Let's Sperg SD Gundam G Generation Overworld - Or "Gundam Fans, try to restrain your orgasms"

GethN7

True & Honest Fan
kiwifarms.net
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Feb 10, 2017
Since I know guys like @Jaimas ADORE Gundam (and @Cubanodun, this might interest you) , and since I figure it's not too much trouble to do this LS alongside my other ones, thus I have decided to cover the PSP G Generation Overworld, sequel to the G Generation World game, and thankfully, there isn't much to summarize from that one to understand Overworld.

Here's a condensed version:


In the prequel, World, all the Gundam universes get thrown into a blender thanks to what is known as the Generations System, essentially a master computer that controls all of time and space, and thanks to it going haywire, all the Gundam universes are bleeding into each other.

Overworld picks up after World, where various different factions tried to destroy Earth (where the "World Signal" of the Generations System comes from) and failed.

In fact, we find out why in this game, as the security system of the Generations System got corrupted and broke the system, causing time and space to go batshit.

In the meantime, all the Gundam Universes are essentially forced into a forever war in which events from their own canons bleed into other canons and they are effectively trapped in this cycle until the World Signal quits screwing up reality. Until then, death is uber cheap and everyone who dies just keeps getting brought back for another round of crazy crossover insanity.


Series Represented:

(some info taken from Wikipedia)


https://en.wikipedia.org/wiki/SD_Gundam_G_Generation_Overworld

I plan to not only cover the story of the game itself, I plan to cover strategy and if anyone wants to sperg about Gundam lore, feel free.

And if you're still on the fence if this is gonna be good, watch this:

 
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Some more information about this game.

SD Gundam G Generation has two major types of games:

A. Historical: Follows the canon of one or more series. Sometimes you can change things, most times you can't.

B. Crossover: No particular canon is given emphasis, it more about the crossover insanity.

This is a Crossover game, so they could get really, really creative with the crossover stuff, even more than what Super Robot Wars is willing to do at times.


This game is also LOADED TO THE GILLS with damned near every unit from all the canons listed above, as well as the characters, and they even threw in lots of side story stuff, a lot of secret characters, and many units that are original or concepts that finally get to see the light of day in this series.


Part of the fun is trying to collect them all, and to call this Pokemon meets the Gundam franchise would not be that inaccurate.
 
Prolouge: "Over Impact"


If we start a new game, we get an opportunity to load data from G Generation World and G Generation Portable, assuming it's on your PSP.

I recommend against it, you can get it later via normal play, and it kinda kills some challenge.

Anyway, regardless of your choice, the prologue level begins

GGenPa.jpg


We begin this level as the techno and very kickass "Mobile Suit" theme from Unicorn Gundam plays.

In fact, we begin on the bridge of the Nahel Argamma Kai, where we are basically retreading Unicorn Gundam's search for the Laplace Box, with Captain Otto Midas of Londo Bell starting things off:

GGenPb.jpg


Liam Borrinea, Midas' acerbic XO, she concurs:

GGenPc.jpg

They are currently following the coordinates given by the LA+ program on the Unicorn Gundam to try and locate Laplace's Box, and that's when his helmswoman, Mihiro Oiwakken, gives the launch order for the RX-0 Unicorn Gundam.

GGenPd.jpg


Midas orders the expeditionary forces to supplement Unicorn, and we cut to the battle map where Unicorn's pilot, Banagher Links, is less than impressed with how easy the search is:


GGenPe.jpg


He points out that SOMEONE should have searched the place after it got bombed awhile back, and his question goes unanswered as we pan back to the Nahel Argamma Kai.

GGenPf.jpg

They are puzzled they aren't getting any updated reading from the LA+ program nor is Unicorn freaking out like it usually does when they find something, then it happens:

GGenPg.jpg

But this signal is not the usual "oh look,we found another coordinate for Laplace's Box", this is the World Signal of the Generation System, to which Otto has an understandable freakout:

GGenPh.jpg

The world reacts:

GGenPi.jpg

And then the guardian of the Generation System, Aphrodia, appears:

GGenPj.jpg

GGenPk.jpg

GGenPl.jpg

GGenPm.jpg

GGenPn.jpg

GGenPo.jpg

GGenPp.jpg

GGenPq.jpg


With that, Aphrodia disappears, and the "oh SHIT!" music from Gundam 00's Movie starts playing:

GGenPr.jpg

Liam's line should clue you 00 fans in on who's about to make our day suck:

GGenPs.jpg

Otto realizes the World Signal brought them here, and he's right, it's the ELS from Gundam 00 Movie:

GGenPt.jpg


And that's when the ELS attack the expeditionary force, converting them into more ELS.

GGenPu.jpg


The Unicorn guys now have most of their Mobile Suit turned into more ELS units, but that's when the 00 Qan T shows up, piloted by Setsuna F. Seiei, and he kills all the converted ELS:

GGenPv.jpg


He jumps in front of Banagher and tells him to be careful, the ELS absorb their foes and gain intel from them in the process, and Banagher is still in shock the World Signal brought them here.

With that said, now you have to hold off the remaining ELS:

GGenPw.jpg

Your current units are the RX-0 Unicorn Gundam, the 00 Qan T, and the Nahel Argamma Kai, which can provide support fire for units directly in front of it.

If a Unit is a "Master" unit (all save your carrier are this presently), they have skills you can use once to boost stats or do a special effect like return a random unit back to the carrier to heal up. You can recharge use of a skill by docking with the carrier for a turn, then sallying forth on the next turn.

