WD-M01 Turn A Gundam - Involvement in Video Games

Involvement in Video Games

As a leading Gundam of a Gundam series, Turn A Gundam has appeared in every G Generation titles since Zero, and its Moonlight Butterfly is the ultimate attack in every G Generation title it has appeared in. It has also appeared in Super Robot Wars Alpha Gaiden and in Another Century's Episode 3 and also Super Robot Wars Z. Other than the Moonlight Butterfly, Gundam Hammer is another common weapon of the Turn A Gundam, in The Gundam VS series, Turn A Gundam's primary weapon are the Gundam Hammers (actually a pair of large maces that explode).

Unlike other alternate universe Gundam robots, Turn A Gundam has occasionally participated in games that are set in the Universal Century timeline, as although it is not officially a part of the Universal Century storyline, as Turn A Gundam is supposed to take place 3,000 years after previous series.

Turn A Gundam appeared in a special scenario in SD Gundam G Generation Spirits which can be unlocked by completing all missions. Completing the mission makes the Turn A available for purchase. Turn A Gundam also appeared as a hidden unit in SD Gundam SCAD Hammers, which is set in the One Year War timeline.

The Turn A is also a default mobile suit in Dynasty Warriors: Gundam's Original Mode, with Loran as its default pilot. This marked the first appearance of the Turn A Gundam, Loran, and Horace in the U.S. Loran makes a second and third appearance in the sequel Dynasty Warriors: Gundam 2 and Dynasty Warriors: Gundam 3 along with a few other Turn A Gundam characters such as Gym and Queen Dianna.

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Famous quotes containing the words video games, involvement in, involvement, video and/or games:

    I recently learned something quite interesting about video games. Many young people have developed incredible hand, eye, and brain coordination in playing these games. The air force believes these kids will be our outstanding pilots should they fly our jets.
    Ronald Reagan (b. 1911)

    The mother whose self-image is dependent on her children places on those children the responsibility for her own identity, and her involvement in the details of their lives can put great pressure on the children. A child suffers when everything he or she does is extremely important to a parent; this kind of over-involvement can turn even a small problem into a crisis.
    Grace Baruch (20th century)

    The mother whose self-image is dependent on her children places on those children the responsibility for her own identity, and her involvement in the details of their lives can put great pressure on the children. A child suffers when everything he or she does is extremely important to a parent; this kind of over-involvement can turn even a small problem into a crisis.
    Grace Baruch (20th century)

    We attempt to remember our collective American childhood, the way it was, but what we often remember is a combination of real past, pieces reshaped by bitterness and love, and, of course, the video past—the portrayals of family life on such television programs as “Leave it to Beaver” and “Father Knows Best” and all the rest.
    Richard Louv (20th century)

    Intelligence and war are games, perhaps the only meaningful games left. If any player becomes too proficient, the game is threatened with termination.
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