Gundam tries a Taking You with Me attack in the exact same manner Scirocco himself tried on Kamille. Scirocco dismisses it as a childish stunt, showing how much Judau's influence has changed him in that story.
  • Crippling Overspecialization: The use of the Overdrive skill can sometimes have this effect. Gundams and other non-mook class units have three SP Attacks: one ground, one aerial and one combination attack used when in close proximity to an ally who also has an SP charge. Usually one single SP attack is more suited for clearing hordes of mooks while the other is more suited to dealing pinpoint damage to commanders. Overdrive replaces the ground SP with the usually more powerful combo SP, which can sometimes cause trouble if it has the same specialty as the aerial attack. Turn A is a particularly good example of this problem.
    • At the same time, Turn A's aerial SP and its combo SP are both frighteningly effective in tackling either aces or crowds of mass-produced suits. There's a reason an Overdrive-enabled Turn A is considered a Game-Breaker.
    • The Gundam Epyon is a better example, as it has considerable melee strength and surprising reach with its whip-shaped heat rod. However, it doesn't have any ranged attacks in its arsenal, and if it can't close with an enemy, it's functionally helpless against its opponent. Reborn averts this by giving Epyon a ranged attack option in the form of Sword Beam
    • The Palace Athene and Guncannon, both Elite Mook suits, swing straight to the other end of the scale of overspecialization. The Palace Athene carries beam cannons, grenade launchers, and missile racks, and is capable of hammering even Ace Custom mobile suits to pieces, while the Guncannon has its massive twin shoulder cannons to wipe out mook suits. However, both units are quite sluggish and their melee attacks are definitely inferior, meaning that anyone who can get close enough can tear these suits new exhaust ports several times over.
    • There IS variation with a few Mook and Elite Mook suits, it's just small and hard to see. Their combo and critical health SP attacks are basically the same with a little extra. The Gyan is the easiest to spot.
  • Crutch Character: The Unicorn Gundam in DWG3. You can get him available relatively early, and his Destroy Mode drastically increases the speed and range, as well as giving a small bonus in attack. And regardless of the pilot's skill, Destroy Mode allows the pilot to do a extremely fast and powerful chain combo that will hit several enemies at once, buffing his SP gause extremely fast as well. While he will dominate any story mission without specific Mobile Suit requirements, using him to blast throught the game will often end with the player seeing himself without most licences, lacking good plans to develop other Mobile Suits, and if the player doesn't bother switching the pilots every now and then, most of the remaining pilots will be at low levels. Cue the player looking at a 6-Star Rank mission where he is required to use a pilot he never touched, with a Rank 1 Suit he didn't play once.
  • Cut Scene Power To The Max: In the second game, Kira's final boss scene, as well as any scene where Kira himself is the final boss. Amongst others.
    • In the first game, Char's Zaku II is somehow able to block the Bakunetsu God Finger with its heat hawk and survive being at Ground Zero of a Twin Buster Rifle shot.
    • In the second game, Amuro is somehow able to use the Nu Gundam's Psyco Frame to block the Moonlight Butterfly, an attack whose defining characteristic is being absolutely unblockable.
  • Cutting the Knot: The DLC missions in DW:G2 invokes this. You could spend hours grinding up Kira and Athrun's friendship levels and completing their respective license missions in order to use the Strike Freedom and Infinite Justice... or you can simply play the mission "War!?" and instantly unlock those Mobile Suits as early as possible.
    • Zig-zagged with the Mission "Focus!". Yes, it does let you unlock the Musha and Musha Mk.II's license as opposed of jumping through the hoops necessary to unlock and beat the "Remember The Past" series of missions, but the extremely strict mission set up means you will need to grind anyways in order to get a certain strategy in place in order to even beat it once.
  • David Versus Goliath: The second game brings in gigantic Mobile Armors as bosses, leading to some truly epic boss fights.
  • Deadpan Snarker: Several characters, though Ribbons is perhaps the foremost example, getting a disproportionate share of DWG3's best lines.
  • Defeat Means Friendship: Horribly, painfully averted. The more frequently you defeat another character, the more negative their opinion of you will become. This becomes a big problem when you require their friendship to unlock new missions and to obtain licenses to use more mobile suits. Thankfully, this is fixed in DW:G3, where friendship levels always go up and never go down.
    • Played straight with a random event where Kira and Athrun appear at once in the same area and start fighting while trading Motive Rants back and forth. If you leave them alone, they'll eventually frag each other and disappear; if however you butt in on their fight (which Athrun will loudly complain about]]) and defeat both within a small timeframe, they "retreat due to injures" then a while later come back and team up with you for the rest of the mission.
    • Also played straight for the Gundam Wing series of Mission Mode missions in the second game. Any character other than Heero or Milliardo eventually gets e-mails from both of them that drop their relationship values to the lowest possible level and unlock missions where you have to fight them; eventually, however, Relena sends you an e-mail asking you to help them, and if you complete the resulting mission chain, both Heero and Milliardo become your friends.
    • Also occurs in Amuro's Story Mode in part 2: In his early missions, he battles Heero, Domon, and Uso. They join his side in later missions.
    • On the other hand, the AI's nature to prioritize the last enemy ace who hurt them can be exploited: the defeat-related decrease of friendship levels only occurs if the subject is defeated by you. This means that if you don't particularly care about the goodies (parts, experience and a random item) you miss out, you can beat them within an inch of their life then lure them to someone else friendly to you and get them to aggro each other... then lean back and watch the show. Especially amusing if the friendly happens to be in a mobile armor. It doesn't always work as some missions have certain enemies scripted to not take killing blows from anyone but you.
  • Defector from Decadence: Jerid leaves the Titans in the second game after deciding he has been a Hypocrite telling his subordinates Shinn and Lunamaria to ignore their feelings while still holding onto his grudge against Kamille. The duo shows up to help him anyway, due to The Power of Friendship.
  • Demoted to Extra: While an active support character in the first game, Rain is reduced to being involved only in Domon's story missions and the Gundam Fight Friendship Missions compared to other characters with similar roles. Fa also goes from playable to support in the third game.
  • Desperation Attack: At 25% armor, your SP gauge starts filling automatically, and any SP attacks you use become a more powerful version, complete with the pilot's portrait cut-in.
    • In the second game onward when the enemy boss appears, they usually use a character specific move, usually not available to the player, such as funnel users deploying their funnels which act as separate units. Enemy Aces on the higher difficulties can use them as well.
  • Does Not Like Men: Reccoa falls into this due to Flanderization. If you shoot down 1000 enemies with her, she'll boast that not every true Dynasty Gundam Warrior is a man, and she hypocritically lectures Char about his It's All About Me attitude whenever the two spawn on the opposite ends of a battle.
