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One fine day in Japan, the Super Robot Wars division of Banpresto pondered the following: "Hey, our Massive Multiplayer Crossover-type Humongous Mecha franchise has developed quite the roster of original characters. What say, instead of paying out the licensing fees for Gundam, Macross, Mazinger Z, Getter Robo and the like for this year's game, we build it around our in-house characters and robots instead, and make it like a traditional installment, unlike the one Winkysoft did back then?"

"Sure, Let's Go with That".

Thus was born Super Robot Wars Original Generation for the Game Boy Advance : featuring a couple dozen original pilots created from Super Robot Wars Alpha and prior (but strangely no characters from Masou Kishin aside from Masaki Andoh, Lune Zoldark and Shu Shirakawa, although that's all the first Alpha title ever offered), its plot involves the "Divine Crusaders War" from Super Robot Wars 2 and the initial stages of the "Ze Balmary Empire" invasion in Alpha, but without all those other distractions provided by the "Angels", "Zentraedi", "Space Terrible Monster Crowd", and so forth (the "United Colony Corps" plays the role of the "Principality of Zeon"). But wait: "didn't Alpha have all sorts of corrupt politicians and enemy pilots to impede the heroes Banpresto hasn't made an Expy of yet?" Well, yes, and they exist now - a good third or so of the Original Generation cast is comprised of these sorts of people (and a couple of the heroes, even) created exclusively for these games. What, thought this series excluded itself from having its OWN original characters? Please.

In 2005, a sequel was made, also for the GBA. This game focused on the events of Super Robot Wars 3, Super Robot Wars Advance, Super Robot Wars Compact 2 and parts of Super Robot Wars Alpha Gaiden and Alpha 2.

In 2006, Atlus released the first Original Generation game in North America, followed by the second later that year.

In 2007, Banprersto released Super Robot Wars: Original Generations for the PlayStation 2. This was both a compilation of the first two games and effectively a soft reboot, adding new mecha, and throwing in a few Retcons to set up things for later games. Later games in the series have used this as the new "One", with the next full sequel for the Playstation 3 being titled 2nd Super Robot Wars Original Generations

For more details about the games included in this sub-series, head to the recap page where it's folded neatly there.

On December 2020, a complete translation of Original Generations has been released.

The game has been adopted various times in various anime and manga titles for Adaptation Expansion, which also includes Super Robot Wars Original Generation: Divine Wars and Super Robot Wars Original Generation The Inspectors.

See here for the massive character sheet on all the originals.

Tropes pertaining to multiple characters and the entirety of Super Robot Wars Original Generation are:

  • 11th-Hour Ranger:
    • OG1 has Elzam and Sanger join right at the end. The sequel has them join about 2/3's in instead
    • OG2 also features Einst Alfimi as an available party member, who literally joins your party for half of the last mission unless you get the Bonus Boss fight, in which case she's available for that as well.
    • OG Gaiden has a slew of them: Axel Almer, Einst Alfimi (again), Despoiniz and Shu Shirakawa (though the latter ends up betraying the team for the final battle)
    • 2nd OG isn't too bad with this as even usual late joiners like Axel and Shu (who doesn't betray you this time) are permanently part of the team by at least prior to the homestretch of the game. Of course there are a few like Alfimi. Touma is an interesting case. He gets Raioh on stage 49 giving you about 13 to 14 stages to use him, which is a decent amount. But he still joins unusually late for a character on the cover and intro of the game, and who was advertised significantly.
  • Absent Aliens: All life originated on Earth, even the "Einst", which also inverts the Ancient Astronauts trope.
  • Achievement Mockery: 2nd has a trophy titled "King of Being Shot Down" (roughly translated from Japanese) if you lose five of your mechs in a single stage.
  • The Ace: Aside from characters given a notification for achieving a certain amount of kills becoming "aces", characters from the elite "Aggressors" have been in combat longer than the rest of the cast. Moreover, In-Universe, they're the ones who created mecha combat.
  • Another Side, Another Story:
    • What the route splits entail in general, if they are not being used for Cutting Off the Branches. You can only choose one of them in a playthrough. To play the other route(s) you need to do a second playthrough and pick the other choice(s).
    • Any non-mainline release in the OG Saga line qualifies, since their intent is to expand on the happenings of other characters in other settings. Dark Prison chronicles Shu and his party's activities during the main plot for the Second Original Generation. One example is Selena Recital, Albharda and Yong Gelbana witnessing one of the energy beams fired by Irui Gan Eden towards the moon, which occurs just as the Final Boss scenario is underway in the Second Original Generation. Players see the blast literally shattering a part of the moon but Elma mentions the beam "did not hit any man-made structures on the moon.".
  • Art Evolution: Compare the Huckebein from Super Robot Wars 4 (left) with its current version (right).
  • Artificial Stupidity: Grunts will happily throw themselves at enemies and die when there is no chance of them possibly doing any good. This is great for dealing with mooks who attack when they have a 0% chance to hit, less so when your allies choose to die rather than stay back and the success of the mission hedges on their survival.
  • Attack Pattern Alpha: The mechanic "Maximum Break" in the Second Original Generation allows a pilot with the "Leadership" pilot skill to initiate an attack with three allied characters, even when none of them have the "Support Attack" pilot skill. It is the Original Generation close-equivalent to the "TRI-Battle System" in Super Robot Wars Z.
  • Badass Army: The "Earth Federation Army", the "(Neo) Divine Crusaders", the United Colony Corps, the "Shadow-Mirror", the "Shura" and the "Gaia Sabers".
  • Badass Crew: The "Steel Dragon Battle Group", the protagonists' official team, facing off against aliens, terrorists and Cosmic Horrors, all of them using Humongous Mecha, completely stomping them flat or possibly recruiting them to their cause. To a smaller extent, the individual "ATX Team", "SRX Team", "Octo Squad", Aggressors and smaller parties (such as Shu's Rag Tag Bunch Of Misfits in Dark Prison)
  • Bad Guys Do the Dirty Work: Happens with surprising regularity: any Corrupt Bureaucrat or military figure who opposes the Steel Dragons but has command over them inevitably ends up being disposed of by one of the villainous factions. Inverted in one case where the villain makes the good guys do the dirty work in order to discredit them.
  • Beach Episode: Present in the games for no reason other than Fanservice; the ending credits of Animated Adaptation The Inspector is one. Exemplified in the special edition of The Moon Dwellers with a dedicated drama CD called "The Beach Dwellers", with six of the girls going on a beach vacation.
  • Big Bad Ensemble: As of The Moon Dwellers, at least three major threats have proven themselves to be the biggest ones.
  • Bittersweet Ending: The Second Original Generation ends with Irui surviving the destruction of the Nashim Gan Eden; the "Garden of Baral" is finished, yet Son Ganlong implies he will return. Ventus and the "Chris" personality of Cliana Rimskaya are sealed away with Perfectio, Glacies and Ariel Org have a limited lifespan remaining and Euzeth drops ominious hints the worst has yet to come. The upside is Mekibos has secured an alliance between Earth and the Zuvorg, which may or may not have consequences with regards to Balmar, whom the Zuvorg are against. Finally, the "Cross Gate" left intact acts as a Wild Card: it may bring more extra-terrestrials/inter-dimensional travellers looking to conquer Earth, yet it opens the possibility for humanity's allies to come and reinforce the Earthlings (both latter scenarios wind up occurring in The Moon Dwellers).
  • Boring, but Practical: Certain equippable weapons, such as the "M920 Machine Guns", are powerful, have decent range and are usable post-movement with a ton of ammunition, cost-effective upgrades and damage not degraded on certain terrain.
  • Bowdlerise: When the first two installments were released on the Gameboy Advance, certain terms are censored despite "die" not being replaced or censored. "Hell" is replaced with "Hades" or "Circle" in the case of Judecca's attacks and "Genocider" is replaced with "Destroyer".
  • Brainwashed and Crazy: This tends to recur with disturbing frequency throughout the span of the Continuity.
    • Tempest Hawker and Shine Hausen all got plugged into the GEIM System, turning them into crazed pilots, Tenzan Nakajima also had his experience with GEIM System and after being captured by the Aerogaters, he got turned into Gaza Haganer and his craziness went From Bad to Worse, Kusuha Mizuha got caught by Ingram Prisken and were given the classic treatment, and there's the rather complicated circumstance of Levi Tolar in the first game. Original Generations Retools a plotline regarding Ingram Prisken to make it so that he was suffering from this to an extent.
    • In the 2nd game, the School alumnus like Seolla Schweizer and Ouka Nagisa got their memories repeatedly reworked and turning them more or less brainwashed. Excellen Browning later gets caught by the Einsts and brainwashed into a creepy-speaking woman.
    • In Original Generation Gaiden, first Lamia Loveless gets plugged into the ODE System and had her memory nearly overridden, and later gets re-programmed again more severely by Duminuss, who also ordered the capture of Shouko Azuma which turned her into a crazed Fighter Emii. And then there's Fernando Albark, letting himself get brainwashed to get a power boost to trounce Folka (fails and got over it for some reason)
    • In 2nd Original Generations, in spite of taking the Super Robot Wars Alpha 2 route where Bullet got a classic treatment, the Baral Garden denizens instead just took his Ko-oh Ki and 'brainwashed' it. Meanwhile, Touma Kanou got turned into a berserker fighter with Red Eyes, Take Warning once he got pumped with the BSK System within Raioh.
    • If one includes OG Saga and its integration of the Masou Kishin series, Tytti Noorbuck chronologically started it - hypnotized by her Arch-Enemy and made to fight an ally, but her recovery leads to the former killing the latter.
    • The Moon Dwellers overall avert it, unless you count Duvan Org within the Endlich Geist, who spent most of his time in a trance and destroying things here and there without a thought, and can only be snapped back if Ariel Org talks to him enough times.
