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SD Gundam World Gachapon Senshi 2: Capsule Senki FAQ
Viewable in Shift-JIS Format
For the NES/Famicom
Version 1.0 (Created 3/19/2010)
By Devin Morgan
This file is Copyright (c)2010 Devin Morgan. All rights reserved.
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Table of Contents
1. What's New
2. Introduction
3. Controls
4. Overview
5. Unit Data
6. Copyright Notice
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-=-=-=-=-=-=-=-=-=-=
-= 1. What's New -=
-=-=-=-=-=-=-=-=-=-=
Version 1.0 (3/19/10): The first version.
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-=-=-=-=-=-=-=-=-=-=-=
-= 2. Introduction -=
-=-=-=-=-=-=-=-=-=-=-=
SD Gundam World Gachapon Senshi 2 is a strategy game for the Famicom, based
on the popular SD Gundam series. It is a standard turn-based game where you
have to take over the opponent's base in order to win. You have many types
of robot fighters at your disposal to achieve this goal. The interesting part
about this game is the level of customization; before each game, you can set
how much money each player has, if they have a small/large amount of units
on the battlefield right away, and if the players are human or computer
controlled. There really is not a whole lot to the game aside from playing on
the various maps, since the game ends when someone wins the match. However,
it is a lot of fun, so I would definitely recommend this game!
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-=-=-=-=-=-=-=-=-=
-= 3. Controls -=
-=-=-=-=-=-=-=-=-=
Start: Start game
Control Pad: Move cursor
A: Select unit on map screen, attack in battle
B: Cancel selection on map screen, attack in battle
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-=-=-=-=-=-=-=-=-=
-= 4. Overview -=
-=-=-=-=-=-=-=-=-=
============
Starting Off
============
On the first screen after the title screen, you will be able to either start
a new game (Open War) or continue a previously saved game (Continue). You
will then go to the Map Selection screen. Use the Control Pad to switch pages
and navigate the list of 30 maps.
After you select the map you wish to play on, you will go to the Game
Settings screen, where you can tweak the various pre-game settings. For
Officer, you can choose Player to play as a human, or choose any of the
computer-controlled avatars. You can choose a small (小軍) or large (大軍)
Force, which means you will start off with a small/large amount of units
already ready for action on the map. Finally, you can select how much money
each side starts off with (maximum of 99999). Of course, this type of
customization can significantly affect the difficulty of the game. Once you
are done here, press Start to begin the battle.
========
Gameplay
========
When the game begins, you will take turns controlling your individual units.
You can move your units, attack your opponent, or buy new units at your base.
Select a base (signified with a G or GB), and press A to enter the base. Use
the Control Pad to cycle a list of units available to buy; when they are
ready, you come back to the base and select that unit to move it right away.
Each side only has 12 actions they can make in each turn, to keep the rounds
from going on forever presumably.
To control your units, simply move the cursor over to the unit you want and
press A. Move the cursor to another space and press A to move the unit to
that location. If the cursor is white, you can move there; if it is dark, you
can not. Keep in mind that the various types of terrain you travel over may
hinder progress across the maps. In short, you will get the most of your
unit's movements by moving exclusively over flat stretches of land whenever
possible. Try to strategize your movements to spend as little time going over
tough terrain; it will be worth it in the long run!
To attack an opposing unit, you move your unit onto the same space as the
enemy. At that point, a battle scene will take place where you can move your
units and use the buttons to attack in an open battlefield. The unit that
wins the battle keeps the space, and the losing unit is destroyed. Some units
can use a long-range attack on the map screen in lieu of moving (the units
with projectile attacks will have the option to move, shoot a missile, or
shoot a cannon, as shown in the bottom corner when you select that unit).
Around the map, you will find various locations to take control of (by moving
your unit onto them). Cities add 150 IC to your funds each round, while
satellites add 50 IC. Each base you have gives an additional 100 IC. Neutral
buildings are gray and do not benefit either side, but can be taken over by
anyone. If you move your unit to an enemy city/satellite, you will take over
control and its IC benefits will move to your side and subtract from the
opponent. At the start of each turn, you will receive all of the IC earned by
the places you have control over.
