     Kidou Senshi Gundam: Renpou VS Zion
     Concise Guide (Version 3.5)

     Current Update: Wednesday, 31 October 2001
     Previous Update: Sunday, 28 October 2001
     Created: Sunday, 20 May 2001

     By Don "Gamera" Chan (crs1219@hotmail.com)

     Note: This FAQ is primarily based on the first arcade
     version, not the second "DX" arcade version or the
     PlayStation 2 version.

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.)
     - 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 five Websites:
     - http://www.gamefaqs.com/
     - http://vgstrategies.about.com/
     - http://DLH.Net/
     - http://www.gamesover.com/
     - http://www.cheatcc.com/
     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 cinque sites webs.
     - http://www.gamefaqs.com/
     - http://vgstrategies.about.com/
     - http://DLH.Net/
     - http://www.gamesover.com/
     - http://www.cheatcc.com/
     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:
     - Gordon Kam, for strategies.
     - Jean-Luc Barbera of France, for the French
translation of the Disclaimer. (After all, Canada's official
languages are English and French.)
     - Kenta, for transcripts of two of General Gihren
Zabi's speeches.
     - Philip In of Hong Kong, for being yet another
non-Japanese friend who works in Japan.
     - Raiblade, for URLs about the DX arcade version.
     - Jones Kingsu and Wavehawk of Philippines, for feedback.

     (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...
     - Ray5555, for flaming me.
     - Osama bin Laden and his Al Qaeda.

     In memory of:
     - The victims of the terrorist attacks in the USA in
the morning on 11 September 2001. God bless America.
     - 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.
     - Shiozawa Kaneto. Voice actor. In First Gundam, he
voiced the Zion REMF and Gyan pilot Colonel Ma Kube. His
real name was Shiozawa Toshikazu. He was 46. He was born
on 28 January 1954, and passed away on 10 May 2000.
     - 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.

     "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 Gundam: Renpou VS Zion
               (Mobile Suit Gundam: Federation VS Zion)
     Genre:    Team battle action
     Rating:   ?
     Players:  1-4
     OS:       Arcade, PlayStation 2, Dreamcast (announced)
     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), unknown (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 Outside 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.

     [Ramble ON]

     After 911, now it's chilling to see the buildings in
this game vertically collapse.

     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."
     - Sayla Mass

     BTW, to the female fans of Gundam Wing who are reading
this file: Midorikawa Hikaru is married, so move along.

     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

     [Ramble OFF]

2.3  DX ARCADE VERSION

     Compared to the first arcade version, the second DX
("Deluxe") 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 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. 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, Grabro, Zakrello, Byg Zam,
Elmeth, &c) are more aggressive.
     In the Belfast stage, after the Grabro is KIA, a
normal MS, such as a Zgok, replaces the Grabro.

     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.

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.

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.
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.

     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
reportedly 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)                                        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

Mobile Suit    Terrain   Cost HP   Armour    Lock-On   Speed
(Player)                                     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

Mobile Suit    Terrain   Cost HP   Armour    Lock-On   Speed
(CPU)                                        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

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

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.

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.

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.

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!"
     - 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.

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

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.)

     Shoot at a landing MS as its feet just touch the
ground, when it has little or no time to side-step.

     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.

     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.

     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.
     (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, beware of target fixation. See and know
where and what the other enemy MS is doing.

5.1  ZION

     "kokumin yo! kanasimi wo ikari ni kaete, tate yo!
     kokumin!"
     - General Gihren Zabi

     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

     Note: The following strategies, contributed by Gordon
     Kam, are based on difficulty level 8, damage level
     4, and time limit 180 seconds. YMMV (Your Mileage
     May Vary).

     From Gordon Kam:

     (Note: Gordon Kam's strategies 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 Zock:

     The Zock's quadruple Mega Particle Cannons are very
awesome, though they have a relatively long lag 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 is facing your MS, jump out of its front arc.

5.3  STAGES

     These stages currently don't include the new stages
in the DX version.

     Side 7:

     Zion units: Zaku, Zaku II, Char Zaku II
     Federation units: GM, Guntank; Type 61 main battle
tank

     "ko, kore ga... ta, tatakai..."
     - Amuro Rei

     Great Canyon:

     Zion units: Zaku II, Char Zaku II; Gau
     Federation units: GM, Guncannon; Midea

     New York:

     Zion units: Zaku II, Char Zaku II; Gau, Magella Attack
     Federation units: GM, Gundam; White Base

     "watasi no otouto! syokun no aisitekureta Garma
     Zabi ha sinda!
     naze da?"
     - General Gihren Zabi

     "bouya dakara sa."
     - Major Char Aznable

     Takla Makan Desert (Xin Jiang Uygur Autonomous
Region, People's Republic of China):

     Zion units: Gouf, Zaku II; Azzam, Gallop, 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
     Federation units: G Fighter, Midea

     Odessa (Ukraine):

     Federation units: Big Tray

     Belfast (Northern Ireland, United Kingdom):

     Zion units: Zgok; Grabro
     Federation units: Gunperry

     Jaburo Aboveground (Venezuela):

     Zion units: Gogg, Gouf, Zgok
     Federation units: Guncannon
     BGM: "Ai senshi" by Inoue Daisuke

     Jaburo Underground (Venezuela):

     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:

     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.)

     A Baoa Qu Outside:

     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:

     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://www.gundamproject.com/
     Gundam Project, by fellow Usenetters and Gundam fans,
Keith Rhee and Mark Simmons.

   - http://www.fujikyu.co.jp/highland/attraction/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.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://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://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.
__

Don "Quess Paraya haters unite!" Chan
(No offense to Kawamura Maria han.)
http://www.gamefaqs.com/features/recognition/146.html

*1   "Sakuretsu!"

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