  • Brick Joke: In Alpha 2, Robert H. Ohmiya comments about outfitting the "DyGenGuard" with a "Neo Chakram Shooter" or "G-Impact Stake". It never comes to pass on account of the preferences to its pilot Sanger Zonvolt, but the weapons are obtainable throughout the series provided Sanger and Ratsel Feinschemcker don't score any kills in their respective units.
  • Bridge Bunnies: A standout since the first game, being nameless Non Player Characters that aren't faceless with Original Generations giving two portraits for them. The Inspector highlights them with distinctive faces that one can easily mistake them as supporting charactersnote . Naturally, the Hagane and Hiryu Custom battleships come with their own set of this.
  • Bunny-Ears Lawyer: Every allied character and a fair majority of the villains are weird, which DOESN'T detract from their piloting abilities.
  • Buxom Beauty Standard: Much has been made of the girls' chest sizes, of which Seolla's becomes a Plot Point in order to break her brainwashing, but Endless Frontier is probably king (or, "queen", perhaps?) of this trope and Lampshading thereof, so much that /m/ has long called it "Oppai Saga: Endless Tits" or any of a dozen such variations. Moon Dwellers usually downplay this; Akemi, Sally, Calvina and the Fury girls have big knockers that bounce, but for the most part, there was no Boob-Based Gag and they're all taken seriously as characters... but Aschen will still point out the abundance of big boobs in the team.
  • Canon Foreigner: Though not via the game itself, Super Robot Wars X-Ω's Shizuki Shizukawa is eventually ported to the OG-verse and turns out to have faked the destruction of the Huckebein line, she faked the destructions by fooling Amara, while the Huckebein line is sent for repairs in secret.
  • Canon Immigrant: Aside from characters moving from SRW-related Anime, drama CDs and manga into the games, this extends to mecha and certain attacks from machines.
  • Canon Discontinuity:
  • Captain Ersatz: Not simply the characters, but also the machines
    • The most obvious stand-ins are the "Huckebeins" being Gundams by another name; taken up a notch with the mass-produced "Huckebein MK II", a faceless unit built in the style of the "GM" series. Similarly, "Gespensts" are stoutly built, mass-produced units rolled out before other mecha In-Universe and get tons of variants, whose default color is green. Effectively, they are the "Zaku" of Original Generation.
    • The "Lion" series, meanwhile, are similar to the "Organization of Zodiac" mecha, not only in their Theme Naming, but they're highly streamlined, expendable and fielded by a shadowy faction rising up against the government lead by a grandiose, morally ambiguous visionary. The three most common Lion-types fulfill similar roles (expendable fodder: Lion/Leo; artillery: Barrellion/Tragos; high-speed fliers: Guarlion/Taurus).
    • The three main battleships, the Hagane, Hiryu Custom and Kurogane, are the SRW-equivalents of the Yamato, Nadesico and Gotengo, respectively.
  • Character Development: Boatloads of them, just as the amount of characters are added in for each new installment. However, the focus tends to be centralized on individuals whose SRW plot is primarily the headliner; if one character looks static in one game, chances are they already developed in a prior title. Russel Bagman is an exception, but fans are mostly okay with him staying static and generic.
  • The Chew Toy: The battleship Shirogane is one battleship that's sometimes warranting pity at how much it got chewed to scrap: After much hyping for its launched at first early in OG1, Shu Shirakawa proceeded to total it down in his collaboration with Bian Zoldark, sending it right to the repair bay and only became available again in OG2... in which it fell under the command of Lee Linjun, taken in to defect to Shadow Mirror and then Lee's leadership got the ship drilled to destruction on Kurogane's massive drill, and afterwards no one even bothered to rebuild it again (and somehow Lee survived and just opted to take on a new battleship in 2nd OG).
  • Cliffhanger: The bonus "2.5: Unified Wisdom" segment in Original Generations - a major character is unceremoniously killed off in a play of Death by Adaptation just as the current plot is resolved, only for a new threat to emerge. The segment abruptly ends; justified since 2.5 was a set up for sequel game Original Generation Gaiden, which ties up this trope.
  • Closing Credits: See Beach Episode, but episode 17 of The Inspector breaks tradition by featuring a softer, more romantic song accompanying clips of Kyosuke and Excellen from earlier episodes because this is the point where Excellen's abducted by the Einst.
  • Combining Mecha: The SRX (Super Robot Type X) which takes central focus during most of OG 1. Of particular note is that the three Real Personal Troopers that make up the SRX are all Real Robots, each specializing in different combat roles when separated from each other like almost any other team of real robots. So in a way, if the Super Robot Grungust and the Real Robot Huckebein represent their respective mecha genres solo, then the Real Personal Trooper mecha and their combined SRX form are said genres when based on the group.
  • Compressed Adaptation: Given the games have a minimum 40 scenarios in a play-through, their Animated Adaptations, which are 26 episodes long, inevitably became this.
  • Contrived Coincidence: Discussed; it seems this is based on the idea extra-terrestrials flock to Earth within a span of a few years, but Shu reveals in the Second Original Generation the Granzon's "Anti-Matter Annihilation Engine" and black hole technology had been, without his knowledge, altering space-time probability within the universe, causing these coincidences to occur more often. All these coincidences occur because they are being forced to happen.
  • "Day of the Week" Name: Several of the characters have this as a naming convention: Giado Venerdi (Italian for "Friday"), Latooni Subota (Russian for "Saturday"), and Garnet Sunday.
  • Deconstruction: The first game did this regarding Super Robots - instead of ultimate machines running on willpower or Applied Phlebotinum, all Earth-developed supers are treated as considerably stronger Real Robots powered by feasible Earth dynamics and technology. Reconstruction in the sequel with the introduction of the "Choukijin", and it isn't until the appearance of Fighter Roar and the "Compatible Kaiser" is classic Super Robot mechanics in play.
    • Hilariously enough, this deconstruction is why Akimi Akatsuki prefers the SRX over the Compatible Kaiser; instead of just being just a Super Robot, the SRX is basically the epitome of Earth's technology taken to its peak.
  • Derivative Works:
    • The Anime of the Game:
      • Masou Kishin Cybuster: 26-episode anime with nothing to do with Super Robot Wars outside of the titular mecha and a few names. People don't talk about it much.
      • The Animation: 3-episode OVA that used to be a sequel to Original Generation 2; partially incorporated into Original Generation Gaiden.
      • Divine Wars: re-telling of events depicted in Ryusei's Original Generation route with significant changes to the narrative (Huckebeins being removed is one example). Minor elements in Divine Wars have been added into Continuity.
      • The Inspector: Sequel to Divine Wars and an adaptation of Original Generation 2.
    • Audio Adaptation:
      • Sound Cinema: drama CD created as a companion title to The Animation, this side-story involves an attack on the "Tesla-Leicht Institute" by agents in support of the OVA's Big Bad.
      • Two drama CDs bundled with the Endless Frontier games: the first tells of a brief, but significant back-story to the Shadow-Mirror, while the second follows three individuals from main Continuity and explains how they wind up in the events of Endless Frontier EXCEED.
    • Manga Adaptation:
      • Record of ATX: side-story complement to Divine Wars and The Inspector, but tells of events primarily from Kyosuke's perspective.
      • OG Chronicles: a collection of side-stories throughout Continuity primarily to display the on-goings of other characters and events that happened between the games. A few of the stories and characters have been incorporated into canon.
