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Gundam Wing: Endless Duel

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This page details pre-release information and/or media for Gundam Wing: Endless Duel.

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Specifically: Find and detail changes from other magazine articles.

Builds#

Spaceworld 1995 Build#

GWED_Famitsu_1995-09-01_p210.png

Preview pictures that appeared in WEEKLY ファミコン通信 1995年09月01日号 no. 350 (Weekly Famitsu issue no. 350. September 1st, 1995).

  • All characters use the name GUNDAM.0.
  • Infinite timer setting displays 99 instead of the final build's infinite symbol.
  • Both player shadows appear at the same time. In the Commercial and Final builds, shadows flicker and alternate between each player every other frame.
  • Maximum vulcan count is 500. It was changed to 300 in the Final build. Natsume's later Gundam fighting game "Gundam: The Battle Master" uses an ammo count of 500.
    • The color of the bar is consistently orange here compared to the varying colors (based on ammo total) used in the Final build.
    • The vulcan reticle has a smaller and rounder graphic than the Commercial and Final builds.
  • Screenshot 1:
    • A preliminary Tallgeese sprite is shown. It's possibly a mockup, but the camera position appears correct for an in-game shot.
    • The stage is unused, but it appears to be an early version of Sandrock's stage.
    • Wing's sprites appears to match the Final build.
  • Screenshot 2:
    • The stage matches the one showcased in Screenshot 1 with a night palette.
    • Deathscythe's Vulcan stance is more dynamic.
    • Shenlong's dash was completely different, with the legs closely matching Wing's final sprite dash legs.

Commercial Build#

A commercial for Shin Kidou Senki Gundam W: Endless Duel (Unknown air date and source).

  • Individual character names haven't been implemented yet. Each character name is names W.GUNDAM compared to the Spaceworld 1995 build's GUNDAM.0.
  • Infinite time setting displays 00 compared to the Spaceworld 1995 build's 99.
  • Ammo meter colors are still consistently orange.
  • Wing/Wing.0's stage is using Deathscythe's stage music.
  • Assuming stage order is still based on player 2 in this build, Heavyarms' stage is assigned to Sandrock and is using Sandrock's music. Palette cycling for the flame effects is also missing.
  • Sandrock:
    • Backhop and jump uses mostly the same upper body tiles as his in-game jab, but the hand is different. The hand still exists as sprite tiles in the Final that go unused. His backhop also moves horizontally much faster here.
    • Jumping Weak Weapon is missing the trailing smear frames and his arm extends more vertically.