No need to worry about this for now.

If a unit manages to kill an enemy, they may get extra turns, and the chance of this goes up as your character levels up, and I highly suggest you take advantage of this and learn to master this, it will become strategically important in many later levels.

This does NOT apply to carrier units.

You can just have the Gundams potshot ELS on this turn while the Nahel Argamma Kai does supporting fire, but be warned most carrier attacks have low accuracy at long range.

Also, notice how all units are labeled "Guest". This means they are temporary for that stage, will regain a portion of their energy and HP a turn, and may turn against you later in the level if certain conditions are met.

After a turn, MORE ELS will show up, and the World Signal goes off again, with Aphrodia warning you the world has distorted, and she urges everyone to work together to save it.

Her call for help works, and some ELS die at the hands of CCA-era Amuro Rei:

GGenPx.jpg


More die as SEED era Kira Yamato join Earth's defenders:

GGenPy.jpg

Even more die as Gundam Fighter Domon Kasshu shows up to kick some ass:

GGenPz.jpg


Even Flit Asuno from Gundam AGE-1 joins those taking down the ELS:

GGenPaa.jpg


Banagher is a bit surprised by all the new Gundams, but he's not complaining either, and now it's time to kick more ELS ass.

With the Freedom Gundam, God Gundam, AGE-1 Gundam, and Nu Gundam, the odds just got a lot more even, so have fun beating ELS like a drum with your new allies.

Do note some units can provide support fire when nearby or adjacent, so take advantage of this to do more damage.

They can also use this to support defend on enemy turns.

You'll do a few turns of this, and be careful, the ELS WILL gang up on you, and it's possible to die if you're stupid.

Also, note you'll see "Tension Up" after enemy kills. Do enough, and you enter critical tension, where every hit is a guaranteed critical. Do it again (getting hit will cancel this if the damage is high enough), and you enter super tension, where you can do OBSCENE damage.

It will wear off sooner or later, but this can be used to kick some serious ass, and you'd better master it, it's important to win some stages.

Anyway, I suggest Freedom soften up ELS with the HiMAT Full Burst attack while AGE-1 finishes them off. Meanwhile have Nu Gundam and God Gundam pair up to use their attacks to do similar, as should the 00 Qan T and Unicorn.

The Nahel Argamma Kai should try to support if possible. It has a special ability to disperse Minoksky particles in a radius around itself to lower enemy accuracy, but you won't get a lot of mileage out of it in this stage.

Once you've killed all of the first wave of ELS, the camera will pan up the north part of the stage to show the main ELS forces, including the BIG versions, several of which appear as the next wave.

Everyone save Setsuna is all "how many of those damn things are there?!", and Aphrodia shows up again, saying when multiple worlds collide, conflict is inevitable, and when that happen, epic battles happen, and that the madness of betrayal will race across the world.

Setsuna's response to this is to activate his Gundam's Quantum System and to charge into the ELS fleet, hoping to get them to "lol, calm down" by trying to speak to them via the Quantum System.

And this is what happens when he tries that:


Suddenly, all your allies save the Unicorn and 00 Qan T have become enemies, and their only goal now is to kill you.

This means, thankfully, contrary to Banagher's opinion, you really only have to take down one of your former allies, and I recommend dogpiling the AGE-1, it's easiest to kill.

Be careful, though, your former allies WILL team up to kill you, but since this is the prologue, the game is slightly merciful and has nerfed their stats as enemies a little, but still, just kill at least one of them ASAP.

BTW, take a look at screen;

GGenPab.jpg


When you see the screen flash with this background and hear the urgent battle anthem that goes with it, you are in "Over Impact".

Over Impact is what happens when you complete stage conditions to the point all your former allies want to kill you, and as scary as that sounds, this can work to your advantage in some levels,because if you kill the carrier the units are attached to or their master control unit, you can capture the units left behind (which go inert and have a surrender white flag icon over them) for your own use to pilot later.

In this case, just kill one OI'ed unit to end this stage.

Over Impact will end once this is done, and Aphrodia shows up once more.

GGenPac.jpg


GGenPad.jpg

GGenPae.jpg


GGenPaf.jpg

GGenPag.jpg


GGenPah.jpg

GGenPai.jpg

GGenPaj.jpg


GGenPak.jpg


GGenPal.jpg

GGenPam.jpg


GGenPan.jpg



Welcome to SD Gundam G Generation Overworld.
 

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Anyway, now that we got the prologue out of the way, the game give us a chance to pick a free "hero" character to lead your troops into battle, and I'd love @Jaimas to give an opinion here especially, cause I know he loves a few of the choices we get.

Do note each will start off with a "Basic" version of their default series mech, which is basically a gimped version than can be upgraded to a regular power version, and you can get an early game breaker if you delay upgrading it till it hits Level 15, at which point you can upgrade a "Basic" unit to a Haro Mobile Armor, which looks adorable and has utterly ridiculous Game Breaker stats that can piss all over the idea of game difficulty early on.

We get to do this three more times during the story too.

GGenI1.jpg


Our choices are:

1. Amuro Rei (Original Gundam era)

OG Amuro is a good beginner choice, although his gimped unit is a bitch to level up, but it does pay off nicely and he can use damned near anything else, as his stats are excellent in all areas save Command and Charm, but that's not really much of an issue, that can be fixed by leveling up.

2. Char Anzable (Original Gundam era)

OG Char is in some ways a better choice than OG Amuro, but his unit hits an early upgrade ceiling. You can stick him in almost anything else later though.