  • Double Entendre: Full of them, as per-usual in a Dynasty Warriors game. However, the mother of them all comes from Lacus Clyne, of all people. In her combo sp attack with Athrun Zala from the third game:
    Lacus Clyne: "Let's do it, Athrun"
    Athrun Zala: "Lacus... I don't know about this."
  • Double Unlock: The third game let you unlock skills by leveling up your relationships with characters...but then you still gotta buy them in the store so hopefully you got the money.
    • Many unlocks in Reborn form chains of grinding: Do operations to unlock a mission, clear the mission (possibly with a medal requirement) to unlock a pilot, play more missions with that pilot's personal mobile suit to make it available for other pilots. Along the way, grind kills for cards and plans. The dependencies can be entangled to a Guide Damn It! degree.
  • Downloadable Content: Dynasty Warriors Gundam 2 has free downloadable missions available. Dynasty Warriors Gundam 3 has priced DLC that includes new playable pilots and mobile suits, including Marida Cruz's Kshatriya, Mr. Bushido's Susanowo, and all of the Gundam Meisters (except Setsuna, who's already included in the basic game).
  • Dual Boss: Shinn's final Story Mode Mission in ths second game has Kira and Athrun double-teaming him.
    Shinn: That's it, you're ALL going down!! ALL OF YOU!!!
    • Milliardo's final story mission is similar, just swap Kira and Athrun with Amuro and Char equipped with their Nu Gundam and Sazabi.
    Milliardo: I'll teach you the meaning of honor!
    • The final Extra Mission of the second game also pits the player against both Musha Gundams at once. To make things worse, the field they are in prevents anyone from coming out once entered.
  • Dual Wield: Some use dual swords, some use dual guns, two use both.
  • Dude, Where's My Respect?: Beautifully averted if you save a friendly ace you have a good relationship with. Most characters thank your profusely for helping them out. Even if they don't, they still acknowledge the fact.
    Scirocco: Never thought I'd need your help. I suppose thanks are in order.
    Haman: Even I must give thanks... where it is due.
    Char: I can't believe this happened to me, of all people...
    Heero: You have my gratitude... for what it's worth.
  • Duel Boss: Most of the Mission Mode stories end with this.
    • The G Gundam-esque arena fights in the second game onward are also like this
    • In the third game, at the end of the last three story modes, the Knight Gundam challenges the characters to a duel. Leading to the final mission to be just a duel between the Knight Gundam and the character the player chooses, in-fact the mission itself is one-player only as well.
    • The final missions in most of Reborn's Official modes end in a one on one with that arc's main villain, while some of the Ultimate mode missions are nothing but one on one battles with certain pilots.
  • Dynamic Entry: On higher difficulty levels in the second game, enemy mooks love to crash-tackle you if you dare try to dash or do any kind of charge attack while not facing them. Speaking of which, they can and will do dash attacks from a standstill on any difficulty.
  • Earn Your Happy Ending: Quite literally in the second game, wherein Zeta Gundam's Kamille Bidan has an Official Story mode whose ending can change depending on whether or not you prevent certain events from occurring. Playing normally results in the TV series' Downer Ending, but working to prevent the events leading to the deaths of Action Girl Emma and Genius Bruiser Henken leads to the much happier ending from the Compilation Movie.
    • To elaborate: While every character's Official Mode aside from the CCA versions of Amuro and Char has a good and bad ending depending on how the last mission plays out, Love is the Pulse of the Stars is an achievement.
    • On that note, this is averted with the Char's Counterattack scenario, as no matter how many times you save someone, they'll run away thanking you for saving them only to return and try the EXACT same tactic. The window to beat the opponent gets smaller each time until there is practically no way to avoid the character death cutscene. Only Rezin can be 'saved' and the game acts like she died anyway as she doesn't appear in the second part.
  • Early-Installment Weirdness: Not found in the games themselves per se, but the games' names are these in the greater picture of licensed Dynasty Warriors spin-offs. Because the first two games were the first of their kind in the franchise, this is the only Warriors licensed sub-series to be labelled "Dynasty Warriors" rather than just "Warriors" as is standard today to make the then-untested nature of the games clear to consumers (the latter two games stuck with the title simply as a Grandfather Clause). Not so much in Japan, where the first game immediately set the standard naming convention of "<license> Musou."
  • Easter Egg: the PS2's graphic representation of save data belonging to the second game (seen when booting the console without a disc and choosing to view the memory card's contents) is a Fun Size Musha Gundam Mark 2 precariously balancing on a pink Haro... with one leg in the air and sword-carrying arms spread out, like an amateur circus performer.
  • Enemy Mine: It's very possible for pilots who were antagonists in their series of origin to end up on the same side. Probably one of the weirder examples is Haman Karn's final story mission in the second game, when Judau Ashta recruits Kamille Bidan and Amuro Ray, and all three show up in the middle of the battle to help her. It's a Big Damn Heroes moment that's actually pretty cool.
    • In Judau's Original story mode in the first game, he manages to ultimately convince Paptimus Scirocco to do a massive Heel–Face Turn by the end of his route.
    • In a heroic case, Puru, Domon, and Zechs/Milliardo from the first game. You couldn't have asked a more bizarre trio to work together.
      • It gets better in the second game. They say Domon's trademark lines before a shining finger attack when they appear, Puru starting, Milliardo saying the middle, and Domon finishing. Also if you pay attention to their storymodes this time around it is actually not out of place. All three follow codes of conduct that basically boil down to Defeat Means Friendship to the letter (Milliardo never gets to his CCA Char story segment self unless you play as Heero. In which case he hilariously replaces Char on Axis, leading to much lampshading). It's like their entire reason for existing. There are also minor hints as to who teams up with who in their EX mode storylines based upon unique dual SP attack quotes.
  • Evil Laugh: Scirocco's default taunt when the player attacks him is an absolutely fabulous one.
  • Excuse Plot: Musha Gundam distorting time and space is used to justify Mobile Suit pilots from different time periods fighting with and against each other in Original Mode.
    • In the second game, Heero's Story Mode is just random missions he was hired for, without any connection to each other.
    • Basically the Mission mode from the second game in a nutshell. Zech travels around the universe to destroy every mobile suit that uses funnels to prove that melee combat is the best thing ever. Master Asia wants to beat up every underage pilot as some kind of hardcore psychologist. Char Aznable also appears to be going through his middle age crisis. Some requests are just over the top like beating up Judau just because his sister is angry with him leaving his group.
    • The third game has a similar set-up to the first, however the Knight Gundam has a more complex motive than just "fighting a suitable opponent" and the multiple but connecting story-lines and extensive dialogue between the characters can subvert this for some though.