When you are done moving your units around, press A + B to bring up the pass
menu screen. Press A to pass control to the opponent, or B to keep control.
If you press Select during gameplay on the map, you can either save your game
by pressing A, or pressing B to go to the Officer screen. You can switch to
a human/computer player on this screen.
The objective of the game is to take control of the opponent's main base (the
G building). When you move your unit to the enemy base, you will have to
defeat a powerful Gundam unit. Once it is defeated, you have won the game!
Press Start to go back to the title screen and select another map.
========
Map List
========
NOTE: My names for the maps are based on the Japanese names listed in the
game. If you have a better translation, let me know.
1. Good Morning Bandai! (グッドモーニング BANDAI!)
Information: A series of islands arranged in two rows, shaped like the
letters spelling out BANDAI. A couple of buildings on each
to occupy, and minimal terrain aside from water and trees.
2. Kurukurudoan's Island (クルクルドアン ノ シマ)
Information: A very island-heavy map, with plenty of water to make unit
movements more difficult. Each side now has a secondary
base in the opposing corners of the map.
3. Opposing Drama!! (反 ゲキ !!)
Information: The northwest region of the map is in outer space, which is
essentially the same as moving on flat land. The southeast
area is full of water, so each side has their disadvantages
starting off on this map.
4. Yokohama Bay
Information: The eastern half of the map is taken up by Yokohama Bay.
Fortunately, if you are the first player, you start on the
west side, which contains lots of wide-open flat lands to
move across quickly. The terrain becomes forest-heavy and
more desert/beach-like as you approach the bay. It gives 1P
a good advantage since 2P has to get through a lot of the
rough terrain in order to get anywhere.
5. Enemy Siege Battle! (テキ ノ 包囲モウ ヲ タタケ!)
Information: This map contains a lot of forest spaces, which will slow
many unit movements. It would definitely make for a drawn-
out type of battle, though each side would be wise to send
units that can attack from a distance, at least to make
things move more quickly.
6. Supply Base Battle! (ホキュウキチ ヲ タタケ!)
Information: This map is entirely played in space, but that is good in
terms of moving units efficiently. Crossing the asteroids
will slow you down for sure, as will the rocky ground
sections in the southeast quadrant. The flat land areas are
quick for moving along, which is always important.
7. High Altitude 2000KM (卉ドウ上空 2000キロ)
Information: On this map, the northern edge is in outer space while the
rest of it is on solid earth. The ground, though, is full
of water and forest spaces, which will be sure to slow down
a lot of units. The huge expanse of "atmosphere" spaces is
a killer for unit movements, so that will definitely slow
the pace of up-close battles. Long-range attack units are
great for this map.
8. Full Moon Island
Information: Here, both sides have their bases in outer space, located
at the four corners of the map. In the middle area is the
earth, with a little bit of every terrain type. The volcano
spaces will limit your movement options, not to mention how
most of the other ground spaces will slow movements as
well. For fast movements, sticking to the edges of the map
will be best.
9. New Hong Kong
Information: This map contains a lot of water, but those spaces are for
the most part off to the side. The first player has a lot
of cities they can occupy for quick money early on, but the
rest of the map is covered with forests. The presence of
volcanoes will prevent certain routes from being taken, but
they won't stop long-range attacks on the map!
10. Rabian Bay (ラビアン BAY)
Information: Here, the majority of the map is covered with water, and
the paths leading across it are few and far between (blame
the volcanoes). The paths along the map edges are covered
by desert, which really hinders quick movements as well.
Once again, long-range attacks are your best bet, since
you can continue moving along slowly while picking off the
units that enter your range of fire.