3. Kou Uraki (Gundam 0083)

Oldtype who gains no benefit from Psycommu mobile suits/armors. Has a unit that is a bitch to level up.

However, his stats are otherwise excellent in most regards and leveling his unit has the awesome reward of an eventual GP-03 Denodrium Orchis, and any non Newtype or similar mech he works fine with.

4. Anavel Gato (Gundam 0083)

In some ways worse than Kou, his unit is the slow, melee oriented GP-02 Physalis, and it's a BITCH to level up. It does have an even better payoff in that doing so gives you the absurdly powerful Nuclear Cannon, which is expensive to use, but it's sheer power means one shot will kill anything it hits.

His stats are much like Kou otherwise.

5. Kamille Bidan (Zeta Gundam)

Excellent newbie choice, his unit levels up fast and is quite good even early on, but late game it pales before some later threats.

His stats are excellent for everything, especially any unit that requires a high Awaken stat to milk for best results (Psycommu, Innovator, X-Rounder unit, etc)

6. Quattro Bajina (Zeta-era Char)

In some ways better than Kamille early on, but his Hyaku Shiki does not take good advantage of his Awaken stat. It is easy to level and still useful though.

7. Jerid Mesa (Zeta Gundam)

Starts out as somewhat better than Kou Uraki but slightly worse than Anavel Gato stat wise. His unit is the easy to level Gundam MK-II, which has multiple upgrade paths.

Long term, he's a good oldtype pilot, but worthless for any unit that requires Awaken stats.

8. Judau Ashta (Double Zeta)

He starts out good, unit is a bit slow to level, but patience has it's rewards. Has a special skill that, when leveled to max, makes him a one man energy efficient machine of asskicking death, but this takes awhile to do.

Good pilot for any unit that need Awaken stats as well.

9. Haman Karn (Double Zeta)

Same as Judau, except her unit quickly plateaus in upgrades.

Otherwise an excellent beginning choice, especially if you love Newtype units.

10. Amuro Rei (Char's Counterattack)

Unit takes a bit to level up, but can upgrade to the Hi Nu Gundam, which can carry you most of the game.

Focuses more on Awaken stat potential than OG Amuro, though his stats are slightly slower to level up.

11. Char Aznable (CCA Era)

Much better than his earlier incarnations, but with a far slower level up scaling to balance things out.

His Sazabi can ultimately top out to the stupid powerful Nightingale if you're willing to do a bit of grinding.

12. Banagher Links (Unicorn Gundam)

Has excellent stats across the board, built for kicking ass in Awaken powered mechs especially, but his level growth is a tad slow and his basic unit takes awhile to get really good, but the Unicorn is retarded strong in the right hands once leveled, excellent at taking down Psycommu units especially.

13. Full Frontal (Unicorn Gundam)

Think CCA-era Char with better level scaling but a worse unit that tops out at less powerful than Char's.

Essentially you trade better leveling for a worse starting unit.

14. Seabook Arno (Gundam F91)

Nothing really bad to say about him, good beginner choice, has a lot of unit upgrade potential.

Stats do level out after awhile to compensate for his early beginner friendliness, though.

15. Tobia Arronaux (Crossbone Gundam)

The inverse of Seabook, but if you can deal with that, he's an excellent combat pilot long term and his unit, while aggravating to level, tops out at the excellent Crossbone X-1 Full Cloth.

16. Usso Ewin (Victory Gundam)

Nothing really bad to say except he has a poor Command and Charm stat and his unit is a pain in the ass to level.

Patience does reward, as his best upgrade leaves him the very good V2 Assault Buster Gundam with some work put into it.

17. Domon Kasshu (G Gundam)

He will kick retarded levels of ass in melee units and the God Gundam is not too hard to level up to.

You just have to accept he's crap in units that require Awaken stats and that his Command and Charm stats are in the toilet.

18. Heero Yuy (Gundam Wing)

Take everything I said about Domon, and switch out ranged for melee.

Heero does have the saving grace of being a damn good sniper, which, frankly, you'll find useful in later levels, and Wing Zero EW Edition is nothing to be ashamed of once you level up to that point.

You may find the regular Wing Zero has more flexibility attack option wise though.

19. Zech Merquise/Millardo Peacecraft

He's an alternate take on Heero with a better Command stat, but his units top out much less impressively but are still useful.

20. Garrod Ran (Gundam X)

Excellent oldtype pilot, no real bad points aside from no awaken stat, but leveling his unit will take some time.

However, once he ends up with the DX Falcon after some grinding, you will find it's an awesome boss killer.

21. Loran Cehack (Turn A)

Starts out with better stats than Garrod but slower level curve.

His unit is crap at first, but tops out at the stupid powerful Turn A (Full Power) with some effort.

22. Harry Ord (Turn A)

Is basically better than Loran in all areas, but you have to accept his personal unit tops out at a lame plateau power wise.

23. Kira Yamato (SEED)

Can become a one man wrecking ball with time, but only issue is that his personal unit will take awhile to level up.

Once it does, though, he's a badass.

For balance reasons, his Command and Charm stats are pretty miserable.

24. Athrun Zala (SEED)

Starts out better than Kira, but his unit upgrades always lag slightly behind in power, though are still pretty powerful nonetheless.

Has Command and Charm stats that don't suck as bad though.

25. Shinn Asuka (SEED Destiny)

Think a halfway point between Athrun and Kira.