  • Exponential Potential: The upgrade system in Reborn. At its core, it involves equipping plans that come with stat upgrades. You can combine plans, essentially sacrificing one to add a fraction of its bonuses to the base. Each plan can only have so many others combined with it. However, if the sacrificial plan has had other plans combined into it, it will enhance every stat on the base plan, not just the ones the sacrifice has. This results in an endless upward spiral where a Rank S plan's bonuses are essentially that game's hard stat Cap.
  • Extremity Extremist: The Gundam Epyon can only use melee attacks.
    • In a more literal (and perhaps more comical) example, the Zeong is also an extremist, using only its hands to fight its enemies. Why is this? Recall the end of Mobile Suit Gundam if you will. The Zeong here is the same as seen there. It can't attack with its feet because it has no legs.
  • Even the Subtitler Is Stumped: In the first missions of the Gundam SEED official mode in Reborn, when Kira alters the OS of the Strike Gundam on the fly, the subtitle box has a line of text about recalibrating its balance. He quite obviously says a LOT more than that.
  • Evil Genius: Paptimus Scirocco, and in the third game he can't shut up about it, with just about every other line out of his mouth being some boast about his genius or some other line with the word 'genius' in it.
  • Fake Difficulty: The higher difficulty levels tend to eschew making the enemies smarter or giving them better attacks in favor of just dialing their stats up to eleven, forcing the player to exploit their Artificial Stupidity to defeat them. A classic technique from the first game onward was to shoot a stupidly powerful enemy from far away, then leave its battle zone and wait for it to go back to its designated spot before repeating until it was dead, and a large part of the reason why the third game was poorly received was that its health regeneration mechanic really screwed with this strategy (which players still had to rely on, due to the enemies still being strong enough to kill them with a few hits if fought head-on).
  • Fake Longevity: The third game forces the player to raise Friendship levels as a requirement to play the History Missions. And in order to unlock the very final (and hardest) mission effectively requires the player to have maxed Friendship levels with EVERY SINGLE PILOT in the game. Since getting the strongest Mobile Suits in the game, as well as their perfect doesn't take that much work, the game effectively halts the player every now and then and forces them to stop everything and repeat random missions dozens of times in order to unlock the next History Mission.
  • Flaming Sword: Knight Gundam's sword becomes this after using its SP attacks.
  • Flanderization: To cut down on time, what with the number of characters and all, a lot of characters were taken down to the basic stock of what they were remembered for; and their permutations.
    • For instance every other word out of Setsuna's mouth either has to do with his Gundam or how there is no God.
    • Shinn is generally yelling about something.
    • And Domon is usually just yelling.
    • Loran tends to whine about how horrible everyone who pilots a mobile suit is... while piloting one. This was toned down a good deal in 2 and 3.
    • An inverse example of Loran is Paptimus Scirocco, who is played mostly straight in the first two games but in the third becomes an Insufferable Genius who can't shut up about how smart he is. In the middle of battle.
  • Foe-Tossing Charge: Plenty. This is, after all, a Dynasty Warriors game. The Unicorn's is arguably the most spectacular and devastating, whilst the Acguy's is definitely the least dignified.
    • In the second game, the V2 Gundam's aerial SP attack where it spreads its wings and charges forward is an extremely devastating one, capable of cutting down dozens of mooks. A more conventional example would be any mobile suit equipped with the Aura Burst upgrade: simply dashing in any direction will violently toss aside everyone in the way (doesn't do much damage, though).
  • Forced Level-Grinding: In the third game, it appears in the form of friendship levels. The main story has none, but to unlock the various History Missions you must first unlock the required pilots by raising Friendship to Lv. 3. Cue the player doing the same missions over and over in hopes of having the aimed pilot as an ally, and then playing the missions selecting sid pilot as a partner. And for the last mission of a History chain, the requirement is to have all involved pilots at maxed Friendship level. And there goes the player to play even more random missions using said pilots.
  • Gameplay and Story Segregation: Reccoa's first story mission is meant to depict her infiltrating the Jupitris; at one point she tells Paptimus Scirocco, "I'm Reccoa Londe, a civilian traveler, just passing through. My Suit is acting up." This is after she's slaughtered her way through the enemy army and single-handedly taken down the Psyco Gundam Mk II, and right before she personally hands Scirocco his ass while he's in The O, all while piloting a crappy Tier 3 Gelgoog. No wonder Scirocco politely wishes her a safe journey after he's been defeated — Reccoa's scary!
  • Glass Cannon: In DWG3 there exist two skills, one that sacrifices the ability to block, and one that sacrifices the ability to repair armor; in exchange the player gets a huge boost to attack power. If you use both skills, you can kill enemy aces ludicrously easy but it's almost certain death if you get powered down or can't dodge an enemy SP attack. In DWG2 the former of the skills also existed.
  • Good Old Fisticuffs: The Guncannon's fighting style combines this with the BFGs on its shoulders. Particularly notable in Dynasty Warriors Gundam 3, where the Guncannon is Class 1, and its new and slightly goofy-looking fighting style allows it to stand toe-to-toe with suits carrying beam sabers and heat hawks.
  • Gotta Catch 'Em All: Reborn has hundred upon hundreds of cards to unlock, with requirements ranging from beating a certain mission to using the Lab a certain amount of times to getting a couple thousand kills with a certain pilot/suit. Going for 100% Completion will take a while.
  • Grievous Harm with a Body: Several 'grab' attacks allow your pilots to do this. A particularly bizarre example is the Seravee Gundam's C6 attack, where the suit's built-in Seraphim Gundam allows Tieria to basically throw himself at the enemy.
    • In the second game, the V2 Gundam's C3 attack sees the suit launch its own lower half at the enemy, following up with a Diagonal Cut from the upper part before reconnecting. Hilariously, it's possible to interrupt the sequence at any time, at which point the two parts of the suit instantaneously teleport to each other before the suit does the hit animation.
  • Guide Dang It!: Everything in Reborn is unlocked via collecting cards, and every card's requirement is visible from the get-go, averting this in theory. In practice, the cards are a maze of dependencies with no easy way of seeing prerequisites, resulting in some mind-bogglingly convoluted unlock chains. For instance, getting the Strike Freedom Gandam's gold card to allow anybody to pilot it requires you to sortie with it 10 times. But only Gundam SEED Destiny Kira is able to pilot it normally, and unlocking him requires beating a certain mission with the Strike Gundam. This mission has to be unlocked by blindly beating other operations, only to find that both the Strike Gundam's normal pilots are locked out for that scenario. So you have to select Gundam SEED Kira, complete ten unrelated missions to unlock the Strike Gundam's gold card, have another pilot beat the required mission in the suit, then have your newly-unlocked SEED Destiny Kira pilot the Strike Freedom ten time to finally unlock it. There is no way to see how these conditions relate to each other without going back and forth between the card collection and operations menu and working back step by step.
