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SLPS 00785
Copyright © 1997 Bandai · Sotsu Agency · Sunrise
Sony Playstation
Strategy, 4 Player Hotseat or Multitap
Available 28 Mar 1997
¥6800
1-4 players
5 memory blocks
multi-tap compatible
by Joseph Lee |
SD GUNDAM GCENTURY (SD for super-deformed)
is another sequel in the popular and funny SD GUNDAM
universe by Bandai/Sunrise. GCENTURY is
a strategic game which focuses on resource management, planning
ahead, and eliminating other competitors. It is a turn-based
game system with hex-gridded maps, fixed-location factories,
revenue generating space-colonies and cities (where number
depends on terrain map), and units that gain experience and
ability over time. Additions to the standard game formula
include the ability to upgrade or downgrade the suit or ship a
pilot is flying, to trade in the vehicle for another, and to
rename the pilot.
With the space
of a CD, GCENTURY has been freed to
span almost the entire illustrious history of MOBILE SUIT GUNDAM
from the ONE YEAR WAR; STARDUST MEMORY;
ZETA GUNDAM; DOUBLE ZETA GUNDAM;
CHAR'S COUNTER ATTACK; V-GUNDAM;
and G-GUNDAM, to the recent GUNDAM WING;
GUDNAM X, 8TH PLATOON;
and even GUNDAM GAIDEN. There are over
100 terrain maps based in space, on the Earth, and on the Moon;
150 SD mobile suits and ships including the Blue Destiny from
the Saturn GUNDAM GAIDEN series; 14 factions plus 4
design-your-own custom faction; 5 game modes; 25 long and
short CD music tracks; and the 4 player action contained in
previous versions.
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All of the suits
and ships in arcade battle have been pre-rendered and turned
into 2D sprites with many smoothly animated frames a la
DONKEY KONG COUNTRY, and look quite
similar to the sprites used in Bandai's SD GUNDAM OVER GALAXIAN
game for the Playstation. However, the rest of the map
sprites are the same hand-drawn variety of the previous games,
but with better selections of colors. The backgrounds of the
space maps have taken advantage of the available 3D abilities
of the Playstation with a modeled and rotating Earth, g
ouraud-shaded Moon, twinkling stars, and overall nicely drawn
map sprites. Transparent information windows overlay the map
grid, disappear when the cursor gets near, and can be dragged
around or off the screen.
The opening screen
leads to the menu screen with the following choices:
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Scenario Mode
Single Mode
World Mode
Century Mode
Load
Action Battle
Original Organization
Option |
Scenario Mode gives you a chance to play all the scenarios from the
GUNDAM storylines from Universal
Century (UC) 0079 Odessa Operation of MSG MOVIE #1
to After Colony (AC) 0195 Libra Operation in GUNDAM WING.
To understand the scenarios, one should be aware of some of
GUNDAM's storylines or be able to read
the Japanese text describing the scenario, but neither are
required to play. Each one lets you and other players play one
of the factions of that particular scenario, and to see how
differently it can be resolved. Depending on the scenario,
you may have access to the various weapons of mass destruction
such as the solar system mirror array, the colony laser, a
space colony or Axis to drop on the Earth, etc. The scenario
introductions are still-shots of a battle scene (SD-style) with
text scrolling at the bottom, and no full-motion-video (FMV).
The only FMV introduction seen is the Bandai logo, and as of
now I have yet to see any other FMV in this game. However, it
seems to be made up by some cute sprite-animations such as the
GUNDAM X firing its weapon in a side-bar
during the course of the game.
Single Mode
lets you play one particular scenario in one terrain map in
space, on the Earth, or on the Moon. World Mode lets
you play one scenario on your selection of three terrain maps
of space, Earth, and Moon. Century Mode appears to be a
sequence of unique scenarios not based on any GUNDAM storyline,
and whatever money you have after winning the scenario carries
over to the next scenario (leading to a cheat). Load
loads in a saved game that incidentally takes up 5 blocks per
save game, so free up space on your memory card beforehand.
Action Battle
lets you practice battling up to 3 other ships or suits in the
arcade battle mode that is used to resolve battles. Additions
are a shield defense button for those suits that have one, a
button to maintain the facing direction while moving (so you
can fly backwards now), an I-Field on/off button for those
suits that have it, and a jump/vernier thruster on/off button.
During the loading time for Action Battle in any of
the other game Modes, there are humorous text comments by the
pilots amounting to "Aaaahh!," "I will kill you," or
"Launching Gundam" to read while you wait.
Neat Stuff