Personal unit easy to level but tops out at the much less impressive Destiny Gundam.

No real bad points otherwise if the above sounds good.

26. Setsuna F. Seiei (00 Gundam)

Starts out as a somewhat less impressive Kira with a slower leveling curve.

On the other hand, putting in effort with him and his personal unit early on can give the player the ridiculously OP 00 Qan(T) Gundam.

27. Graham Aker

Think Domon Kasshu, but with better Command and Charm stats.

Units easy to level and Graham has a lot of upgrade choices, but he tops out at the Brave (Commander Type), which is still good but much less impressive than Setsuna's ultimate personal unit upgrade.

28. Ribbons Almark

Think much better Setsuna, but slower leveling curve for balance and a horribly slow upgrade curve for his borderline shit 0 Gundam.

Put in some time upgrading it, and you can have the nigh-top tier Reborns Gundam with some patience though.

29. Flit Asuno (Gundam AGE-1)

Think OG Amuro with better Awaken stats.

The AGE-1 is pretty lame and it's ultimate upgrade is pretty sad by late game though.

30. Desil Galette (Gundam AGE-1)

Much better than Flit in most stats, but his Command stat is the worst of all your choices and his personal unit upgrade is even worse than Flit's by late game.
 
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Anyway, now that we got the prologue out of the way, the game give us a chance to pick a free "hero" character to lead your troops into battle, and I'd love @Jaimas to give an opinion here especially, cause I know he loves a few of the choices we get.

Do note each will start off with a "Basic" version of their default series mech, which is basically a gimped version than can be upgraded to a regular power version, and you can get an early game breaker if you delay upgrading it till it hits Level 15, at which point you can upgrade a "Basic" unit to a Haro Mobile Armor, which looks adorable and has utterly ridiculous Game Breaker stats that can piss all over the idea of game difficulty early on.

We get to do this three more times during the story too.

View attachment 411461

Our choices are:

1. Amuro Rei (Original Gundam era)

OG Amuro is a good beginner choice, although his gimped unit is a bitch to level up, but it does pay off nicely and he can use damned near anything else, as his stats are excellent in all areas save Command and Charm, but that's not really much of an issue, that can be fixed by leveling up.

2. Char Anzable (Original Gundam era)

OG Char is in some ways a better choice than OG Amuro, but his unit hits an early upgrade ceiling. You can stick him in almost anything else later though.

3. Kou Uraki (Gundam 0083)

Oldtype who gains no benefit from Psycommu mobile suits/armors. Has a unit that is a bitch to level up.

However, his stats are otherwise excellent in most regards and leveling his unit has the awesome reward of an eventual GP-03 Denodrium Orchis, and any non Newtype or similar mech he works fine with.

4. Anavel Gato (Gundam 0083)

In some ways worse than Kou, his unit is the slow, melee oriented GP-02 Physalis, and it's a BITCH to level up. It does have an even better payoff in that doing so gives you the absurdly powerful Nuclear Cannon, which is expensive to use, but it's sheer power means one shot will kill anything it hits.

His stats are much like Kou otherwise.

5. Kamille Bidan (Zeta Gundam)

Excellent newbie choice, his unit levels up fast and is quite good even early on, but late game it pales before some later threats.

His stats are excellent for everything, especially any unit that requires a high Awaken stat to tard cum for best results (Psycommu, Innovator, X-Rounder unit, etc)

6. Quattro Bajina (Zeta-era Char)

In some ways better than Kamille early on, but his Hyaku Shiki does not take good advantage of his Awaken stat. It is easy to level and still useful though.

7. Jerid Mesa (Zeta Gundam)

Starts out as somewhat better than Kou Uraki but slightly worse than Anavel Gato stat wise. His unit is the easy to level Gundam MK-II, which has multiple upgrade paths.

Long term, he's a good oldtype pilot, but worthless for any unit that requires Awaken stats.

8. Judau Ashta (Double Zeta)

He starts out good, unit is a bit slow to level, but patience has it's rewards. Has a special skill that, when leveled to max, makes him a one man energy efficient machine of asskicking death, but this takes awhile to do.

Good pilot for any unit that need Awaken stats as well.

9. Haman Karn (Double Zeta)

Same as Judau, except her unit quickly plateaus in upgrades.

Otherwise an excellent beginning choice, especially if you love Newtype units.

10. Amuro Rei (Char's Counterattack)

Unit takes a bit to level up, but can upgrade to the Hi Nu Gundam, which can carry you most of the game.

Focuses more on Awaken stat potential than OG Amuro, though his stats are slightly slower to level up.

11. Char Aznable (CCA Era)

Much better than his earlier incarnations, but with a far slower level up scaling to balance things out.

His Sazabi can ultimately top out to the stupid powerful Nightingale if you're willing to do a bit of grinding.

12. Banagher Links (Unicorn Gundam)

Has excellent stats across the board, built for kicking ass in Awaken powered mechs especially, but his level growth is a tad slow and his basic unit takes awhile to get really good, but the Unicorn is exceptional strong in the right hands once leveled, excellent at taking down Psycommu units especially.

13. Full Frontal (Unicorn Gundam)

Think CCA-era Char with better level scaling but a worse unit that tops out at less powerful than Char's.

Essentially you trade better leveling for a worse starting unit.

14. Seabook Arno (Gundam F91)

Nothing really bad to say about him, good beginner choice, has a lot of unit upgrade potential.

Stats do level out after awhile to compensate for his early beginner friendliness, though.