    • Unlocking Sleggar's story missions in the second game revolves around forming better relationships with certain pilots...but the game doesn't tell you this at all, or even tells you the requirements at all until you've even met the pilots it wants, leaving the player to blindly do any random mission with him in the hopes of unlocking even one of his story missions.
  • Ham-to-Ham Combat: All the damn time.
  • Heel–Face Turn: The more Well-Intentioned Extremist villains tend to get these, most notably Paptimus Scirocco (who is convinced to go good by Judau in the first game and becomes a sort of Reasonable Authority Figure in the third game) and Haman Kahn (who gets this trope in increasing doses with each sequel, to the point of becoming an outright Mama Bear by the third game).
  • Heel–Face Revolving Door: While several of the antagonist characters get straight Heel Face Turns as noted above, Char rides through this in each and every game, switching from hero to villain through story to story and character to character with little indication as to which Char you'll be dealing with until he's in your face. In the first game alone he deftly switches from spouting his CCA-era motives and justifications in his Quattro identity (he's particularly villainous in the Judau/Roux/Scirocco Original Modes) to reconsidering those same justifications and discarding them in his own Original Mode.
  • Hot-Blooded: Pretty much standard for most of the cast, even Haman gets this way sometimes.
  • Hover Mecha: Understandable with Mobile Armors and legless Suits like the Zeong, but strangely even some legged Mobile Suits will never actually use their legs. The Scirocco-made MS are the most notable, as none of them use their legs.
  • Hyperspace Arsenal: Some mobile suits are capable of manifesting bazookas and Gundam hammers seemingly out of thin air, and pretty much every mobile suit's gun mysteriously vanishes when it pulls out a melee weapon. Averted for the Full Armor Unicorn's heavy weapons, which appear on its model and are discarded one by one.
  • Immune to Flinching: The O in the second game has quite a few attack animations that cannot be interrupted with a well-timed counterattack, making it one of the deadliest enemies on Hard difficulty. The mobile armors are also invulnerable to flinching if the attack isn't a smash/SP attack or if it hits while the MA has no exposed weak points.
  • Infinity +1 Sword: In the original game, you farmed parts to upgrade your Mobile Suits, which could only hold three at once. If you had two or more of the same part, or two or more from the same mechanic, you'd get higher buff and possibly an bonus effect. The best, and rarest, parts were Tem Ray's Control Circuits which had no bonus effects but gave the best stat boosts Fight +100 Shot +100 Defense +100 Armor + 130.
  • Instant Armor: All of the games feature powerups that allow Mobile Suits to instantly replenish a designated portion of their armor.
  • It's Up to You: In proud Dynasty Warriors tradition, if your side needs something important accomplished, you can count on being the one who has to do it. Especially if someone else volunteers to do the job, in which case your objective will be "save your ally's dumb ass and then do whatever it was they were trying to do."
    • In one of Four's missions in DWG2, Kamille Bidan shows up for the sole purpose of helping you, and then proceeds to park himself offscreen and not move while you take on a giant mecha by yourself. Thanks a lot, Kamille. (In his defense, Four does explicitly say that taking down the Psyco Gundam is Something She's Got To Do Herself.)
    • It's also worth pointing out that, while they never do anything plotline important, your fellow squad leaders and aces are far from useless. They manage to capture enemy fields often enough, and the "Leadership" skill makes them fight better. In DWG3, they become even more useful, though you still have to save their bacon occasionally.
      • Even better with "Jamming" skill, which makes enemies weaker.
      • Amusingly, it seems to be all based on morale and not at all with what they're piloting. Meaning Lunamaria is one of the most deadly fighters offscreen in the entire DWG series. When she always pilots a Zaku, red or otherwise. And macho guys like Yazan and Gym are constantly 'in trouble' despite using Musha or a Turn Gundam. (This being before you unlock the pilot switch mode.) Essentially the problems from normal DW, where the Qiaos can hold for an hour but Wei Yan and Zhang Fei constantly scream for help.
      • In fact, the Units and Fields screen is completely bogus at telling how close an ally is to defeat. It seems that after an ally indicates they are in trouble, a hidden timer starts which automatically kills them upon reaching zero, regardless of how much health they've got left. Thus, it is possible to leave Uso in a V2 Gundam at half health against Apolly in a Rick Dias with a tiny sliver of health left, only for Uso to die a few seconds after leaving the player's sight. Needless to say, enemy aces aren't afflicted by this...
  • Idiot Ball: Millardo/Zechs holds it briefly in his second story mission.
    • Puru Two for all of hers. It never occurs to you to just fly to another area, huh? Gotta take advantage of the whole Let's You and Her Fight setup, right?
  • I'll Kill You!: Unsurprisingly, Heero Yuy eventually sends you an e-mail in Mission Mode that consists entirely of the following:
    From: Heero Yuy
    Subject: I'll kill you!
    I will kill you!
  • Impaled with Extreme Prejudice: Most of the guard-breaking 'grab' attacks actually involve stabbing someone with your beam saber before doing something deeply unpleasant to them (i.e., more unpleasant than being stabbed with a beam saber in the first place).
  • "Instant Death" Radius: Several mobile suits, such as Wing Zero, have attacks that can wipe out a sizable area around them with ease. However, the Destroy Gundam in Reborn combines Wave-Motion Gun and Beam Spam for staggering damage over a huge area making it the most extreme example in the series.
  • Interface Screw: The third game's Mobile Suit selection screen defaults to your pilot's signature suit, on a menu wider than the screen. This is usually trivial, especially once you obtain licenses, but can occasionally screw you. For instance, Glemy defaults to the Class-3 Bawoo, and you'd have to scroll uninvited over to the left to realize you can also sortie in any second-generation Qubeley (be it the Class-2 mass production model or the Class-1's belonging to the Ples, all much more useful), making early missions with him much easier.
  • Item Farming: In order to obtain more powerful mobile suits, you have to obtain parts or plans in the second and third games, respectively. These Randomly Drop when you defeat enemy aces or large numbers of mooks. Also in the second game, obtaining higher-level torsos unlocks a longer SP gauge.
  • Joke Character: The second game allows you to utilize mook-class MS as playable units. They're generally underpowered, and lacking the versatile movesets of the player and mid-boss level units, although properly upgrading them can yield potential Lethal Joke Character results. SP attacks range between useless (Zaku Tank, Dom) and surprisingly deadly (Hizack).
