This page details pre-release information and/or media for Gundam Wing: Endless Duel.
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Builds#
Spaceworld 1995 Build#

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.