      • RyuKoOh Denki: a Prequel set centuries before Original Generation regarding the Choukijin and various ancestors of the present day cast. Is used as a frequent Mythology Gag in the main series, it was re-released in 2011 under the OG Saga heading.
    • Photo Novel:
      • Record of Fallin' Deceased X: photographic side-story novel akin to Gundam Sentinel published in Dengeki Hobby magazines. Features the "Gesterben", a customized mass-produced "Gespenst MK II" fielded by the eponymous "Fallin' Deceased X" (FDX) Team, the machine debuts in ''Dark Prison'.
  • Determinator: Most villains are dedicated into taking down the heroes; naturally, the latter are this when they become sufficiently pissed.
  • Developer's Foresight: While unique voice lines for each character in every mech they can pilot as well as additional unique lines for option weapons are standard by now, the Shishioh Blade takes it a step further by having multiple different animations for sheathing the blade after the final Diagonal Cut depending on the mech that's wielding it and ART-1 and Dea Blancheneige take it even further thanks to their large shields that would otherwise block large parts of the blade from view: the former has an unique forward-leaning sheathing animation, while the latter essentially reworks the attack entirely by having the blade be stored inside its shield, with the handle of the blade simply popping out of the shield instead of the mech pulling it out from behind them, the initial Sheath Strike being replaced with a Shield Bash and the final attack and the sheathing animation being executed with the sheath inside its shield being held vertically.
  • Difficult, but Awesome: Maximum Breaks have a large number of prerequisites (the pilot needs to have the Leadership or MB Activate skill to be able to use it, depending on the game, both pairs of units need to be next to each other, everyone participating it in needs to have 130 or 140 morale or more and a F-type weapon that thankfully most mechs have equiped by default, the second pair of units needs to have their turn available, all units except the one initiating the MB need to be able to reach the targetted enemy with their F-type weapon as well as their chosen attack and both pairs of units need to be on the same elevation) and using it will reduce the participating units' morale by 10 afterwards by default, but it outdamages everything else in the game by a wide margin, both thanks to the extra attack executed with the F-type weapons by all units present in the attack as well as the fact that each actual attack can be a barrier-ignoring Combination Attack as long the other team members required to use one aren't part of the Maximum Break itself.
  • Distressed Damsel: Zigzagged; at least one in every game, but Kusuha stands out in contrast to her complete (but still gentle) Action Girl self in the Alpha series - it wouldn't be complete if Kusuha doesn't get kidnapped in some way for each installment, even when she's not the primary damsel (she was this in the first game, then Excellen takes the mantle for the sequel, which gets passed back to Kusuha in Original Generation Gaiden along with Lamia). Note all three get Brainwashed in their kidnappings, too. At least Kusuha averts this starting from 2nd Original Generations, but it STILL rears its head in a way: During the early Lune Route at La Gias: Leona gets kidnapped by Volkruss cult and almost became a Human Sacrifice, but the Volkruss cult did not use brainwashing and it was generally played like a typical JRPG Save the Princess scenario: aside of Leona going back to duty immediately after rescue (like everyone else), Tasuku gets a rare Smooch of Victory for his efforts too.
  • Divergent Character Evolution: Kusuha and Bullet may be the recurring stars of Alpha, but the other six Alpha originals get a fair share of the spotlight here. Likewise, the Alpha 2 and Super Robot Wars MX protagonists get their back-stories expanded exclusively for Original Generation.
  • Dropped a Bridge on Him: In a twist for the Second Original Generation, all non mass-produced Huckebeins are destroyed by Amara Barton with the "Code:Evil" on orders from Arteil Steinbeck. Dialogue notes they're in a repairable state, but that doesn't happen in this game. The "EX-EXbein" is essentially created using parts from the destroyed units to repair the damaged "Ashe". It's later revealed via DD that Shizuki Shizukawa managed to fake out the destruction and sent the mech for repairs in secret, meaning that it will one day return.
  • Dynamic Difficulty: Like the Alpha series, every scenario has an additional "Skill Point" ("Battle Masteries" in the localization) condition(s) - achieving these and earning Skill Points will make succeeding missions harder, but not getting them might permanently lock out secret characters and units, even routes leading to the True Ending.
  • Early-Bird Cameo:
    • Cobray Gordon in Original Generations and the MX originals and Touma in Original Generation Gaiden; in fact, the former cameos again in The Moon Dwellers, though the one seen is his original Balmar identity "Ayin Balshem".
    • Divine Wars establishes a few characters were present during the Divine Crusaders War before their appearance in Original Generation 2:
  • Earth Is the Center of the Universe: There certainly are a lot of aliens with some kind of interest in Earth. Justified when Shu Shirakawa reveals in ''Second Original Generation" that his gravity warping Humongous Mecha had, without his knowledge, been generating a Singularity (an alteration of space-time probability within the universe) which was causing these coincidences to occur more often. He cancels the effect at the same time he drops this bombshell, but acknowledges it's probably too late for it to change anything.
  • Epic Fail: As a Mythology Gag to Alpha Gaiden, certain attacks in the Second Original Generation has special animations that play if the attacking unit misses.
  • Evil Knockoff: During Ryusei's route in Original Generation, upon entering the White Star, copies of a majority of allied units in the party are part of enemy reinforcements. In Original Generation 2, the Einst make a knockoff of Kyosuke's "Alt Eisen" called the "Einst Eisen", while "Beowulf" in the final episode of The Inspector creates copies of the "Cybuster", "SRX" and "Grungust".
  • Expendable Alternate Universe:
    • An inversion and subversion. The Shadow-Mirror characters flee their own universe after a coup against the corrupt Federation fails, and they try to rebuild their powerbase in the OG universe. They get several things right, but are surprised when several major things that happened to the OG universe just didn't happen in theirs. The subversion lies in their belief of recruiting the heroes of the OG universe to help them at any cost, and the main characters treat them as important as any other person. However it's hard to say if this really counts, because aside from one main female characters' alternate counterpart who is so radically different they don't even know it's her until the end of the game, the rest of the alternate universe characters are all people that don't exist in the main universe, or at least have never appeared in story there. It's hard for the main characters to write Axel off as "oh it's just an alternate Axel Almer" when they don't know of any other Axel Almer.
    • The Inspector, the anime adaptation of Original Generation 2, plays the trope a bit straighter; Beowulf, already established in the games as the parallel version of Kyosuke Nambu, goes from merely being Axel's unseen Arch-Enemy to being the Big Bad of the series who mercilessly slaughters his world's version of the SRX Team in the Cold Opening of the first episode.
  • Exposition: Tons of it, largely of characters in enemy factions discussing matters that helps players understand some of the things going on or to give them a reason to really hate them. Smarter players will be able to figure out quite a bit, due to loads of dropped hints.
  • Expy: While some characters share characteristics of many protagonists of licensed shows, the originals get an Expy of their own for licensed shows, with Signum referencing Lamia being the standout example. Endless Frontier plays this up with multiple characters being off-shoots of their main Continuity counterparts, while many of the Shura in Original Generation Gaiden are essentially disciples of "Hokuto Shinken".
