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    FAQ by DChan

    Version: 4.5 | Updated: 06/09/03 | Search Guide | Bookmark Guide

         Kidou Senshi Gundam: Renpou VS Zion DX (Arcade, Dreamcast, PlayStation 
    2)
         Kidou Senshi Gundam: Renpou VS Zion (Arcade)
         Concise Guide (Version 4.5 - Text Version)
    
         Current Update: Monday, 9 June 2003
         Previous Update: Monday, 2 June 2003
         Created: Sunday, 20 May 2001
    
         By Don "Gamera" Chan (crs1219@hotmail.com)
    
         Note: This FAQ is primarily based on the first
         arcade version and the second "DX" arcade version,
         not the Dreamcast version or the PlayStation 2
         version.
         Also, this FAQ supports the cause of The International
         Appreciation Society of the Acguy (I.A.S.O.T.A.).
    
    0.   Wanted
    1.   Acknowledgements
    2.   Nutrition Information
    2.1    1st Impression
    2.2    2nd Impression
    2.3    DX Arcade Version
    2.4    PlayStation 2 Version
    3.   Commands
    3.1    Basic Commands
    3.2    Advanced Commands
    3.3    Hidden Commands
    4.   Specifications
    4.1    Mobile Suits
    4.2    Weapons
    5.   Strategies
    5.1    Zion
    5.2    Federation
    5.3    Stages
    6.   Links
    
    "Setsunasa!" (*1)
    
    0.   WANTED
    
         I'm looking for:
         - Strategies for this game: Common, Mobile
    Suit-specific, stage-specific, one-player and multi-player,
    et al.
         - Hints for this game, from articles in the magazine
    Arcadia.
         - A complete list of all mecha in this game. (Aircraft,
    ground vehicles, Mobile Armours, Mobile Suits, warships,
    &c.)
         - Descriptions of the game endings.
         - Voice actor list of this game.
         - Transcripts, in Japanese or Roomaji, of General
    Gihren Zabi's speeches in First Gundam.
         - A Greek translation of the Disclaimer (see below).
         - Osama bin Laden, dead or alive.
    
         Disclaimer: I send the newest version of this file
    to only six Websites:
         - http://www.gamefaqs.com/coinop/arcade/game/14447.html
         - http://vgstrategies.about.com/
         - http://DLH.Net/
         - http://www.gamesover.com/
         - http://www.cheatcc.com/
         - http://gameguru.box.sk/
         If you downloaded or read this file at other
    Websites, the SysOps of the other Websites probably
    leeched it from one of the above Websites.
    
         Dementi: J'ai envoye la plus recente version de ce
    fichier a seulement six sites webs.
         - http://www.gamefaqs.com/coinop/arcade/game/14447.html
         - http://vgstrategies.about.com/
         - http://DLH.Net/
         - http://www.gamesover.com/
         - http://www.cheatcc.com/
         - http://gameguru.box.sk/
         Si vous avez telecharge ou lu ce fichier a partir
    d'autres sites, les responsables de ces sites l'auront
    probablement pompe a partir de l'un des sites ci-dessus.
    
    1.   ACKNOWLEDGEMENTS
    
         Thanks to these sierra hotel persons/organisations:
         - Douglas Cootey, for helping me acquire a movie file
    of the circa March-April 1998 Segata Sanshirou (Fujioka
    Hiroshi) TV CM of Sakura Taisen 2 for SS that co-starred
    Yokoyama Chisa as Shinguuji Sakura.
         - GeTeny (reveragew), for the Guntank guide.
         - Gordon Kam (Char), for strategies.
         - Jean-Luc Barbera of France, for the French
    translation of the Disclaimer. (After all, Canada's official
    languages are English and French.)
         - Jones Kingsu of Philippines, for feedback.
         - Kami Kaze no Kami, for the Char Gelgoog guide.
         - Kenta, for transcripts of two of General Gihren
    Zabi's speeches.
         - Leper Man, for feedback.
         - Philip In of Hong Kong, for being yet another
    non-Japanese friend who worked in Japan.
         - Raiblade, for URLs about the DX arcade version.
         - Viper of Canada, for feedback.
         - Wavehawk, for feedback and the Dom/Rick Dom and
    Gelgoog guides.
         - NATO personnel participating in Operation Enduring
    Freedom. The Empire Strikes Back.
    
         (Social democracy in action.)
    
         No thanks to these lima delta persons/organisations:
         - The EVIL terrorists responsible for the attacks in
    the USA in the morning on (Tuesday) 11 September 2001
    (local time).
         - Banpresto of Japan. (_ _) Zzz...
         - M27Power.Com, for computer virus.
         - Ray5555, for flaming me.
         - Osama bin Laden and his Al Qaeda.
    
         In memory of:
         - Shiozawa Kaneto. Voice actor. In First Gundam, he
    voiced the Zion REMF and Gyan pilot Colonel M'Quve. His
    real name was Shiozawa Toshikazu. He was 46. He was born
    on 28 January 1954, and passed away on 10 May 2000.
         (In Kidou Senshi Gundam: Renpou VS Zion DX, M'Quve's
    replacement voice actor is Tanaka Masahiko.)
         - Inoue Daisuke. Music composer, arranger, singer, and
    player of flute and saxophone. He sang several First Gundam
    songs, including "Kaze ni hitori de", "Ai senshi",
    "Beginning", and "Meguriai". His real name was Inoue Takao.
    He was 58. He was born on 13 September 1941, and committed
    suicide on 30 May 2000.
         - Inoue You. Voice actress. In First Gundam, she voiced
    Sayla Mass (!), Kikka, and Haro chan. Her real name was
    Shitsukawa Yumi. She was 56. She was born on 4 December
    1946, and passed away on 28 February 2003.
         - The victims of the terrorist attacks in the USA in
    the morning on 11 September 2001. God bless America.
         - The 118 sailors and officers on the Oscar II class
    submarine, K-141 Kursk, of the Northern Fleet, Russian
    Navy. She sank in the Barents Sea on Saturday, 12 August
    2000. Her wreck was raised on Monday, 8 October 2001.
         - The seven astronauts on the NASA space shuttle USS
    Columbia, which was lost in action (Mission STS-107) about
    203,000 feet above north-central Texas, USA, at about 9 AM
    EST (14:00 GMT, 16 minutes before her scheduled landing at
    Kennedy Space Center, Cape Canaveral, Florida, USA) on
    Saturday, 1 February 2003 (Chinese New Year Day).
         http://spaceflight.nasa.gov/shuttle/
         - The casualties (Iraqi and non-Iraqi, military and
    non-military, hostile and friendly fire) of Operation Iraqi
    Freedom, the war in Iraq in March-April 2003. <(T_T)
         - The 70 sailors and officers of the Ming-class (Type
    035, variant of Former Soviet Union/Russian Romeo-class)
    conventional (diesel-electric) submarine No. 361 of the
    12th Brigade/Detachment (No. 359, 360, 361, 362), North Sea
    Fleet, People's Liberation Army Navy (PLAN or Ren Min Jie
    Fang Jun Hai Jun), based at Lu Shun (formerly Port Arthur),
    Liao Ning Province, People's Republic of China (Zhong Hua
    Ren Min Gong He Guo). Her crew were martyred during a
    training exercise east of the Nei Chang Shan Islands in the
    Bo Hai Sea, northeast of Yan Tai City and north of Wei Hai
    City, Shan Dong Province, People's Republic of China, before
    Friday, 2 May 2003 (or about Wednesday, 16 April 2003),
    local time.
         http://www.peopledaily.com.cn/GB/junshi/20030523/999074.html
         http://www.phoenixtv.com/home/news/Inland/200305/06/60047.html
         http://www.phoenixtv.com/home/news/review/200305/22/66199.html
         
    http://story.news.yahoo.com/news?tmpl=story&u=/afp/20030502/ts_afp/china_submarine_030502172313
         
    http://story.news.yahoo.com/news?tmpl=story&u=/afp/20030502/wl_afp/china_submarine_030502161815
    