11. Lost Island (ロスト アイランド)
Information: This strangely-shaped island has volcanoes on most of its
perimeter, and each side's base on opposing "arms". The
open expanses are covered by desert, which will REALLY slow
down all of the starting units. Your best bet is to crank
out more mobile units from the secondary bases and get them
across the map somewhat faster.
12. Difficult Beach's Soldiers (ナン海 ノ センシ)
Information: This map gives 1P a good advantage, full of flat lands and
no real obstacles aside from water. 2P will have a line of
volcanoes to navigate around, as well as the water and
forests, so they get a much slower start. The wide-open
body of water doesn't help with moving, either.
13. D-Day
Information: This map gives 2P a clear advantage with the high amount of
cities to occupy on the east side. The main body of water
is bordered by volcanoes and desert, which will really make
moving around tough. The first player will have a really
hard time since by the time they get to the other side, 2P
will have a lot of money from the cities to build better
units more quickly.
14. Lake Shore (湖 畔)
Information: On this map, it is full of forests, but is blessed with a
large expanse of flat lands in the north and east section.
The secondary bases are useful but are in tough spots, due
to the surrounding terrain. At least this map is a bit more
battle-friendly than some of the previous ones!
15. Road's Destruction (ハカイ ノ ミチ)
Information: Because of the high amount of desert on this map, moving
across to meet the opponent will be a slow journey. Luckily
you begin the match with some pretty good units that can
cross the terrain more effectively. You have water-based
units that can effectively travel along the outskirts of
the map as well, making for an interesting strategy.
16. Satellite War
Information: This map is interesting since the bases are in opposing
corners, in outer space. The rest of the units are on earth
in the center area, so it divides the battlefield in a way.
Once new units break through the single atmosphere layer,
things can really get interesting. There are a lot of
satellites in space that can be occupied for added money,
but the many cities on earth are more worthwhile.
17. 2 Great Planets Fierce Fight! (2大ワクセイ ゲキトウヘン!)
Information: On this map, you have each base on opposite sides, on the
earth. In the middle area, it becomes outer space, riddled
with asteroids. Two atmosphere layers divide earth and
space, which will make cross-map movement very arduous, but
each side has a secondary base in space; if you take over
both of those bases, you will have a HUGE advantage here
that will clearly turn the battle in your favor!
18. Horizon
Information: This map contains quite literally a horizon, with the space
section to the north, and everything else on earth. The map
is full of forest and water, with volcanoes littering the
central water area to hinder movement. The secondary bases
in space are essentially useless, since you can move more
quickly across the water to meet your opponent. Long-range
attack units are essential to turn the tide here.
19. Atlantic Ocean's Shadow (大西洋 ノ カゲ)
Information: The battle on this map will be a water-based one for sure.
Luckily you have units that can move across the water
pretty quickly, so this isn't too bad. There are cities and
satellites strewn about the ocean, but if enough units get
to the opposing side and start taking over all of their
cities, it's all over for that opponent.
20. Attack! Moon Base (アタック! ムーンベース)
Information: Back in outer space, there are plenty of asteroids and
rocky terrain on the "moon" surface to get across. There's
a lot of flat/empty spaces, so movement won't be so tough
here either. One thing to note is that there are no cities
on this map, so earning money will be at a much slower pace
than usual, which affects how quickly you can overpower the
opponent (if you set it that way, at least).
21. Setting Off on a Great Trip (大イナル タビダチ)
Information: Here in another space-themed battle, you don't have any
cities to occupy and there are plenty of terrain hindrances
to deal with. The center area has a nice, flat path for
easy moving, but that can lead to many a battle as well.
22. Over Lord
Information: This map is great since there are huge stretches of empty
space, which makes for quick movements and plenty of up-
close battles. It has a downfall since it means you will
have little time to build up your units and deploy them to
the front lines. There are plenty of satellites around for
funding your operations, however.
23. Kilimanjaro's Storm (キリマンジャロ ノ アラシ)
Information: Back on earth, this map takes place across a desert and
forest, with the bases protected behind rivers at opposing
sides of the map. The path to the opposing side is long and
winding, thanks to the volcanoes, desert, and forest spaces
along the way. Towards the river at the other end, the land
gets flat, so it will help your final push to the end at
least.
