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A power needed for battle... people call this, "Gundam".A series of Turn-Based Strategy games based on the immensely popular Gundam franchise. G Generation (G Gen for short) has its roots in the myriad SRPG titles made for the Super Famicom in the early to mid-1990s. Most of these games played fast and loose with the rules, but G Gen marked the start of a more serious turn, bringing pilots into the equation and expanding the player's options vastly as time went on.The games follows a very traditional SRPG gameplay set in place by Fire Emblem and the other robot-oriented strategy series, but mixed with its own squad system. The squad system is based around a unit which leads a squadron of 4 mechs; so long as the other 3 mechs are within the squad leader's command aura (and starting from Zero) they can gang up on a target using support-attacks (so long as their weapons are within range of the target) and can in turn support-defend on the enemy's turn. Also added since Zero, pilots are given Bonus Step when they successfully kill an enemy, allowing them an additional turn. Although a unit can gain unlimited Bonus Steps in Zero and F, Neo limited the amount of potential turns by a character's level, increasing every 10 levels. As a result, battles are often based on careful positioning to take advantage of bonus steps via exploiting the 4-mech support attacks to guarantee a kill for each squad member.Other mechanics include "evolving" mechs from one unit to their next successor (example: GM -> GM-II -> GM-III, Shining Gundam -> God Gundam, etc). Depending on the game, some mechs have very long and complicated evolution trees, and one can "evolve" a lowly GM all the way up to a Jamesgun, representing nearly 75 years worth of in-universe development.In general, G Gen games fall into one of two categories:
Historical games focus on re-creating the events of the Gundam animation, with the player controlling the heroes as well as a group of Original Generation characters, and usually rewarding faithfulness to the source material with bonus Experience Points or CG movies of the event in question. The Historical games tend to be released on consoles and focus on more realistic battles.
Crossover games put all the characters together into a common setting and unites them against an overarching threat, sometimes an Original Generation villain and sometimes an established Gundam villain who lives longer and gets better toys than his animated counterpart. Crossover games tend to be released on handheld systems and feature squad-based battles, "magic" (in the form of ID Commands), and special attacks.
The G Gen F/mostly historic or non-merging series includes:
SD Gundam G Generation Zero (1999, Playstation): Covers all the Universal Century anime, with one bonus stage each for G Gundam, Gundam Wing, and Gundam X, plus extra MS and characters from those universes.
Mobile Suit Gundam SEED Destiny: Generation of C.E. (2005, Playstation 2): Not technically a G Gen game, as it uses full-sized MS and focuses exclusively on the Cosmic Era universe, but because it uses the same engine as Neo it's considered part of the series.
SD Gundam G Generation Spirits (2007, Playstation 2): Focuses exclusively on the Universal Century, but goes into greater detail, adding more recent stories like Gundam IGLOO and Advance of Zeta. Includes a rather surprising crossover character as the True Final Boss.
SD Gundam G Generation Wars (2009, Playstation 2 and Wii): Uses the engine from Spirits, but restores the Alternate Universes, including everything up through the first season of Gundam 00 (with some MS from the second season as extras). Crossovers are used but does not affect canonical plotlines. From Now on, the F/Historical series are no longer completely historical and Original GenerationTrue Final Boss -es come into play.
SD Gundam G Generation Touch (2010, iOS): A gathering card-style social game.
SD Gundam G Generation World (2010, Playstation Portable and Wii): An improved Wars-style "combination" game, using the engine of Spirits/Wars and an Original Generation plotline (that unfolds in the form of several EX Missions that end each rank, plus three final stages), as well as adding in Gundam 00 Second Season, Gundam Unicorn, and as a bonus the 00 Qan[T] from Gundam 00: A Wakening of the Trailblazer.
SD Gundam G Generation Overworld (2012, Playstation Portable): The latest G Gen game. Including the most number of series to-date, it brings back G-Unit, introducing the Gundam 00 Sidestories, along with Gundam Unicorn (up to Episode 5) and Gundam AGE (up to the beginning of the 2nd generation arc).
SD Gundam G Generation Frontier (2013, iOS): A Touch-overhaul, although the roster is based off of Overworld's.
SD Gundam G Generation Gather Beat (2000, Wonderswan): The first Crossover game, introducing the familiar elements (three-unit squads, ID Commands, convincing enemies, etc).
SD Gundam G Generation Gather Beat 2 (2001, Wonderswan Color)
SD Gundam G Generation Mono-Eye Gundams (2002, Wonderswan Color): The first Crossover game with its own Original Generation characters and plotline, and subsequently one of the more popular G Gen games. The Strike Gundam is included as a bonus.
