Kidō Senshi Gundam: Senjō no Kizuna
|Kidō Senshi Gundam: Senjō no Kizuna|
|Cabinet||Sit-down panoramic optical display|
|Arcade system||Namco System N2|
|Display||Dome projection screen|
Kidō Senshi Gundam: Senjō no Kizuna (機動戦士ガンダム 戦場の絆, lit. Mobile Suit Gundam: Bonds of the Battlefield), is a Japanese arcade game set in the original Gundam universe (Mobile Suit Gundam). The game was created by Bandai Namco and Banpresto and was released late 2006. Play involves stepping into a P.O.D. (Panoramic Optical Display) and doing battle with other players across Japan.
The game was launched in Japan on November 7, 2006 with arcades usually equipped with 4 pods (some amusement centers have more). Battles take place online across Japan against other players from opposing factions (全国対戦).
In this game, players become pilots of giant robot mobile suits from the anime series. Pilots play through two battle scenarios lasting a total game time of ten minutes. Pilot cards are purchased at the game's pilot terminal. A large monitor replays the last battle and an angled touch screen user interface is used to manage pilot battle data. Almost everything is in kanji, hiragana, and katakana.
The pilot terminal updates pilot cards before and after games are played. Pilots can walk away from an end game for a week and not insert their pilot cards into the pilot terminal(data from the last battle is saved on the card inside the pod). However, if a pilot card is not used for a long period, such as a few months to a year, the pilot card unit icon (The battle station's city/town location where the pilot card was first generated) is erased and a new unit icon is printed on the card at the pilot terminal it is re-inserted. For example, if a player buys a pilot card at a Kawasaki game center, the pilot terminal prints the Kawasaki game center's icon on that pilot card. If the card goes dormant for months, and the player goes to a Yokohama game center, inserts his/her pilot card at that game center's pilot terminal, the Kawasaki game center icon is erased, and the Yokohama game center icon is printed on the card. All other data may still be saved on the card-all unlocked mobile suits, upgrades, and weapons are still saved on the card (some data traits are reset-see the Japanese website for recent version and game changes).
Most game centers have a sign up sheet near the pilot terminal. Players are seated according to the time and play level they signed in. Beginning pilots should always circle the beginner kanji on the sign up sheet. This system allows team players and advanced players to decide whether to play the next game with beginner players, or pass and wait for another game window. Another reason why advanced players do not play with beginners is that some advanced players do not want to risk lowering their online ranking in the game. Advanced players do not have the time or money to maintain a high ranking in the game, so reaching and holding a high ranking is very important to them.
The game plays through a reservation system. All pods in a game center are interlinked. Players can opt to launch simultaneously with their friends or with other players who have also opted to launch at the same time, in the same game center, though it is not required. If players are not alone and launch with other people in the same arcade, voice chat becomes possible between the players. Pilots run two battle scenarios per game, average game time lasts 10–15 minutes and based on game center location, updates, time and popularity, makes for long waiting lines.
The game POD is large and has an adjustable seat, surround sound speakers, projector screen, headset jacks(red and green), hand control sticks and foot pedals. Each POD is equipped with headset jacks for in-game communication between players (pilots may bring their own headsets, but forget to take them when the game is over). The pilot inserts his/her pilot card into the card slot and inserts 100 or 500-yen coins to begin gameplay. The battle scene point of view is from inside the mobile suit, the overhead projector displays three panels onto the inner dome screen about 1m away from the pilot's seat (a little longer than arm's length). Inside the pod entrance door, there is just enough space to stand another person on the side, or place a backpack or gymbag
The Hong Kong launch of the game (at Rev. 1.01) was on April 19, 2008 at Causeway Bay's Wonder Park Plus. As of spring 2009 the cabinets are available in 5 more arcades in Hong Kong, and had been featured during the C3 HK exhibition in April. Machines at all three locations are at Rev. 1.01 and the linked play between all three arcades are possible, though the version difference prevents any overseas arcades to be compatible with the Japanese version.
Users accessing the official websites are recommended to access the Hong Kong website for the Cantonese and English translations, and the Japanese website for the Japanese release.
The game was introduced to Taiwan on 28 July 2009, with 8Pods in Chung-Li and 8 in Taichung. Later on in November, additional 4POD sets was added in Taipei and Shin-Chu.