24. Universe's Swirl (宇宙 ノ 渦)
Information: For this map, your main base is protected by atmospheric
layers, which is very helpful. Your secondary bases are in
space, so deploying units to attack the opposition is made
a bit easier as a result. There are a lot of satellites,
and the path to the other side is pretty clear along the
edges especially. The toughest part is getting to the main
bases, but once you have enough units on the other side, it
becomes simply a matter of time!
25. Area of Jupiter (エリア ジュピトリス)
Information: For this map, the central area is covered with rocky
terrain and satellites. At least the main bases are set at
the edges of the map, with secondary bases closer to the
middle. A good strategy would involve taking the faster
road through the empty space to the north/south, to take
your opponent by surprise.
26. Land of Confusion
Information: You start off in opposing corners from your opponent, on
this map. There is a huge body of water to the north, but
on land, there are plenty of forests and volcanoes to slow
you down. If you have units that handle moving on water
very well, you will be in excellent shape here!
27. Finishing Space (宇宙ヲ カケル)
Information: As a fitting name for this map, you have a fairly wide
expanse of empty space to travel across. There are asteroid
fields all over, but you can cut across those as a shortcut
if you want. There are a lot of satellites in the middle
area, which will greatly benefit the side who occupies them
first.
28. Last Scene (ラスト シーン)
Information: In this map, your bases are on opposite sides in outer
space, but you have to cross over an area of earth in the
middle first. That will be the tough part, thanks to the
atmosphere spaces, but being this is one of the last maps,
you will have access to some of the best units available in
the game. The earth section has a lot of cities, so it is a
good idea to get there as quickly as possible to occupy
them all!
29. 1 Year War '89 - Red Menace (1年センソウ89ー赤イ キョウイ)
Information: This map has a little bit of everything on it, with huge
expanses of space to the east, water in the middle, and
land with various types of terrain in the west. It will be
tough to reach 2P's main base since it's surrounded by
desert, but the rest of the map is easily traversable. If
you have units that can cross the water with ease, you are
at a great advantage. The secondary bases in the central
area will play a huge role in helping one side or the other
win, so keep that in mind!
30. 1 Year War '89 - Harvest Name Star #1 (1年センソウ89ー作セン名ホシ1号)
Information: This final map is basically a mirror of the previous one,
with 2P in a moon base to the west, and 1P surrounded by
water and desert to the east. The toughest part will be
crossing the central atmospheric layers and the vast area
full of asteroids in space. The secondary bases near that
central divide will play an important role; if you are P1,
it is essential you take over the northern secondary base
just inside of space. If P2 gets down to the earth section,
P1 will have a tough time recovering, so watch out!
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-=-=-=-=-=-=-=-=-=-=
-= 5. Unit Data -=
-=-=-=-=-=-=-=-=-=-=
NOTE: Not all units are available on every map. You will only have the option
to create a given unit at your base(s) if you have the money to do so.
The Turn value means that it will take that many rounds of battle until
you can grab that unit from the base you built it at. The EN value is
essentially HP, used when attacking or being attacked. The Move value
shows how many spaces the unit can move, assuming it is flat land with
no obstructions. Crossing over water, trees, and other terrain features
may cost more spaces (for instance, some units spend 3 Move points for
each space of water they cross over). Also note that some unit attacks
do not work except in certain terrains (like the Underwater Missile
only works in water battles).