15. Tobia Arronaux (Crossbone Gundam)

The inverse of Seabook, but if you can deal withthat, he's an excellent combat pilot long term and his unit, while aggravating to level, tops out at the excellent Crossbone X-1 Full Cloth.

16. Usso Ewin (Victory Gundam)

Nothing really bad to say except he has a poor Command and Charm stat and his unit is a pain in the ass to level.

Patience does reward, as his best upgrade leaves him the very good V2 Assault Buster Gundam with some work put into it.

17. Domon Kasshu (G Gundam)

He will kick exceptional levels of ass in melee units and the God Gundam is not too hard to level up to.

You just have to accept he's crap in units that require Awaken stats and that his Command and Charm stats are in the toilet.

18. Heero Yuy (Gundam Wing)

Take everything I said about Domon, and switch out ranged for melee.

Heero does have the saving grace of being a damn good sniper, which, frankly, you'll find useful in later levels, and Wing Zero EW Edition is nothing to be ashamed of once you level up to that point.

You may find the regular Wing Zero has more flexibility attack option wise though.

19. Zech Merquise/Millardo Peacecraft

He's an alternate take on Heero with a better Command stat, but his units top out much less impressively but are still useful.

20. Garrod Ran (Gundam X)

Excellent oldtype pilot, no real bad points aside from no awaken stat, but leveling his unit will take some time.

However, once he ends up with the DX Falcon after some grinding, you will find it's an awesome boss killer.

21. Loran Cehack (Turn A)

Starts out with better stats than Garrod but slower level curve.

His unit is crap at first, but tops out at the stupid powerful Turn A (Full Power) with some effort.

22. Harry Ord (Turn A)

Is basically better than Loran in all areas, but you have to accept his personal unit tops out at a lame plateau power wise.

23. Kira Yamato (SEED)

Can become a one man wrecking ball with time, but only issue is that his personal unit will take awhile to level up.

Once it does, though, he's a badass.

For balance reasons, his Command and Charm stats are pretty miserable.

24. Athrun Zala (SEED)

Starts out better than Kira, but his unit upgrades always lag slightly behind in power, though are still pretty powerful nonetheless.

Has Command and Charm stats that don't suck as bad though.

25. Shinn Asuka (SEED Destiny)

Think a halfway point between Athrun and Kira.

Personal unit easy to level but tops out at the much less impressive Destiny Gundam.

No real bad points otherwise if the above sounds good.

26. Setsuna F. Seiei (00 Gundam)

Starts out as a somewhat less impressive Kira with a slower leveling curve.

On the other hand, putting in effort with him and his personal unit early on can give the player the ridiculously OP 00 Qan(T) Gundam.

27. Graham Aker

Think Domon Kasshu, but with better Command and Charm stats.

Units easy to level and Graham has a lot of upgrade choices, but he tops out at the Brave (Commander Type), which is still good but much less impressive than Setsuna's ultimate personal unit upgrade.

28. Ribbons Almark

Think much better Setsuna, but slower leveling curve for balance and a horribly slow upgrade curve for his borderline shit 0 Gundam.

Put in some time upgrading it, and you can have the nigh-top tier Reborns Gundam with some patience though.

29. Flit Asuno (Gundam AGE-1)

Think OG Amuro with better Awaken stats.

The AGE-1 is pretty lame and it's ultimate upgrade is pretty sad by late game though.

30. Desil Galette (Gundam AGE-1)

Much better than Flit in most stats, but his Command stat is the worst of all your choices and his personal unit upgrade is even worse than Flit's by late game.

While anyone can vote on who I should pick first (I'll just pick one if no one has any particular preference), let me cover what stats pilots have and why they are important:


Shooting/Ranged: The higher this is, the more likely you are to hit a target.

Get this super high if you want to abuse the Nuclear Cannon, Satellite Cannon, or any other retarded powerful weapon of doom with poor accuracy.

Melee: Essential for hitting stuff with non ranged weapons.

Avoid/Reaction: Your dodging chances. Higher is better.

Defense: Duh. How well you can tank damage.

Awaken: Has two aspects. One, Newtypes, Innovators, X-Rounders, Psychichers, and anyone who isn't a regular human will find they need this stat, as it makes units that take advantage of this stat do more damage, have more range, and generally be more useful.

The other use it has is to act as a bonus modifier for these characters.

For example, Full Frontal pilots a unit with no built in Newtype weapons, but his high Awaken stat coupled with his other stats still gives him better bonuses to attack, evasion, and defense.

Command: This stat is essential for squad leaders and carrier captains, as units in their range of effect will gain bonuses to their stats by being near someone with high Command skill.

Charm: How fast you gain EXP.
 
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Alright I'm going with Judau, per @Kiwi Jeff's suggestion.

However, before I jump straight into doing the levels, the next couple of posts will be about the meta-game aspects, because just like Pokemon, any idiot can PLAY the game, but if you want to really have fun with it, knowing the ins and outs is where the real meat of the game comes from.


First off, the main game menu options:


War Room: There is no fighting in here.

Anyway, cheesy movie reference aside, this where you set up your teams, get more units, and generally dick around with your characters.

World Tour: The main campaign.

World Core: Can be played now, but it's better to finish World Tour mode first, this mode spoils the shit out of the World Tour Mode.

Save/Load: Duh.

Communication: Ad Hoc Wi-Fi room here. We won't be going into this for obvious reasons.