SD Gundam G Generation Advance (2003, Gameboy Advance): Effectively an Updated Re-release of Gather Beat, Advance adds in characters and MS from Gundam SEED and makes it the star of the show. Unfortunately, not much else was changed from the original release so it's slightly unpopular.
SD Gundam G Generation SEED (2004, Playstation 2): A game that uses the same system as Neo but focuses on Gundam SEED and Gundam SEED Astray, with the other universes as extras. not much else was changed from the original release so it's slightly unpopular.
SD Gundam G Generation Cross Drive (2007, Nintendo DS): A new effort at merging canons, employing new control systems and characters from other than the Mono-Eye canon. Does not recieve very positive reviews.
Compare Super Robot Wars, which uses the same general concept as the Crossover games, but includes more than just Gundam.
SD Gundam G Generation provides examples of:
Ace Custom: In the Historical games, Ace Customs are created by putting a character into the basic version of an MS of which they have a custom model (for example, putting Char in an F-Type Zaku II turns it into his personal S-Type). This is the only way to obtain these units without cheating.
Overworld allows you to produce data on them so anyone can use them mainly by combining mechs (a mech matching the Ace's customizations and the original mech)
And as an example for an allusion to outside of the Gundam series: Having Setsuna using God Finger triggers either one of these quotes: Young Setsuna says "There is no God in this world! And the Gundam will do/become one!", while S2 Setsuna says "This is my GUNDAM!". Let us remind of whovoiced him and what is the role both share in common again.
It's subverted in Wars and all the games using its engine.
Art Evolution: Many original characters went through this trope. The first big one is in Zero, since character portrait in the first game is very small and none of the original character has cut-in, you can say that it's Zero that established their design. The second time is in Spirits, notable example is Maria Owens, who was around since the first game, but only become popular among fandom with younger and cuter design in Spirits (most visible change is the new design's lack of lipstick).
Boring but Practical: Carry Base, the Clop-class training crusier issued to players in the F series. It is a lot weaker than real Clop-class cruisers in Chars Counter Attack levels, but almost fits all sorts of missions..
Ascended Extra: Some of the Crossover games take canon villains and beef them up into the Big Bad who threatens the Gundamverse. DS does this to Gihren Zabi (no mean shakes, considering what heis in canon), but the a better example would probably be 08th MS Team villain Ginias Sahalin, who is the Big Bad of a couple of games despite being little more than a Mad Scientist who's literally off his meds in his home series.
To a lesser degree, the opening stage of overworld pits The 00 Quant, Unicorn, Nu Gundam, God Gundam and Gundam AGE-1 against some ELS. Then the overimpact turns the last three against you; good thing you only need to take out one to end the stage
Bootstrapped Theme: The BGM that G Generation creates for non-animated series such as Hathaway's Flash and Crossbone Gundam usually wind up becoming their themes in all Gundam-related games.
"Personality changing" chips for everyone! Nuff said.
Bridge Bunny: You can assign operator to battleship. How good the character perform as operator is depend on his/her "communication" secondary stats. In addition to the Bridge Bunny from other series, Ra Mira Luna, Ricole Chuart and Pamela Smith - the Mission Control characters from Zero, F and Neo - will embrace this trope whenever they are recuitable.
World and Overworld has certain stats match the bridge position and characters who mainly fit this role has said stat as their only good one.
Character Development: The standard group of original characters came into existence as little more than seat-fillers. Later games started giving them more distinct personalities and roles in relation to one another; for example, Mark Gilder, the most common pilot of the Phoenix Gundam, seems to be becoming The Hero amongst the G Gen originals.
Cloning Blues: In DS, Dee is one of the many Legion clone pilots made by Gihren Zabi to operate his Centurio MS; she's simply the one who was rescued and started establishing an individual identity.
Continuity Drift - Trans-Am 00 Raiser suffers this in its animations on World. Most of the times when someone attacks it, the animation played is that of him entering in quantization, however the enemy STILL hits him as if he stood still there.
Also, for whenever he executes the actual Quantization trick to evade enemy beam shots, he always appears with the GN Sword III, even when he's supposed to be equipped with the pair of GN Sword II.
This is part of a trend of the unit evading (in sometimes a flashy way) only to get hit.
Cutting Off The Branches: Generation of C.E. Famously, upon the game's release, the staff claimed that one of the endings was the originally intended ending for the Destiny TV series, but refused to elaborate, leading most fans to assume that it was "The Awakened Sword", in which Shinn defeats Kira and co. and Durandal takes over the world.
