     Kidou Senshi Gundam: Renpou VS Zion
     Concise Guide (Version 2.5)

     Current Update: Saturday, 15 September 2001
     Previous Update: Tuesday, 4 September 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.

0.   Wanted
1.   Acknowledgements
2.   Nutrition Information
2.1    1st Impression
2.2    2nd Impression
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

     Disclaimer: I send the newest version of this file
to only four Websites:
     - http://www.gamefaqs.com/
     - http://vgstrategies.about.com/
     - http://DLH.Net/
     - 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 quatre sites webs.
     - http://www.gamefaqs.com/
     - http://vgstrategies.about.com/
     - http://DLH.Net/
     - 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.

"Setsunasa!" (*1)

0.   WANTED

     I'm looking for:
     - A complete list of all mecha in this game. (Aircraft,
ground vehicles, Mobile Armours, Mobile Suits, war ships,
&c.)
     - A complete list of all seiyuu (voice actors) in this
game.
     - Hints for this game, from articles in the magazine
Arcadia.
     - Strategies: Common, Mobile Suit-specific,
stage-specific, one-player and multi-player, et al.
     - Transcripts, in Japanese or Roomaji, of General
Gihren Zabi's speeches in First Gundam.

1.   ACKNOWLEDGEMENTS

     Thanks to these sierra hotel persons/organisations:
     - Gordon Kam, for hints and 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.

     (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...

     In memory of:
     - The victims of the terrorist attacks in the USA in
the morning on (Tuesday) 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.

     "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, Dreamcast (announced)
     Maker:    Bandai, Banpresto, Capcom
               http://www.gundam.channel.or.jp/goods/videogame/evsz/
     On Sale:  March 2001 (arcade), 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.

     [Ramble ON]

     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.)

     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.
     M. Kai Shiden.
     (But my favourite male chara amongst all Gundam anime is
(expectedly) Amuro Rei.)

     [Ramble OFF]

3.   COMMANDS

     (This section is incomplete and under construction.)

     Note: Correct me if I'm wrong.

     [?] means hold the stick or button.

3.1  BASIC COMMANDS

     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.

     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]       Shoot a burst of shots at the target with the
          player's primary weapon, such as Zaku machine
          gun.
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 yellow, the target is immune
to damage. For example, the target is knocked down.

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).

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: 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)                                     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-77-2 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          Gundam 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.

     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.
     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, contribued by Gordon
     Kam, are based on 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.

     VS Zaku:

     The Zaku is the Zion's mass-produced MS and can be
found in many stages in this game. Due to the Zaku's
lower cost than the GM, playing as the Federation side,
you will have to kill more units in general.
     The Zaku's major weakness is its low mobility, low
HP, and weak weaponry. The Zaku can only carry
conventional weapons such as: Zaku machine gun, Zaku
bazooka, crackers, Magella Top cannon, and missile pods.
All Zakus also carry a heat hawk as a melee weapon.
     - Zaku machine gun: Most often you will be fighting
against the Zaku 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 Zakus
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 Zakus 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 Zakus 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 Zakus 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'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 round rather slowly. This only appears in one
stage and that is in Odessa. These rifles are the Zaku's
solution for long-range fire. The rifle itself fires
single round shells. The shell travel speed is comparable
to the Guntank and the Guncannon's. When fired, the Zaku
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 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 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'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.

5.3  STAGES

     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
     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; Gunpellie

     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):

     Federation units: Gunpellie

     Jaburo Aboveground (Venezuela):

     Zion units: Gouf
     Federation units: Guncannon

     Jaburo Underground (Venezuela):

     Zion units: Char Zgok, Gogg, Zgok, Zock
     BGM: "Ai senshi" by Inoue Daisuke

     Solomon:

     Zion units: Byg Zam

     A Baoa Qu Outside:

     Zion units: Gelgoog, Rick Dom, Ziong; Elmeth

     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/

     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://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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