Super Robot Wars D/YMMV


 * Crowning Music of Awesome
 * Quite a few faithful reproductions of anime theme tunes. In addition, the heroes get their resolve restored whenever Basara Nekki and EVE sing a duet.
 * Instead of its theme, Big O uses "Sure Promise", a just-as-awesome background track to battle scenes ("Big O!" does kick in, but only when using the "Sudden Impact" attack).
 * Also features the one and only time that Heats from Getter Robo Armageddon has gotten remixed for SRW. C'mon, Banpresto: Armageddon and Heats Needs More Love!
 * Wait for Z2. We're getting them there, as well as God Mars, whose opening and ending themes qualify as well.
 * "ROCK CAFE" fits the dude-on-a-bike that is the Garland perfectly.
 * The final boss theme, "King of Ruin", definitely fits into this category, providing a fantastic concluding battle theme.
 * Game Breaker (You'll be launching the (Proto) Garland every scenario you can once you realize just how easily it takes advantage of the Game breakig bug in this game.). Bonus point in that they are cheaper to upgrade, in comparison to most other units.
 * The Fire Bomber team, Scrappy Mechanic asside, is REALLY broken especialy after you acquire Mylene's Valkyrie. Basicaly, you can use Mylene's Planet Dance Sigma(raises Evasion and Hit Rate), and Basara's Try Again(Increase all stats). The former cost little song energy to use, and the latter is usable at the start of a scenario with Basara's Spirit Seishin. Thanks to how spammable those two move are, you can basicaly turns one unit into a One Man Army that dodges everything, and deals massive damage during counterattack, assuming you spent time to buff your unit during each scenario.
 * Never Live It Down
 * Heero has a spirit command that causes the unit he's in to blow up most likely a nod to the 2 times heero tried to kill himself in his home series particularly his self destructing Wing Gundam.
 * It's not just Heero that has the "Self-Destruct" spirit command. All of the five Gundam pilots from Wing have this command at their disposal. Also,
 * Scrappy Mechanic
 * Aside from the problems with the Game Breaking Bug, the Protodeviln's powers cause all attacks not coming from Fire Bomber members to only do half damage
 * Adding to that, Fire Bomber members burn through Song Energy very quickly, but there's no way to recover that aside from the standard 5 EN per turn (this is fixed in Super Robot Wars Alpha 3, with a different mechanic).
 * On the flip side, Destiny has the "reduce EN cost by X percent" optional parts, which work on the Sound Force. Judicious use of Armor Breakers and support attacks will negate the Protodeviln effects.
 * If your attack is too strong including if its going to be a Deathblow, the opponent will defend, unlike every other Super Robot Wars games. Couple this with the fact that some bosses retreat at certaion level of health, and the ridiculously annoying Ruina. Its almost as if they are Dangerously Genre Savvy enough to know about the Game Breaking Bug.
 * That One Level (The scenario where you have to fight several Adrasteas charging a city area and make sure they don't blow up, as per Victory Gundam's storyline. What makes it worse is that the "Mercy" Spirit Command does not appear in Destiny AND unit weapon upgrades are linked (i.e. you can't upgrade them individually), so you are forced to carefully calculate the amount of damage you do to the Adreasteas so you don't get a game over). Though on the other hand the Adrasteas will automatically defend any attack that would normally kill them, making it much easier to cripple them without killing them. You also need to only bring the three with named pilots down to 20% health. As soon as you do, the entire group retreats regardless of any other factors to take into consideration. Depending on the lineup you're using, stage 23's either this or a Breather Level.