         "I pray, pray to bring near the new day."
         - "Ai senshi", insert song, Kidou Senshi Gundam II:
           Ai Senshi Hen
    
    2.   NUTRITION INFORMATION (Introduction)
    
         Title:    Kidou Senshi Acguy: Renpou VS Zion
                   (Mobile Suit Acguy: Federation VS Zion)
         Genre:    Team battle action
         Rating:   ?
         Players:  1-4
         OS:       Arcade, PlayStation 2, Dreamcast
         Maker:    Bandai, Banpresto, Capcom
                   http://www.gundam.channel.or.jp/goods/videogame/evsz_dx/
                   http://www.gundam.channel.or.jp/goods/videogame/evsz/
         On Sale:  March 2001 (arcade), 14 September 2001 (DX
                   arcade), 6 December 2001 (PlayStation 2), 11
                   April 2002 (Dreamcast)
    
         (Warning: As I'm a Gundam fan since First Gundam (I
    first watched First Gundam about one year after it was first
    aired in Japan), I use the old and possibly political
    incorrect spelling of "Zion" (pronounced as "jee-orn"),
    instead of the current "Zeon". Sieg Zion!)
    
    2.1  1ST IMPRESSION
    
         This game isn't Gundam Battle Online (GBO), which is
    another Dreamcast game.
         Also, this game isn't Kidou Senshi Gundam (Journey to
    Jaburo) or Zeonic Front: Kidou Senshi Gundam 0079, which are
    other PlayStation 2 games.
    
    2.2  2ND IMPRESSION
    
         In an one-player game, when the player's piloting a
    Gundam, the CPU (computer-controlled) friendly MS can also
    be a Gundam. Likewise, when the player's piloting a Char MS,
    the CPU friendly MS can also be a Char MS.
    
         In a two-VS-one or a two-VS-two game, to try to confuse the
    hostile player(s), the two players on one side can choose
    the same MS and input the same pilot name.
    
         The MSs that appear in the CG animation before a stage
    can be inconsistent. I once saw, in the CG animation before
    a battle in the Jaburo Aboveground stage, a normal Gelgoog
    standing beside the player's Char Gelgoog before the
    player's MS steps out of the Gau's hangar. When the battle
    begins, the CPU MS wasn't a normal Gelgoog.
    
         When a MS is jumping or hovering, a fighter may crash
    into the MS. I once saw, in the Jaburo Aboveground stage, a
    Dopp crashed into a Gundam, but the Gundam wasn't staggered
    or knocked down. The Dopp was worth a few points only.
    
         From Wavehawk (2002.02.16):
         Apparently, if you pick Amuro and your opponent is Char (in a 1 vs 1 
    game), everytime Amuro targets Char's MS, you can hear him say "Char!"... I 
    don't think this happens if you pick Amuro and go into a regular story game 
    though.
    
         From Leper Man (2002.06.08):
         - In single player, enemy MS cost 75% normal.
         - In a cooperative game, enemy MS cost 60% normal.
         - Ally CPU MS cost 50% normal.
         - Type 61 MBT (Federation tanks) and Magella Attack MBT
    (Zion) have a rumored cost of about 1. (Still not sure,
    can't confirm if it can really can change the outcome of the
    game.) Still haven't tried it it though; some say it cost 5.
         - Byg Zam and Elmeth cost 375 in single player and cost
    225 in coop. Byg Zam has an I Field.
         - Bygro and Graw Brow cost 150 in single player; in
    coop it cost 120.
         - Grabro costs 150 in single player and 120 in coop.
         - Azzam costs 150 in single player and 120 in coop.
         - G Fighter costs about 150, in coop 120, but if your
    ally is a G Fighter, it cost only 75 if destroyed.
         - Destroying ship guns/aircraft will not affect the
    game resource bar.
         - Core Booster appears at solomon stage and fires the
    same weapon as the G Fighter (but only passes the stage in
    one sweep).
         - You can ride the Midea transport and not fall off!!!
    So much fun!!!
         - Land GM can now pair up with the Guncannon, with the
    Land GM killed 2 times and GC die once. The best combo IMO.
    
         From Zaku Pilot (2002.09.14):
         Just wanted to let you know the Gyan's shield can be
    blown away. I found out the hard way in one of the last
    levels on Earth where you can fight as the Byg Zam when you
    die.
    
         [Ramble ON]
    
         After 9/11, now it's chilling to see the buildings in
    this game vertically collapse.
    
         The Federation pilots' insigniae:
         Taisa (Colonel): Light blue background, two
    horizontal yellow stripes, three yellow diamonds.
         Chuusa (Lieutenant Colonel): Light blue background,
    two horizontal yellow stripes, two yellow diamonds.
         Shousa (Major): Light blue background, two
    horizontal yellow stripes, one yellow diamond.
         Tai'i (Captain): Light blue background, one
    horizontal yellow stripe, three yellow diamonds.
         Chuui (First Lieutenant): Light blue background, one
    horizontal yellow stripe, two yellow diamonds.
         Shoui (Second Lieutenant): Light blue background,
    one horizontal yellow stripe, one yellow diamond.
    
         (Gundam uses the rank titles of the WWII Imperial
    Japanese Army. OTOH, EVA (Shinseiki Evangelion or Neon Genesis Evangelion) 
    uses the rank titles of the post-WWII
    JSDF. For example, in the JSDF, Second Lieutenant to
    Colonel are: San'i, Ni'i, Ichi'i, Sansa, Nisa, and Ichisa.
    In one TV episode, Misato san was promoted from Ichi'i to
    Sansa. BTW, EVA is pronounced "ever", not "yee-va".)
    
         FYI, based on the anime and not on this game, my Top
    Three of the One Year War era Zion and Federation MAs and
    MSs are:
         1. Gouf.
         2. Ziong.
         3. Gelgoog.
    
         My favourite female and male chara of First Gundam are:
         F. Sayla Mass. (No relation to Sailormars.)
         M. Kai Shiden.
         (But my favourite male chara amongst all Gundam anime is
    (expectedly) Amuro Rei.)
    
         "ikinukitakunai no! anata nara dekiru wa."
         - Sergeant Sayla Mass
    
         BTW, to the female fans of Gundam Wing who are reading
    this file: Midorikawa Hikaru (who voiced Heero Yuy) is
    married, so move along. Go away.
    
         WRT arcade fighting games with 3D mecha, no, I didn't
    play Kikaioh (Tech Romancer) or Virtual-On. (But I wrote and
    posted a Kikaioh command list anyway.)
    