Mobile Link: You can get keycodes from Bandai Namco's website and punch them in to get items. Not going to be covered since this game is too old for that to work much anymore, and we don't really need it.

Options: Set game options.

Gallery: listen to music, see character/unit profiles. These profiles are NOT translated, the fan translators said they weren't gonna bother. Besides, you can look this shit up on the Gundam Wiki if you need to.

You can set custom BGM you put on your PSP as battle music if you like. I recommend prelooped MP3 for this.

Unit Collection: See units you have found, registered units (those you created or bought), and see how close you are to getting a secret character.

Every 5% complete this gets, the game hands you a secret character. Some suck, some are pretty kickass.
 
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Alright, we are going to move onto the basics of how to set up your teams and who you start with.

GGenWR.jpg

Start from the top:


Capital: Points obtained from killing stuff or selling units/parts. Used to buy more stuff.


War Ship: Your carrier and it's crew.

The Carry Base is your starting vessel. It's a G Gen variant of the Clop-class light assault cruiser that was first seen in Char's Counterattack. It's a good starting vessel, but after a quarter through the game, you will definitely want to spring for something better.


You start with the following crew:

Captain: Duh. You have G Gen character Zenon Tiegel, who is actually pretty decent for a captain character. They can learn skills that boost the effectiveness of all sortied units. High Command skill is essential for characters in this role.

XO: None. Optional, but their stats act as a modifier that boosts the effectiveness of the other crew, captain included. They are also the only personnel who can learn skills that directly increase covering fire damage for support attacks.

Operator: AKA your fire control officer. High Shooting score is a must here. Learned skills make shooting accuracy increase. La Mira Luna is your starting default, not a bad choice, really.

Helmsman: These control ship movement in battle. High Evasion/Reaction is essential. They learn skills that make attacks even more effective as well. Ernst Yeager is the starting choice, good default, but he levels a bit slowly.

Mechanic: Ship engineer. High Defense is key skill. Learned skills boost this further and provide energy recovery bonuses. Kay Nimrod is default choice, quite good in this role.

Guest: This character controls how much experience the entire team earns. High Charm essential, and learned skills make them even more effective in this role. Racheal Ransom is a more than acceptable default character for this slot.


Moving on:


MASTER: Master unit of this battle group (you get an additional battle group after each quarter of the game). This character can be any character, and they may pilot a unit of any size without restriction.

As a master unit, they can use special castable skills in battle, but after one use of any skill, they must dock with their ship for one turn to replenish use of that skill.

Team 1/2

You have two Teams per slot, and the Carry Base can have a second team if you equip a Hangar Extension item, better ships have both by default.

Each team lead can use castable skills like the Master Unit, pursuant to the same rules.

There are four unit slots, and any unit size XL or larger will take up more than one unit slot, so choose units and team members bearing this in mind.


While on this screen, you can switch out vessels, units, and characters to applicable slots. You may also purchase units and characters for blank slots by selecting those slots and picking that option, assuming you have the capital.

You can train the stats of characters by selecting them here, and you can develop or trade units selected on this screen.


Your starting units and characters, aside from the Master Unit you picked prior, are as follows:

(all are equipped with a free consumable in battle Instant Repair Kit I item)

Mark Guilder: Team leader. Starting unit is the Phoenix Zero Gundam, a basic but very useful early game unit, comparable to a slightly less powerful Zeta Gundam.

Mark is a good team leader and has excellent all around stats.


Ellis Claude: Starts with the Tornado Gundam, which is slightly weaker than the Phoenix Zero. Ellis herself is somewhat weaker than Mark stat wise but levels quickly.


Ranalow Shade: Starts with the Tornado Gundam. Generally good stats, but has no Awaken stats like the first two, so unlike Mark and Ellis, he should not pilot any later units that need this stat.
 
We're finally going to have a playable level, because in doing so, I can show off some of the playable mechanics we can take advantage of later:

So let's begin:


STAGE A1: GUNDAM RISING


That's right, people, were are starting with some old school Gundam, but for people like @Jaimas who like glorious Gundam clusterfucks, some Gundam 00, Gundam AGE, and Gundam Seed will get to join the party


To the familiar strains of "Gallant Char", we retread the events of the very first Gundam's first episode, where Zeon grunts Gene and Denim try to destroy the original RX-78 Gundam at Side 7 and Amuro Rei's balls drop for the very first time.

The beginning of the level plays out virtually line for line like the original source, right up to the point Amuro gets the Gundam upright and the Zeon soldiers feel their pants turn brown.

Then we get to deploy:

Stage 1Aa.jpg

You have to select a point for your warship to sortie troops from,and later, when you have more than one battle group, you can sortie a ship at each available deploy point.

You can also choose the initial direction you want your ship to face and do any last minute team prep at this point, so get that done before starting the level.

Stage 1Ab.jpg

The blue area is the command radius of the Carry Base, and units sortied in this area will gain a modifier bonus to stats in proportion to the Captain's Command level.

Now to discuss level phases:

Stage 1Ac.jpg


Levels are split into three phases, and while you can complete a level on any phase, getting all break triggers gives you a Gold rank for the level, and you need Gold ranks for all levels in your rank (A) to move onto the final stage for the rank A stages.

Challenge Missions are extra requirements. Not essential to do, but doing so unlocks secret units to join the battle, some you can capture for your own use later.


The first part of this stage is piss easy, even the challenge is easy, just have someone weaken Gene, then have Amuro finish him off with a Beam Saber.