  • Face–Heel Turn: Can't have an SRW without one or two of these.
    • Heel–Face Turn: ...or six or seven of these; justified as a means to increase the number of characters in the party.
  • Fanservice:
  • Fan Disservice: On the other hand, Lamia during her Distressed Damsel state in OG Gaiden is more this than Fanservice. A constantly naked version of one of the boobiest pilots in the roster doesn't look so tiltilating when she's covered with green-ish goo, most likely having her skins grafted into whatever machine she's in and in danger of getting her personality overridden or at best being brainwashed just solely to demoralize the heroes.
  • Gaiden Game: Original Generation Gaiden, Dark Prison, the OG Saga line, Another Century's Episode: R (due to three characters from this Continuity appearing there) and Project × Zone
  • Game Mod
  • Gameplay and Story Segregation: Like other SRW installments, players can switch characters from one unit to another, despite certain mecha being exclusive to a character. In the Second Original Generation, attacks for the Masou Kishin units can be unlocked when they shouldn't be able to at that point in the story. Word of God says this is due to Rule of Fun, but also to avert Can't Catch Up.
  • Gender Incompetence: The first season of the anime is quite unfair with its female characters, most of them barely getting to fight or only fighting once for a plot event, then not anymore. The most egregious example might be Kusuha, who only deploys for one fight so she can get captured. Thankfully, the second season averts this and makes both guys and girls awesome.
  • Got Me Doing It: Players will see one character use gambling metaphors before and during battles and another's Otakuness and tendency to Calling Your Attacks rubbing off on his allies in the sequels. It's gotten to a point the developers decided nearly every allied character's required to do this when performing a certain attack.
  • Guide Dang It!
    • Major bonuses can be earned, including a couple of Disc One Nukes, by completing certain scenarios in particular ways. It's not so bad when the condition is "Get X kills with a certain character", but there are others, such as finishing the intro level for a Mid-Season Upgrade without its pilot scoring any kills with the upgrade, for example. The worst, though, is found in Original Generation 2, where a supposedly Unwinnable scenario with a Quirky Miniboss Squad having end-game statistics requires players to flee, but those who stick around to defeat them will unlock some of the best equippable parts and weapons in the game fifteen scenarios in. It's entirely possible, especially if players scored an earlier Guide Dang It! equippable weapon that shows up during this Unwinnable mission; the trick is to lure the Quirky Miniboss Squad in and abuse the massive terrain effects granted by the White Star to survive their attacks.
    • Getting a certain equippable weapon in the Second Original Generation involves using a specific character with no plot relevance in any of the previous games to achieve a certain number of kills by a point in a play-through, then destroy a set number of Mooks in a particular scenario, including the boss for that stage. The reason this was such a Guide Dang It! for a long time was due to players simply assuming the weapon was only available at the start of "Special Mode", even when most secrets in the Second Original Generation can be unlocked during the course of a normal play-through.
  • Gut Punch: A subversion in Original Generation Gaiden exists. Up until that title, while the story has its ups and downs with war, including death, it was taken mostly with a Super Robot Genre spirit: Optimism, friendship and hot blood will prevail in the long run, and if there was a death among the good guys, it would usually serve a good purpose, like a Heroic Sacrifice, or through worthy battles. In Gaiden, especially the end of the OGs2.5 section, Lamia was killed in a manner that was abrupt and undignified for her caliber. It looked as if the story suddenly reveal that it reveals that its true colors was that of a bleak Real Robot Genre spirit where death comes so often, so abrupt, and that the characters needs to move on quick no matter how abrupt the death isnote . The rest of the game reveals that not only status quo was restored several chapters later when Lamia was brought Back from the Dead and saved for good by Axel, even beforehand, it was also shown that the rest of the heroes refused to quickly move on from her 'death', thinking that she deserved a better sendoff, and if it wasn't for the imminent Shura invasion, they would've focused on avenging her, showing that no matter what, they are True Companions. And in the latter games, they have never looked back despite the series starting to take form into a Lovecraft Lite.
  • Harder Than Hard: Aside from earning Skill Points to increase difficulty, an additional "EX-Hard" mode upon completion lets players face tougher enemies on a second run, with restricted or outright locked options for upgrading pilots and units.
  • How Did We Get Back Home?:
  • Honor Before Reason: The Fury Knights run on honor, and sometimes, it ended up helping the heroes' benefits, when they could have used the spies and spam the uncounterable Larseillum. While it ended up being countered by the Time Flow Engine from the Gureden siblings, it should be noted that they needed time to rebuild the engine. Within that time, the Fury instead shelved out the Spies despite how alarmingly effective they were in favor of the more honorable Knights that were forbidden to use Larseillum. This gave enough time for Raul and Fiona to complete their new Time Flow Engines, so when the Fury actually used the Spies the second time, they only have little time to enjoy their unstoppable-ness before it got countered for good.
  • Hotblooded: Naturally, as per SRW; hilariously done over the top for some characters inside a particular unit.
  • Humans Are Special: One of the primary reasons why extra-terrestrials keep coming to Earth in this Continuity is humanity's skill in "mastering alien technology in a short time"; for some of the aliens, like the Aerogaters, Earthlings make good Cannon Fodder. Subverted in the Second Original Generation as the aliens aren't coming here because of humanity, but because of the technology built into the Granzon.
  • Humans Are the Real Monsters: The "Inspectors" and Einst describe the Earthlings as this, though the former (except one) are a bunch of arrogant Hypocrites.
  • Idiosyncratic Episode Naming: This wasn't a problem at first until it cropped up thanks to Original Generation 2 and the Second Original Generation. Originally, sequels in major SRW continuities are traditionally called the "First/Second/etc. Super Robot Wars (series name)". Original Generation 2 was Exactly What It Says on the Tin in English, even in Japan, raising a few eyebrows, but nobody thought much of it until both games were compiled into Original Generations. At this point, Banpresto treated Original Generations like the Super Robot Wars Compact 2 trilogy regarding its Super Robot Wars Impact compilation - both Game Boy Advance titles are "Part 1" and "Part 2" of the "First Original Generation". Since Original Generation Gaiden is a Gaiden Game, when its "proper" sequel was announced, it's stylized as the Second Original Generation. The result is two games with a "2" in their title and confusion in Japan and internationally; in other words, the Gameboy Advance game is typically referred to as Original Generation 2, while the PlayStation 3 title is the Second Original Generation, but if you try to refer to OG 2, expect a bit of confusion if your context isn't abundantly clear.
  • Lethal Joke Item: In The Moon Dwellers, the "Mind Blast" optional weapon. It doesn't do a lot of damage and it's normally a waste of space. This optional weapon however is also a key strategy to defeat any boss that casts spirit commands, especially the dreaded "Iron Wall"note  spirit command. It makes any of those bosses a total joke.