    • The Ball has an extremely fast melee attack and one of the best dash attacks for excellent hit-and-run attacks against mobile armors and plowing through crowds of enemy mooks, respectively. Its Rapid-Fire Fisticuffs SP attack also dishes out a TON of damage and cannot be dodged out of.
    • The GM and Zaku series, otherwise quite weak due to their lack of smash and charge attacks as well as the area-effect ranged attacks some other suits have, can dish out 8 normal attacks in a single, uninterrupted chain, making them able to steadily wear down the opponent through repeated strikes that do not have a delay long enough to interrupt between them. Their other point of note is the SP attack that does decent damage against crowds - except the Hizack, whose Macross Missile Massacre is every bit as deadly as the Strike Freedom's positron cannon.
  • Knight Templar: Anavel Gato is a downplayed example, keeping his chivalrous manner and extreme zeal for the Zeonic cause but discarding his plans of destroying armies with stolen nuclear weapons. Char swings the other way in various campaigns throughout the three games, often holding on to his very worst aspects and delusional beliefs that his actions are for the greater good.
  • Lag Cancel: The "emergency dash" move in the second game, which allows you to do a quick short dash at the cost of some of the suit's thruster gauge, can be used to cancel out of nearly any attack string that isn't an SP attack into an aerial combo, which is very useful for avoiding the ending animation of attacks which can leave you vulnerable, and potentially stun-locking the opponent.
    • Previously, Class 3 suits could only use the emergency dash once per combo, even if they still had enough thruster gauge for more. In Reborn, they can now use it as often as their thruster gauge allows, like Class 1 and 2 suits. In addition, a Class 3 suit's lone charge attack also acts as this for their basic attack string, making them more practical than before. All this, combined with the right skills, proper upgrading and knowing how the mook suit's attacks work, can make for some awesome Gundam-style David-vs-Goliath moments.
  • Late-Arrival Spoiler: Schwarz Bruder's partner attack in the third game reveals his secret identity, which was a pretty big plot point in G Gundam.
    • The Official Modes actually avoid quite a lot of this. While they do spoil the outcomes of major battles (of course) and plenty of big character reveals and deaths, they leave the emotional and political story arcs by the wayside.
  • Large Ham: This is a World of Ham so everyone falls under this at some point, but special mention really must go to Gym Ghingham, Master Asia, and Domon Kasshu.
  • Let's You and Him Fight: Pilots are assigned more-or-less randomly to one side or the other in most Mission Mode missions, even those ostensibly linked by a storyline. Certain common random encounters can also occur regardless of which pilot you're currently playing as. This leads to such curious matchups as Dozle Zabi vs. the Black Tri-Stars, Amuro Ray vs. Chan Agi and Hathaway Noa (or worse yet, Lalah Sune), or Shinn Asuka vs. Lunamaria Hawke, and also means that a pilot who was on your side in one storyline mission can be your enemy in the very next storyline mission and vice versa.
    • Lampshaded when Elle and Roux wind up on the opposite sides and battle each other.
    • In the Remember the Past missions of the second game, it is fully possible to have pilots fight themselves - for example, Zeta-era Amuro (in the RX-78!) versus CCA-era Amuro (the player).
  • Level-Up at Intimacy 5: In Mission mode the player gains access to new missions, suits and characters by leveling up your pilot's relationship with other characters. The third game also allows you to unlock them as Operators and certain characters have skills to hand out if you get them up to level 5.
  • Lightning Bruiser: In theory, most any MS can be made into one of these with the right combination of equipment and upgrades, but special mention has to go to Char's Zaku II in the third game. With its special equipment (Triple Acceleration) unlocked and Char in the cockpit, the suit's movement and attack speed dramatically increase, allowing you to jet across the entire battlefield in seconds and hack apart enemy aces before they can finish saying their arrival speech.
  • Mama Bear: Haman, but only with Mineva.
  • Massive Multiplayer Crossover
  • Mecha-Mooks: They make up the Red Shirt Army for both sides. Starting from the second game, you can play as one.
  • Mechanically Unusual Fighter: The Full Armor Unicorn in Reborn averts Bottomless Magazines for its heavy arsenal. After using charge attacks enough times, it drops the empty piece of ordnance and moves onto the next, getting a little lighter and changing its moveset each time, and re-arming when Burst mode is activated or by using charged SP. It pays to keep count of your ammo, as its dual Anti-Ship Missile Launchers are second in rotation, but can slag a Mobile Armor with one well-timed hit.
  • Mêlée à Trois: Certain missions include a third (yellow) faction, which is hostile to both the friendly (blue) and enemy (red) factions.
  • Might Makes Right: Jerid believes in this so fervently it's actually one of his catchphrases, repeated word for word.
  • Mirrors Reflect Everything: Akatsuki's mirror coating allows it to redirect all beam attacks back at enemies while guarding. When in Burst Mode, it automatically reflects those same shots without needing to block or even needing to directly face them.
  • Money Grinding: In the third game, developing and equipping the most powerful mobile suits take a lot of money, as does obtaining licenses, so you'll be spending a lot of time doing this.
  • Mood Whiplash: During some Combination SP attacks.
    Jerid Messa: Don't step on my toes.
    • Also for some random dialogue. For example, first Puru spawns. "I'm Elpeo Puru. Nice to meetcha!" Then Jerid. "Nice to meet ya." And then Kamille spawns on the opposing side...
    • Some operations in Reborn, especially those that focus on a different set of characters each time. The second area of Women's Battlefield has Ple arguing with her clones Ple Two and Merida, which is portrayed as tragically as you'd expect. The third area abruptly swings to Lacus and Cagalli having a glorified pissing match over who the former is or isn't going out with.
  • Mook Chivalry: Averted. The Mook suits will swarm you, and attack from off screen. Bazooka wielders are by far the worst, practically stunlocking you with a constant barrage. In DWG3 the Mook AI is improved, and they will quite often attack you in formation, as well as synchronize attacks (i.e. ranged MS shooting you while melee MS jump you).
    • Averted is an understatement. In the second game, mook AI appears to get significantly more aggressive if you're not facing in their general direction. It is not at all uncommon at higher difficulty levels to see a GM suddenly shield bash you from off-screen, sending you flying... right into the shield bash of another GM, the AI quite literally playing pinball with your mobile suit while the others hack away at you flying past them.
    • On the other hand, mooks still visibly hesitate before closing into melee range, preferring to use ranged attacks in the meantime.
  • Morality Pet: Audrey/Mineva for Haman in the third game where the worst trait Haman shows is being kind of haughty.