Singapore has also brought in 8 pods which are available at Bugis TKA arcade and 4 pods in Zone X Ang Mo Kio HUB. it has been activated on 31 August 2009. *update* - as of 21 Feb 2010, all operators in Singapore have removed the units.
As for October, 2009, All three regions (Hong Kong, Taiwan and Singapore) share the same revision(1.07), and players are able to connect overseas in these regions.
As of 24 November 2010, both Hong Kong and Taiwan regions upgrade to Japanese revision 2.18. From this point, linked play between Japan and oversea regions(Hong Kong and Taiwan) has become available.
Typical Gameplay: After these four missions, battling on the main maps becomes possible. Opponent matching is done through ranks, so players will fight players of relatively similar rank. However, should 3 high rank players launch with 1 low rank player, matches may become advantageous as the opposing team may be composed only of low rank players. After every game session, players go to the pilot terminal to receive the points they earned in battle and any new mobile suits or upgrades.
Each session consists of two matches, each 250 seconds long. Dealing damage in-game gives points to the pilot while destroying an enemy mobile suit gives further points depending on what suit was destroyed. More points are awarded for higher valued mobile suits, while if a player is destroyed, some points will be deducted from his/her score. Additionally, pilots receive small boosts of points when allies destroy mobile suits. Bars on the left side of the screen (blue for Earth, red for Zeon) display the overall battle strength of the teams. Destroying an enemy depletes the bar according to the cost of the mobile suit that was destroyed. Additionally, should a team's base (kyoten 拠点) be destroyed, a considerable amount of bar is depleted. If the bar is completely depleted before the end of combat, that side loses and the other wins the match. A draw game occurs if both bars are even at the end of the time limit.
Featured Mobile suits
The mobile suits featured in the game are based on units that appeared in the series. The game had divided these suits into five categories, based on the optimal range for combat. These include melee, short, medium, long range support and sniper units.
|Type||Name||Ground Use?||Space Use?||Cost|
|Melee||RX-78-1 Prototype Gundam||Yes||Yes||280|
|Melee||RGM-79FC Striker Custom||Yes||Yes||280|
|Melee||RX-79BD-2 Blue Destiny Unit 2||Yes||Yes||260|
|Melee||RX-79[G]Ez8 Gundam Ez8||Yes||No||200|
|Melee||RGM-79FP GM Striker/RGM-79 FP GM Striker Kai||Yes||Yes||200|
|Melee||RGM-79FP GM Striker Nemesis Team Color/RGM-79 FP GM Striker Kai Nemesis Team Color||Yes||Yes||200|
|Melee||RAG-79-G1 Waterproof Gundam||Yes||No||200|
|Melee||RGM-79 GM Double Saber Type||Yes||Yes||160|
|Melee||RMG-79L GM Light Armor||Yes||Yes||160|
|Melee||RGM-79[G] GM Ground Combat Type||Yes||No||120|
|Melee||RB-79K Ball Type K||No||No colony||120|
|Short||TGM-79 GM Trainer||Yes||Yes||120|
Tactics and Strategy
Senjou no Kizuna Arcade Pod Game
Rule No.1: Don't die. If your armor drops to critical, return to base and repair. Beginner strategy would be to select mobile suits with the lowest cost points. If a low cost point unit is destroyed, the loss is not significant compared to more expensive mobile suits.
Rule No.1A: If you are going to die a lot, choose the lowest cost mobilesuit (GM-120). If you die once, the team will understand. But if you die with an expensive mobilesuit, the team will remember your pilot name and hate your guts.
Rule No.2: Protect your friends. Never go out on your own. The game is designed with team movement and tactics. Beginner strategy would be to stay with the group and support the group leader. If a team member is attacking an enemy mobile suit, do not interfere. A san-ren beam saber attack or a quick-draw attack is cancelled if the target is hit by another weapon. Pilots playing melee and short range can team up and back each other in a fight, as attacker and bait.
Base attack and defense. This strategy involves teams supporting one long-range mobile suit capable of inflicting heavy damage to an enemy base/building/ship. The team is split up into two groups. One group escorts and defends the long range mobile suit. The other group attacks the enemy's long range mobile suit and escorts. Strategies vary from a 3-unit offense, 2-unit defense, to an all-unit defense and the long-range is a decoy.