  • Lovecraft Lite: Two factions of Sufficiently Advanced Aliens want to enslave the Earth, Eldritch Abominations are abound (one considers Earthlings a failure and want to "reset it", one is searching for a McGuffin in this world and won't mind destroying it just to get it, another feeds on humanity's despair and one wants everything destroyed, period), two systems programmed to protect humanity turn against them, no thanks to their Mad Scientist creators, and a guardian god of the Earth turns into a Well-Intentioned Extremist. While it's likely there are future threats to appear down the line, the Badass Army is capable of beating them all.
  • Massive Multiplayer Crossover: Original Generation is basically SRW crossed over with itself.
  • Mass "Oh, Crap!": In Dark Prison, after Shu and his party frees Saphine Grace from the influence of Shiva Volkruss, the dark god attempts to possess Shu and the Granzon. This leads to his party reacting appropriately, especially when Shu's machine transforms into the "Neo Granzon". Fortunately, Shu's response averts this.
    Shu: " I've won... Volkruss."
  • Might Makes Right: Some generic Mooks players fight, sans A.I.s like simulation troops and Aerogaters, will sometimes exclaim "The one who has strength is right!" upon attacking.
  • Min Maxers Delight: The "SP Regeneration" and "Attacker" pilot skills become an obligatory set for characters. After being removed as purchaseable skills and becoming character-exclusive, those who do get it are considered invaluable, some even borderline Game-Breaker.
  • Mission-Pack Sequel: The norm for the franchise as a whole, but Original Generation stands out for only ever removing a handful of characters from the party once they've joined, meaning each game is built on top of the previous game's entire roster. The art assets and animation choreography from Original Generations have been used ever since, with Original Generation Gaiden, Second Original Generations, Dark Prison, and The Moon Dwellers each adding gradual updates but built on the same foundation as each other.
  • Mood Whiplash: Original Generation Gaiden provides one, in particular a segment of Ryusei and Mai Kobayashi gaining a Combination Attack, which is followed by the return of the "ODE System" and a surviving Lamia at its helm once again, no thanks to Duminuss trying to demoralize the team. Kyosuke goes through another Heroic BSoD, only to switch to Raidiese F. Branstein getting fed up on Ryusei's Calling Your Attacks tendencies and "Galaxy Phantom Explosion".
  • Move in the Frozen Time: In The Moon Dwellers, the Fury have the ability to stop time with their Larseilam technology, its usage only limited by their own knight-like honor system and the fact the supply of Eitelm needed to fuel the Larseilam is low. Nevertheless, the fact that the Fury can stop time pushed the Earth Federation to ask Raul and Fiona Gureden to recreate their Time Flow Engine in the hopes it could be a countermeasure. Indeed, their hopes were not in vain, as when Fury member Jua-Mu is about to wipe out a Steel Dragon battle group in time stop, the Guredans arrive just in time in their Time Flow Engine-equipped mecha, which can move in the area afflicted by the time stop effect.
  • Ms. Fanservice: Many of the girls fulfill their fair share.
  • Military Maverick: Averted; despite the cast being a collection of Hotblooded Bunny Ears Lawyers, they still follow the chain of command (even those not affiliated with the military), even if they have qualms about the higher ups.
  • Mythology Gag: The save-quit dialogues are full of this and No Fourth Wall (see below). Some of note are Gilliam Yeager and Dark Brain talking about dodgeballnote , Kusuha asking Bullet if he's going to wear a black masknote , and Lamia asking Axel why he doesn't act goofiernote .
  • Nerf: This has been an occurence since the series was rebooted and remade into Original Generations, with Original Generation 2 doing such things as reducing the effectiveness of Combination Attacks (particularly "Rampage Ghost"). The Second Original Generation goes whole hog with making various pilot skills becoming unpurchaseable and rare among the roster, reducing terrain/weapon rankings and having characters learn damage-buffing Spirit Commands as their last available. Of course, some players argue these are offset with Maximum Break and the introduction of the "Ability Slot System". Continued in The Moon Dwellers in order to standardize the series with the rest of the franchise, such as decreasing the effectiveness of the "Fortitude" Spirit Command from taking 10 points of damage due to a successful enemy attack into 12.5% of damage taken.
  • Nice Job Fixing It, Villain: Several times in the games, but justified as many of things the villains do to further their own ends wind up being beneficial to the heroes more than them.
  • No Fourth Wall: At least in the localization, the Inspectors are prone to breaking it. For instance, beating them in a supposedly Unwinnable scenario will make one of the Inspectors stay silent at their predictament, then mutters "Good job". Original Generations adds this further during save-quit dialogue where Gilliam ends up promoting Hero Senki: Project Olympus, the same video game where he made his debut and Shu lying about "saving more times will increase game difficulty". Not to be outdone by the games, in one episode of The Inspector, a villain grabs the edge of the frame with a hero in it and pushes it off the screen in frustration.
  • Ordinary High-School Student: The only two they had at first were Ryusei and Kushua in the first game. Beginning with Original Generation Gaiden, this trope starts to occur with much greater frequency as opposed to using military personnel to fill the roster - Kouta Azuma and his sister Shouko until they recieve their respective Powered Armor, Michiru Hanaten in the Second Original Generation and Touya Shiun and the Akatsuki twins in The Moon Dwellers.
  • Original Generation: Trope Namer and possibly Trope Codifier in fiction due to its sheer numbers. In the first games of the franchise called as Banpresto Originals.
  • Peninsula Of Powerleveling: One scenario in the Second Original Generation, due to an infinite number of respawning Mooks, at the cost of one Skill Point. While this serves as an advantage for the rest of a play-through, it's possible to backfire players overabuse this by destroying too many of them (the game will freeze if left unattended).
  • The Power of Love: Event-driven scenarios with Battle Couples uses this to extremes; see also Relationship Values below.
  • Post-Script Season: For characters who had their original plots finished, they're given this treatment as they continue to exist within the main group. The only exception are the Alpha 3 heroes, since they're still preparing for their final showdown which could very well be the last:
    • Kyosuke and Excellen still continued to stay in the military after the battle with Einst, while in the future, Excellen's hopes to have babies will come to fruition. In the meantime, they also bring in Ariel Org as a part of their 'extended family'. Likewise, Alfimi managed to return Back from the Dead and ties her future fate with Axel.
    • Lamia still served in the military, and was temporarily killed before returning Back from the Dead during the OVA's ODE Incident, because Axel also came Back from the Dead, saved her and they reconcile. Lamia then continues to help the Terra Federation Army and offered blueprints of her body to help with Ariel's short lifespan problems, while Axel (after temporarily getting thrown to Endless Frontier) settled in the Kurogane and trains Touma Kanou in preparation of his main plot in Alpha 3. Likewise, the arrival of Haken Browning and Aschen Brodel opens up more family hijinx for Lamia, as they're fellow W-Numbers. If you count Axel's small story in Super Robot Wars DD to be canon with this timeline, then Axel has another script after Moon Dwellers: The Youjin that appeared in Gaiden and formerly antagonizing Kusuha and Bullet is back and brainwashed Alfimi, Axel saved her but it seems that the Garden of Baral isn't done yet.