Demoted to Extra: Because the games obviously can't include everything, something inevitably has to be removed in the end. Generation of C.E. is an interesting example; it was released around episode 39 of Gundam SEED Destiny, and so only covers the MS up to Strike Freedom, meaning Infinite Justice, the Akatsuki, and DOM Trooper aren't included. For that matter, neither is the Legend Gundam, despite the fact that it did appear before S-Freedom.
The Dev Team Thinks of Everything: In later installments like Wars and World, any character can be put into any MS. As a result, the characters get a truly staggering number of vocalized lines that they wouldn't normally say, like this video, which shows all the different characters who get special attack quotes with Nu Gundam's Fin Funnels.
Disc One Nuke: In nearly all the games, proper planning and Level Grinding can allow you to obtain outrageously powerful units like Turn A Gundam and Hi-Nu Gundam very, very early. Especially in Wars and World, due to the Master system, which allows you to start with a gimped version of a main character unit, which, with a few levels, can be easily turned into a proper version of the same unit (or even a powered-up version, in the case of Turn-A). And from Spirits on, you can very easily get the Phoenix Gundam in less than an hour of gameplay.
In Portable, there's the Gigantic and the Windam Nuclear Striker, which literally equip nuclear weapons and are accessable within the first 2-5 hours of playing.
The new feature, Over Impact in Over World allows you get the chance to capture at least one of your former allied mobile suits. 9 times out of 10, it's a Gundam-type MS. So you can get some good Gundams very early in the game. (In the first 3 of the A-block missions alone, you can get the Strike, GP-01, and Impulse Gundams.
Early-Bird Cameo: Typically a new series will have few key MS in G Gen before it makes its full debut in the next game (see: Strike and Aegis in Neo, 00-Raiser in Wars). A special case of this occurs in Mono-Eye Gundams, where you can actually obtain an early design version of the Aile Strike Gundam (but see Guide Dang It for more details}.
Expy: It's hard not to see Dee Trier of DS as Rei Ayanami's long-lost sister.
Code Amelias, the main villain from Overworld looks a lot like Werbellia the Swamp Witch from Queen's Blade Rebellion, up to sharing the same voice actress and similar backgrounds.
Evil Counterpart: One of the G Gen originals is the Zanspine, effectively Zanscare's answer to the Victory 2 Gundam, complete with three crimson Wings of Light.
Eviler Than Thou: The original Devil Gundam Jr., a spawn of Devil Gundam that goes so high in Evolutionary Levels that it live on after the destruction of Devil Gundam. Devil Gundam maybe an Omnicidal Maniac, but that's because its program was corrupted. Devil Gundam Jr. is outright malice, it want to enslave humanity and dominate the world.
Face-Heel Turn: Obviously this occurs in Historical games, but in some of the Crossover games you can lose the use of characters like Char and Shinn if you don't take the right steps to keep them on your side.
The Over Impact feature Overworld allows you to, if you so choose, to turn all NPC allies currently on the map against you.
Fighting Clown: Haro, Psycolo Gundam and Psyco Haro have comical look, they're alway among the best units.
Guide Dang It: In Mono-Eye Gundams, you can find the Strike Gundam if and only if you move one specific MS onto one specific square of one specific map in one specific battle.
It could be argued Cima is the main character of DS.
Heroes Unlimited: Most character can pilot a mobile suit and fight, even ones like Actual PacifistRelenaPeacecraft. That being said, Wars introduced limitations to character roles and you can't see Dr. J kicking ass in a mobile suit or commanding spaceships anymore.
World and Overworld allow you to do this, though this doesn't mean said character would be any good.
Heroic Sacrifice: In Advance, Mu la Flaga will sacrifice himself to kill Rau le Creuset (as per the manga adaptation of Gundam SEED if you don't take the proper steps. Note, this also costs you the Freedom Gundam, since Rau is piloting it in his final battle.
Infinity+1 Sword: The Phoenix Gundam, which is generally considered to be on par with the Turn A and Turn X, and is effectively an All Your Powers Combined Gundam with weapons and abilities cribbed from every universe. It gets toned down in recent games since it can be obtained early, but it's still a good unit.
Later games have a "True Power" version that's even stronger, and while a good unit, it doesn't compare against the absolute best of the Gundam universe.
World Introduces the Halpas Gundam, which is related to it and is basically a superior version of it, though in that game and Overworld, you can't make one of your own until you beat the game.
Item Crafting: Both formats of games allow you to make mobile suits in different ways. Console games let you combine two machines together to produce a new one, typically with a degree of logic behind the combonote Combining the Rick Dias and Gundam Mk-II produces the Zeta Gundam, which is exactly how Kamille described the design when he first created it. Handheld games let you combine items with MS to make new ones, and they can also be scrapped for parts.
