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The popularity of the Japanese anime metaseries Gundam since its release in 1979 has resulted in a spread of merchandise across various forms, with video games among them. . This is a list of video games that are set in the franchise's various timelines, and are segregated by the console systems they were released
Mobile Suit Gundam GQuuuuuuX is scheduled to broadcast on NNS stations, including Nippon Television in Japan on April 8, 2025. A theatrical cut by Bandai Namco Filmworks and Toho premiered on January 17, 2025. [2] On the same day, it was announced GKIDS had licensed the release for the North American market and will screen it there from ...
[a] It was used to advertise and preview upcoming and released PlayStation and PlayStation 2 games through demos and featurettes. [1] It often included imported game demos, behind-the-scenes videos on developers and games, as well as cheat codes and saved games. Jampack often served as a preview for the PlayStation Underground online magazine. [2]
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Part of the Gundam franchise, it is the second production to be done entirely in computer animation since Mobile Suit Gundam MS IGLOO and the first series animated using Epic Games' Unreal Engine 5. [1] [2] It is written and co-executive produced by Gavin Hignight and directed by Erasmus Brosdau, with mechanical designs by Kimitoshi Yamane, [3 ...
Compati Hero [a] [b] is a video game series published in Japan by Banpresto and Bandai Namco Entertainment that began in 1990 and features 16 crossover teams between Ultraman, Kamen Rider (also known as Masked Rider) and Gundam.
MS Saga: A New Dawn [a] is a role-playing game for the PlayStation 2 console based on the Gundam franchise. The game was designed to be accessible to a general audience unfamiliar with Gundam. The "MS" in the title refers to the iconic Mobile Suit that features in the series.
An example of a game demo in disc format. The availability of demos varies between formats. Systems that use cartridges typically did not have demos available to them, unless they happen to be digital, due to the cost of duplication, whereas systems supporting more cheaply produced media, such as tapes, floppy disks, and later CD-ROM and DVD-ROM, do.