    • Ariel herself, with the help of Lamia, is no longer too resigned with her original fate of living the rest of her short life in reclusion until her body expires. Additionally, Duvan Org still pops up and Ariel has a chance to save him.
    • Just like in their original game, after the defeat of Duminuss; Raul and Fiona Gureden dismantled their Time Flow Engine to create a new corporation focusing on rescue machines, only this time also adopting the redeemed Despinis. And while the Excellence Rescue was only mentioned to be in production in the end of the original game, 2nd Original Generations had it make an actual appearance and displays how it works in practice. However, in Moon Dwellers, Raul rebuilt the Time Flow Engine to give the Terra Federation Army a chance against the time-stopping Fury, thus will inevitably open up more problems in the future.
    • Joshua and Rim spend their time after defeating Perfectio with two new goals in mind: Find a way to prolong Glacies' life (who does not have an 'artificial human' luxury like Ariel, thus requiring another solution) as well as saving both Ventus and one of Rim's personalities from their burden of becoming the seal for Perfectio.
    • Technically, in Moon Dwellers, this also works for the Elemental Lords, since their subseries has reached its conclusion in Coffin of the End, with Yang Long, Tytti and Mio continuing to observe the Cross Gate in La Gias and Masaki, Lune and Shu crosses over to the other side to investigate further, leading to the final battle with XN-L, and there's a looming danger of Cybuster being corrupted due to the usage of new engine that draws negative energy for power.
  • Put on a Bus: Inevitably, some characters get side-lined due to plot purposes, otherwise there would be too many for the games to handle.
    • Giado Venerdi and Garnet retire from the military post-Original Generation to get married and have children.
    • Due to her abundant duties as Chief Executive Officer of "Mao Industries", Ring Mao; made more unlikely when the entire Huckebein manufacturing line in the Second Original Generation is destroyed.
    • Folka Albark and the surviving Shura head into other dimensions to find a new home following the battle with the Dark Brain.
    • Played with regarding the Masou Kishin cast: a few members return in The Moon Dwellers, while the rest stay behind in "La Gias". Justified for the latter in order to monitor the Cross Gate in their world.
    • Since Endless Frontier and Project X Zone tie into Continuity, excluding Haken Browning and Aschen Brodel, who make the move into Original Generation via The Moon Dwellers, the Original Generation cast from both games due to Haken and Aschen being literally Trapped in Another World.
  • Pretext for War: When Shu fires a "Black Hole Cluster" at the Shirogane battleship in the first Original Generation game, Bian announces the formation of the Divine Crusaders, kickstarting a Civil War with The Federation to ensure the government's army will get a wake up call and figure out they have the fire- and manpower to fight against extra-terrestrial threats. Unfortunately, revealed in Dark Prison, Albharda's girlfriend was aboard the Shirogane. Her death becomes his primary motivation for wanting to enact "Mission Devil" - find the Neo Granzon and if Shu is using it, kill the latter.
  • Psychic Link: The "T-Link" and "Sympathia" Systems - the former powers up machines and weaponry in addition to amplifying the powers of a "Psychodriver, which draws other telekinetic users closer. Sympathia acts in a similar way, but allows a direct link to the machine equipped with the system, making it an extension of the pilot, but it also chooses who can and cannot pilot the unit it's equipped with, and gives a telepathic link to others who have the system. However, using the Sympathia System comes with a price, as overuse may erode the pilot's soul, transplanting another one into their body.
  • Ramming Always Works
    • The bog-standard/last-ditch melee attack used by Gespensts is a mecha-sized shoulder charge, while the enhanced "Sonic Breaker" attacks are used by Lion variants. Meanwhile, the Kurogane battleship has a giant drill attached to its bow, making it a viable attack.
    • As the Animated Adaptations have shown repeatedly, DO NOT attempt to invoke this trope against the Cybuster: the Elemental Lord of the Wind's "Akashic Buster" WILL out-ram anything
  • Recurring Boss: Almost every boss is fought several times in different stages, with them either retreating after their HP gets low or having a Non-Lethal K.O. if they do get shot down.
  • Recursive Canon: At the end of Divine Wars, Ryusei buys a Gespenst model kit.
  • Relationship Values: Via Gameplay and Story Integration - characters placed adjacent to allies they are friends with, rivals or show a degree of affection (even if it's not reciprocated) get accuracy, evasion and damage bonuses. Naturally, Combination Attacks are this.
    • The trope usage in Super Robot Wars Judgment is back in The Moon Dwellers. Whoever is partnered more with Calvina will be present in a dialogue after getting Bellzelute Brigandy to reflect on Calvina's Character Development. Whoever is partnered more with Touya will be kidnapped alongside Touya and taken to Gau-La Furia, escaping together and during the ending, will have a personal heartful talk with Touya.
  • Retcon: Given this is what Original Generations was meant to do, some of the following elements include:
    • Units from the first game absent in the sequel are still playable in Original Generation 2 and beyond.
    • True Final Bosses are mandatory, going on the premise they're fought rather than being optional.
    • Several characters originally Killed Off for Real survive into the sequels.
    • Axel is given a character overhaul from Jerkass to Noble Demon.
  • Running Gag: Inevitably, in each title, at least some of these will happen.
  • Screw This, I'm Outta Here: More often than not, boss characters in Original Generation will flee if their unit's Hit Points threshold reaches a certain minimum. In order to earn some Skill Points, players must ensure these boss units' HP reaches zero, without surpassing that threshold.
  • Schmuck Bait: Stage 15 of Ryusei's route in the first game is an example both in and out of universe, putting Ryoto in a hilariously weak unit up near the front lines with the bonus objective being to shoot down the boss all the way in the back of the map. Shooting Ryoto down instantly ends the stage, denying you the skill point and all the other rewards on the map. As for why it's this trope in-setting, there's a reason Ryoto's superiors want him shot down.
  • Shout-Out:
  • Smug Snake: Though one would expect the villains to play this straight, a few government officials from The Federation also do this.
  • Spared by the Adaptation: Mostly those who pull a Heel–Face Turn get this, while a few survive from Plot Armor. Inverted in the Second Original Generation where one character who pulls a Heel–Face Turn ends up taking the job to defeat one of the Big Bad Ensemble.
  • Spoiler Opening: The opening credits for The Inspector introduces numerous new characters before their actual appearance, spoiling what could be surprises. Justified as people most likely to watch the show are the ones who've already played the games.
  • Starter Villain: The Divine Crusaders serve as this in the first two games, with them being the primary antagonists until the other, stronger antagonist groups take center stage.
  • Stealth Mentor:
    • Original Generation loves this; practically every villain in the first game applies. In particular, Sanger Zonvolt is particularly unsubtle that this is his plan, to the extent that none of his teammates ever really think he's betrayed them.
    • Ingram is another particularly interesting example, in that he actually begins as The Mentor before betraying the party and revealing that he only helped train the heroes so that they'd be more useful when they were brainwashed and integrated into the Aerogaters' army. He even admits that he's continuing to train them by being their enemy. Of course, he's actually counting on them winning.