         Revision history of this file:
    
         Version 0.5 (Limited Edition): Wednesday, 23 May 2001
         Version 1.0: Wednesday, 11 July 2001
         Version 1.5: Wednesday, 25 July 2001
         Version 2.0: Wednesday, 22 August 2001
         Version 2.5: Saturday, 15 September 2001
         Version 3.0: Saturday, 29 September 2001
         Version 3.5: Wednesday, 31 October 2001
         Version 4.0: Monday, 17 December 2001
         Version 4.1 [50 KB]: Thursday, 21 February 2002
         Version 4.2 [52 KB, +4%]: Saturday, 15 June 2002
         Version 4.3 [53 KB, +2%]: Tuesday, 17 September 2002
    
         [Ramble OFF]
    
    2.3  DX ARCADE VERSION
    
         Compared to the first arcade version, the second DX
    ("Deluxe", not "Double X") arcade version has three more
    Federation MSs, five more space-based stages, new movement
    commands in space-based stages, and modified game balance
    (movement rates, attacks, weapons, &c) for all MSs.
    
         IMPORTANT! In the DX version, when one side has only
    one player, that player can press the Start button to
    command the friendly CPU MS. The commands are: normal,
    shoot, melee, fire support, and evade.
         The "fire support" command seems to be the most useful,
    because the friendly CPU MS attacks the player's current
    target.
         When one side has two players, a player can press the
    Start button to send a message about the health of his MS to
    his partner.
    
         When a player starts a new game or joins an existing
    game, he chooses a non-space MS and a space MS. The game
    automatically changes the player's MS depending on whether
    the next stage is space-based or not space-based.
         (The Side 7 stage is considered not space-based, but
    let's not debate how a Gouf or Zgok can sneak into the space
    colony.)
    
         The three additional Federation MSs are:
         - RX-79(G) Ground Combat Gundam
         - RGM-79(G) Ground Combat GM
         - RB-79 Ball
    
         (IMO, the Ball is "Definitely the Choice of the New
    Generation" in the later space-based stages, where the CPU
    is deploying the Byg Zam, Elmeth, Gelgoog, Rick Dom, and
    Ziong. Also, this is the RB-79 Ball in First Gundam, not the
    RB-79K Ball in Gundam:08MS.)
    
         The Ground Combat Gundam has 480 HP. It has a choice of
    five shooting weapons:
         - Beam Rifle (The good old BR.)
         - 100 mm Machine Gun (Has good speed and tracking.)
         - Rocket Launcher (Similar to bazooka.)
         - 180 mm Cannon (Similar to Magella Top cannon.)
         - Missile Launcher (Two missiles per shot and six
    missiles per reload.)
         The Ground Combat Gundam's sub weapon is its
    chest-mounted Vulcan. Its mid-air dash melee attack is a
    shield tackle. Its special melee is a Shouryuuken-like beam
    sabre cut. Its cost is approximately less than a Guncannon.
    
         The Ground Combat GM has 420 HP. It has a choice of
    two shooting weapons:
         - Beam Rifle
         - 100 mm Machine Gun
         The Ground Combat GM has no Vulcan. It has no sub
    weapon at all.
    
         The Ball, to be polite, s_cks so hard it can replace
    gravity. It has one cannon and two pincers. Its cannon
    shots are slower than snail mail. Its pincers have very
    short reach. It doesn't look as cute (?) as the Zion's
    Zakrello either. OTOH, the Ball's cost is extremely low.
         (The Ball isn't for novice players.)
    
         The five additional space-based stages are:
         - Satellite Orbit 1
         - Satellite Orbit 2
         - Solomon Space
         - Side 6 Space
         - A Baoa Qu Space
    
         In a space-based stage, combat is 360 degrees. The
    player presses the Jump button to move in the vertical axis,
    that is, to move up and down.
         The distance between the player and the target, and the
    edges of the battle area, are hard to estimate.
    
         In the Satellite Orbit 1 stage, Zion units include the
    Char Zaku II, Zaku II, Char Musai, Don Escargot (?), and
    Musai. Federation units include the GM, Guncannon, Core
    Fighter, Salamis, and White Base.
         The warships will fire their guns. AFAIK, the players
    can't destroy a warship, but they can lock-on the turrets of
    a warship. I don't know how many HP a turret has, but it can
    survive one beam rifle shot.
         In the Satellite Orbit 2 stage, Zion units begin with
    two Zaku II and one Zakrello. Zion replacements include the
    Rick Dom. The stage has a lot of grey metal panels and the
    wreck of a Federation warship.
         In the Side 6 Space stage, Zion units include the Rick
    Dom. Federation units include the Core Booster. The stage has
    a lot of brown asteroids and grey metal panels. The
    background song is "Meguriai" by Inoue Daisuke.
         The A Baoa Qu Space stage has a lot of grey metal
    panels and the wreck of a Zion warship. The background song
    is "Meguriai" by Inoue Daisuke.
    
         Now the MAs (Azzam, Gallop, Grublo, Zakrello, Byg
    Zam, Elmeth, &c) are more aggressive.
         In the Belfast stage, after the Grublo is KIA, a
    normal MS, such as a Zgok, replaces the Grublo.
    
         WRT the other MSs, now hand-held melee weapons can
    parry each other, such as the Gouf's heat sabre VS the GM's
    beam sabre.
         Just as the Zgok's melee attacks include the Shouryuuken
    (a la Ken and Ryu of the SF series), the Zaku's melee attacks
    now include the Tetsuzankou (a la Akira of the VF series).
         After the (RX-78-2) Gundam's shield is destroyed, in
    its special melee attack, it uses both beam sabres. Also, it
    can spin its Hyper Hammer like the Gelgoog's beam naginata.
         The Core Fighter and Guncannon now appear even in the
    first Side 7 stage.
         If Matilda Ajan wasn't a Federation operator in the
    first version, she's an operator in the DX version.
    
         The DX version can be set to allow a Federation player
    to use a Zion MS, and vice versa. A MS used by the opposing
    side has a different paint scheme. For example, a Zion
    Guncannon is green like a standard Gelgoog, instead of red.
    OTOH, Zion MSs used by the Federation look like... the game
    programmers gave their daughters and sons some crayons and
    B&W line drawings of the MSs.
         (In reality, bright colours help a vehicle radiate and
    reflect heat in space, where conduction and convection don't
    work.)
    
    2.4  PLAYSTATION 2 VERSION
    
         The PlayStation 2 version reportedly will have a
    Mission Mode where the player has to gain, maintain, and
    repair his MSs.
    
         http://www.ic-net.or.jp/home/t-sampei/u/ps2/kidoganvzi.htm
         has a list of the hidden features in Kidou Senshi
    Gundam: Renpou VS Zion DX for PlayStation 2. I may translate
    and post that list later.
    
    3.   COMMANDS
    
         (This section is incomplete and under construction!)
    
         Note: Correct me if I'm wrong.
    
    3.1  BASIC COMMANDS
    
         [?] means hold the stick or button.
    
         STICK
    
    [u]       Walk forwards.
    [ul]      Walk forwards and left.
    [ur]      Walk forwards and right.
    [l]       Walk left.
    [r]       Walk right.
    [dl]      Walk backwards and left.
    [dr]      Walk backwards and right.
    [d]       Walk backwards.
    u,u       Dash forwards, to dodge linear attacks from the
              player's left or right.
    l,l       Dash or side-step left, to dodge linear attacks
              from the player's front or back.
    r,r       Dash or side-step right, to dodge linear attacks
              from the player's front or back.
    d,d       Dash backwards, to dodge linear attacks from the
              player's left or right.
    
         On the ground, a MS can dash or side-step in four
    directions. In mid-air, while a MS is hovering or jumping,
    it can dash or side-step in eight directions.
         After a MS is knocked down and lands on the ground, the
    player can tap the stick in a direction to roll the MS, and
    get out of the way of an incoming attack or enemy, before
    the MS gets up.
    
