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  • There once was a fan from Nantucket... whose name was Kevin and who sent us a couple awesome

  • items for Strange Anime License Friday. The downside, it seemed, was that I had to procure

  • a Game Gear and a Wonderswan, which are a **** pain in the *** to record from. Hah,

  • limericks. It makes perfect sense that the Wonderswan - a Bandai product itself - would

  • have a stack of Gundam games for it long as your arm, and SD Gundam: Emotional Jam doesn't

  • disappoint. Unfortunately, as is befitting a Gundam mash-up game on such a tiny system,

  • they do their best to shoehorn as much content in there as possible. And, in a first for

  • pretty much ANY Gundam game I've come across, there's almost no information out there on

  • the interwebs about this one. No manuals, no tutorial in the game, no nothin'. For better

  • or worse, I was going into this thing blind.

  • Okay, so blind might be a bit of a stretch. But unless you've got the eyesight of a freakin'

  • eagle, the wall-o'-kanji you immediately run up against might prove to be an effective

  • deterrent to actually playing this thing. Here's the schtick: Think Advance Wars, but

  • with a movement grid that's skewed every other column, allowing for more precise control.

  • It's about as close as you can come to oldschool wargaming's hexagonal grids, without actually

  • using hexagons. Anyway. There are actually two tiers to the battles: the overworld map,

  • where you maneuver units and can capture bases, and a second level, where the actual combat

  • plays out. This second tier... seems almost identical to the first, complete with turn-based

  • movement. The difference is that you can deploy your various Mobile Suits, which can be controlled

  • individually or as a squad of up to five. Each suit in said squad (man, that's a lot

  • of S's) still tracks its damage and stats individually, though, meaning your attack

  • on such a unit might only hit three out of the five, each with their own HP pool.

  • So it's straight-up strategy, which is awesome, because that makes it significantly better

  • for, say, two-player head-to-head skirmishes. Why should Advance Wars players have all the

  • fun? After selecting a map (from a list a yard long, though each one looks distressingly

  • similar in-game), each player picks a team culled from the history of the Gundam series

  • to take into battle. But while it's a refreshing alternative to Advance Wars, the actual gameplay

  • feels a bit too slow for a head-to-head competition. Each individual skirmish in Advance Wars takes

  • a couple seconds; such battles in Emotional Jam take several minutes to saw through an

  • entire squad's combined 5000 HP at maybe 60 to 120 damage a pop. And with such excruciatingly

  • small combats, there's not really all that much you can do to exercise tactics, shy of

  • "concentrate fire here." Still, if you're a fan of the series, it's engaging and pocket-sized,

  • even if your optometrist will hate you in the morning.

There once was a fan from Nantucket... whose name was Kevin and who sent us a couple awesome

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