  • Stopped Numbering Sequels: The Moon Dwellers; by Word of God, this is so newcomers won't be deterred by the game being the next major installment of the series and can still play it without foreknowledge of previous events.
  • Super Move Portrait Attack: Banpresto claimed the number of pilot cut-ins in Original Generations was one of the largest ever assembled... and they delivered, since even the most basic attacks necessitated cut-ins.
  • Terrorists Without a Cause: Happens to the Divine Crusaders due to Motive Decay. At first they have a clear goal for their terrorism: Sabotage and kill any corrupt politicians trying to make deals with alien invaders (which would essentially sell most of humanity into slavery so a few guys at the top could live cushy lives) and fight the Earth forces army in order to get them into fighting shape for the real force arrives, with the intention to graciously surrender or die when that is accomplished to let the EFA defend the planet. However quite a few members only signed on for selfish or personal reasons (grudges against the EFA, genuine desire to conquer the world or just the desire for wanton violence and destruction they couldn't get with a lawful organization) and keep the organization going after most of the good people either died or left it. As a result in later games they come off as this, simply rebelling against the EFA for the sake of rebelling and blowing stuff up. Finally this all comes to a head in the 4th game where the Earth Forces are taken over by a ruthless violent faction dedicated to turning the planet into a police state... and most of the remaining Divine Crusaders sign on with them, showing that all they really want is to work for essentially "the bad guys" and cause violence and destruction without really caring about the cause.
  • Theme Music Power-Up: Like most SRWs, Final Boss battles will be accompanied by a song after in-game events. However, the Second Original Generation takes this further by including actual JAM Project-related theme songs to the respective game rather than the instrumental cover version. Players will hear the full tune of "Victory" from MX, "Skill" from Alpha 2 and Wings of Legend for the Second Original Generation. Note this is the second time in franchise history players are given a full vocal rendition of a song - the first belongs to "Do You Remember Love?" from the Sega Dreamcast version of Alpha. Moon Dwellers continued the trend, with the final battle against XN-L in the last phase is accompanied with the vocal version of Shining Storm.
  • Title Drop: In the first game, Ryusei claims that "Operation SRW" stands for "Super Robot War".
  • Transformation Is a Free Action: Played straight during gameplay, anyone can combine or divide whenever they like, without wasting a turn. In fact, you can even combine with units that have already moved this turn as long as the one who's activating the combination hasn't, which you can take advantage of by separating a combined mecha, having all but the main pilot for the combined form attack, and then have the last one combine to launch a final attack that is much stronger than any attack the individual would make (and keep the individual units from being killed during the enemies turn). However, this is subverted in some story sequences:
    • In OG1, Kyosuke nails the R-Gun Rivale with his signature Revolver Stake attack while it's in the middle of transforming, inflicting serious damage due to various parts being left exposed during the transformation, and effectively jamming the gears. Ingram is not amused.
    • Ingram himself shoots down the R-3 Powered in the middle of transforming into the SRX. Granted, he had the help of Aya suffering psychic backlash.
  • Troperiffic: Not unique to this sub-series, but unlike the rest of the franchise, it doesn't have the excuse of being a Crossover between the Trope Makers themselves. Still, is that any reason not to use as many as humanly possible?
  • True Final Boss: Done with the Game Boy Advance titles, then averted via Retcon by Original Generations. The Second Original Generation returns this in full.
  • The Ultimate Showdown of Ultimate Destiny: Long since Super Robot Wars Judgment showcased Al-Van Lunks and his Raftclans' Orgonite Sword to be a dead-ringer to Sanger Zonvolt's Colossal Blade/Zankantou and the fandom has been clamoring that these two badass BFS-wielding pilots duke it out ever since. Their wish is granted in Moon Dwellers, and the fandom let out a mass Squee
  • Ultimate Universe: Original Generation is mostly a distillation of previous SRW continuities, without all the (licensed) Crossover elements.
  • Wake-Up Call Boss
    • In the first game, Bian and the "Valsion" alongside Shu with the Granzon, and Ingram with the "R-Gun Rivale", thanks to their machines incorporating barriers and HP/EN regeneration. These kind of bosses are the type to expect down the line in later scenarios. Irony ensues when this is what was intended from the beginning, which shows how savvy Bian really is.
    • Maier V. Branstein is this to Kyosuke OG1 route. He commands a battleship with 50,000 HP and an energy field that will negate weak attacks. To reach him you have to break through the Troye Unit, some Barrelions, two other bosses, and two smaller but still resilient battleships. Use your best attacks too early and you're in for a slow agonizing defeat. Spend your Ammo, EN and SP wisely and you'll claim victory. EN drain the boss to disable his energy field and he'll be downright easy.
    • For some players, Feilord Grania Bilseia and his "Duraxyll" in the Second Original Generation thanks to having the "Zeal"note  Spirit Command early in the game plus very powerful attacks.
    • In Dark Prison, Thomas Platt and his "Guarlion" for players who want to obtain the SR Point and any goodies dropped. Rather than counterattack, this boss will defendnote ; not even a Maximum Break is enough to destroy him. This teaches players to also rely on counterattack kills. The reason this is a wake-up call is it occurs as early as the third scenario when players barely have any credits for upgrades, as well as the SR Point requirements becoming harder to achieve from this point on.
  • Weapon-Based Characterization: Exclusively to Original Generation, all Real Robots can be mounted with a limited number of extra weapons and modules used all around by other reals.
  • We Cannot Go On Without You: Although true to most SRWs and scenario objectives, Dark Prison ascends this to an instant game over if any playable unit is destroyed in its scenarios. Justified as the party does not have access to a battleship.
  • We Will Not Use Photoshop in the Future: Averted in the Second Original Generation where The Federation knows the video released on the internet regarding Arteil having a private conversation with Teniquette Zezenan is doctored and cannot be used as evidence against him. However, this is still All According to Plan in order to discredit the latter.
  • World of Buxom: The art for the games reveal being nicely endowed is the norm and the only adult character getting called "flat" is around a B-cup; Endless Frontier takes this up to eleven. Lampshaded by Aschen in The Moon Dwellers, who mentions everyone who looks humanoid are buxomed, yet Katina calls her out for being an offender as well.
  • You Bastard!: A light example in the first game where the things Tenzan comments he'll do are examples of what players can do within the games' mechanics, including the use of deliberately dying to restart a scenario with increased Character Levels carried over, thus Level Grinding to victory.
  • Zerg Rush: Averted as enemy ratio is fairly reasonable, but at least one scenario in Original Generation 2 fits this trope. In-Universe, this is basically the only Einst tactic - it's even commented on by the characters.


Video Example(s):


Preserving status quo

Brigadier General Laker Randolph informs Captain Daitetsu Minase that the Earth Federation government will not credit the Hagane for defeating Divine Crusader forces in Aidoneus Island because most of them would rather resume contact with aliens rather than have self-defense means ready. Credit is given to regular Earth Federation military forces instead.

How well does it match the trope?

Example of:

Main / StealingTheCredit

Media sources: