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SD Kidou Senshi Gundam 2

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Title Screen

SD Kidou Senshi Gundam 2

Developer: TOSE
Publisher: Angel
Platform: SNES
Released in JP: September 23, 1993

CodeIcon.png This game has unused code.
DebugIcon.png This game has debugging material.
SoundtestIcon.png This game has a hidden sound test.
LevelSelectIcon.png This game has a hidden level select.

SD Kidou Senshi Gundam 2 is one of roughly a million Gundam games on the Super Famicom, and one of a handful to be based on the SD Gundam line that started in 1985.

Summary: Cute little Gundams blow each other up. Again.

Debug Mode


Use the Pro Action Replay code 80B40724 to access the game's debug menu after the copyright screen.

Note that several of the values on this screen aren't initialized on boot, so you'll have to set them to sane values yourself. Items with two values are modified using both controllers.

  • Map no selects a level or screen; each selection returns to the debug menu afterwards
  • Obj kun opens an object viewer
  • Mychr no selects each player's Mobile Suit
  • Buki no selects each player's current weapon (00 through 02)
  • Kisuu sets each player's amount of lives (must be at least 01 for a player to appear in game)
  • Energy sets each player's amount of hit points (up to 60)
  • Continue sets each player's amount of remaining continues
  • Count sets the level of each player's weapon gauge (up to 3F)
  • Level sets the difficulty level
  • Atari kun opens a sprite viewer
  • SE kun doesn't do anything
  • Sound no. doesn't do anything
  • SE no. plays sound effects
  • SLHV disp is unknown
  • SCH disp is unknown
  • Muteki is probably supposed to enable invincibility (無敵), but does nothing

Object Viewer


This screen allows you to view various ingame sprites, as well as to arrange up to four sprites on screen in any position.

The top line represents the current object and frame number (with frames 00 to 1F being the same for all objects.) Press A to edit these values; Left/Right moves the cursor between the object name and frame number, and Up/Down changes the value. The currently selected frame is displayed in the bottom left corner.

The lines underneath are four slots which can be used to store and display up to four frames from the current object. Press B to store the currently selected sprite in a slot, Y to clear a slot, Left/Right to turn a slot on/off, and A to change the sprite's position for a slot. The frame in the currently selected slot is shown in the top left corner, while the sprites for all active slots are shown relative to the bottom right corner.

To return to the debug menu, reset the game.

Sprite Viewer


This screen allows you to view individual frames for an object. The bottom line of text lets you select an object and frame; press A to edit, Up/Down to select an object, and Left/Right to select a frame (as with the previous screen, the first 32 frames are the same for each object.)

The lines marked 0 through 7 allow you to draw assorted colored boxes on screen. Use Left/Right to enable/disable individual boxes, press A once to edit a box's position, and A again to edit its size. These always have all values set to zero initially and don't seem to represent anything important (such as hitboxes.)

"DISP" turns the background grid on/off.

As with the previous screen, reset the game to return to the debug menu.

(Source: Original TCRF research)

Alternate VS Select

An unused, alternate configuration screen for VS battles can be accessed by setting the map number to 35 (VSSELECT) in the debug menu.


The first screen lets you select between "S" (for "space") or "E" (for "Earth", which is actually one of the space colonies) in a rather showy fashion using the D-Pad. Pressing B returns to the debug menu.

Pressing A goes to the second screen, where both players select their Mobile Suit using Up/Down and human/CPU control using Left/Right (which is indicated by the sprite above either player.) Pressing B from here returns to the previous screen, and pressing A begins a VS battle, then returns to the debug menu.

(Source: Original TCRF research)