         BUTTONS
    
    T         Target. Choose the target (enemy unit) that the
              player tries to lock-on.
    [T]       Hold the Target button to activate Sniper Mode,
              when your MS is the Zaku II with Magella Top
              cannon, Guncannon, or Guntank. While holding the
              Target button, the player can use the stick to aim
              the MS's beam rifle or cannon shots, and arc them
              over any obstacle.
    S         Shoot. Attack the target with the player's
              primary weapon, such as beam rifle.
    [S]       Hold the Shoot button to fire a burst of shots at
              the target, when the player's primary weapon is a
              machine gun-type weapon (Zaku, Zaku II, Gouf,
              &c).
    F,(F),(F) Fight. Attack the target with the player's melee
              weapon, such as beam sabre.
    S+F       Shoot at the target with the player's secondary
              weapon (sub weapon), such as Vulcan.
    [J]       Jump. Beware the Boost guage.
    (while dashing) F+J      Special fight.
    
         When the lock-on cursor is red, the target is inside
    the range of the player's shooting weapon.
         When the lock-on cursor is yellow, the target is inside
    the range of the player's shooting weapon, but is immune to
    damage. For example, the target is knocked down.
         When the lock-on cursor is green (dash line), the
    target is outside the range of the player's shooting weapon.
    
    3.2  ADVANCED COMMANDS
    
         GOUF
    
         After the Gouf launches its heat rod (whip)...
         [l]+Shoot or [l]+Fight
         causes the Gouf to whirl its heat rod to the left, then
    rear.
         [r]+Shoot or [r]+Fight
         causes the Gouf to whirl its heat rod to the left, then
    right, then rear.
    
         BTW, the Gouf's heat rod can penetrate buildings.
    Specifically, when your Gouf is facing the corner of a
    building, and an enemy MS is standing behind and completely
    concealed by the corner of the building, you can launch the
    heat rod and it'll penetrate the corner of the building to
    zap the enemy MS. Your Gouf doesn't have to side-step around
    the corner to attack the enemy MS.
    
         ZIONG
    
         As the Ziong launches its (supposedly wire-guided)
    forearm...
         (stick)
         defines the forearm's direction of attack.
    
    3.3  HIDDEN COMMANDS (Bugs, codes, undocumented features,
         urawaza, &c)
    
         When the player inputs the pilot's name, instead of
    pressing Omakase to choose a Gundam chara's name, when the
    player inputs an original name, the game normally doesn't
    display the pilot's appearance or quotes. But...
         If the player inputs "Kyasubaru" as the pilot's name:
    Char Aznable becomes the pilot. The game displays "Kyasubaru"
    as the pilot's name ("Kyasubaru" is Char's real name "Casval"
    in katakana), but his appearance and quotes are the same as
    the regular Char's (he still wears his helmet and mask).
         If the player inputs "Aruteishia" or "Seira" as the
    pilot's name: Sayla Mass similarly becomes the pilot.
         (I don't think this allows Char to pilot a Federation
    MS, or Sayla to pilot a Zion MS.)
    
         Evidently, inputting shortened forms of the name of a
    chara already in the game, such as "Ma" (short for
    "Ma-Kube"), also causes the existing chara to become the
    pilot.
         (Unconfirmed: Christina MacKenzie of Gundam:0080 is an
    hidden or time-release Federation pilot.)
    
    4.   SPECIFICATIONS
    
         The following Mobile Suit and weapon specifications are
    primarily from the magazines:
         - Shuukan Dreamcast Magazine, Vol.XX/2001 (2001.04.13).
         - Shuukan The PlayStation 2, Vol.240 (2001.04.20).
         - Shuukan Dreamcast Magazine, Vol.13/2001 (2001.05.11-18).
         - Bi Weekly Dorimaga, Vol.5/2001 (2001.07.27).
    
         These specifications currently don't include the new
    Mobile Suits and weapons in the DX version.
    
    4.1  MOBILE SUITS
    
         Mobile Suit: Self-explanatory.
         Terrain: E = Earth (amphibious). S = Space.
         Cost: In the upper left corner of the screen, each side
    has a war potential (resource) of 600 points. In a
    two-player VS one-player game, the one-player side gets 750
    points.
         HP: Hit Points.
         Armour Class: Self-explanatory.
         Lock-On Range: Self-explanatory.
         Speed: Self-explanatory.
    
         Reportedly, CPU MSs have lower Cost and HP than player
    MSs (20% discount).
    
         ZION
    
    Mobile Suit    Terrain   Cost HP   Armour    Lock-On   Speed
    (Player)                           Class     Range     (m/s)
    
    Zaku           E,S       150  400  B         480       35
    Zaku II        E,S       160  440  B         500/800   35
    Zaku II, Char  E,S       175  400  C         510       35
    Gouf           E         200  480  B         490       45.5
    Dom            E         225  480  B         630       54
    Rick Dom       S         225  480  B         630       54
    Gelgoog        E,S       300  520  B         590       40.4
    Gelgoog, Char  E,S       325  480  C         600       42.5
    Gyan           E,S       245  520  B         600       39.6
    Gogg           E         200  640  B         550       24
    Acguy          E         170  440  B         550       42.5
    Zock           E         200  600  A         700/1400  36
    Zgok           E         200  520  B         580       36
    Zgok, Char     E         220  480  C         580       42.5
    Ziong          S         375  520  A         600       49.2
    
    Mobile Suit    Terrain   Cost HP   Armour    Lock-On   Speed
    (CPU)                              Class     Range     (m/s)
    
    Zaku           E,S        75  320  B         480       35
    Zaku II        E,S        80  352  B         500/800   35
    Zaku II, Char  E,S        90  352  C         510       35
    Gouf           E         100  384  B         490       45.5
    Dom            E         115  384  B         630       54
    Rick Dom       S         115  384  B         630       54
    Gelgoog        E,S       150  416  B         590       40.4
    Gelgoog, Char  E,S       165  416  C         600       42.5
    Gyan           E,S       125  416  B         600       39.6
    Gogg           E         100  512  B         550       24
    Acguy          E          85  352  B         550       42.5
    Zock           E         100  480  A         700/1400  36
    Zgok           E         100  416  B         580       36
    Zgok, Char     E         110  352  C         580       42.5
    Ziong          S         190  416  A         600       49.2
    
         FEDERATION
    
         The Ground Combat Gundam, Ground Combat GM, and Ball
    are available in the DX version only.
    
    Mobile Suit    Terrain   Cost HP   Armour    Lock-On   Speed
    (Player)                           Class     Range     (m/s)
    
    Guntank        E,S       200  640  A         760/1400  39
    Guncannon      E,S       250  560  B         650/800   35.4
    Gundam         E,S       375  520  B         600       43.4
    GM             E,S       195  400  D         540       38.6
    
    Ground Combat
    Gundam         E         225  480  ?         ?         ?
    Ground Combat
    GM             E         170  420  ?         ?         ?
    Ball           S         100  250  ?         ?         ?
    
    Mobile Suit    Terrain   Cost HP   Armour    Lock-On   Speed
    (CPU)                              Class     Range     (m/s)
    
    Guntank        E,S       100  512  A         760/1400  39
    Guncannon      E,S       125  448  B         650/800   35.4
    Gundam         E,S       190  416  B         600       43.4
    GM             E,S        98  320  D         540       38.6
    
    Ground Combat
    Gundam         E           ?  384  ?         ?         ?
    Ground Combat
    GM             E           ?  336  ?         ?         ?
    Ball           S          80  200  ?         ?         ?
    
    4.2  WEAPONS
    
         ZION
    
         Ammo: The number of rounds a weapon can fire before
    its magazine is empty and the weapon automatically
    reloads. Reloading takes time, and the player can't force
    a weapon to reload when its magazine isn't empty.
    
    Mobile Suit    Weapon              Damage         Ammo Range
    
    MS-05 Zaku (Block 1)
    Shoot          120 mm Zaku Machine 16x5 Burst     120  300
                   Gun
    Fight          Fight               40-100         -    -
    Sub            Cracker             16/16x6/16x6   50   150
    
         Note: Cracker damage is hit/fragmentation/blast.
    
    MS-05 Zaku (Block 2)
    Shoot          280 mm Zaku Bazooka 80/40          20   380
    Fight          Fight               40-100         -    -
    Sub            Cracker             16/16x6/16x6   50   150
    
         Note: Zaku Bazooka damage is hit/blast.
         Cracker damage is hit/fragmentation/blast.
    
    MS-06 Zaku II (Block 1)
    Shoot          120 mm Zaku Machine 16x5 Burst     120  300
                   Gun
    Fight          Heat Hawk           80-100         -    -
    Sub            Cracker             16/16x6/16x6   2    200
    
         Note: Cracker damage is hit/fragmentation/blast.
    
    MS-06 Zaku II (Block 2)
    Shoot          280 mm Zaku Bazooka 80/40          20   380
    Fight          Heat Hawk           80-100         -    -
    Sub            Cracker             16/16x6/16x6   2    200
    
         Note: Zaku Bazooka damage is hit/blast.
         Cracker damage is hit/fragmentation/blast.
    
    MS-06 Zaku II (Block 3)
    Shoot          175 mm Magella Top  100            30   800
                   Cannon
    Fight          Heat Hawk           80-100         -    -
    Sub            Cracker             16/16x6/16x6   2    200
    
         Note: Cracker damage is hit/fragmentation/blast.
    
    MS-06 Zaku II (Block 4)
    Shoot          120 mm Zaku Machine 16x5 Burst     120  300
                   Gun
    Fight          Heat Hawk           80-100         -    -
    Sub            Missile Pod         (60/40)x3-x6   6    525
    
         Note: Missile Pod damage is hit/blast.
    
    MS-06S Zaku II, Char (Block 1)
    Shoot          120 mm Zaku Machine 16x5 Burst     180  300
                   Gun
    Fight          Heat Hawk           80-120         -    -
    Sub            Cracker             16/16x6/16x6   2    200
    
         Note: Cracker damage is hit/fragmentation/blast.
    
    MS-06S Zaku II, Char (Block 2)
    Shoot          280 mm Zaku Bazooka 80/40          20   380
    Fight          Heat Hawk           80-120         -    -
    Sub            Cracker             16/16x6/16x6   2    200
    
         Note: Zaku Bazooka damage is hit/blast.
         Cracker damage is hit/fragmentation/blast.
    
    MS-07B Gouf
    Shoot          Multiple 75 mm      8x5 Burst      80   490
                   Machine Guns
    Fight          Heat Sabre          80-120         -    -
    Sub            Heat Rod            64x?           -    -
    
         "Zaku toha tigauno dayo! Zaku toha!"
         - Captain Ramba Ral (KIA), Episode 12
    
    MS-09 Dom
    Shoot          360 mm Giant Bazoo  60/40          10   525
    Fight          Heat Sword          80-120         -    -
    Sub            Spread Beam         40             2    -
    
         Note: Giant Bazoo damage is hit/blast.
    
    MS-09R Rick Dom
    Shoot          360 mm Giant Bazoo  60/40          10   525
    Fight          Heat Sword          80-120         -    -
    Sub            Spread Beam         40             2    -
    
         Note: Giant Bazoo damage is hit/blast.
    
    MS-14 Gelgoog
    Shoot          Beam Rifle          120            10   600
    Fight          Beam Naginata       80-120         -    -
    Sub            Naginata Spin       80             -    -
    
         Note: The Gelgoog's spinning Beam Naginata, like a
    shield, protects the Gelgoog from most shooting weapons,
    except shooting weapons that cause blast damage.
         The Gelgoog always wears its shield on its back. The
    Gelgoog doesn't hold its shield with its left hand, unlike
    the Gouf and Gyan.
    
    MS-14S Gelgoog, Char
    Shoot          Beam Rifle          120            10   600
    Fight          Beam Naginata       80-120         -    -
    Sub            Naginata Spin       80             -    -
    
         Note: The Gelgoog's spinning Beam Naginata, like a
    shield, protects the Gelgoog from most shooting weapons,
    except shooting weapons that cause blast damage.
         The Gelgoog always wears its shield on its back. The
    Gelgoog doesn't hold its shield with its left hand, unlike
    the Gouf and Gyan.
    
    MS-15 Gyan
    Shoot          Needle Missiles     8x5            10   600
    Fight          Beam Sabre          90-130         -    -
    Sub            Hide Bombs          20x5/20x5      10   -
    
         Note: Hide Bomb damage is hit/blast. 6-7 seconds pass
    before Hide Bombs explode.
         The Gyan's shield cannot be damaged or destroyed.
         Also designated as YMS-15, because the Zions
    mass-produced the Gelgoog, instead of the Gyan.
    
         "ano tubo wo Kisiria sama ni todoketekure yo. are ha
         iimono da."
         - Colonel M'Quve (KIA), Episode 37
    
    MSM-03 Gogg
    Shoot          Mega Particle       20x12          2    200
                   Cannons
    Fight          Iron Nails          100-140        -    -
    Sub            Torpedoes           60x2/40x2      12   300
    
         Note: Torpedo damage is hit/blast.
    
    MSM-04 Acguy
    Shoot          105 mm Head Vulcan  10x8 Burst     20   300
    Fight          Claws               40-120         -    -
    Sub            Rocket Cannon       55             10   300
    
    MSM-05 Zock
    Shoot          Mega Particle       48x4           8    1000
                   Cannons
    Fight          Claws               40-60          -    -
    Sub            Head Mega Particle  120            1    1000
                   Cannon
    
    MSM-07 Zgok
    Shoot          Beam Cannon         80             10   400
    Fight          Claws               85-120         -    -
    Sub            240 mm Head Rockets 16x6           48   400
    
    MSM-07S Zgok, Char
    Shoot          Beam Cannon         80             10   400
    Fight          Claws               85-120         -    -
    Sub            240 mm Head Rockets 16x6           48   400
    
    MSN-02 Ziong
    Shoot          Hand Beam Cannons   42x5           50   700
    Fight          Head Beam Cannon    80             1    600
    Sub            All Range Attack    42x5           50   700
    
         Note: The Ziong has no melee weapon.
         When the Ziong is destroyed, its head doesn't detach and
    continue to fight.
    
         FEDERATION
    
    Mobile Suit    Weapon              Damage         Ammo Range
    
    RX-76 Guntank
    Shoot          180 mm Recoilless   60x2           6    1000
                   Cannons
    Fight          40 mm Bob Missiles  8x8 Burst      90   150
    Sub            -                   -              -    -
    
         Note: The Guntank has no melee weapon.
         The Guntank cannot be knocked down.
    