Doing either the Break Trigger or Challenge Mission condition triggers a "Generation Break", which advances the stage to the next phase.

In the case, some Gafrans from Gundam AGE want to join the party;

Stage 1Ad.jpg

Flit will show up behind Amuro as support, as this is basically folding the first AGE episodes into original Gundam, and we get second phase conditions:

Stage 1Ae.jpg


Because we also got the Challenge Mission, we get Patrick Colasour from the first Gundam 00 episode in his AEU Enact (Demo Color), and he'll have two AEU Hellions as support.

If you kill Patrick, the Hellions will cease fighting, have a surrender flag over them,and you can capture them for later use, more on that later.

Do note, secret units you MUST kill to capture the others have an actual pilot, the others have "Neuro" or AI pilot, meaning killing them means you can't capture them after killing their master controller. In this case, Patrick.

Stage 1Af.jpg

These units are able to be captured by any Master unit with the "Free Capture" skill, or by any battleship in command radius range to the white flagged units.

We aren't moving the Carry Base to do this, because there is an another way to get this done, more on that later.

Anyway, I suggest moving to take down the remaining Zeon grunts, and wear down the Gafrans, leaving at least one for Flit to finish off with a Beam Saber attack.

If you get a unit banged up, have it retreat to the carrier to heal, and try not to let your carrier get dogpiled. Carriers can recover a portion of health and energy a turn, but sustained attack will kill them, and you thus lose.

Also note enemies tend to attack in wave patterns most of the time, and you can use this to position units in advance to take them out.

EXP gained for kills is simple: A single unit getting a kill gets full EXP. Multiple units divide the EXP. Guest units getting kills gain no EXP. It will be necessary at times to let guest units get kills for objectives though. Carriers gain a portion of the EXP if they support attack with other units, and the carrier crew get this equally allotted to them.

In this level, we have Amuro and Flit's units as the Guest characters, and Guest characters who need to kill something with a specific attack can still get this done if they have support, so long as that guest character initiates the attack or counterattack.


Once we get the second break condition done, Gundam SEED's initial episode hijacking happens, with ZAFT forces joining this throwdown, and the Archangel and Kira Yamato in the Strike Gundam (with the Sword Strike Pack equipped) will join as support.

Also, since we have the secret condition fulfilled again, Mashmyre Celloro from Gundam ZZ joins in piloting a Gallus-J, flanked by two Gaza-C, and you can kill him to capture them.


It's at this point we've gotten the stage to the point you DON'T have to fulfill the challenge condition to kill the Aegis Gundam with Kira in 4 turns to get Over Impact triggered.

But trust me, you want this done, as that means we can capture the Strike Gundam and use it ourselves after this stage.

Also, any friendly ship can capture units, even guests, like the Archangel here:

Stage 1Ag.jpg



Do bear in mind something. Once Over Impact begins, the RX-78 Gundam, AGE-1, and Strike will become enemies as well as the Archangel, so if you're going to start Over Impact, position your troops to kill your former allies beforehand.

As for triggering it, that's easy. Athrun will move his Aegis ahead to meet your troops, which can soften him up, then you can have Kira apply the final blow, with or without support fire.


BTW, you can always replay levels later, so if you miss a condition for any phase, don't worry about it.

If you do enough kills to level up your unit, this will show up:

Stage 1Ah.jpg


PROTIP: Park the Archangel as close to your units as possible for when Over Impact happens.


Once Over Impact happens, all former allies become enemies, and if you want to quickly kill the Archangel, aim here:

Stage 1Ai.jpg

The "PINPOINT" spot is where a carrier will take mega damage if hit. Dogpile that spot and you can kill the Archangel in one hit, and the Strike will immediately be capturable.


Also, if there is anything you have yet to capture on the map at this point and DON'T have someone with the Free Capture skill, then leave at least one enemy alive until your captures are done with your ship, then kill them to end the level.

Once you beat the level, your score will be tallied up, a new part for purchase will added to the game shop (more on that later, this continues until the game has added every part in the catalog, so you can cheese old stages to fill out the catalog), and your Ace Points, which are used to boost stats (on top of whatever you got when your characters leveled up) will be tallied at this point.

Let me close out by explaining what clearing a level does to the level select screen.

Stage 1Aj.jpg

No Haro symbol: Beat first phase of level.

Silver Haro Symbol: Beat second phase.

Gold Haro Symbol: Beat third phase.

Gold Haro Symbol with Crown: Beat Over Impact phase.

Only Gold level is required to unlock certain stages later, the crown is just for bragging rights.
 
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Going to get onto this some more later, but just want to say, this level I just finished is pretty damn easy, later levels can get downright batshit crazy.


Also, some more pro-tips.

1. GRIND. It's boring, yes, but it saves you time later. For the purposes of this LS, I'll be doing a fair amount of that in-between posts, so for the kids following along at home, do what I'm doing.

Certain stages are pretty easy to grind, I'll point those out.

2. If you're getting your ass beat on a level, leave. Don't be afraid to be a pussy, there is no penalty if you are seriously getting your ass beat, it just resets you to pre-level conditions so you can try again later.

3. Enemies have patterns. Generally these patterns involve wave like movements, with initial forces moving ahead, and rear forces following a few turns later.

4. Some units are naturally good defenders, some will die if hit with a blunt remark.

For example, a Gaza-C has the armor of a wet paper bag.