San-ren. One of the most effective attacks to learn in the game. Kakutoh (melee/close range) and Kinkyori (middle range) units have a tactic called the san-ren. This tactic involves a sequence of three well-timed, uninterrupted beam saber attacks on a target mobile suit. Executed properly, a kakuto or kinkyori mobile suit can inflict significant damage to an enemy mobile suit, reducing its ability to fight much faster than if knocked down by single beam saber attacks. This chain attack is immediately cancelled if you get hit by enemy fire or tackle.
To execute a san-ren (melee and short range mobilesuits):
- 1. The target mobilesuit must have an orange circle around it (beam saber attack range) and a blue "X" in the center (mobilesuit is active and can be attacked).
- 2. Click left trigger one time. A mobilesuit currently with a primary weapon out (gun, bazooka, beam rifle, etc.) or beam saber out, clicking the left trigger on an orange target will automatically execute a beam saber strike 1.
- 3. Time the second beam saber attack. 1 millisecond before you see the beam saber contact the target, click the left trigger again to execute strike 2.
- 4. Time the third beam saber attack. 1 millisecond before you see the beam saber contact the target, click the left trigger to execute strike 3.
- 5. 3-strike combo completes, target mobilesuit goes down.
- Timing between the first and second strike depends on the initial distance between mobilesuits. At really close distance, the trigger clicks may be really quick, while at the edge of beam saber range the trigger clicks may have a slightly longer delay, but still happens very fast. Training mode has a timing bar with sections displayed to help time your saber attacks.
Quick-draw. One of the most effective attacks to learn in the game. Kakutoh (melee/close range) mobile suits have a special tactic called the quick-draw. This tactic involves a sequence of well-timed, uninterrupted saber strikes, followed by a shot from the main firing weapon. Executed properly and uninterrupted, a melee unit can inflict three saber strikes and a gunshot, inflicting significant damage to an enemy mobile suit. This chain attack is immediately cancelled if you get hit by enemy fire or tackle.
Quick-draw boost. (hazushi) The most critical attack to learn in the game. Game-changer tactic used by kakutoh units, the most difficult tactic to execute, similar to the quick-draw. This tactic involves the addition of the mobile suit's thrusters (the jump foot pedal and the dash pedal), lifting the mobile suit up and away during the quick-draw, allowing the shot to miss, yet still keeping the target lock on the enemy mobile suit, allowing the enemy mobile suit to remain standing, allowing the attacking unit another quick-draw sequence. S-level pilots (very skilled and experienced players) can chain this quick-draw tactic, striking eight times or more, inflicting tremendous damage to an enemy unit before it can retaliate. Gaijin pilots, if you can master the quick-draw boost, you will gain high respect from Japanese pilots and team members. This chain attack is immediately cancelled if you get hit by enemy fire or tackle.
Your performance in the battlefield will determine your pilot rank.
- Civilian 民間人(minkanjin). First rank, only used in the Side 7 training area.
- Private 2nd Class 二等兵(nitouhei). Obtained after finishing Side 7.
- Private 1st Class 一等兵(ittouhei). Obtained after earning 8000 Pilot points.
- Private Upper Class 上等兵(joutouhei). Obtained after earning 20,000 Pilot points.
- Corporal 伍長(gochou). Obtained by earning 22,000 Pilot points AND getting rank C (or above) 10 times in a row.
- Sergeant 軍曹(gunsou). Obtained by earning C rank (or above) 10 times in a row as Corporal.
- Sergeant Major 曹長(souchou). Hold C rank (or above) 10 times in a row as Sergeant.
- 2nd Lieutenant 少尉(shoui). Hold C rank (or above) 10 times in a row as Sergeant Major.
- Lieutenant 中尉(chuui). Hold C rank (or above) 10 times in a row as 2nd Lt.
- Captain 大尉(taii). Hold C rank (or above) 10 times in a row as Lt.
- Major 少佐(shousa). Hold B rank (or above) 8 times as Captain, C rank 2 times (2 consecutive C= reset).
- Lt. Colonel 中佐(chuusa). Hold B rank (or above) 9 times as Major, C rank 1 time.