  • More Dakka: Several suits score highly in the firepower stakes, but surprisingly, the winner for 'most dakka in a single attack' doesn't go to the Heavyarms Kai (which compensates by backing up its chest gatlings with lots and lots of missiles), but to the Unicorn, whose air SP attack consists of unloading four beam gatling guns on the enemy (two in each hand). Not only that, scoring a One-Hit Kill on or chewing through most of the health of Mobile Armours on even the highest difficulty levels.
  • Motion-Capture Mecha: Mobile Suits in cutscenes tend to emote for their pilots, even if they're not supposed to be built that way.
  • Moveset Clone: Some mobile suits have moves tweaked and modified from other suits, especially if they have connections e.g. Unicorn and Amuro's Gundams, Sinanju and Char's suits, and the Master and Burning Gundams.
  • Mythology Gag: Chick Magnet Paptimus Scirocco making a suggestive comment to Gundam ZZ's Roux Louka, who reacts with incredulity and disgust. "Are you hitting on me?"
    • By the third game he runs an entire faction with the sole purpose of collecting female characters, in fact the only male members of his faction were Garrod Ran and Loran Cehack.
    • Normally, pilots will default to only using particular mobile suits from their respective series until the player unlocks the ability for pilots to use any suit. However, certain pilots can sortie in suits from other series that reference their series - for example, Lunamaria can sortie in Char's Zaku (referencing her red ZAKU Warrior) and Ribbons can sortie in the RX-78 (referencing the 0 Gundam).
    • Shinn's relationship mission in the third game has him in a one-on-one fight with Four Murasame in the Psyco Gundam, resulting in a meta-mythology gag.
    • In the first game, when Milliardo and Char meet in his story mode, Milliardo makes a speech about how he never had any aspirations for leadership, and is a warrior at heart. Char comments that "You sound just like me."
    • The Double X is the first Mobile Suit to ever take-out an enemy unit with its vulcan guns. In DW:G3 this is not only a part of its advanced combo, but one of its more powerful attacks.
    • Very rarely in the second game, you'll find yourself facing a Dark Gundam piloted by Scirocco above. While a nonsensical choice for Western players, this is actually a reference to Super Robot Wars 2 G, a 1995 Japan-exclusive title where Scirocco becomes the life force unit for the Devil Gundam and controls it by sheer will.
  • Never Give Up Speech: In Domon/Puru/Milliardo's Original mode, Master Asia and Heero respectively give one to Domon and Milliardo in their Darkest Hour.
  • Ninja: The Hyaku Shiki's moveset is very ninja-like.
  • No Indoor Voice: Domon has this awesome way of shouting 90% of his words.
  • Not So Above It All: Lacus' second mission in 2 runs entirely on her proving this trope to Kira. She spends the mission running around picking fights with the rest of the SEED Destiny characters for spectacularly petty reasons (such as fighting Lunamaria for having a crush on her ex) simply because Kira had the misfortune of putting his foot in his mouth at the end of the previous mission.
  • Not So Stoic: Heero has plenty of these moments in the third game.
    • Even in the second, thinking that Domon lured him into an ambush causes him to snarl "You bastard..." Once Domon explains that it wasn't him that they need to make a run for it, Heero's reply is "Mission acknowledged, dammit!"
  • Older Than They Look: Garrod Ran is easily one of the most easygoing characters in the franchise, but he is still older than half the playable characters in DWG3.
  • One-Man Army: It's Dynasty Warriors. You're in a Gundam. Do the math. There's also a skill you can earn actually called One Man Army, which turns you into even more of a badass when you're fighting on your own.
  • Ooh, Me Accent's Slipping: In the English dub of the second game, Puru normally has a fairly neutral American accent, but occasionally slips into a Southern drawl for no particular reason ("I'll cover y'all!"). She loses this trait in the third game.
    • Kira in the second game's dub also slips up a few times, suddenly and inexplicably sounding Canadian.
  • Palette Swap: In the first game, the Qubeley and its two Mk II successors are all effectively the same character with the same moveset. The only differences are in coloration and some very minor stat variations. The twin Gundam Mk II units are largely the same, but have the sequence of their successive Limit Break attacks reversed from one another.
    • The third game adds a significant difference for these suits, through their unique special equipment.
    • Almost all of the Mook suits are palette swaps of either each other or an ace suit.
      • The Gaza C and Gaza D differ only in their coloration and shape. Same with the MP versions of the Bawoo.
      • The GM, GMII, and GM Command are completely identical, save for coloration and how they hold their shield.
      • The Gouf Flight Type, the Rick Dias, the Dom and the Marasai share their movesets, with the only difference being the SP Attacks. The Barzam also shares its moveset with the vanilla Gouf.
      • Similarly to the above, the Zaku II, the Hizack and the Geara Doga only differ in SP Attack.
      • As do the Nemo and the Jegan, who are actually using a dumbed-down version of the Gundam Mark II's moveset.
      • Not quite mook suit but the ReGZ is similarly using a simplified version of the Zeta Gundam's moveset - which makes sense, considering that the ReGZ was canonically one of the many (unsuccessful) attempts at mass-producing the Zeta Gundam.
  • Plot Threads: Puru/Puru Two's story missions, to the point that you'll have to basically switch from one to the other.
  • Popularity Power: To focus on the dynamic between Amuro and Char and in the lack of CCA both Amuro and Char have their original Mobile Suit Gundam suits in the first game. While Amuro understandably is barely able to fight his enemies blow for blow Char takes them on quite well when in the original Gundam He was barely able to hurt Amuro.
  • Poor Communication Kills: A major theme of the third game's Story Mode. Communication difficulties, mistrust, and conflicting information between the various factions leads to a large number of conflicts that could otherwise have been avoided. Multiple characters in every faction lampshade this, commenting on the folly of rushing into battle when nobody really knows what the hell is going on. It really doesn't help that the Knight Gundam is deliberately manufacturing several of these misunderstandings in order to create a conflict for the pilots to resolve.
  • Power Creep, Power Seep: An acceptable break from canon, as it allows the older series' MS to go toe-to-toe with opponents who would easily wipe the floor with them in-universe.
    • Especially notable with the Turns, as they should be able to mop the floor with the rest of the lineup easily.
      • In fact the Turns are quite weak, so their movesets actually make viewing their series a big surprise for players unfamiliar with them. Aside from the awesomely huge invulnerability time blessed by Moonlight Butterfly, they are all-around average. (but thanks to X's ability to spam MB using all SP skills makes him effective, if cheap as hell.) The combo SP attack however, is pretty broken on both. For X, Butterfly lasts longer, for A, it pulls the nuclear warhead out of its chest and throws it like a grenade. A really really big highly damaging grenade. (most of the one-hit SP attacks are crowd clearers and do terrible damage.)