The Gundam GP-02, on the other hand, it's good for tanking, and if given to a character with a high melee score, you can have it run around and beam saber idiots to death to quickly gain levels and save energy for that Nuclear Cannon until you REALLY need to use it, it is EXPENSIVE to fire.

5. You can pilot mobile suits and mobile armors.

The former are size L or smaller.

The latter are size XL or larger.

The advantages and disadvantages are that the former dodge better but have less health (with a few exceptions)

The latter tend to be tanks but dodge like they are glued to the floor.
 
Alright, it's time to cover some more gameplay stuff.

Pay attention, some ways to game the system will be included.

First off, captured units:

GGenCp.jpg

On this screen, you can choose to keep a unit, thus adding it to your roster of selectable mechs, sell units, thus earning more cash equivalent to it's base value, or do either in bulk.

You can only keep around 50 or so captured units in storage, so empty this space every so often.


Next, unit development.

Developing a Unit means to upgrade it to a better unit, Pokemon style, like so:

GGenDv.jpg


Some notes:

1. Not all unit upgrades are good. Some can be LESS powerful than the current unit.

2. If a Unit is a max development, you can DEVOLVE it to a lower form, like from the 00 Gundam to the Exia Gundam.

3. You will have sometimes level up some terrible units to get better ones. Grind on easy stages to do this.

Any new unit you don't already have (captured units don't count) will be registered so you can purchase them again at any time.


Next, design units:

Basically, if you have two units that can be combined in this menu, it will give you a register slot for a new type of mech:

For example:

Tornado Gundam + AEU Hellion = Tieren Space Type
Tornado Gundam + Gaza-C = GM Command


Finally, Barter, where you trade a unit for another one, and pay the difference in value of the other unit as well.

Notes:

1. Barter only works for units at Level 2 or above.

2. The item equipped to a unit and it's level determine what you can barter for. You can game this by equipping valuable defensive parts to "boost" the value, some parts are specifically tailored to help you do this.

3. If you don't have the cash for bartering, no deal.


PROTIP: This is the only way to acquire some units aside from some hard as hell design combinations, bartering is almost always less tedious.
 
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@NIGGO KILLA, you're gonna love this post.

Alright, last post for this LS for awhile for two reasons:

1. Need to get back to my other LS's

2. I plan to field a bunch of original soldiers as opposed to buying existing ones because, pro-tip, if you get 100% completion in the game, THE GAME HANDS YOU EVERY PERSON YOU COULD BUY FOR FREE.

Besides, I want suggestions from you guys for names and appearances, and I'll give a list for both guys and girls what they look like so you can tell me who you want them to LARP as, and I'll accept names from the audience as well.

(Have 10 slots)

Male Appearances:

1. Acguy Pilot impersonator (the mole looking Zeon dude who piloted the goofy Acguy)
2. 08th MS Team
3. IGLOO Zeon crewmember
4. Blonde haired Zeta-Era Kai Shiden wannabe
5. Cowboy wannabe
6. Neo-Zeon Officer
7. Teal haired Scwhartz Bruder fanboy
8. White haired puffy pants Wufei impersonator
9. Short Moon Race soldier
10. Ponytailed Mister Bushido fanboy
11. AGE kid with green 80's hair
12. Generic EFSF dude
13. Generic Zeon pilot
14. Generic Titans pilot
15. SEED pilot with spiffy flame accented helmet
16. Mu La Flaga impersonator
17. Shinn Asuka fanboy
18. Lockon Stratos fanboy
19. Generic A-LAWS pilot
20. Generic Londo Bell pilot


Female appearances:

1. Female Char fangirl.
2. Lalah Sune wannabe
3. Ginias Saharin fangirl
4. Norris Packard fangirl
5. Long ringed rose haired girl in brown Neo-Zeon wear
6. White haired New Desides (Gundam Sentinel) fangirl
7. Badass looking soldier
8. Deep long red-pink haired looking Zanscare officer
9. Blonde Moon Race soldier
10. Bob cut dark skinned blonde in nice white form fitting party dress
11. Dark jumpsuited cobalt haired chick
12. EFSF soldier
13. Sleeves pilot
14. Blue uniformed Invisible Knight (UC Gundam Game specific)
15. Titans pilot
16. Pink uniformed ZAFT pilot
17. Purple accented ZAFT pilot
18. Soma Peries (Celestial Being member) impersonator
19. Innovade
20. Angelo Sauper fangirl
 
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Yuria.jpg

Starting Unit: AEU Hellion
Voice Actor: Yuko Kaida
BGM: Gundam Meister Theme


Haken Browning.jpg

Starting Unit: Strike Gundam (Launcher Pack)
Voice Actor: Unshou Ishizuka (No Noboyuki Hiyama, so I hope the guy who voiced Jet Black in Cowboy Bebop is fine)
BGM: Reset

Guy Fieri.jpg

Starting Unit: Zudah
Voice Actor: Daisuke Ono
BGM: Crossbone Gundam Theme


Note: Will accept two more suggestions, one will be ship XO, the other a pilot.
 
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Some added pro-tips:

The Tornado and Phoenix Zero Gundams are what I like to call "templates"

Basically, you can use them as one half of a TON of designs for new models, so keep one of each around in your mech bay for a LONG time, you can combine other units with them for a lot of new mecha flavored goodness.

Also, since I just registered 10% of all mechs in the game, I got awarded a secret character.

Yurin L'Ciel from Gundam AGE, to be exact.

She's got stellar Reaction and Awaken stats, average shooting stats, pitiful Melee and Command, and decent Charm.
 
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