Unit Name PC EN Turn Move Attacks
--------- -- -- ---- ---- -------
R-KAILUM 14000 192 4 8 A: Beam Blast (ビーム破)
B: Missile (ミサイル)
A+B: Vulcan Blast (バルカン破)
LEUROULA 11000 184 3 7 A: Beam Blast (ビーム破)
B: Missile (ミサイル)
A+B: Vulcan Blast (バルカン破)
a-AZIERU 8500 176 3 6 A: Funnel (ファンネル)
B: Missile (ミサイル)
A+B: Scattering Mega Particle Gun
(拡散メガ粒子砲)
W-BASE 8000 176 3 6 A: Beam Blast (ビーム破)
B: Missile (ミサイル)
A+B: Vulcan Blast (バルカン破)
Q-MANTHA 7000 168 3 8 A: Funnel (ファンネル)
B: Beam Saber (ビームサーベル)
A+B: Hi Mega Particle Gun (ハイメガ粒子砲)
V-GUNDAM 6200 168 3 10 A: Funnel (ファンネル)
B: Beam Saber (ビームサーベル)
A+B: Vulcan Blast (バルカン破)
SAZABI 5800 168 3 8 A: Funnel (ファンネル)
B: Beam Saber (ビームサーベル)
A+B: Scattering Mega Particle Gun
(拡散メガ粒子砲)
PSYCO-G 5700 176 3 6 A: Scattering Beam Blast (拡散ビーム破)
B: Missile (ミサイル)
A+B: Scattering Mega Particle Gun
(拡散メガ粒子砲)
BYG-NAM 5500 176 3 6 A: Scattering Beam Blast (拡散ビーム破)
B: Missile (ミサイル)
A+B: Scattering Mega Particle Gun
(拡散メガ粒子砲)
ZZ-G 5500 160 3 8 A: Beam Rifle (ビームライフル)
B: Beam Saber (ビームサーベル)
A+B: Hi Mega Particle Gun (ハイメガ粒子砲)
THE-O 5300 160 2 7 A: Beam Rifle (ビームライフル)
B: Beam Saber (ビームサーベル)
A+B: Missile (ミサイル)
H-HAMMA 4700 160 2 8 A: Psycommu (サイコミュ)
B: Beam Saber (ビームサーベル)
A+B: Missile (ミサイル)
JAGD-DG 4400 160 2 8 A: Funnel (ファンネル)
B: Beam Saber (ビームサーベル)
A+B: Missile (ミサイル)
QUBELEY 4200 152 2 8 A: Funnel (ファンネル)
B: Beam Saber (ビームサーベル)
A+B: Vulcan Blast (バルカン破)
Z-GUNDAM 4000 152 2 7 A: Beam Rifle (ビームライフル)
B: Beam Saber (ビームサーベル)
A+B: Transformation (変形)
R-JARJA 4000 144 1 7 A: Beam Rifle (ビームライフル)
B: Beam Saber (ビームサーベル)
A+B: Grenade (グレネード)
MESSALA 4000 144 2 7 A: Scattering Beam Blast (拡散ビーム破)
B: Beam Saber (ビームサーベル)
A+B: Transformation (変形)
MOUSAI 3800 160 2 5 A: Beam Blast (ビーム破)
B: Missile (ミサイル)
A+B: Vulcan Blast (バルカン破)
P-ATHENE 3600 136 1 7 A: Missile (ミサイル)
B: Beam Saber (ビームサーベル)
A+B: Mega Particle Gun (メガ粒子砲)
百式 3500 136 1 7 A: Beam Rifle (ビームライフル)
B: Beam Saber (ビームサーベル)
A+B: Vulcan Blast (バルカン破)
RE-GZ 3400 128 1 7 A: Beam Rifle (ビームライフル)
B: Beam Saber (ビームサーベル)
A+B: Vulcan Blast (バルカン破)
HAMBRABI 3200 120 1 7 A: Beam Rifle (ビームライフル)
B: Beam Saber (ビームサーベル)
A+B: Transformation (変形)
ZIONG 3200 144 2 6 A: Psycommu (サイコミュ)
B: ---
A+B: Mega Particle Gun (メガ粒子砲)
B-DOG 2500 112 2 7 A: Scattering Beam Blast (拡散ビーム破)
B: Beam Saber (ビームサーベル)
A+B: Transformation (変形)
DRISSEN 2300 112 1 7 A: Bazooka Blast (バズーカ破)
B: Beam Halberd (ビームナギナタ)
A+B: Grenade (グレネード)
ASSHIMAR 2000 104 1 7 A: Beam Rifle (ビームライフル)