    RX-77 Guncannon
    Shoot          Beam Rifle          100            4    600
    Fight          Fight               60-80          -    -
    Sub            240 mm Cannons      60x2           6    800
    
         "o, ore datte, ore dattee!"
         - Sergeant Kai Shiden
    
    RX-78-2 Gundam (Block 1)
    Shoot          Beam Rifle          120            10   700
    Fight          Beam Sabre          80-120         -    -
    Sub            Vulcan              8              50   150
    
         "Renpou no Mobile Suit ha bakemono ka!? kore dake no
         kougeki demo mada..."
         - Major Char Aznable
    
    RX-78-2 Gundam (Block 2)
    Shoot          Hyper Bazooka       100/40         15   600
    Fight          Beam Sabre          80-120         -    -
    Sub            Vulcan              8              50   150
    
         Note: Hyper Bazooka damage is hit/blast.
    
         "kuyasii kedo, boka ha otoko nandana."
         - Second Lieutenant Amuro Rei
    
    RX-78-2 Gundam (Block 3)
    Shoot          Hyper Hammer        200            -    -
    Fight          Beam Sabre          80-120         -    -
    Sub            Vulcan              8              50   150
    
    RGM-79 GM
    Shoot          Beam Spray Gun      75             12   600
    Fight          Beam Sabre          70-90          -    -
    Sub            Vulcan              6              50   150
    
    RB-79 Ball
    Shoot          Cannon              ?              20   ?
    Fight          Pincer              ?              -    -
    Sub            -                   -              -    -
    
         Note: The Ball's cannon doesn't knock down the target
    it hits.
    
    5.   STRATEGIES
    
         (This section is incomplete and under construction!)
    
         Don't stand still. Keep walking, jumping, or
    hovering (tap J in mid-air), unless both hostile MSs are
    in front of you AND you see they aren't shooting at you.
    
         When an hostile MS shoots at you, side-step to dodge
    its shot, and shoot back at it while it's recovering from
    its shooting. If it's close enough, side-step and fight
    it.
         This basic tactic is especially effective against a
    Guntank, which has no melee weapon. (This is also a basic
    tactic in Soul Edge and Soul Calibur 1.)
    
         Shoot at a landing MS as its feet just touch the
    ground, when it has little or no time to side-step. (This
    is also a basic tactic in MechWarrior 1.)
    
         A lot of players don't use enough of the Federation
    MSs' Vulcan (sub weapon). After their beam rifle or beam
    spray gun has hit an enemy MS two or three times, they
    waste many seconds to aim for another beam weapon hit,
    when a few rounds from their Vulcan could've cheaped off
    the enemy MS's remaining HP. If a Federation player thinks
    the Vulcan is puny, remember the Zion players' Zaku I and
    Zaku II make their livings with similar Zaku machine guns.
    
         A beam weapon can penetrate the objects that its
    shot hits, except dense objects like buildings and
    warships. For example, when a Dom and a GM shoot at each
    other, the GM's beam spray gun shot may hit and detonate
    the Dom's giant bazoo shot, then hit and stagger the Dom,
    then hit a building behind the Dom.
    
         A cannon, like those on the Guntank or Ground Combat
    Gundam, doesn't need an unblocked line-of-sight to its
    locked-on target to hit the target. Cannon rounds can
    arch over the object or terrain between it and its
    target.
    
         An attack that damages or destroys a shield doesn't
    damage the MS holding the shield.
         The first attack that hits a shield destroys the top
    half of the shield. The second attack that hits a shield
    destroys the bottom half of the shield.
    
         In a two-player game, both players shouldn't attack
    the same enemy MS from the same direction, or from directly
    opposite directions. A shot aimed at the enemy MS may hit
    the friendly MS's back. Or, the shot may hit or miss the
    enemy MS, then hit the friendly MS behind the enemy MS.
         In other words, the players' MSs should stay out of
    each other's line-of-sight to the same enemy MS. (The Jet
    Stream Attack isn't for novice players.)
         Some weapons, such as beam rifles and machine guns,
    hit and stagger the target MS, but don't knock down the
    target MS. Two MSs, such as two Gundams or two Zaku IIs,
    shooting at the same target MS can time their shots such
    that after the first shot hits and staggers the target
    MS, the second shot hits and staggers the target MS again
    just as it recovers from the first stagger, and so on
    with the third and subsequent shots.
         However, avoid target fixation and use the radar for
    situational awareness. See and know where and what the
    other enemy MS is doing.
    
         From Viper (2002.02.11):
         I want to provide some information to you, just trying to help.
    
         1. BYG-ZAM is vulnerable to all kind of attacks, even Beam Swords and 
    Hyper Hammer, you can actually jump high with Gundam and heat him 5 times 
    with Hyper Hammer before you land on the ground.  Of course, cannons and 
    bazookas are better than beam rifle.
    
         2. I am not sure if Char's Gelgoog cost 325 points instead of 375 
    points, because when I lose a Gelgoog, it just like losing a Gundam.
    
         3. The beam rifle can combo limit up to 5 times (by 2 human players), 
    after that, the hostile MS will be knocked down.  Like you said in the FAQ, 
    each beam rifle will stun the enemy MS for half a second.  You can even 
    change the last hit into an air-dashing Sabre (Gundam) or Flying Kick 
    (Char's Gelgoog) instead of beam rifle.
    
         4. (For MS who have beam rifles) You have targeted an enemy, and you 
    walk sideways against the enemy MS.  If you try to shoot, your MS will not 
    stop walking as you are shooting.  BUT if you are walking over 90 degrees 
    (like backward left or right) against the enemy MS, you have to stop and 
    shoot, and there is a lot of recovery time.
    
         5. For Land Gundam holding 180 mm Cannon, you can double your fire rate 
    by holding the target button down and keep pressing the fire button.  Also, 
    you can do a low altitude mid-air tackle and add a 180 mm cannon shot. It's 
    a 2 hit combo.
    
         6. For Dom and Rick-Dom, the second hit of the mid-air dashing sabre 
    attack takes off more damage than the first hit.  So you can even position 
    yourself far enough to land only the second hit to the opponent.
    
         There are hell lot of combos in this game too, and different 
    combinations of MS have different cooperative combos.
    
    5.1  ZION
    
         "kokumin yo! kanasimi wo ikari ni kaete, tate yo!
         kokumin!"
         - General Gihren Zabi (KIA)
    
         A confident (or bored) Gyan player may place an
    hostile MS to the Gyan's front-left, and cautiously walk
    towards the hostile MS.
         Because the Gyan's shield is always partially
    covering the Gyan's front, the hostile MS's non-explosive
    shooting weapon may hit and get absorbed by the Gyan's
    shield. (Likewise, I've seen GM and Gundam players place
    an hostile MS to the GM or Gundam's left, and side-step
    leftwards to approach the hostile MS. When the GM or
    Gundam is holding its beam rifle, its shield is facing
    its left.)
    
    5.2  FEDERATION
    
         "boku ha ano hito ni katitai."
         - Second Lieutenant Amuro Rei
    
         From Gordon Kam:
    
         (Note: The following strategies, contributed by Gordon
         Kam, are based on the first arcade version, difficulty
         level 8, damage level 4, and time limit 180 seconds.
         YMMV (Your Mileage May Vary).)
    