The differing power
and tech levels of the suits and ships from the differing
GUNDAM timelines have been resolved into
5 tech levels (as in GX) with each suit or ship requiring a
certain tech to build and a number of turns to build. This
system is based more on how powerful the suit or ship is, and
is much less confusing, more complete, and more balanced than
GNEXT's 20+ tech levels and ranking suit
and ship strengths chronologically. The AI capability here is
almost on par with the challenging one in GX,
and definitely above the simplistic one of GNEXT.
The SNES Mode 3
method of a suit attacking a ship or base has been eliminated
and replaced with the side-scrolling Action Battle, with single
or multiple suits fighting one or multiple ships, or one suit
fighting against a base protected by a turrent and suit. This
means ships are much more powerful now, and much
more difficult to destroy. The same goes for bases, and this
does affect playing strategies. In re-entry battles situated
over Earth, a suit can take re-entry damage if it flies too
low.
There are now asteroid
factories in space besides the main floating ones. These
usually have 4 suit-building bays as compared to 8 for the
main ones. Larger asteroids such as Axis can have 2 full
(8 MS pads) factories in it.
The much more clearly
delineated factions from the various series and timelines such
as the AEUG, Neo-Jion, Oz, and Delaz Fleet, are going to make
for interesting availability and combinations of suits and
ships during battle, depending on terrain. For example, the
Delaz Fleet was almost entirely spaced-based so a number of
its suits and ships would be useless in land-based battles.
Pilots of suits
and ships have 5 normal pilot levels and 3 ace levels plus 99
possible Newtype (NT) points. Most pilots start at level 1
with 0 NT points. These numbers go up after surviving each
battle (e.g. Amuro and the WhiteBase crew start out at level
3 with high NT points). A suit or ship does not have to dock
for repairs for its levels to go up as in GX. More NT points
and a higher pilot level translates into faster and more
responsive suits and ships during Action Battle, and
exposed NewType abilities (with the appropriate suits) such as
funnels. Powerful Newtypes will show themselves with NT
points jumping from 0 to say 20 after one battle. Newtypes
can also make ranged attacks with just their funnels or bits.
Caveats: The New and the Bad

Those information
windows can be accidentally shoved out of the way, but can be
restored to default position with the select button.
Some mobile suits
are now portable single-hex wide colony-laser equivalents,
depending on suit, weapon, and available energy level.
Undocking suits and ships have to wait one turn before they
can directly attack another vehicle. Different playing
strategies to plan for.
There have been
complaints about the "unimprovements" made in this
Playstation incarnation:
Loading
- Any action that takes the game off the main game map, such as going
into battle or going into a factory, will face some loading time of
around 6-7 seconds.
Action Battle
- Slowdown with more than 3 or 4 large sprites on the screen at once.
This can be attributed to bad programming rather than the PSX's sprite
capability.
- It takes 8 seconds to load into action battle and 7 to get out.
- All the sprites look the same now. The only way to distinguish
sides is by thruster exhaust and weapon fire color.
- Turning around is nicely animated now instead of just flipping
around, but takes long enough to make one vulnerable.
- Weapons don't do well when the buttons are pressed rapidly because
they are not buffered, so you lose keystrokes. One has to time button
presses to get the weapon to repeat fire rapidly.
- Differing AI types and suits to target during battle have been
eliminated. It's a free-for-all now.
Factory
- Ugly factory background that's heavily pixilated with a zoomed-up
look at a range of factory bays from front to back. Because of the zoom,
one has to scroll around to see the all of the bays.
- Cannot build suits or ships that cannot be launched out of the factory.
No more plugging factories with useless stuff when it's about to be taken over.
Controller
- Because GCENTURY is multi-tap compatible, there are
going to be some problems with third-party controllers not certified by
Sony, such as the ACT Labs multi-programmable joystick.
Summary:

GCENTURY
is definitely a vast improvement over GNEXT
and its faults. However, new faults have also cropped up that
shouldn't exist with the Playstation already in its 3rd
generation of titles. It's a nice game if you are a GUNDAM
fan or if you're a fan of strategic games. There are some
very nice improvements that leave a good impression, and a
vast enough universe and scenario coverage that gives high
replay value. There are enough changed key elements that make
this a definably unique game from previous incarnations instead
of being just a port to a new platform. However, it's
debatable as to whether it is actually better than GX,
which is generally considered to be the best in this specific
series.
GCENTURY
is definitely one of the better Playstation games out from
Japan in a genre that US games have yet to seriously touch.
It makes a statement that console games do not have to be
arcade-ish or 3D to be fun.
Rating: |
***1/2 Stars (out of 4) |
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