  • Power Trio: Four trios are formed in the first game's Original Mode, though characters do change sides through campaign sometimes, the main setup is usually:
    • Heero, Master Asia, and Jerid
    • Domon, Milliardo, and Ple
    • Loran, Emma, and Ple Two
    • Judau, Roux, and Scirocco
    • These trios all return in the second game, where they can randomly appear in battle and disrupt the entire battlefield if allowed to join up with each other.
  • Promoted to Playable: The second title promoted a ton of NPC characters from the first to playable status, including Hayato, Kai, M'Quve, Ramba Ral, Reccoa, Sarah, Yazan, and Glemy. The third title did the same for Gato, Beecha, and Elle. Sadly, this is averted completely for Johnny Ridden and Yazan's wingmen Dunkel and Ramsus, who remain NPCs throughout all four titles.
  • Pummel Duel: Between Master Asia and Domon in Domon's fifth mission in DW:G1's Original Mode.
  • The Rashomon: Subverted. Original Mode looks like it's this, but no character's route is completely compatible with any of the others', and some are drastically different.
    • Invoked in the third game, each side was deliberately given conflicting information.
  • "The Reason You Suck" Speech: Ramba Ral's story mission in the second game consists of him giving a few to some of the younger pilots, and Master Asia does this to just about everyone in the second game as well.
  • Recycled In Space: The series is basically just classic Dynasty Warriors with a Gundam-style coat of paint.
  • Regenerating Health: Two variants - The "DG Cells" skill in the second game (found on the Musha Mk I and Master Gundam) grants a unit this (at a fast rate) but kills your unit's defense (making it a very dangerous idea if combined with Fighting Instinct, equaling Glass Cannon), while in the third game, it's standard on all Suits, but it's limited up to the light blue/yellow/red portion of your Health Bar if you get hit, and you still need Armor Recovery if you get your butt knocked around hard enough.
  • Red Shirt Army / Mooks: Well, duh. Again, it's a Dynasty Warriors game. Plus, it's Gundam after all. If massed waves of grunt suits didn't explode on a regular basis, it just wouldn't be proper. In the third game the grunt suits will often literally explode, doing damage to anything around them, which can cause huge chain reactions of exploding grunts.
  • Relationship Values: A major part of unlocking hidden characters/MS/missions in the second game's Mission Mode is working on relationships with any and all characters you're not currently using. Values increase by fighting on the same side and aiding an ally when they're in trouble, but decrease if you wind up on opposite sides and by actually defeating them in battle.
    • Also, pilots will start with relationship values for pilots set by the events of their series - for example, Kira and Lacus start off at the highest tier of relationship. This becomes a problem for characters like Char or Haman, who start off with a number of pilots that are pissed off at them.
    • Thankfully, the third game has overhauled the system so friendship values can only increase, while Reborn ditched the friendship system entirely.
  • Re-Release Soundtrack: The American versions of several Gundam games, including Mobile Suit Gundam SEED: Never-Ending Tomorrow and Dynasty Warriors: Gundam, removes the songs from the anime and replaces them with generic tracks composed exclusively for other games like Zeonic Front. This seems to have been done on purpose by Bandai as a cost-saving measure since it started happening around the time the anime market started dropping off in the West.
  • The Rival: Domon Kasshu eagerly latches onto a few other pilots as a friendly rival, with hilarious results in the case of Heero Yuy (who futilely tells him to shut up) and Kamille Bidan (combination SP Attack conversation: "Are you MAN ENOUGH? KAMILLE?")
    • In the second game, one of Domon's flavor comments is a long-winded declaration of his rivalry with your character. Unfortunately, it's pretty much the only flavor comment he makes at that relationship level, and it gets a bit old after the seventh or eighth time you hear it in a single mission.
  • Rocket-Tag Gameplay: In the third game, aces (including you) can respawn if they die if there is any of their forces battle gauge left, consequently though, to balance it out, everyone, especially the player, takes more damage from attacks, meaning that in higher level difficulties, gameplay becomes a struggle to finish off aces as soon as possible before the Mooks whittle down all of the player's armor, and making sure not to get hit by the opponent ace at all.
  • Running Gag: Koei loves to make jokes referring to Gundam Wing characters and self-destruction attempts in the 3rd Game.
  • Set Bonus: Multiple parts from the same inventor give a stat bonus, while multiple parts of the same type give a special skill. Done away with in the third game, where instead of parts you get MS blueprints.
  • Shout-Out: Roux and Leina comparing Judau's behavior to an old man in his Story in Mission Mode could possibly be a reference to his appearance as "Grey Stroke" in the Crossbone Gundam and V Gundam mangas.
  • Slow-Motion Fall: When you defeat an enemy pilot, the game lets you witness your victory in slow-mo.
  • Sore Loser: In Scirocco's Original Mode in the first game the Musha Gundam is this, attempting a Taking You with Me after being defeated. This is yet another Mythology Gag, as Scirocco himself attempted the exact same attack at the end of Zeta Gundam.
  • Spell My Name With An S: The names of the twin Newtype Tyke-Bomb characters from ZZ are given as Puru and Puru Two, despite later translations choosing to romanize them as Ple and Ple Two. Puru/Ple Two's mobile armor, however, doesn't get off so well. In DWG2, its called the Quin Mantha but gets retranslated as Queen Mansa in DWG3...only to go back to Quin Mantha in Reborn.
  • The Starscream: Gyunei Guss, per his original characterization. His story mode in the second game consists of him systematically dismantling everyone else in Neo-Zeon to prove his worth to Quess.
    • Glemy Toto is also this, though he tends to be rather less successful from game to game.
  • Strong as They Need to Be: Musha Gundam in the first game. It switches deftly from a final boss level enemy to a Starter Villain from campaign to campaign.
  • Subsystem Damage: On Mobile Armors.
    • In the third game, doing enough damage to a MA quickly enough would stun it and open the opportunity to destroy one of its hardpoints, shrinking its maximum health, negating any Regenerating Health it has pending and possibly taking certain weapons or attacks offline.
    • In Reborn, these hardpoints all have independent armor gauges and must be destroyed before you can do anything at all to the main health bar. Destroying them has an even bigger impact on their performance, too. A Mobile Armor with all its hardpoints destroyed is virtually crippled.
  • Super Mode: MS that canonically have them can enter into them via SP/Hyper SP Attack. This wasn't all that noticeable in the first two games, but with the third having quite a few more, it gives the suits that have the ability a definite advantage. In addition, the special gear of the Celestial Being suits extends Super Mode duration.