         Basic Strategies (Single Player):
    
         In order to succeed, it is best to defeat the
    minimal amount of enemy targets as possible due to the
    limit on time and ammo. This is accomplished by first
    attempting to defeat the more powerful MS. For example,
    in Side 7, there are 3 types of enemies: Zaku, Zaku II,
    and Char Zaku II. The resource that a Char Zaku II will
    take from the enemy resource bar is more than a normal
    Zaku II would, and thus this method would allow you to
    defeat the minimal amount of MS as possible.
         In some stages, you would be coming up against enemy
    MA. It is often difficult to defeat an enemy MA because
    there are two other MSs that are currently attacking
    either you or your NPC. So concentrating your fire on a
    MA would leave yourself open to enemy attacks. As a
    general rule of thumb, MA that has high mobility is
    ignored and hope they don't shoot you at a bad time.
    Again, exceptions to a rule, in A Baoa Qu Outside,
    sometimes the Newtype MA Elmeth, piloted by Lalah Sone,
    will become your enemy. The Elmeth's Bits can take
    approximately 200 HP from you. It would be in your
    best interest to take it out before you are obliterated,
    although this is only possible with some MSs.
         As mentioned before, destroying the minimal enemy
    units is the key since time and ammo are not on your
    side. Also, depending on computer AI level and a whole
    lot of luck, your NPC is usually not long for this world.
    The computer has a tendency to run into the thick of
    things, ignoring the overwhelming odds, and charge the
    opposition. Personally, this doesn't bother me initially,
    but when your NPCs die, they take a portion of your
    resource bar with them. This I cannot overlook, and
    neither should you. It is often more convenient to let
    the NPC handle an enemy by himself and let you take your
    time at dealing with one enemy. However, sometimes the
    NPC will die and it will quickly become a 2-on-1 game on
    you. This at most times is inevitable, and the game could
    end due to the NPC dying off. When your resource bar is
    reduced to about 20 percent, it is time to protect what
    is left of your NPC.
    
         Against the Zaku II:
    
         The Zaku II is the Zion's mass-produced MS and can be
    found in many stages in this game. Due to the Zaku II's
    lower cost than the GM, playing as the Federation side,
    you will have to kill more units in general.
         The Zaku II's major weakness is its low mobility, low
    HP, and weak weaponry. The Zaku II can only carry
    conventional weapons such as: Zaku machine gun, Zaku
    bazooka, crackers, Magella Top cannon, and missile pods.
    All Zaku IIs also carry a heat hawk as a melee weapon.
         - Zaku machine gun: Most often you will be fighting
    against the Zaku II equipped with this weapon. It has
    continuous 5 round fire. Depending on the type of Zaku,
    the speed at which the bullets come at you can vary. A
    single bee sting will annoy you, but a hundred bee stings
    can kill you. Keep this in mind when fighting the Zaku IIs
    with machine guns. They don't do a lot of damage, but it
    is easy to get nicked with a few every time they get near
    you, and multiply that with the amount of Zaku IIs you have
    to kill, it can be very dangerous. Avoiding machine gun
    fire is not difficult, but that still depends on the MS
    you are using.
         - Zaku bazooka: The Zaku IIs carry this in Stage 2
    mostly. Bazookas have some homing capabilities at
    long-range. It is easy to get hit by them if you do not
    move to avoid them early. As for other missile type
    weapons, they are slower moving, but this is also how
    they can hit you when you don't pay attention. Bazookas
    are only powerful in long-range and short-range. In
    medium-range, you are usually moving to get into firing
    position and easier to avoid the bazooka round. In
    short-range, they can be dangerous. When holding a
    bazooka, the Zaku IIs will fire directly in your direction.
    So at close-range, when they decide to fire, they will
    turn and fire at you. The effective range of the bazooka
    round is farther than the machine gun and the blast
    radius even larger, so it is easier to get hit up close.
    It would be advisable to keep your distance against a
    bazooka.
         - Cracker: This is also a very common weapon. The
    cracker is a secondary weapon that appears with machine
    guns, bazookas, and cannons. This is a fragmentation
    device versus an explosive. When it is thrown and lands
    at the target lock location when it is released, the
    explosion will fragment and cause collateral damage in a
    small region. This is the least damaging of the Zaku II's
    weapons and often doesn't do full damage, since it
    requires an enemy to stand still.
         - Magella Top cannon: It is a long gun that fires
    single rounds rather slowly. This only appears in one stage
    and that is in Odessa. These cannons are the Zaku II's
    solution for long-range fire. The single round travel speed
    is comparable to the Guntank and the Guncannon's. When fired,
    the Zaku II will bounce back due to recoil. This is not very
    intimidating, since the animation for the gun is so long.
    However, when your back is turned, it can catch you off by
    surprise.
         - Missile pods: This is another sub weapon for the
    Zaku II and can only accompany the machine gun. These
    missiles can cause a lot of damage if they all hit.
    However, when they are fired, the Zaku II must stand still,
    which in this game means "Shoot me please." You can see
    them coming, but don't be fooled at long-range. They do
    have homing capabilities, so watch out.
         - Heat hawk: The Zaku II's last resort. These weapons
    are slower than any Federation melee weapon. They don't
    pose much of a threat, due to its slow speed and lack of
    range. They do serious damage, however, but all that is
    needed is to stay a comfortable distance from the Zaku II.
    
         From Don "Gamera" Chan:
    
         Against the Bygro:
    
         When the Bygro pauses and is facing your MS, dodge or jump out of its 
    front arc. It'll charge towards your MS and clothesline your MS with its 
    claws.
    
         Against the Elmeth and its Bits:
    
         Like the Ziong's forearms, the Elmeth's Bits pause
    before they shoot. If your MS is minding its own business
    and a cluster of Bits park themselves near your MS,
    afterburn your verniers to get away from the Bits.
    
         Against the Zock:
    
         The Zock's quadruple Mega Particle Cannons are very
    awesome, though they have a relatively long recovery time
    between shots. Stay to the Zock's left or right, and shoot
    at it before it can turn towards and shoot at your MS.
         When the Zock pauses and is facing your MS, dodge or
    jump out of its front arc. Hesitate for a fraction of a
    second, and one of its beams will hit your MS.
    
    5.3  STAGES
    
         These stages currently don't include the new stages
    in the DX version.
    
         Side 7, UC0079.09.18:
    
         Zion units: Zaku, Zaku II, Char Zaku II
         Federation units: GM, Guncannon, Guntank; Core Fighter,
    Type 61 main battle tank
    
         "ko, kore ga... ta, tatakai..."
         - Second Lieutenant Amuro Rei
    
         Great Canyon:
    
         Zion units: Zaku II, Char Zaku II; Dopp, Gau, Magella Attack
         Federation units: GM, Guncannon; Midea
    
         New York, UC0079.10.04:
    
         Zion units: Zaku II, Char Zaku II; Gau, Magella Attack
         Federation units: GM, Gundam; White Base
    
         Sometimes the White Base isn't parked in the stadium.
    
         "Zion Koukoku ni eikou are!"
         - Colonel Garma Zabi (KIA), UC0079.10.04
    
         "watasi no otouto! syokun no aisitekureta Garma
         Zabi ha sinda!
         naze da?"
         - General Gihren Zabi (KIA), UC0079.10.06
    
         "bouya dakara sa."
         - Major Char Aznable, UC0079.10.06
    
         Takla Makan Desert (Xin Jiang Uygur Zi Zhi Qu (Xin
    Jiang Uygur Autonomous Region), People's Republic of China):
    
         Zion units: Gouf, Zaku II; Azzam, Gallop, Magella
    Attack, MS trailer truck
         Federation units: Guncannon, Guntank; Gunperry
    
         IMO, when the player begins a game from this stage,
    the CG animation of the Mobile Suits entering this stage
    is way cool. It has Mobile Suits, armour (tanks), and
    infantry (soldiers) on the ground, and close air support
    (fighters) in the air.
         Destroying the Azzam is worth relatively few points.
    
