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.
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    I recommend limiting one’s involvement in other people’s lives to a pleasantly scant minimum. This may seem too stoical a position in these madly passionate times, but madly passionate people rarely make good on their madly passionate promises.
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    In 1600 the specialization of games and pastimes did not extend beyond infancy; after the age of three or four it decreased and disappeared. From then on the child played the same games as the adult, either with other children or with adults. . . . Conversely, adults used to play games which today only children play.
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