    • Reborn introduces Burst Mode. While active, the mobile suit's special gear starts working (every mobile suit, even grunts, whose Pride of Mass Production gives them a generalized boost) and every pilot's special abilities kick in (again, including Oldtypes/Normals, who get Burst Modes like Ace Pilot that enhance the destructive potential of Stuff Blowing Up).
  • Super Move Portrait Attack
  • Team Dad: In the third game's Story Mode, CCA-era Amuro and Char play this role to their respective Ragtag Bunches of Misfits.
  • Theme Music Power-Up: As the Musha Gundam is this game's version of Lu Bu and Honda Tadakatsu, naturally it has its own theme tune when encountered. Cue running away...
    • Also in the third game's story, when you fight the Knight Gundam after he revealed himself (before that, he's just listed as Unkown in-game), his own theme plays.
  • Theme Naming: The factions formed in DWG3 all share a similar name trend.
    • The first four; Those who Understand, Those who Doubt, Those who Fight, and Those who Pass By (later changed to Those who Disagree).
    • When the factions merge into a two sided army, it becomes; For Peace, and For Victory
    • And finally everyone comes together in; For Reform.
  • Took a Level in Badass: In Jerid's Original Mode in the first game he takes one of these, training with Master Asia until he is skilled enough to defeat his longtime rival Kamille.
  • Transforming Mecha: Certain Suits like the Zeta Gundam and Baund Doc can transform into mobile armor modes that allow them to fly and move through fields much quicker. This is especially useful in the first game, where the fields are all much wider than they were in the sequels.
  • Turns Red: Rival aces at critical armor levels can gain a yellow or red aura and come after you with their Desperation Attacks.
    • In Reborn enemy aces use Burst to this effect. It stacks with HyperMode if they have it.
    • Inverted in Reborn with the Musha Gundams and Knight Gundam, who alone out of all aces will lead with their Burst mode, rather than saving it as a trump card.
  • Unexpected Gameplay Change: Reborn includes two Ultimate Mode operations that involve Queen Diana quizzing the player on trivia from The Dark History (read: the rest of the franchise) by giving them a question and spawning three enemy aces, letting the player attack the answer.
    • Guide Dang It!: Some of the answers can be gathered from playing Official Mode. Many can't, several aren't even alluded to in the Character Gallery, and a couple are borderline trick questionsExample Fortunately each question has 3 fixed answers, so trial and error can eventually save the day.
      • And thanks to some translation goofs, a few answers in the English version are flat out wrong, such as asking which Mobile Suit Gundam 00 character (Setuna, Ribbons or Lockon) became a 'Pure Innovade'Note The answer the game will accept is Setsuna, the translators having apparently mixed up 'Pure Innovade' with 'True Innovator'.
      • Another Lost in Translation example occurs when the game asks "Which of [Char Aznable, Johnny Ridden, Ramba Ral] does not have a comet-related title?" The issue here is that Ramba Ral's title was translated in English as "The Blue Giant", but in Japanese is closer to "Great Blue Star". So the correct answer is Johnny ("Crimson Lightning"), but for English fans, the question appears to have two valid answers.
  • Unwanted Assistance: if your relationship values with pilots are low and you save them, they'll be less than grateful for your help:
    Domon: I can fight well enough on my own, thank you very much!
    Ghingham: You've got some nerve, getting in my way...! (Dozle says the exact same line)
    Shinn: Just so you know, I didn't ask for help! I could've handled that on my own!
    Yazan: HA! Who said I needed YOUR help?!
  • Updated Re-release:
    • The Japanese-exclusive Gundam Musou: Special on PlayStation 2, which adds the Musha Gundam Mk-II as a playable character and two new scenario campaigns for the Mushas.
    • Reborn itself isn't, but it does use the latest edition of all its sources. Examples include Elpeo and her clones being correctly romanized as Ple, and the Mobile Suit Zeta Gundam official mode using the much less depressing updated ending.
  • Upper-Class Twit: M'Quve in the second game is a dimwitted upper-crust sociopath obsessed with a vase. Naturally, his conversation with Hypercompetent Sidekick Rambal Ral is comedy gold:
    Rambal Ral: You idiot! You were so obsessed with that thing you forgot to give us proper support!
    M'Quve: Watch your tongue! I was merely protecting that which was most important.
    M'Quve: Why, yes, I suppose I am! Ha ha ha.
  • Vehicle-Based Characterization: Discussed by Char. Should he come face-to-face with Athrun and the Justice Gundam in the second game, Char will comment that Athrun must be an ace. When Athrun asks why he would assume that, Char says that Athrun's mobile suit is painted red. Only an ace would be brazen enough to paint their Humongous Mecha red to stand out in the middle of a battlefield.
  • Villainous Friendship: Yazan "I'm Gonna Violate You" Gable and Gym Gingnham are practically Heterosexual Life-Partners.
  • Walking Tank: This is the Big Zam in a nutshell, and most of the other Mobile Armors classify as well to greater or lesser degrees.
  • War Is Hell: Along with "Might Makes Right" above, this is also one of Jerid's catchphrases that he repeats verbatim. Interestingly, the trope itself is largely defied in all the games, as the majority of the units that are fought are pilot-less drones and aces somehow always escape and survive whenever they are beaten, even if their Suits are destroyed.
  • What a Piece of Junk: In the second game, Seabook actually complains if you put him into a Jegannote .
    Seabook: This thing's a classic! What era is this mobile suit from?
    • In the third game, Cecily makes a comment if she sees you in a Zaku II or a GM.
    Cecily: Doesn't that suit belong in a museum?
  • What the Hell, Hero?: In Jerid's story mission, Shinn berates him for the creation and use of Cyber-Newtypes.
    • Puru Two's story missions soon become one What the Hell, Hero? moment after the next stemming from Roux' distrust for her and Puru after Puru helps Haman. Leading to missions involving fights against Roux, Emma, Judau and Puru respectively.
    • Lacus' entire second story mission in 2 is one. Toyed with in that it's actually Lacus delivering one to Kira, demonstrating that she's Not So Above It All and contrary to his comments at the end of the prior mission, she's perfectly capable of starting (and ending) a fight.
  • World of Ham: Because dude. It's a Dynasty Warriors game AND a Gundam game. This is like World of Ham squared.
  • Ye Olde Butcherede Englishe: Averted, Haman considers Garrod's overly friendly way of speaking with Mineva an insult and demands he speaks to her more formally. Garrod being well... Garrod, thinks the means he must speak as such, he stumbles around with thine, thy and thou before Minvea asks him to speak like he always does.
  • Zeerust: Characters from the '70s and '80s still look like... characters from a '70s or '80s anime. Some of the Gundam sound effects from that era have also been kept.