SRWZ: Finished stage 34 on the Gundam route. That was an annoying trick - you start out with just one PC on the map, and when said PC is reduced to 10% HP or less, the rest of your guys show up. Problem: the goal of the stage is to move Loran (the Turn A main character) next to the battleship Soliel before it reaches the edge of the map and escapes. Soliel appears when your characters do, and has a good head start on Loran. If it shows up during an enemy turn, it will get to move before Loran can even act, and he'll never be able to catch up no matter what you do. That was "fun" to figure out. (on the plus side, it's the first stage in this run that was hard for reasons other than "WTF Ex-Hard is retarded." Yay!)
Also, stage 36 is looming now. Three Garudas, Psyco Gundam, Gundam Destroy(!!!), Neo and Sting in six turns...I'm not sure how I'm going to pull that one out of my ass.
Well, I know one of the tricks - Setsuko is two levels from learning Soul and I've got a bunch of SP restorers in the item bin. I just hope the supers come back from the routesplit with some Valor casters, or I don't think the damage is there even if I do somehow survive blitzing that map.
Edit: Oh right, Portal. Midway through the backstage portion, quit for the night when every wall in a room opened to reveal sentry guns, and event that was quickly followed by the sudden appearance of small holes in my spleen. The little Easter egg about GLaDOS's origins was inspired, and level design in this segment is quite nifty. Very distinct from the first half (in more than just looks), but still building on it. You can tell that the design ethic comes from the people who did Half-Life, but it's much better suited to a puzzle game.