         Black Sea South Coast Forest Area (Turkey):
    
         Zion units: Dom; Dodai YS, Dopp
         Federation units: G Fighter, Midea
    
         "ore wo humidai ni sitaxa!?"
         - Captain Gaia of the Black Tri-Stars (KIA)
    
         Odessa (Ukraine), UC0079.11.07-09:
    
         Zion units: Magella Attack
         Federation units: Big Tray, Fly Mantha; Type 61 main
    battle tank
    
         Belfast (Northern Ireland, United Kingdom):
    
         Zion units: Gogg, Zgok; Grublo
         Federation units: Gunperry, Type 61 main battle tank
    
         Jaburo Aboveground (Venezuela), UC0079.11.30:
    
         Zion units: Gogg, Gouf, Zgok; Dopp
         Federation units: Guncannon; Fly Mantha
         BGM: "Ai senshi" by Inoue Daisuke
    
         Jaburo Underground (Venezuela), UC0079.11.30:
    
         Zion units: Acguy, Char Zgok, Gogg, Zgok, Zock
         Federation units: GM; Type 61 main battle
    tank
         BGM: "Ai senshi" by Inoue Daisuke
    
         (When the CPU deploys two Zocks, their multiple Mega
    Particle Cannons are very deadly.)
    
         Solomon, UC0079.12.24:
    
         Zion units: Char Gelgoog, Rick Dom; Byg Zam
         Federation units: Ball
    
         (I haven't seen anyone destroy the Byg Zam, and don't
    know whether it has I Field, that is, whether the Byg Zam
    is vulnerable to beam weapons.
         Eventually, Jones Kingsu said he destroyed the Byg
    Zam a couple of times (but still lost because of his
    lousy AI partner), and noticed the Byg Zam does have I
    Field, since his Gundam's beam rifle doesn't seem to
    hurt it.)
    
         "mada madaxa."
         - First Lieutenant Sleggar Law (KIA)
    
         A Baoa Qu Outside, UC0079.12.31:
    
         Zion units: Gelgoog, Rick Dom, Ziong; Elmeth
    
         (I don't know whether a Federation MS can hit the
    Elmeth's Bits?)
    
         A Baoa Qu Inside, UC0079.12.31:
    
         Zion units: Gelgoog, Rick Dom, Ziong; Zanzibar
    
         "hurueru ka sora [kanzi: utyuu]
         meguriae yo inoti"
         - Kidou Senshi Gundam III: Meguriai Sora
    
    6.   LINKS
    
       - http://www.gundam.channel.or.jp/goods/videogame/evsz_dx/
         The official HP of Kidou Senshi Gundam: Renpou VS Zion DX.
    
       - http://www.gundam.channel.or.jp/goods/videogame/evsz/
         The official HP of Kidou Senshi Gundam: Renpou VS Zion.
    
       - http://www.gameworld.ne.jp/gundam/index.htm
       - http://www.geocities.co.jp/Playtown-Dice/4116/gundam.html
       - http://www.geocities.co.jp/Playtown-Toys/2089/ac_gundam/ac_gundam.html
       - http://www.power-smash.com/gundam/
       - http://www2.cds.ne.jp/~ojiman/gamers/renze.html
         Some HPs with hints, info, message boards, reviews,
    screen shots, strategies, and urawaza for Kidou Senshi
    Gundam: Renpou VS Zion.
    
       - http://weapon.org/game/ps2/urawaza/ki.html#gandamudx
         http://www.ceres.dti.ne.jp/~matsu-s/ur/2/0133.html
         http://www.ic-net.or.jp/home/t-sampei/u/ps2/kidoganvzi.htm
         Some HPs with Kidou Senshi Gundam: Renpou VS Zion DX
    for PS2 urawaza.
    
       - http://www.gundamproject.com/
         Gundam Project, by fellow Usenetters and Gundam fans,
    Keith Rhee and Mark Simmons.
    
       - http://www.fujikyu.co.jp/fuji-q/attra/gundam_index.html
         The official HP of "GUNDAM THE RIDE: Uchuu Yousai A
    Baoa Qu" in the Fujikyu Highland amusement park in
    Fujiyoshida, Yamanashi, Japan.
    
       - http://www.neozeon.net/SoundEffects.htm
         Neo Zeon Network, by Char Aznable. A Gundam fan page
    with tens of WAV files of First Gundam sound effects.
    
       - http://www.sunrise-inc.co.jp/z-gundam/
         Mobile Suit Z GUNDAM WEB, the time-limited (till 30
    September 2001) official HP of the TV anime Kidou Senshi
    Zeta Gundam.
    
       - http://fraubow.com/
         (http://www.fraubow.com/)
         Frau Bow.Com, by Hanabatake Sanjuurou of Japan. A Frau
    Bow fan page. (-_-;)
    
       - http://amuro-ray.virtualave.net/gundam.htm
         Amuro Station, by Amuro.
    
       - http://member.nifty.ne.jp/akd0070/zg.html
         Photos of a 1:3 figure or statue of the Zeta Gundam in
    Japan. (!_!)
    
       - http://www.boren.org/james/mekatown/mekatown4.html
         The International Appreciation Society of the Acguy
    (I.A.S.O.T.A.) section of the Mekatown HP, by James David
    Boren of USA. English.
    
       - http://selios.free.fr/
         Selios' Lairs, by Jean-Luc Barbera of France.
         "Selios' Lairs is primary a fan site on different
    things I enjoy a lot, some of which are not well known
    outside Japan or by rare fans worldwide.
         "Les Antres de Selios sont avant tout un site de fan
    sur differentes choses que j'apprecie beaucoup, dont
    certaines sont tres meconnues en dehors du Japon hormis
    de rares fans de part le monde."
    
       - http://www.cootey.com/D/index.html
         The Absentminded Artist, by Douglas Cootey of USA.
    
       - http://home.attbi.com/~kagamix2/xp-compatible/
         The Japanese Gaming Guide to Windows XP, by Kagami of
    USA. English.
         "Windows 95/98/Me/2000 Japanese PC Games on Windows
    XP."
    
       - http://www.geocities.com/wavehawk.geo/
         The Shiori Fujisaki Shrine, by Wavehawk. English. A
    Tokimemo (Tokimeki Memorial) fan page.
    
       - http://village.infoweb.ne.jp/~nomura/daisuke/
       - http://www.ann.hi-ho.ne.jp/izutsu/shInoueDa.htm
         Inoue Daisuke fan pages.
    
       - http://www.zakzak.co.jp/geino/n-2000_05/g2000053010.html
       - http://www.zakzak.co.jp/geino/n-2000_05/g2000053106.html
         News articles about Inoue Daisuke's death.
    
       - http://zanyvg.overclocked.org/
         Zany Video Game Quotes. Has very funny quotes and
    screen shots from many vidgames, plus movie files of Segata
    Sanshirou TV CMs. English.
    __
    
    Don "Quess Paraya haters unite!" Chan
    (No offense to Kawamura Maria han.)
    http://www.gamefaqs.com/features/recognition/146.html
    http://www.gamefaqs.com/features/recognition/12042.html
    http://www.cheathappens.com/author.asp?ID=81
    
    *1   "Sakuretsu!"
    
    <END OF FILE>
    
    

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