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Long Range

Originally I believed that this was a completely new element added into Z Gundam that was missing in Cross Dimension, but its not. The long range battles are essentially an enhanced version of Hot Scramble's first-person shooting stages. An interesting bit of knowledge to note is that after Away to the Newtype was released the long range battle would be further enhanced and implimented into Gundam F91 (which I highly recommend).

This, in my experience, is the hardest part of the game for most people, especially when you consider the majority of missions contain long range battles. Initially its a little hard to get the hang of but once you do it turns out to be a very nice touch to the game. When this shrine was first made I had not yet seen any of the Z Gundam anime, and disliked the long range battles because I thought they didn't belong in the game. However, now that I have seen the anime, I must say that the long range adds a very realistic touch to the game. The majority of the battles in the anime actually do happen very much like the battles in the game.

This first screen doesn't really tell you much that you can't determine from the Prime Point distribution screens. The only new information there is the mobile suit's model number and name, the pilot's name, and the mobile suit's armaments.

PilotThe pilot's name, in this case Kamiyuh is the pilot.
LevelThe current level of the mobile suit that is being used.
Prime PointThe total amount of points that have been used on the Prime Point set.
MoveThe maximum number of spaces the current mobile suit can use.
Sight-SpeedHow fast the radar at the bottom of the screen can track enemy units movements.
Lock-OnHow fast you can get a lock on to an enemy mobile suit. The cross hairs will change from white to red when you get a lock on.
Energy-PacThe number of Energy-Pacs you currently have in your inventory.
Gun MagazineThe number of Gun Magazines you currently have in your inventory.
EX.The total amount of experience you currently have.

The next two screens don't really show anything important but are included here for the sake of completeness.

These next two screens are filled with information pertaining to the battle conditions. The first one shows how your mobile suit will be affected by the battle's environment. The second allows you to prepare by repairing your mobile suit prior to entering combat.

The mobile suit's name and its model number *again*
Concentration MinofskyThe amount of minofsky particles in the air. Minofsky particles cause radar interferrence and jamming to occur.
Correspond MinofskyHow well your mobile suit can nullify the affects of the minofsky in the air.
Enemy TypeThe model number of each enemy mobile suit units that appear in the mission.
USE ITEMA YES or NO selection.
Gun MagazineThe number of Gun Magazines you currently have in your inventory.
Energy-PacThe number of Energy-Pacs you currently have in your inventory
WeaponsName of the weapon and the current and total ammunition it has.
Energy Count
Your health, which I refer to as AP (Armor Points; stole it from the Armored Core series on Playstation and Playstation 2). Your current AP over your total AP.
ConditionA description of how fit your mobile suit is for battle.

Once the battle preperations are done we can move on to the real battle. One more thing before we begin, I recommend making a savestate (if your playing via an emulator, more on later for those of you who aren't) at the beginning of Mission 2 and playing it a couple of times for practice. You'll want to try to be able to eliminate the enemies quickly and with a minimal amount of damage sustained to yourself. If you can get to the point to were you can defeat the three Hi-Zack's without losing any AP then you're probably ready to move on with the game.

For those of you who aren't playing the game via rom and emulator (or want to keep the game as "console-like" as possible) I would suggest making it a point to allow yourself to be destroyed a couple times. Don't worry, any experience and levels you gained are carried over making this an effective method of leveling up for our Super Nintendo/Famicom players (myself included).

The following list goes in order from left to right and top to bottom.

  • The two Japanese names and bars are your weapon's names and current ammo. Each block represents one round of ammunition. Orange indicates that that round has been fired. yellow indicates the round in the slot is still available for use.
  • In the bottom left corner you'll see a bar with little indicator on it and the letters ATC at one end and DEF at the other. The indicator gradually moves, once it reaches the ATC you'll be given the chance to attack. At this time the enemies will stop attacking and will begin flying around attempting to evade your newtype skills. This is where a familiarity with shooting games proves to be useful. During your attack the indicator will begin moving back down towards the DEF. When the indicator reaches the DEF you'll enter Defence mode and will no longer be able to attack. Then it will be your turn to evade the enemies onslaught of attacks.
  • The bar at the bottom is a visual representation of your AP with the numbers showing the actual amount of AP.
  • In the top center you'll see either of the following words: ATTACK !! or DEFENCE !!. The words change to correspond to the mode you are in, see above for changing modes.
  • In the center of the screen you'll see a radar and probably little grey dots on it. The grey dots represent enemy units.
  • On the right side of the screen you can see the enemy suit's model numbers. This doesn't help much unless you know what model number each suit has or you could just print out that mission's walkthrough and have the information on hand. By all means do print it out. ;P
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