- Colonel 大佐(taisa). Hold B rank (or above) 10 times in a row as Lt. Colonel.
- Major General 少将(shoushou). Hold B rank (or above) 10 times as Colonel. Monthly Pilot point rankings must be in top 10 (6th-10th place).
- Lt General 中将(chuujou). Hold B rank (or above) 10 times as Major General. Monthly Pilot point rankings must be in top 5 (2nd-5th place).
- General 大将(taishou). Hold B rank (or above) 10 times as Lt General, at least 1 time must be S rank. Monthly Pilot point rankings must be 1st place.
- Australia Training Area
- Desert type map with rocky elevated areas scattered around the map. The map first appeared in revision 2.14 on April 27th, 2010 and was also set as the map used in the tutorial for beginners.
- Desert type map with large rocks scattered and elevated zones in between. Map was first released in revision 2.10 on December 9th, 2009.
- California Base
- Military base in California (UC setting) featuring mainly a space-launch runway in the middle. The map first appeared in revision 3.01 on August 1st, 2011.
- Lots of ups and downs, causing the players to have a hard time moving around. It first appeared on December 19, 2006.
- Jaburo (Overground)
- Since this battlefield is a forest, players take a hard time seeing other players. First appeared on April 20, 2007.
- Jaburo (Underground)
- This battlefield is sent in a cave, allowing mainly mid-range and far distance attacks to be used. There are lots of materials on the battlefield in the way of players. It also has the landscape of many ups and downs. First appeared on July 30, 2007.
- Jaburo (Jungle Area)
- This battlefield takes place in a slightly-open jungle, providing ample hiding spaces. First appeared on April 18, 2012.
- Basically a desert battlefield. There are least amount of buildings in the field. It first appeared on February 1, 2007.
- An Earth Federation base in Australia, with a large four-layer structure of the colony remains in the center. First appeared on May 1, 2008.
- Earth Federation base in Australia featuring a military style terrain. First appeared on June 24th, 2008.
- New Yark (military base in Universal Century)
- It is basically a city with many buildings. There are also cannons for both teams. It first appeared on November 7, 2006.
- A mountain range battle field set in Winter. First appeared on October 29, 2007.
- The map features an invasion from water onto a military base in icy landscape. The map was first released in October 4th, 2008.
- Mining Town
- An urban area that goes by the alias Asparas base which appears in Mobile Suit Gundam: The 08th MS Team. A pyramid structure and the cylindrical chimneys exist in the battlefield. First appeared on July 31, 2008.
- The Arctic Base
- An Earth federation base in the Arctic region. First appeared on March 6th, 2009.
- A Baoa Qu
- Zeon's space fortress that resides on an asteroid. The low-gravity condition of the battlefield limits the mobile suits allowed for space combat. Debuted on December 1, 2008.
- Island Ease
- Map featuring lots of buildings serving as platforms in the centre. First released on February 24th, 2010.
- Luna II
- The map features two sides separated by a large pit region with some small but tall platforms. First released on June 10th, 2009.
- Small Military section of the colony. The map is very small and has a few main buildings as obstacles only. It was the tutorial map for starters until Revision 2.13.
- Ribo Colony
- Urban colony featuring landscape from city to nature with some hills in the middle as well as a waterway on the side. First appeared on August 5th, 2009.
- Ribo Colony Area B
- Urban colony with a waterway running down the middle dividing the two sides. The battle mainly features a lot of small altitude variation between the grounds. First appeared on December 9th, 2009.
PlayStation Portable port
A port of Senjō no Kizuna, entitled Kidō Senshi Gundam: Senjō no Kizuna Portable was made available for the PlayStation Portable on March 26, 2009.
It developed by Access Games and published by Bandai Namco.
The main director at Bandai Namco Games was Hisaharu Tago, who was a main director of the arcade version, REV1.00 and at Access Games, it was directed by SWERY.
- "【ワンダーパークプラス】香港の中心部にオープン決定 - GameSpot Japan" (in Japanese). 2008-09-26. Retrieved 2008-09-26.
- Official website (in English/Cantonese; Japanese for users in Japan)
- Official PSP version website
- Game guide (in English)
- Video of the inside of the Gundam Pod