B: Beam Saber (ビームサーベル)
A+B: Transformation (変形)
MK-2 2000 112 1 7 A: Beam Rifle (ビームライフル)
B: Beam Saber (ビームサーベル)
A+B: Vulcan Blast (バルカン破)
ELMETH 1900 104 2 8 A: Bit (ビット)
B: ---
A+B: Vulcan Blast (バルカン破)
GA-ZOWMN 1800 96 1 6 A: Beam Rifle (ビームライフル)
B: Beam Saber (ビームサーベル)
A+B: Missile (ミサイル)
ZSSA 1800 96 1 5 A: Missile (ミサイル)
B: Beam Saber (ビームサーベル)
A+B: Vulcan Blast (バルカン破)
CAPULE 1700 104 2 6 A: Laser Blast (レーザ破)
B: Beam Saber (ビームサーベル)
A+B: Underwater Missile (水中ミサイル)
GUNDAM 1600 96 1 6 A: Beam Rifle (ビームライフル)
B: Beam Saber (ビームサーベル)
A+B: Vulcan Blast (バルカン破)
JEGAN 1500 96 1 6 A: Beam Rifle (ビームライフル)
B: Beam Saber (ビームサーベル)
A+B: Vulcan Blast (バルカン破)
GEARA-DG 1500 96 1 6 A: Beam Rifle (ビームライフル)
B: Beam Saber (ビームサーベル)
A+B: Grenade (グレネード)
R-DIAS 1500 96 1 6 A: Bazooka Blast (バズーカ破)
B: Beam Saber (ビームサーベル)
A+B: Vulcan Blast (バルカン破)
BARZAM 1300 88 1 6 A: Beam Rifle (ビームライフル)
B: Beam Saber (ビームサーベル)
A+B: Vulcan Blast (バルカン破)
MARASAI 1200 88 1 6 A: Beam Rifle (ビームライフル)
B: Beam Saber (ビームサーベル)
A+B: Vulcan Blast (バルカン破)
GELGOOG 1100 88 1 5 A: Beam Rifle (ビームライフル)
B: Beam Halberd (ビームナギナタ)
A+B: Grenade (グレネード)
ZAKREO 1000 80 2 6 A: Scattering Beam Blast (拡散ビーム破)
B: ---
A+B: Missile (ミサイル)
ZOGG 900 96 2 5 A: Laser Blast (レーザ破)
B: Heat Saber (ヒートサーベル)
A+B: Underwater Missile (水中ミサイル)
ZGOK 700 80 1 4 A: Laser Blast (レーザ破)
B: Heat Saber (ヒートサーベル)
A+B: Underwater Missile (水中ミサイル)
DOM 500 80 1 4 A: Bazooka Blast (バズーカ破)
B: Heat Saber (ヒートサーベル)
A+B: Grenade (グレネード)
GOUF 200 80 1 4 A: Machine Gun (マシンガン)
B: Heat Fork (ヒートホーク)
A+B: Grenade (グレネード)
ZAKU 100 80 1 4 A: Machine Gun (マシンガン)
B: Heat Fork (ヒートホーク)
A+B: Grenade (グレネード)
*****************************************************************************
-=-=-=-=-=-=-=-=-=-=-=-=-=
-= 6. Copyright Notice -=
-=-=-=-=-=-=-=-=-=-=-=-=-=
This file is Copyright (c)2010 Devin Morgan. All rights reserved. Please view
the following URL to see the list of sites that are allowed to post my work:
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This list is comprised of sites I know and trust well. If your site is not on
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If you are writing a FAQ for this game as well, and would like to use some
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If you wish to contact me, do so at dbmfaqs(at)gmail(dot)com. Please only
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http://www.gamefaqs.com/features/recognition/3579.html
=- End of File -=