Lethal Joke Character: Original character Ivan Ivanov has this running. He start with exactly 1 point in every pilot stat except for awakening, which governs damage done by attacks that use MP, such as funnel/bit attacks, and finishing moves. Said awakening stat will increase at an astonishing rate when leveling up and boost his other stats. Give him a unit with MP-consuming attacks, and he can be useful. After a bit of level grinding, the bonus will make up for him being bad pilot. Afterward, he will start kicking ass.
Limited Move Arsenal: In early games, each machine is limited to four moves. The portable games sometimes change things up slightly by having MAP Weapons be on a completely separate list, although they never go over six. This is followed by Spirits which upped the number to six, but still reserve last two slots for MAP only. It's Wars that finally feature units with more than four regular moves.
Magikarp Power: One of the original charcters, Eterna Frail, start with abysmal stats in G Generation F (her debut title). But keep level grind with her (or just take advantage of her high charm by assign her as the ship's guest) and suddenly, her shooting jump from 12 to 48 (and it can still go up to 50) which is higher than most characters.
The crossover games are pretty much made of this trope. Invest enough time in Level Grinding any character or MS, and they will be able to completely murder most enemies you encounter.
Mana Burn: The MAP Attack version of the Turn-A and Turn-X Gundams' Moonlight Butterfly drains the EN of all units within its area of effect to zero.
Merchandise-Driven: G Generation F used Card Codes to let you unlock new MS and ships. How do you get Card Codes? Why, they're included in every G Generation model kit and Collectible Card Game pack, of course!
3D tried to do something similar with the system's AR scanner; how well that worked isn't known.
Mid-Season Upgrade: Both formats allow you to upgrade your mecha in a number of different ways. Historical games let you turn a sufficiently leveled MS into a related oneExample Like Wing Gundam into Wing Zero, or combine the plans for two different MS to produce a new oneExample Rick Dias plus Gundam Mark II equals Zeta Gundam, as per the anime.. Crossover games use a system akin to Item Crafting, where you apply a special parts to an MS to change itExample RX-78 Gundam plus Magnetic Coating equals Gundam Alex, and you can subsequently scrap an MS to break it down into parts.
Mirror Match: Stage Final-02 in World features eight Neuro Copies, which take the form of units you have onboard your battleship. If you're very unlucky, you will fight eight copies of the 00-Qan[T], Crossbone X1 Full-Cloth, Balbados or Turn-A (Black History ver) you've brought along.
You can use it as your advantage though, by using only a few strong unit while the rest are piloting Mook units. And these copies have fixed stats while yours can *usually* outperform them......Unless you're playing in Hell world.
Activiating Core Impact from the World Core stages in Over World will also create copies from your unit, literally. (That is, all stats of the copies will be the same as your original units being copied) Pray none of your best units' clones end up by your motherships.
Being hit by those ELS during the EX stage of D route in Over World will result in your unit being copied, though it's a bit forgiving since they retain their original stats as ELS.
Munchkin: Ein in Mono-Eye Gundams uses System Fafnir, which enhances his Newtype abilities to the point where nobody, be it Amuro Ray, Kamille Bidan, Domon Kasshu, Heero Yuy, or anyone else can lay a finger on him. Battles against Ein become an exercise in frustration until Sieg figures out how to counter it.
The Bonus Step mechanic. In Zero and F, one unit can has unlimit Bonus Step as long as it can kill something. Meaning that one unit with really high attack power can keep on killing as long as there is an enemy nearby, and it still has enough EN. And if the unit also has high movement and long range weapon, it may even wipe whole map clean in single turn. Since Neo, the Bonus Step is limited by the character's level.
In Zero, all of Mobile Fighter's attack doesn't cost EN. Combine that with unlimit Bonus Step above, you shouldn't be surprise that they use EN like regular unit since F.
No Campaign for the Wicked: Averted in DS, which has a Villain Route where you take control of the Titans, OZ, and OMNI Enforcer among others. And you unlock it by following the original Gundam novel and killing Amuro Ray at A Baoa Qu. It's double subversion as most of this force does a Heel-Face Turn against their leaders and if you have the right character, you can cause the three that didn't (The Druggies) to do so and end up being able to work well in the same squad. And the leader? Cima. This doesn't begin to describe the surprising changes in it.
World or Overworld if you get do a bonus objective in one of the last stages, you get to fight the Black History Turn A as an extra enemy
Original Generation: Handled a bit differently. Historical games have a pool of established original characters who make up the bulk of the player's forces (since famous characters like Amuro and Char can only be rented for one stage at a timenote Since Wars, however, you can outright buy canon characters, though they cost more than any originals in the character shop.). There are also a number of original MS, which will filter back into the mainstream once in a blue moon. Crossover games tend to stick more closely to the Super Robot Wars model, though occasionally canon villains like Gihren Zabi will be the Big Bad, just with better toys and longer life expectancy.
Wars also play with this. The thing doesn't get mentioned until EX missions, which are unlocked after you have clear at least third of the game. And you actually see it only for last two missions, yet it turn out that the Generation System is one that control every events in this game.
Over World actually invokes this trope by the presence of World Core stages, explaining the Original Characters trying to hack into the Generation System.
Retcon: The Phoenix Gundam was always described as coming from beyond the solar system, and can be combined with literally anything in the games' Item Crafting system. World explains both of these aspects by saying that the Phoenix contains ELS cells with data on every MS ever made.
Robo Speak: When Dee talking near the end of DS, her dialogue appear in all katakana (a usual way to utilize this trope). She only "speak" naturally via newtype power.
Serial Escalation: Some of the games, particularly F and World, include a truly staggering number of series, characters, and mecha. F in particular claimed to have over 1,000 playable machines, though in truth Bandai did cheat a littlenote They counted Transforming Mecha like the Zeta Gundam as two different units..
Set Right What Once Went Wrong: In DS, the entire Turn A cast travels back in time in the hopes of preventing the Dark History...except for Gym and his cronies, who want to set it off even earlier.
Timeline-Altering MacGuffin: Because of this, Gihren Zabi gets his hands on future technology, which lets him produce the Centurio series of MS, essentially Mass Production Turns, complete with Moonlight Butterfly Funnels.
Mono-Eye Gundams revolves around a trio of Zeon prototype Gundams that were never built until the designs fell into Titan hands.
The Theme Park Version: Crossover games will typically pare each series down to its barest elements, but the Alternate Universes get it worse. For example, Gundam Wing is usually nothing more than Heero, Relena, Zechs, Noin, and the relevant MS; Gundam X likewise gets stripped down to Garrod, Tiffa, the Frosts, and their Gundams.
Token Mini-Moe: Kachua Reis is clearly the youngest among original character. She was a little girl in F and look like preteen in World.
True Final Boss: The more recent games have included Nintendo Hard extra bosses you fight at the very end; in Spirits, it's the full-powered version of the Turn A Gundam - which is considered to be one of the most powerful Humongous Mecha ever.
Wars introduces the O Gundam, a stupid-powerful version of the 0 Gundam,complete with an AI that sounds remarkably like Ribbonsnote 00 Second Season had just ended but wasn't included in Wars, so this was as close as they could get to recreating its final battle..
World introduces the Barbatos, a peacockish mobile suit (despite its MS mode face, is not counted as a Gundam) with stats roughly equal to Black History Turn A, or Spirits' Truefinalboss Its first act in the 2nd final stage? Curb stomping Aprodia's Hapalas gundam
Marathon Boss: The O Gundam in Wars is just the last part of a 28 Phase fight against the Generation System's security program, which has the player fight against 27 main character Gundam units in chronological order, starting with Amuro Ray's Gundam and ending with Setsuna's Gundam Exia.
Ultimate Universe: The historical games tend to mash several episodes into single mission.
Up to Eleven: The Great Zeong introduced in Spiritsnote supposedly based on Tomino's original plan for the design; while the original could launch its hands, this one can split into seven separate pieces. For extra fun, some of the parts are modeled on Zeon mobile armors: the chest resembles the Apsaras III, the waist looks like the Big Zam, and the legs are vaguely Bigro-like.
"World of Cardboard" Speech: In Advance, you face off against the Gromlin Fossil, a Zeon mobile armor equipped with DG Cells that lets it constantly regenerate. After Dr. Kasshu tells you how to stop the Cells, the next character to attack the Gromlin (regardless of who it is) delivers a speech before hitting it so hard it completely shuts down the DG Cells and gives you a fair fight.
This happens in World near the end of the first final stage as Aprodia gives one that ends up maxing up everyone's tension meters. Depending on how strong your units are, it might even things out or turn it into a completely onesided affair
You Can't Fight Fate: In Wars EX Mission 1, Aguile Delaz try to destroy the Generation System with Colony Drop. He realized as Cima about to shoot him, just like in the series, that even his act is under control of Generation System.
And many other tropes associated with the Gundam metaseries.